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Mars || A Platformer #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop6 v)\nforever\n play sound [CORE.mp3 v] until done\nend\n\n@Thingy\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 point in direction (90)\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 point in direction (-120)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#b36b61)?> or <<touching color (#b3b397)?> or <touching color (#66652e)?>>> then\n fast\n if <<touching color (#b36b61)?> or <<touching color (#b3b397)?> or <touching color (#66652e)?>>> 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 (#b36b61)?> or <<touching color (#b3b397)?> or <touching color (#66652e)?>>> 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\nshow\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n broadcast (next level v)\n end\nend\n\nwhen I receive [next level v]\nif <(backdrop [number v]) = [10]> then\n broadcast (thumb v)\n stop [all v]\nelse\n go to x: (-162) y: (-14)\n next backdrop\nend\n\ndefine xcoll\nrepeat until <not <<touching color (#03cd00)?> or <<touching color (#039f00)?> or <touching color (#66652e)?>>>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <<touching color (#b36b61)?> or <<touching color (#b3b397)?> or <touching color (#66652e)?>>>>\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 <<touching (sprite2 v)?> or <<touching color (#7b7b7b)?> or <<touching color (#bbbbbb)?> or <<touching color (#ff8000)?> or <touching color (#ff5f00)?>>>>> then\n broadcast (Death v)\n end\nend\n\nwhen I receive [death v]\ngo to x: (-217) y: (-14)\n\nwhen flag clicked\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (40)\nhide\nforever\n go to x: (300) y: (pick random (200) to (-200))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat until <(x position) < [-220]>\n change x by (pick random (-2) to (-20))\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (150) y: (-43)\nshow\nrepeat until <(backdrop [name v]) = [backdrop1]>\n glide (1) secs to x: (210) y: (-43)\n glide (1) secs to x: (150) y: (-43)\nend\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (50) y: (92)\nshow\nrepeat until <(backdrop [name v]) = [backdrop7]>\n glide (0.6) secs to x: (90) y: (150)\n glide (0.4) secs to x: (90) y: (92)\nend\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@TB\n\nwhen flag clicked\nhide\n\nwhen I receive [thumb v]\ngo to [front v] layer\nshow\n\n
Arrows or WASD to move\nthx for #11 trending for games :D\n-------------------------------------------------------------\nTo show support, pls love, star, and follow!\nDust and martians by me, @crow_pro_ as well as redoing all the art\ncooltext for thumbnail font\nmusic is a remix of a undertale song\nalien art by @hanngousuihann edited by me\n@glizzygobbler765 @ozzie123125 @professorxp for coding\n@theinternetiscoool for the helmet
[|Soccer Platformer]| [Mobile Friendly]| #games #all
@Stage\n\nwhen flag clicked\nswitch backdrop to (fondo1 v)\n\nwhen I receive [intro end animation v]\nswitch backdrop to (pannel v)\n\n@NPC\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 (land v)?> then\n change y by (2)\n if <touching (land v)?> then\n change y by (2)\n end\n if <touching (land v)?> then\n change y by (2)\n if <touching (land v)?> then\n change y by (2)\n if <touching (land v)?> then\n change y by (2)\n if <touching (land 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 (land v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (land 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 (ouch v)?> then\n DIED\n end\n if <(y position) < [-180]> then\n DIED\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 DIED\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 (1 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\nwhen flag clicked\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 turn right (15) degrees\n end\nend\n\nwhen flag clicked\nforever\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 turn left (15) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <<key (s v) pressed?> and <not <([costume # v] of [land v]) = [13]>>> then\n change [lv v] by (1)\n broadcast (aDsfawe v)\n wait until <not <key (s v) pressed?>>\n end\nend\n\n@Land\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\nbroadcast (Intro End Animation v)\nswitch costume to (1 v)\nforever\n play sound [Dance v] until done\n if <<(costume [name v]) = [last]> or <(costume [number v]) = [13]>> then\n stop all sounds\n end\nend\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\nwhen flag clicked\n\nwhen flag clicked\nwait until <<(costume [name v]) = [3]> or <(costume [number v]) = [3]>>\nforever\n broadcast (Grass cutting v)\n wait until <(costume [number v]) = [4]>\n broadcast (Grass cutting 2 v)\n wait until <(costume [number v]) = [5]>\n broadcast (normal grass v)\n stop [this script v]\nend\n\nwhen flag clicked\nwait until <<(costume [name v]) = [last]> or <(costume [number v]) = [13]>>\n\nwhen I receive [adsfawe v]\nnext costume\n\n@OUCH \n\nwhen I receive [intro end animation v]\ngo to [front 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@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Sprite1\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\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\ndelete this clone\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\n@grass\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end animation v]\nswitch costume to (disfraz1 v)\nshow\ngo to [front v] layer\ngo to x: (36) y: (28)\n\nwhen I receive [grass cutting v]\nswitch costume to (disfraz2 v)\n\nwhen I receive [grass cutting 2 v]\nswitch costume to (disfraz3 v)\n\nwait until <(costume [number v]) = [5]>\n\nforever\n\nstop [this script v]\n\nwhen I receive [normal grass v]\nswitch costume to (disfraz1 v)\n\n@=)\n\ndefine deslizarse (deslizarse)\nif <(deslizarse) = [1]> then\n start sound [Low Whoosh v]\n show\n go to [front v] layer\n glide (1) secs to x: (106) y: (150)\n change [brightness v] effect by (25)\n repeat (2)\n point in direction (90)\n wait (0.1) seconds\n turn right (4) degrees\n wait (0.1) seconds\n turn left (6) degrees\n wait (0.1) seconds\n turn right (8) degrees\n wait (0.1) seconds\n end\n set [ghost v] effect to (999999)\n wait (1) seconds\n clear graphic effects\n go to [back v] layer\n hide\nend\nif <(deslizarse) = [2]> then\n go to x: (106) y: (206)\n point in direction (90)\n go to [front v] layer\n show\n start sound [Low Whoosh v]\n glide (1) secs to x: (106) y: (150)\n change [brightness v] effect by (25)\n repeat (2)\n point in direction (90)\n wait (0.1) seconds\n turn right (4) degrees\n wait (0.1) seconds\n turn left (6) degrees\n wait (0.1) seconds\n turn right (8) degrees\n wait (0.1) seconds\n end\n point in direction (90)\n set [ghost v] effect to (999)\n wait (1) seconds\n go to [back v] layer\n hide\nend\n\nwhen flag clicked\nclear graphic effects\ngo to x: (106) y: (206)\npoint in direction (90)\nhide\nwait (pick random (15) to (25)) seconds\ndeslizarse [1]\nwait (pick random (15) to (25)) seconds\ndeslizarse [2]\n\n@thunbail\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n
________________~ENGLISH~_________________\nDon't press !s when you reach the last level!\nyour objetive is finish the Platformer \nWASD or arrows to move\nW/up arrow: is for jump \nA/Left arrow: to move to the left\nS/SKIP LEVEL\nD/right arrow: to move to the right \nYou: I need you to enjoy it\n\n______________~ESPAÑOL~___________________\n¡No presiiones s cuando llegues al último nivel!\nTu objetivo es pasarse el platformer\nWASD o flechas para moverse \nW/Flecha de arriba: Para saltar \nA/Flecha izquierda: para moverse a la izquierda \nS:Saltar nivel \nD/Flecha derecha: para moverse a la derecha \nTu: te necesito para que lo disfrutes \n\n
Among us scrolling platformer
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (Scroll X)) (join [, ] ((mouse y) + (Scroll Y))))\n\nwhen I receive [setup v]\nif <(Level) = [1]> then\n switch backdrop to (backdrop1 v)\nelse\n if <(Level) = [2]> then\n switch backdrop to (backdrop1 v)\n else\n if <(Level) = [3]> then\n switch backdrop to (backdrop2 v)\n else\n if <(Level) = [4]> then\n switch backdrop to (backdrop1 v)\n else\n if <(Level) = [5]> then\n switch backdrop to (backdrop1 v)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nplay sound [Among Us Theme v] until done\nplay sound [Among Us Theme v] until done\nplay sound [Among Us Theme v] until done\nplay sound [Among Us Theme v] until done\n\n@Blank\n\n@Player\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play game v) and wait\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n set [ghost v] effect to (0)\n broadcast (Reset v)\n broadcast (Setup v)\n Game on\n repeat until <(Exit) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(Exit) = [Win]> then\n Game - Win\n else\n Game-Die\n end\nend\n\ndefine Game on\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n change [sx v] by (-2)\nend\nif <key (right arrow v) pressed?> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change player x by (round (sx))\nend\nif <key (up arrow v) pressed?> then\n if <(In air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange player y by (sy)\nPosition\nTest-Die\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 Position\ngo to x: ((x) - (Scroll X)) y: ((y) - (Scroll Y))\n\ndefine Change player y by (sy)\nchange [y v] by <sy>\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\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 set [in air v] to [0]\n end\n Position\n end\nend\n\ndefine Game-Die\nset [exit v] to []\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (25)\nend\nhide\nset [ghost v] effect to (0)\n\ndefine Test-Die\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen [space v] key pressed\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 (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 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [5]> then\n switch costume to (level 5 1 v)\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll X)) ((y) - (Scroll Y))\n\nwhen I receive [setup v]\ngo to [front v] layer\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]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [5]> then\n switch costume to (level 5 1 v)\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Portal\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 set [exit v] to [win]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\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 (portal v)\n Clone at x: [1370] y: [92]\nelse\n if <(Level) = [2]> then\n switch costume to (portal v)\n Clone at x: [2068] y: [18]\n else\n if <(Level) = [3]> then\n switch costume to (portal v)\n Clone at x: [1996] y: [-6]\n else\n if <(Level) = [4]> then\n switch costume to (portal v)\n Clone at x: [1759] y: [39]\n else\n if <(Level) = [5]> then\n switch costume to (portal v)\n Clone at x: [7589393748374473] y: [5978]\n end\n end\n end\n end\nend\n\n@Text\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll X)) ((y) - (Scroll Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [5]> then\n switch costume to (level 5 1 v)\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n
Another platformer by me:\nhttps://scratch.mit.edu/projects/390024497\nThis thing took forever to make so please love and favorite (and maybe follow)\nI would recommend full screen. Sorry it's not mobile friendly.\nFirst scrolling platformer!\nFeel free to use some of the art with credit\nControls:\n-Space to switch character\n-Arrow keys to move\n-Avoid red traps and imposters\n-Don't fall out of the world!\n-Try to beat all of the levels to save your crew and eject the imposter\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nIf this gets to 500 loves (I know, too optimistic), I will make a part two!
꧁ Harry Potter Platformer ꧂
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [quiz!!! :d v]\nswitch backdrop to (arrière plan1 v)\n\nwhen I receive [finale!!! ooo v]\nswitch backdrop to (outside v)\n\nwhen I receive [crowd v]\nswitch backdrop to (arrière plan3 v)\nwait (2) seconds\nswitch backdrop to (arrière plan4 v)\nwait (2) seconds\nbroadcast (Finale!!! OoO v)\n\nwhen flag clicked\nforever\n if <(voldy life) = [done]> then\n forever\n if <(house) = [Gryffindor]> then\n switch backdrop to (gryffindor common room v)\n end\n if <(house) = [Hufflepuff]> then\n switch backdrop to (hufflepuff common room v)\n end\n if <(house) = [Slytherin]> then\n switch backdrop to (slytherin common room v)\n end\n if <(house) = [Ravenclaw]> then\n switch backdrop to (ravenclaw common room v)\n end\n end\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nhide variable [level v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\nforever\n play sound [harry potter theme song on piano v] until done\nend\n\n@player\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (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 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 [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 (level v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if then\n end\n change y by (-1)\n if <<touching (level 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 (danger v)?> then\n broadcast (Reset v)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <touching (danger v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen [1 v] key pressed\nswitch costume to (harry v)\n\nwhen [2 v] key pressed\nswitch costume to (hermione v)\n\nwhen [3 v] key pressed\nswitch costume to (ron v)\n\nwhen [4 v] key pressed\nswitch costume to (ginny v)\n\nwhen [5 v] key pressed\nswitch costume to (neville v)\n\nwhen [6 v] key pressed\nswitch costume to (cho v)\n\nwhen [7 v] key pressed\nswitch costume to (luna v)\n\nwhen flag clicked\nforever\n if <touching (exit v)?> then\n go to x: (-166) y: (-88)\n next backdrop\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <<touching (danger v)?> or <<touching (spider v)?> or <touching (dementor v)?>>> then\n change [ghost v] effect by (100)\n wait (0.5) seconds\n show\n change [ghost v] effect by (-100)\n go to x: (-166) y: (-88)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen [8 v] key pressed\nswitch costume to (draco v)\n\nwhen [9 v] key pressed\nswitch costume to (lavender v)\n\nwhen [0 v] key pressed\nswitch costume to (dobby v)\n\nwhen flag clicked\nforever\n if <touching (shrinker v)?> then\n set size to (45) %\n end\nend\n\nwhen flag clicked\nset size to (70) %\n\nwhen [r v] key pressed\ngo to x: (-166) y: (-88)\n\nwhen flag clicked\nforever\n if <touching (bigger v)?> then\n change y by (10)\n set size to (70) %\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (quiz exit v)?> then\n hide\n switch backdrop to (arrière plan1 v)\n broadcast (QUIZ!!! :D v)\n end\nend\n\nwhen backdrop switches to [arrière plan1 v]\nhide\n\nwhen backdrop switches to [outside v]\ngo to x: (-166) y: (-88)\nshow\n\nwhen flag clicked\nforever\n if <touching (voldy spell v)?> then\n change [player life v] by (-1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(voldy life) = [done]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (harry v)\ngo to x: (-166) y: (-88)\n\nwhen I receive [reset v]\ngo to x: (-166) y: (-88)\n\nwhen I receive [next level v]\ngo to x: (-166) y: (-88)\n\nwhen flag clicked\nshow\n\n@level\n\nwhen backdrop switches to [1 v]\nswitch costume to (1 v)\n\nwhen backdrop switches to [2 v]\nswitch costume to (2 v)\n\nwhen backdrop switches to [3 v]\nswitch costume to (3 v)\n\nwhen backdrop switches to [4 v]\nswitch costume to (4 v)\n\nwhen backdrop switches to [5 v]\nswitch costume to (5 v)\n\nwhen backdrop switches to [6 v]\nswitch costume to (6 v)\n\nwhen backdrop switches to [8 v]\nswitch costume to (8 v)\n\nwhen backdrop switches to [7 v]\nswitch costume to (7 v)\n\nwhen backdrop switches to [9 v]\nswitch costume to (9 v)\n\nwhen backdrop switches to [10 v]\nswitch costume to (10 v)\n\nwhen backdrop switches to [11 v]\nswitch costume to (11 v)\n\nwhen backdrop switches to [13 v]\nswitch costume to (13 v)\n\nwhen backdrop switches to [14 v]\nswitch costume to (14 v)\n\nwhen backdrop switches to [15 v]\nswitch costume to (15 v)\n\nwhen backdrop switches to [16 v]\nswitch costume to (16 v)\n\nwhen backdrop switches to [17 v]\nswitch costume to (17 v)\n\nwhen backdrop switches to [18 v]\nswitch costume to (18 v)\n\nwhen backdrop switches to [19 v]\nswitch costume to (19 v)\n\nwhen backdrop switches to [20 v]\nswitch costume to (20 v)\n\nwhen backdrop switches to [arrière plan1 v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [finale!!! ooo v]\nshow\nswitch costume to (21 v)\n\nwhen flag clicked\nforever\n if <(voldy life) = [done]> then\n hide\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@exit\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\n\nwhen backdrop switches to [20 v]\nhide\n\n@danger\n\nwhen backdrop switches to [3 v]\nswitch costume to (3 v)\n\nwhen backdrop switches to [2 v]\nswitch costume to (2 v)\n\nwhen backdrop switches to [1 v]\nswitch costume to (1 v)\n\nwhen backdrop switches to [4 v]\nswitch costume to (4 v)\n\nwhen backdrop switches to [5 v]\nswitch costume to (5 v)\n\nwhen backdrop switches to [11 v]\nswitch costume to (11 v)\n\nwhen backdrop switches to [13 v]\nswitch costume to (13 v)\n\nwhen backdrop switches to [14 v]\nswitch costume to (14 v)\n\nwhen backdrop switches to [12 v]\nswitch costume to (12 v)\n\nwhen backdrop switches to [17 v]\nswitch costume to (17 v)\n\nwhen backdrop switches to [18 v]\nswitch costume to (18 v)\n\nwhen backdrop switches to [19 v]\nswitch costume to (19 v)\n\nwhen backdrop switches to [20 v]\nswitch costume to (20 v)\n\n@wand\n\nwhen flag clicked\ngo to (mouse-pointer v)\nshow\nforever\n glide (0.00001) secs to (mouse-pointer v)\nend\n\nhide\n\n@Mouse trail\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n point in direction (pick random (-180) to (180))\n wait (0.05) seconds\nend\n\nhide\n\nwhen I start as a clone\nshow\ngo to (mouse-pointer v)\nmove (7) steps\nrepeat (30)\n change size by (-3.5)\n move (1) steps\nend\ndelete this clone\n\n@Spider\n\nwhen backdrop switches to [1 v]\nhide\n\nwhen backdrop switches to [5 v]\ngo to x: (149) y: (-137)\nshow\nrepeat until <(backdrop [number v]) = [6]>\n glide (1) secs to x: (-91) y: (-137)\n wait (0.9) seconds\n glide (1) secs to x: (91) y: (-137)\nend\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [6]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@book\n\nwhen flag clicked\nset [school material v] to [0]\nhide variable [school material v]\nhide\n\nwhen backdrop switches to [6 v]\nshow\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n change [school material v] by (1)\n end\nend\n\nwhen backdrop switches to [7 v]\nhide\n\n@crystal ball\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n change [school material v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [8 v]\nshow\n\nwhen backdrop switches to [9 v]\nhide\n\n@cauldron\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [9 v]\nshow\n\nwhen backdrop switches to [10 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n change [school material v] by (1)\n end\nend\n\n@shrinker\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [10 v]\nshow\n\nwhen backdrop switches to [11 v]\nhide\n\n@bigger\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [14 v]\nshow\n\nwhen backdrop switches to [15 v]\nhide\n\n@Dementor\n\nwhen backdrop switches to [1 v]\nhide\n\nwhen backdrop switches to [15 v]\ngo to x: (149) y: (-137)\nshow\nrepeat until <(backdrop [number v]) = [16]>\n glide (1) secs to x: (-91) y: (-137)\n wait (0.9) seconds\n glide (1) secs to x: (91) y: (-137)\nend\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [16]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spell v)?> then\n hide\n end\nend\n\n@Broom\n\nwhen backdrop switches to [16 v]\nshow\n\nwhen backdrop switches to [17 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n change [school material v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\n@spell\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen [space v] key pressed\ngo to (player v)\nshow\nchange x by (10)\nwait (1) seconds\nwait (0.1) seconds\nhide\n\nwhen I receive [finale!!! ooo v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n if <touching (voldemort v)?> then\n hide\n end\nend\n\n@quill\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n change [school material v] by (1)\n end\nend\n\nwhen flag clicked\nswitch costume to (quill v)\nhide\n\nwhen backdrop switches to [19 v]\nhide\n\nwhen backdrop switches to [18 v]\nshow\n\n@mcgannogal\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [20 v]\nshow\n\nwhen backdrop switches to [arrière plan1 v]\nhide\n\n@quiz exit\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\n\nwhen backdrop switches to [20 v]\nshow\n\nwhen backdrop switches to [arrière plan1 v]\nhide\n\n@Question\n\nwhen flag clicked\nhide\n\nwhen I receive [quiz!!! :d v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next question v]\nnext costume\n\nwhen I receive [next question v]\nforever\n if <(costume [number v]) = [6]> then\n broadcast (Results! v)\n end\nend\n\nwhen I receive [results! v]\nhide\n\n@Gryffindor answer\n\nwhen flag clicked\nhide\n\nwhen I receive [quiz!!! :d v]\nswitch costume to (costume1 v)\nshow\n\nwhen this sprite clicked\nchange [gryffindor v] by (1)\nbroadcast (Next question v)\n\nwhen flag clicked\nset [gryffindor v] to [0]\nset [hufflepuff v] to [0]\nset [slytherin v] to [0]\nset [ravenclaw v] to [0]\n\nwhen I receive [next question v]\nnext costume\n\nwhen I receive [next question v]\nforever\n if <(costume [number v]) = [6]> then\n broadcast (Results! v)\n end\nend\n\nwhen I receive [results! v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n@Hufflepuff answer\n\nwhen I receive [quiz!!! :d v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [hufflepuff v] by (1)\nbroadcast (Next question v)\n\nwhen I receive [next question v]\nnext costume\n\nwhen I receive [next question v]\nforever\n if <(costume [number v]) = [6]> then\n broadcast (Results! v)\n end\nend\n\nwhen I receive [results! v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n@Slytherin answer\n\nwhen I receive [quiz!!! :d v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [slytherin v] by (1)\nbroadcast (Next question v)\n\nwhen I receive [next question v]\nnext costume\n\nwhen I receive [next question v]\nforever\n if <(costume [number v]) = [6]> then\n broadcast (Results! v)\n end\nend\n\nwhen I receive [results! v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n@Ravenclaw answer\n\nwhen I receive [quiz!!! :d v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [ravenclaw v] by (1)\nbroadcast (Next question v)\n\nwhen I receive [next question v]\nnext costume\n\nwhen I receive [next question v]\nforever\n if <(costume [number v]) = [6]> then\n broadcast (Results! v)\n end\nend\n\nwhen I receive [results! v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n@Result\n\nwhen I receive [results! v]\nif <<(Gryffindor) = (Hufflepuff)> and <<(Gryffindor) > (Ravenclaw)> and <(Gryffindor) > (Slytherin)>>> then\n show\n set [house v] to [Gryffindor]\n set [house chosen? v] to [Yes]\n wait (5) seconds\n set [results out? v] to [no]\nend\nif <<(Gryffindor) = (Ravenclaw)> and <<(Gryffindor) > (Hufflepuff)> and <(Gryffindor) > (Slytherin)>>> then\n show\n set [house v] to [Ravenclaw]\n set [house chosen? v] to [Yes]\n wait (5) seconds\n set [results out? v] to [no]\nend\nif <<(Gryffindor) = (Slytherin)> and <<(Gryffindor) > (Hufflepuff)> and <(Gryffindor) > (Ravenclaw)>>> then\n show\n set [house v] to [Slytherin]\n set [house chosen? v] to [Yes]\n wait (5) seconds\n set [results out? v] to [no]\nend\nif <<(Hufflepuff) = (Slytherin)> and <<(Hufflepuff) > (Gryffindor)> and <(Hufflepuff) > (Ravenclaw)>>> then\n show\n set [house v] to [Hufflepuff]\n set [house chosen? v] to [Yes]\n wait (5) seconds\n set [results out? v] to [no]\nend\nif <<(Hufflepuff) = (Ravenclaw)> and <<(Hufflepuff) > (Gryffindor)> and <(Hufflepuff) > (Slytherin)>>> then\n show\n set [house v] to [Ravenclaw]\n set [house chosen? v] to [Yes]\n wait (5) seconds\n set [results out? v] to [no]\nend\nif <<(Slytherin) = (Ravenclaw)> and <<(Slytherin) > (Gryffindor)> and <(Slytherin) > (Slytherin)>>> then\n show\n set [house v] to [Slytherin]\n set [house chosen? v] to [Yes]\n wait (5) seconds\n set [results out? v] to [no]\nend\n\nwhen I receive [results! v]\nif <<(Gryffindor) > (Hufflepuff)> and <<(Gryffindor) > (Ravenclaw)> and <(Gryffindor) > (Slytherin)>>> then\n set [house v] to [Gryffindor]\n set [house chosen? v] to [Yes]\n wait (5) seconds\n set [results out? v] to [no]\nend\nif <<(Hufflepuff) > (Gryffindor)> and <<(Hufflepuff) > (Ravenclaw)> and <(Hufflepuff) > (Slytherin)>>> then\n set [house v] to [Hufflepuff]\n set [house chosen? v] to [Yes]\n wait (5) seconds\n set [results out? v] to [no]\nend\nif <<(Ravenclaw) > (Gryffindor)> and <<(Ravenclaw) > (Hufflepuff)> and <(Ravenclaw) > (Slytherin)>>> then\n set [house v] to [Ravenclaw]\n set [house chosen? v] to [Yes]\n wait (5) seconds\n set [results out? v] to [no]\nend\nif <<(Slytherin) > (Gryffindor)> and <<(Slytherin) > (Hufflepuff)> and <(Slytherin) > (Ravenclaw)>>> then\n set [house v] to [Slytherin]\n set [house chosen? v] to [Yes]\n wait (5) seconds\n set [results out? v] to [no]\nend\nhide\n\nwhen flag clicked\nhide\n\nbroadcast (crowd v)\n\nwhen flag clicked\nrepeat until <(house chosen?) = [Yes]>\n set [house v] to [Muggle]\nend\n\nwhen flag clicked\nset [house chosen? v] to [No]\n\nwait (5) seconds\nhide\nbroadcast (crowd v)\n\nwhen I receive [finale!!! ooo v]\nhide\n\nwhen backdrop switches to [outside v]\nhide\n\nwhen I receive [crowd v]\n\nhide\n\ndelete this clone\n\nwhen flag clicked\nforever\n if <(house) = [Gryffindor]> then\n switch costume to (gryffindor common room v)\n show\n wait (5) seconds\n broadcast (crowd v)\n hide\n stop [other scripts in sprite v]\n end\n if <(house) = [Hufflepuff]> then\n switch costume to (hufflepuff common room v)\n show\n wait (5) seconds\n broadcast (crowd v)\n hide\n stop [other scripts in sprite v]\n end\n if <(house) = [Slytherin]> then\n switch costume to (slytherin common room v)\n show\n wait (5) seconds\n broadcast (crowd v)\n hide\n stop [other scripts in sprite v]\n end\n if <(house) = [Ravenclaw]> then\n switch costume to (ravenclaw common room v)\n show\n wait (5) seconds\n broadcast (crowd v)\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [results! v]\nset [results out? v] to [yes]\nstop [this script v]\n\nwhen flag clicked\nset [results out? v] to [no]\n\nwhen backdrop switches to [arrière plan3 v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(Results out?) = [no]> then\n hide\n end\nend\n\nhide\n\nhide\n\nwhen [space v] key pressed\nhide\n\nwhen backdrop switches to [arrière plan3 v]\nhide\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n hide\n end\nend\n\nif <<(Gryffindor) = [0]> or <(Gryffindor) = [1]>> then\n if <<(Ravenclaw) < <(Slytherin) < (Hufflepuff)>> or <(Ravenclaw) < <(Hufflepuff) < (Slytherin)>>> then\n set [house v] to [Ravenclaw]\n end\n if <<(Hufflepuff) < <(Slytherin) < (Ravenclaw)>> or <(Hufflepuff) < <(Ravenclaw) < (Slytherin)>>> then\n set [house v] to [Hufflepuff]\n end\n if <<(Slytherin) < <(Hufflepuff) < (Ravenclaw)>> or <(Slytherin) < <(Ravenclaw) < (Hufflepuff)>>> then\n set [house v] to [Slytherin]\n end\nend\n\n@Objects contained\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [6 v]\nshow\n\nwhen flag clicked\nforever\n if <(school material) = [0]> then\n switch costume to (costume1 v)\n end\n if <(school material) = [1]> then\n switch costume to (costume2 v)\n end\n if <(school material) = [2]> then\n switch costume to (costume3 v)\n end\n if <(school material) = [3]> then\n switch costume to (costume4 v)\n end\n if <(school material) = [4]> then\n switch costume to (costume5 v)\n end\n if <(school material) = [5]> then\n switch costume to (costume6 v)\n end\nend\n\nwhen backdrop switches to [arrière plan1 v]\nhide\n\n@small text\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [results! v]\nwait (5) seconds\nshow\nrepeat until <(backdrop [name v]) = [arrière plan3]>\n repeat (20)\n change [ghost v] effect by (5)\n end\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\n\n@voldemort\n\nwhen flag clicked\nhide\n\nwhen I receive [finale!!! ooo v]\nshow\n\nwhen flag clicked\nforever\n if <touching (spell v)?> then\n change [voldy life v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <(voldy life) = [done]> then\n hide\n end\nend\n\n@voldy text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [finale!!! ooo v]\nshow\nrepeat (5)\n next costume\n wait (3) seconds\nend\nhide\nbroadcast (voldy spell v)\n\n@voldy spell\n\nwhen flag clicked\nhide\nset [voldy life v] to [9]\n\nwhen I receive [voldy spell v]\nrepeat until <(voldy life) = [done]>\n wait (pick random (1) to (5)) seconds\n go to [front v] layer\n show\n wait (1) seconds\n hide\nend\n\nwhen flag clicked\n\nforever\n if <touching (player v)?> then\n end\nend\n\nhide\n\nwhen flag clicked\nforever\n if <(voldy life) = [done]> then\n hide\n end\nend\n\n@player life bar\n\nwhen flag clicked\nforever\n if <(player life) = [9]> then\n switch costume to (costume1 v)\n end\n if <(player life) = [8]> then\n switch costume to (costume2 v)\n end\n if <(player life) = [7]> then\n switch costume to (costume3 v)\n end\n if <(player life) = [6]> then\n switch costume to (costume4 v)\n end\n if <(player life) = [5]> then\n switch costume to (costume5 v)\n end\n if <(player life) = [4]> then\n switch costume to (costume6 v)\n end\n if <(player life) = [3]> then\n switch costume to (costume7 v)\n end\n if <(player life) = [2]> then\n switch costume to (costume8 v)\n end\n if <(player life) = [1]> then\n switch costume to (costume9 v)\n end\n if <(player life) = [0]> then\n switch costume to (costume10 v)\n end\nend\n\nwhen I receive [voldy spell v]\nshow\nset [player life v] to [9]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [player life v] to [9]\n\nwhen I receive [finale!!! ooo v]\nhide\n\nwhen flag clicked\nforever\n if <(voldy life) = [done]> then\n hide\n end\nend\n\n@voldy life bar\n\nwhen flag clicked\nforever\n if <(voldy life) = [9]> then\n switch costume to (costume1 v)\n end\n if <(voldy life) = [8]> then\n switch costume to (costume2 v)\n end\n if <(voldy life) = [7]> then\n switch costume to (costume3 v)\n end\n if <(voldy life) = [6]> then\n switch costume to (costume4 v)\n end\n if <(voldy life) = [5]> then\n switch costume to (costume5 v)\n end\n if <(voldy life) = [4]> then\n switch costume to (costume6 v)\n end\n if <(voldy life) = [3]> then\n switch costume to (costume7 v)\n end\n if <(voldy life) = [2]> then\n switch costume to (costume8 v)\n end\n if <(voldy life) = [1]> then\n switch costume to (costume9 v)\n end\n if <(voldy life) = [0]> then\n switch costume to (costume10 v)\n end\nend\n\nwhen I receive [voldy spell v]\nshow\nset [voldy life v] to [9]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [finale!!! ooo v]\nhide\n\nwhen flag clicked\nforever\n if <(voldy life) = [done]> then\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(voldy life) = [0]> then\n show\n set size to (0) %\n switch costume to (costume1 v)\n repeat (10)\n change size by (10)\n change [color v] effect by (10)\n end\n hide\n set [voldy life v] to [done]\n end\nend\n\nwhen flag clicked\nforever\n if <(player life) = [0]> then\n show\n set size to (0) %\n switch costume to (costume2 v)\n repeat (10)\n change size by (10)\n change [color v] effect by (10)\n end\n hide\n set [player life v] to [done]\n broadcast (retry? v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Finale!!! OoO v)\nhide\n\nwhen I receive [retry? v]\nset size to (0) %\nshow\nrepeat (10)\n change size by (10)\nend\n\n@Last text\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(voldy life) = [done]> then\n show\n switch costume to (costume1 v)\n wait (15) seconds\n forever\n if <(school material) = [5]> then\n switch costume to (costume2 v)\n wait (5) seconds\n switch costume to (costume7 v)\n wait (5) seconds\n stop [all v]\n end\n if <(school material) = [4]> then\n switch costume to (costume3 v)\n wait (5) seconds\n switch costume to (costume7 v)\n wait (5) seconds\n stop [all v]\n end\n if <(school material) = [3]> then\n switch costume to (costume4 v)\n wait (5) seconds\n switch costume to (costume7 v)\n wait (5) seconds\n stop [all v]\n end\n if <(school material) = [2]> then\n switch costume to (costume5 v)\n wait (5) seconds\n switch costume to (costume7 v)\n wait (5) seconds\n stop [all v]\n end\n if <(school material) = [1]> then\n switch costume to (costume6 v)\n wait (5) seconds\n switch costume to (costume7 v)\n wait (5) seconds\n stop [all v]\n end\n end\n end\nend\n\n
ᵉᵍᵘʳʸ²⁷ ᶦˢ ᵗʸᵖᶦⁿᵍ \n ꧁ Harry Potter Platformer ꧂\n\n MY FIRST PLATFORMER!!!! I'm so happy :D\n⚠️WARNING you might need to click the flag 2 times ⚠️ \n\nSorry this is not mobile, it's my first platformer and I'm not a pro at platformers, I worked on this for MONTHS\n\nArrow keys or WASD to move, as usual\nr to respawn\nspace for the spell :)\n\nin this game, you have:\n-a platformer\n-a quiz\n-and the finale\n\nEach number is for a skin, so:\n1) Harry Potter\n2) Hermione Granger\n3) Ron Weasley\n4) Ginny Weasley\n5) Neville Longbottom\n6) Cho Chang\n7) Luna Lovegood\n8) Draco Malfoy\n9) Lavender Brown\n0) Dobby\n\nWhat's your favorite skin? mine's Lavender Brown! I love how I did the hair :)\n\nPlease consider loving and faving this project, and a follow would be very appreciated for all those months of work :) also pls note that I worked on it during my 7-8 month depression ;-;\n\nalso pls don't judge da bg, it ws m first krita artworks XD\n\nWOW 1000 views?!? TYSM :DDD
Phantom Platformer Ⅳ || A Scroll Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (a v)\nwait until <(User 状態) = [1]>\nswitch backdrop to (b v) and wait\n\nwhen I receive [stgo! v]\nforever\n play sound [awespomeface v] until done\nend\n\nwhen I receive [stgo! v]\nset [mov v] to [-20]\nforever\n repeat (30)\n change [mov v] by (1)\n end\n repeat (30)\n change [mov v] by (-1)\n end\nend\n\n@Intro\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [number v]) = [1]> then\n point in direction (0)\n go to x: (-500) y: (-500)\n repeat until <(round (y position)) = [0]>\n change x by (((Var) - (x position)) / (5)) change y by ((() - (y position)) / (5)) turn (((90) - (direction)) / (5))\n end\n wait [1.75]\n set [brightness v] effect to (-100)\nelse\n if <(costume [number v]) = [2]> then\n switch costume to (pick random (2) to (3))\n set size to (pick random (50) to (150)) %\n go to (random position v)\n set [var v] to (pick random (0.1) to (0.5))\n point in direction (pick random (1) to (360))\n set [ghost v] effect to (125)\n if <(costume [number v]) = [2]> then\n repeat (50)\n change [ghost v] effect by (-2)\n move (Var) steps\n end\n repeat ((Var) * (100))\n move (Var) steps\n end\n repeat (50)\n change [ghost v] effect by (2)\n move (Var) steps\n end\n delete this clone\n else\n repeat (50)\n change [ghost v] effect by (-1)\n move (Var) steps\n end\n repeat ((Var) * (100))\n move (Var) steps\n end\n repeat (50)\n change [ghost v] effect by (1)\n move (Var) steps\n end\n delete this clone\n end\n else\n if <(costume [number v]) = [5]> then\n point in direction (90)\n set size to (100) %\n go to x: (75) y: (0)\n set [var v] to [75]\n forever\n change [var v] by (-150)\n repeat (15)\n change x by (((Var) - (x position)) / (3)) change y by [] turn []\n if <(x position) < [-290]> then\n delete this clone\n end\n end\n end\n else\n if <(costume [number v]) = [6]> then\n point in direction (90)\n set size to (100) %\n go to x: (-75) y: (0)\n set [var v] to [-75]\n forever\n change [var v] by (150)\n repeat (15)\n change x by (((Var) - (x position)) / (3)) change y by [] turn []\n if <[290] < (x position)> then\n delete this clone\n end\n end\n end\n else\n if <(costume [number v]) = [4]> then\n set [color v] effect to ((current [hour v]) + (pick random (0) to (5.0)))\n set [var v] to [0]\n set size to (0) %\n switch costume to (icon v)\n point in direction (180)\n repeat (35)\n go to [front v] layer\n change [color v] effect by (1)\n set [var v] to (((Var) * (0.65)) + (((150) - (size)) / (2)))\n change x by [] change y by [] turn (((90) - (direction)) / (4))\n change size by (Var)\n end\n set [var v] to [0]\n repeat (40)\n change [color v] effect by (1)\n point in direction ((90) + (([tan v] of (Var) ) / (0.3)))\n change [var v] by (4.6)\n end\n wait [4.9]\n set [var v] to [0]\n repeat (40)\n change [color v] effect by (1)\n point in direction ((90) + (([tan v] of (Var) ) / (0.3)))\n change [var v] by (4.6)\n end\n point in direction (90)\n wait [7]\n set [var v] to [0]\n repeat (40)\n change [color v] effect by (1)\n point in direction ((90) + (([tan v] of (Var) ) / (0.3)))\n change [var v] by (4.6)\n end\n point in direction (90)\n else\n if <(costume [number v]) = [8]> then\n point in direction (0)\n go to x: (-500) y: (-500)\n repeat until <(round (y position)) = [0]>\n change x by (((Var) - (x position)) / (5)) change y by ((() - (y position)) / (5)) turn (((90) - (direction)) / (5))\n end\n wait (1) seconds\n repeat (25)\n turn right (((direction) - (89)) / (5)) degrees\n change x by ((direction) - (90))\n change [ghost v] effect by (4)\n end\n delete this clone\n end\n end\n end\n end\n end\nend\n\ndefine change x by (x) change y by (y) turn (di)\nchange x by (x)\nchange y by (y)\nturn right (di) degrees\n\ndefine wait (time)\nwait until <(time) < (timer)>\n\ndefine allow\nswitch costume to (allow v)\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n wait (1) seconds\n forever\n change size by (50)\n repeat (14)\n change size by (((150) - (size)) / (3))\n go to [front v] layer\n end\n end\nelse\n if <(costume [number v]) = [8]> then\n forever\n go to [front v] layer\n end\n end\nend\n\nwhen I start as a clone\nif <not <(costume [number v]) = [8]>> then\n forever\n if <[10] < (timer)> then\n broadcast (START v)\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nerase all\nset [user 状態 v] to [0]\nhide\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nreset timer\nstart sound [RetroVision-Campfire-NCS-Release2 v]\nset [brightness v] effect to (-50)\nswitch costume to (card v)\nset [var v] to [-225]\nrepeat (5)\n create clone of (_myself_ v)\n change [var v] by (120)\n change [brightness v] effect by (10)\n wait (0.05) seconds\nend\nclear graphic effects\nwait [1.75]\nswitch costume to (icon v)\ncreate clone of (_myself_ v)\nrepeat until <[9] < (timer)>\n allow\n switch costume to (dot v)\n create clone of (_myself_ v)\n wait (0.45) seconds\nend\nset [brightness v] effect to (-50)\nswitch costume to (card2 v)\nset [var v] to [-225]\nrepeat (5)\n create clone of (_myself_ v)\n change [var v] by (120)\n wait (0.05) seconds\n change [brightness v] effect by (10)\nend\n\nwhen I receive [start v]\nset [user 状態 v] to [1]\n\n@Oborou イ文字\n\nwhen flag clicked\nclear graphic effects\nwait (2) seconds\nset size to (100) %\npoint in direction (90)\nset [ghost v] effect to (100)\nhide\ngo to x: (-150) y: (-120)\nswitch costume to (o v)\ncreate clone of (_myself_ v)\nnext costume\nchange x by (80)\ncreate clone of (_myself_ v)\nnext costume\nchange x by (60)\ncreate clone of (_myself_ v)\nnext costume\nchange x by (60)\ncreate clone of (_myself_ v)\nnext costume\nchange x by (60)\ncreate clone of (_myself_ v)\nnext costume\nchange x by (60)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nrepeat (50)\n change size by (-1.5)\n change [ghost v] effect by (-1.5)\nend\nwait (((7) - (costume [number v])) * (0.15)) seconds\nswitch costume to ((costume [number v]) + (18))\nrepeat (30)\n change size by (1.4)\n change [ghost v] effect by (2)\nend\nswitch costume to ((costume [number v]) - (6))\nrepeat (30)\n change size by (-1)\n change [ghost v] effect by (() - ((100) / (3)))\nend\nrepeat (30)\n change [brightness v] effect by (-3)\nend\nswitch costume to ((costume [number v]) - (6))\nrepeat (20)\n change [brightness v] effect by (5)\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat until <(User 状態) = [1]>\n go to [front v] layer\nend\n\n@User\n\ndefine Mov\nshow\nchange [yp v] by (-1)\nif <key (l v) pressed?> then\n broadcast (Bomb v)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[29] < (mouse x)>>>> then\n change [xp v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-29]>>>> then\n change [xp v] by (-1)\nend\nset [xp v] to ((XP) * (0.9))\nchange x by (XP)\nrepeat (6)\n if <touching (zone v)?> then\n change y by (1)\n end\nend\nif <touching (zone v)?> then\n change y by (-5)\n ErrorX (() - ((XP) / ([abs v] of (XP) ))) ([ceiling v] of ([abs v] of (XP) ) )\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<mouse down?> and <<[0] = (mouse y)> or <[0] < (mouse y)>>>> then\n set [yp v] to ((R) - (88))\n set [xp v] to ((7) - (<(XP) > [0]> * (13)))\n broadcast (Spin v)\n else\n set [xp v] to [0]\n end\nend\nchange y by (YP)\nif <touching (zone v)?> then\n ErrorY (() - ((YP) / ([abs v] of (YP) ))) ([ceiling v] of ([abs v] of (YP) ) )\nend\nchange y by (-1)\nif <<touching (zone v)?> and <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<mouse down?> and <<[0] = (mouse y)> or <[0] < (mouse y)>>>>> then\n set [yp v] to ((R) - (85))\n broadcast (Spin v)\nend\nchange y by (1)\nif <<(User Y) < [-400]> or <touching (out v)?>> then\n Re:START 1\nend\nif <touching (jumper v)?> then\n set [yp v] to [20]\n broadcast (Spin v)\nend\nif <touching (e v)?> then\n Re:START 1\nend\nOUT\nbroadcast (Loop! v)\n\nwhen I receive [power v]\nwait until <(User 状態) = [2]>\nMov\n\ndefine OUT\nchange [user x v] by ((x position) - ((User X) - (Flow X)))\nchange [user y v] by ((y position) - (((User Y) - (Flow Y)) - (20)))\nchange [flow x v] by ([floor v] of (((User X) - (Flow X)) * (0.1)) )\nchange [flow y v] by ([floor v] of (((User Y) - (Flow Y)) * (0.2)) )\nset x to ((User X) - (Flow X))\nset y to (((User Y) - (Flow Y)) - (20))\n\ndefine ErrorX (xdir) (xcot)\nif <(XP) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (zone v)?>> or <(i) = ((xcot) + (1))>>\n change [i v] by (1)\n change x by (xdir)\nend\nchange x by ((0) - ((xdir) * (((xcot) + (1)) * <<(i) = ((xcot) + (1))> and <touching (zone v)?>>)))\n\ndefine ErrorY (ydir) (ycot)\nif <(YP) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (zone v)?>> or <(i) = ((ycot) + (1))>>\n change [i v] by (1)\n change y by (ydir)\nend\nchange y by ((0) - ((ydir) * (((ycot) + (1)) * <<(i) = ((ycot) + (1))> and <touching (zone v)?>>)))\nset [yp v] to [0]\n\ndefine Re:START 1\nclear graphic effects\ngo to [front v] layer\nshow\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [xp v] to [0]\nset [yp v] to [0]\nset [user x v] to [0]\nset [user y v] to [0]\nset [flow x v] to [0]\nset [flow y v] to [0]\n\nwhen I receive [stgo! v]\ngo to [front v] layer\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [user x v] to [0]\nset [user y v] to [0]\nset [xp v] to [0]\nset [yp v] to [0]\nset [flow x v] to [-200]\nset [flow y v] to [-20]\nclear graphic effects\nshow\n\nwhen flag clicked\ngo to [back v] layer\nset [r v] to [100]\nhide\n\nwhen I receive [stgo! v]\nforever\n change [color v] effect by (0.4)\nend\n\nwhen I receive [bomb v]\nwait (2) seconds\nRe:START 1\n\nwhen I receive [bomb v]\nchange [ghost v] effect by (100)\n\nwhen I receive [spin v]\nif <(Spin) = [0]> then\n if <[0] < (XP)> then\n repeat (20)\n turn right (4.5) degrees\n end\n wait (0.3) seconds\n if <not <<(direction) = [-90]> or <<(direction) = [0]> or <<(direction) = [90]> or <(direction) = [180]>>>>> then\n point in direction (90)\n end\n else\n repeat (20)\n turn left (4.5) degrees\n end\n wait (0.3) seconds\n if <not <<(direction) = [-90]> or <<(direction) = [0]> or <<(direction) = [90]> or <(direction) = [180]>>>>> then\n point in direction (90)\n end\n end\nend\nif <(Spin) = [1]> then\n point in direction (90)\nend\n\nwhen I receive [stgo! v]\nset [spin v] to [0]\nforever\n if <(Spin) = [0]> then\n if <key (n v) pressed?> then\n set [spin v] to [1]\n wait (0.2) seconds\n else\n set [spin v] to [0]\n end\n end\n if <(Spin) = [1]> then\n if <key (n v) pressed?> then\n set [spin v] to [0]\n wait (0.2) seconds\n else\n set [spin v] to [1]\n end\n end\nend\n\n@Zone\n\ndefine STG (x) (y) (num)\nswitch costume to (1 v)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to ((num) + (1))\nset [n v] to ((num) + (1))\ncreate clone of (_myself_ v)\n\ndefine Mov (x) (y)\nswitch costume to (1 v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < ([abs v] of (x) )> or <([abs v] of (y position) ) < ([abs v] of (y) )>> then\n hide\nelse\n show\nend\nswitch costume to (N)\n\nwhen I receive [loop! v]\nif <(costume [number v]) = [1]> then\n broadcast (Power v)\nelse\n Mov ((X) - (Flow X)) ((Y) - (Flow Y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [stgo! v]\nhide\nSTG ((R) * (0)) ((R) * (0)) [1]\nSTG ((R) * (4.2)) ((R) * (0)) [2]\nSTG ((R) * (8.4)) ((R) * (0)) [3]\nSTG ((R) * (12.6)) ((R) * (0)) [4]\nSTG ((R) * (16.8)) ((R) * (0)) [5]\nSTG ((R) * (21)) ((R) * (0)) [6]\nSTG ((R) * (25.2)) ((R) * (0)) [7]\nSTG ((R) * (29.4)) ((R) * (0)) [8]\nSTG ((R) * (33.6)) ((R) * (0)) [9]\nSTG ((R) * (37.8)) ((R) * (0)) [10]\nswitch costume to (1 v)\nbroadcast (Power v)\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n@Flow\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n switch costume to (<)\n set x to ((S') + (((R) * (4.82)) * ((<) - (1))))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [stgo! v]\nforever\n if <((S') / ((R) * (4.82))) < (round ((S') / ((R) * (4.82))))> then\n set [< v] to ((1) + (round ((S') / ((R) * (-4.82)))))\n else\n set [< v] to (round ((S') / ((R) * (-4.82))))\n end\nend\n\nwhen I receive [stgo! v]\nset [s' v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [<2 v] by (-0.5)\n end\n if <key (left arrow v) pressed?> then\n change [<2 v] by (0.5)\n end\n set [<2 v] to ((0.9) * (<2))\n change [s' v] by (<2)\nend\n\n@Flow2\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n switch costume to (<)\n set x to ((S') + (((R) * (4.82)) * (<)))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@背景 Ball\n\nwhen I receive [start v]\npen up\nswitch backdrop to (背景2 v)\nforever\n set pen size to (pick random (15) to (55))\n set pen (color v) to (pick random (1) to (99))\n set pen (saturation v) to (pick random (60) to (99))\n set pen (transparency v) to (pick random (40) to (70))\n go to x: (pick random (-240) to (240)) y: (-200)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\npen down\nglide (pick random (4) to (7)) secs to x: (pick random (-240) to (240)) y: (200)\ndelete this clone\n\nwhen I receive [start v]\nforever\n erase all\nend\n\n@Logo\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [start v]\nwait (2) seconds\ngo to x: (0) y: (0)\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nset size to (500) %\nswitch costume to (logo v)\nshow\nrepeat (30)\n change size by (-2)\nend\nwait (3) seconds\nhide\nbroadcast (STGO! v)\n\nwhen I start as a clone\nset size to (0) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (30)\n change size by (6)\n change [ghost v] effect by (-3.1)\nend\nwait (3) seconds\nhide\nset [user 状態 v] to [2]\ndelete this clone\n\n@Effect\n\nwhen flag clicked\nhide\n\nwhen I receive [stgo! v]\nforever\n if <<[5] < ([abs v] of (XP) )> or <[5] < ([abs v] of (YP) )>> then\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (0)\n switch costume to (ef v)\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [user v]) y: ([y position v] of [user v])\nend\n\nwhen I start as a clone\nshow\nrepeat (20)\n change size by (-2.5)\n change [ghost v] effect by (5)\n change x by (() - (XP))\n move (2) steps\nend\ndelete this clone\n\nwhen I receive [stgo! v]\nforever\n change [color v] effect by (0.4)\nend\n\n@Effect2\n\nwhen flag clicked\nhide\n\nwhen I receive [spin v]\nset size to (0) %\nset [ghost v] effect to (0)\nif <[0.5] < (timer)> then\n create clone of (_myself_ v)\n reset timer\nend\n\nwhen I start as a clone\nshow\nrepeat (20)\n change size by (15)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [spin v]\nforever\n go to x: ([x position v] of [user v]) y: ([y position v] of [user v])\nend\n\n@Bomb\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\n\nwhen I receive [bomb v]\nshow\nrepeat (20)\n point in direction (pick random (0) to (360))\n create clone of (_myself_ v)\n point in direction (pick random (0) to (360))\n create clone of (_myself_ v)\n point in direction (pick random (0) to (360))\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [user v]) y: ([y position v] of [user v])\nend\n\nwhen I start as a clone\nrepeat (30)\n change [ghost v] effect by (-3)\n move (pick random (3) to (7)) steps\nend\ndelete this clone\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@E\n\ndefine STG (x) (y) (num)\nswitch costume to (1 v)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to ((num) + (1))\nset [n v] to ((num) + (1))\ncreate clone of (_myself_ v)\n\ndefine Mov (x) (y)\nswitch costume to (1 v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < ([abs v] of (x) )> or <([abs v] of (y position) ) < ([abs v] of (y) )>> then\n hide\nelse\n show\nend\nswitch costume to (N)\n\nwhen I receive [loop! v]\nif <(costume [number v]) = [1]> then\n broadcast (Power v)\nelse\n Mov ((X) - (Flow X)) (((Y) - (Flow Y)) + ((Mov) * (5)))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [stgo! v]\nhide\nSTG ((R) * (0)) ((R) * (0)) [1]\nSTG ((R) * (4.2)) ((R) * (0)) [2]\nSTG ((R) * (8.4)) ((R) * (0)) [3]\nSTG ((R) * (12.6)) ((R) * (0)) [4]\nSTG ((R) * (16.8)) ((R) * (0)) [5]\nSTG ((R) * (21)) ((R) * (0)) [6]\nSTG ((R) * (25.2)) ((R) * (0)) [7]\nSTG ((R) * (29.4)) ((R) * (0)) [8]\nSTG ((R) * (33.6)) ((R) * (0)) [9]\nSTG ((R) * (37.8)) ((R) * (0)) [10]\nswitch costume to (1 v)\nbroadcast (Power v)\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n@OUT\n\ndefine STG (x) (y) (num)\nswitch costume to (1 v)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to ((num) + (1))\nset [n v] to ((num) + (1))\ncreate clone of (_myself_ v)\n\ndefine Mov (x) (y)\nswitch costume to (1 v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < ([abs v] of (x) )> or <([abs v] of (y position) ) < ([abs v] of (y) )>> then\n hide\nelse\n show\nend\nswitch costume to (N)\n\nwhen I receive [loop! v]\nif <(costume [number v]) = [1]> then\n broadcast (Power v)\nelse\n Mov ((X) - (Flow X)) ((Y) - (Flow Y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [stgo! v]\nhide\nSTG ((R) * (0)) ((R) * (0)) [1]\nSTG ((R) * (4.2)) ((R) * (0)) [2]\nSTG ((R) * (8.4)) ((R) * (0)) [3]\nSTG ((R) * (12.6)) ((R) * (0)) [4]\nSTG ((R) * (16.8)) ((R) * (0)) [5]\nSTG ((R) * (21)) ((R) * (0)) [6]\nSTG ((R) * (25.2)) ((R) * (0)) [7]\nSTG ((R) * (29.4)) ((R) * (0)) [8]\nSTG ((R) * (33.6)) ((R) * (0)) [9]\nSTG ((R) * (37.8)) ((R) * (0)) [10]\nswitch costume to (1 v)\nbroadcast (Power v)\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n@Jumper\n\ndefine STG (x) (y) (num)\nswitch costume to (1 v)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to ((num) + (1))\nset [n v] to ((num) + (1))\ncreate clone of (_myself_ v)\n\ndefine Mov (x) (y)\nswitch costume to (1 v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < ([abs v] of (x) )> or <([abs v] of (y position) ) < ([abs v] of (y) )>> then\n hide\nelse\n show\nend\nswitch costume to (N)\n\nwhen I receive [loop! v]\nif <(costume [number v]) = [1]> then\n broadcast (Power v)\nelse\n Mov ((X) - (Flow X)) ((Y) - (Flow Y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [stgo! v]\nhide\nSTG ((R) * (0)) ((R) * (0)) [1]\nSTG ((R) * (4.2)) ((R) * (0)) [2]\nSTG ((R) * (8.4)) ((R) * (0)) [3]\nSTG ((R) * (12.6)) ((R) * (0)) [4]\nSTG ((R) * (16.8)) ((R) * (0)) [5]\nSTG ((R) * (21)) ((R) * (0)) [6]\nSTG ((R) * (25.2)) ((R) * (0)) [7]\nSTG ((R) * (29.4)) ((R) * (0)) [8]\nSTG ((R) * (33.6)) ((R) * (0)) [9]\nSTG ((R) * (37.8)) ((R) * (0)) [10]\nswitch costume to (1 v)\nbroadcast (Power v)\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n
Blue block >Safe\nRed block >OUT\nYellow block >Jumper\nPurple fade block >OUT\n<PC>\n[Space],[Up],[W],[Click Upside]: Go up!(ジャンプ)\n[Right],[D],[Click Rightside]: Go next!(進む)\n[Left],[A],[Click Leftside]: Go back!(戻る)\n[L]: Back to the beginning!(最初に戻る)\n[N]: Stop/Restart spin!(スピン)\n\n<Mobile>\n[Tap Upside]: Go up!(ジャンプ)\n[Tap Rightside]: Go next!(進む)\n[Tap Leftside]: Go back!(戻る)
PURPLE//a multiplayer scrolling platformer
@Stage\n\nwhen flag clicked\nforever\n if <((1) + (1)) = [2]> then\n play sound [Alan Walker - Force v] until done\n else\n if <((2) + (2)) = [4]> then\n play sound [Alan Walker - Force v] until done\n else\n if <((4) + (4)) = [8]> then\n play sound [Alan Walker - Force v] until done\n else\n if <((8) + (8)) = [16]> then\n play sound [Alan Walker - Force v] until done\n else\n play sound [Disconnect v] until done\n end\n end\n end\n end\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Be careful!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thanks.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [my player # v] to [0]\nset [max players v] to [10]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nset [connect v] to [Connecting]\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ player1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ player2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ player3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ player4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ player5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ player6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ player7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ player8 v] to (value)\n else\n if <(player) = [9]> then\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [player: level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Tick\nif <touching (ladder v)?> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.63))\nelse\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n change [sx v] by ((1.7) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.85))\n else\n change [sx v] by ((1.5) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.79))\n end\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n set [sy v] to [17]\n else\n set [sy v] to [12]\n end\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [21]\nend\nif <touching (ladder v)?> then\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> or <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n change [y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n change [y v] by (-6)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timeout v] to [1000]\nelse\n change [timeout v] by (-1)\nend\n\nif <(Timeout) < [1]> then\n broadcast (timeout v)\n hide\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (jump_through v)?> then\n if <(sy) < [0]> then\n change [y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<touching (spinny v)?> or <touching (danger v)?>> then\n set [exit v] to [die]\n Reset\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [player: level v] by (1)\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right up v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left up v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [1600]\n set [y v] to [-30]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n set [x v] to [1400]\n set [y v] to [850]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [10]\nset [timeout v] to [1000]\nset [exit v] to []\nset size to (100) %\nshow\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n set size to (105) %\nend\n\nwhen I start as a clone\nforever\n set size to (105) %\nend\n\nwhen [r v] key pressed\nReset\n\nwhen I receive [enemy killed v]\nset [sy v] to [12]\nchange [y v] by (6)\n\nwhen I receive [me is frooooont v]\ngo [backward v] (1) layers\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [me is baaaaaaack v]\ngo [forward v] (1) layers\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nClone at [1600] [-30]\nClone at [1400] [850]\n\nwhen flag clicked\nforever\n if <touching (win v)?> then\n broadcast (Win v)\n wait (5) seconds\n end\nend\n\nwhen flag clicked\nshow list [players who won v]\n\nforever\n if <(Win) = [1]> then\n hide list [players who won v]\n add (username) to [players who won v]\n wait (99999) seconds\n end\nend\n\ndefine put this project on trending\nLOVE AND FAVE REQUIREMENT\n\ndefine LOVE AND FAVE REQUIREMENT\nput this project on trending\n\nwhen I receive [win v]\nset [ghost v] effect to (50)\n\nwhen flag clicked\nset [win v] to [0]\nset [☁ world record time: v] to (☁ FT)\nset [your time: v] to [0]\nrepeat until <(Win) = [1]>\n change [your time: v] by (0.032)\nend\n\nwhen I receive [win v]\nforever\n if <(Your Time:) < (☁ World Record Time:)> then\n if <(☁ World Record Time:) > (Your Time:)> then\n forever\n set [☁ ft v] to (Your Time:)\n set [☁ world record time: v] to (☁ FT)\n end\n end\n end\nend\n\nset [☁ world record time: v] to [99999]\n\nset [fastest time v] to [99999]\n\nwhen flag clicked\nrepeat until <(☁ World Record Time:) = (☁ FT)>\n set [☁ world record time: v] to (☁ FT)\nend\n\nforever\n set [☁ world record time: v] to [10.839]\n set [☁ ft v] to [10.839]\nend\n\nset [☁ ft v] to [53.852]\n\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\ndecode (☁ Player1)\ndecode (☁ Player2)\ndecode (☁ Player3)\ndecode (☁ Player4)\ndecode (☁ Player5)\ndecode (☁ Player6)\ndecode (☁ Player7)\ndecode (☁ Player8)\ndecode (☁ Player9)\ndecode (☁ Player10)\nset [active check v] to [0]\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if <(item (c1) of [active_check v]) = [1]> then\n change [active check v] by (1)\n end\nend\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value = cloud # (player #)\nif <(player #) = [1]> then\n set [value v] to (☁ Player1)\nelse\n if <(player #) = [2]> then\n set [value v] to (☁ Player2)\n else\n if <(player #) = [3]> then\n set [value v] to (☁ Player3)\n else\n if <(player #) = [4]> then\n set [value v] to (☁ Player4)\n else\n if <(player #) = [5]> then\n set [value v] to (☁ Player5)\n else\n if <(player #) = [6]> then\n set [value v] to (☁ Player6)\n else\n if <(player #) = [7]> then\n set [value v] to (☁ Player7)\n else\n if <(player #) = [8]> then\n set [value v] to (☁ Player8)\n else\n if <(player #) = [9]> then\n set [value v] to (☁ Player9)\n else\n if <(player #) = [10]> then\n set [value v] to (☁ Player10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\ndefine tick\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join (value) [A])\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n think []\n set [ghost v] effect to (0)\n go to [front v] layer\n if on edge, bounce\n set rotation style [all around v]\n switch costume to (arrow v)\n point towards (player v)\nelse\n set [ghost v] effect to (10)\n set rotation style [don't rotate v]\n think (value)\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nif <(costume [name v]) = [Arrow]> then\n if on edge, bounce\n set rotation style [all around v]\n point towards (2 . game_player v)\nend\nvalue = read from encoded\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [630] [0]\nClone at [450] [2]\nClone at [360] [150]\nClone at [0] [0]\nClone at [-200] [400]\nClone at [-600] [300]\nClone at [-800] [400]\nClone at [-1000] [450]\nClone at [600] [500]\nClone at [1250] [300]\nClone at [1500] [300]\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nClone at [-600] [300]\n\n@Win\n\nwhen I receive [green flag v]\nset [ghost v] effect to (30)\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [630] [0]\nClone at [450] [2]\nClone at [360] [150]\nClone at [0] [0]\nClone at [-200] [400]\nClone at [-600] [300]\nClone at [-800] [400]\nClone at [-1000] [450]\nClone at [600] [500]\nClone at [1250] [300]\nClone at [1500] [300]\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nClone at [-600] [300]\n\nwhen I receive [win v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Moving Enemy\n\ndefine Clone at x: (x) y: (y) MAX (i)\nset [enemies max x v] to (i)\nset [enemies: x v] to (x)\nset [enemies: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset size to (28) %\nPosition ((enemies: X CHANGE) + ((enemies: x) - (SCROLL X))) ((enemies: y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset [enemies: x change v] to [0]\nset rotation style [left-right v]\nforever\n repeat until <(enemies: X CHANGE) > (enemies MAX X)>\n point in direction (90)\n change [enemies: x change v] by (2)\n end\n repeat until <(enemies: X CHANGE) < [1]>\n point in direction (-90)\n change [enemies: x change v] by (-2)\n end\nend\n\nwhen I receive [enemy killed v]\ngo to [back v] layer\ndelete this clone\n\nswitch costume to (red1 v)\nrepeat until <(costume [number v]) = [17]>\n next costume\n wait (0.021) seconds\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <([y position v] of [player v]) > (y position)> then\n broadcast (JUMP v)\n broadcast (Enemy Killed v)\n else\n set [exit v] to [die]\n broadcast (Reset v)\n end\n end\nend\n\nwhen I receive [setup v]\nhide\nset [enemies: x v] to [0]\nset [enemies: y v] to [0]\nif <not <(CHECKPOINT) > [0]>> then\n Clone at x: [450] y: [-50] MAX [460]\n set [enemies: x v] to [-999999999999999]\nelse\n if <(CHECKPOINT) = [1]> then\n set [enemies: x v] to [-999999999999999]\n else\n set [enemies: x v] to [-999999999999999]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (red1 v)\n\nwhen I start as a clone\nforever\n repeat until <(costume [number v]) = [8]>\n next costume\n wait (0.019) seconds\n end\n switch costume to (red1 v)\n wait (0.019) seconds\nend\n\nif <not <(costume [number v]) > [8]>> then\n repeat until <(costume [number v]) = [8]>\n next costume\n wait (0.019) seconds\n end\n switch costume to (red1 v)\n wait (0.019) seconds\nend\n\nwhen I receive [begin v]\nforever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <(sy2) < [-1]>> then\n broadcast (JUMP v)\n broadcast (Enemy Killed v)\n delete this clone\n else\n set [exit v] to [die]\n broadcast (Reset v)\n end\n end\nend\n\nshow\n\ngo to [back v] layer\nswitch costume to (red1 v)\nrepeat until <(costume [number v]) = [17]>\n next costume\n wait (0.019) seconds\nend\ndelete this clone\n\n\n\nif <not <(costume [number v]) = [17]>> then\n\nrepeat until <(costume [number v]) > [8]>\n\nClone at x: [1700] y: [28] MAX [80]\nClone at x: [2330] y: [335] MAX [250]\nClone at x: [2248] y: [335] MAX [160]\n\nset [enemies: x v] to [-999999999999999]\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [coin v]\n delete this clone\nend\n\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\nelse\n hide\nend\n\nshow\n\nwhen I receive [reset v]\nif <(volume) = [99.009]> then\n delete this clone\nend\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset volume to (100) %\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nwait until <(Connected?) = [1]>\nchange volume by (-0.001)\nswitch costume to (coin1 v)\nif <(CHECKPOINT) = [0]> then\n Clone at x: [100] y: [59]\n Clone at x: [964] y: [151]\n Clone at x: [1145] y: [261]\n Clone at x: [1300] y: [331]\n Clone at x: [1468] y: [357]\n Clone at x: [1643] y: [416]\n Clone at x: [1806] y: [470]\n Clone at x: [2178] y: [538]\n Clone at x: [2320] y: [538]\n Clone at x: [2936] y: [490]\n Clone at x: [3076] y: [455]\n Clone at x: [3323] y: [441]\n Clone at x: [3775] y: [375]\n Clone at x: [4232] y: [447]\n Clone at x: [4985] y: [621]\n Clone at x: [5413] y: [674]\n Clone at x: [5779] y: [464]\n Clone at x: [6830] y: [293]\n Clone at x: [7230] y: [419]\n set [collectables: x v] to [-99999]\nend\n\nwhen flag clicked\nforever\n set size to (75) %\nend\n\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [360] [165]\nClone at [-600] [242]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\n\n@Checkpoint\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((Checkpoint: x) - (SCROLL X)) ((Checkpoint: y) - (SCROLL Y))\nif <(costume [name v]) = [closed]> then\n if <touching (player v)?> then\n switch costume to (open8 v)\n change [checkpoint v] by (1)\n play sound [CHECKPOINT v] until done\n end\nend\ngo to [front v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [checkpoint: x v] to (x)\nset [checkpoint: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [checkpoint: x v] to [0]\nset [checkpoint: y v] to [0]\nswitch costume to (closed v)\nClone at [1600] [-30]\nClone at [1400] [850]\nClone at [265] [2435]\nset [checkpoint: x v] to [-99999]\n\nClone at [1600] [-30]\nClone at [1400] [850]\n\nrepeat (7)\n next costume\n wait (0.01) seconds\nend\n\n@Ladder\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\ngo to [back v] layer\n\n@parallax\n\nwhen I receive [tick v]\nGo to (((((Movement ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) (Y)\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (0)\nset [movement id v] to [0]\nswitch costume to (hills3 v)\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\nswitch costume to (hills2 v)\n\n@@StratfordJames Tree\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [-60] [0]\nset [x v] to [-99999]\n\nClone at [1527] [-39]\n\nClone at [1758] [120]\n\nClone at [0] [-128]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo [backward v] (5) layers\n\n@multiplayer v3.0\n\ndefine decode (i)\nset [c1 v] to [1]\nrepeat until <(c1) > (length of (i))>\n set [output v] to []\n repeat until <(join (letter (c1) of (i)) (letter ((c1) + (1)) of (i))) < [1]>\n switch costume to ((join (letter (c1) of (i)) (letter ((c1) + (1)) of (i))) - (9))\n set [output v] to (join (output) (letter (1) of (costume [name v])))\n change [c1 v] by (2)\n end\n add (output) to [cloud_data v]\n change [c1 v] by (2)\nend\n\ndefine encode (i)\nset [c1 v] to [1]\nrepeat until <(c1) > (length of (i))>\n switch costume to (join (letter (c1) of (i)) [x])\n set [output v] to (join (output) ((costume [number v]) + (9)))\n change [c1 v] by (1)\nend\nset [output v] to (join (output) [00])\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nsetup\nwait until <(w_Tick) > [3]>\nwait (0.1) seconds\ndetermine_ID\nbroadcast (cloud_players v)\n\ndefine setup\nset [@c v] to [0]\nset [playerid v] to [null]\nset [w_tick v] to [0]\ndelete all of [active_tick v]\ndelete all of [cloud_data v]\ndelete all of [active_check v]\ndelete all of [last_val v]\nset [names v] to [0]\nset [active check v] to [0]\nrepeat (10)\n add [4] to [active_tick v]\n add [null] to [active_check v]\n add [9999] to [last_val v]\nend\nimport_clouddata\nbroadcast (cloud_start v)\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n process [0]\n wait (0.4) seconds\n process [1]\n end\nend\n\ndefine process (i)\nif <(i) = [0]> then\n set [c1 v] to [0]\n repeat (10)\n change [c1 v] by (1)\n replace item (c1) of [last_val v] with (item (((c1) * (6)) - (3)) of [cloud_data v])\n end\nelse\n set [c1 v] to [0]\n repeat (10)\n change [c1 v] by (1)\n if <(item (((c1) * (6)) - (3)) of [cloud_data v]) = (item (c1) of [last_val v])> then\n if <(item (c1) of [active_tick v]) < [4]> then\n replace item (c1) of [active_tick v] with ((item (c1) of [active_tick v]) + (1))\n end\n else\n replace item (c1) of [active_tick v] with [0]\n end\n replace item (c1) of [active_check v] with ((1) - <(item (c1) of [active_tick v]) = [4]>)\n end\n if <(w_Tick) < [4]> then\n change [w_tick v] by (1)\n end\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n broadcast (cloud_tick v)\n end\nend\n\ndefine export_clouddata\nset [output v] to []\nencode (round ((SCROLL X) + ([x position v] of [player v])))\nencode (round ((SCROLL Y) + ([y position v] of [player v])))\nencode (pick random (1000) to (9999))\nencode (username)\nencode (chat item)\nencode ([costume name v] of [player v])\nif <(playerID) = [1]> then\n set [☁ player1 v] to (output)\nelse\n if <(playerID) = [2]> then\n set [☁ player2 v] to (output)\n else\n if <(playerID) = [3]> then\n set [☁ player3 v] to (output)\n else\n if <(playerID) = [4]> then\n set [☁ player4 v] to (output)\n else\n if <(playerID) = [5]> then\n set [☁ player5 v] to (output)\n else\n if <(playerID) = [6]> then\n set [☁ player6 v] to (output)\n else\n if <(playerID) = [7]> then\n set [☁ player7 v] to (output)\n else\n if <(playerID) = [8]> then\n set [☁ player8 v] to (output)\n else\n if <(playerID) = [9]> then\n set [☁ player9 v] to (output)\n else\n if <(playerID) = [10]> then\n set [☁ player10 v] to (output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nstop [this script v]\n\ndefine import_clouddata\ndelete all of [cloud_data v]\ndecode (☁ Player1)\ndecode (☁ Player2)\ndecode (☁ Player3)\ndecode (☁ Player4)\ndecode (☁ Player5)\ndecode (☁ Player6)\ndecode (☁ Player7)\ndecode (☁ Player8)\ndecode (☁ Player9)\ndecode (☁ Player10)\nset [active check v] to [0]\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if <(item (c1) of [active_check v]) = [1]> then\n change [active check v] by (1)\n end\nend\n\ndefine determine_ID\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if (item (c1) of [active_check v]) then\nend\nset [playerid v] to [full]\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n wait (0.3) seconds\n forever\n check\n end\nend\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n forever\n export_clouddata\n end\nend\n\ndefine check\nif <<(username) = (item (((playerID) * (6)) - (2)) of [cloud_data v])> or <<(playerID) = [null]> or <<(playerID) = [full]> or <(playerID) = [error]>>>> then\nif <<key (any v) pressed?> or <mouse down?>> then\n set [tick_afk v] to [0]\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n import_clouddata\n end\nend\n\nwhen I receive [localfade v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nset [@c v] to [1]\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (80)\nswitch costume to (connecting v)\nwait (0.4) seconds\nrepeat until <(y position) < [1]>\n change y by (((-2) - (y position)) / (9))\n change [ghost v] effect by (-10)\nend\nwait until <(w_Tick) > [3]>\nwait (0.6) seconds\nif <(playerID) = [error]> then\nelse\n if <(playerID) = [full]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (full v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (connected v)\n switch costume to (full v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (8)\n end\n end\nend\n\nwhen I receive [cloud_tick v]\nif <(@c) = [1]> then\n go to [front v] layer\nend\n\nwhen I receive [cloud_error v]\nif <(@c) = [1]> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (error v)\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [tick_afk v] to [0]\nforever\n wait (1) seconds\n change [tick_afk v] by (1)\n if <(tick_afk) > [60]> then\n if <<(playerID) = [full]> or <(playerID) = [error]>> then\n end\nend\n\nswitch costume to (error v)\n\nhide list [code v]\n\nshow list [code v]\n\n@Chat\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(is the chat open) = [1]>\n repeat (10)\n set size to ((size) + (((100) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(is the chat open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\ndefine GO\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n repeat (10)\n GO\n end\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\n\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\n\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@detector \n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nrepeat until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (pick random (3) to (5)) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (pick random (5) to (8)) seconds\nend\nif <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n show\n switch costume to (costume2 v)\n set [ghost v] effect to (100)\n wait (0) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (pick random (3) to (5)) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nhide\n\n@YAY\n\nwhen flag clicked\nset [win v] to [0]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [win v]\nset [win v] to [1]\nif <(Win) = [1]> then\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (3.5) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\n@Moon\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\nend\n\n@tn\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
use WASD or arrows to move\nFrance's no 2 game Jan 17\nWorld's no 54 game Jan 17\nTy so much guys i luv u!
Platformer 〜桜舞〜
@Stage\n\nwhen flag clicked\nforever\n if <([costume name v] of [地面 v]) = [Games Clear‼]> then\n broadcast (Games Clear‼ v)\n switch backdrop to (gamesclear‼ v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (背景 v)\n\nwhen flag clicked\nforever\n play sound [春への憧れ v] until done\nend\n\n@貴方\n\nwhen flag clicked\ngo to x: (-200) y: (-50)\nset rotation style [left-right v]\ngo to [front v] layer\nset size to (30) %\npoint in direction (90)\nshow\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 point in direction (90)\n change [x v] by (0.9)\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 (-0.9)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#ffd0ed)?> then\n change y by (1)\n if <touching color (#ffd0ed)?> then\n change y by (1)\n if <touching color (#ffd0ed)?> then\n change y by (1)\n if <touching color (#ffd0ed)?> then\n change y by (1)\n if <touching color (#ffd0ed)?> then\n change y by (1)\n if <touching color (#ffd0ed)?> then\n change y by (1)\n if <touching color (#ffd0ed)?> 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 [-8]\n else\n set [x v] to [8]\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 color (#ffd0ed)?> 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 (#ffd0ed)?>> then\n set [y v] to [15]\n if <touching color (#82d3ff)?> then\n set [y v] to [0]\n end\n else\n if <touching color (#82d3ff)?> then\n change [y v] by (20)\n end\n end\n change y by (1)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <<(y position) > (mouse y)> and <touching color (#ffd0ed)?>>>> then\n switch costume to (しゃがみ v)\n else\n switch costume to (フツ〜 v)\n end\n if <(x position) > [252]> then\n broadcast (Next Stage v)\n hide\n go to x: (-200) y: (-53)\n point in direction (90)\n end\n if <<touching color (#ff0000)?> or <[-190] > (y position)>> then\n go to x: (-200) y: (-53)\n point in direction (90)\n end\nend\n\nwhen I receive [進んでい〜よ v]\nshow\ngo to x: (-179) y: (-53)\npoint in direction (90)\n\nwhen I receive [games clear‼ v]\nhide\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-2.5)\nend\ndelete this clone\n\nwhen I start as a clone\nif <(x position) > [252]> then\n delete this clone\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n@桜\n\nwhen I start as a clone\npoint in direction (-160)\nset size to (pick random (70) to (120)) %\nshow\nset [へっ v] to (pick random (0) to (14))\nif <(へっ) = [0]> then\n go to x: (240) y: (pick random (-130) to (180))\nelse\n go to x: (pick random (-200) to (240)) y: (180)\nend\nrepeat until <<(x position) < [-235]> or <(y position) < [-175]>>\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nset size to (78) %\ngo to [front v] layer\nhide\nforever\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\n@地面\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nset drag mode [not draggable v]\ngo to x: (21) y: (21)\n\nwhen I receive [next stage v]\nwait (1) seconds\nnext costume\n\nwhen I receive [games clear‼ v]\nhide\n\n@たいよ〜\n\nwhen flag clicked\nforever\n go to [back v] layer\n glide (1.5) secs to x: (0) y: (0)\n glide (1.5) secs to x: (35) y: (31)\nend\n\n@Next Stage\n\nwhen I receive [next stage v]\nshow\ngo to x: (350) y: (5)\nglide (0.8) secs to x: (24) y: (5)\nwait (0.5) seconds\nglide (0.8) secs to x: (-449) y: (5)\nhide\nbroadcast (進んでい〜よ v)\n\nwhen flag clicked\nhide\n\n@ジャンプ台\n\nwhen flag clicked\ngo to x: (-10) y: (-87)\ngo [backward v] (1) layers\nhide\n\nwhen I receive [進んでい〜よ v]\nforever\n if <<([costume name v] of [地面 v]) = [6]> or <([costume name v] of [地面 v]) = [8]>> then\n show\n end\nend\n\nwhen I receive [next stage v]\nforever\n if <<([costume name v] of [地面 v]) = [6]> or <([costume name v] of [地面 v]) = [8]>> then\n forever\n hide\n end\n end\nend\n\n
日本語は、下です⬇    ※音量注意/Volumewarning\n              \n~Method of operation~  \n→ key / d key ... Go to the righ\n← key / a key ... Go left     \n↑ key / w key ... jump     \n↓ key / s key ... crouching\n\nthorn…if it hits Return to the stage\nJumping platform ... Jumps high when touched\n\nI studied many people's platformers and made this ministry.\nI'm pretty tired ... (; ´Д `)\nI hope you enjoy it ♬\n\n〜操作方法〜\n →キー/dキー・・・右へ進む\n ←キー/aキー・・・左へ進む\n ↑キー/wキー・・・ジャンプ\n ↓キー/sキー・・・しゃがむ\n\n トゲ・・・当たるとそのステージに戻る\n ジャンプ台・・・触れると、高くジャンプする\n\nいろいろな方のPlatformerを研究して作りました‼\n結構疲れましたね・・・(;´Д`)\n楽しんで下さると、幸いです♬\n\n#Games #games #asagiri-reira #Platformer #sakura
The Heaven Valley || Multiplayer Platformer
@Stage\n\nwhen flag clicked\nif <(username) = [stratfordjames]> then\n set [coins v] to [500]\nelse\n set [coins v] to [0]\nend\n\nwhen [n v] key pressed\nset [names v] to ((1) - (names))\n\n@Blank\n\nwhen flag clicked\nforever\n play sound [Xaf - Nebula v] until done\nend\n\n@Graphics\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nclear graphic effects\nset [@offset_x v] to [-230]\nset [@offset_y v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [500] [200]\nswitch costume to (2f v)\nClone [450] [-100]\nswitch costume to (2g v)\nClone [560] [-50]\nswitch costume to (2h v)\nClone [500] [-100]\nswitch costume to (2j v)\nClone [760] [100]\nswitch costume to (2l v)\nClone [480] [0]\nswitch costume to (2k v)\nClone [170] [400]\nswitch costume to (2m v)\nClone [-600] [300]\nswitch costume to (2n v)\nClone [-600] [200]\nswitch costume to (2p v)\nClone [-640] [0]\nswitch costume to (2q v)\nClone [-670] [200]\nswitch costume to (2r v)\nClone [-670] [-300]\nswitch costume to (2s v)\nClone [-600] [100]\nswitch costume to (2t v)\nClone [-60] [450]\nswitch costume to (2u v)\nClone [700] [300]\nswitch costume to (blank v)\n\n@Hitbox\n\nwhen I receive [tick v]\nGo to (round ((@offsetx) + ((0) - (SCROLL X)))) (round ((@offsety) + ((0) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [@offsetx v] by (x)\nchange [@offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (100)\nGo to (round ((@offsetx) + ((0) - (SCROLL X)))) (round ((@offsety) + ((0) - (SCROLL Y))))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nset [@offsetx v] to [-230]\nset [@offsety v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [500] [200]\nswitch costume to (2f v)\nClone [450] [-100]\nswitch costume to (2g v)\nClone [560] [-50]\nswitch costume to (2h v)\nClone [500] [-100]\nswitch costume to (2j v)\nClone [760] [100]\nswitch costume to (2l v)\nClone [480] [0]\nswitch costume to (2k v)\nClone [170] [400]\nswitch costume to (2n v)\nClone [-1200] [500]\nswitch costume to (2p v)\nClone [-640] [0]\nswitch costume to (2q v)\nClone [-670] [200]\nswitch costume to (2r v)\nClone [-670] [-300]\nswitch costume to (2s v)\nClone [-600] [100]\nswitch costume to (2t v)\nClone [-60] [450]\nswitch costume to (2u v)\nClone [700] [150]\nswitch costume to (blank v)\n\n@multiplayer v3.0\n\ndefine decode (i)\nset [c1 v] to [1]\nrepeat until <(c1) > (length of (i))>\n set [output v] to []\n repeat until <(join (letter (c1) of (i)) (letter ((c1) + (1)) of (i))) < [1]>\n switch costume to ((join (letter (c1) of (i)) (letter ((c1) + (1)) of (i))) - (9))\n set [output v] to (join (output) (letter (1) of (costume [name v])))\n change [c1 v] by (2)\n end\n add (output) to [cloud_data v]\n change [c1 v] by (2)\nend\n\ndefine encode (i)\nset [c1 v] to [1]\nrepeat until <(c1) > (length of (i))>\n switch costume to (join (letter (c1) of (i)) [x])\n set [output v] to (join (output) ((costume [number v]) + (9)))\n change [c1 v] by (1)\nend\nset [output v] to (join (output) [00])\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nsetup\nwait until <(w_Tick) > [3]>\nwait (0.1) seconds\ndetermine_ID\nbroadcast (cloud_players v)\n\ndefine setup\nset [@c v] to [0]\nset [playerid v] to [null]\nset [w_tick v] to [0]\ndelete all of [active_tick v]\ndelete all of [cloud_data v]\ndelete all of [active_check v]\ndelete all of [last_val v]\nset [names v] to [0]\nset [active check v] to [0]\nrepeat (10)\n add [4] to [active_tick v]\n add [null] to [active_check v]\n add [9999] to [last_val v]\nend\nimport_clouddata\nbroadcast (cloud_start v)\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n process [0]\n wait (0.4) seconds\n process [1]\n end\nend\n\ndefine process (i)\nif <(i) = [0]> then\n set [c1 v] to [0]\n repeat (10)\n change [c1 v] by (1)\n replace item (c1) of [last_val v] with (item (((c1) * (6)) - (3)) of [cloud_data v])\n end\nelse\n set [c1 v] to [0]\n repeat (10)\n change [c1 v] by (1)\n if <(item (((c1) * (6)) - (3)) of [cloud_data v]) = (item (c1) of [last_val v])> then\n if <(item (c1) of [active_tick v]) < [4]> then\n replace item (c1) of [active_tick v] with ((item (c1) of [active_tick v]) + (1))\n end\n else\n replace item (c1) of [active_tick v] with [0]\n end\n replace item (c1) of [active_check v] with ((1) - <(item (c1) of [active_tick v]) = [4]>)\n end\n if <(w_Tick) < [4]> then\n change [w_tick v] by (1)\n end\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n broadcast (cloud_tick v)\n end\nend\n\ndefine export_clouddata\nset [output v] to []\nencode (round ((SCROLL X) + ([x position v] of [player v])))\nencode (round ((SCROLL Y) + ([y position v] of [player v])))\nencode (pick random (1000) to (9999))\nencode (username)\nencode (chat item)\nencode ([costume name v] of [player v])\nif <(playerID) = [1]> then\n set [☁ cloud1 v] to (output)\nelse\n if <(playerID) = [2]> then\n set [☁ cloud2 v] to (output)\n else\n if <(playerID) = [3]> then\n set [☁ cloud3 v] to (output)\n else\n if <(playerID) = [4]> then\n set [☁ cloud4 v] to (output)\n else\n if <(playerID) = [5]> then\n set [☁ cloud5 v] to (output)\n else\n if <(playerID) = [6]> then\n set [☁ cloud6 v] to (output)\n else\n if <(playerID) = [7]> then\n set [☁ cloud7 v] to (output)\n else\n if <(playerID) = [8]> then\n set [☁ cloud8 v] to (output)\n else\n if <(playerID) = [9]> then\n set [☁ cloud9 v] to (output)\n else\n if <(playerID) = [10]> then\n set [☁ cloud10 v] to (output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nstop [this script v]\n\ndefine import_clouddata\ndelete all of [cloud_data v]\ndecode (☁ Cloud1)\ndecode (☁ Cloud2)\ndecode (☁ Cloud3)\ndecode (☁ Cloud4)\ndecode (☁ Cloud5)\ndecode (☁ Cloud6)\ndecode (☁ Cloud7)\ndecode (☁ Cloud8)\ndecode (☁ Cloud9)\ndecode (☁ Cloud10)\nset [active check v] to [0]\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if <(item (c1) of [active_check v]) = [1]> then\n change [active check v] by (1)\n end\nend\n\ndefine determine_ID\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if (item (c1) of [active_check v]) then\nend\nset [playerid v] to [full]\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n wait (0.3) seconds\n forever\n check\n end\nend\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n forever\n export_clouddata\n end\nend\n\ndefine check\nif <<(username) = (item (((playerID) * (6)) - (2)) of [cloud_data v])> or <<(playerID) = [null]> or <<(playerID) = [full]> or <(playerID) = [error]>>>> then\nif <<key (any v) pressed?> or <mouse down?>> then\n set [tick_afk v] to [0]\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n import_clouddata\n end\nend\n\nwhen I receive [localfade v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nset [@c v] to [1]\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (80)\nswitch costume to (connecting v)\nwait (0.4) seconds\nrepeat until <(y position) < [1]>\n change y by (((-2) - (y position)) / (9))\n change [ghost v] effect by (-10)\nend\nwait until <(w_Tick) > [3]>\nwait (0.6) seconds\nif <(playerID) = [error]> then\nelse\n if <(playerID) = [full]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (full v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (connected v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (8)\n end\n end\nend\n\nwhen I receive [cloud_tick v]\nif <(@c) = [1]> then\n go to [front v] layer\nend\n\nwhen I receive [cloud_error v]\nif <(@c) = [1]> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (error v)\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [tick_afk v] to [0]\nforever\n wait (1) seconds\n change [tick_afk v] by (1)\n if <(tick_afk) > [60]> then\n if <<(playerID) = [full]> or <(playerID) = [error]>> then\n end\nend\n\n@Hidden\n\nwhen I receive [tick v]\nif <(costume [name v]) = [sign]> then\n go to (player v)\nelse\n Go to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\nend\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\nset [@collected? v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [sign]> then\n set size to (72) %\n set [ghost v] effect to (100)\n wait (0.2) seconds\n show\n repeat until <(size) > [89]>\n change [ghost v] effect by (-10)\n change size by (((90) - (size)) / (5))\n end\n set size to (90) %\n wait (2) seconds\n repeat until <(size) < [73]>\n change [ghost v] effect by (10)\n change size by (((size) - (95)) / (7))\n end\n broadcast (exp v)\n hide\n delete this clone\nelse\n set size to (100) %\n set [@collected? v] to [0]\n show\n Go to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n go to [front v] layer\n forever\n check (costume [name v])\n end\nend\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclear graphic effects\nset [exp v] to [0]\nset [@offset_x v] to [1950]\nset [@offset_y v] to [60]\nhide\nswitch costume to (c1 v)\nClone [0] [0]\nswitch costume to (n1 v)\nClone [2010] [855]\nswitch costume to (r1 v)\nClone [-1980] [-100]\nswitch costume to (t1 v)\nClone [670] [300]\nswitch costume to (blank v)\n\ndefine check (i)\nswitch costume to (join (letter (1) of (i)) [0])\nif <touching (player v)?> then\n change [ghost v] effect by (16)\n if <(@collected?) = [0]> then\n switch costume to (sign v)\n create clone of (_myself_ v)\n set [@collected? v] to [1]\n change [exp v] by (10)\n end\nelse\n change [ghost v] effect by (-20)\nend\nswitch costume to (i)\n\nwhen I start as a clone\nif <(costume [name v]) = [sign]> then\n forever\n go to [front v] layer\n end\nend\n\n@Jump_through\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) (round ((@offset_y) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (100)\nGo to (round ((@offset_x) - (SCROLL X))) (round ((@offset_y) - (SCROLL Y)))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [950]\nset [@offset_y v] to [60]\nhide\nswitch costume to (2c v)\nClone [0] [0]\nswitch costume to (2d v)\nClone [1000] [0]\nswitch costume to (2j v)\nClone [1000] [300]\nswitch costume to (2k v)\nClone [1800] [-50]\nswitch costume to (2l v)\nClone [200] [300]\nswitch costume to (2m v)\nClone [-680] [200]\nswitch costume to (2n v)\nClone [-640] [100]\nswitch costume to (2q v)\nClone [-1600] [115]\nswitch costume to (2t v)\nClone [-660] [300]\nswitch costume to (2u v)\nClone [550] [300]\nswitch costume to (blank v)\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nset size to (80) %\nshow\nset [time v] to [0]\nreset\nbroadcast (setup v) and wait\nbroadcast (start! v)\nforever\n Physics\n broadcast (Tick v)\nend\n\ndefine reset\nswitch costume to (3a v)\nclear graphic effects\nset [scroll x v] to [-384]\nset [scroll y v] to [-23]\nset [offset x v] to [-384]\nset [offset y v] to [-10]\nset [xv v] to [0]\nset [yv v] to [0]\nset [in air v] to [0]\npoint in direction (90)\nshow\n\ndefine Physics\nif <(pause) = [0]> then\n change player x by (round ((XV) / (1.8)))\n if <<(click2) = [0]> and <<<(mouse x) > ((x position) + (20))> and <<mouse down?> and <[0] = (clickShop)>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n if <touching (water v)?> then\n change [xv v] by (2)\n else\n if <(slope) = [1]> then\n change [xv v] by (3.3)\n change [offset y v] by (1)\n else\n if <(slope) = [4]> then\n change [offset y v] by (-4)\n change [xv v] by (4)\n else\n change [xv v] by (3.6)\n end\n end\n end\n else\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) + (-20))> and <<mouse down?> and <[0] = (clickShop)>>>> and <(click2) = [0]>> then\n if <touching (water v)?> then\n change [xv v] by (-2)\n else\n if <(slope) = [1]> then\n change [xv v] by (-3.3)\n change [offset y v] by (1)\n else\n if <(slope) = [4]> then\n change [xv v] by (-4)\n change [offset y v] by (-4)\n else\n change [xv v] by (-3.6)\n end\n end\n end\n end\n end\n if <<(click2) = [0]> and <<<(mouse y) > ((y position) + (20))> and <<mouse down?> and <[0] = (clickShop)>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <touching (water v)?> then\n if <(water) > [5]> then\n set [yv v] to [14.4]\n end\n else\n if <(in air) < [4]> then\n set [yv v] to [13.4]\n end\n end\n end\n switch costume to (water v)\n if <touching (water v)?> then\n change [yv v] by (2)\n end\n switch costume to (hitbox v)\n if <touching (water v)?> then\n Slope\n if <<<(PARACHUTE) = [1]> and <(YV) < [-5]>> and <<key (space v) pressed?> or <mouse down?>>> then\n set [yv v] to [-5]\n else\n if <(YV) < [-10]> then\n set [yv v] to [-10]\n end\n end\n if <(Offset X) < [-452]> then\n set [offset x v] to [-452]\n end\n change player y by (YV)\n Position\n change [scroll x v] by (round (((Offset X) - (SCROLL X)) / (9)))\n change [scroll y v] by ((round (((Offset Y) - (SCROLL Y)) / (13))) + (2))\n position\n set [xv v] to ((XV) * (0.7))\n if <touching (water v)?> then\n set [yv v] to ((YV) * (0.5))\n change [water v] by (1)\n else\n set [water v] to [0]\n end\n stop [this script v]\nend\n\ndefine change player x by (sx)\nswitch costume to (hitbox v)\nchange [offset x v] by ((sx) * (1.1))\nposition\nif <touching (hitbox v)?> then\n repeat (10)\n change [offset y v] by (0.5)\n position\n if <not <touching (hitbox v)?>> then\n stop [this script v]\n end\n end\n change [offset y v] by (-5)\n repeat until <not <touching (hitbox v)?>>\n if <(sx) > [0]> then\n change [offset x v] by (-1)\n else\n change [offset x v] by (1)\n end\n position\n end\nend\nSet Costume\n\ndefine position\ngo to x: (round ((Offset X) - (SCROLL X))) y: ((Offset Y) - (SCROLL Y))\n\ndefine change player y by (sy)\nswitch costume to (hitbox v)\nchange [offset y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (hitbox v)?>>\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nswitch costume to (hitboxjumpth v)\nrepeat until <not <touching (jump_through v)?>>\n switch costume to (hitboxjumpth v)\n position\n if <(YV) > [0]> then\n Set Costume\n stop [this script v]\n end\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nSet Costume\n\nwhen I receive [tick v]\nif <not <(chat item) = [0]>> then\n say (item (chat item) of [chat list v])\nelse\n say []\nend\n\nwhen [c v] key pressed\nif <(username) = [stratfordjames]> then\n set [yv v] to [10]\nend\n\nwhen I receive [small_bounce v]\nchange [offset y v] by (12)\nset [yv v] to [14]\n\nwhen I receive [die v]\nchange [lives v] by (-1)\nrepeat (5)\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (50)\n end\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (-50)\n end\nend\n\ndefine Slope\nswitch costume to (l v)\nif <<touching (hitbox v)?> and <(XV) < [-0.01]>> then\n set [slope v] to [1]\nelse\n switch costume to (r v)\n if <<touching (hitbox v)?> and <(XV) > [0.01]>> then\n set [slope v] to [1]\n else\n switch costume to (left2 v)\n if <<touching (hitbox v)?> and <(XV) > [0.01]>> then\n switch costume to (right3 v)\n if <not <touching (hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n switch costume to (right2 v)\n if <<touching (hitbox v)?> and <(XV) < [-0.01]>> then\n switch costume to (left3 v)\n if <not <touching (hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n set [slope v] to [0]\n end\n end\n Set Costume\n end\nend\n\ndefine Set Costume\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [20]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (20))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-20]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\nend\nif <<<(YV) < [-1.5]> and <<(PARACHUTE) = [1]> and <(water) < [3]>>> and <<key (space v) pressed?> or <mouse down?>>> then\n switch costume to (join (letter (1) of (costume [name v])) [b])\nend\n\nwhen flag clicked\nset [y_shake v] to [0]\nwait (2) seconds\nforever\n if <touching (danger v)?> then\n broadcast (die v)\n wait (5) seconds\n end\nend\n\nwhen I receive [die v]\nset [y_shake v] to [12]\nwait (0.06) seconds\nset [y_shake v] to [-12]\nwait (0.06) seconds\nset [y_shake v] to [6]\nwait (0.06) seconds\nset [y_shake v] to [-4]\nwait (0.06) seconds\nset [y_shake v] to [2]\nwait (0.06) seconds\nset [y_shake v] to [-1]\nwait (0.06) seconds\nset [y_shake v] to [0]\n\nwhen I receive [boucne v]\nchange [offset y v] by (18)\nset [yv v] to [21]\n\nwhen this sprite clicked\nset [open chat v] to ((1) - (open chat))\nif <(open chat) = [1]> then\n ask [Which item of chat?] and wait\n if << [ghjvbn] contains (answer)?> or <<(answer) > [0]> and <(answer) < [10]>>> then\n broadcast (mobile v)\n if << [ghjvbn] contains (answer)?> and <not <(answer) = []>>> then\n if <(EmojiCHAT?) = [1]> then\n if <(answer) = [g]> then\n set [chat item v] to [10]\n else\n if <(answer) = [h]> then\n set [chat item v] to [11]\n else\n if <(answer) = [j]> then\n set [chat item v] to [12]\n else\n if <(answer) = [v]> then\n set [chat item v] to [13]\n else\n if <(answer) = [b]> then\n set [chat item v] to [14]\n else\n set [chat item v] to [15]\n end\n end\n end\n end\n end\n end\n else\n set [chat item v] to (answer)\n end\n end\nend\n\nwhen [p v] key pressed\nif <(username) = [stratfordjames]> then\n switch costume to (3a v)\n clear graphic effects\n set [scroll x v] to [1296]\n set [scroll y v] to [1212]\n set [offset x v] to [1296]\n set [offset y v] to [1212]\n set [xv v] to [0]\n set [yv v] to [0]\n set [in air v] to [0]\n point in direction (90)\n show\nend\n\nwhen I receive [reset v]\nreset\n\nwhen I receive [die v]\nstart sound [Roblox Death Sound - OOF Sound Effect v]\n\nwhen I receive [small_bounce v]\nstart sound [Mario Jump - Gaming Sound Effect \(HD\) v]\n\nwhen I receive [afk v]\nstart sound [Ding Sound Effect v]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (00) y: (0)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.3)\nif <not <([exit v] of [alertsui v]) = [null]>> then\n switch costume to (costume1 v)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\n@Water\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [offsetx v] to [2300]\nset [offsety v] to [-85]\nhide\nset size to (100) %\nrepeat (1)\n switch costume to (2a v)\n repeat (5)\n Clone [550] [0]\n end\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round (((offsetx) - (SCROLL X)) + ((((days since 2000) * (70000)) * (70)) mod (550)))) ((Y_SHAKE) + (round ((offsety) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + (round ((offsety) - (SCROLL Y))))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<<(x position) = (x)> and <(y position) = (y)>> and <(SCROLL X) > [3200]>> then\n show\nelse\n hide\nend\n\n@parallax\n\nwhen I receive [tick v]\nGo to (((((@ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) (Y_SHAKE)\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 (item0 v)\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen flag clicked\ngo to [back v] layer\ncreate clone of (_myself_ v)\nset [@id v] to [-1]\nswitch costume to (item1 v)\n\n@USER_INTERFACE\n\nwhen flag clicked\nSETUP\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(openmenu?) = [0]>> then\n set [clickshop v] to [1]\n repeat (7)\n change [ghost v] effect by (15)\n end\n set [clickshop v] to [0]\n set [shop_ghost v] to [100]\n switch costume to (shop v)\n set [y_shop v] to [-105]\n set [openmenu? v] to [1]\n repeat until <(y_shop) > [-1]>\n change [y_shop v] by (((4) - (y_shop)) / (8))\n change [ghost v] effect by (-10)\n if <(shop_ghost) > [9]> then\n change [shop_ghost v] by (-10)\n end\n end\n repeat until <(close#) = [1]>\n switch costume to (b1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (shopb v)\n if <mouse down?> then\n set [close# v] to [1]\n end\n else\n switch costume to (shop v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [clickshop v] to [1]\n else\n set [clickshop v] to [0]\n end\n end\n set [openmenu? v] to [0]\n set [close# v] to [0]\n repeat until <(y_shop) < [-99]>\n change [y_shop v] by (((y_shop) - (21)) / (7))\n change [ghost v] effect by (8.5)\n if <(shop_ghost) < [91]> then\n change [shop_ghost v] by (10)\n end\n if <(y_shop) < [-30]> then\n set [clickshop v] to [0]\n end\n end\n switch costume to (button v)\n set [y_shop v] to [0]\n repeat (7)\n change [ghost v] effect by (-15)\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nif <(costume [name v]) = [coins]> then\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(letter (1) of (@clone)) = [v]> then\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n forever\n if <(letter (4) of (@clone)) = [1]> then\n switch costume to (join (letter (1) of (coins)) [a])\n else\n if <(letter (4) of (@clone)) = [2]> then\n switch costume to (join (letter (2) of (coins)) [a])\n if <(letter (1) of (coins)) = [1]> then\n set x to (202)\n else\n set x to (205)\n end\n else\n if <(letter (4) of (@clone)) = [3]> then\n switch costume to (join (letter (3) of (coins)) [a])\n if <<(letter (2) of (coins)) = [1]> or <(letter (1) of (coins)) = [1]>> then\n if <<(letter (1) of (coins)) = [1]> and <(letter (2) of (coins)) = [1]>> then\n set x to (214)\n else\n set x to (217)\n end\n else\n set x to (220)\n end\n end\n end\n end\n end\n else\n if <(costume [name v]) = [heart]> then\n forever\n if <(win) = [1]> then\n change [ghost v] effect by (10)\n else\n if <(@clone) > (lives)> then\n change [ghost v] effect by (25)\n else\n change [ghost v] effect by (-25)\n end\n end\n end\n else\n if <(letter (1) of (@clone)) = [d]> then\n go to x: (0) y: (0)\n set size to (100) %\n if <(letter (2) of (@clone)) = [1]> then\n switch costume to (c1 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<(coins) > [19]> and <(mousewait) = [0]>> then\n change [coins v] by (-20)\n change [lives v] by (1)\n set [mousewait v] to [1]\n broadcast (purch v)\n end\n end\n end\n else\n if <(letter (2) of (@clone)) = [2]> then\n switch costume to (c2 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<<(coins) > [29]> and <(mousewait) = [0]>> and <(EmojiCHAT?) = [0]>> then\n change [coins v] by (-30)\n set [emojichat? v] to [1]\n set [mousewait v] to [1]\n broadcast (purch v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (c2a v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n end\n else\n if <(letter (2) of (@clone)) = [3]> then\n switch costume to (c3 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<<(PARACHUTE) = [0]> and <(mousewait) = [0]>> and <(coins) > [39]>> then\n change [coins v] by (-40)\n set [parachute v] to [1]\n set [mousewait v] to [1]\n broadcast (purch v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (c3a v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(@clone) = [shop]> then\n set y to (y_shop)\n if <not <mouse down?>> then\n set [mousewait v] to [0]\n end\nelse\n go to [front v] layer\n if <<(costume [name v]) = [coins]> or <(costume [name v]) = [heart]>> then\n set y to (Y_SHAKE)\n else\n if <(letter (1) of (@clone)) = [v]> then\n set y to ((Y_SHAKE) + (147))\n else\n if <(letter (1) of (@clone)) = [d]> then\n set y to (y_shop)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\n end\n end\n end\nend\n\nwhen I receive [win!! v]\nrepeat (30)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hide v]\nshow\nif <<<(costume [name v]) = [coins]> or <(@clone) = [shop]>> or <(letter (1) of (@clone)) = [v]>> then\n repeat (30)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine SETUP\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nset [lives v] to [2]\nset [@clone v] to [1]\nrepeat (5)\n switch costume to (heart v)\n create clone of (_myself_ v)\n change [@clone v] by (1)\n change x by (35)\nend\nswitch costume to (coins v)\nset [@clone v] to [coins]\ncreate clone of (_myself_ v)\nset [openmenu? v] to [0]\nset size to (35) %\nswitch costume to (3a v)\ngo to x: (190) y: (147)\nset [@clone v] to [val1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [val] ((letter (4) of (@clone)) + (1)))\n change x by (15)\nend\nset [@clone v] to [d1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [d] ((letter (2) of (@clone)) + (1)))\nend\nswitch costume to (button v)\nset size to (100) %\nshow\ngo to x: (0) y: (0)\nclear graphic effects\nset [close# v] to [0]\nset [@clone v] to [shop]\nset [clickshop v] to [0]\nset [mousewait v] to [0]\nset [emojichat? v] to [0]\nset [parachute v] to [0]\nset [shop_ghost v] to [100]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(letter (1) of (@clone)) = [v]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\n@@PLAYERS\n\nwhen I receive [cloud_players v]\nswitch costume to (blank v)\nset [@id v] to [1]\nrepeat (10)\n if <(@ID) = (playerID)> then\n change [@id v] by (1)\nend\ngo to x: (999) y: (999)\n\nwhen I start as a clone\nswitch costume to (3a v)\nset [ghost v] effect to (100)\nsay []\nset rotation style [all around v]\ngo to [front v] layer\n\nwhen flag clicked\nhide\nset [names v] to [0]\n\ndefine @Position XY (@player)\nif <(costume [name v]) = [blank]> then\n hide\nelse\n if <(costume [name v]) = [arrow]> then\n move ((0) - (d)) steps\n end\n change x by (((((item (((@player) * (6)) - (5)) of [cloud_data v]) + (([x position v] of [player v]) * (-0.25))) - (SCROLL X)) - (x position)) / (2.5555555))\n change y by (((((item (((@player) * (6)) - (4)) of [cloud_data v]) + (((-28) - ([y position v] of [player v])) * (0.12))) - (SCROLL Y)) - (y position)) / (2.5555555))\n go to x: (round (x position)) y: (round (y position))\n switch costume to (join (item ((@player) * (6)) of [cloud_data v]) [a])\n show\n if <<<(x position) < [-250]> or <(x position) > [250]>> or <<(y position) < [-190]> or <(y position) > [190]>>> then\n switch costume to (arrow v)\n point in direction (([atan v] of ((x position) / (y position)) ) + (<not <[0] > (y position)>> * (180)))\n set [d v] to ((32) + ((([abs v] of (x position) ) / (20)) + (([abs v] of (y position) ) / (25))))\n move (d) steps\n else\n if <<<(x position) > [-250]> and <(x position) < [250]>> and <<(y position) < [190]> and <(y position) > [-190]>>> then\n switch costume to (item ((@player) * (6)) of [cloud_data v])\n point in direction (90)\n end\n end\n if <(item (@player) of [active_check v]) = [1]> then\n change [ghost v] effect by (-20)\n if <<(item (((@player) * (6)) - (1)) of [cloud_data v]) > [9]> or <(item (((@player) * (6)) - (1)) of [cloud_data v]) = [0]>> then\n if <<(names) = [1]> or <touching (mouse-pointer v)?>> then\n say (item (((@player) * (6)) - (2)) of [cloud_data v])\n else\n if <not <(costume [name v]) = [arrow]>> then\n say (item (((@player) * (6)) - (2)) of [cloud_data v])\n else\n say []\n end\n end\n else\n say (item (item (((@player) * (6)) - (1)) of [cloud_data v]) of [chat list v])\n end\n else\n change [ghost v] effect by (20)\n say []\n end\nend\nstop [this script v]\n\nwhen I receive [cloud_tick v]\n@Position XY (@ID)\n\n@EMOJI\n\nwhen I receive [cloud_players v]\nset [@id v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n change [@id v] by (1)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (20) %\nshow\nsay []\nset [ghost v] effect to (100)\nforever\n repeat until <<<(item (((@ID) * (6)) - (1)) of [cloud_data v]) < [16]> and <(item (((@ID) * (6)) - (1)) of [cloud_data v]) > [9]>> and <(item (@ID) of [active_check v]) = [1]>>\n change [ghost v] effect by (20)\n change size by (((20) - (size)) / (5))\n end\n switch costume to (join [emoji] (item (((@ID) * (6)) - (1)) of [cloud_data v]))\n repeat until <<not <(costume [name v]) = (join [emoji] (item (((@ID) * (6)) - (1)) of [cloud_data v]))>> or <(item (@ID) of [active_check v]) = [0]>>\n set [bvel v] to ((((100) - (size)) / (7)) + ((bvel) * (0.75)))\n change size by (bvel)\n change [ghost v] effect by (-20)\n end\n repeat until <(size) < [25]>\n change size by (((20) - (size)) / (5))\n change [ghost v] effect by (20)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine @Position XY (@player)\nif <(@player) = (playerID)> then\n go to (player v)\n change y by (35)\nelse\n change x by (((((item (((@player) * (6)) - (5)) of [cloud_data v]) + (([x position v] of [player v]) * (-0.25))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\n change y by ((15) + (((((item (((@player) * (6)) - (4)) of [cloud_data v]) + (((-28) - ([y position v] of [player v])) * (0.12))) - (SCROLL Y)) - (y position)) / (2.5555555555555555555)))\n go to x: (round (x position)) y: (round (y position))\nend\nstop [this script v]\n\nwhen I receive [cloud_tick v]\n@Position XY (@ID)\n\n@Enemies\n\nwhen flag clicked\nset [bounce???? v] to [0]\nhide\n\ndefine CLONE @ (x) (y) (type) (change)\nswitch costume to (type)\nset [@change v] to (change)\nset [@offsetx v] to (x)\nset [@offsety v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nGO_TO (((@offsetx) - (SCROLL X)) + (@Change_OFFSET)) ((Y_SHAKE) + ((@offsety) - (SCROLL Y)))\n\ndefine GO_TO (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset size to (30) %\nset rotation style [left-right v]\nif <(costume [name v]) = [red1]> then\n wait (1) seconds\n forever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([yv v] of [player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n switch costume to (costume1 v)\n repeat (4)\n next costume\n change [ghost v] effect by (0)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [loot x v] to (round ((@offsetx) + (@Change_OFFSET)))\n set [loot y v] to (round (@offsety))\n broadcast (loot v)\n delete this clone\n else\n broadcast (die v)\n end\n wait (3) seconds\n end\n end\nelse\n if <(costume [name v]) = [bot1]> then\n forever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([yv v] of [player v]) < [-1]>> then\n broadcast (boucne v)\n switch costume to (bot1 v)\n repeat (4)\n next costume\n end\n wait (0.02) seconds\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\n wait (0.1) seconds\n end\n end\n else\n if <(costume [name v]) = [y1]> then\n wait (1) seconds\n forever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([yv v] of [player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n switch costume to (y1 v)\n repeat (4)\n next costume\n change [ghost v] effect by (0)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [loot x v] to (round ((@offsetx) + (@Change_OFFSET)))\n set [loot y v] to (round (@offsety))\n broadcast (loot v)\n delete this clone\n else\n broadcast (die v)\n end\n wait (3) seconds\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [red1]> then\n forever\n if <<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and <<<(direction) = [90]> and <([x position v] of [player v]) > (x position)>> or <<(direction) = [-90]> and <([x position v] of [player v]) < (x position)>>>> then\n switch costume to (red1 v)\n repeat (6)\n next costume\n end\n wait (0.01) seconds\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\n end\n end\nend\n\nwhen I receive [setup v]\nCLONE @ [2565] [24] [bot1] [81]\nCLONE @ [60] [-86] [red1] [120]\nCLONE @ [2872] [1081] [bot1] [81]\nCLONE @ [1341] [949] [bot1] [81]\nCLONE @ [3514] [68] [red1] [100]\nCLONE @ [4675] [667] [red1] [90]\nCLONE @ [2680] [1310] [y1] [100]\nCLONE @ [1857] [956] [red1] [82]\nCLONE @ [2203] [228] [y1] [63]\nswitch costume to (blank v)\n\nwhen I start as a clone\nforever\n set [@change_offset v] to [0]\n point in direction (90)\n repeat until <((@Change_OFFSET) + (1)) > (@Change)>\n if <<<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and < (costume [name v]) contains [red]?>> and <([x position v] of [player v]) > (x position)>> then\n change [@change_offset v] by (3)\n else\n change [@change_offset v] by (1.5)\n end\n end\n point in direction (-90)\n repeat until <(@Change_OFFSET) < [1]>\n if <<<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and < (costume [name v]) contains [red]?>> and <([x position v] of [player v]) < (x position)>> then\n change [@change_offset v] by (-3)\n else\n change [@change_offset v] by (-1.5)\n end\n end\nend\n\n@AlertsUI\n\nwhen I receive [afk v]\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nset [exit v] to [null]\nstop [all v]\n\nwhen I receive [win!! v]\nset [win v] to [1]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\ndraw (round (TIME)) [1]\ndraw (join (exp) (join [/] [40])) [0]\ngo to x: (0) y: (0)\nwait (3) seconds\nset [@id v] to [button]\ncreate clone of (_myself_ v)\n\nwhen I receive [start! v]\nhide variable [time v]\nwait until <<mouse down?> or <key (any v) pressed?>>\nrepeat until <(stop the time) = [1]>\n change [time v] by (1)\n wait (1) seconds\nend\n\ndefine draw (i) (c)\nclear graphic effects\nif <(c) = [1]> then\n go to x: ((2) - (((length of (i)) + (5)) * (5.5))) y: (-54)\n set size to (80) %\n set [@id v] to [null]\n switch costume to (time v)\n create clone of (_myself_ v)\n change x by (50)\n change y by (3)\nelse\n if <(i) = [0/40]> then\n go to x: (16) y: (-76)\n else\n go to x: (20) y: (-76)\n end\n set size to (100) %\n set [@id v] to [null]\n switch costume to (exp v)\n create clone of (_myself_ v)\n if <(i) = [0/40]> then\n change x by (-53)\n change y by (3)\n else\n change x by (-63)\n change y by (3)\n end\nend\nset size to (27) %\nset [brightness v] effect to (20)\nset [c_! v] to [1]\nrepeat (length of (i))\n switch costume to (join (letter (c_!) of (i)) [a])\n set [@id v] to [null]\n create clone of (_myself_ v)\n change [c_! v] by (1)\n if <<(costume [name v]) = [/a]> or <(costume [name v]) = [1a]>> then\n change x by (9)\n else\n change x by (12)\n end\nend\nset size to (100) %\nswitch costume to (win screen v)\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I start as a clone\nif <(@id) = [null]> then\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n end\nelse\n if <(@id) = [button]> then\n go to x: (0) y: (0)\n switch costume to (continue00 v)\n show\n set size to (80) %\n set [ghost v] effect to (100)\n repeat until <(size) > [99]>\n change [ghost v] effect by (-10)\n change size by (((102) - (size)) / (7))\n go to [front v] layer\n end\n forever\n go to [front v] layer\n switch costume to (c1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (continue10 v)\n if <mouse down?> then\n set [win v] to [0]\n broadcast (hide v)\n set [click2 v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n switch costume to (c2 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (continue01 v)\n if <mouse down?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n switch costume to (continue00 v)\n end\n end\n end\n else\n if <(@id) = [lovefav]> then\n go to x: (0) y: (0)\n show\n switch costume to (lovefav v)\n set [ghost v] effect to (100)\n set size to (50) %\n repeat until <(size) > [100]>\n go to [front v] layer\n change size by (((102) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (2) seconds\n repeat until <(size) < [50]>\n go to [front v] layer\n change size by (((size) - (110)) / (8))\n change [ghost v] effect by (10)\n end\n end\n end\nend\n\nwhen I receive [hide v]\ngo to x: (1) y: (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [win v] to [0]\nset [exit v] to [reg]\nhide\nset [pause v] to [0]\nwait (1) seconds\nforever\n if <(lives) < [1]> then\n wait (0.3) seconds\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n switch costume to (over v)\n show\n go to [front v] layer\n set size to (50) %\n set [pause v] to [1]\n repeat until <(size) > [100]>\n go to [front v] layer\n change size by (((102) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (1) seconds\n repeat until <(size) < [50]>\n go to [front v] layer\n change size by (((size) - (110)) / (8))\n change [ghost v] effect by (10)\n end\n set [lives v] to [2]\n set [coins v] to [0]\n set [pause v] to [0]\n broadcast (reset v)\n end\nend\n\nwhen I receive [alert v]\nset [@id v] to [lovefav]\ncreate clone of (_myself_ v)\n\nwhen I receive [win!! v]\nset [stop the time v] to [1]\nshow variable [time v]\nwait (5) seconds\nhide variable [time v]\n\nwhen flag clicked\nset [stop the time v] to [0]\n\n@Chat\n\nwhen flag clicked\nset [click2 v] to [0]\nset [ghost v] effect to (100)\nset [open chat v] to [0]\ndelete all of [chat list v]\nadd [Hi!] to [chat list v]\nadd [This way!] to [chat list v]\nadd [Bye! :\)] to [chat list v]\nadd [Watch out!] to [chat list v]\nadd [Lol] to [chat list v]\nadd [It's lagging :\(] to [chat list v]\nadd [Which way?] to [chat list v]\nadd [Okay!] to [chat list v]\nadd [Got to go :\)] to [chat list v]\nhide\nset [ghost v] to [100]\nset [open chat v] to [0]\ngo to x: (-150) y: (0)\nforever\n set [ghost v] effect to (ghost)\n if <(ghost) = [100]> then\n hide\n else\n show\n end\n if <(open chat) = [1]> then\n if <not <(ghost) = [0]>> then\n change [ghost v] by (-20)\n end\n else\n if <not <(ghost) = [100]>> then\n change [ghost v] by (20)\n end\n end\n if <(EmojiCHAT?) = [1]> then\n switch costume to (main2 v)\n else\n switch costume to (main v)\n end\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen flag clicked\nset [chat item v] to [0]\nforever\n if <(open chat) = [1]> then\n if <(EmojiCHAT?) = [1]> then\n if <key (g v) pressed?> then\n reset\n set [chat item v] to [10]\n wait until <not <key (g v) pressed?>>\n end\n if <key (h v) pressed?> then\n reset\n set [chat item v] to [11]\n wait until <not <key (h v) pressed?>>\n end\n if <key (j v) pressed?> then\n reset\n set [chat item v] to [12]\n wait until <not <key (j v) pressed?>>\n end\n if <key (v v) pressed?> then\n reset\n set [chat item v] to [13]\n wait until <not <key (v v) pressed?>>\n end\n if <key (b v) pressed?> then\n reset\n set [chat item v] to [14]\n wait until <not <key (b v) pressed?>>\n end\n if <key (n v) pressed?> then\n reset\n set [chat item v] to [15]\n wait until <not <key (n v) pressed?>>\n end\n end\n if <key (1 v) pressed?> then\n reset\n set [chat item v] to [1]\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n reset\n set [chat item v] to [2]\n wait until <not <key (2 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n reset\n set [chat item v] to [3]\n wait until <not <key (3 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n reset\n set [chat item v] to [4]\n wait until <not <key (4 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n reset\n set [chat item v] to [5]\n wait until <not <key (5 v) pressed?>>\n end\n if <key (6 v) pressed?> then\n reset\n set [chat item v] to [6]\n wait until <not <key (6 v) pressed?>>\n end\n if <key (7 v) pressed?> then\n reset\n set [chat item v] to [7]\n wait until <not <key (7 v) pressed?>>\n end\n if <key (8 v) pressed?> then\n reset\n set [chat item v] to [8]\n wait until <not <key (8 v) pressed?>>\n end\n if <key (9 v) pressed?> then\n reset\n set [chat item v] to [9]\n wait until <not <key (9 v) pressed?>>\n end\n if <key (0 v) pressed?> then\n reset\n set [chat item v] to [10]\n wait until <not <key (0 v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nset [chat reset v] to [6]\nforever\n wait (1) seconds\n change [chat reset v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(chat item) > [9]> then\n if <(chat reset) > [3]> then\n set [chat item v] to [0]\n end\n else\n if <(chat reset) > [5]> then\n set [chat item v] to [0]\n end\n end\nend\n\ndefine reset\nset [open chat v] to [0]\nset [chat reset v] to [0]\n\nwhen flag clicked\nswitch costume to (main v)\nshow\nwait (0.1) seconds\nforever\n if <key (t v) pressed?> then\n set [open chat v] to ((1) - (open chat))\n wait until <not <key (t v) pressed?>>\n end\nend\n\nwhen I receive [mobile v]\nreset\n\nwhen [timer v] > (0.1)\nhide\n\nadd [Pls Follow me!] to [chat list v]\nadd [Can you be my friend?] to [chat list v]\nadd [Yay!] to [chat list v]\nadd [Thanks! :\)] to [chat list v]\nadd [This is the BEST!] to [chat list v]\nadd [I liked and Faved.] to [chat list v]\n\n@Detector\n\nwhen flag clicked\nshow\nset [stared? v] to [0]\nset [loved? v] to [0]\nwait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\nwait (0.1) seconds\nchange [coins v] by (10)\nbroadcast (alert v)\nstop [this script v]\n\nwhen flag clicked\nset [detector di v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(detector DI) = [1]> then\n switch costume to (fave v)\n set [detector di v] to [2]\n create clone of (_myself_ v)\n go to x: (-15) y: (0)\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n set [stared? v] to [1]\n stop [this script v]\n end\n end\n end\nelse\n switch costume to (love v)\n go to x: (-15) y: (0)\n show\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n set [loved? v] to [1]\n stop [this script v]\n end\n end\n end\nend\n\n@Sun\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (1) seconds\nend\n\n@Notifications\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen flag clicked\nshow\ngo to x: (0) y: (55)\nset [ghost v] effect to (100)\n\nwhen I receive [exp v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nswitch costume to (join [s] ((exp) / (10)))\ngo to x: (0) y: (55)\nrepeat until <(y position) < [5]>\n change [ghost v] effect by (-8)\n change y by (((2) - (y position)) / (7))\nend\nwait (3) seconds\nrepeat until <(y position) > [53]>\n change y by (((y position) + (3)) / (7))\n change [ghost v] effect by (8)\nend\nset y to (55)\n\nwhen I receive [purch v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nswitch costume to (buy v)\ngo to x: (0) y: (55)\nrepeat until <(y position) < [5]>\n change [ghost v] effect by (-8)\n change y by (((2) - (y position)) / (7))\nend\nwait (3) seconds\nrepeat until <(y position) > [53]>\n change y by (((y position) + (3)) / (7))\n change [ghost v] effect by (8)\nend\nset y to (55)\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (15) to (25)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n hide\n wait (pick random (6) to (25)) seconds\n set [ghost v] effect to (100)\n go to [front v] layer\n repeat (50)\n change [ghost v] effect by (2)\n end\n show\n wait (8) seconds\nend\n\n@Confetti3\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n next costume\nend\n\nwhen I start as a clone\npoint in direction (pick random (0) to (70))\nwait (0.2) seconds\nrepeat until <[-178] > (y position)>\n change y by (-5)\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat (pick random (1) to (10))\n move (25) steps\nend\nrepeat (pick random (1) to (10))\n move (20) steps\nend\nrepeat (pick random (1) to (10))\n move (10) steps\nend\nrepeat (pick random (1) to (10))\n move (5) steps\nend\nrepeat (pick random (1) to (10))\n move (3) steps\nend\nrepeat (pick random (1) to (10))\n move (2) steps\nend\nrepeat (pick random (1) to (10))\n move (1) steps\nend\nforever\n turn right (5) degrees\nend\n\nwhen I receive [win!! v]\nhide\nrepeat (5)\n go to x: (-999) y: (-999)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\nend\n\n@Confetti2\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n next costume\nend\n\nwhen I start as a clone\npoint in direction (pick random (0) to (-70))\nwait (0.2) seconds\nrepeat until <[-178] > (y position)>\n change y by (-5)\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat (pick random (1) to (10))\n move (25) steps\nend\nrepeat (pick random (1) to (10))\n move (20) steps\nend\nrepeat (pick random (1) to (10))\n move (10) steps\nend\nrepeat (pick random (1) to (10))\n move (5) steps\nend\nrepeat (pick random (1) to (10))\n move (3) steps\nend\nrepeat (pick random (1) to (10))\n move (2) steps\nend\nrepeat (pick random (1) to (10))\n move (1) steps\nend\nforever\n turn right (5) degrees\nend\n\nwhen I receive [win!! v]\nhide\nrepeat (5)\n go to x: (999) y: (-999)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n create clone of (_myself_ v)\n change [color v] effect by (25)\nend\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (pick random (-90) to (90))\ngo to [back v] layer\ngo to x: (315) y: (pick random (5) to (170))\nswitch costume to (pick random (1) to (7))\nset [ghost v] effect to (50)\nshow\nrepeat until <(x position) < [-280]>\n change x by (-0.5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\ncreate clone of (_myself_ v)\nforever\n wait (pick random (10) to (15)) seconds\n create clone of (_myself_ v)\nend\n\n
Hey guys I hope you like this game :)\nNote: Please do not hate on this game I tried my best and \nI have no idea how to get coins :(
Obelisk A platformer!
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop37 v) and wait\n\nwhen backdrop switches to [backdrop63 v]\nset [obelisk! v] to [Misty]\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop62 v]\nforever\n if <<[40] < (Level)> and <[61] > (Level)>> then\n set [obelisk shards! v] to [1]\n end\nend\n\nwhen backdrop switches to [backdrop82 v]\nforever\n if <<[61] < (Level)> and <[72] > (Level)>> then\n set [obelisk shards! v] to [2]\n end\nend\n\nwhen backdrop switches to [backdrop66 v]\nforever\n if <<[73] < (Level)> and <[81] > (Level)>> then\n set [obelisk shards! v] to [3]\n end\nend\n\nchange [obelisk shards! v] by (1)\n\nchange [ghost v] effect by ()\n\nchange [obelisk shards! v] by (1)\n\nset [obelisk shards! v] to [3]\n\nset [obelisk shards! v] to [1]\n\nwhen backdrop switches to [backdrop91 v]\nforever\n if <<[81] < (Level)> and <[93] > (Level)>> then\n set [obelisk shards! v] to [4]\n end\nend\n\nswitch backdrop to (backdrop97 v)\nchange [obelisk shards! v] by (1)\n\nswitch backdrop to (backdrop97 v)\n\n@Sprite1\n\nwhen flag clicked\nset pen size to (5)\nerase all\npen up\nset pen color to (#666666)\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nset [level v] to [1]\nset [deaths v] to [0]\nset [clircles: v] to [0]\nset [volume: v] to [100]\nset [game v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-211) y: (-67)\npoint in direction (90)\nwait (2) seconds\nforever\n if <<[96] < (backdrop [number v])> or <[93] > (backdrop [number v])>> then\n if <(game) = [1]> then\n change [yv v] by (-.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (.6)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.6)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#faff00)?> then\n change [level v] by (1)\n start sound [next lvl v]\n set [yv v] to [0]\n go to x: (-210) y: (-76)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n end\n if <touching color (#fa00ff)?> then\n start sound [jump v]\n set [yv v] to [15]\n end\n if <touching color (#00ffff)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Deth v)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-210) y: (-76)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n if <(level) = [101]> then\n end\n end\nend\n\npoint in direction (90)\npoint in direction (-90)\n\nwhen flag clicked\nforever\n broadcast (b v)\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen I receive [message1 v]\nset [clircles: v] to [1]\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\ngo to x: (-223) y: (-167)\nset [yv v] to [0]\n\nwhen backdrop switches to [backdrop49 v]\nrepeat until <not <(backdrop [name v]) = [backdrop49]>>\n if <key (3 v) pressed?> then\n switch backdrop to (backdrop50 v)\n change [level v] by (1)\n set [yv v] to [0]\n go to x: (-224) y: (-136)\n wait until <not <key (3 v) pressed?>>\n end\nend\n\nwhen backdrop switches to [backdrop46 v]\nrepeat until <not <(backdrop [name v]) = [backdrop46]>>\n if <key (space v) pressed?> then\n switch backdrop to (backdrop47 v)\n change [level v] by (1)\n go to x: (-224) y: (-136)\n set [yv v] to [0]\n wait until <not <key (space v) pressed?>>\n end\nend\n\ngo to x: (-223) y: (-167)\n\nwhen backdrop switches to [backdrop25 v]\nset [clircles: v] to [0]\n\nwait (4) seconds\nif <(Clircles:) = [0]> then\n switch backdrop to (backdrop26 v)\nend\n\nwhen I receive [pause v]\nset [game v] to [0]\n\nwhen I receive [unpause v]\nset [game v] to [1]\n\nwhen flag clicked\nforever\n if <key (b v) pressed?> then\n start sound [pop v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n change [deaths v] by (1)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen [m v] key pressed\nstop all sounds\n\nwhen flag clicked\nforever\n clone\nend\n\ndefine clone\nif <<<<(X velocity) < [0]> or <(X velocity) < [0]>> or <(Y velocity) < [0]>> or <(Y velocity) < [0]>> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo [backward v] (1) layers\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen [r v] key pressed\ngo to x: (-216) y: (-122)\n\nwhen flag clicked\nforever\n play sound [Flying by Bubblebee3 v] until done\nend\n\nwhen I receive [b v]\nset volume to (Volume) %\n\nwhen flag clicked\nset volume to (100) %\n\nwhen flag clicked\nforever\n if <<[37] < (backdrop [number v])> and <touching color (#fff600)?>> then\n start sound [next lvl v]\n set [yv v] to [0]\n go to x: (-210) y: (-76)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0094)?> then\n broadcast (Hai! v)\n go to x: (-167) y: (-67)\n change [level v] by (2)\n end\nend\n\nwhen backdrop switches to [backdrop41 v]\nbroadcast (NEJW v)\n\nwhen I receive [hai! v]\nswitch backdrop to (backdrop40 v)\n\nwhen flag clicked\nforever\n if <touching (sprite6 v)?> then\n go to x: (36) y: (250)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nchange [levels! v] by (1)\n\nwhen flag clicked\nset [obelisk! v] to [None]\n\nwhen backdrop switches to [backdrop42 v]\nset [obelisk! v] to [Skull]\n\nwhen flag clicked\nforever\n show\nend\n\nswitch backdrop to (backdrop49 v)\n\nif <(backdrop [number v]) = [2]> then\n\nrepeat until <(username) = [stagatoo]>\n\nforever\n\nset [@se_allowdecimals v] to [0]\n\nwhen flag clicked\nhide variable [gobo clicks v]\nshow variable [my variable v]\n\nrepeat until <(Reaper Costume) = [1]>\n\nwhen flag clicked\nforever\n hide variable [my variable v]\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <<(Level) > [40]> and <(Level) < [61]>> then\n set [obelisk! v] to [SKULL]\n end\nend\n\nwhen this sprite clicked\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop1 v]\n\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen I receive [game start! v]\nshow\n\nwhen [m v] key pressed\nswitch backdrop to (backdrop37 v)\nhide\n\nwhen backdrop switches to [backdrop68 v]\nset [obelisk! v] to [TEN HEARTS EVENT~]\n\nwhen backdrop switches to [backdrop68 v]\nshow\n\nwhen flag clicked\nforever\n if <<(Level) > [51]> and <(Level) < [65]>> then\n set [obelisk! v] to [MIST!]\n end\nend\n\nforever\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n show\n end\nend\n\nwhen backdrop switches to [backdrop37 v]\nhide\n\nwhen [space v] key pressed\n\nwhen [m v] key pressed\nif <key (m v) pressed?> then\n set [level v] to [1]\nend\n\nwhen backdrop switches to [backdrop19 v]\nif <(username) = [Kid20000]> then\n change [level v] by (1)\nend\n\nwhen backdrop switches to [backdrop2 v]\nreset timer\n\nwhen flag clicked\n\n\n\nwhen [space v] key pressed\nnext costume\nif <<(costume [number v]) = [11]> and <<not <(username) = [Clark_vader96]>> or <(username) = [LeBruhnJames]>>> then\n next costume\nend\n\nnext costume\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) < [82]> and <(backdrop [number v]) > [71]>> then\n if <touching color (#10ff00)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yv v] to [5]\n else\n set [yv v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) < [97]> and <(backdrop [number v]) > [92]>> then\n change [yv v] by (-.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (.45)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.45)\n end\n set [xv v] to ((Xv) * (0.93))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n end\n if <touching color (#ff0000)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Deth v)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-210) y: (-76)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) < [93]> and <(backdrop [number v]) > [81]>> then\n if <touching color (#d4ff00)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Deth v)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-210) y: (-76)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen [e v] key pressed\nask [What Level Do you want] and wait\n\nif then\nend\n\nswitch backdrop to (backdrop42 v)\n\nif <(answer) = [Mist]> then\n switch backdrop to (backdrop62 v)\nend\nif <(answer) = [Plant]> then\n switch backdrop to (backdrop84 v)\nend\nif <(answer) = [Thunder]> then\n switch backdrop to (backdrop91 v)\nend\n\nwhen flag clicked\nset [obelisk shards! v] to [0]\n\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\n\nwhen backdrop switches to [backdrop35 v]\nif <(username) = [ryanliu0202 ]> then\n change [level v] by (1)\nend\n\nturn left (15) degrees\n\nswitch backdrop to (answer)\n\n@Sprite4\n\nwhen backdrop switches to [null v]\nrepeat until <not <(backdrop [name v]) = [null]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\nwhen flag clicked\ngo to x: (-51) y: (45)\nhide\n\nwhen backdrop switches to [null2 v]\nhide\n\n@Sprite3\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (images \(4\) v)\nhide variable [volume v]\n\nwhen this sprite clicked\nswitch costume to (costume1 v)\nshow variable [volume v]\n\nwhen [space v] key pressed\nswitch costume to (images \(4\) v)\nhide variable [volume v]\n\nwhen flag clicked\n\nset [volume v] to []\n\nchange [volume v] by (1)\n\nset volume to (100) %\n\nforever\n\nchange [x velocity v] by (100)\n\nwhen flag clicked\nset [levels! v] to [0]\n\n@Sprite6\n\ngo to (random position v)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop40 v]\nforever\n if <(backdrop [number v]) = [40]> then\n show\n else\n hide\n end\nend\n\n@Sprite7\n\nwhen backdrop switches to [backdrop40 v]\nforever\n if <(backdrop [number v]) = [40]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite8\n\nwhen I receive [win v]\n\nforever\nend\n\nset [☁ wr f40 v] to (☁ FT)\n\nwhen backdrop switches to [backdrop41 v]\nif <(TimE) < (☁ WR f40)> then\n if <(☁ WR f40) > (TimE)> then\n set [☁ wr f40 v] to ((TimE) + (username))\n end\nend\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop41 v]\n\nwhen backdrop switches to [backdrop41 v]\nset [time v] to (timer)\nshow variable [time v]\nshow variable [☁ wr f40 v]\nset [☁ time v] to (TimE)\n\nwhen backdrop switches to [backdrop41 v]\n\nwhen backdrop switches to [backdrop41 v]\n\nwhen backdrop switches to [backdrop41 v]\n\nwhen backdrop switches to [backdrop41 v]\n\nwhen flag clicked\nforever\n forever\n if <(backdrop [number v]) = [41]> then\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nhide variable [time v]\nhide variable [☁ wr f40 v]\n\nwhen I receive [nejw v]\nforever\n if <(deaths) > [50]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [nejw v]\nforever\n if <<[49] > (deaths)> and <[30] < (deaths)>> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [nejw v]\nforever\n if <<[14] > (deaths)> and <[7] < (deaths)>> then\n switch costume to (costume4 v)\n end\nend\n\nwhen I receive [nejw v]\nforever\n if <<[29] > (deaths)> and <[15] < (deaths)>> then\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [nejw v]\nforever\n if <(deaths) = [0]> then\n switch costume to (costume6 v)\n end\nend\n\nwhen I receive [nejw v]\nforever\n if <<[6] > (deaths)> and <[1] < (deaths)>> then\n switch costume to (costume5 v)\n end\nend\n\nwhen I receive [deth v]\nchange [deaths v] by (1)\n\nwhen this sprite clicked\nnext backdrop\n\nshow variable [☁ time v]\nshow variable [☁ wr f40 v]\n\nset [☁ time v] to [0]\n\nwhen backdrop switches to [backdrop42 v]\nhide variable [time v]\nhide variable [☁ wr f40 v]\n\nset [time v] to (timer)\nshow variable [time v]\nshow variable [☁ wr f40 v]\n\nwhen backdrop switches to [backdrop42 v]\nreset timer\n\nwhen backdrop switches to [backdrop61 v]\nset [skull ob time v] to (timer)\nshow variable [skull ob time v]\nshow variable [☁ wr skull ob v]\n\nwhen backdrop switches to [backdrop61 v]\nforever\n if <(Skull OB time) < (☁ WR SKULL OB)> then\n if <(☁ WR SKULL OB) > (Skull OB time)> then\n set [☁ wr skull ob v] to ((Skull OB time) + (username))\n end\n end\nend\n\nforever\nend\n\nwhen backdrop switches to [backdrop62 v]\nhide variable [skull ob time v]\nhide variable [☁ wr skull ob v]\n\nset [skull ob time v] to (timer)\n\nset [☁ wr f40 v] to [153.779]\n\nset [time v] to [153.779]\n\n@save\n\nwhen flag clicked\nshow list [save code v]\nforever\n set [encoded v] to []\n if <key (s v) pressed?> then\n write (username) to encoded\n write (Level) to encoded\n write (Obelisk!) to encoded\n write (Obelisk Shards!) to encoded\n delete all of [save code v]\n add [Here's your code! Triple-click and copy \(Ctrl-C\) it.] to [save code v]\n add (encoded) to [save code v]\n add [When you're ready to use it, press X.] to [save code v]\n add [-Press Space to close-] to [save code v]\n hide list [save code v]\n wait until <key (space v) pressed?>\n show variable [my variable v]\n show variable [gobo clicks v]\n show list [save code v]\n end\n if <key (l v) pressed?> then\n ask [Paste \(Ctrl-V\) your save code. Leave blank to cancel] and wait\n if <not <(answer) = []>> then\n begin decode of (answer)\n value = read from encoded\n if <(value) = (username)> then\n value = read from encoded\n set [level v] to (value)\n value = read from encoded\n set [obelisk! v] to (value)\n value = read from encoded\n set [obelisk shards! v] to (value)\n value = read from encoded\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\nset [encoded v] to []\nwrite [] to encoded\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\nwrite [] to encoded\n\nbegin decode of []\n\nvalue = read from encoded\n\nwhen flag clicked\ndelete all of [code v]\nrepeat (9)\n add [] to [code v]\nend\nadd [a] to [code v]\nadd [b] to [code v]\nadd [c] to [code v]\nadd [d] to [code v]\nadd [e] to [code v]\nadd [f] to [code v]\nadd [g] to [code v]\nadd [h] to [code v]\nadd [i] to [code v]\nadd [j] to [code v]\nadd [k] to [code v]\nadd [l] to [code v]\nadd [m] to [code v]\nadd [n] to [code v]\nadd [o] to [code v]\nadd [p] to [code v]\nadd [q] to [code v]\nadd [r] to [code v]\nadd [s] to [code v]\nadd [t] to [code v]\nadd [u] to [code v]\nadd [v] to [code v]\nadd [w] to [code v]\nadd [x] to [code v]\nadd [y] to [code v]\nadd [z] to [code v]\nadd [0] to [code v]\nadd [1] to [code v]\nadd [2] to [code v]\nadd [3] to [code v]\nadd [4] to [code v]\nadd [5] to [code v]\nadd [6] to [code v]\nadd [7] to [code v]\nadd [8] to [code v]\nadd [9] to [code v]\nadd [+] to [code v]\nadd [-] to [code v]\nadd [.] to [code v]\nadd [ ] to [code v]\nadd [_] to [code v]\n\nwhen flag clicked\nset [yi v] to [0]\n\nshow variable [my variable v]\nshow variable [gobo clicks v]\nset [yi v] to [10201]\n\nset [yi v] to (value)\n\n@Sprite9\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen this sprite clicked\nswitch backdrop to (backdrop1 v)\nbroadcast (Game Start! v)\nset [obelisk! v] to [None]\nchange [level v] by (1)\n\nwhen backdrop switches to [backdrop37 v]\nshow\n\nwhen backdrop switches to [backdrop68 v]\nhide\n\nif <(answer) = [Y]> then\n reset timer\nend\n\nask [Speedrun? Y OR N] and wait\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n show\n else\n hide\n end\nend\n\n@Sprite11\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen this sprite clicked\nnext costume\n\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop37 v]\nshow\n\nwhen backdrop switches to [backdrop68 v]\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n show\n else\n hide\n end\nend\n\n@Sprite12\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen backdrop switches to [backdrop57 v]\ngo to x: (2) y: (12)\nrepeat until <[] = [50]>\n wait (1) seconds\n change y by (10)\n if <<(x position) = [39]> and <(y position) = [668]>> then\n go to x: (2) y: (12)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [57]> then\n show\n else\n hide\n end\nend\n\ngo to x: (39) y: (668)\n\nwhen [r v] key pressed\ngo to x: (2) y: (12)\n\n@Sprite13\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen this sprite clicked\nshow variable [☁ wr f40 v]\nwait until <mouse down?>\nwait (10) seconds\nhide variable [☁ wr f40 v]\n\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop37 v]\nshow\n\nwhen backdrop switches to [backdrop68 v]\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n show\n else\n hide\n end\nend\n\nnext costume\n\nset [a v] to [1]\n\nwhen this sprite clicked\n\nbroadcast (E v)\n\n\n\nif then\n set [a v] to [2]\nend\n\n\n\n@Sprite14\n\nwhen backdrop switches to [backdrop40 v]\n\nwhen backdrop switches to [backdrop40 v]\n\nwhen flag clicked\nhide\nforever\n if <<(backdrop [number v]) > [81]> and <[92] > (backdrop [number v])>> then\n wait (pick random (1) to (2)) seconds\n hide\n change x by (pick random (-205) to (205))\n wait (pick random (3) to (6)) seconds\n show\n end\nend\n\nshow\n\nwhen this sprite clicked\n\ngo to (random position v)\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) > [81]> and <[92] > (backdrop [number v])>> then\n else\n hide\n end\nend\n\nshow\n\nchange x by (pick random (-205) to (205))\nwait (pick random (3) to (6)) seconds\nshow\n\nhide\nchange x by (pick random (-205) to (205))\nwait (pick random (3) to (6)) seconds\nshow\n\n@Sprite15\n\nwhen backdrop switches to [backdrop40 v]\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nswitch backdrop to (backdrop43 v)\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop52 v]\nshow\n\nwhen backdrop switches to [backdrop53 v]\nhide\n\nwhen flag clicked\n\n\n
2000 Veiws!!!\nSparky Is Just A Tiny Dot But HE and His MIGHTY gang Of Freinds Will Face More Challenge Then They Expected! Enjoy over 100+ Levels Of Fun filled Platforming! You Can Even Save Your Proggres!\nIn The First Obelisk You Learn The Ways To Be A parkour Dot In Your OWN ways. I The Skull Obelisk There Are Hidden Passeges All Around Helping And Hurting The Only On The Ground... The Mist Obelisk Its Really Tricky Mixed Up Ad Fake Yellows! You'll Find\nIn The Plant Obelisk Its Time To Climb Some Vines!\nTo Reach The Sky Youll Climb SOOO high And See the top of the Clouds!... In The Thunder Obelisk You'll Hear A MIGHTY BOOM as Lightning Strikes You Fight the Light and push your way Through!
Dark - A 100% pen Scrolling Platformer #games #all
@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@PEN\n\ndefine Scrolling\nchange [scroll x v] by (() - (round ((x position) / (10))))\nchange [x position v] by (() - (round ((x position) / (10))))\nchange [scroll y v] by (() - (round ((y position) / (10))))\nchange [y position v] by (() - (round ((y position) / (10))))\n\ndefine Add Platform (x) (y) (width) (height) (type)\nadd (x) to [level xs v]\nadd (y) to [level ys v]\nadd (width) to [level widths v]\nadd (height) to [level heights v]\nadd (type) to [level types v]\n\ndefine Draw\npen up\nerase all\nset pen size to (5)\nset [i v] to [0]\nrepeat (length of [level xs v])\n change [i v] by (1)\n if <<<((Scroll Y) + (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5))) > [-180]> and <((Scroll Y) + ((item (i) of [level ys v]) + (5))) < [240]>> and <<((Scroll X) + (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5))) > [-240]> and <((Scroll X) + ((item (i) of [level xs v]) + (5))) < [240]>>> then\n Go To ((item (i) of [level xs v]) + (5)) ((item (i) of [level ys v]) + (5))\n set pen color to (#ffffff)\n if <(item (i) of [level types v]) = [2]> then\n set pen color to (#faff00)\n end\n if <(item (i) of [level types v]) = [1]> then\n set pen color to (#ffffff)\n end\n if <(item (i) of [level types v]) = [3]> then\n set pen color to (#ff0000)\n end\n pen down\n Go To (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5)) ((item (i) of [level ys v]) + (5))\n Go To (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5)) (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5))\n Go To ((item (i) of [level xs v]) + (5)) (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5))\n Go To ((item (i) of [level xs v]) + (5)) ((item (i) of [level ys v]) + (5))\n pen up\n end\nend\nset pen color to (#00efff)\ngo to x: (x position) y: (y position)\npen down\ngo to x: (x position) y: ((y position) + (20))\ngo to x: ((x position) + (20)) y: ((y position) + (20))\ngo to x: ((x position) + (20)) y: (y position)\ngo to x: (x position) y: (y position)\npen up\n\ndefine Create Level\ndelete (all) of [level xs v]\ndelete (all) of [level ys v]\ndelete (all) of [level widths v]\ndelete (all) of [level heights v]\ndelete (all) of [level types v]\nAdd Platform (-10) (-5) (10) (5000) (1)\nAdd Platform (-10) (-5) (500) (10) (1)\nAdd Platform (480) (-5) (100) (10) (2)\nAdd Platform (570) (-5) (240) (10) (3)\nAdd Platform (800) (-5) (200) (10) (1)\nAdd Platform (990) (-5) (125) (10) (2)\nAdd Platform (850) (150) (125) (10) (1)\nAdd Platform (850) (275) (125) (10) (2)\nAdd Platform (1100) (425) (150) (10) (1)\nAdd Platform (1300) (275) (150) (10) (1)\nAdd Platform (1450) (75) (200) (10) (1)\nAdd Platform (1700) (125) (10) (10) (1)\nAdd Platform (1800) (125) (10) (10) (1)\nAdd Platform (1900) (125) (10) (10) (1)\nAdd Platform (2000) (125) (10) (10) (1)\nAdd Platform (2150) (125) (10) (10) (1)\nAdd Platform (2300) (125) (10) (10) (1)\nAdd Platform (2450) (125) (10) (10) (1)\nAdd Platform (2600) (125) (10) (10) (1)\nAdd Platform (2750) (125) (10) (10) (1)\nAdd Platform (2850) (125) (200) (10) (1)\nAdd Platform (3040) (125) (10) (5000) (1)\n\nwhen flag clicked\nCreate Level\nset [xv v] to [0]\nset [yv v] to [0]\nset [x position v] to [0]\nset [y position v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nforever\n Draw\n Update\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> 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 position v] by (Xv)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [x position v] by ((Xv) * (-1))\n change [y position v] by (-5)\n \n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n Update\n change [yv v] by (-1)\n change [y position v] by (Yv)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by ((Yv) * (-1))\n set [yv v] to [0]\n end\n Update\n change [y position v] by (-1)\n Update\n if <[touching v] contains [1]?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n Update\n if <[touching v] contains [2]?> then\n set [yv v] to [20]\n end\n Update\n if <<[touching v] contains [3]?> or <(Scroll Y) > [500]>> then\n set [xv v] to [0]\n set [yv v] to [0]\n set [x position v] to [0]\n set [y position v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n end\n Update\n change [y position v] by (1)\n Scrolling\nend\n\ndefine Update\ndelete (all) of [touching v]\nset [i v] to [0]\nrepeat (length of [level xs v])\n change [i v] by (1)\n if <<<(x position) < (((item (i) of [level xs v]) + (Scroll X)) + (item (i) of [level widths v]))> and <((x position) + (20)) > ((item (i) of [level xs v]) + (Scroll X))>> and <<(y position) < (((item (i) of [level ys v]) + (Scroll Y)) + (item (i) of [level heights v]))> and <((y position) + (20)) > ((item (i) of [level ys v]) + (Scroll Y))>>> then\n if <not <[touching v] contains (item (i) of [level types v])?>> then\n add (item (i) of [level types v]) to [touching v]\n end\n end\nend\n\ndefine Go To (x) (y)\ngo to x: ((x) + (Scroll X)) y: ((y) + (Scroll Y))\n\nwhen flag clicked\nforever\n Update\nend\n\nAdd Platform (1640) (75) (10) (5000) (1)\n\n
Dark a 100% pen Scrolling Platformer\nWAD/Arrow Keys to move\nGet to the big wall to win!\nSTOP ADVERTISING!\nDon't ask for checkpoints
Detailed A Platformer #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #games
@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\nwhen flag clicked\nforever\n play sound [The Script- Hall of Fame v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X velocity) * (0.85))\n change x by (X velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((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 [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 repeat until <(costume [number v]) = [5]>\n next costume\n end\n else\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n repeat until <(costume [number v]) = [5]>\n next costume\n end\n else\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n end\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (20)\n\ndelete this clone\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nshow\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n
>>Detailed A Platformer<<\n>>Arrow Keys To Move<<\n>>Story<<\nYou were once a normal cube living in a lovely detailed world but the world broke and became all blank and boring, go through the levels to restore detail =)\n\n>>Love, Fave and Follow @-CodingAnimations- <<\n\n\n#10 trending for games!!!! 02/02/2021\n#6 trending for art!!! 03/02/2021\n2000 views in one day!!! 03/02/2021\n300 likes!!! 03/02/2021\n4,200 Loves :O 19/03/2022\n57,000 VIEWS! :OOO 19/03/2022\nWhy is this still getting views lol 76k 27/12/2023\nUpdated Thumbnail after almost 3 years lol\nThis is 18th when u search games, cool\n\n\n\n\n#GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES #GAMES
i removed the platformer
@Stage\n\n
\n\n\noriginal description:\n\ncheck out the sequel I made!\nremember to LIKE AND FAVORITE\nhttps://scratch.mit.edu/projects/484261543/\nhttps://scratch.mit.edu/projects/484261543/\nhttps://scratch.mit.edu/projects/484261543/\nhttps://scratch.mit.edu/projects/484261543/\nhttps://scratch.mit.edu/projects/484261543/\n\n\n\n_-TᕼE ᗷEᗩᑕᕼ=-_ ᗩ ᑭᒪᗩTᖴᖇOᗰEᖇ\nThis fun game includes a lot of features, like ground, spikes and a timer! Like and favorite!
Alone || A Platformer #games #all #alone #platformer #fun
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Xaf - Nebula v] until done\nend\n\n@Skip\n\nwhen this sprite clicked\nnext backdrop\nbroadcast (up v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\ngo to x: (-179) y: (125)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n else\n set size to (80) %\n end\nend\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n@Platformer Engine\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (150) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (big v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (-59)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n switch costume to (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 (#0d8abd)?> or <<touching color (#0b749e)?> or <touching color (#085371)?>>> or <<touching color (#ffad2b)?> or <<touching color (#ff8400)?> or <touching color (#e67700)?>>>> then\n change y by (1)\n if <<<touching color (#0d8abd)?> or <<touching color (#0b749e)?> or <touching color (#085371)?>>> or <<touching color (#ffad2b)?> or <<touching color (#ff8400)?> or <touching color (#e67700)?>>>> then\n change y by (1)\n if <<<touching color (#0d8abd)?> or <<touching color (#0b749e)?> or <touching color (#085371)?>>> or <<touching color (#ffad2b)?> or <<touching color (#ff8400)?> or <touching color (#e67700)?>>>> then\n change y by (1)\n if <<<touching color (#0d8abd)?> or <<touching color (#0b749e)?> or <touching color (#085371)?>>> or <<touching color (#ffad2b)?> or <<touching color (#ff8400)?> or <touching color (#e67700)?>>>> then\n change y by (1)\n if <<<touching color (#0d8abd)?> or <<touching color (#0b749e)?> or <touching color (#085371)?>>> or <<touching color (#ffad2b)?> or <<touching color (#ff8400)?> or <touching color (#e67700)?>>>> then\n change y by (1)\n if <<<touching color (#0d8abd)?> or <<touching color (#0b749e)?> or <touching color (#085371)?>>> or <<touching color (#ffad2b)?> or <<touching color (#ff8400)?> or <touching color (#e67700)?>>>> 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 (#0d8abd)?> or <<touching color (#0b749e)?> or <touching color (#085371)?>>> or <<touching color (#ffad2b)?> or <<touching color (#ff8400)?> or <touching color (#e67700)?>>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching color (#0d8abd)?> or <<touching color (#0b749e)?> or <touching color (#085371)?>>> or <<touching color (#ffad2b)?> or <<touching color (#ff8400)?> or <touching color (#e67700)?>>>> 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 (#0e63c5)?> or <touching color (#1281ff)?>> then\n start sound [Oops v]\n set [xv v] to [0]\n set [yv v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (UNSHRINK v)\n broadcast (up v)\n end\n if <touching (trampoline v)?> then\n start sound [Big Boing v]\n set [yv v] to [22]\n end\n if <<(x position) > [-230]> and <(y position) < [-179]>> then\n start sound [Oops v]\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (UNSHRINK v)\n broadcast (up v)\n end\n if <(x position) > [239]> then\n go to x: (-197) y: (-63)\n broadcast (UNSHRINK v)\n next backdrop\n end\nend\n\nwhen I receive [shrink v]\nswitch costume to (tiny v)\n\nwhen I receive [up v]\nbroadcast (UNSHRINK v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-201) y: (-59)\n\nwhen I receive [unshrink v]\nswitch costume to (big v)\n\nwhen [down arrow v] key pressed\nbroadcast (SHRINK v)\n\n@TB\n\nwhen flag clicked\nhide\n\n@Love & Fav\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n wait (pick random (17) to (32)) 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 [FOLLOW PLZ v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nif <(Costume) > [0]> then\n hide\n stop [this script v]\nend\n\n
☁ Alone ☁\n ☁ A Platformer ☁\n\nPlease propose this to be featured here: https://scratch.mit.edu/studios/4228481/comments/\n\nLet's get this on trending! :P\nTELL UR FRIENDS!!! \n\nI know I haven't made a platformer in a while, so please like and fav! :)\n\nFollow for more great platformers! \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 Alone is now finished!!! :D Took me 3 days to make it.\n\n ☁ Tags ☁\n\n#games #TrentonTNT #ez #fun #ordinary #all #quality
Daydream || A scrolling platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Treenan 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 (20) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Player2\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (55) %\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\ndefine 動作\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\nset [ghost v] effect to (100)\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 [1550] [0] [4]\nステージ配置 [2000] [200] [5]\nステージ配置 [1750] [475] [6]\nステージ配置 [2050] [950] [7]\nステージ配置 [2550] [1200] [8]\nステージ配置 [3050] [1400] [9]\nステージ配置 [3550] [1600] [10]\nステージ配置 [4075] [1750] [11]\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@1\n\nwhen flag clicked\nhide\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n
Prairie - Mobile friendly scrolling platformer #all #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start project v]\nswitch backdrop to (コスチューム1 v)\nforever\n play sound [Quick-quicktime v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine 動作\nchange [yの力2 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n point in direction (90)\n change [xの力2 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n point in direction (-90)\n change [xの力2 v] by (-1)\nend\nset [xの力2 v] to ((xの力2) * (0.88))\nchange x by (xの力2)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力2) / ([abs v] of (xの力2) ))) ([ceiling v] of ([abs v] of (xの力2) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力2 v] to [12]\n set [xの力2 v] to ((7) - (<(xの力2) > [0]> * (14)))\n else\n set [xの力2 v] to [0]\n end\nend\nchange y by (yの力2)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力2) / ([abs v] of (yの力2) ))) ([ceiling v] of ([abs v] of (yの力2) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力2 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力2) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力2) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力2 v] to [0]\n\ndefine 初期位置\ngo to x: (180) y: (50)\nset [xの力2 v] to [0]\nset [yの力2 v] to [0]\nset [camera_x v] to [0]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [start project v]\nshow\nset rotation style [left-right v]\ngo to x: (180) y: (50)\nset [xの力2 v] to [0]\nset [yの力2 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\n@ステージ\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 <(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 [start project 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]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@b\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 <(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 [start project v]\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]\nswitch costume to (none v)\nbroadcast (プログラム 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 [start project v]\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nswitch costume to (none v)\n\n@sun\n\nwhen flag clicked\nhide\n\nwhen I receive [start project v]\nshow\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\n@Sprite1\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (5) layers\nset [ghost v] effect to (30)\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 [intro2: 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: (Intro2: 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 [intro2: 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: (Intro2: X) y: (Intro: Y)\n change size by (((25) - (size)) / (10))\n end\n repeat (20)\n set [intro2: 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: (Intro2: 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 [intro2: 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 ((Intro2: X) + (item (1) of [intro v])) ((Intro: Y) + (item (2) of [intro v]))\n end\nend\n\n
Join My Logo Contest!\nhttps://scratch.mit.edu/projects/492332064/\nNEW PLATFORMER!\nhttps://scratch.mit.edu/projects/477383735/\n\nCollab with @zohsama\nhttps://scratch.mit.edu/projects/481667559/ \n\nArrows key or WASD key or tap to move.\n\nIt's short So if you want Part 2 please love and fave!\n
[ENTRY] Fall 2 - An Online Scrolling Platformer (Mobile Friendly) 2
@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@player\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (join (item (Chat) of [chat v]) (username))\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nshow list [chat v]\nbroadcast (GREEN FLAG v) and wait\nbroadcast (PLAY GAME v) and wait\n\ndefine CHANGE PLAYER Y BY (sy)\nchange [y v] by (sy)\nchange [inair v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [inair v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine GAME ON\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [inair v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Game-Win\nhide\nchange [level v] by (1)\nwait (0.5) seconds\n\ndefine TICK\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((SX) * (0.8))\nif <[0.9] < ([abs v] of (SX) )> then\n CHANGE PLAYER X By (round (SX))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(inair) < [1]> then\n set [sy v] to [20]\n start sound [Jump v]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nCHANGE PLAYER Y BY (sy)\nTEST-DIE\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <[6000] < (SCROLL X)> then\n set [scroll x v] to [6000]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-175]> then\n set [exit v] to [die]\nend\n\nwhen I receive [begin v]\ngo to [front v] layer\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\ndefine GAME - DIE\nset [exit v] to []\nhide\n\ndefine TEST-DIE\nif <touching (dangers v)?> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (18)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-18)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [inair v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n start sound [Connect v]\n broadcast (joined v)\nelse\n start sound [Disconnect v]\n broadcast (full v)\nend\nbroadcast (begin v)\nbroadcast (Begin Show v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (SETUP v) and wait\n GAME ON\n repeat until <(EXIT) > []>\n TICK\n broadcast (tick v)\n if <(My Player #) > [0]> then\n send cloud data\n end\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n GAME - DIE\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen I receive [begin v]\nwait (5) seconds\nswitch backdrop to (blank v)\n\nadd [HI] to [chat v]\n\nadd [This is how you do it] to [chat v]\n\nhide\n\nwhen I receive [begin v]\ngo to [front v] layer\nset [level v] to [1]\nforever\n if <(SCROLL X) > [6000]> then\n set [exit v] to [win]\n end\nend\n\nwhen I receive [begin v]\n\nwhen flag clicked\nshow\nforever\n play sound [Laszlo - Here We Are v] until done\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n repeat until <not <key (right arrow v) pressed?>>\n switch costume to (right v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n repeat until <not <key (left arrow v) pressed?>>\n switch costume to (left v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n repeat until <key (any v) pressed?>\n switch costume to (straight v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat until <not <key (up arrow v) pressed?>>\n if <key (right arrow v) pressed?> then\n switch costume to (up-right v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat until <not <key (up arrow v) pressed?>>\n if <key (left arrow v) pressed?> then\n switch costume to (up-left v)\n end\n end\n end\nend\n\nwhen flag clicked\nreset timer\n\n@Other Players\n\ndefine Decode chat (chat)\nif <(chat) = [0]> then\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n if <(My Player #) = (player #)> then\n hide\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n if <touching (_edge_ v)?> then\n hide\n end\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nif <<(names) = [1]> and <not <touching (_edge_ v)?>>> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue=read from encode\nvalue=read from encode\nset x to ((value) - (SCROLL X))\nvalue=read from encode\nset y to ((value) - (SCROLL Y))\nvalue=read from encode\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\nDecode chat (value)\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\nend\n\n@PLATFORM\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n switch costume to (level 2 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@DANGERs \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 [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [-10]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\nelse\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@OMG\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\ngo to [front v] layer\nwait (3) seconds\nhide\n\nwhen I receive [joining v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (joined v)\nshow\n\nwhen I receive [full v]\nswitch costume to (joined2 v)\nshow\n\n@Graphics\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]\ngo to [front v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n switch costume to (level 2 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Background\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]\ngo to [back v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n switch costume to (level 2 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@costume1 2\n\nwhen I receive [begin v]\ngo to x: (0) y: (0)\nforever\n wait (30) seconds\n glide (0.5) secs to x: (0) y: (-50)\n wait (5) seconds\n glide (0.5) secs to x: (0) y: (0)\nend\n\n
*To see other people must be a Scratcher NOT a New Scratcher*\n___________________________________________________\nControls: Arrow Keys/WASD to move or mobile is just touch. The screen somewhere to move in that direction.\n___________________________________________________\nPress Letter "T" to open chat and than press the number you wanna speak\n___________________________________________________\nMake sure to please heart, star, and follow me!\n___________________________________________________\nHope that you enjoy this project and feel free to remix this project just give credit
Creeper: (Platformer) #3
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(x position) > [220]> then\n go to x: (-212) y: (134)\n switch backdrop to (next backdrop v)\n end\nend\n\n@Sprite1\n\nwhen I receive [message1 v]\nshow\nforever\n play sound [Popsicle v] until done\nend\n\nwhen I receive [message1 v]\nforever\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (yv)\n if <touching color (#000000)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n start sound [Coin v]\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <(x position) > [327]> then\n go to x: (-212) y: (134)\n switch backdrop to (next backdrop v)\n end\n if <touching color (#ff0000)?> then\n switch costume to (costume3 v)\n play sound [Clang v] until done\n switch costume to (costume1 v)\n go to x: (-212) y: (134)\n end\nend\n\nwhen I receive [message1 v]\nstart sound [Connect v]\nsay (username)\n\nwhen flag clicked\nbroadcast (message1 v)\n\n@Sprite2\n\nwhen I receive [message1 v]\ngo to x: (31) y: (197)\nforever\n show\n wait (2) seconds\n hide\n wait (4) seconds\nend\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
you need to get out of that place fast. do not touch lava or you will explode!!!!!\n USE ARROW KEYS TO MOVE!!!!!\n \nHERE ARE SOME OTHERS: https://scratch.mit.edu/projects/479897931\n\nhttps://scratch.mit.edu/projects/478272754
Dusk- A Platformer
@Stage\n\nwhen flag clicked\nset [brightness v] effect to (-5)\nswitch backdrop to (backdrop2 v)\nwait until <([costume # v] of [land v]) = [16]>\nswitch backdrop to (backdrop3 v)\nbroadcast (day!! v)\n\n@Guy\n\nwhen flag clicked\ngo to x: (-180) y: (-40)\nset [y v] to [0]\nset [x v] to [0]\nshow\nset size to (100) %\ngo to [front v] layer\nforever\n go to [front v] layer\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.7)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (0.7)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change x by ((x) * (-1))\n change y by (-4)\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n Walljump [-5]\n else\n Walljump [5]\n end\n Jump [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (-1)\n change x by (-1)\n if <key (up arrow v) pressed?> then\n if <touching (land v)?> then\n Jump [10]\n end\n end\n change y by (1)\n change x by (1)\n if <key (up arrow v) pressed?> then\n change [y v] by (-0.7)\n else\n change [y v] by (-1)\n end\n change x by (1)\n set [y v] to ((y) * (1))\n change y by (y)\n change x by (-1)\n if <touching (land v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <touching (spikes, yikes v)?> then\n Die\n end\n if <[-175] > (y position)> then\n if <not <<([costume # v] of [land v]) = [10]> or <([costume # v] of [land v]) = [12]>>> then\n Die\n else\n broadcast (next v)\n go to x: (-180) y: (300)\n set [y v] to [0]\n set [x v] to [0]\n end\n end\n if <<(x position) > [237]> and <not <<([costume # v] of [land v]) = [12]> or <([costume # v] of [land v]) = [19]>>>> then\n broadcast (next v)\n go to x: (-180) y: (0)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <<(y position) > [176]> and <([costume # v] of [land v]) = [16]>> then\n broadcast (next v)\n go to x: (-180) y: (-130)\n set [y v] to [0]\n set [x v] to [0]\n end\nend\n\ndefine Die\nbroadcast (dead v)\ngo to x: (-180) y: (0)\nset [y v] to [0]\nset [x v] to [0]\n\ndefine Jump (height)\nset [y v] to (height)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (1)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\ndefine Walljump (left/right)\nset [x v] to (left/right)\nwait (0.05) seconds\nset [x v] to (left/right)\n\ndefine Bounce ()\nset [y v] to (() * (-1))\n\nwhen I receive [die right now or you will regret it!!! v]\ngo to x: (-224) y: (-96)\n\nwhen flag clicked\nshow\n\n@Land\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [brightness v] effect to (-40)\nforever\n go to [front v] layer\nend\n\nwhen I receive [next v]\nnext costume\ngo to x: (0) y: (0)\n\nwhen I receive [day!! v]\nset [brightness v] effect to (0)\n\n@sun light\n\nwhen flag clicked\nshow\nset size to (100) %\nforever\n go to [back v] layer\n repeat (50)\n change size by (Size:sixe)\n set [size:sixe v] to [-0.5]\n Smoothen\n end\n repeat (50)\n change size by (Size:sixe)\n set [size:sixe v] to [0.5]\n Smoothen\n end\nend\n\ndefine Smoothen\nchange size by ((Size:sixe) * (0.9))\nset [size:sixe v] to ((Size:sixe) * (0.9))\nif <[90] > (size)> then\n change [size:sixe v] by (31)\n broadcast (yeee v)\nend\n\nset size to (100) %\n\nchange [size:sixe v] by (1)\n\nwhen I receive [yeee v]\nwait (1) seconds\nrepeat (10)\n change [size:sixe v] by (-1)\n wait (0) seconds\nend\n\nwhen I receive [day!! v]\nhide\n\n@sun\n\nwhen flag clicked\nshow\nset size to (100) %\nrepeat (10)\n go to [back v] layer\nend\n\nwhen I receive [day!! v]\nhide\n\n@Particles\n\nwhen flag clicked\nhide\nforever\n wait (pick random (2) to (4)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [particles:yv v] to (pick random (3) to (8))\ngo to [back v] layer\nshow\nset [ghost v] effect to (0)\ngo to (random position v)\nchange x by (pick random (-100) to (100))\npoint in direction ((0) - (pick random (90) to (180)))\nrepeat (50)\n change [ghost v] effect by (2)\n change y by (particles:yv)\n change [particles:yv v] by (.1)\n set [particles:yv v] to ((particles:yv) * (0.9))\n move (2) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\nhide\ndelete this clone\n\n@decor\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [brightness v] effect to (-40)\nforever\n show\n switch costume to ([costume # v] of [land v])\nend\n\nwhen I receive [day!! v]\nset [brightness v] effect to (0)\n\n@Tn\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\ngo to x: (0) y: (0)\n\n@Sprite3\n\n@Ash\n\nwhen I start as a clone\nforever\n go to [front v] layer\n show\n switch costume to (something v)\n set size to (pick random (5) to (50)) %\n switch costume to (ash v)\n go to x: (pick random (-200) to (200)) y: (300)\n repeat until <(y position) < [-175]>\n change y by (((0) - (size)) / (80))\n if <(Ghost) = [1]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\n@Clouds\n\nwhen flag clicked\ngo to [front v] layer\nforever\n create clone of (_myself_ v)\n wait (pick random (2) to (5)) seconds\nend\n\nwhen backdrop switches to [game v]\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (pick random (50) to (100)) %\nshow\nset [ghost v] effect to (80)\ngo to x: (300) y: (pick random (180) to (50))\nglide (pick random (15) to (20)) secs to x: (-300) y: (y position)\ndelete this clone\n\nwhen I receive [next level v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@Spikes, yikes\n\nwhen flag clicked\nshow\nset [brightness v] effect to (-40)\ngo to [back v] layer\nforever\n switch costume to ([costume # v] of [land v])\nend\n\nwhen I receive [day!! v]\nset [brightness v] effect to (0)\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n if <touching (guy v)?> then\n broadcast (DIE RIGHT NOW OR YOU WILL REGRET IT!!! v)\n end\nend\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\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 set [report button v] to [1]\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 (100)\n go to x: (0) y: (-400)\n repeat (50)\n change [ghost v] effect by (-1.6)\n change y by (((0) - (y position)) / (10))\n end\n wait (4) seconds\n repeat (50)\n change [ghost v] effect by (1.6)\n change y by (((-400) - (y position)) / (5))\n end\n set [report button v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
@INorth LOVED AND FAVED???? \nYou are lost far from your home!\nGo through many obstacles on the journey to go home.\nCan you make it?\nYes, Yes Generic I'm sorry.\nMore updates coming soon!\n#3 page in trending OH GOD HELP ME
Among Us Platformer
@Stage\n\nwhen flag clicked\nhide variable [☁ world record time: v]\nhide variable [time: v]\nset [time: v] to [0]\nswitch backdrop to (blank v)\n\nwhen I receive [start game v]\nshow variable [☁ world record time: v]\nshow variable [time: v]\nforever\n change [time: v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [rain v]\nstop [other scripts in sprite v]\nif <(Time:) < (☁ World Record Time:)> then\n set [☁ world record time: v] to (Time:)\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to (player sensing v)\ngo to [front v] layer\nset [color v] effect to (10)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nshow\nforever\n go to (player sensing v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set rotation style [left-right v]\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set rotation style [left-right v]\n point in direction (-90)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <not <<key (up arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (w v) pressed?> or <<key (s v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>>>>>>> then\n wait (0.001) seconds\n repeat until <<key (up arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (w v) pressed?> or <<key (s v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>>>>>>\n switch costume to (idle v)\n end\n end\nend\n\nwhen I receive [start game v]\nforever\n if <<key (up arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n next costume\n wait (0.001) seconds\n end\nend\n\nwhen I receive [start game v]\nforever\n if <<key (w v) pressed?> or <<key (s v) pressed?> or <<key (d v) pressed?> or <key (a v) pressed?>>>> then\n next costume\n wait (0.001) seconds\n end\nend\n\nwhen I receive [death v]\nstart sound [Among us death sound v]\nhide\nwait (1.1) seconds\nshow\n\n@Player Sensing\n\nwhen flag clicked\nset [levels v] to [1]\ngo to x: (0) y: (180)\nforever\n hide\nend\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Movement Speed: (side movement speed) Friction: (friction) Slope: (slope)\nchange [y velocity v] by (gravity)\nif <touching color (#0008ff)?> then\n set [y velocity v] to [20]\nend\nchange y by (Y Velocity)\nif <touching (levels v)?> then\n repeat until <not <touching (levels v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<<key (a v) pressed?> or <key (left arrow v) pressed?>> * ((side movement speed) * (-1))) + (<<key (d v) pressed?> or <key (right arrow v) pressed?>> * (side movement speed)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (levels v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (levels v)?> then\n change y by (Slope)\n repeat until <not <touching (levels v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\nif <(x position) > [239]> then\n go to x: (-183) y: (-40)\n change [levels v] by (1)\n if <(levels) > [15]> then\n set [levels v] to [1]\n end\n broadcast (next level v)\nend\nif <<touching color (#ffea00)?> and <(key touched?) = [no]>> then\n set [key touched? v] to [yes]\n start sound [among us door opening sound effect v]\nend\n\nwhen I receive [start game v]\ngo to x: (-183) y: (-40)\nset [ghost v] effect to (100)\nshow\nstop [other scripts in sprite v]\nbroadcast (mevement v)\n\nwhen I receive [mevement v]\ngo to x: (-183) y: (-40)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform Gravity: [-1] Jump Height: [15] Side Movement Speed: [3] Friction: [.7] Slope: [8]\nend\n\nwhen I receive [mevement v]\nforever\n if <<<<touching color (#ff2929)?> or <touching (lava v)?>> or <touching color (#ee00ff)?>> or <(y position) < [-179]>> then\n stop [other scripts in sprite v]\n broadcast (death v)\n wait (1) seconds\n broadcast (mevement v)\n go to x: (-183) y: (-40)\n end\nend\n\n@Levels\n\nwhen flag clicked\nset [levels v] to [1]\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (levels)\nend\n\nwhen I receive [start game v]\nshow\n\n@Effects\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (levels)\nend\n\nwhen I receive [start game v]\nshow\n\n@Intro\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n go to [front v] layer\n go to x: (0) y: (20)\n set size to (10) %\n repeat (10)\n change size by (((200) - (size)) * (0.3))\n end\n repeat (10)\n change size by (((100) - (size)) * (0.3))\n end\n wait (1.5) seconds\n repeat (10)\n change size by (((0) - (size)) * (0.3))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n hide\n wait (1) seconds\n show\n go to x: (0) y: (-80)\n set size to (10) %\n repeat (10)\n change size by (((200) - (size)) * (0.3))\n end\n repeat (10)\n change size by (((100) - (size)) * (0.3))\n end\n wait (1.5) seconds\n repeat (10)\n change size by (((0) - (size)) * (0.3))\n end\n switch backdrop to (among us background v)\n broadcast (start v)\n delete this clone\nend\n\ndefine Intro\nwait (1) seconds\nstart sound [Intro Music \(Shortened\) v]\npoint in direction (90)\nhide\nerase all\ngo to x: (0) y: (0)\nset pen color to (#ffdd00)\nset pen size to (100)\nset [vel v] to [0]\nset [lenght v] to [0]\nrepeat (30)\n pen down\n change x by (lenght)\n change x by (((lenght) * (-1)) * (2))\n pen up\n change x by (lenght)\n change [lenght v] by (((240) - (lenght)) * (0.1))\nend\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nerase all\nset [s v] to [50]\nrepeat (10)\n set pen size to (s)\n go to x: (-240) y: (0)\n pen down\n go to x: (240) y: (0)\n pen up\n change [s v] by (40)\nend\nwait (0.5) seconds\nset pen color to (#ffd000)\nset pen size to (100)\nset [s v] to [50]\nrepeat (12)\n set pen size to (s)\n go to x: (-240) y: (0)\n pen down\n go to x: (240) y: (0)\n pen up\n change [s v] by (30)\n go to x: (0) y: (0)\n set pen color to (#ffea90)\n pen down\n pen up\n set pen color to (#ffd000)\nend\nwait (1) seconds\nrepeat (20)\n erase all\n set pen size to (s)\n go to x: (0) y: (0)\n set pen color to (#ffea90)\n pen down\n pen up\n set pen color to (#ffce79)\n change [s v] by (-30)\nend\n\nwhen flag clicked\nerase all\nIntro\n\n@Lava\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n change [lava y v] by (3.5)\n change y by ([cos v] of (lava y) )\nend\n\nwhen flag clicked\nforever\n switch costume to (levels)\nend\n\nwhen I receive [start game v]\ngo to [front v] layer\nshow\n\n@Key And Locked Door\n\nwhen flag clicked\nset [key touched? v] to [no]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nif <(levels) = [11]> then\n show\n switch costume to (1 v)\n wait until <(key touched?) = [yes]>\n hide\n set [key touched? v] to [no]\nelse\n if <(levels) = [12]> then\n show\n switch costume to (2 v)\n wait until <(key touched?) = [yes]>\n hide\n set [key touched? v] to [no]\n else\n if <(levels) = [13]> then\n show\n switch costume to (3 v)\n wait until <(key touched?) = [yes]>\n hide\n set [key touched? v] to [no]\n else\n if <(levels) = [14]> then\n show\n switch costume to (4 v)\n wait until <(key touched?) = [yes]>\n hide\n set [key touched? v] to [no]\n else\n hide\n end\n end\n end\nend\n\n@Nail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Music\n\nwhen flag clicked\nhide\ngo to x: (-210) y: (-153)\nswitch costume to (2 v)\n\nwhen this sprite clicked\nif <(costume [name v]) = [1]> then\n switch costume to (2 v)\n repeat until <(costume [name v]) = [1]>\n stop all sounds\n end\nelse\n if <(costume [name v]) = [2]> then\n switch costume to (1 v)\n repeat until <(costume [name v]) = [2]>\n play sound [Among Us Music v] until done\n end\n end\nend\n\nwhen I receive [start game v]\nshow\ngo to [front v] layer\n\nwhen I receive [part 2 v]\nshow\ngo to [front v] layer\n\n@Button\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\nforever\n if <(levels) = [15]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n start sound [Emergency Meeting Sound Among us v]\n broadcast (float v)\n wait (2) seconds\n go to [front v] layer\n switch costume to (costume2 v)\n broadcast (rain v)\nend\n\nwhen I receive [rain v]\nforever\n stop [other scripts in sprite v]\nend\n\n@Particle\n\nwhen I start as a clone\nset [color v] effect to (pick random (1) to (100))\nset [speed v] to (pick random (2) to (3))\nshow\nset size to (pick random (50) to (100)) %\ngo to x: (pick random (-240) to (240)) y: (170)\nset [ghost v] effect to (100)\nrepeat until <touching (_edge_ v)?>\n go to [front v] layer\n point in direction (180)\n move (speed) steps\n go to [front v] layer\n change x by (Snow: x)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nforever\n change [snow: x v] by (pick random (-0.5) to (0.5))\nend\n\nwhen I receive [rain v]\nrepeat (20)\n create clone of (_myself_ v)\n wait (pick random (0.08) to (0.2)) seconds\nend\n\nwhen flag clicked\nhide\n\nset [levels v] to [15]\n\n@Imposter\n\nwhen flag clicked\ngo to x: (20) y: (-62)\nhide\nforever\n if <(levels) = [15]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [float v]\nstop [other scripts in sprite v]\nset [i v] to [0]\nrepeat until <(y position) > [179]>\n change [i v] by (1)\n change y by (i)\nend\nhide\n\n@Dead Body\n\nwhen flag clicked\nhide\n\nwhen I receive [death v]\ngo to (player sensing v)\nshow\nwait (1) seconds\nhide\n\n@Menu\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nsetup\n\ndefine setup\nset size to (100) %\nshow\ngo to x: (0) y: (0)\nswitch costume to (back v)\nstamp\nswitch costume to (title v)\ngo to x: (12) y: (121)\ncreate clone of (_myself_ v)\nset size to (70) %\nswitch costume to (play v)\ngo to x: (300) y: (21)\ncreate clone of (_myself_ v)\nset size to (70) %\nswitch costume to (credits v)\ngo to x: (300) y: (-53)\ncreate clone of (_myself_ v)\nset size to (70) %\nswitch costume to (howtoplay v)\ngo to x: (300) y: (-126)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <not <<(costume [number v]) = [5]> or <<(costume [number v]) = [6]> or <(costume [number v]) = [7]>>>>> then\n repeat (3)\n change size by (5)\n change [brightness v] effect by (5)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (3)\n change size by (-5)\n change [brightness v] effect by (-5)\n end\n end\n if <(costume [number v]) = [5]> then\n change [title y v] by (6.5)\n change y by ([cos v] of (title y) )\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n broadcast (start game v)\n broadcast (delete menu v)\nelse\n if <(costume [number v]) = [3]> then\n how to play\n else\n if <(costume [number v]) = [4]> then\n credits\n else\n if <(costume [number v]) = [8]> then\n broadcast (delete menu v)\n broadcast (start v)\n else\n if <(costume [number v]) = [9]> then\n broadcast (delete menu v)\n broadcast (start v)\n end\n end\n end\n end\nend\n\nwhen I receive [delete menu v]\nerase all\ndelete this clone\n\ndefine how to play\nbroadcast (delete menu v)\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (htp menu v)\ncreate clone of (_myself_ v)\ngo to [front v] layer\ngo to x: (0) y: (-109)\nset size to (100) %\nswitch costume to (htp okay v)\ncreate clone of (_myself_ v)\n\ndefine credits\nbroadcast (delete menu v)\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (credit menu v)\ncreate clone of (_myself_ v)\ngo to [front v] layer\ngo to x: (0) y: (-99)\nset size to (100) %\nswitch costume to (credit okay v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [i2 v] to [0]\nif <not <<(costume [number v]) = [1]> or <(costume [number v]) = [5]>>> then\n repeat until <(x position) < [0]>\n change [i2 v] by (-1)\n change x by (i2)\n end\nend\nset x to (0)\n\n
Part 2 Is Not Coming Out For A Long Time, Im Busy.\n\nPLEASE NO HATE!!! THIS TOOK A LONG TIME TO MAKE!!\n\nRandomizer: https://scratch.mit.edu/projects/482479615/\nPart 2 By @PurpleLightBG !\nhttps://scratch.mit.edu/projects/597034126/\n\nThis Is A Very Special Project For All Of My Followers!\nOver 50! Thank You Guys Sooooo Much!\n\nW A D or Arrow Keys - Movement\nGo To The Right Side Of The Screen To Go To The Next Level\n\nMy High Score Time Is 0.56 Try And Beat It :)\n\nI Think Those Heart And Star Buttons Are Being Sus... Vote Them Off By Clicking On Them! They're Free And They Help Out A Ton. You Can Always Un-heart And\nUn-star Later If You Want. But Who Does That?\n\n~ @Peoples_XD\n\nTags:\n#platformer #all #games #amongus
Field || A scrolling platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景 v)\nset [ghost v] effect to (0)\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nset size to (55) %\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\ndefine 動作\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 (spike v)?>> then\n 初期位置\n start sound [crashed oof v]\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 (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\nset [ghost v] effect to (100)\n\n@Stage\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 [1560] [0] [4]\nステージ配置 [2150] [450] [5]\nステージ配置 [2650] [550] [6]\nステージ配置 [2900] [750] [7]\nステージ配置 [2700] [950] [8]\nステージ配置 [3100] [1100] [9]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nステージ配置 [2800] [100] [7]\nステージ配置 [3200] [250] [8]\nステージ配置 [3680] [250] [9]\nステージ配置 [3680] [350] [10]\nステージ配置 [4160] [350] [11]\n\n@Spike\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [252] [-62] [2]\nステージ配置 [2120] [474] [3]\nステージ配置 [2225] [545] [4]\nステージ配置 [2900] [910] [5]\nステージ配置 [2700] [1110] [6]\nswitch costume to (none 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\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 start as a clone\nshow\n\nbroadcast (プログラム v)\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@Sun\n\nwhen flag clicked\nhide\ngo to [back v] layer\nshow\ngo to x: (217) y: (160)\nset size to (100) %\nreset timer\nforever\n repeat (50)\n change size by (((140) - (size)) / (18))\n end\n repeat (50)\n change size by (((size) - (100)) / (-18))\n end\nend\n\nwait (0.5) seconds\nwait (0.5) seconds\n\n@Atmosphere\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.75) to (1)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (0) to (50))\nset size to (pick random (50) to (110)) %\npoint in direction (pick random (-90) to (90))\ngo to [back v] layer\ngo to x: (pick random (-200) to (200)) y: (-180)\nrepeat until <(y position) > [150]>\n change y by (pick random (5) to (10))\nend\nhide\ndelete this clone\n\n
新作です! (こちらも見て頂けると嬉しいです!)\n➡︎ https://scratch.mit.edu/projects/481076409/\n========================================\n★ How to play\n Arrow keys or tap to the screen. Plz don't touch to spikes!!\n\n 矢印キーや画面をタップすることで動きます!針には触れないでください!!\n
Crystal Mines | Platformer #games
@Stage\n\nwhen flag clicked\nforever\n play sound [cool moosic v] until done\nend\n\nwhen I receive [start project v]\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 broadcast (next v)\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\nbroadcast (play v)\n\n@Sprite1\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nset size to (250) %\nforever\n go to (player v)\n point in direction ([direction v] of [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@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@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 [play 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@c\n\nwhen I receive [play v]\nset [$ v] to [0]\nswitch costume to (1 v)\nset size to (50) %\ngo to [front v] layer\ngo to x: (-50) y: (-132)\nshow\n\nwhen I start as a clone\nhide\ngo to (random position v)\nrepeat until <not <touching color (#e8e8e8)?>>\n go to x: (pick random (-200) to (180)) y: (pick random (-100) to (-135))\nend\nshow\nforever\n if <touching (player v)?> then\n wait until <not <touching (player v)?>>\n change [$ v] by (5)\n end\nend\n\nwhen I receive [play v]\ncreate clone of (_myself_ v)\n\nwhen I receive [play v]\nshow variable [$ v]\nforever\n if <touching (player v)?> then\n hide\n change [$ v] by (5)\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 hide\n change [$ v] by (5)\n delete this clone\n end\nend\n\nwhen I receive [play v]\nshow\n\nwhen I receive [next v]\nhide\ngo to (random position v)\nrepeat until <not <touching (stage v)?>>\n go to x: (pick random (-200) to (180)) y: (pick random (-100) to (-135))\nend\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\ndelete this clone\n\n
PLEASE LOVE AND FAVE!\nHow to move - Use arrow keys or mobile controls\nDo not touch - Spike - Lava - Sharp Crystals\ncollect gems, get the highest score!\n R to Reset \n#22 games trending!\nsong: Mayday by TheFatRat\nthanks to\n@TNTend and @TheMario11\nfor some coding\nclipart
★Snowdin?★Platformer
@Stage\n\nwhen [space v] key pressed\nstop all sounds\n\nwhen flag clicked\nswitch backdrop to (無題 v) and wait\nwait (1) seconds\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (1) seconds\nswitch backdrop to (waterfall-undertale-wallpaper-preview v)\nplay sound [Undertale v] until done\nforever\n if <key (1 v) pressed?> then\n play sound [メニュー v] until done\n end\n if <key (2 v) pressed?> then\n play sound [ホーム v] until done\n end\n if <key (3 v) pressed?> then\n play sound [彼のテーマ v] until done\n end\nend\n\n@フリスク\n\nwhen I receive [隠せー v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (-201) y: (-50)\nshow\nset size to (150) %\nset drag mode [not draggable v]\nif <touching (魔ップ 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 (-0.85)\n create clone of (_myself_ v)\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 (0.85)\n create clone of (_myself_ v)\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 (魔ップ v)?> then\n change y by (1)\n if <touching (魔ップ v)?> then\n change y by (1)\n if <touching (魔ップ v)?> then\n change y by (1)\n if <touching (魔ップ v)?> then\n change y by (1)\n if <touching (魔ップ v)?> then\n change y by (1)\n if <touching (魔ップ 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 (魔ップ 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 (魔ップ 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 [魔ップ v]) = [30]>> then\n broadcast (⚓️瀧 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 (当たったらマジで痛い奴 v)?> then\n hide\n broadcast (死んだ v)\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 I receive [⚓️瀧 v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (-201) y: (-50)\nset size to (150) %\nset rotation style [all around v]\nclear graphic effects\npoint in direction (90)\ngo to (フリスク v)\nrepeat (20)\n change size by (-2)\n change [ghost v] effect by (5)\n change [color v] effect by (3)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\ngo to x: (-201) y: (-50)\nset size to (150) %\nforever\n next costume\nend\n\nwhen flag clicked\nif <touching (サンズ v)?> then\n broadcast (再会 v)\nend\n\ngo to [front v] layer\nshow\n\n@魔ップ\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nshow\n\nwhen I receive [⚓️瀧 v]\nnext costume\nif <(costume [number v]) = [10]> then\n broadcast (サンズ v)\nend\n\nwhen I receive [隠せー v]\nhide\n\n@当たったらマジで痛い奴\n\nwhen I receive [⚓️瀧 v]\nnext costume\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\ngo to [back v] layer\ngo to x: (36) y: (28)\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nforever\n if <touching (フリスク v)?> then\n play sound [nc171902 v] until done\n set volume to (100) %\n end\nend\n\n@遊木\n\nwhen I start as a clone\ngo to [front v] layer\nset x to (pick random (-240) to (240))\nset size to (pick random (39) to (100)) %\nshow\nglide (pick random (4) to (7)) secs to x: (pick random (-238) to (238)) y: (-180)\ndelete this clone\n\nwhen flag clicked\nshow\nswitch costume to (pick random (1) to (5))\nhide\ngo to x: (0) y: (180)\nforever\n create clone of (_myself_ v)\n next costume\n wait (0.05) seconds\nend\n\n@小屋\n\nwhen flag clicked\nhide\n\nwhen I receive [サンズ v]\ngo to [front v] layer\ngo to x: (141) y: (-45)\nshow\n\n@サンズ\n\nwhen flag clicked\nhide\n\nwhen I receive [サンズ v]\ngo to x: (96) y: (-53)\nshow\n\nwhen I receive [再会 v]\nsay [よう] for (2) seconds\nsay [こんなところで会うなんて] for (2) seconds\nsay [びっくりだ] for (2) seconds\nsay [残念だが] for (2) seconds\nsay [行き止まりだぜ] for (2) seconds\n\n@spr_dtrapdog_2\n\nwhen flag clicked\nhide\n\nwhen I receive [image v]\nglide (0.5) secs to x: (193) y: (-500)\nforever\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen I receive [サンズ v]\nshow\ngo to x: (193) y: (99)\nswitch costume to (spr_dtrapdog_4 v)\nwait (1) seconds\ngo to [front v] layer\nshow\nforever\n go to [front v] layer\n wait (0.8) seconds\n next costume\n if <(image) = [1]> then\n stop [this script v]\n end\nend\n\n@Bananas\n\nwhen I receive [サンズ v]\ngo to [front v] layer\nset size to (150) %\ngo to x: (-36) y: (-53)\nshow\n\nwhen flag clicked\nhide\n\n
いやwwこれwwどこだよww\n(スノーフルのどこかにある洞窟という設定)\n☆曲を変えれるよ 1、2、3、のキーです\n スペースで曲をやめてから押してね\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nいい背景があったら教えてちょ
scrolling platformer
@Stage\n\n@игрок\n\nwhen flag clicked\nстарт\n\ndefine касание земли <вверх>\ngo to x: ((х) - (скроллинг х)) y: ((у) - (скроллинг у))\nset [прыжок? v] to [0]\nrepeat until <not <touching (платформы v)?>>\n if <вверх> then\n change [у v] by (-1)\n set [скорость падения v] to [0]\n else\n set [прыжок? v] to [1]\n change [у v] by (1)\n set [скорость падения v] to [0]\n end\n go to x: ((х) - (скроллинг х)) y: ((у) - (скроллинг у))\nend\n\ndefine (х) (напр) <к>\ngo to x: (((х) + (х)) - (скроллинг х)) y: ((у) - (скроллинг у))\nif <<к> and <not <touching (платформы v)?>>> then\n point in direction (напр)\n change [х v] by (х)\nend\n\ndefine скроллинг\nchange [скроллинг х v] by (((х) - (скроллинг х)) / (10))\nchange [скроллинг у v] by ((((у) - (скроллинг у)) / (10)) - (3))\ngo to x: ((х) - (скроллинг х)) y: ((у) - (скроллинг у))\nbroadcast (положение определено v)\nif <(скроллинг х) < [-30]> then\n set [скроллинг х v] to [-30]\nend\nif <(скроллинг у) < [-20]> then\n set [скроллинг у v] to [-20]\nend\n\ndefine костюм\nif <(скорость падения) = [0]> then\n switch costume to (стоять v)\nelse\n if <(скорость падения) > [0]> then\n switch costume to (прыжок v)\n else\n switch costume to (падать v)\n end\nend\n\ndefine старт\nset rotation style [left-right v]\nset [наклон v] to [0]\nset [прыжок? v] to [0]\nset [скроллинг х v] to [0]\nset [скроллинг у v] to [0]\nset [х v] to [0]\nset [у v] to [-20]\nset [скорость падения v] to [0]\ngo to x: (0) y: (-20)\n\nwhen flag clicked\nforever\n if <<touching (враг v)?> or <<touching ( пушка врага v)?> or <touching (спрайт 7 v)?>>> then\n set [brightness v] effect to (-100)\n broadcast (-1 жизнь v)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (0.2) seconds\n set [brightness v] effect to (-100)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (1) seconds\n end\nend\n\nwhen I receive [рестарт v]\nстарт\n\nwhen I receive [смерть v]\nrepeat (50)\n switch costume to (смерть v)\nend\n\nwhen I receive [игра старт v]\nforever\n switch costume to (костюм 1 v)\n change [скорость падения v] by (-1)\n change [у v] by (скорость падения)\n касание земли <(скорость падения) > [0]>\n [7] [90] <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n [-7] [-90] <<key (left arrow v) pressed?> or <key (a v) pressed?>>\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(прыжок?) = [1]>> then\n set [скорость падения v] to [16]\n end\n скроллинг\n костюм\n broadcast (положение определено v)\nend\n\n@Платформы\n\nwhen I receive [положение определено v]\ngo to x: ((смещение х) - (скроллинг х)) y: (() - (скроллинг у))\nif <<(round ((смещение х) - (скроллинг х))) = (round (x position))> and <(round (() - (скроллинг у))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nswitch costume to (level 1 1 v)\nset [смещение х v] to [0]\nrepeat (20)\n create clone of (_myself_ v)\n change [смещение х v] by (480)\n next costume\nend\n\n@монетка\n\nwhen flag clicked\ngo to [front v] layer\nсоздать\n\nwhen I receive [положение определено v]\ngo to x: ((х монет) - (скроллинг х)) y: ((у монет) - (скроллинг у))\nif <<(round ((х монет) - (скроллинг х))) = (round (x position))> and <(round ((у монет) - (скроллинг у))) = (round (y position))>> then\n show\nelse\n hide\nend\nchange [у монет v] by ([cos v] of ((timer) * (500)) )\n\nwhen I start as a clone\nforever\n if <touching (игрок v)?> then\n change [монет v] by (1)\n repeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [рестарт v]\nrepeat (1)\n delete this clone\nend\nсоздать\n\ndefine создать\nset [х монет v] to [200]\nset [у монет v] to [0]\ncreate clone of (_myself_ v)\nset [х монет v] to [400]\nset [у монет v] to [100]\ncreate clone of (_myself_ v)\nset [х монет v] to [700]\nset [у монет v] to [0]\ncreate clone of (_myself_ v)\nset [х монет v] to [1110]\nset [у монет v] to [15]\ncreate clone of (_myself_ v)\nset [х монет v] to [1720]\nset [у монет v] to [-15]\ncreate clone of (_myself_ v)\nset [х монет v] to [2500]\nset [у монет v] to [20]\ncreate clone of (_myself_ v)\nset [х монет v] to [3000]\nset [у монет v] to [20]\ncreate clone of (_myself_ v)\nset [х монет v] to [4900]\nset [у монет v] to [50]\ncreate clone of (_myself_ v)\nset [х монет v] to [4900]\nset [у монет v] to [1000]\nset [монет v] to [0]\n\n@Heart\n\nwhen I receive [положение определено v]\ngo to (игрок v)\n\nwhen I receive [-1 жизнь v]\nnext costume\n\nwhen flag clicked\nswitch costume to (heart red v)\nforever\n if <<<(costume [number v]) = [4]> or <(у) < [-190]>> or <key (r v) pressed?>> then\n broadcast (смерть v)\n wait (0.5) seconds\n broadcast (рестарт v)\n end\n wait (1) seconds\nend\n\nwhen I receive [рестарт v]\nswitch costume to (heart red v)\n\n@враг\n\nwhen flag clicked\nсоздать врагов\n\nwhen I receive [положение определено v]\ngo to x: ((смещение х врага) - (скроллинг х)) y: ((смещение у врага) - (скроллинг у))\nif <<(round ((смещение х врага) - (скроллинг х))) = (round (x position))> and <(round ((смещение у врага) - (скроллинг у))) = (round (y position))>> then\n show\nelse\n hide\nend\nif <touching (спрайт 2 v)?> then\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n switch costume to (nano-d v)\n wait (pick random (1) to (3)) seconds\n switch costume to (костюм 1 v)\n point towards (игрок v)\n create clone of (_myself_ v)\n end\nelse\n if <(direction) > [0]> then\n repeat (100)\n change [смещение х врага v] by (6)\n change [ghost v] effect by (1)\n end\n else\n repeat (100)\n change [смещение х врага v] by (-6)\n change [ghost v] effect by (1)\n end\n end\n delete this clone\nend\n\nwhen I receive [рестарт v]\nrepeat (1)\n delete this clone\nend\nсоздать врагов\n\ndefine создать врагов\nset rotation style [left-right v]\nswitch costume to (nano-d v)\nset [смещение х врага v] to [500]\nset [смещение у врага v] to [90]\ncreate clone of (_myself_ v)\nset [смещение х врага v] to [2060]\nset [смещение у врага v] to [-50]\ncreate clone of (_myself_ v)\nset [смещение х врага v] to [3260]\nset [смещение у врага v] to [40]\ncreate clone of (_myself_ v)\n\n@ Пушка врага\n\nwhen I receive [положение определено v]\ngo to x: ((х пули пушки) - (скроллинг х)) y: ((у пули пушки) - (скроллинг у))\nif <<(round ((х пули пушки) - (скроллинг х))) = (round (x position))> and <(round ((у пули пушки) - (скроллинг у))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [х пули пушки v] to [4430]\nset [у пули пушки v] to [200]\nforever\n switch costume to (guitar-b v)\n wait (2) seconds\n switch costume to (guitar-b2 v)\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\n\nwhen I start as a clone\nset size to (50) %\nswitch costume to (костюм 1 v)\nchange [х пули пушки v] by (-60)\nrepeat (100)\n change [х пули пушки v] by (-3)\n change [у пули пушки v] by (-3)\n change [ghost v] effect by (0.4)\n change size by (2)\nend\ndelete this clone\n\n@пушка кота\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (-30)\npoint in direction (90)\n\nwhen I receive [игра старт v]\nforever\n go to x: ([x position v] of [игрок v]) y: (([y position v] of [игрок v]) - (10))\n point towards (mouse-pointer v)\nend\n\n@Спрайт 1\n\nwhen flag clicked\nswitch costume to (костюм 1 v)\nset size to (150) %\nswitch costume to (костюм 2 v)\ngo to [back v] layer\nset [смещение х фона v] to [-480]\nrepeat (5)\n create clone of (_myself_ v)\n change [смещение х фона v] by (1031)\nend\n\nwhen I receive [положение определено v]\ngo to x: ((смещение х фона) - ((скроллинг х) / (5))) y: ((50) - ((скроллинг у) / (2)))\nif <<(round ((смещение х фона) - ((скроллинг х) / (5)))) = (round (x position))> and <(round ((50) - ((скроллинг у) / (2)))) = (round (y position))>> then\n show\nelse\n hide\nend\n\n@Спрайт 2\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I start as a clone\ngo to (пушка кота v)\npoint towards (mouse-pointer v)\nmove (40) steps\nshow\nrepeat until <<touching (платформы v)?> or <<touching (враг v)?> or <touching (_edge_ v)?>>>\n change x by (х пули)\n change y by (у пули)\n change [у пули v] by (-1)\nend\ndelete this clone\n\nwhen I receive [игра старт v]\nforever\n if <mouse down?> then\n go to (игрок v)\n point towards (mouse-pointer v)\n set [х пули v] to (([sin v] of (direction) ) * (17))\n set [у пули v] to (([cos v] of (direction) ) * (17))\n create clone of (_myself_ v)\n wait (0.4) seconds\n end\nend\n\n@Спрайт 3\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Спрайт 4\n\nwhen flag clicked\ngo to x: (-215) y: (167)\nforever\n switch costume to ((монет) + (1))\nend\n\n@Спрайт 5\n\nwhen flag clicked\ngo to x: (-300) y: (70)\nshow\nrepeat (10)\n change x by (((0) - (x position)) / (5))\n broadcast (положение определено v)\nend\nrepeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n change x by (((20) - (x position)) / (5))\n else\n change x by (((0) - (x position)) / (5))\n end\n broadcast (положение определено v)\nend\nbroadcast (игра старт v)\nrepeat (2)\n change x by (((-300) - (x position)) / (5))\nend\nhide\n\n@Спрайт 6\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-300) y: (-80)\nhide\nwait (0.2) seconds\nshow\nrepeat (27)\n change x by (((0) - (x position)) / (5))\nend\n\nwhen I receive [игра старт v]\nrepeat (2)\n change x by (((-300) - (x position)) / (5))\nend\nhide\n\n@Спрайт 7\n\nwhen I receive [положение определено v]\ngo to x: ((5400) - (скроллинг х)) y: (() - (скроллинг у))\nif <<(round ((5400) - (скроллинг х))) = (round (x position))> and <(round (() - (скроллинг у))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (3) layers\nswitch costume to (костюм 1 v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\n\n
welcome to my best project!\ncontrol:\nwasd or arrows\nshoot with the mouse\nwhat to do?\ngo right\nshoot at the black gigi!\nblack bullets are killing you!\ncollect yellow coins!\n\neverything!\n\n\nспасибо @DamKush13 за костюмы
Cat || A Platformer
@Stage\n\n@Cat\n\nwhen I receive [select v]\nset [level v] to [1]\nforever\n if <<key (b v) pressed?> or <touching (engeller v)?>> then\n go to x: (-180) y: (-50)\n broadcast (dead v)\n end\n if <(x position) > [246]> then\n go to x: (-180) y: (-50)\n broadcast (levelup v)\n change [level v] by (1)\n end\n if <(Level) = [21]> then\n broadcast (end v)\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [select v]\nset size to (65) %\ngo to [front v] layer\nswitch costume to (1 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (50)\nset [level v] to [1]\nset [x v] to [0]\nset [y2 v] to [0]\npoint in direction (90)\nforever\n change [y2 v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x 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 change [x v] by (0.7)\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 [y2 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 (y2)\n if <touching (platform v)?> then\n change y by ((0) - (y2))\n set [y2 v] to [1]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (platform v)?>> then\n set [y2 v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y2 v] to [0]\n end\nend\n\nwhen flag clicked\nhide variable [level v]\nhide\n\nwhen I receive [select v]\nshow variable [level v]\nset size to (30) %\nswitch costume to (Costume)\nshow\n\n@Platform\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (kostüm 8 v)\nwait until <(Level) = [7]>\nswitch costume to (kostüm 2 v)\nwait until <(Level) = [8]>\nswitch costume to (kostüm 3 v)\nwait until <(Level) = [9]>\nswitch costume to (kostüm 4 v)\nwait until <(Level) = [10]>\nswitch costume to (kostüm 6 v)\nwait until <(Level) = [11]>\nswitch costume to (kostüm 5 v)\nwait until <(Level) = [12]>\nswitch costume to (kostüm 7 v)\nwait until <(Level) = [13]>\nswitch costume to (kostüm 1 v)\nwait until <(Level) = [14]>\nswitch costume to (kostüm 9 v)\nwait until <(Level) = [15]>\nswitch costume to (kostüm 10 v)\nwait until <(Level) = [16]>\nswitch costume to (kostüm 11 v)\n\n@Seçim\n\nwhen flag clicked\nshow\n\nwhen I receive [select v]\nhide\n\n@Cat Select\n\nwhen flag clicked\nset [costume v] to []\nswitch costume to (1 v)\nshow\n\nwhen I receive [c1 v]\nnext costume\n\nwhen I receive [c2 v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [select v]\nset [costume v] to (costume [number v])\n\nwhen I receive [select v]\nhide\n\nwhen flag clicked\nforever\n set [costume v] to (costume [number v])\nend\n\n@Sağ Ok\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (c1 v)\n\nwhen I receive [select v]\nhide\n\n@Sol Ok\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (c2 v)\n\nwhen I receive [select v]\nhide\n\n@Seçim2\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (select v)\nhide\n\n@Engeller\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [select v]\nshow\nshow\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Kapak Foosu\n\nwhen flag clicked\nswitch costume to (kostüm 1 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n play sound [Muzik v] until done\nend\n\nwhen flag clicked\nswitch costume to (vector1 v)\ngo to [front v] layer\nclear graphic effects\nhide\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (Timer)\nshow\ngo to x: (1000) y: (0)\nSmooth Glide x: [0] y: [0] speed: [6]\nhide variable [level v]\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen [timer v] > (Timer)\nswitch costume to (kostüm 2 v)\nforever\n go to [front v] layer\nend\n\n@Güneş\n\nwhen flag clicked\ngo to [back v] layer\nshow\ngo to x: (218) y: (160)\nset size to (100) %\nforever\n repeat (40)\n change size by (0.4)\n end\n repeat (40)\n change size by (-0.4)\n end\nend\n\n
-- EN ---\n Hello! This is a platform game!\n Cat a platformer!\n You can select your cat. \n Use arrow keys, WASD or your mouse.\n Have fun!\n\n-- TR --\n Merhaba! Bu bir platform oyunu!\n Cat a platformer! \n İstediğin kediyi seçebilirsin.\n Ok tuşlarını, WASD tuşlarını veya fareni kullan.\n İyi eğlencelerr!
Explorer || A Scrolling Platformer
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen I receive [play game v]\nforever\n play sound [Dance Energetic v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (logo v)\nplay sound [Triumph v] until done\n\nwhen I receive [green flag v]\nswitch backdrop to (sky v)\n\n@blank\n\n@Player\n\nwhen flag clicked\nhide\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 switch costume to (player-stand v)\n game win\n else\n switch costume to (player-stand v)\n GAME-DIE\n end\nend\n\ndefine game on\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nswitch costume to (player-stand v)\nshow\n\ndefine tick\npoint in direction (90)\nif <<(sx) < [2]> and <(sx) > [-2]>> then\n if <(sy) > [2]> then\n switch costume to (player-up v)\n else\n if <(sy) < [-2]> then\n switch costume to (player-down v)\n else\n switch costume to (player-stand v)\n end\n end\nelse\n if <(sx) > [0]> then\n if <(sy) > [0]> then\n switch costume to (player-right-up v)\n else\n if <(sy) < [-2]> then\n switch costume to (player-right-down v)\n else\n switch costume to (player-right v)\n end\n end\n else\n if <(sy) > [0]> then\n switch costume to (player-left-up v)\n else\n if <(sy) < [-2]> then\n switch costume to (player-left-down v)\n else\n switch costume to (player-left v)\n end\n end\n end\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <<(mouse y) < [60]> and <(mouse x) < [0]>>>> then\n if <(sx) > [-20]> then\n change [sx v] by (-2)\n end\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <<(mouse y) < [60]> and <(mouse x) > [0]>>>> then\n if <(sx) < [20]> then\n change [sx v] by (2)\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n change player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [-60]>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nchange player y by (sy)\ntest die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nif <touching (water-swimable v)?> then\n if <(sy) > [1]> then\n set [sy v] to [1]\n end\n if <(sy) < [-1]> then\n set [sy v] to [-1]\n end\n set [in air v] to [3]\nend\npossision\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)\npossision\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 possision\n set [sy v] to [0]\nend\nif <touching (platforms v)?> then\n set [exit v] to [die]\nend\n\ndefine possision\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\npossision\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n possision\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) > [-60]>>> then\n if <not <touching (water-swimable v)?>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n end\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n possision\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\nwhen I receive [play game v]\n\n set [time v] to ((round ((timer) * (10))) / (10))\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\npossion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n clone at x [0] ,y [360]\n clone at x [0] ,y [360]\n clone at x [0] ,y [360]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\n else\n switch costume to (level win v)\n end\n end\nend\n\ndefine possion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\npossion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collectted v] by (1)\n if <(COLLECTTED) = (COLLECTED MAX)> then\n broadcast (open portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collectted v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin v)\n clone at x [50] ,y [-15]\n clone at x [50] ,y [20]\n clone at x [50] ,y [55]\n clone at x [350] ,y [15]\n clone at x [350] ,y [45]\n clone at x [600] ,y [15]\n clone at x [600] ,y [45]\n clone at x [888] ,y [-15]\n clone at x [933] ,y [30]\n clone at x [978] ,y [-15]\n clone at x [1892] ,y [-15]\n clone at x [2033] ,y [-15]\n clone at x [2183] ,y [-15]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (coin v)\n clone at x [-125] ,y [81]\n clone at x [-171] ,y [182]\n clone at x [-126] ,y [275]\n clone at x [8] ,y [454]\n clone at x [-1] ,y [586]\n clone at x [27] ,y [781]\n clone at x [-30] ,y [961]\n clone at x [19] ,y [1055]\n clone at x [-27] ,y [1152]\n else\n if <(LEVEL) = [3]> then\n switch costume to (coin v)\n clone at x [-50] ,y [-15]\n clone at x [-50] ,y [20]\n clone at x [-50] ,y [55]\n clone at x [770] ,y [-2]\n clone at x [1033] ,y [-15]\n clone at x [1033] ,y [20]\n clone at x [1033] ,y [55]\n clone at x [1180] ,y [-19]\n clone at x [1301] ,y [-16]\n clone at x [1482] ,y [-17]\n clone at x [1598] ,y [-19]\n clone at x [2131] ,y [-29]\n clone at x [2037] ,y [-29]\n clone at x [1954] ,y [-29]\n clone at x [1841] ,y [-29]\n else\n set [x v] to [-999]\n end\n end\n set [x v] to [-99999999999999999999]\nend\nset [x v] to [-99999999999999999999]\n\ndefine possion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) ,y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [collected max v] by (1)\n\nwhen flag clicked\nhide\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\npossion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collectted v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (exit closed v)\n clone at x [2307] ,y [51]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (exit closed v)\n clone at x [-6] ,y [1278]\n else\n if <(LEVEL) = [3]> then\n switch costume to (exit closed v)\n clone at x [2311] ,y [60]\n else\n if <(username) = [Saturn-Rings]> then\n switch costume to (exit closed v)\n clone at x [0] ,y [60]\n else\n set [x v] to [-999]\n end\n end\n end\nend\n\ndefine possion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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 (exit open v)\n\nwhen flag clicked\nhide\n\n@Water\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\npossion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (water v)\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (floor bug fix v)\n clone at x [480] ,y [0]\n switch costume to (water v)\n clone at x [480] ,y [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (water 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 else\n switch costume to (water v)\n clone at x [480] ,y [0]\n end\n end\nend\n\ndefine possion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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)\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\npossion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n clone at x [0] ,y [360]\n clone at x [0] ,y [360]\n clone at x [0] ,y [360]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\n else\n set [x v] to [-999]\n end\n end\nend\n\ndefine possion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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\n@Water-Swimable\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\npossion ((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 set [x v] to [-99999999]\nelse\n if <(LEVEL) = [2]> then\n set [x v] to [-99999999]\n else\n if <(LEVEL) = [3]> then\n switch costume to (water v)\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\n clone at x [480] ,y [0]\n else\n set [x v] to [-999]\n end\n end\nend\n\nswitch costume to (water v)\n\ndefine possion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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\n@Sprite3\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [message1 v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [green flag v]\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nrepeat (7)\n change size by (10)\nend\nrepeat (4)\n change size by (-5)\nend\nbroadcast (message1 v)\nrepeat (5)\n change y by (10)\nend\n\nwhen I receive [green flag v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nrepeat (120)\n go to x: (pick random (-230) to (-200)) y: (pick random (-120) to (120))\n create clone of (_myself_ v)\n go to x: (pick random (230) to (200)) y: (pick random (-120) to (120))\n create clone of (_myself_ v)\nend\nbroadcast (green flag v) and wait\nbroadcast (play game v) and wait\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (pick random (10) to (30)) %\nif <not <touching color (#000000)?>> then\n show\nend\nif <(x position) > [0]> then\n repeat until <(x position) < [0]>\n point in direction (-90)\n move (10) steps\n end\nelse\n repeat until <(x position) > [0]>\n point in direction (90)\n move (10) steps\n end\nend\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n
PC = Arrow keys to move.\n\nMobile = top third of the screen to jump up, middle third right half to move right while jumping, middle third left half to move left while jumping, bottom third right half to move right, bottom third left half to move left.\n\nAll levels are possible.\n\nYou have to collect all of the coins to pass through the portal otherwise the portal will not open.
Luminus Platformer
@Stage\n\nwhen I receive [volumen off v]\nset volume to (0) %\n\nwhen I receive [volumen on v]\nset volume to (80) %\n\n@Platformer Engine\n\nwhen flag clicked\nbroadcast (alright bros let's go v)\nrepeat until <(Nivel) = [10]>\n set [☁ record mundial v] to [22.035]\n set [crónometro v] to [0]\nend\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [up v]\ngo to x: (-201) y: (-59)\n\nwhen I receive [restart v]\ngo to x: (-201) y: (-59)\n\nwhen flag clicked\nset size to (150) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (player v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (-59)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n switch costume to (player2 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\n switch costume to (player3 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#ff0000)?> or <touching color (#ff8800)?>> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n end\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#ff0000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ff0000)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [16]\n end\n end\n if <touching color (#ff7b00)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <touching (trampoline v)?> then\n start sound [Big Boing v]\n set [yv v] to [22]\n end\n if <<(x position) > [-228]> and <(y position) < [-175]>> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <(x position) = [246]> then\n go to x: (-197) y: (-63)\n next backdrop\n change [nivel v] by (1)\n end\nend\n\nwhen flag clicked\nset [nivel v] to [0]\nswitch backdrop to (fondo5 v)\n\nwhen flag clicked\nreset timer\n\nwhen flag clicked\nforever\n if <<(Nivel) = [10]> and <(timer) < (crónometro)>> then\n set [crónometro v] to (timer)\n end\nend\n\nwhen flag clicked\nforever\n wait until <(Nivel) = [10]>\n if <(crónometro) < (☁ Record mundial)> then\n wait (1.1) seconds\n set [☁ record mundial v] to (crónometro)\n end\nend\n\nwhen flag clicked\nforever\n if <(Nivel) = [10]> then\n set [crónometro v] to ((timer) - (1))\n wait (1) seconds\n end\nend\n\nset [☁ record mundial v] to [47.989]\n\nwhen flag clicked\nshow list [mejores jugadores v]\nif <[mejores jugadores v] contains (username)?> then\n\nwhen [space v] key pressed\nhide list [mejores jugadores v]\n\n@Objeto1\n\nwhen flag clicked\nhide\nforever\n if <(Nivel) = [10]> then\n show\n wait (1.4) seconds\n stop [all v]\n end\nend\n\nwhen flag clicked\nset volume to (90) %\nforever\n play sound [TheFatRat - MAYDAY feat v] until done\nend\n\nwhen I receive [volumen off v]\nset volume to (0) %\n\nwhen I receive [volumen on v]\nset volume to (80) %\n\n@Objeto2\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (Volumen off v)\n wait (0.1) seconds\n switch costume to (disfraz2 v)\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n broadcast (Volumen on v)\n switch costume to (disfraz1 v)\nend\n\nwhen flag clicked\n\n@Objeto3\n\nwhen flag clicked\nhide\n\nwhen [p v] key pressed\nshow\n\n
W, A, D to move.\n10 levels good luck!\nTambién funciona para móvil y tablet!\nGracias por las 2500 visitas! Thanx for 2.5K views!\nAquí dejo un nuevo juego que os puede gustar:\nhttps://scratch.mit.edu/projects/488922270/\nHow many points out of 10 do you give it? (Tell in the coments)
Hero a platformer
@Stage\n\n@player\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n go to x: (-200) y: (0)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (levels v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [222]> then\n go to x: (-200) y: (0)\n broadcast (NEXT LEVEL v) and wait\n if <touching (trampoline v)?> then\n set [y v] to [22]\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\nchange [☁ views! v] by (1)\ngo to x: (-200) y: (0)\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n set [y v] to [22]\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (skin)\nend\n\nwhen flag clicked\nset [skin v] to [costume]\n\nwhen I receive [cutscene v]\nwait (12) seconds\n\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <touching (boss v)?> then\n go to x: (-200) y: (0)\n change [deaths v] by (1)\n end\nend\n\n@levels\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\n@danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n repeat until <(costume [number v]) = [7]>\n go to x: (38) y: (-113)\n wait (1) seconds\n go to x: (-8) y: (-105)\n wait (1) seconds\n go to x: (51) y: (-104)\n if <touching (shuriken v)?> then\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume7]> then\n repeat until <(costume [name v]) = [costume8]>\n show\n go to x: (38) y: (-113)\n wait (1) seconds\n go to x: (32) y: (-181)\n wait (1) seconds\n go to x: (21) y: (-52)\n end\n end\nend\n\nwhen flag clicked\ngo to x: (38) y: (-113)\n\n@boss\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n repeat until <(costume [number v]) = [12]>\n switch costume to (costume11 v)\n wait (1) seconds\n switch costume to (costume11 v)\n wait (0.5) seconds\n set size to (100) %\n show\n go to x: (112) y: (204)\n point in direction (90)\n repeat (1)\n change y by (-10)\n turn right (10) degrees\n end\n broadcast (boss time v)\n wait (1) seconds\n stop [this script v]\n end\n end\nend\n\nwhen I receive [boss time v]\nswitch costume to (costume11 v)\npoint in direction (90)\ngo to x: (83) y: (22)\n\n\n\nwhen flag clicked\nforever\n if <touching (shuriken v)?> then\n switch costume to (costume14 v)\n wait (1) seconds\n switch costume to (costume15 v)\n wait (1) seconds\n switch costume to (costume16 v)\n wait (1) seconds\n switch costume to (costume17 v)\n wait (1) seconds\n switch costume to (costume18 v)\n wait (1) seconds\n switch costume to (costume11 v)\n broadcast (Cutscene v)\n end\nend\n\ndelete this clone\n\nwhen I receive [cutscene v]\ngo to x: (80) y: (25)\nwait (1) seconds\ngo to x: (136) y: (92)\nwait (1) seconds\ngo to x: (153) y: (95)\nwait (1) seconds\ngo to x: (221) y: (70)\nhide\nplay sound [12-world-clear v] until done\n\nwait (1) seconds\n\n@saw\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n repeat until <(costume [number v]) = [11]>\n wait (0.5) seconds\n set size to (100) %\n show\n go to x: (112) y: (204)\n repeat (40)\n change y by (-10)\n turn right (10) degrees\n end\n end\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@trampoline\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Inventory\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n wait (0.02) seconds\n broadcast (shop v)\nend\n\nwhen flag clicked\n\nwhen I receive [found v]\nforever\n if <<not <touching (mouse-pointer v)?>> and <(costume [number v]) = [1]>> then\n repeat (5)\n change size by (2)\n end\n wait until <<not <touching (mouse-pointer v)?>> or <(costume [number v]) = [2]>>\n if <(costume [number v]) = [2]> then\n set size to (100) %\n else\n repeat (5)\n change size by (-2)\n end\n end\n end\nend\n\nwhen I receive [found v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nrepeat (8)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\n\nwhen I receive [shop v]\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [doneshop v]\nswitch costume to (costume1 v)\nrepeat (5)\n change [ghost v] effect by (-25)\nend\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n say [Inventory] for (1) seconds\n end\nend\n\ngo to x: (40) y: (-40)\nhide\n\n@shopback\n\nwhen I receive [shop v]\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nwait until <not <mouse down?>>\nwait until <<mouse down?> and <not <touching (mouse-pointer v)?>>>\nbroadcast (doneshop v)\nwait (0.05) seconds\nrepeat (4)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Shuriken\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (Shuriken v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Throwing?) = [1]>> then\n go to (player v)\n point in direction ([direction v] of [player v])\n end\nend\n\nwhen I receive [shuriken v]\nset [throwing? v] to [1]\nshow\nrepeat until <touching (enemy v)?>\n move (10) steps\n next costume\n if <touching (_edge_ v)?> then\n set [throwing? v] to [0]\n hide\n end\nend\nset [throwing? v] to [0]\nhide\n\nwhen I receive [shuriken v]\nplay sound [Slash v] until done\n\n@player (shuriken)\n\nwhen this sprite clicked\nif <[1] < (coins)> then\n set [skin v] to [costume2]\n broadcast (doneshop v)\nend\n\nwhen I receive [shop v]\nshow\nforever\n go to [front v] layer\n go [forward v] (33333) layers\n go [forward v] (33333) layers\nend\n\nwhen I receive [doneshop v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n say [Shuriken] for (1) seconds\n end\nend\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\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
\n\n ! STORY !\nA new cube has been born and has turned against his army to join the good guy team and become a hero.\nThe boss is invading every city of redshed kingdom.\nand is heading for his city. Will he save his city?\n\nThis took me a lot of hard work so i would really appreciate it if you ❤️,⭐️ and follow\n\n\n
3D風Platformer(Mobile対応)
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [初め v]\nnext backdrop\nforever\n play sound [TheFatRat - Time Lapse.mp3 v] until done\nend\n\n@スプライト1\n\nwhen flag clicked\nhide variable [記録 v]\nhide variable [☁ 世界記録 v]\ngo to [front v] layer\nset size to (90) %\ngo to x: (0) y: (-123)\nhide\n\ndefine タヒ\nbroadcast (タヒ v)\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-1.3)\nend\ndelete this clone\n\nwhen I receive [タヒ v]\nhide\n\nwhen I receive [初め v]\nset [ghost v] effect to (0)\nforever\n if <touching (判定2 v)?> then\n move (10) steps\n end\n if <touching (判定 v)?> then\n move (-10) steps\n end\n if <<touching (トゲ v)?> and <(costume [name v]) = [1]>> then\n タヒ\n end\n if <<<touching (ボール v)?> or <touching (ボール2 v)?>> and <(costume [name v]) = [1]>> then\n タヒ\n end\nend\n\nwhen I receive [初め v]\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [初め v]\nforever\n if <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>> then\n change x by (-30)\n end\n wait until <not <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>>>\nend\n\nwhen I receive [初め v]\nforever\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change x by (30)\n end\n wait until <not <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>>>\nend\n\nwhen I receive [初め v]\nswitch costume to (1 v)\nforever\n wait until <<<mouse down?> and <[0] < (mouse y)>> or <key (up arrow v) pressed?>>\n switch costume to (2 v)\n set size to (90) %\n repeat (5)\n change size by (1)\n change y by (25)\n end\n repeat (5)\n change size by (1)\n change y by (20)\n end\n wait (0.1) seconds\n repeat (5)\n change y by (-25)\n change size by (-1)\n end\n repeat (5)\n change y by (-20)\n change size by (-1)\n end\n switch costume to (1 v)\nend\n\nwhen I receive [初め v]\ngo to [front v] layer\nshow\n\n@スプライト2\n\nwhen flag clicked\nerase all\ngo to [back v] layer\nerase all\nhide\n\nwhen I receive [初め v]\npen up\ngo to x: (0) y: (0)\npen down\nset pen color to (#00ffcb)\nset pen size to (1000)\nset pen (transparency v) to (93)\nmove (10) steps\nmove (-10) steps\n\n@地面\n\nwhen flag clicked\nhide\n\nwhen I receive [初め v]\ngo [backward v] (1) layers\ngo to x: (0) y: (-89)\nshow\nforever\n change [color v] effect by (3)\nend\n\n@スプライト3\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide variable [記録 v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [タヒ v]\nshow\nplay sound [crashed oof v] until done\nforever\n if <(記録) > (☁ 世界記録)> then\n set [☁ 世界記録 v] to (記録)\n end\n stop [all v]\nend\n\nwhen [timer v] > (0)\nforever\n if <(記録) > (☁ 世界記録)> then\n set [☁ 世界記録 v] to (記録)\n end\nend\n\nhide variable [☁ 世界記録 v]\n\nwhen I receive [初め v]\nhide\nshow variable [記録 v]\nset [記録 v] to [0]\nshow variable [☁ 世界記録 v]\nforever\n wait (0.1) seconds\n change [記録 v] by (1)\nend\n\nwhen I receive [初め v]\nforever\n if <(記録) > (☁ 世界記録)> then\n set [☁ 世界記録 v] to (記録)\n end\nend\n\n@判定\n\nwhen flag clicked\ngo to x: (33) y: (27)\ngo to [back v] layer\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [初め v]\nshow\nset [ghost v] effect to (100)\n\n@判定2\n\nwhen flag clicked\ngo to x: (-17) y: (29)\ngo to [back v] layer\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [初め v]\nshow\nset [ghost v] effect to (100)\n\n@トゲ\n\nwhen flag clicked\nswitch costume to (2 v)\nhide\n\nwhen I receive [トゲ v]\nwait (pick random (3) to (10)) seconds\ngo to x: (pick random (-35) to (42)) y: (16)\nset size to (100) %\nshow\nwait (0.5) seconds\nforever\n repeat (25)\n change y by (-3)\n change size by (3)\n end\n wait (0.3) seconds\n hide\n broadcast (トゲ v)\nend\n\nwhen I receive [初め v]\nbroadcast (トゲ v)\nset size to (100) %\n\n@ボール\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (215) y: (-43)\nhide\n\nwhen I receive [ボール v]\ngo to x: (215) y: (-43)\nset size to (100) %\nwait (pick random (3) to (14)) seconds\nshow\nwait (0.4) seconds\nrepeat (10)\n wait (0.2) seconds\n move (-20) steps\n change y by (-20)\n move (-20) steps\n change size by (10)\nend\nhide\nbroadcast (ボール v)\n\nwhen I receive [初め v]\nbroadcast (ボール v)\n\n@ボール2\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (215) y: (-43)\nhide\n\nwhen I receive [ボール v]\ngo to x: (-215) y: (-43)\nset size to (100) %\nwait (pick random (4) to (13)) seconds\nshow\nwait (0.7) seconds\nrepeat (10)\n wait (0.2) seconds\n move (20) steps\n change y by (-20)\n move (20) steps\n change size by (10)\nend\nhide\nbroadcast (ボール v)\n\nwhen I receive [初め v]\nbroadcast (ボール v)\n\n@スプライト10\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (80)\nset size to (pick random (40) to (70)) %\nrepeat until \n change y by (((size) / (12)) * (-1))\n if <key ((<<mouse down?> and <(mouse x) > [0]>> - <<mouse down?> and <[0] > (mouse x)>>) v) pressed?> then\n change x by (((size) / (40)) * (2))\n end\n if <key ((<<mouse down?> and <(mouse x) > [0]>> - <<mouse down?> and <[0] > (mouse x)>>) v) pressed?> then\n change x by (((size) / (40)) * (-2))\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n\nwhen I receive [初め v]\nset [ghost v] effect to (80)\ngo to [front v] layer\ngo [backward v] (1) layers\nset size to (40) %\nforever\n set y to (180)\n set x to (pick random (-350) to (350))\n if <(x position) < [-240]> then\n set y to (pick random (-180) to (180))\n end\n if <[240] < (x position)> then\n set y to (pick random (-180) to (180))\n end\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\n\n@サムネ\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n@INTROの元\n\nwhen flag clicked\nhide\nstart sound [Teminite & MDK - Space Invaders v]\nswitch costume to (コスチューム5 v)\nset [番号 v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [brightness v] effect to (100)\nset [番号 v] to [1]\ncreate clone of (_myself_ v)\nset [brightness v] effect to (0)\nwait (1) seconds\nswitch costume to (コスチューム2 v)\nパーン\nset [番号 v] to [2]\nrepeat (3)\n create clone of (_myself_ v)\n next costume\n wait (0) seconds\nend\nwait (1) seconds\nswitch costume to (コスチューム8 v)\nset [番号 v] to [1]\ncreate clone of (_myself_ v)\nwait (.6) seconds\nset [brightness v] effect to (100)\nパーン\nset [brightness v] effect to (0)\nset [番号 v] to [4]\nswitch costume to (コスチューム9 v)\ngo to x: (-220) y: (200)\nrepeat (8)\n create clone of (_myself_ v)\n change x by (60)\n next costume\n wait (0) seconds\nend\nwait (1) seconds\nswitch costume to (コスチューム17 v)\nset [番号 v] to [1]\ncreate clone of (_myself_ v)\nwait (.6) seconds\nパーン\nswitch costume to (コスチューム2 v)\nset [番号 v] to [2]\nrepeat (3)\n create clone of (_myself_ v)\n next costume\n wait (0) seconds\nend\nwait (1) seconds\nset [番号 v] to [5]\ncreate clone of (_myself_ v)\nwait (1) seconds\nbroadcast (メッセージ1 v)\nset [番号 v] to [6]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(番号) = [1]> then\n show\n go to [front v] layer\n set [コスチューム v] to (costume [number v])\n set size to (0) %\n go to x: (-240) y: (0)\n repeat until <(size) > [125]>\n turn right (7.5) degrees\n change size by ((size) / (4))\n change x by (((0) - (x position)) / (7))\n end\n repeat until <(size) > [1000]>\n switch costume to (コスチューム1 v)\n turn right (10) degrees\n change size by ((size) / (4))\n switch costume to (コスチューム)\n change x by (((0) - (x position)) / (7))\n end\nelse\n if <(番号) = [2]> then\n show\n go to x: (0) y: (200)\n go to [front v] layer\n repeat (60)\n set [s v] to ((((0) - (y position)) / (1.3)) - ((s) / (-1.2)))\n change y by (s)\n end\n else\n if <(番号) = [3]> then\n switch costume to (pick random (6) to (11))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n show\n set size to (6) %\n set [x v] to (pick random (-14) to (14))\n set [y v] to (pick random (1) to (17))\n repeat until <touching (_edge_ v)?>\n go to [front v] layer\n change x by (x)\n change y by (y)\n if <[1] < (x)> then\n change [x v] by (-.5)\n end\n if <(x) < [-1]> then\n change [x v] by (.5)\n end\n turn right ((size) / (7)) degrees\n change [y v] by (-1)\n end\n delete this clone\n else\n if <(番号) = [4]> then\n show\n go to [front v] layer\n repeat (60)\n set [s v] to ((((0) - (y position)) / (1.3)) - ((s) / (-1.2)))\n change y by (s)\n end\n else\n if <(番号) = [5]> then\n go to x: (0) y: (0)\n set size to (0) %\n show\n go to [front v] layer\n repeat until <(size) > [399]>\n switch costume to (コスチューム1 v)\n change size by (((400) - (size)) / (7))\n switch costume to (コスチューム17 v)\n end\n else\n if <(番号) = [6]> then\n go to x: (0) y: (0)\n switch costume to (コスチューム1 v)\n set size to (500) %\n switch costume to (コスチューム3 v)\n show\n go to [front v] layer\n repeat until <[51] > (size)>\n change size by (((50) - (size)) / (7))\n end\n set [y v] to [7]\n repeat until <touching (_edge_ v)?>\n change y by (y)\n change [y v] by (-1)\n end\n repeat (2)\n change y by (y)\n change [y v] by (-1)\n end\n broadcast (初め v)\n hide\n else\n end\n end\n end\n end\n end\nend\n\ndefine パーン\nset [番号 v] to [3]\nrepeat (30)\n create clone of (_myself_ v)\nend\n\nwhen I receive [メッセージ1 v]\ndelete this clone\n\n
日本語下です\nRecommended to press the flag twice\nIt's difficult w\nPC… ← ↑ →\nMobile ... tap\nTips ... Avoid needles sideways Balls jump at god timing\nDo your best to aim for the world record!\nTrend 1 page! 2/8\nTrend 10th 2/8\nTrend 4th 2/9\n\n旗2回押し推奨\n難しいよw\nPC…←↑→\nMobile…タップ\nコツ… 針は横に避けるボールは神タイミングでジャンプ\n世界記録目指して頑張って!\n傾向1ページ!2/8\n傾向10位2/8\n傾向4位2/9
Floating Islands || A platformer engine #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\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]\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 (5)\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@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)\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]\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@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@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 (5)\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
Disclaimer: This is an engine not a game. You can remix this project and make a game out of it!!!! \n WAS #26 on trending! \n\n★Instructions★\n- Dodge the spikes and saws. \n- Use arrow keys to move. \n-Click on chat to communicate to other online players.\n-Make sure to like and favorite.\n-Make sure to follow me! \n\nPlay with friends! Yes you heard that correct! This is an online multiplayer engine! Connect with people online and have some fun!
Adventure A platformer
@Stage\n\n@Thumb HUG THUMB\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\n\n@Boss\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n show\n go to x: (203) y: (5)\n glide (.7) secs to x: (105) y: (5)\n glide (1) secs to x: (203) y: (5)\n end\n hide\nend\n\n@Glow\n\nwhen flag clicked\nhide\n\nwhen I receive [coin v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-5)\nend\n\nwait (.01) seconds\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (221) y: (-35)\n end\n if <(Level) = [2]> then\n go to x: (194) y: (-188)\n end\n if <(Level) = [3]> then\n go to x: (215) y: (98)\n end\n if <(Level) = [4]> then\n go to x: (209) y: (-185)\n end\n if <(Level) = [5]> then\n go to x: (200) y: (115)\n end\n if <(Level) = [6]> then\n go to x: (196) y: (126)\n end\n if <(Level) = [7]> then\n go to x: (209) y: (-14)\n end\n if <(Level) = [8]> then\n hide\n end\n if <touching (ball v)?> then\n hide\n broadcast (SHOW COIN v)\n broadcast (GO To Places v)\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nhide variable [☁ by: v]\nhide variable [☁ fastest time v]\nforever\n repeat until <(Level) = [8]>\n set [time v] to (timer)\n end\n if <(Level) = [8]> then\n show variable [☁ by: v]\n show variable [☁ fastest time v]\n show variable [time v]\n end\n if <(Level) = [8]> then\n if <(Time) < (☁ Fastest Time)> then\n set [☁ fastest time v] to (Time)\n set [☁ by: v] to (username)\n end\n end\nend\n\nset [☁ fastest time v] to [10000]\n\n@Door\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to [front v] layer\ngo to x: (300) y: (26)\n\nwhen I receive [coin v]\nrepeat (7)\n change y by (-10)\nend\nhide\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [1]> then\n go to x: (300) y: (26)\n end\n if <(Level) = [2]> then\n go to x: (222) y: (-68)\n end\n if <(Level) = [3]> then\n go to x: (296) y: (166)\n end\n if <(Level) = [4]> then\n go to x: (296) y: (-99)\n end\n if <(Level) = [5]> then\n go to x: (299) y: (195)\n end\n if <(Level) = [6]> then\n go to x: (297) y: (208)\n end\n if <(Level) = [7]> then\n go to x: (297) y: (49)\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\nwhen I receive [show coin v]\nshow\n\n@Sprite1\n\n@ScoreHundreds\n\nwhen I receive [die v]\n\nwhen flag clicked\nset [tensdeath v] to [0]\nset [onesdeath v] to [0]\nforever\n if <(TensDeath) = [100]> then\n set [tensdeath v] to [0]\n change [hundredsdeath v] by (1)\n end\n switch costume to ((HundredsDeath) + (1))\nend\n\nset y to (161)\n\n@ScoreTens\n\nwhen I receive [die v]\n\nwhen flag clicked\nset [onesdeath v] to [0]\nforever\n if <(OnesDeath) = [10]> then\n set [onesdeath v] to [0]\n change [tensdeath v] by (1)\n end\n switch costume to ((TensDeath) + (1))\nend\n\nchange y by (161)\n\nset y to (161)\n\n@ScoreOnes\n\nwhen I receive [die v]\nchange [onesdeath v] by (1)\n\nwhen flag clicked\nset [onesdeath v] to [0]\nforever\n switch costume to ((OnesDeath) + (1))\nend\n\nchange y by (165)\n\nset y to (161)\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (costume3 v)\n wait (.05) seconds\n switch costume to (costume4 v)\n wait (.05) seconds\n switch costume to (costume5 v)\n wait (.05) seconds\n switch costume to (costume6 v)\n wait (.05) seconds\n switch costume to (costume7 v)\n wait (.05) seconds\n switch costume to (costume8 v)\n wait (.05) seconds\n switch costume to (costume9 v)\n wait (3) seconds\n switch costume to (costume8 v)\n wait (.05) seconds\n switch costume to (costume7 v)\n wait (.05) seconds\n switch costume to (costume6 v)\n wait (.05) seconds\n switch costume to (costume5 v)\n wait (.05) seconds\n switch costume to (costume4 v)\n wait (.05) seconds\n switch costume to (costume3 v)\n wait (3) seconds\nend\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [1]> then\n go to x: (0) y: (-1)\n end\n if <(Level) = [2]> then\n go to x: (23) y: (71)\n end\n if <(Level) = [3]> then\n go to x: (-32) y: (-8)\n end\n if <(Level) = [4]> then\n go to x: (-221) y: (220)\n end\n if <(Level) = [5]> then\n go to x: (-100) y: (105)\n end\n if <(Level) = [6]> then\n go to x: (83) y: (12)\n end\n if <(Level) = [7]> then\n go to x: (-81) y: (8)\n end\n if <(Level) = [7]> then\n go to x: (-81) y: (8)\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\ngo to x: (0) y: (0)\n\n@COIN COUNTER\n\nwhen flag clicked\nforever\n if <(COIN) = [0]> then\n switch costume to (0 v)\n end\n if <(COIN) = [1]> then\n switch costume to (1 v)\n end\n if <(COIN) = [2]> then\n switch costume to (2 v)\n end\nend\n\n@Coins\n\nwhen flag clicked\nshow\nset size to (75) %\ngo to x: (216) y: (88)\nswitch costume to (costume1 v)\nforever\n wait (.05) seconds\n next costume\nend\n\nwhen I receive [coin v]\nchange [coin v] by (1)\nhide\nplay sound [Collect v] until done\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [1]> then\n go to x: (216) y: (88)\n end\n if <(Level) = [2]> then\n go to x: (-220) y: (-28)\n end\n if <(Level) = [3]> then\n go to x: (-68) y: (-110)\n end\n if <(Level) = [4]> then\n go to x: (-190) y: (122)\n end\n if <(Level) = [5]> then\n go to x: (-200) y: (-130)\n end\n if <(Level) = [6]> then\n go to x: (-200) y: (-130)\n end\n if <(Level) = [7]> then\n go to x: (-74) y: (51)\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\nwhen I receive [show coin v]\nshow\n\n@AHHH\n\nwhen flag clicked\ngo to [front v] layer\nrepeat (11)\n go [backward v] (1) layers\nend\nforever\n if <(Level) = [1]> then\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n end\n if <(Level) = [2]> then\n switch costume to (costume3 v)\n go to x: (-96) y: (-16)\n end\n if <(Level) = [3]> then\n switch costume to (costume2 v)\n go to x: (-240) y: (-21)\n end\n if <(Level) = [4]> then\n switch costume to (costume2 v)\n go to x: (-44) y: (-16)\n end\n if <(Level) = [5]> then\n switch costume to (costume2 v)\n go to x: (-187) y: (-35)\n end\n if <(Level) = [6]> then\n switch costume to (costume4 v)\n go to x: (-32) y: (-30)\n end\n if <(Level) = [6]> then\n switch costume to (costume5 v)\n go to x: (-32) y: (-30)\n end\nend\n\n@Background\n\ngo to x: (0) y: (0)\ngo to [back v] layer\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n if <(Level) = [1]> then\n switch costume to (1 v)\n end\n if <(Level) = [2]> then\n switch costume to (2 v)\n end\n if <(Level) = [3]> then\n switch costume to (3 v)\n end\n if <(Level) = [4]> then\n switch costume to (4 v)\n end\n if <(Level) = [5]> then\n switch costume to (5 v)\n end\n if <(Level) = [6]> then\n switch costume to (6 v)\n end\n if <(Level) = [7]> then\n switch costume to (7 v)\n end\n if <(Level) = [8]> then\n switch costume to (8 v)\n end\nend\n\nchange x by (2)\n\nswitch costume to (Level)\n\n@Ball\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (-201) y: (67)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n Platform Gravity: [-1] Jump Height: [12] Side Movement Speed: [2] Friction [.7] Slope: [8]\nend\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Movement Speed: (side movement) Friction (friction) Slope: (slope)\nchange [yv v] by (gravity)\nchange y by (Yv)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Yv) ) / (Yv)) * (-1))\n end\n set [yv v] to (<<key (up arrow v) pressed?> and <(([abs v] of (Yv) ) / (Yv)) = [-1]>> * (jump height))\nend\nset [xv v] to (((Xv) + ((<key (left arrow v) pressed?> * ((side movement) * (-1))) + (<key (right arrow v) pressed?> * (side movement)))) * (friction))\nchange x by (Xv)\nset [slope v] to [0]\nrepeat until <<(slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (Xv) ) / (Xv)) * (-1))\n end\nend\nif <touching (ahhh v)?> then\n broadcast (DIE v)\nend\nif <touching (coins v)?> then\n broadcast (COIN v)\nend\nif <touching (spikes v)?> then\n broadcast (DIE v)\nend\nif <touching (door v)?> then\n broadcast (DIE v)\nend\nif <touching (boss v)?> then\n broadcast (DIE v)\nend\n\nwhen flag clicked\nset [coin v] to [0]\nforever\n if <key (up arrow v) pressed?> then\n play sound [Boing v] until done\n end\n play sound [Nebula v] until done\nend\n\npoint in direction (90)\n\nwhen I receive [die v]\ngo to x: (-201) y: (40)\nswitch costume to (costume1 v)\n\nwhen I receive [die v]\nplay sound [Oops v] until done\n\nwhen I receive [go to places v]\ngo to x: (-201) y: (40)\nchange [level v] by (1)\n\n
Use arrow keys to move and collect coins and beat the boss. HAVE FUN
Minecraft a dangerous platformer 23 lvl
@Stage\n\nwhen I receive [play v]\nwait (2.5) seconds\nforever\n play sound [Murad - Run \(Inspired By Alan Walker\) NCN Release.mp3 v] until done\nend\n\nwhen flag clicked\nforever\n if <(niveau) > [12]> then\n switch backdrop to (arrière plan2 v)\n else\n switch backdrop to (arrière plan1 v)\n end\nend\n\n@terrain\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (2.5) seconds\nforever\n if <(niveau) = [3]> then\n broadcast (pièce 1 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\nshow\nset [niveau v] to [1]\ngo to [back v] layer\nforever\n switch costume to (niveau)\nend\n\nwhen flag clicked\nwait (2.5) seconds\nforever\n if <(niveau) = [4]> then\n broadcast (pièce 2 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau) = [25]> then\n if <(Your time :) < (☁ World best Time)> then\n set [☁ world best time v] to (Your time :)\n end\n end\nend\n\nwhen [a v] key pressed\ndelete all of [squelette v]\nadd [1] to [squelette v]\n\nwhen flag clicked\nforever\n if <not <(Magasin ouvert ?) = [1]>> then\n if <(niveau) = [25]> then\n show variable [☁ world best time v]\n else\n if <(niveau) = [1]> then\n show variable [☁ world best time v]\n else\n hide variable [☁ world best time v]\n end\n end\n else\n hide variable [☁ world best time v]\n end\nend\n\nset [niveau v] to [23]\n\nwhen flag clicked\nchange [☁ nombre de parties v] by (1)\n\nwhen [a v] key pressed\nchange [☁ nombre de parties v] by (1)\n\n@danger\n\nwhen flag clicked\nshow\nforever\n switch costume to (niveau)\n go to [back v] layer\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n set [ghost v] effect to (0)\n set size to (100) %\n go to x: (0) y: (0)\n repeat (40)\n change x by (0.5)\n end\n repeat (40)\n change x by (-0.5)\n end\nend\n\nset [niveau v] to [16]\n\nset [pixelate v] effect to (20)\n\n@skip\n\nwhen flag clicked\nset [niveau v] to [1]\nforever\n go to [front v] layer\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n change size by (10)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [effacer v] by (1)\n wait (0.3) seconds\n set [effacer v] to [0]\n end\n end\nend\n\nwhen I receive [respawn v]\nif <(niveau) = [8]> then\n stop [other scripts in sprite v]\n forever\n go to [front v] layer\n point in direction (90)\n switch costume to (costume1 v)\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (20)\n turn left (0.5) degrees\n end\n repeat (10)\n turn right (0.5) degrees\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\nforever\n go [forward v] (50) layers\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (2.5) seconds\nshow\ngo to x: (-193) y: (156)\npoint in direction (90)\ngo to [front v] layer\nforever\n repeat (20)\n turn right (0.5) degrees\n end\n repeat (40)\n turn left (0.5) degrees\n end\n repeat (20)\n turn right (0.5) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <[1] = (Magasin ouvert ?)> then\n hide\n hide variable [niveau v]\n else\n show\n show variable [niveau v]\n end\nend\n\n@wather\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (25)\nforever\n set [fisheye v] effect to (([sin v] of ((timer) * (100)) ) * (30))\n set [whirl v] effect to (([sin v] of ((timer) * (75)) ) * (30))\nend\n\nwhen flag clicked\nset [niveau v] to [1]\ngo to [front v] layer\nforever\n switch costume to (niveau)\nend\n\nwhen flag clicked\nforever\n if <[7] = (niveau)> then\n show\n go to x: (0) y: (-350)\n repeat until <not <(niveau) = [7]>>\n change y by (0.3)\n end\n hide\n end\n if <[10] = (niveau)> then\n show\n go to x: (0) y: (-350)\n repeat until <not <(niveau) = [10]>>\n change y by (0.3)\n end\n hide\n end\n if <[17] = (niveau)> then\n show\n go to x: (0) y: (-350)\n repeat until <not <(niveau) = [17]>>\n change y by (0.3)\n end\n hide\n end\n if <[19] = (niveau)> then\n show\n go to x: (0) y: (-350)\n repeat until <not <(niveau) = [19]>>\n change y by (0.3)\n end\n hide\n end\nend\n\nwhen I receive [recommence v]\ngo to x: (0) y: (-350)\n\n@player\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (25)\n change size by (-6)\n switch costume to (costume2 v)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [recommence v]\ngo to x: (-207) y: (-50)\nset [x v] to [0]\nset [y v] to [0]\n\ndefine spécial détéction\nif <touching (trampoline v)?> then\n change [y v] by (pick random (10) to (15))\nend\n\nwhen flag clicked\nforever\n spécial détéction\nend\n\nwhen flag clicked\nforever\n spécial death\nend\n\ndefine spécial death\nif <touching (laser2 v)?> then\n repeat (10)\n change [ghost v] effect by (8)\n end\n go to x: (-207) y: (-39)\n broadcast (Recommence v)\n repeat (10)\n change [ghost v] effect by (-8)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (2.5) seconds\nset size to (75) %\nswitch costume to (normal v)\ngo to [back v] layer\npoint in direction (90)\nset [yy v] to [15]\nset [xx -90 v] to [-1]\nset [xx 90 v] to [1]\ngo to [front v] layer\nshow\ngo to x: (-207) y: (-50)\nforever\n go to [front v] layer\n set [x v] to [0]\n set [y v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <key (right arrow v) pressed?> then\n set [direction flèche v] to [1]\n set [orientation de player v] to [a droite]\n change [x v] by (Xx 90)\n end\n if <key (left arrow v) pressed?> then\n set [direction flèche v] to [0]\n set [orientation de player v] to [a gauche]\n change [x v] by (Xx -90)\n end\n change x by (x)\n if <<touching (terrain v)?> or <touching (bloc minecraft v)?>> then\n change y by (1)\n end\n if <<touching (terrain v)?> or <touching (bloc minecraft v)?>> then\n change y by (1)\n end\n if <<touching (terrain v)?> or <touching (bloc minecraft v)?>> then\n change y by (1)\n end\n if <<touching (terrain v)?> or <touching (bloc minecraft v)?>> then\n change y by (1)\n end\n if <<touching (terrain v)?> or <touching (bloc minecraft v)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching (terrain v)?> or <touching (bloc minecraft v)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching (terrain v)?> or <touching (bloc minecraft v)?>>> then\n change [y v] by (Yy)\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat (10)\n turn right (6) degrees\n end\n repeat (10)\n turn right (3) degrees\n end\n end\nend\n\nwhen flag clicked\nset [magasin ouvert ? v] to [0]\ndelete all of [squelette v]\nadd [1] to [squelette v]\nforever\n if <[200] < (x position)> then\n change [niveau v] by (1)\n go to x: (-207) y: (-39)\n broadcast (Recommence v)\n wait (1) seconds\n add (niveau) to [squelette v]\n end\nend\n\nwhen flag clicked\nforever\n if <<key (n v) pressed?> and <[personnages v] contains [N]?>> then\n switch costume to (normal v)\n end\n if <<key (p v) pressed?> and <[personnages v] contains [P]?>> then\n switch costume to (perceval v)\n end\n if <<key (l v) pressed?> and <[personnages v] contains [L]?>> then\n switch costume to (lily v)\n end\n if <<key (w v) pressed?> and <[personnages v] contains [W]?>> then\n switch costume to (who v)\n end\n if <<key (r v) pressed?> and <[personnages v] contains [R]?>> then\n switch costume to (robin v)\n end\n if <<key (z v) pressed?> and <[personnages v] contains [Z]?>> then\n switch costume to (zeus v)\n end\n if <<key (g v) pressed?> and <[personnages v] contains [G]?>> then\n switch costume to (gaïa v)\n end\nend\n\nwhen flag clicked\nforever\n if <<([costume name v] of [player v]) = [Who]> or <([costume name v] of [player v]) = [Lily]>> then\n set [xx -90 v] to [-1.5]\n set [xx 90 v] to [1.5]\n else\n if <<([costume name v] of [player v]) = [Robin]> or <([costume name v] of [player v]) = [Zeus]>> then\n set [xx -90 v] to [-1.7]\n set [xx 90 v] to [1.7]\n else\n if <([costume name v] of [player v]) = [Gaïa]> then\n set [xx -90 v] to [-2.2]\n set [xx 90 v] to [2.2]\n else\n set [xx -90 v] to [-1]\n set [xx 90 v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [player v]) = [Perceval]> then\n set [yy v] to [16]\n else\n if <([costume name v] of [player v]) = [Zeus]> then\n set [yy v] to [18]\n else\n if <([costume name v] of [player v]) = [Gaïa]> then\n set [yy v] to [19]\n else\n set [yy v] to [15]\n end\n end\n end\nend\n\nwhen I receive [recommence v]\nif <<([costume name v] of [player v]) = [Robin]> or <([costume name v] of [player v]) = [Who]>> then\n set [vies ? v] to [1]\nelse\n if <([costume name v] of [player v]) = [Zeus]> then\n set [vies ? v] to [2]\n else\n if <([costume name v] of [player v]) = [Gaïa]> then\n set [vies ? v] to [100000000]\n else\n set [vies ? v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Vies ?) < [0]> then\n repeat (10)\n change [ghost v] effect by (8)\n end\n go to x: (-207) y: (-39)\n broadcast (Recommence v)\n repeat (10)\n change [ghost v] effect by (-8)\n end\n end\nend\n\nwhen I receive [pause v]\nset [pause v] to [1]\nrepeat (7)\n set [ghost v] effect to (70)\n wait (0.5) seconds\n set [ghost v] effect to (10)\nend\nrepeat (5)\n set [ghost v] effect to (70)\n wait (0.1) seconds\n set [ghost v] effect to (10)\nend\nset [ghost v] effect to (0)\nset [pause v] to [0]\n\nwhen flag clicked\nforever\n if <not <(Pause) = [1]>> then\n if <<<touching (danger v)?> or <<touching (squelette v)?> or <<touching (piques v)?> or <touching (wather v)?>>>> or <touching (lave v)?>> then\n change [vies ? v] by (-1)\n if <not <[1] > (Vies ?)>> then\n broadcast (Pause v)\n end\n wait (1) seconds\n end\n end\nend\n\n@Bloc minecraft\n\nwhen flag clicked\nhide\nset size to (17) %\nforever\n go to x: (mouse x) y: (mouse y)\n if <mouse down?> then\n create clone of (_myself_ v)\n change [score v] by (1)\n change [nb de blocs v] by (1)\n wait until <not <mouse down?>>\n end\nend\n\nwhen I start as a clone\nshow\nset [niveau bloc v] to (niveau)\nrepeat until <<(Effacer) = [1]> or <<<not <(Niveau bloc) = (niveau)>> or <touching (danger v)?>> or <touching (piques v)?>>>\ndelete this clone\n\n@texte\n\nwhen flag clicked\nset [score v] to [0]\ngo to x: (36) y: (28)\ngo to [back v] layer\nforever\n switch costume to (niveau)\nend\n\nwhen flag clicked\nset [your time : v] to [0]\nset [pièces v] to [0]\nforever\n if <(niveau) = [1]> then\n repeat until <(niveau) = [25]>\n wait (1) seconds\n change [your time : v] by (1)\n end\n end\nend\n\nwhen flag clicked\nhide variable [your time : v]\nforever\n if <not <(Magasin ouvert ?) = [1]>> then\n if <(niveau) = [25]> then\n show variable [your time : v]\n end\n else\n hide variable [your time : v]\n end\nend\n\n@pointeur\n\nwhen flag clicked\nset size to (17) %\nforever\n go to x: (mouse x) y: (mouse y)\nend\n\n@lave\n\nwhen flag clicked\nhide\nset size to (75) %\nforever\n wait (2) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (170)\nrepeat until <<touching (terrain v)?> or <touching (bloc minecraft v)?>>\n change y by (-3)\nend\ngo to [back v] layer\nrepeat (100)\n change [ghost v] effect by (1)\n change y by (-0.5)\nend\ndelete this clone\n\nwhen I receive [recommence v]\nset [effacer lave v] to [1]\nwait (0.2) seconds\nset [effacer lave v] to [0]\n\nwhen I start as a clone\nforever\n if <(effacer lave) = [1]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(niveau) = [21]> then\n show\n else\n if <(niveau) = [23]> then\n show\n else\n hide\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Squelette\n\nwhen flag clicked\nset [squelette v] to [0]\nshow\nset size to (100) %\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <[1] = (Squelette)> then\n clear graphic effects\n repeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\n end\n hide\n wait until <not <[1] = (Squelette)>>\n else\n clear graphic effects\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <[squelette v] contains (niveau)?>> then\n set [squelette v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n repeat (20)\n change y by (0.4)\n end\n repeat (4)\n switch costume to (2 v)\n wait (1) seconds\n switch costume to (1 v)\n wait (1) seconds\n switch costume to (3 v)\n wait (1) seconds\n switch costume to (1 v)\n end\n repeat (20)\n change y by (-0.4)\n end\n repeat (4)\n switch costume to (2 v)\n wait (1) seconds\n switch costume to (1 v)\n wait (1) seconds\n switch costume to (3 v)\n wait (1) seconds\n switch costume to (1 v)\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\nforever\n if <(niveau) = [1]> then\n hide\n go to x: (0) y: (0)\n end\n if <(niveau) = [2]> then\n show\n go to x: (0) y: (0)\n wait until <not <(niveau) = [2]>>\n end\n if <(niveau) = [3]> then\n hide\n go to x: (0) y: (0)\n end\n if <(niveau) = [4]> then\n hide\n go to x: (0) y: (0)\n end\n if <(niveau) = [5]> then\n hide\n go to x: (0) y: (0)\n end\n if <(niveau) = [6]> then\n show\n go to x: (0) y: (0)\n wait until <not <(niveau) = [6]>>\n end\n if <(niveau) = [7]> then\n hide\n go to x: (0) y: (0)\n end\n if <(niveau) = [8]> then\n hide\n go to x: (0) y: (0)\n end\n if <(niveau) = [9]> then\n show\n go to x: (0) y: (0)\n wait until <not <(niveau) = [9]>>\n end\n if <(niveau) = [10]> then\n hide\n go to x: (0) y: (0)\n end\n if <(niveau) = [11]> then\n hide\n go to x: (0) y: (0)\n end\n if <(niveau) = [12]> then\n show\n go to x: (0) y: (-10)\n wait until <not <(niveau) = [12]>>\n end\n if <(niveau) = [13]> then\n hide\n go to x: (0) y: (0)\n end\n if <(niveau) = [14]> then\n show\n go to x: (60) y: (-10)\n wait until <not <(niveau) = [14]>>\n end\n if <(niveau) = [15]> then\n hide\n go to x: (0) y: (0)\n end\n if <(niveau) = [16]> then\n show\n go to x: (95) y: (25)\n wait until <not <(niveau) = [16]>>\n end\n if <(niveau) = [17]> then\n hide\n go to x: (0) y: (0)\n end\n if <(niveau) = [18]> then\n hide\n go to x: (0) y: (0)\n end\n if <(niveau) = [20]> then\n hide\n go to x: (0) y: (0)\n end\n if <(niveau) = [21]> then\n show\n go to x: (20) y: (0)\n wait until <not <(niveau) = [21]>>\n end\n if <(niveau) = [22]> then\n show\n go to x: (-10) y: (150)\n wait until <not <(niveau) = [22]>>\n end\n if <(niveau) = [23]> then\n hide\n go to x: (0) y: (0)\n end\n if <(niveau) = [24]> then\n show\n go to x: (0) y: (100)\n wait until <not <(niveau) = [24]>>\n end\n if <(niveau) = [25]> then\n hide\n go to x: (0) y: (0)\n end\nend\n\n@Flèche\n\nwhen flag clicked\nhide\nforever\n if <key (space v) pressed?> then\n repeat until <<(Distance flèche) < [1]> or <not <key (space v) pressed?>>>\n change [distance flèche v] by (-0.2)\n end\n create clone of (_myself_ v)\n if <<([costume name v] of [player v]) = [Gaïa]> or <<([costume name v] of [player v]) = [Perceval]> or <([costume name v] of [player v]) = [Lily]>>> then\n wait (0.3) seconds\n else\n wait (1) seconds\n end\n set [distance flèche v] to [8]\n end\nend\n\nwhen I start as a clone\nif <(Direction flèche) = [1]> then\n set [flèche v] to [45]\nelse\n set [flèche v] to [-45]\n set [distance flèche v] to (join [-] (Distance flèche))\nend\nshow\ngo to (player v)\nrepeat (100)\n point in direction (Flèche)\n move (10) steps\n change [flèche v] by (Distance flèche)\n if <[179] < (Flèche)> then\n repeat until <<<touching (squelette v)?> or <touching (_edge_ v)?>> or <touching (terrain v)?>>\n move (10) steps\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n if <touching (terrain v)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\n if <touching (squelette v)?> then\n set [squelette v] to [1]\n delete this clone\n end\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n if <touching (terrain v)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n if <touching (squelette v)?> then\n set [squelette v] to [1]\n delete this clone\n end\nend\n\n@Piques\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n set [pixelate v] effect to (50)\n go to [back v] layer\n switch costume to (niveau)\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n hide\n if <<key (a v) pressed?> and <(Magasin ouvert ?) = [0]>> then\n go to x: (0) y: (0)\n show variable [your time : v]\n wait (1) seconds\n set [niveau v] to [1]\n set [your time : v] to [0]\n wait (1) seconds\n hide variable [your time : v]\n end\nend\n\n@Pièce\n\nwhen flag clicked\nforever\n next costume\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n repeat (20)\n change y by (0.2)\n end\n repeat (20)\n change y by (-0.2)\n end\nend\n\ndefine Montrer ? (x) (y)\nshow\ngo to x: (x) y: (y)\n\nwhen flag clicked\nforever\n if <(niveau) = [1]> then\n Montrer ? [0] [-60]\n wait until <not <(niveau) = [1]>>\n end\n if <(niveau) = [2]> then\n Montrer ? [30] [130]\n wait until <not <(niveau) = [2]>>\n end\n if <(niveau) = [3]> then\n Montrer ? [-200] [110]\n wait until <not <(niveau) = [3]>>\n end\n if <(niveau) = [4]> then\n Montrer ? [-70] [20]\n wait until <not <(niveau) = [4]>>\n end\n if <(niveau) = [5]> then\n Montrer ? [-50] [130]\n wait until <not <(niveau) = [5]>>\n end\n if <(niveau) = [7]> then\n Montrer ? [57] [-50]\n wait until <not <(niveau) = [7]>>\n end\n if <(niveau) = [8]> then\n Montrer ? [180] [125]\n wait until <not <(niveau) = [8]>>\n end\n if <(niveau) = [9]> then\n Montrer ? [15] [-60]\n wait until <not <(niveau) = [9]>>\n end\n if <(niveau) = [10]> then\n Montrer ? [100] [110]\n wait until <not <(niveau) = [10]>>\n end\n if <(niveau) = [11]> then\n Montrer ? [-47] [-40]\n wait until <not <(niveau) = [11]>>\n end\n if <(niveau) = [12]> then\n Montrer ? [200] [-90]\n wait until <not <(niveau) = [12]>>\n end\n if <(niveau) = [13]> then\n Montrer ? [150] [80]\n wait until <not <(niveau) = [13]>>\n end\n if <(niveau) = [14]> then\n Montrer ? [83] [-60]\n wait until <not <(niveau) = [14]>>\n end\n if <(niveau) = [16]> then\n Montrer ? [116] [-60]\n wait until <not <(niveau) = [16]>>\n end\n if <(niveau) = [17]> then\n Montrer ? [0] [60]\n wait until <not <(niveau) = [17]>>\n end\n if <(niveau) = [20]> then\n Montrer ? [20] [80]\n wait until <not <(niveau) = [20]>>\n end\n if <(niveau) = [22]> then\n Montrer ? [10] [80]\n wait until <not <(niveau) = [22]>>\n end\n if <(niveau) = [24]> then\n Montrer ? [20] [40]\n wait until <not <(niveau) = [24]>>\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n play sound [Coin v] until done\n change [pièces v] by (10)\n wait until <not <touching (player v)?>>\n end\nend\n\nset [niveau v] to [22]\n\n@Magasin minecraft\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\nforever\n if <key (down arrow v) pressed?> then\n show\n wait until <not <key (down arrow v) pressed?>>\n set [magasin ouvert ? v] to [1]\n repeat (25)\n change [ghost v] effect by (-4)\n end\n wait until <key (down arrow v) pressed?>\n repeat (25)\n change [ghost v] effect by (4)\n end\n set [magasin ouvert ? v] to [0]\n set [ghost v] effect to (100)\n hide\n end\nend\n\nwhen flag clicked\nwait (3) seconds\ngo to [front v] layer\n\nwhen flag clicked\ndelete all of [personnages v]\nadd [N] to [personnages v]\nforever\n if <(Magasin ouvert ?) = [1]> then\n if <<<key (p v) pressed?> and <<[50] < (Pièces)> or <(Pièces) = [50]>>> and <not <[personnages v] contains [P]?>>> then\n broadcast (P v)\n add [P] to [personnages v]\n wait until <not <key (p v) pressed?>>\n change [pièces v] by (-50)\n change [☁ dépenses totales v] by (50)\n end\n if <<<key (l v) pressed?> and <<[100] < (Pièces)> or <(Pièces) = [100]>>> and <not <[personnages v] contains [L]?>>> then\n broadcast (L v)\n add [L] to [personnages v]\n wait until <not <key (l v) pressed?>>\n change [pièces v] by (-100)\n change [☁ dépenses totales v] by (100)\n end\n if <<<key (w v) pressed?> and <<[150] < (Pièces)> or <(Pièces) = [150]>>> and <not <[personnages v] contains [W]?>>> then\n broadcast (W v)\n add [W] to [personnages v]\n wait until <not <key (w v) pressed?>>\n change [pièces v] by (-150)\n change [☁ dépenses totales v] by (150)\n end\n if <<<key (r v) pressed?> and <<[200] < (Pièces)> or <(Pièces) = [200]>>> and <not <[personnages v] contains [R]?>>> then\n broadcast (R v)\n add [R] to [personnages v]\n wait until <not <key (r v) pressed?>>\n change [pièces v] by (-200)\n change [☁ dépenses totales v] by (200)\n end\n if <<<key (z v) pressed?> and <<[350] < (Pièces)> or <(Pièces) = [350]>>> and <not <[personnages v] contains [Z]?>>> then\n broadcast (Z v)\n add [Z] to [personnages v]\n wait until <not <key (z v) pressed?>>\n change [pièces v] by (-350)\n change [☁ dépenses totales v] by (350)\n end\n if <<<key (g v) pressed?> and <<[600] < (Pièces)> or <(Pièces) = [600]>>> and <not <[personnages v] contains [G]?>>> then\n broadcast (G v)\n add [G] to [personnages v]\n wait until <not <key (g v) pressed?>>\n change [pièces v] by (-600)\n change [☁ dépenses totales v] by (600)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Magasin ouvert ?) = [1]> then\n if <<key (p v) pressed?> and <(Pièces) < [50]>> then\n broadcast (Manque de sous v)\n end\n if <<key (l v) pressed?> and <(Pièces) < [100]>> then\n broadcast (Manque de sous v)\n end\n if <<key (w v) pressed?> and <(Pièces) < [150]>> then\n broadcast (Manque de sous v)\n end\n if <<key (r v) pressed?> and <(Pièces) < [200]>> then\n broadcast (Manque de sous v)\n end\n if <<key (z v) pressed?> and <(Pièces) < [350]>> then\n broadcast (Manque de sous v)\n end\n if <<key (g v) pressed?> and <(Pièces) < [600]>> then\n broadcast (Manque de sous v)\n end\n end\nend\n\nwhen [b v] key pressed\nshow variable [☁ nombre de parties v]\nshow variable [☁ dépenses totales v]\nwait until <not <key (b v) pressed?>>\nhide variable [☁ nombre de parties v]\nhide variable [☁ dépenses totales v]\n\n@Achté objet\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [p v]\ngo to x: (0) y: (0)\nswitch costume to (perceval acheté v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat (50)\n change y by (1)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [l v]\ngo to x: (0) y: (0)\nswitch costume to (lily acheté v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat (50)\n change y by (1)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [w v]\ngo to x: (0) y: (0)\nswitch costume to (who acheté v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat (50)\n change y by (1)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [z v]\ngo to x: (0) y: (0)\nswitch costume to (zeus acheté v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat (50)\n change y by (1)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [g v]\ngo to x: (0) y: (0)\nswitch costume to (gaïa acheté v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat (50)\n change y by (1)\n change [ghost v] effect by (2)\nend\nhide\n\nset [pièces v] to [1300]\n\nwhen I receive [r v]\ngo to x: (0) y: (0)\nswitch costume to (robin acheté v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat (50)\n change y by (1)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [manque de sous v]\ngo to x: (0) y: (0)\nswitch costume to (manque d'argent v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat (50)\n change y by (1)\n change [ghost v] effect by (2)\nend\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n if <<(Magasin ouvert ?) = [1]> and <<<(mouse x) < [-105]> and <(mouse x) > [-190]>> and <<(mouse y) < [120]> and <(mouse y) > [15]>>>> then\n switch costume to (perceval v)\n show\n go to [front v] layer\n else\n if <<(Magasin ouvert ?) = [1]> and <<<(mouse x) < [20]> and <(mouse x) > [-30]>> and <<(mouse y) < [120]> and <(mouse y) > [15]>>>> then\n switch costume to (lily v)\n show\n go to [front v] layer\n else\n if <<(Magasin ouvert ?) = [1]> and <<<(mouse x) < [163]> and <(mouse x) > [115]>> and <<(mouse y) < [120]> and <(mouse y) > [15]>>>> then\n switch costume to (who v)\n show\n go to [front v] layer\n else\n if <<(Magasin ouvert ?) = [1]> and <<<(mouse x) < [-105]> and <(mouse x) > [-190]>> and <<(mouse y) < [-15]> and <(mouse y) > [-130]>>>> then\n switch costume to (robin v)\n show\n go to [front v] layer\n else\n if <<(Magasin ouvert ?) = [1]> and <<<(mouse x) < [20]> and <(mouse x) > [-30]>> and <<(mouse y) < [-15]> and <(mouse y) > [-130]>>>> then\n switch costume to (zeus v)\n show\n go to [front v] layer\n else\n if <<(Magasin ouvert ?) = [1]> and <<<(mouse x) < [163]> and <(mouse x) > [115]>> and <<(mouse y) < [-15]> and <(mouse y) > [-130]>>>> then\n switch costume to (gaïa v)\n show\n go to [front v] layer\n else\n go to [front v] layer\n hide\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set [souris x v] to (mouse x)\n set [souris y v] to (mouse y)\n go to (mouse-pointer v)\nend\n\nwhen flag clicked\nforever\n play sound [alan-walker-remix-edm-gaming-mix-minecraft-animation-music-video3 v] until done\nend\n\nset [niveau v] to [25]\n\n
Hey ! \n A new minecraft platformer with a contest !\n\nArrows keys to move, clik on the ↓ to open and close the shop. Buy a new skin to do the best time and tell me it !\nHave a good game !\n\nUn nouveau Platformer Minecraft avec un concours !\nFlèches ←↑→ pour bouger et click sur la ↓ pour ouvrir et fermer le magasin. Achète de nouveau costume pour faire le meilleure temps et dis moi ton temps ! =D\nAmuse toi bien !
The Adventure ll A Non Generic Platformer #games #game
@Stage\n\nwhen flag clicked\nswitch backdrop to (sjy blue v)\n\nwhen flag clicked\nforever\n play sound [Chaoz Fantasy v] until done\nend\n\n@You\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (NEXT LEVEL v)\nforever\n go to [front v] layer\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 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 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 start sound [AHHHHHHHHHHHHHHHHhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhHHHHHHHHHHHHHHHHHHHHHHHHHHHHHhhhH 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 start sound [AHHHHHHHHHHHHHHHHhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhHHHHHHHHHHHHHHHHHHHHHHHHHHHHHhhhH v]\n end\nend\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: (-210) y: (-50)\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\nshow\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <touching (coin1 v)?> then\n change [coins v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (nothing v)?> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <touching (coin2 v)?> then\n change [coins v] by (1)\n end\nend\n\nwhen [r v] key pressed\nbroadcast (restart v)\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <touching (enemy v)?> then\n set [y vel v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n Movement\nend\n\ndefine Movement\nif <key (left arrow v) pressed?> then\n if <(Speed boost) = [0]> then\n change [x vel v] by (-0.8)\n end\nend\nif <key (left arrow v) pressed?> then\n if <(Speed boost) = [1]> then\n change [x vel v] by (-1.2)\n end\nend\nif <key (right arrow v) pressed?> then\n if <(Speed boost) = [0]> then\n change [x vel v] by (0.8)\n end\nend\nif <key (right arrow v) pressed?> then\n if <(Speed boost) = [1]> then\n change [x vel v] by (1.2)\n end\nend\n\ndefine Jump\nif <(Jump boost) = [0]> then\n change y by (-1)\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [14.8]\n end\n change y by (1)\nend\nif <(Jump boost) = [1]> then\n change y by (-1)\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [17]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n Jump\nend\n\nwhen flag clicked\nswitch costume to (8 v)\n\nwhen I receive [blue v]\nswitch costume to (3 v)\n\nwhen I receive [green v]\nswitch costume to (2 v)\n\nwhen I receive [red v]\nswitch costume to (4 v)\n\n@Enemy\n\nwhen flag clicked\ngo to x: (-224) y: (-3)\n\ndefine Clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nshow\ngo to [front v] layer\nforever\n if <([x position v] of [you v]) < (x position)> then\n change [x vel v] by (-0.5)\n end\n if <(x position) < ([x position v] of [you 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 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 (you v)?> then\n change y by (-1)\n if <<touching (level v)?> and <(([y position v] of [you v]) - (5)) > (y position)>> then\n change [coins v] by (5)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n broadcast (restart v)\n end\n change y by (1)\n end\nend\n\nif <(([y position v] of [you 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]\nelse\n set [x vel v] to [0]\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) = [5]> then\n switch costume to (1 v)\n Clone at [200] [0]\nend\nif <(Level) = [8]> then\n switch costume to (1 v)\n Clone at [-230] [200]\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\nwhen I start as a clone\nforever\n show\n go to [front v] layer\n if <touching (you 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\nswitch costume to (Level)\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n show\n go to x: (0) y: (-76)\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 hide\n end\n if <(Level) = [8]> then\n show\n go to x: (-20) y: (-75)\n end\n if <(Level) = [9]> then\n show\n go to x: (-50) y: (-75)\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (you v)?> then\n start sound [Big Boing v]\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (you v)?> then\n start sound [Big Boing v]\n end\nend\n\nstart sound [Big Boing v]\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nrepeat (2)\n go to [front v] layer\nend\n\nset [level v] to [6]\n\nstop all sounds\n\n@Backgroun\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen I receive [start project v]\nshow\n\nwhen flag clicked\nshow\n\nwhen I receive [message1 v]\nnext costume\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 (40) 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\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Blank \n\n@Words\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nshow\nrepeat (4)\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [shop v]\nhide\n\nwhen [space v] key pressed\nshow\n\n@Shop\n\nwhen flag clicked\nset [speed boost v] to [0]\nset [jump boost v] to [0]\n\nwhen [timer v] > (.01)\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen this sprite clicked\nbroadcast (Clicked v)\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <(costume [number v]) = [2]>> then\n switch costume to (shop v)\n end\nend\n\nwhen I receive [clicked v]\nbroadcast (Shop v)\n\nwhen I receive [shop v]\nswitch costume to (shop open v)\n\nwhen flag clicked\nswitch costume to (shop v)\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\n show\nend\n\n@Coin1\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [1]> then\n show\n go to x: (12) y: (0)\n create clone of (_myself_ v)\n wait until <(Level) = [Never]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [1]> then\n go to x: (100) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (you v)?> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (you v)?> then\n hide\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [3]> then\n show\n go to x: (12) y: (-20)\n create clone of (_myself_ v)\n wait until <(Level) = [Never]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [3]> then\n go to x: (65) y: (-100)\n end\nend\n\nset [level v] to [2]\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [2]> then\n show\n go to x: (70) y: (-110)\n create clone of (_myself_ v)\n wait until <(Level) = [Never]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [2]> then\n go to x: (35) y: (-110)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [4]> then\n show\n go to x: (190) y: (0)\n create clone of (_myself_ v)\n wait until <(Level) = [Never]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [4]> then\n go to x: (70) y: (0)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [6]> then\n show\n go to x: (-120) y: (40)\n create clone of (_myself_ v)\n wait until <(Level) = [Never]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [6]> then\n go to x: (-120) y: (70)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [7]> then\n show\n go to x: (-130) y: (-40)\n create clone of (_myself_ v)\n wait until <(Level) = [Never]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [7]> then\n go to x: (-30) y: (0)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [8]> then\n show\n go to x: (-100) y: (0)\n create clone of (_myself_ v)\n wait until <(Level) = [Never]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [8]> then\n go to x: (-100) y: (30)\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [9]> then\n go to x: (130) y: (0)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [9]> then\n hide\n go to x: (-100) y: (0)\n create clone of (_myself_ v)\n wait until <(Level) = [Never]>\n end\nend\n\nset [level v] to [9]\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [10]> then\n hide\n go to x: (-100) y: (90)\n create clone of (_myself_ v)\n wait until <(Level) = [Never]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [10]> then\n go to x: (-20) y: (0)\n end\nend\n\n@Jump Boost\n\nwhen flag clicked\nhide\n\nwhen I receive [shop v]\nshow\n\nwhen [space v] key pressed\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nif <<<[15] < (COINS)> or <[15] = (COINS)>> and <(costume [number v]) = [1]>> then\n set [jump boost v] to [1]\n change [coins v] by (-15)\n wait (.5) seconds\n forever\n switch costume to (checkmark v)\n end\nelse\n if <not <<[15] < (COINS)> or <[15] = (COINS)>>> then\n switch costume to (costume1 v)\n set [coins v] to (COINS)\n set [speed boost v] to [0]\n end\nend\n\nwhen I receive [colour v]\nhide\n\n@Speed Boost\n\nwhen [space v] key pressed\nhide\n\nwhen I receive [shop v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen this sprite clicked\nif <<<[15] < (COINS)> or <[15] = (COINS)>> and <(costume [number v]) = [1]>> then\n set [speed boost v] to [1]\n change [coins v] by (-15)\n wait (.5) seconds\n forever\n switch costume to (checkmark v)\n end\nelse\n if <not <<[15] < (COINS)> or <[15] = (COINS)>>> then\n switch costume to (costume1 v)\n set [coins v] to (COINS)\n set [speed boost v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [colour v]\nhide\n\n@ Colour\n\nwhen I receive [shop v]\nshow\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nbroadcast (Colour v)\n\nwhen I receive [colour v]\nhide\n\n@NOTHING\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Coin2\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [1]> then\n show\n go to x: (140) y: (-99)\n create clone of (_myself_ v)\n wait until <(Level) = [Never]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [2]> then\n go to x: (-35) y: (-111)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (you v)?> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (you v)?> then\n hide\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [2]> then\n show\n go to x: (0) y: (-110)\n create clone of (_myself_ v)\n wait until <(Level) = [Never]>\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [3]> then\n show\n go to x: (-65) y: (-97)\n create clone of (_myself_ v)\n wait until <(Level) = [Never]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [3]> then\n go to x: (200) y: (-97)\n end\nend\n\nset [level v] to [4]\n\nwhen I start as a clone\nforever\n if <(Level) = [1]> then\n go to x: (12) y: (-40)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [4]> then\n show\n go to x: (190) y: (30)\n create clone of (_myself_ v)\n wait until <(Level) = [Never]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [4]> then\n go to x: (70) y: (30)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [7]> then\n show\n go to x: (90) y: (60)\n create clone of (_myself_ v)\n wait until <(Level) = [Never]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [7]> then\n go to x: (200) y: (100)\n end\nend\n\nset [level v] to [7]\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [8]> then\n show\n go to x: (200) y: (-100)\n create clone of (_myself_ v)\n wait until <(Level) = [Never]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [8]> then\n go to x: (100) y: (-100)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [9]> then\n show\n go to x: (-200) y: (70)\n create clone of (_myself_ v)\n wait until <(Level) = [Never]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [9]> then\n go to x: (-70) y: (100)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [10]> then\n show\n go to x: (-140) y: (10)\n create clone of (_myself_ v)\n wait until <(Level) = [Never]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [10]> then\n go to x: (140) y: (80)\n end\nend\n\n@Red\n\nwhen I receive [colour v]\nshow\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nif <<<[5] < (COINS)> or <[5] = (COINS)>> and <(costume [number v]) = [1]>> then\n broadcast (REd v)\n change [coins v] by (-5)\n wait (.5) seconds\n forever\n switch costume to (costume2 v)\n end\nelse\n if <not <<[5] < (COINS)> or <[5] = (COINS)>>> then\n switch costume to (costume1 v)\n set [coins v] to (COINS)\n set [colour v] to [0]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Blue\n\nwhen I receive [colour v]\nshow\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nif <<<[5] < (COINS)> or <[5] = (COINS)>> and <(costume [number v]) = [1]>> then\n broadcast (Blue v)\n change [coins v] by (-5)\n wait (.5) seconds\n forever\n switch costume to (costume2 v)\n end\nelse\n if <not <<[5] < (COINS)> or <[5] = (COINS)>>> then\n switch costume to (costume1 v)\n set [coins v] to (COINS)\n set [colour v] to [0]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Lime\n\nwhen I receive [colour v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen [space v] key pressed\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nif <<<[5] < (COINS)> or <[5] = (COINS)>> and <(costume [number v]) = [1]>> then\n broadcast (Green v)\n set [colour v] to [1]\n change [coins v] by (-5)\n wait (.5) seconds\n forever\n switch costume to (costume2 v)\n end\nelse\n if <not <<[5] < (COINS)> or <[5] = (COINS)>>> then\n switch costume to (costume1 v)\n set [coins v] to (COINS)\n set [colour v] to [0]\n end\nend\n\n@Shop2\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen this sprite clicked\nbroadcast (Clicked v)\n\nwhen I receive [shop v]\nshow\nswitch costume to (shop open v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen [space v] key pressed\nhide\n\nwhen I receive [colour v]\nhide\n\nwhen I receive [colour v]\nswitch costume to (colours v)\nshow\n\n@TB\n\nwhen flag clicked\nshow variable [coins v]\nhide\nset size to (115) %\n\nshow\n\ngo to [front v] layer\n\nwhen [timer v] > (0.1)\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\n\n
Intro Contest! : Winner gets 25+ follows : https://scratch.mit.edu/projects/481924609/\n\nIntro Requests : https://scratch.mit.edu/studios/28742061/projects/\n\nUse arrow keys or WASD\n\nPlease Like, Fave, and Follow and help me get this on trending and top loved.\n@mY_uSeRnAmE2008 go follow him!\n @Sushi777 Is amazing coder go follow him!Intro
(6th) The Cave -A Platformer
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nforever\n set volume to (20) %\n play sound [TheFatRat - Windfall v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [yv v]\nhide variable [level v]\nset [level v] to [1]\nbroadcast (Reset v)\nforever\n go to [front v] layer\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (player v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (player3 v)\n change [xv v] by (-1.3)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (player2 v)\n change [xv v] by (1.3)\n end\n set [xv v] to ((XV) * (0.85))\n change x by (XV)\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (-4)\n change x by ((XV) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(XV) > [0]> then\n set [xv v] to [-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 change [yv v] by (-1)\n change y by (YV)\n if <touching (platform v)?> then\n change y by ((YV) - ((YV) * (2)))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (platform v)?> 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 <(x position) > [239]> then\n broadcast (Reset v) and wait\n change [level v] by (1)\n end\n if <<touching (spikes v)?> or <<touching (lava v)?> or <<touching (enemy v)?> or <<touching (enemy2 v)?> or <touching (enemy3 v)?>>>>> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (4)\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [xv v] to [0]\nset [yv v] to [0]\nif <not <(Level) = [21]>> then\n go to x: (-216) y: (40)\nelse\n if <(Level) = [21]> then\n go to x: (-216) y: (-40)\n end\nend\n\nwhen [r v] key pressed\nbroadcast (Reset v)\n\nbroadcast (Reset v) and wait\nchange [level v] by (1)\n\n@Platform\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n set y to (0)\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (-359)\nset [ghost v] effect to (100)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.000000000000001)\ngo to [front v] layer\ngo to x: (0) y: (-359)\nglide (0.2) secs to x: (0) y: (0)\n\n@Enemy\n\nwhen flag clicked\nbroadcast (Enemy v)\n\ndefine Glide X: (x) Y: (y) Speed (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [13]> or <<(Level) = [17]> or <<(Level) = [18]> or <(Level) = [19]>>>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [enemy v]\nforever\n if <(Level) = [13]> then\n repeat until <not <(Level) = [13]>>\n show\n set size to (20) %\n point in direction (-90)\n go to x: (150) y: (-95)\n Glide X: [-200] Y: [-95] Speed [10]\n point in direction (90)\n Glide X: [200] Y: [-95] Speed [10]\n end\n else\n if <(Level) = [17]> then\n repeat until <not <(Level) = [17]>>\n show\n set size to (30) %\n point in direction (-90)\n go to x: (150) y: (-95)\n Glide X: [-200] Y: [-95] Speed [10]\n point in direction (90)\n Glide X: [200] Y: [-95] Speed [10]\n end\n else\n if <(Level) = [18]> then\n repeat until <not <(Level) = [18]>>\n show\n set size to (30) %\n point in direction (-90)\n go to x: (150) y: (-95)\n Glide X: [-200] Y: [-95] Speed [10]\n point in direction (90)\n Glide X: [200] Y: [-95] Speed [10]\n end\n else\n if <(Level) = [19]> then\n repeat until <not <(Level) = [19]>>\n show\n set size to (30) %\n point in direction (-90)\n go to x: (150) y: (-95)\n Glide X: [-200] Y: [-95] Speed [7]\n point in direction (90)\n Glide X: [200] Y: [-95] Speed [7]\n end\n else\n hide\n end\n end\n end\n end\nend\n\n@Enemy2\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n repeat until <not <(Level) = [18]>>\n show\n set size to (30) %\n point in direction (90)\n go to x: (-150) y: (-95)\n Glide X: [200] Y: [-95] Speed [10]\n point in direction (-90)\n Glide X: [-200] Y: [-95] Speed [10]\n end\n else\n if <(Level) = [19]> then\n repeat until <not <(Level) = [19]>>\n show\n set size to (30) %\n point in direction (-95)\n go to x: (-150) y: (-95)\n Glide X: [-200] Y: [-95] Speed [7]\n point in direction (90)\n Glide X: [200] Y: [-95] Speed [7]\n end\n else\n hide\n end\n end\nend\n\ndefine Glide X: (x) Y: (y) Speed (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [18]> or <(Level) = [19]>> then\n show\n else\n hide\n end\nend\n\n@Enemy3\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n show\n set size to (30) %\n point in direction (-90)\n go to x: (-75) y: (-95)\n Glide X: [-200] Y: [-95] Speed [30]\n point in direction (90)\n Glide X: [200] Y: [-95] Speed [15]\n else\n hide\n end\nend\n\ndefine Glide X: (x) Y: (y) Speed (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n show\n else\n hide\n end\nend\n\n@Light\n\nwhen flag clicked\nhide\nwait until <(Level) = [4]>\nshow\nclear graphic effects\nset size to (120) %\nforever\n if <not <(Level) = [25]>> then\n show\n go to (player v)\n go to [back v] layer\n set [ghost v] effect to (3)\n change [color v] effect by (0.0001)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n repeat (10)\n change size by (4)\n end\n wait (0.1) seconds\n repeat (10)\n change size by (-4)\n end\nend\n\n@Clouds\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [3]> or <(Level) = [25]>>>> then\n show\n set [ghost v] effect to (40)\n go to x: (-300) y: (140)\n glide (4) secs to x: (300) y: (140)\n else\n hide\n end\nend\n\n
Instructions:\nUse the arrow keys or WASD keys to move. Avoid spikes, lava & enemies. If you get stuck Press R. Press R to reset.\n\nNotes:\n-Hate comments will be REPORTED.\nThere will be a Part 2!! :)\n-Uh... that's it!\n\nCredits:\n-Most code and artwork is by me, @Sushi7777\n-Thank you to @--AwesomeCode-- for part of the player script! (Modified by me)\n-Thank you to @JTHEJET & StartfordJames for some artwork!\n-Music is called: Windfall \n\n\nTags:\n#all #games #art #sushi7777 #cave #platformer
Online Platformer/Hangout
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound (pick random (1) to (4)) until done\nend\n\nwhen I receive [outro v]\nswitch backdrop to (outro v)\n\n@ORIGINAL BY \n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Sup!] to [chat v]\nadd [Over this way!] to [chat v]\nadd [Okey Dokey!] to [chat v]\nadd [Noice!] to [chat v]\nadd [Look at me, Im da platforming king!] to [chat v]\nadd [I. Just. Wanna. GO OVER THERE!] to [chat v]\nadd [XD] to [chat v]\nadd [Sorry GTG!] to [chat v]\nadd [Sorry, but no.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nset [connect v] to [Connecting]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [210]\n set [y v] to [60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [5]\nset [timout v] to [0]\nset [exit v] to []\nset size to (100) %\nshow\nset rotation style [left-right v]\n\ndefine Tick\nif <touching (ladder v)?> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.65))\nelse\n change [sx v] by ((1.8) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.75))\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n set [sy v] to [12]\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [20]\nend\nif <touching (ladder v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n change [y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) < (y position)> and <mouse down?>>> then\n change [y v] by (-6)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timout v] to [0]\nelse\n change [timout v] by (1)\nend\nif <(timout) > [999]> then\n broadcast (timeout v)\n hide\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (jump_through v)?> then\n if <(sy) < [0]> then\n change [y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right up v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left up v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\nwhen flag clicked\nforever\n Test - Die\nend\n\ndefine Test - Die\nif <<touching (spinny v)?> or <touching (danger v)?>> then\n set [exit v] to [die]\n play sound [punch v] until done\nend\nif <touching (enemy sword v)?> then\n set [exit v] to [die]\n play sound [punch v] until done\nend\n\nwhen flag clicked\nforever\n Test For Bye Bye\nend\n\ndefine Test For Bye Bye\nif <touching color (#f4e417)?> then\n broadcast (Outro v)\nend\n\nwhen I receive [outro v]\nstop [all v]\n\nwhen [space v] key pressed\nif <(in air) = [1]> then\n forever\n switch costume to (parachute v)\n end\nend\n\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nclear graphic effects\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value = cloud # (player #)\nif <(player #) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player #) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player #) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player #) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player #) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player #) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player #) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player #) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player #) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player #) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\ndefine tick\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join (value) [A])\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n set rotation style [all around v]\n go to [front v] layer\n point towards (player v)\n switch costume to (arrow v)\n if on edge, bounce\n think []\n set [ghost v] effect to (0)\nelse\n set rotation style [don't rotate v]\n point in direction (90)\n set [ghost v] effect to (10)\n if <(names?) = [0]> then\n think []\n else\n think (value)\n end\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nvalue = read from encoded\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen flag clicked\nset [names? v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names?) = [0]> then\n set [names? v] to [1]\n else\n set [names? v] to [0]\n end\n end\nend\n\ndefine Test - Die\nif <<touching (spinny v)?> or <touching (danger v)?>> then\n set [exit v] to [die]\nend\nif <touching (sword v)?> then\n set [exit v] to [die]\nend\n\n@Connnect\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (170) y: (130)\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n else\n switch costume to (connecting v)\n end\n end\nend\n\nwhen I receive [timeout v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nstop [all v]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [ghost v] effect to (100)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Platforms_Art\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\n\n@Bouncy\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [555] [-102]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((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 [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Chat\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(is the chat open) = [1]>\n repeat (10)\n set size to ((size) + (((100) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(is the chat open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\ndefine GO\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n GO\nend\n\n@Ladder\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Jump_Through\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nset [ghost v] effect to (99)\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Coins\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [coins v] by (1)\n delete this clone\nend\nif <(tick) > [0]> then\n next costume\n set [tick v] to [0]\nelse\n change [tick v] by (1)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [x v] to [0]\nset [tick v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [90] [-90]\nClone at [320] [-90]\nClone at [940] [315]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Coin_counter\n\nwhen flag clicked\nset size to (110) %\nset [clone# v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n go to x: (((clone#) * (15)) - (-55)) y: (155)\n if <(length of (COINS)) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (COINS))\n end\nend\n\n@outro\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [outro v]\ngo to [front v] layer\nshow\n\n@parallax\n\nwhen I receive [tick v]\nGo to (((((@ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) (Y_SHAKE)\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 (item0 v)\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [@id v] to [-1]\nswitch costume to (item1 v)\n\n
Mobile Friendly, arrow keys, wad\n\nT for safe chat options\n\nPretty short, that is why it is also a hangout place :P\nfixing the chat
Winter || -A platformer-
@Stage\n\nwhen flag clicked\nswitch backdrop to (冬の背景 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]\nset size to (56) %\npoint in direction (90)\nshow\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (0.8)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.8)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.92))\n change x by (x)\n if <touching color (#ffdede)?> then\n change y by (1)\n if <touching color (#ffdede)?> then\n change y by (1)\n if <touching color (#ffdede)?> then\n change y by (1)\n if <touching color (#ffdede)?> then\n change y by (1)\n if <touching color (#ffdede)?> then\n change y by (1)\n if <touching color (#ffdede)?> then\n change y by (1)\n if <touching color (#ffdede)?> 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 (#ffdede)?> 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 (#ffdede)?>> 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 <[-174] > (y position)>> then\n set [x v] to [0]\n set [y v] to [0]\n set rotation style [left-right v]\n start sound [Crunch v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-186) y: (13)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <(x position) > [240]> then\n broadcast (次のステージ v)\n go to x: (-186) y: (13)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (キャラクター「しゃがむ」 v)\n else\n switch costume to (キャラクター「普通」 v)\n end\nend\n\nwhen flag clicked\nset volume to (60) %\nforever\n play sound [fuyunosoranomangetsu v] until done\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: (0) y: (-5)\ngo to [front v] layer\nshow\n\nwhen I receive [次のステージ v]\nnext costume\n\n@雪\n\nwhen I start as a clone\ngo to x: (pick random (-230) to (230)) y: (200)\nset size to (pick random (40) to (55)) %\nshow\nrepeat until <<touching (ステージ v)?> or <touching (_edge_ v)?>>\n change y by (pick random (-3) to (-7))\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.15) seconds\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
※日本語は下※\n<English>\nIt is a platformer made with the image of"winter".\nSquat by pressing the down arrow key.\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「冬」をイメージして作ったプラットフォーマーです。冬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薄い白色・・・地面や壁\n赤色・・・障害物\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※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※秋バージョンはこちらから!\nhttps://scratch.mit.edu/projects/474617494\n\n※地面が見にくいのは仕様です。
The Outside World || A platformer
@Stage\n\nwhen I receive [magma v]\nswitch backdrop to (hell v)\n\nwhen flag clicked\nswitch backdrop to (winter v)\n\nwhen I receive [crystal cave v]\nswitch backdrop to (crystal cave v)\n\nwhen I receive [spring v]\nswitch backdrop to (home v)\n\nwhen I receive [restart v]\nswitch backdrop to (winter v)\n\n@Player\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\ngo to x: (-195) y: (-79)\nset [wall jump v] to [0]\nset [speed v] to [0]\nwait (1) seconds\ngo to x: (-195) y: (-79)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n move (5) steps\n if <<touching color (#a32929)?> or <touching color (#5c656a)?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <<touching color (#a32929)?> or <touching color (#5c656a)?>> then\n move (-10) steps\n end\n move (-1) steps\n wait (0.1) seconds\n change y by (5)\n end\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n move (5) steps\n if <<touching color (#a32929)?> or <touching color (#5c656a)?>> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <<touching color (#a32929)?> or <touching color (#5c656a)?>> then\n move (-10) steps\n end\n move (-1) steps\n wait (0.1) seconds\n change y by (5)\n end\n end\n end\n if <<touching color (#a32929)?> or <touching color (#5c656a)?>> then\n move (-10) steps\n end\n if <touching color (#4eaffb)?> then\n set [speed v] to [-1]\n repeat until <not <touching color (#4eaffa)?>>\n change [speed v] by (1)\n move (Speed) steps\n set [speed v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (0.8) seconds\n next costume\nend\n\nwhen I receive [next level! v]\ngo to x: (-205) y: (-6)\n\nwhen flag clicked\ngo [backward v] (1) layers\ngo to x: (-197) y: (-59)\nset [gravity v] to [0]\nforever\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [gravity v] to [3]\n change y by (Gravity)\n repeat until <touching (ground v)?>\n change [gravity v] by (-0.1)\n change y by (Gravity)\n end\n end\n repeat until <touching (ground v)?>\n change y by (-5)\n end\nend\n\nwhen flag clicked\nforever\n if on edge, bounce\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-195) y: (-79)\n end\n if <touching color (#a2ffff)?> then\n go to x: (-195) y: (-79)\n end\n if <touching color (#a91a1a)?> then\n change x by (5)\n end\n if <touching color (#a84343)?> then\n change x by (-5)\n end\n if <touching color (#475d8b)?> then\n change x by (-5)\n end\n if <touching color (#6b748a)?> then\n change x by (5)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n go to x: (-195) y: (-79)\n end\nend\n\nwhen I receive [crystal cave v]\nthink [ Im not selfish but... A few crystals wont matter tho...] for (0.1) seconds\n\nwhen I receive [spring v]\nsay [I'm so hungr-] for (0.5) seconds\nsay [wait what's that?] for (1) seconds\nsay [MY home!?!] for (1) seconds\n\nwhen I receive [restart v]\ngo to x: (-195) y: (-79)\n\n@ground\n\nwhen flag clicked\ngo [backward v] (1) layers\nhide\nswitch costume to (level 1 v)\nbroadcast (Start v)\nwait (1) seconds\nshow\nforever\n if <(costume [number v]) = [12]> then\n broadcast (Spikes! v)\n broadcast (Key!! v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (Magma v)\n end\n if <(costume [number v]) = [10]> then\n broadcast (Crystal cave v)\n end\n if <(costume [number v]) = [9]> then\n broadcast (Way to the cave v)\n end\n if <(costume [number v]) = [13]> then\n broadcast (No spikes v)\n broadcast (Spring v)\n end\n if <(costume [number v]) = [14]> then\n broadcast (End v)\n end\nend\n\nwhen I receive [next level! v]\nnext costume\n\nwhen I receive [restart v]\nswitch costume to (level 1 v)\n\n@Object\n\nwhen flag clicked\nshow\ngo to x: (204) y: (-92)\nforever\n if <touching (player v)?> then\n broadcast (Next level! v)\n end\n if <touching color (#672f17)?> then\n switch costume to (lce v)\n end\n if <<touching color (#a5b49d)?> and <touching color (#8f4a2d)?>> then\n hide\n end\nend\n\nwhen I receive [start v]\nhide\nwait (1) seconds\nshow\n\nwhen flag clicked\nswitch costume to (coal v)\n\nwhen I receive [crystal cave v]\nswitch costume to (crystal v)\n\nwhen I receive [spring v]\nswitch costume to (bread v)\n\n@The outside world\n\nwhen flag clicked\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Start v)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\ngo to [front v] layer\n\n@decor\n\nwhen I start as a clone\nforever\n change y by (pick random (-5) to (-1))\n if <touching (ground v)?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (snow flakes v)\ngo to x: (-205) y: (180)\nforever\n wait (0.5) seconds\n set x to (pick random (-256) to (256))\n create clone of (_myself_ v)\nend\n\nwhen I receive [magma v]\nswitch costume to (lava rain v)\n\nwhen I receive [spring v]\nhide\n\nwhen I receive [crystal cave v]\nswitch costume to (water droplets v)\n\n@skip/credits\n\nwhen this sprite clicked\nbroadcast (Next level! v)\n\nwhen I receive [end v]\nswitch costume to (end v)\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (credits v)\nend\n\nwhen flag clicked\nshow\nswitch costume to (skip v)\n\nwhen I receive [credits v]\nhide\n\nwhen flag clicked\nforever\n wait until <touching (mouse-pointer v)?>\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\nend\n\n@sign\n\nwhen I receive [way to the cave v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [crystal cave v]\nhide\n\n@danger\n\nwhen I receive [spikes! v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [no spikes v]\nhide\n\n@Music\n\nwhen flag clicked\nshow\nset volume to (100) %\nswitch costume to (music v)\n\nwhen flag clicked\nforever\n play sound [♪ You don't need to cry ♪ v] until done\n wait (10) seconds\nend\n\nwhen this sprite clicked\nbroadcast (Music on or off v)\nnext costume\n\nwhen I receive [music on or off v]\nif <(costume [number v]) = [1]> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\n\nwhen flag clicked\nforever\n wait until <touching (mouse-pointer v)?>\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\nend\n\nwhen I receive [credits v]\nhide\n\n@key!\n\nwhen I receive [key!! v]\nshow\nif <touching (player v)?> then\n change [ghost v] effect by (25)\nend\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [no spikes v]\nhide\n\n@Credits\n\nwhen flag clicked\nhide\n\nwhen I receive [credits v]\nshow\nswitch backdrop to (end v)\nswitch costume to (credits v)\nwait (4) seconds\nswitch costume to (credits2 v)\nwait (4) seconds\nswitch costume to (bye.... v)\nwait (3) seconds\nswitch costume to (player's room v)\nwait (2) seconds\nswitch costume to (player crying v)\nwait (5) seconds\nswitch costume to (player angry v)\nwait (6) seconds\nswitch costume to (costume1 v)\nwait (5) seconds\nstop [all v]\n\n@Settings\n\nwhen flag clicked\nshow\nforever\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n show\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n hide\n broadcast (Pause v)\nend\n\nwhen I receive [resume v]\nshow\n\nwhen I receive [credits v]\nhide\n\nwhen flag clicked\nshow\nforever\n wait until <touching (mouse-pointer v)?>\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\nend\n\n@Resume\n\nwhen I receive [pause v]\nshow\nforever\n set size to (100) %\n wait until <touching (mouse-pointer v)?>\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\nend\n\nwait until <touching (mouse-pointer v)?>\nrepeat (10)\n change size by (1)\nend\nwait until <not <touching (mouse-pointer v)?>>\nrepeat (10)\n change size by (-1)\nend\n\nwhen flag clicked\ngo [forward v] (2) layers\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Resume v)\n\nwhen I receive [resume v]\nhide\n\nwait until <touching (mouse-pointer v)?>\n\n@Restart\n\nwhen I receive [pause v]\nshow\ngo [forward v] (2) layers\nforever\n set size to (100) %\n wait until <touching (mouse-pointer v)?>\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\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [resume v]\nhide\n\nwhen this sprite clicked\nbroadcast (restart v)\nwait (0.1) seconds\nbroadcast (Resume v)\n\n@Quit\n\nwhen I receive [pause v]\nshow\ngo to [front v] layer\nforever\n set size to (100) %\n wait until <touching (mouse-pointer v)?>\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\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [resume v]\nhide\n\nwhen this sprite clicked\nbroadcast (quit? y/n v)\n\n@pause menu\n\nwhen flag clicked\ngo [forward v] (1) layers\nclear graphic effects\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [pause v]\nshow\n\nwhen I receive [resume v]\nhide\n\n@Quit?\n\nwhen I receive [quit? y/n v]\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [no quit v]\nhide\n\n@yes\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [quit? y/n v]\nset size to (100) %\ngo to [front v] layer\nshow\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n stop [all v]\n end\nend\n\nwhen I receive [no quit v]\nhide\n\nwhen I receive [quit? y/n v]\nforever\n wait until <touching (mouse-pointer v)?>\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\nend\n\n@no\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [quit? y/n v]\ngo to [front v] layer\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (no quit v)\n hide\n end\nend\n\nwhen I receive [quit? y/n v]\nforever\n wait until <touching (mouse-pointer v)?>\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\nend\n\n
Welcome to the Outside World!\n\n↳ This is the part one of the game. Part two's link is here\nhttps://scratch.mit.edu/projects/496528245/\nAnyways here are the controls\n↬ AWD or arrow keys to move\n↬ You have to go get the coal/ice/crystal/bread and the key\n\n ↳Story↲\nThis is player. He is a very depressed person. Sadly, his family was killed by a group of people. He had nothing to do with them. Once, while going outside, a snow storm began. And for the worst, those people returned. They didn't hurt him but dumped (Yeeted!) him somewhere far from his home.
Game platformer - winter 2
@Stage\n\nwhen flag clicked\nswitch backdrop to (tło1 v)\n\nwhen flag clicked\nforever\n play sound [01-Eliza_Lumley-High_And_Dry v] until done\nend\n\n@Duszek1\n\nwhen flag clicked\ngo to x: (-203) y: (-109)\nset rotation style [don't rotate v]\nforever\n if <touching color (#ffffff)?> then\n set [w górę v] to [0]\n if <key (up arrow v) pressed?> then\n change [w górę v] by (8)\n end\n else\n change [w górę v] by (-0.5)\n end\n change y by (w górę)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n move (5) steps\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n move (5) steps\n end\n if <touching color (#9efff1)?> then\n move (-5) steps\n end\n if <touching (portal v)?> then\n next backdrop\n go to x: (-203) y: (-109)\n end\n if <touching color (#fb0000)?> then\n go to x: (-203) y: (-109)\n start sound [Squeaky Toy v]\n end\n if <touching (duszek2 v)?> then\n go to x: (-203) y: (-109)\n start sound [Squeaky Toy v]\n end\nend\n\nwhen backdrop switches to [tło6 v]\nplay sound [Tada v] until done\nstop [all v]\n\n@portal\n\n@Duszek2\n\nwhen backdrop switches to [tło2 v]\nshow\nset rotation style [left-right v]\nforever\n move (10) steps\n if on edge, bounce\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [tło6 v]\nhide\n\n@Duszek3\n\nwhen flag clicked\nswitch costume to (kostium1 v)\n\nwhen this sprite clicked\nnext costume\nforever\n stop all sounds\nend\n\n
STEROWANIE:\nstrzałki \n\nuważaj na czerwony.
BIEDRONKA - a scrolling platformer in 1h
@Stage\n\nwhen flag clicked\nset [brightness v] effect to (-30)\n\nwhen flag clicked\nforever\n play sound [touhou-155-aocf-ost-tonight-stars-an-easygoing-egoist-live-ver-egoistic-flowers v] until done\nend\n\n@gracz\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\nswitch costume to (player v)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [sx v] by (-2)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [sx v] by (2)\n point in direction (90)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> 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\nswitch costume to (biedronka v)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (chodzenie)\nelse\n switch costume to (biedronka 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 (poziom 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 (poziom v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (poziom 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 (poziom 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 set [chodzenie v] to [2]\n wait (0.2) seconds\n set [chodzenie v] to [3]\n wait (0.2) seconds\n set [chodzenie v] to [4]\n wait (0.2) seconds\nend\n\nwhen I receive [zakończ grę v]\nhide\n\nset [☁ highscore v] to [12.111]\n\n@poziom\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\npozycja ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nswitch costume to (poziom 0 0 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nTWÓRZ KLONY WRY x: [0] y: [0]\nTWÓRZ KLONY WRY x: [360] y: [0]\nTWÓRZ KLONY WRY x: ((360) * (2)) y: [0]\nTWÓRZ KLONY WRY x: ((360) * (3)) y: [0]\nTWÓRZ KLONY WRY x: ((360) * (4)) y: [0]\nTWÓRZ KLONY WRY x: ((360) * (5)) y: [180]\nTWÓRZ KLONY WRY x: ((360) * (7)) y: [0]\nTWÓRZ KLONY WRY x: ((360) * (8)) y: [0]\nTWÓRZ KLONY WRY x: ((360) * (9)) y: [0]\nTWÓRZ KLONY WRY x: ((360) * (10)) y: [0]\nTWÓRZ KLONY WRY x: ((360) * (11)) y: [0]\nTWÓRZ KLONY WRY x: ((360) * (12)) y: [0]\nTWÓRZ KLONY WRY x: ((360) * (13)) y: [180]\nset [x v] to []\nset [y v] to []\nbroadcast (setap v.2 v)\n\ndefine pozycja (x) (y)\nif <<(x) = []> and <(y) = []>> then\n hide\nelse\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine TWÓRZ KLONY WRY x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nnext costume\nnext costume\n\n@tło\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\npozycja ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setap v.2 v]\nswitch costume to (poziom 0 0 v)\nset [ghost v] effect to (30)\nhide\nset [x v] to [0]\nset [y v] to [0]\nTWÓRZ KLONY WRY x: [0] y: [0]\nTWÓRZ KLONY WRY x: [360] y: [0]\nTWÓRZ KLONY WRY x: ((360) * (2)) y: [0]\nTWÓRZ KLONY WRY x: ((360) * (3)) y: [0]\nTWÓRZ KLONY WRY x: ((360) * (4)) y: [0]\nTWÓRZ KLONY WRY x: ((360) * (5)) y: [180]\nTWÓRZ KLONY WRY x: ((360) * (7)) y: [0]\nTWÓRZ KLONY WRY x: ((360) * (8)) y: [0]\nTWÓRZ KLONY WRY x: ((360) * (9)) y: [0]\nTWÓRZ KLONY WRY x: ((360) * (10)) y: [0]\nTWÓRZ KLONY WRY x: ((360) * (11)) y: [0]\nTWÓRZ KLONY WRY x: ((360) * (12)) y: [0]\nTWÓRZ KLONY WRY x: ((360) * (13)) y: [180]\nset [x v] to []\nset [y v] to []\n\ndefine pozycja (x) (y)\nif <<(x) = []> and <(y) = []>> then\n hide\nelse\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine TWÓRZ KLONY WRY x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nnext costume\nnext costume\n\n@mleczko\n\nwhen [space v] key pressed\nadd (((SCROLL X) + ([x position v] of [gracz v])) + (mouse x)) to [x i y mleczka v]\nadd (((SCROLL Y) + ([y position v] of [gracz v])) + (mouse y)) to [x i y mleczka v]\n\nwhen flag clicked\nTWÓRZ KLONY PAJACU\n\ndefine TWÓRZ KLONY PAJACU\nset [id v] to [0]\nrepeat ((length of [x i y mleczka v]) / (2))\n switch costume to (kostium1 v)\n change [id v] by (1)\n set [x v] to (item (id) of [x i y mleczka v])\n change [id v] by (1)\n set [y v] to (item (id) of [x i y mleczka v])\n create clone of (_myself_ v)\nend\nset [id v] to [0]\n\nwhen I receive [tick v]\npozycja ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine pozycja (x) (y)\nif <(id) = [0]> then\n hide\nelse\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n if <touching (gracz v)?> then\n start sound [Coin v]\n change [zebrane mleka v] by (1)\n delete this clone\n end\n if <(id) = [18]> then\n switch costume to (kostium2 v)\n else\n switch costume to (kostium1 v)\n end\n else\n hide\n end\nend\n\ndelete all of [x i y mleczka v]\n\nwhen flag clicked\nset [zebrane mleka v] to [0]\nwait until <(zebrane mleka) = [9]>\nbroadcast (zakończ grę v)\n\n@wgrałeś pog cham,p\n\nwhen flag clicked\nhide variable [☁ highscore v]\nhide variable [your score v]\nswitch costume to (gra zatrzymana v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\n set [your score v] to (timer)\nend\n\nwhen I receive [zakończ grę v]\nswitch costume to (kostium1 v)\nshow variable [☁ highscore v]\nshow variable [your score v]\nif <(☁ HIGHSCORE) > (YOUR SCORE)> then\n set [☁ highscore v] to (YOUR SCORE)\nend\nstop [all v]\n\ngo to [front v] layer\n\n@Duszek1\n\nwhen flag clicked\nset [zebrane mleka v] to [0]\nhide\n\n
speedrunning: on !!!\n\nThis project was made in 1h, consider it while commenting.\n\nTen projekt został zrobiony w godzinę, weź to pod uwagę podczas komentowania.\n\nw,a,s,d / strzałki - sterowanie\nzbieraj mleka aby wygrać!\n\nteż możecie zrobić takie wyzwanie na projekt w godzinę c:, napiszcie w komentarzach czy chcecie takie globalne wyzwanie!
Sky Jump! [Platformer]
@Stage\n\nwhen flag clicked\nset [music v] to [1]\nset [volume v] to [20]\n\nwhen flag clicked\nshow variable [volume v]\nforever\n set volume to (Volume) %\nend\n\nwhen flag clicked\nforever\n if <(Music) = [1]> then\n stop all sounds\n play sound [Vexento - Happy Robot v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Music) = [2]> then\n stop all sounds\n play sound [Vexento - Floating With You v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Music) = [0]> then\n stop all sounds\n end\nend\n\nwhen flag clicked\nforever\n if <(Music) = [3]> then\n stop all sounds\n play sound [Xaf - Inferno v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Music) = [4]> then\n stop all sounds\n play sound [Xaf - Sunshine v] until done\n end\nend\n\n@less lag\n\n@Player\n\nwhen flag clicked\nforever\n change [yv v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((XV) * (0.9))\n change x by (XV)\n if <<<touching (levels v)?> or <touching (breakaway platform v)?>> or <touching (moving platform v)?>> then\n change y by (1)\n if <<<touching (levels v)?> or <touching (breakaway platform v)?>> or <touching (moving platform v)?>> then\n change y by (1)\n if <<<touching (levels v)?> or <touching (breakaway platform v)?>> or <touching (moving platform v)?>> then\n change y by (1)\n if <<<touching (levels v)?> or <touching (breakaway platform v)?>> or <touching (moving platform v)?>> then\n change y by (1)\n if <<<touching (levels v)?> or <touching (breakaway platform v)?>> or <touching (moving platform v)?>> then\n change y by (1)\n end\n end\n end\n end\n end\n if <<<touching (levels v)?> or <touching (breakaway platform v)?>> or <touching (moving platform v)?>> then\n change y by (-5)\n change x by ((XV) * (-1))\n set [xv v] to [0]\n end\n change y by (YV)\n if <<<touching (levels v)?> or <touching (breakaway platform v)?>> or <touching (moving platform v)?>> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n if <<touching (levels v)?> or <<touching (breakaway platform v)?> or <touching (moving platform v)?>>> then\n set [yv v] to [15]\n switch costume to (player ^ v)\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <(y position) = [184]> then\n change [level v] by (1)\n set y to (-160)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-182]> then\n set y to (160)\n change [level v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <(HP) = [0]> then\n broadcast (Game over v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (damage v)?> then\n broadcast (Dmg v)\n change [hp v] by (-1)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (heart v)?> then\n change [hp v] by (1)\n play sound [pop v] until done\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nset [hp v] to [3]\nset [level v] to [1]\nset [money v] to [0]\nshow variable [level v]\nshow variable [money v]\nhide variable [accessories v]\nhide variable [body color v]\nhide variable [a v]\nshow variable [music v]\nswitch backdrop to (backdrop1 v)\nswitch costume to (player v)\nset size to (100) %\ngo to x: (0) y: (-120)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\n\nwhen flag clicked\nforever\n if <touching (coin v)?> then\n change [money v] by (1)\n play sound [magic spell v] until done\n wait (0.5) seconds\n end\nend\n\nwhen I receive [invincibility v]\nforever\n if <(lasts for) < [60]> then\n if <touching (damage v)?> then\n broadcast (Inv v)\n change [hp v] by (1)\n wait (0.5) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (player >>> v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (player <<< v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (d v) pressed?> and <key (w v) pressed?>>> then\n switch costume to (player >>> ^ v)\n end\n if <<<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (a v) pressed?> and <key (w v) pressed?>>> then\n switch costume to (player <<< ^ v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<(YV) < [0]> and <key (right arrow v) pressed?>> or <<(YV) < [0]> and <key (d v) pressed?>>> then\n switch costume to (player >>> v v)\n end\n if <<<(YV) < [0]> and <key (left arrow v) pressed?>> or <<(YV) < [0]> and <key (a v) pressed?>>> then\n switch costume to (player <<< v v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<<(YV) < [0]> and <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> or <key (down arrow v) pressed?>> or <key (s v) pressed?>> then\n switch costume to (player v v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(YV) = [0]> and <not <<<<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (up arrow v) pressed?>>> or <key (down arrow v) pressed?>> or <<<<<key (space v) pressed?> or <key (w v) pressed?>> or <key (a v) pressed?>> or <key (d v) pressed?>> or <key (s v) pressed?>>>>> then\n switch costume to (player v)\n end\nend\n\nwhen flag clicked\nforever\n set [color v] effect to (Body color)\nend\n\nwhen flag clicked\nforever\n set volume to (Volume) %\nend\n\nwhen flag clicked\nforever\n if <touching (breakaway hit v)?> then\n broadcast (345 v)\n end\n wait until <not <touching (breakaway hit v)?>>\nend\n\n@Levels\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (level1 v)\nshow\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [4]> or >>> then\n switch backdrop to (backdrop1 v)\n end\nend\n\nforever\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [4]> or >>> then\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\n switch backdrop to (level)\nend\n\n@Heart\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nforever\n if <<(level) = [5]> or <<(level) = [7]> or <<(level) = [8]> or <<(level) = [10]> or <<(level) = []> or <<(level) = []> or <<(level) = []> or >>>>>>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n go to x: (35) y: (-77)\n show\n if <touching (player v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n go to x: (215) y: (0)\n show\n if <touching (player v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n set volume to (Volume) %\nend\n\n@Coin\n\nwhen flag clicked\nhide\n\ngo to (random position v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nif <(level) = [1]> then\n if <(pick random (1) to (6)) = [2]> then\n forever\n go to x: (60) y: (0)\n show\n if <not <(level) = [1]>> then\n hide\n end\n if <touching (player v)?> then\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n broadcast (2 v)\n wait (30) seconds\n end\nend\n\nwhen I receive [2 v]\nhide\nif <(pick random (1) to (5)) = [2]> then\n forever\n go to x: (-55) y: (-5)\n show\n if <not <(level) = [2]>> then\n hide\n end\n if <touching (player v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n broadcast (3 v)\n wait (30) seconds\n end\nend\n\nwhen I receive [3 v]\nhide\nif <(pick random (1) to (4)) = [2]> then\n forever\n go to x: (5) y: (70)\n show\n if <not <(level) = [3]>> then\n hide\n end\n if <touching (player v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n broadcast (4 v)\n wait (30) seconds\n end\nend\n\nwhen I receive [4 v]\nhide\nif <(pick random (1) to (4)) = [2]> then\n forever\n go to x: (-153) y: (15)\n show\n if <not <(level) = [4]>> then\n hide\n end\n if <touching (player v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n broadcast (5 v)\n wait (30) seconds\n end\nend\n\nwhen I receive [5 v]\nhide\nif <(pick random (1) to (4)) = [2]> then\n forever\n go to x: (-63) y: (-133)\n show\n if <not <(level) = [5]>> then\n hide\n end\n if <touching (player v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n broadcast (6 v)\n wait (30) seconds\n end\nend\n\nwhen I receive [6 v]\nhide\nif <(pick random (1) to (4)) = [2]> then\n forever\n go to x: (213) y: (65)\n show\n if <not <(level) = [6]>> then\n hide\n end\n if <touching (player v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n broadcast (7 v)\n wait (30) seconds\n end\nend\n\nwhen I receive [7 v]\nhide\nif <(pick random (1) to (4)) = [2]> then\n forever\n go to x: (41) y: (60)\n show\n if <not <(level) = [7]>> then\n hide\n end\n if <touching (player v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n broadcast (8 v)\n wait (30) seconds\n end\nend\n\nwhen I receive [8 v]\nhide\nif <(pick random (1) to (3)) = [2]> then\n forever\n go to x: (83) y: (-13)\n show\n if <not <(level) = [8]>> then\n hide\n end\n if <touching (player v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n broadcast (9 v)\n wait (30) seconds\n end\nend\n\nwhen I receive [9 v]\nhide\nif <(pick random (1) to (3)) = [2]> then\n forever\n go to x: (-20) y: (-105)\n show\n if <not <(level) = [9]>> then\n hide\n end\n if <touching (player v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n broadcast (10 v)\n wait (30) seconds\n end\nend\n\nwhen I receive [10 v]\nhide\nif <(pick random (1) to (3)) = [2]> then\n forever\n go to x: (115) y: (35)\n show\n if <not <(level) = [10]>> then\n hide\n end\n if <touching (player v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [11 v]\nhide\nif <(pick random (1) to (3)) = [2]> then\n forever\n go to x: (59) y: (-25)\n show\n if <not <(level) = [11]>> then\n hide\n end\n if <touching (player v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n broadcast (11 v)\n wait (30) seconds\n end\nend\n\nwhen I receive [12 v]\nhide\nif <(pick random (1) to (3)) = [2]> then\n forever\n go to x: (68) y: (118)\n show\n if <not <(level) = [12]>> then\n hide\n end\n if <touching (player v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n broadcast (12 v)\n wait (30) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n broadcast (13 v)\n wait (30) seconds\n end\nend\n\nwhen I receive [13 v]\nhide\nif <(pick random (1) to (3)) = [2]> then\n forever\n go to x: (-205) y: (20)\n show\n if <not <(level) = [13]>> then\n hide\n end\n if <touching (player v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [14 v]\nhide\nif <(pick random (1) to (3)) = [2]> then\n forever\n go to x: (191) y: (29)\n show\n if <not <(level) = [14]>> then\n hide\n end\n if <touching (player v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n broadcast (14 v)\n wait (30) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n broadcast (15 v)\n wait (30) seconds\n end\nend\n\nwhen I receive [15 v]\nhide\nif <(pick random (1) to (3)) = [2]> then\n forever\n go to x: (191) y: (29)\n show\n if <not <(level) = [15]>> then\n hide\n end\n if <touching (player v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n set volume to (Volume) %\nend\n\n@ded\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nswitch costume to (ded v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nstop [all v]\n\nwhen I receive [dmg v]\nif <(lasts for) = [60]> then\n switch costume to (dmg v)\n show\n wait (0.05) seconds\n hide\nend\n\nwhen I receive [invincibility v]\nif <(lasts for) = [60]> then\n set [lasts for v] to [60]\nend\nshow variable [lasts for v]\nrepeat (600)\n change [lasts for v] by (-0.1)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nset [lasts for v] to [60]\nhide variable [lasts for v]\n\nwhen I receive [inv v]\nif <(lasts for) < [60]> then\n switch costume to (inv v)\n show\n wait (0.07) seconds\n hide\nend\n\n@HP\n\nwhen flag clicked\nforever\n if <(HP) = [1]> then\n switch costume to (hp1 v)\n end\n if <(HP) = [2]> then\n switch costume to (hp2 v)\n end\n if <(HP) = [3]> then\n switch costume to (hp3 v)\n end\n if <(HP) = [4]> then\n switch costume to (hp4 v)\n end\n if <(HP) = [5]> then\n switch costume to (hp5 v)\n end\n if <(HP) = [6]> then\n switch costume to (hp6 v)\n end\n if <(HP) = [7]> then\n switch costume to (hp7 v)\n end\n if <(HP) = [8]> then\n switch costume to (hp8 v)\n end\n if <(HP) = [9]> then\n switch costume to (max hp9 v)\n end\n if <(HP) = [5]> then\n if <(Max HP) = [5]> then\n switch costume to (max hp5 v)\n end\n end\n if <(HP) = [6]> then\n if <(Max HP) = [6]> then\n switch costume to (max hp6 v)\n end\n end\n if <(HP) = [7]> then\n if <(Max HP) = [7]> then\n switch costume to (max hp7 v)\n end\n end\n if <(HP) = [8]> then\n if <(Max HP) = [8]> then\n switch costume to (max hp8 v)\n end\n end\nend\n\nwhen flag clicked\ngo to x: (160) y: (170)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n if <(HP) > [9]> then\n set [hp v] to [9]\n end\nend\n\nwhen flag clicked\nset [max hp v] to [5]\n\nwhen flag clicked\nforever\n if <(Max HP) = [8]> then\n if <(HP) > [8]> then\n set [hp v] to [8]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Max HP) = [7]> then\n if <(HP) > [7]> then\n set [hp v] to [7]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Max HP) = [6]> then\n if <(HP) > [6]> then\n set [hp v] to [6]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Max HP) = [5]> then\n if <(HP) > [5]> then\n set [hp v] to [5]\n end\n end\nend\n\nwhen I receive [open shop v]\nwait (0.1) seconds\ngo to [front v] layer\n\n@Breakaway platform\n\nwhen flag clicked\nswitch costume to (coin v)\nhide\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>> then\n broadcast (hide B v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [1]> or <<(level) = [2]> or <<(level) = [3]> or <<(level) = [4]> or <<(level) = [5]> or <<(level) = [6]> or <<(level) = [7]> or <<(level) = [8]> or <<(level) = []> or <<(level) = []> or <<(level) = []> or <<(level) = []> or <<(level) = []> or <<(level) = []> or <<(level) = []> or >>>>>>>>>>>>>>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n go to x: (-145) y: (-120)\n show\n if <(costume [number v]) = [1]> then\n broadcast (show B v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n go to x: (55) y: (-120)\n show\n if <(costume [number v]) = [1]> then\n broadcast (show B v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n go to x: (60) y: (-40)\n show\n if <(costume [number v]) = [1]> then\n broadcast (show B v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n go to x: (-20) y: (-120)\n show\n if <(costume [number v]) = [1]> then\n broadcast (show B v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n go to x: (30) y: (-140)\n show\n if <(costume [number v]) = [1]> then\n broadcast (show B v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n go to x: (-200) y: (-90)\n show\n if <(costume [number v]) = [1]> then\n broadcast (show B v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n go to x: (0) y: (-65)\n show\n if <(costume [number v]) = [1]> then\n broadcast (show B v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n show\n go to x: (0) y: (60)\n set x to (([sin v] of ((timer) * (100)) ) * (100))\n if <(costume [number v]) = [1]> then\n broadcast (show B v)\n end\n end\nend\n\nwhen I receive [345 v]\nswitch costume to (coin v)\nwait (0.2) seconds\nswitch costume to (coin2 v)\nwait (0.2) seconds\nswitch costume to (coin3 v)\nwait (3) seconds\nswitch costume to (coin2 v)\nwait (0.1) seconds\nswitch costume to (coin v)\n\n@Breakaway hit\n\nwhen flag clicked\nhide\n\nwhen I receive [go to breakaway v]\nforever\n go to (breakaway platform v)\n stop [this script v]\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [back v] layer\nforever\n broadcast (Go to Breakaway v)\nend\n\nwhen I receive [show b v]\nshow\n\nwhen I receive [hide b v]\nhide\n\nwhen I receive [345 v]\ngo to (breakaway platform v)\n\n@Moving platform\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n go to x: (0) y: (50)\n set x to (([sin v] of ((timer) * (70)) ) * (80))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n show\n go to x: (-20) y: (-60)\n set x to (([sin v] of ((timer) * (70)) ) * (100))\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [1]> or <<(level) = [2]> or <<(level) = [3]> or <<(level) = [5]> or <<(level) = [6]> or <<(level) = [7]> or <<(level) = [8]> or <<(level) = [9]> or <<(level) = [10]> or <<(level) = [11]> or <<(level) = [12]> or <<(level) = [16]> or <<(level) = []> or <<(level) = []> or <<(level) = []> or >>>>>>>>>>>>>>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n show\n go to x: (60) y: (-40)\n set x to (([sin v] of ((timer) * (70)) ) * (70))\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n show\n go to x: (0) y: (60)\n set x to (([sin v] of ((timer) * (50)) ) * (200))\n end\nend\n\n@Shop\n\nwhen flag clicked\nswitch costume to (shop v)\ngo to x: (202) y: (-160)\nwait (0.1) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (back v)\n go to x: (202) y: (-160)\n broadcast (Open Shop v)\n wait (0.1) seconds\n go to [front v] layer\n show\nelse\n if <(costume [number v]) = [2]> then\n switch costume to (shop v)\n go to x: (202) y: (-160)\n broadcast (Close Shop v)\n end\nend\n\n@Shop menu\n\nwhen flag clicked\nhide\n\nwhen I receive [open shop v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [close shop v]\nhide\n\n@Plus 1 max HP\n\nwhen flag clicked\nhide\n\nwhen I receive [open shop v]\nswitch costume to (shop v)\nset size to (60) %\ngo to x: (180) y: (90)\nwait (0.1) seconds\ngo to [front v] layer\nshow\n\nwhen I receive [close shop v]\nhide\n\nwhen this sprite clicked\nif <(Money) > [0]> then\n change [money v] by (-1)\n change [max hp v] by (1)\nend\n\nwhen this sprite clicked\nif <(Max HP) > [9]> then\n set [max hp v] to [9]\n change [money v] by (3)\nend\n\nwhen this sprite clicked\nif <(Money) < [1]> then\n switch costume to (shop4 v)\n wait (1) seconds\n switch costume to (shop v)\nend\n\nwhen this sprite clicked\nif <(Max HP) > [8]> then\n switch costume to (shop2 v)\n wait (1) seconds\n switch costume to (shop v)\nend\n\nwhen this sprite clicked\nplay sound [pop v] until done\n\nwhen flag clicked\nforever\n set volume to (Volume) %\nend\n\n@Plus 1 HP\n\nwhen flag clicked\nhide\n\nwhen I receive [open shop v]\nswitch costume to (shop v)\nset size to (60) %\ngo to x: (180) y: (30)\nwait (0.1) seconds\ngo to [front v] layer\nshow\n\nwhen I receive [close shop v]\nhide\n\nwhen this sprite clicked\nwait (0.1) seconds\nif <(Max HP) > (HP)> then\n if <(Money) > [0]> then\n change [money v] by (-1)\n change [hp v] by (1)\n end\nend\n\nwhen this sprite clicked\nif <<(Max HP) < (HP)> or <(Max HP) = (HP)>> then\n switch costume to (shop2 v)\n wait (1) seconds\n switch costume to (shop v)\nend\n\nwhen this sprite clicked\nif <(Money) < [1]> then\n switch costume to (shop4 v)\n wait (1) seconds\n switch costume to (shop v)\nend\n\nwhen this sprite clicked\nplay sound [pop v] until done\n\nchange volume by (-10)\n\nwhen flag clicked\nforever\n set volume to (Volume) %\nend\n\n@Invincibility\n\nwhen flag clicked\nhide\n\nwhen I receive [open shop v]\nswitch costume to (shop v)\nset size to (60) %\ngo to x: (180) y: (-30)\nwait (0.1) seconds\ngo to [front v] layer\nshow\n\nwhen I receive [close shop v]\nhide\n\nwhen this sprite clicked\nif <(Money) > [5]> then\n if <(Y) < [2]> then\n change [y v] by (1)\n broadcast (Invincibility v)\n change [money v] by (-6)\n show variable [lasts for v]\n end\nend\n\nwhen this sprite clicked\nwait (0.0001) seconds\nif <(Y) = [2]> then\n switch costume to (shop2 v)\n wait (1) seconds\n switch costume to (shop v)\nend\n\nwhen flag clicked\nwait (0.5) seconds\nforever\n if <(lasts for) < [60]> then\n if <(Y) = [3]> then\n forever\n set [y v] to [2]\n end\n end\n end\nend\n\nwhen flag clicked\nset [y v] to [1]\n\nwhen this sprite clicked\nif <(Money) < [20]> then\n switch costume to (shop4 v)\n wait (1) seconds\n switch costume to (shop v)\nend\n\nwhen this sprite clicked\nif <(Money) < [6]> then\n switch costume to (shop4 v)\n wait (1) seconds\n switch costume to (shop v)\nend\n\nwhen flag clicked\nforever\n if <(lasts for) < [0]> then\n set [lasts for v] to [60]\n set [y v] to [1]\n hide variable [lasts for v]\n end\nend\n\nwhen this sprite clicked\nplay sound [pop v] until done\n\nwhen flag clicked\nforever\n set volume to (Volume) %\nend\n\n@?\n\nwhen I receive [open shop v]\nswitch costume to (shop v)\nset size to (60) %\ngo to x: (180) y: (-30)\nwait (0.1) seconds\ngo to [front v] layer\n\nshow\n\nwhen I receive [close shop v]\nhide\n\nwhen this sprite clicked\nplay sound [pop v] until done\n\nwhen flag clicked\nforever\n set volume to (Volume) %\nend\n\nwhen flag clicked\nhide\n\n@Shop2\n\nwhen flag clicked\nswitch costume to (accessories v)\ngo to x: (202) y: (-127)\nwait (0.1) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (back v)\n go to x: (202) y: (-127)\n broadcast (Open accessories v)\n show variable [accessories v]\n show variable [body color v]\n wait (0.1) seconds\n go to [front v] layer\n show\nelse\n if <(costume [number v]) = [2]> then\n switch costume to (accessories v)\n go to x: (202) y: (-127)\n broadcast (Close accessories v)\n hide variable [accessories v]\n hide variable [body color v]\n wait (0.1) seconds\n go to [front v] layer\n show\n end\nend\n\n@ Accessories menu\n\nwhen flag clicked\nhide\n\nwhen I receive [open accessories v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [close accessories v]\nhide\n\n@2\n\nwhen flag clicked\nhide\nforever\n set [color v] effect to (Body color)\nend\n\nwhen I receive [open accessories v]\nset size to (400) %\ngo to x: (0) y: (35)\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [close accessories v]\nhide\n\n@Accessories 2\n\nwhen flag clicked\nshow\ngo to (2 v)\n\nwhen flag clicked\nforever\n switch costume to (Accessories)\nend\n\nwhen I receive [close accessories v]\nhide\n\nwhen I receive [open accessories v]\nset size to (400) %\ngo to x: (0) y: (35)\nshow\nwait (0.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\nset [accessories v] to [0]\nset [body color v] to [14]\n\nwhen flag clicked\n\n@Thumbnail\n\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nshow\nhide variable [level v]\nhide variable [money v]\nhide variable [max hp v]\nhide variable [volume v]\nhide variable [body color v]\nhide variable [accessories v]\nhide variable [music v]\n\nwhen flag clicked\nhide\n\n@Aim here \n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n show\n go to x: (-95) y: (130)\n wait (20) seconds\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n hide\n end\nend\n\n@Accessories \n\nwhen flag clicked\nset [accessories v] to [0]\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nshow\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n switch costume to (Accessories)\nend\n\nforever\n if <(Accessories) = [3]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (ninja >>> v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (ninja v)\n end\n end\nend\n\nwhen flag clicked\nforever\n broadcast (go to player v)\nend\n\nstop [this script v]\n\nwhen I receive [go to player v]\nshow\nforever\n go to (player v)\n stop [this script v]\nend\n\n@Damage \n\nwhen flag clicked\nswitch costume to (1 v)\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <(level) < [1]> then\n set [level v] to [1]\n end\nend\n\n@Hide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n show variable [volume v]\n show variable [music v]\n broadcast (show v)\n switch costume to (hide variable v)\n go to x: (-80) y: (-163)\nelse\n if <(costume [number v]) = [2]> then\n hide variable [volume v]\n hide variable [music v]\n broadcast (hide v)\n switch costume to ( show variable v)\n go to x: (-220) y: (-163)\n end\nend\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (hide variable v)\ngo to x: (-80) y: (-163)\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [close shop v]\nshow variable [volume v]\nshow variable [music v]\nshow\n\nwhen I receive [open shop v]\nhide variable [volume v]\nhide variable [music v]\nhide\n\nwhen I receive [close shop v]\nif <(costume [number v]) = [1]> then\n hide variable [volume v]\n hide variable [music v]\nend\n\nwhen I receive [close accessories v]\nshow variable [volume v]\nshow variable [music v]\nshow\n\nwhen I receive [open accessories v]\nhide variable [volume v]\nhide variable [music v]\nhide\n\nwhen I receive [close accessories v]\nif <(costume [number v]) = [1]> then\n hide variable [volume v]\n hide variable [music v]\nend\n\n@Music\n\nwhen flag clicked\nshow\nforever\n switch costume to (Music)\nend\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\n@Instructions \n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen this sprite clicked\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n switch costume to (2 v)\nelse\n if <(costume [number v]) = [2]> then\n switch costume to (1 v)\n end\nend\n\nwhen flag clicked\nforever\n\nwhen I receive [2 v]\n\n
-----Instructions-------------------------------------------------------\nUse arrow keys or wasd to move or space key to jump.\n\n----- Recent Update--------------------------------------------------\n\nLowered prices in shop\n\n-----Future updates---------------------------------------------------\n\nMore levels \nmore items and/or power-ups
Եհҽ զմҽՏԵ ƒօɾ ᑕᗩᖇᖇOTᔕ—a Scrolling Platformer
@Stage\n\nwhen flag clicked\nbroadcast (engine_start v)\nforever\n play sound [Unlimited v] until done\nend\n\n@Cover\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nwait (0.01) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n wait (0.01) seconds\n go to [front v] layer\nend\n\n@Clover\n\nwhen I receive [engine_tick v]\nswitch costume to (PlayerLastC)\nif <<(PlayerY) > [0]> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n switch costume to (jump v)\nelse\n if <(PlayerY) < [0]> then\n switch costume to (jump2 v)\n switch costume to (jump3 v)\n switch costume to (fall v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <<[1] < (costume [number v])> and <[25] > (costume [number v])>> then\n next costume\n wait (0.04) seconds\n else\n switch costume to (walk1 v)\n end\n else\n switch costume to (stand v)\n end\n end\nend\nset [playerlastc v] to (costume [number v])\n\nwhen I receive [engine_start v]\nshow\npoint in direction (90)\ngo to x: (0) y: (180)\nset rotation style [left-right v]\ngo to [front v] layer\nset size to (80) %\nset [playerx v] to [0]\nset [playery v] to [-3]\nforever\n switch costume to (hitbox v)\n change [playery v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [playerx v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [playerx v] by (1)\n end\n set [playerx v] to ((PlayerX) * (0.9))\n if <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((PlayerX) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [playery v] to [15]\n if <([abs v] of (PlayerX) ) = (PlayerX)> then\n set [playerx v] to [-15]\n else\n set [playerx v] to [10]\n end\n else\n set [playerx v] to [0]\n end\n end\n change y by (PlayerY)\n if <touching (ground v)?> then\n change y by ((PlayerY) - ((PlayerY) * (2)))\n set [playery 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 [playery v] to [15]\n end\n change y by (1)\n set x to (0)\n set [all_sprite v] to (PlayerX)\n if <<<<touching (_edge_ v)?> and <[-10] > (y position)>> or <key (r v) pressed?>> or <touching (dangers v)?>> then\n switch costume to (die v)\n repeat (13)\n next costume\n wait (0.04) seconds\n end\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait until <not <key (r v) pressed?>>\n set [ghost v] effect to (0)\n switch costume to (stand v)\n set [playerx v] to [0]\n set [playery v] to [-3]\n set [all_sprite v] to [-300]\n point in direction (90)\n set y to (180)\n end\n broadcast (engine_tick v) and wait\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nhide\n\n@Ground\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (ALL_SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (part1 v)\nset [numberofparts v] to [16]\nrepeat ((NumberOfParts) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\n@Decor\n\nwhen I receive [engine_tick v]\ngo [backward v] (1) layers\nset [scrollx v] to ((ScrollX) + (ALL_SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (1 v)\nset [numberofparts v] to [15]\nrepeat ((NumberOfParts) - (1))\n go [backward v] (999) layers\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\n@Border\n\nwhen I receive [engine_start v]\nwait (0.01) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@dangers\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (ALL_SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (part1 v)\nset [numberofparts v] to [16]\nrepeat ((NumberOfParts) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\n@carrots\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (ALL_SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (part1 v)\nset [numberofparts v] to [14]\nrepeat ((NumberOfParts) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\nwhen I receive [engine_tick v]\nif <touching (clover v)?> then\n delete this clone\nelse\n show\nend\n\n@You win\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (ALL_SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (part1 v)\nset [numberofparts v] to [16]\nrepeat ((NumberOfParts) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\nwhen I receive [engine_tick v]\nif <touching (clover v)?> then\n broadcast (Lalala v) and wait\nend\n\n@Sprite1\n\nwhen I receive [lalala v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nrepeat (13)\n next costume\n wait (0.05) seconds\nend\nstop [all v]\n\nwhen flag clicked\nhide\n\n@Blank\n\n
Hey! I know all the bugs, but I tried and failed to fix them. So I’m sorry people. Maybe you can remix and fix em. Or make mobile. Ok? \n LORDY PEOPLE STILL PLAY THIS? I HAD 3K+ Messages yesterday and today almost 1k+ yeeeeet\nThis is possible or else it wouldn’t have gottten second in a contest\nOH MY LORDY FEATURED? OMG THANKS YOU THANK YOU THANK YOU! MY FIRST FEAT! OH MY GOD LORDY\nBut please no ads! Thanks! :)\nLoading…. ⇢ \nComplete!\n・・・・✪・・・・✪ ・・・・\nSequel——————————————————————\n2nd\nhttps://scratch.mit.edu/projects/488375111/\n3rd https://scratch.mit.edu/projects/538017842/\nStoryline—————————————————————\nYou are one of the only wild guinea pigs left, and you are need of protection! find the legendary carrot with wings for your pack to gain invincibility.\n—————————————————————————instructions————————————————————\nWASD, arrow keys\nR to respawn\nAvoid water (you can’t swim) and venomous toadstools (no offense toad)\n—————————————————————————\nSpecial features——————————————————\nThe Guinea pig blinks!\nFIRST GUINEA PIG SCROLLING PLATFORMER EVER\n—————————————————————————\nCREADITTTTTTTTTTIS!!!!!!!!\n@-rocket- fo the engine\n@colorfulcode for all the art (me lol)\nMy guinea pig, clover for player inspo\n@supercube_123 for the contest\n@-xaf- for music\nYou for viewing! THANKS SO MUCCCCHHH\nOMG 50 views and 9 loves and 5 loves? THHHHHHAAAAAAAAANNNNKKKK YYYYYYYyYyYyAAAAAAALLLLLLllLl peeps!\n2/3/2021\nOMG 76 views and 16 loves and 11 likes? AND SECOND???!!!??? THHHHHHAAAAAAAAANNNNKKKK YYYYYYYyYyYyAAAAAAALLLLLLllLl peeps!\n3/9/2021\n623 hearts, 441 favs, 19 remixes, 10699 veiws\n4/9\n1186 loves, 864 favs, 36 remixes, and 25227 VEIWS? AND COUNTING?! AM I DEAD AND IN HEAVEN?
Acid ( A Platformer ) | #acid #pazon #games
@Stage\n\nwhen flag clicked\nbroadcast (Game v)\nbroadcast (Thumbnail v) and wait\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen I receive [game v]\nhide variable [your time v]\nhide variable [☁ time v]\nwait until <(Level) = [9]>\nshow variable [your time v]\nset [your time v] to (timer)\nshow variable [☁ time v]\nif <(timer) < (☁ Time)> then\n set [☁ time v] to (timer)\nend\n\n@Player\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset [move v] to [1]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nif <not <(Level) = [9]>> then\n set [change? v] to [1]\n reset\n set [change? v] to [0]\nend\n\nwhen I receive [game v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\ngo to [front v] layer\nforever\n if <(Move) = [1]> then\n Physics\n end\nend\n\nwhen I receive [game v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [game v]\nset [change? v] to [0]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [game v]\nforever\n if <<(y position) = [-180]> or <(y position) < [-179]>> then\n Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n Spin off screen\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [game v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nset [move v] to [0]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [game v]\nforever\n cos\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (shade v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\ndefine cos\nif <(Move) = [1]> then\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n switch costume to (left v)\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n switch costume to (right v)\n end\n if <not <<<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> or <<<<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 (idle v)\n end\nend\n\nwhen I receive [game v]\nforever\n wait until <(x position) > [220]>\n broadcast (NEXT LEVEL v) and wait\n set [move v] to [1]\nend\n\ndefine Physics\nif <<<<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)\nend\nif <<<<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)\nend\nset [x v v] to ((X v) * (0.9))\nchange x by (X v)\nif <<touching (ground v)?> or <touching (sliding ground v)?>> then\n change y by (2)\n if <<touching (ground v)?> or <touching (sliding ground v)?>> then\n change y by (2)\n if <<touching (ground v)?> or <touching (sliding ground v)?>> then\n change y by (2)\n if <<touching (ground v)?> or <touching (sliding ground v)?>> then\n change y by (2)\n if <<touching (ground v)?> or <touching (sliding ground v)?>> then\n change y by (2)\n if <<touching (ground v)?> or <touching (sliding ground v)?>> then\n change x by ((X v) * (-2))\n change y by (-5)\n end\n end\n end\n end\n if <<key (up arrow v) pressed?> or <<<key (w v) pressed?> or <key (space 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\nend\nchange [y v v] by (-0.8)\nchange y by (Y v)\nif <<touching (ground v)?> or <touching (sliding ground v)?>> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\nend\nchange y by (-1)\nif <<touching (ground v)?> or <touching (sliding ground v)?>> then\n if <<key (up arrow v) pressed?> or <<<key (w v) pressed?> or <key (space v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\nend\nchange y by (1)\nif <<<touching (spikes v)?> or <touching (acid v)?>> and <(dead?) = [0]>> then\n Spin off screen\nend\nif <touching (jump pad v)?> then\n set [y v v] to [20]\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Acid\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [game v]\nforever\n repeat (10)\n change y by (.5)\n end\n repeat (10)\n change y by (-.5)\n end\nend\n\n@Thumbnail\n\nwhen I receive [thumbnail v]\nshow\nswitch costume to (thumbnail v)\ngo to [front v] layer\nclear graphic effects\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\n@Decoration\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Fog\n\nwhen I receive [game v]\nswitch costume to (fog v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (60)\n\n@Sliding Ground\n\ndefine Create Sliding Ground (x1) (y1) (x2) (y2) (onlevel)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [onlevel v] to (onlevel)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (x1) y: (y1)\nwait until <(OnLevel) = (Level)>\n\n glide (3) secs to x: (x2) y: (y2)\n glide (3) secs to x: (x1) y: (y1)\nend\n\nwhen I start as a clone\n\n if <(OnLevel) = (Level)> then\n show\n else\n hide\n end\nend\n\nwhen I receive [game v]\nswitch costume to (ground v)\nhide\nCreate Sliding Ground [-126] [-101] [159] [-101] [4]\nCreate Sliding Ground [-126] [-101] [159] [-101] [5]\nCreate Sliding Ground [-126] [-101] [159] [-101] [6]\nCreate Sliding Ground [-23] [-101] [159] [154] [7]\n\n@Trampoline\n\ndefine Create Trampoline (x) (y) (onlevel)\nset [x v] to (x)\nset [y v] to (y)\nset [onlevel v] to (onlevel)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\n if <(OnLevel) = (Level)> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\ngo to x: (x) y: (y)\n\n switch costume to (in v)\n if <touching (player v)?> then\n switch costume to (out v)\n set [y v v] to [20]\n end\nend\n\nwhen I receive [game v]\nhide\nCreate Trampoline [-131] [-65] [8]\n\n@Word\n\nwhen I receive [game v]\nshow\n\nwhen flag clicked\nswitch costume to (word1 v)\n\nwhen I receive [next level v]\nnext costume\n\n
      #27 ON GAMES WHAT!!!!\n I LOVE YOU ALL! YOU MAKE THIS POSSIBLE <3\n\n      ✨ WELCOME TO ACID ✨\nPASS THE GAME AND TRY TO GET A HIGHSCORE!\n    __,.-~*~.,_,.-~* KEYS *~.,_,.-~*~-.,__\n    <-- A / LEFT ARROW | MOVE LEFT -->\n   --> D / RIGHT ARROW | MOVE RIGHT <--\n     SPACE / UP ARROW / W | JUMP\n    /!\ ( AVAILABLE ON MOBILE DEVICES ) /!\\n\n\n  IF YOU WANT TO STAY NOTIFIED ON WHEN I \n     MAKE SCRATCH PROJECTS\n\n Follow me: @Pazon. My Test / Alt: @PazonTest\n\n SUBSCRIBE TO MY YOUTUBE CHANNEL FOR \n TUTORIALS!\n\n    Youtube: Search "Pazon Scratch"\n\n ENJOYING THE GAME? GIVE IT A ❤️ AND ⭐\n\n ❤️~Thank you for reading this! Enjoy the game!~❤️\n                    -@pazon\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#pazon #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #art #acid #pazon\n
Underwater | Platformer #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n play sound [Rain Drop by bubblebee3 v] until done\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (1 v)\nshow\nforever\n switch costume to (Level)\nend\n\nwhen backdrop switches to [4 v]\nswitch costume to (2 v)\n\nwhen backdrop switches to [5 v]\nswitch costume to (3 v)\n\nwhen backdrop switches to [1 v]\nswitch costume to (1 v)\n\nwhen backdrop switches to [2 v]\nswitch costume to (1 v)\n\nwhen backdrop switches to [3 v]\nswitch costume to (1 v)\n\nwhen backdrop switches to [6 v]\nswitch costume to (4 v)\n\nwhen backdrop switches to [7 v]\nswitch costume to (5 v)\n\nwhen backdrop switches to [8 v]\nswitch costume to (6 v)\n\nwhen backdrop switches to [9 v]\nswitch costume to (7 v)\n\nwhen backdrop switches to [10 v]\nswitch costume to (8 v)\n\nwhen backdrop switches to [11 v]\nswitch costume to (9 v)\n\n@Coins\n\nwhen flag clicked\nshow\ngo to x: (-31) y: (-74)\nswitch costume to (1 v)\nforever\n if <touching (player v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [2 v]\nshow\ngo to x: (125) y: (-71)\n\nwhen backdrop switches to [3 v]\nshow\ngo to x: (-84) y: (-72)\n\nwhen backdrop switches to [4 v]\nshow\ngo to x: (-173) y: (-71)\n\nwhen backdrop switches to [5 v]\nshow\ngo to x: (-125) y: (42)\n\nwhen backdrop switches to [6 v]\nshow\ngo to x: (-60) y: (39)\n\nwhen backdrop switches to [7 v]\nshow\ngo to x: (115) y: (-1)\n\nwhen backdrop switches to [8 v]\nshow\ngo to x: (-14) y: (-94)\n\nwhen backdrop switches to [9 v]\nshow\ngo to x: (111) y: (60)\n\nwhen backdrop switches to [9 v]\nshow\ngo to x: (111) y: (60)\n\nwhen backdrop switches to [10 v]\nshow\ngo to x: (114) y: (25)\n\nwhen backdrop switches to [11 v]\nshow\ngo to x: (107) y: (-67)\n\n@Exit\n\nwhen flag clicked\ngo to x: (36) y: (28)\nforever\n go to [back v] layer\n show\nend\n\nswitch costume to (1 v)\n\nwhen backdrop switches to [12 v]\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [4 v]\nshow\nswitch costume to (1 v)\n\nwhen backdrop switches to [5 v]\nswitch costume to (2 v)\n\nwhen backdrop switches to [1 v]\nhide\n\nwhen backdrop switches to [2 v]\nhide\n\nwhen backdrop switches to [3 v]\nhide\n\nwhen backdrop switches to [6 v]\nswitch costume to (3 v)\n\nwhen backdrop switches to [7 v]\nswitch costume to (4 v)\n\nwhen backdrop switches to [8 v]\nswitch costume to (5 v)\n\nwhen backdrop switches to [9 v]\nswitch costume to (6 v)\n\nwhen backdrop switches to [10 v]\nswitch costume to (7 v)\n\nwhen backdrop switches to [11 v]\nhide\n\n@TB\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\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 (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\nend\nif <touching (level v)?> then\n change y by (-8)\n repeat until <not <touching (level 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 (level v)?> then\n repeat until <not <touching (level 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 (level v)?>> then\n set [speed y v] to [6]\nend\nchange y by (1)\nif <not <(Level) = [12]>> then\n if <touching (exit v)?> then\n go to x: (-213) y: (-28)\n change [level v] by (1)\n next backdrop\n end\nend\nif <<touching (shark v)?> or <<<touching (spikes v)?> or <touching (lava v)?>> or <touching (volcanolava v)?>>> then\n broadcast (die v)\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\nshow\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\nwhen flag clicked\nshow variable [o2 v]\nset [o2 v] to [200]\nforever\n wait (1) seconds\n change [o2 v] by (-1)\nend\n\nwhen flag clicked\nforever\n if <touching (bubbles v)?> then\n change [speed y v] by (0.8)\n end\n if <<touching color (#141d2c)?> and <key (space v) pressed?>> then\n switch backdrop to (13 v)\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\nforever\n if <key (q v) pressed?> then\n if <(Level) < [12]> then\n go to x: (-213) y: (-28)\n change [level v] by (1)\n change [o2 v] by (-20)\n next backdrop\n wait (2) seconds\n end\n end\nend\n\n@Trail\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n go to (player v)\n if <<(backdrop [number v]) = [13]> and <key (space v) pressed?>> then\n stop [other scripts in sprite v]\n hide\n end\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@volcanolava\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [7 v]\nshow\nforever\n switch costume to (costume1 v)\n repeat (4)\n next costume\n wait (0.05) seconds\n end\n switch costume to (costume4 v)\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.05) seconds\n end\n wait (1) seconds\nend\n\nwhen backdrop switches to [8 v]\nhide\n\n@Particle\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to [back v] layer\nforever\n wait (pick random (0.5) to (1.5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset y to (pick random (-150) to (200))\nswitch costume to (pick random (1) to (3))\ngo to [back v] layer\nset [ghost v] effect to (pick random (20) to (50))\nshow\nset x to (400)\nset [bubble speed v] to (pick random (-5) to (-0.5))\nset size to (pick random (50) to (60)) %\nrepeat until <(x position) < [-245]>\n change x by (Bubble speed)\nend\ndelete this clone\n\n@bubbles\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [9 v]\nset [clones v] to [0]\nforever\n go to x: (-130) y: (-171)\n create clone of (_myself_ v)\n change [clones v] by (1)\n go to x: (2) y: (-169)\n create clone of (_myself_ v)\n change [clones v] by (1)\n go to x: (194) y: (-170)\n create clone of (_myself_ v)\n change [clones v] by (1)\n go to x: (-200) y: (-170)\n create clone of (_myself_ v)\n change [clones v] by (1)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nrepeat (30)\n change y by (5)\nend\nchange [clones v] by (-1)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nrepeat (5)\n change x by (2)\nend\nrepeat (5)\n change x by (-2)\nend\nrepeat (5)\n change x by (-2)\nend\nrepeat (5)\n change x by (2)\nend\n\nwhen backdrop switches to [10 v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [9 v]\n\n@Shark\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [9 v]\nshow\ngo to x: (179) y: (37)\nrepeat until <(backdrop [number v]) = [10]>\n point towards (player v)\n if <(pick random (1) to (25)) = (pick random (1) to (50))> then\n move (0) steps\n wait (2) seconds\n else\n move (3) steps\n end\nend\nhide\n\nwhen I receive [die v]\ngo to x: (179) y: (37)\n\n@o2\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen backdrop switches to [11 v]\nhide\n\nwhen backdrop switches to [10 v]\nshow\nforever\n if <<touching (player v)?> and <(O2) < [200]>> then\n change [o2 v] by (1)\n end\nend\n\nwhen backdrop switches to [12 v]\nhide\nhide variable [o2 v]\n\n@lose\n\nwhen flag clicked\nhide\nforever\n if <(O2) < [1]> then\n show\n hide variable [o2 v]\n go to [front v] layer\n stop [all v]\n end\nend\n\nwhen backdrop switches to [12 v]\nstop [other scripts in sprite v]\nhide\n\n
#10 games trending!\n★How To Play★\nUse arrow keys/WAD to move.\nCollect coins.\nQ to skip a level, but you will lose 20 oxygen\nAvoid dangers\nGet back to your submarine!\nHave fun!\non the shark level, the strategy is to wait until he stops for a bit, then quickly get past\n★To Show Support★\nmy best platformer yet!\nLeave a love, fave, follow, and tell others!\n@killuaxlikesgon for some small things, changed by me a lot, check out the original\nthx to @legendscroll for player and bubbles, as well as inspiration\npirate ship drawn by @eh7meow\n@mikeono102 for submarine art\ncooltext.com for thumbnail font\nmusic by @bubblebee3\n#all
360 NEON platformer || mobile friendly || scrolling
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nswitch backdrop to (backdrop1 v) and wait\nrepeat (1000)\n play sound [Darkside v] until done\nend\n\n@player\n\nwhen I receive [lag free cam set v]\nset x to (cam x)\n\nwhen I receive [play v]\nset size to (60) %\nclear graphic effects\n\nwhen I receive [respawn v]\npoint in direction (90)\nrepeat (10)\n change [brightness v] effect by (-5)\nend\nset [identification v] to [t]\nclear graphic effects\n\nwhen I receive [play v]\nswitch costume to (normal v)\n\nwhen flag clicked\nset [identification v] to [f]\npoint in direction (90)\nbroadcast (respawn v)\n\nwhen I receive [play v]\nwait until <<([direction v] of [level and enemy and a lot of code! phew! v]) < [155]> and <([direction v] of [level and enemy and a lot of code! phew! v]) > [140]>>\nbroadcast (win v) and wait\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nrepeat (10)\n change y by (5)\n turn left (1) degrees\n change [ghost v] effect by (10)\n set [brightness v] effect to (0)\nend\ndelete this clone\n\nwhen I receive [play v]\nforever\n change y by (-2)\n change y by (2)\nend\n\nwhen flag clicked\nif <(me?) = [0]> then\n change [☁ views v] by (1)\n set [me? v] to [1]\nend\n\nwhen I receive [death reset v]\nset [identification v] to [f]\ncreate clone of (_myself_ v)\nrepeat (20)\n change [brightness v] effect by (1)\nend\nbroadcast (respawn v) and wait\n\n@Level and Enemy and a lot of code! pHEW!\n\ndefine set size (size)\nswitch costume to (sizement test v)\nset size to (size) %\nswitch costume to (level1 v)\n\nwhen I receive [lag free cam set v]\nset x to (cam x)\n\nwhen I receive [play v]\nforever\n if <key (right arrow v) pressed?> then\n if <[-25] > (cam x)> then\n change [cam x v] by (((-25) - (cam x)) * (0.05))\n else\n change [cam x v] by (-1)\n end\n end\n if <key (left arrow v) pressed?> then\n if <(cam x) > [25]> then\n change [cam x v] by (((25) - (cam x)) * (0.05))\n else\n change [cam x v] by (1)\n end\n end\n if <not <<<key (right arrow v) pressed?> and <(extra) = [0]>> or <<key (left arrow v) pressed?> and <(played idex) = [0]>>>> then\n change [cam x v] by (((0) - (cam x)) * (0.05))\n end\n broadcast (lag free cam set v)\nend\n\nwhen I receive [play v]\npoint in direction (90)\ngo to x: (0) y: (-600)\nset size [500]\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n if <(identification) = [t]> then\n change [y vel v] by (1)\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(extra) = [1]>> then\n change [x vel v] by (-0.2)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(played idex) = [1]>> then\n change [x vel v] by (0.2)\n end\n set [x vel v] to ((x vel) * (0.8))\n turn right (x 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 if <touching color (#6cdc80)?> then\n broadcast (win v) and wait\n stop [this script v]\n end\n turn right ((x vel) * (-1)) degrees\n set [x 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 (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> or <(mobile costume) = [1]>> then\n start sound [Jump v]\n set [y vel v] to [-14]\n end\n end\n change y by (-1)\n end\nend\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (0) y: (-600)\nset [x vel v] to [0]\nset [y vel v] to [0]\n\nwhen flag clicked\nbroadcast (play v)\n\nwhen I receive [next level v]\nswitch costume to (level number)\nbroadcast (respawn v)\nbroadcast (level acount v)\n\nwhen I receive [trampoline variable v]\nset [y vel v] to [-20]\n\n@Mobile Users\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nswitch costume to (up detecton v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [3]> then\n set [extra v] to [1]\n end\n if <(costume [number v]) = [2]> then\n set [played idex v] to [1]\n end\n if <(costume [number v]) = [1]> then\n set [mobile costume v] to [1]\n end\n else\n if <(costume [number v]) = [1]> then\n set [mobile costume v] to [0]\n end\n if <(costume [number v]) = [3]> then\n set [extra v] to [0]\n end\n if <(costume [number v]) = [2]> then\n set [played idex v] to [0]\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@player death hitbox\n\nwhen flag clicked\nset [level number v] to [1]\nshow\nset [ghost v] effect to (100)\nforever\n go to (player v)\n if <touching color (#ff0000)?> then\n broadcast (Death Reset v) and wait\n end\n if <touching color (#50ffff)?> then\n change [level number v] by (1)\n broadcast (next level v) and wait\n end\n if <touching color (#ffdd1e)?> then\n broadcast (trampoline variable v) and wait\n end\n if <touching color (#66ff85)?> then\n stop [all v]\n end\nend\n\nwhen [timer v] > (00000.1)\nhide\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n wait (0.01) seconds\n change [timer v] by (0.01)\nend\n\n@Sprite2\n\nwhen I receive [level acount v]\nswitch costume to (level number)\nshow\nset [ghost v] effect to (100)\nrepeat (2)\n repeat (20)\n change [ghost v] effect by (-4)\n end\n wait (0.5) seconds\n repeat (20)\n change [ghost v] effect by (4)\n end\n wait (0.5) seconds\nend\nhide\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n hide\n reset timer\nend\n\nwhen [timer v] > (0.1)\ngo to [front v] layer\nshow\n\n
New project! https://scratch.mit.edu/projects/493126991/\n\nTook One Day For The ST To Bring It Back!!! HAHA (TY)\n3rd on All Trending!!\n\nWelcome! I present to you, a...\nNeon 360 rotating scrolling platformer!\n\nInstructions:\nTo Move: <^>/WASD/mobile\n\nLevels: there are a total of 5 hand-drawn levels right now\n\nNotes: 0% pen, nothing, nada, all by hand\nalso, I hadn't seen this before, that's why I made it\n\nAll levels are possible, I have inserted a list of people who won and their time. Mine was like 27 sec i think...\n\nNo: Hate, Spam, or advertising\nYes: Love, Fav, (Dino Spam or Emoji Spam) and happy or constructive comments :D\n\n\nCredits:\nInspiration = @Noroz (had idea while playing his game)\nYy Scrolling from @Griffpatch (thank you!)\nedited a lot byyyy @A_Wire (me)\neverything else by me! :DDD\n\nMusic: Darkside, piano cover\n\n\nTags: #all #games #art #scrolling #A_Wire #underated #neon #platformer #mobile #rotating #smooth #bugless #fun #well-made #free #intro #clone #no-pen #engine #cloning #vector #art #vector-art #mostly-blue #happy-to-help #feature-this #play #2D #bright #colors #spikes #non-generic #generic #kinda-generic #idk #ikr #long #rage-quit-games #enjoy #stop-reading-this #seach #scratch #coded #code #animation #programming #school #4th-grade #5th-grade #6th-grade #7th-grade #8th-grade #9th-grade #stop-reading-already\n\nPhew! that was a lot of tags, comment _B)_ \nif you got this far!!
Detailed A Platformer Part 2 #games #games #games #games #games #games
@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\nwhen flag clicked\nforever\n play sound [The Script- Hall of Fame v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n next costume\n change [x velocity v] by (-1.5)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n next costume\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 <<(y position) < (mouse y)> 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 end\n change y by (-1)\n if <<touching (ground v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> 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: (20)\n\ndelete this clone\n\nforever\n\nswitch costume to (player v)\nrepeat (16)\nwait (0.02) seconds\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\nwait (0.02) seconds\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\nwhen flag clicked\npoint in direction (90)\nforever\n show list [saws v]\n if < (saws) contains (costume [name v])?> then\n repeat until <not < (saws) contains (costume [name v])?>>\n turn right (7) degrees\n end\n else\n point in direction (90)\n end\nend\n\n\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n go to x: (69) y: (30)\n else\n go to x: (69) y: (-30)\n end\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nshow\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Ground2\n\nwhen flag clicked\nforever\n switch costume to (The Level)\n show\n if <(The Level) > [8]> then\n forever\n hide\n end\n else\n show\n end\nend\n\n@Sprite1\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nrepeat until <(x position) > [300]>\n set [ghost v] effect to (50)\n move (3) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\n next costume\n wait (3) seconds\n go to x: (-319) y: (pick random (130) to (200))\n create clone of (_myself_ v)\n set [ghost v] effect to (50)\nend\n\n
Detailed 3 Trailer And Countdown!!! https://scratch.mit.edu/projects/563300914/\nWelcome To The sequel of my Platformer Detailed!\n\n>>Arrow Keys Or Mobile Controls To Move<<\n>>RULES<<\n>>No Advertising,spam,hate ect. ect.<<\n\n>> Love,Fave and Follow @-CodingAnimations- <<\n>>Part1:<< https://scratch.mit.edu/projects/480942980/\n20 likes within 17 mins of release!!!\n1ST TRENDING ON GAMES WITHIN 2 HOURS OF RELEASE!!! WHAT?!!\n#4TH ON POPULAR FOR GAMES!?!?\n27/12/2023 This has 138k views, and still going, Still my most liked project LOL
A Platformer || A Platformer #games #all
@Stage\n\nwhen I receive [message1 v]\n\nswitch backdrop to (backdrop2 v)\n\nwait (6.5) seconds\n\nswitch backdrop to (backdrop3 v)\nwait (7.5) seconds\nswitch backdrop to (backdrop4 v)\nwait (7) seconds\nbroadcast (message1 v)\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop9 v)\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [Not For Nothing - Otis McDonald \(iDubbbzTV & Ethan and Hila Soundtrack\) \(128 kbps\) v] until done\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@derp\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo [backward v] (1) layers\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine clone\nif <<<<(X velocity) > [0]> or <(X velocity) < [0]>> or <(Y velocity) < [0]>> or <(Y velocity) > [0]>> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [message1 v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\nset size to (80) %\ngo to x: (-220) y: (-100)\npoint in direction (90)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nswitch backdrop to (backdrop1 v)\nforever\n turn right ((X velocity) * (3)) degrees\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (0.7)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-0.7)\n end\n set [x velocity v] to ((X velocity) * (0.9))\n change x by (X velocity)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-5)\n change x by ((X velocity) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-6]\n else\n set [x velocity v] to [6]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-0.7)\n change y by (Y velocity)\n if <touching color (#000000)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n change y by (-1)\n if <touching color (#000000)?> then\n set [y velocity v] to [10]\n end\n change y by (1)\n end\n if <touching color (#ff0000)?> then\n set size to (60) %\n go to x: (-220) y: (-100)\n point in direction (90)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <([abs v] of (x position) ) > [240]> then\n if <(x position) > [0]> then\n set size to (60) %\n go to x: (-220) y: (-100)\n point in direction (90)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n switch backdrop to (next backdrop v)\n end\n end\n if <key (r v) pressed?> then\n set size to (60) %\n go to x: (-220) y: (-100)\n point in direction (90)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching color (#003fff)?> then\n set [y velocity v] to [15]\n end\nend\n\nwhen I receive [message1 v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-216) y: (-94)\n end\nend\n\nwhen I receive [message1 v]\nforever\n clone\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching color (#ffffff)?> then\n change [y velocity v] by (25.5)\n end\nend\n\nwhen flag clicked\nwait (.001) seconds\nbroadcast (message1 v)\n\n
Hello people, a couple years ago I made this game and I should just say that it did not deserve 5 thousand views. BUT... A few years later on Feb 12th, I decided to revamp this game to make it a little better. Its a very simple plat former. DON'T RAGE QUIT unless you want to. This Platformer is intended to be somewhat tricky but POSSIBLE.\n\nIf you do like it consider loving and faving it. \n\nNote: Don't love and fave this platformer just out of the kindness of your heart, do it if you feel like this game really deserves it.\n\nHow to play:\nUse arrow or w.a.d keys 0_0
Blobs Journey || A Mobile friendly platformer #Games #All
@Stage\n\n@Blob\n\nwhen flag clicked\n\ndefine Reset\ngo to x: (-230) y: (-64)\n\nwhen I receive [message1 v]\nshow\nReset\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > [0]> and <mouse down?>>> then\n change [xv v] by (1)\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<[0] > (mouse x)> and <mouse down?>>> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (grass v)?> then\n change y by (1)\n end\n if <touching (grass v)?> then\n change y by (1)\n end\n if <touching (grass v)?> then\n change y by (1)\n end\n if <touching (grass v)?> then\n change y by (1)\n if <touching (grass v)?> then\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (grass v)?> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (grass v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching (spikes v)?> then\n Reset\n end\n if <touching (sprite2 v)?> then\n Reset\n end\n if <touching (saw2 v)?> then\n Reset\n end\n if <touching (saw v)?> then\n Reset\n end\n if <(x position) > [238]> then\n change [level v] by (1)\n Reset\n end\nend\n\n@Grass\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\n@Clouds\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to [front v] layer\nshow\ngo to x: (300) y: (pick random (80) to (160))\npoint in direction (-90)\nset [ghost v] effect to (150)\nrepeat (5)\n change [ghost v] effect by (-15)\nend\nrepeat until <(x position) < [-220]>\n move (2.5) steps\nend\ndelete this clone\n\nwhen I receive [message1 v]\nforever\n wait (3) seconds\n create clone of (_myself_ v)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\n@Advertiser\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Loved) = [1]> and <(Faved) = [1]>>> then\n wait (pick random (20) to (25)) seconds\n switch costume to (costume1 v)\n go to x: (100) y: (-300)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (4)\n end\n repeat (5)\n change y by (-3)\n end\n repeat (5)\n change y by (1)\n end\n wait (4) seconds\n repeat (10)\n change y by (-7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\n@decor\n\nwhen I receive [message1 v]\nshow\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\ngo to [back v] layer\n\n@saw\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n turn right (15) degrees\nend\n\ngo to [back v] layer\n\n@saw2\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n turn right (15) degrees\nend\n\ngo to [back v] layer\n\n@Music\n\nwhen flag clicked\nforever\n play sound [01-01- Windfall.mp3 v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nbroadcast (message1 v)\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
<-----------------------> A Blobs Journey <----------------------->\nWelcome to the game called "A Blobs Journey" \n========================================\n- In this game you have to use W.A.S.D or the arrow keys to move\n- Use the W or the Up Arrow key to jump\n-Avoid contact with any spikes or lava\n----------------------------------------------------------------------------(Update Log)\nUpdate 1.0 : 2 more levels and some spikes\nUpdate 1.1 : New Advertiser (Pops up every 20 - 25 seconds)\nUpdate 1.2 : 3 new levels and some lava\nUpdate 1.3 : A Thumbnail and 1 more level\nUpdate 1.4 : Added Tall grass\nUpdate 1.5 : New look for the grass\nUpdate 1.6 : 3 more levels and a Saw\nUpdate 1.7 : 1 more level and a new Thumbnail
Scratch platformer
@Stage\n\nwhen flag clicked\n\nforever\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@player\n\nwhen I receive [game start v]\ngo to [back v] layer\ngo [forward v] (1) layers\nset [cutscene v] to [0]\ngo to x: (-198) y: (-50)\nswitch costume to (costume1 v)\npoint in direction (90)\nforever\n if <(cutscene) = [0]> then\n if <(frozen?) = [0]> then\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [8]\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 (#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 [12]\n end\n end\n change y by (1)\n if <touching (goal v)?> then\n broadcast (next v)\n end\n end\n end\nend\n\nwhen I receive [next v]\ngo to x: (-198) y: (-50)\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n broadcast (die!die!Die! v)\n end\n set [px v] to (x position)\n set [py v] to (y position)\nend\n\nwhen I receive [die!die!die! v]\ngo to x: (-198) y: (-50)\n\nwhen I receive [cutscene v]\nwait (11) seconds\nsay [It's Gobo!] for (1.5) seconds\nsay [And it looks like he has some new minions!] for (4) seconds\nsay [THE GOMBIES!] for (2) seconds\nset [cutscene v] to [0]\n\nwhen I receive [cutscene 2 v]\nwait (1.8) seconds\nsay [Giga!] for (1.5) seconds\nwait (2) seconds\nsay [I could ask you the same question.] for (2.5) seconds\nwait (2) seconds\nsay [What!? Gobo is our friend! We must save him!] for (3) seconds\n\nwhen I receive [cutscene 3 v]\nwait (6) seconds\nsay [I knew you would help!] for (2.5) seconds\nset [cutscene v] to [0]\nbroadcast (giga unlocked v)\n\nwhen [1 v] key pressed\nif <(cutscene) = [0]> then\n switch costume to (costume1 v)\n set [player v] to [1]\nend\n\nwhen [2 v] key pressed\nif <(cutscene) = [0]> then\n if <(characters unlocked) > [1]> then\n switch costume to (costume2 v)\n set [player v] to [2]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [characters unlocked v] to [1]\nset [player v] to [1]\n\nwhen flag clicked\nforever\n if <(cutscene) = [0]> then\n point in direction (direction)\n end\nend\n\nwhen flag clicked\nforever\n if <(cutscene) = [0]> then\n if <key (left arrow v) pressed?> then\n set [direction v] to [270]\n end\n if <key (right arrow v) pressed?> then\n set [direction v] to [90]\n end\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(cutscene) = [0]> then\n if <(direction) = [270]> then\n switch costume to ((player) + (4))\n else\n switch costume to (player)\n end\n end\nend\n\nwait (0.1) seconds\n\nwhen I receive [cutscene 4 v]\nwait (3.5) seconds\nswitch costume to (costume1 v)\npoint in direction (90)\nsay [We're here to save Gobo!] for (1.5) seconds\nwait (1) seconds\nswitch costume to (costume2 v)\nsay [We're not! Really!] for (1) seconds\n\nwhen I receive [cutscene 5 v]\nwait (3.5) seconds\nswitch costume to (costume1 v)\nsay [I told you so.] for (1) seconds\n\nwhen [3 v] key pressed\nif <(cutscene) = [0]> then\n if <(characters unlocked) > [2]> then\n switch costume to (costume3 v)\n set [player v] to [3]\n end\nend\n\nbroadcast (next v)\n\nbroadcast (next v)\n\nbroadcast (next v)\n\nwhen I receive [cutscene 6 v]\nwait (1.8) seconds\nsay [We're here to save Gobo.] for (2) seconds\nwait (3) seconds\nsay [Yes he does. He's completely corrupted!] for (3) seconds\n\nwhen [4 v] key pressed\nif <(cutscene) = [0]> then\n if <(characters unlocked) > [3]> then\n switch costume to (costume8 v)\n set [player v] to [4]\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n wait (0) seconds\n if <(player) = [4]> then\n if <(cutscene) = [0]> then\n set [yv debug v] to (Yv)\n set [xv debug v] to (Xv)\n create clone of (_myself_ v)\n wait (2) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume9 v)\npoint in direction (90)\ngo to [front v] layer\nset [xv v] to (xv debug)\nset [yv v] to (yv debug)\nwait (1) seconds\ndelete this clone\n\nif <not <touching color (#000000)?>> then\n set [yv v] to [12]\nend\n\nwhen I receive [die!die!die! v]\ndelete this clone\n\nrepeat (10)\n\n@ground\n\nwhen I receive [game start v]\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\n\nwhen I receive [game start v]\nwait (0.1) seconds\nforever\n if <(costume [number v]) = [7]> then\n set [cutscene v] to [1]\n broadcast (cutscene v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [game start v]\nwait (0.1) seconds\nforever\n if <(costume [number v]) = [10]> then\n set [cutscene v] to [2]\n broadcast (cutscene 2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [game start v]\nwait (0.1) seconds\nforever\n if <(costume [number v]) = [12]> then\n set [cutscene v] to [3]\n broadcast (cutscene 3 v)\n stop [this script v]\n end\nend\n\nwhen I receive [game start v]\nwait (0.1) seconds\nforever\n if <(costume [number v]) = [18]> then\n set [cutscene v] to [4]\n broadcast (cutscene 4 v)\n stop [this script v]\n end\nend\n\nbroadcast (next v)\n\nwhen I receive [game start v]\nwait (0.1) seconds\nforever\n if <(costume [number v]) = [24]> then\n set [cutscene v] to [6]\n broadcast (cutscene 6 v)\n stop [this script v]\n end\nend\n\nwhen I receive [game start v]\nwait (0.1) seconds\nforever\n if <(costume [number v]) = [29]> then\n set [cutscene v] to [8]\n broadcast (cutscene 8 v)\n stop [this script v]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nhide\nbroadcast (game start v)\n\n@goal\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n if <(level) = [17]> then\n go to x: (-440) y: (8)\n else\n go to x: (33) y: (35)\n end\nend\n\nbroadcast (next v)\n\n@danger\n\nwhen I receive [game start v]\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nset [characters unlocked v] to [4]\n\n@cutscene 1/8\n\nwhen I receive [cutscene v]\nshow\nwait (0.5) seconds\nsay [...and remember,] for (1.5) seconds\nsay [Do NOT let anyone in here] for (2) seconds\nsay [Because it would mess with our plan for...] for (3) seconds\nsay [WORLD DOMINATION!!!!!] for (2) seconds\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [cutscene 8 v]\nshow\nwait (0.5) seconds\nsay [You idiot!] for (1) seconds\nsay (join [I specifically told you NOT to let ] (join (username) [ in here!])) for (3) seconds\nwait (1) seconds\nsay [Sorry's not enough!] for (1.5) seconds\nbroadcast (lightning v)\nwait (2.5) seconds\nsay [Hahaha!] for (1) seconds\nhide\nset [cutscene v] to [0]\n\nsay [WORLD DOMINATION!!!!!] for (2) seconds\n\n@cutscene 1-2\n\nwhen I receive [cutscene v]\nshow\nwait (9) seconds\nsay [yes sir master gobo!] for (1.5) seconds\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [cutscene 8 v]\nshow\nset [ghost v] effect to (0)\nwait (4.5) seconds\nsay [We're sorry.] for (1) seconds\nwait (1.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (hide the white v)\nhide\n\nwhen I receive [lightning v]\ngo to [front v] layer\n\nclear graphic effects\n\nshow\n\nbroadcast (cutscene 8 v)\nset [cutscene v] to [8]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [cutscene v]\nshow\nrepeat until <(cutscene) = [0]>\n repeat (20)\n change [ghost v] effect by (4)\n end\n repeat (20)\n change [ghost v] effect by (-4)\n end\nend\nhide\n\nwhen I receive [cutscene 2 v]\nshow\nrepeat until <(cutscene) = [0]>\n repeat (20)\n change [ghost v] effect by (4)\n end\n repeat (20)\n change [ghost v] effect by (-4)\n end\nend\nhide\n\nwhen I receive [cutscene 3 v]\nshow\nrepeat until <(cutscene) = [0]>\n repeat (20)\n change [ghost v] effect by (4)\n end\n repeat (20)\n change [ghost v] effect by (-4)\n end\nend\nhide\n\nwhen I receive [cutscene 4 v]\nshow\nrepeat until <(cutscene) = [0]>\n repeat (20)\n change [ghost v] effect by (4)\n end\n repeat (20)\n change [ghost v] effect by (-4)\n end\nend\nhide\n\nwhen I receive [cutscene 5 v]\nshow\nrepeat until <(cutscene) = [0]>\n repeat (20)\n change [ghost v] effect by (4)\n end\n repeat (20)\n change [ghost v] effect by (-4)\n end\nend\nhide\n\nwhen I receive [cutscene 6 v]\nshow\nrepeat until <(cutscene) = [0]>\n repeat (20)\n change [ghost v] effect by (4)\n end\n repeat (20)\n change [ghost v] effect by (-4)\n end\nend\nhide\n\nwhen I receive [cutscene 7 v]\nshow\nrepeat until <(cutscene) = [0]>\n repeat (20)\n change [ghost v] effect by (4)\n end\n repeat (20)\n change [ghost v] effect by (-4)\n end\nend\nhide\n\n@sword\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nif <(player) = [1]> then\n go to [back v] layer\n go to (player v)\n show\n point in direction (direction)\n repeat (12)\n go to (player v)\n turn right (10) degrees\n end\n hide\nend\n\n@gombies\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nwait (0.03) seconds\nif <(level) = [8]> then\n create clone of (_myself_ v)\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n switch costume to (costume1 v)\n repeat (40)\n change x by (2.5)\n end\n switch costume to (costume2 v)\n repeat (40)\n change x by (-2.5)\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (sword v)?> or <touching (flamethrower v)?>> then\n delete this clone\n end\n if <touching (player v)?> then\n broadcast (die!die!Die! v)\n end\nend\n\nwhen I receive [next v]\nwait (0.03) seconds\nif <(level) = [14]> then\n create clone of (_myself_ v)\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [next v]\nwait (0.03) seconds\nif <(level) = [17]> then\n create clone of (_myself_ v)\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <touching (sprite7 v)?> then\n delete this clone\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nbroadcast (next v)\n\nset [tera health v] to [0]\n\n@nano cutscene\n\nwhen I receive [cutscene 2 v]\nshow\nwait (0.3) seconds\nsay [Cat!] for (1.5) seconds\nwait (1.5) seconds\nsay [What are you doing here?] for (2) seconds\nwait (2.5) seconds\nsay [I'm here to destroy Gobo!] for (2) seconds\nwait (3) seconds\nsay [If you are determined to work against me, I must fight you.] for (4) seconds\nset [cutscene v] to [0]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [cutscene 3 v]\nshow\nwait (0.3) seconds\nsay [Heh.] for (0.5) seconds\nsay [I guess you're right.] for (2) seconds\nsay [We should try to save him. He's our friend.] for (3) seconds\n\nwhen I receive [giga unlocked v]\nhide\n\n@Giga\n\nwhen I receive [next v]\nwait (0.1) seconds\nif <(level) = [11]> then\n show\n switch costume to (giga-a v)\n point in direction (90)\n go to x: (-4) y: (44)\n switch costume to (giga-a v)\n repeat until <(giga health) < [1]>\n show variable [giga health v]\n if <touching (player v)?> then\n broadcast (die!die!Die! v)\n end\n end\n hide variable [giga health v]\n broadcast (next v)\n hide\nend\n\nwhen flag clicked\nhide variable [giga health v]\nset [giga health v] to [10]\nhide\n\nwhen flag clicked\nforever\n if <touching (sword v)?> then\n change [giga health v] by (-1)\n wait (0.1) seconds\n change [giga health v] by (1)\n wait (0.1) seconds\n change [giga health v] by (-1)\n wait (1) seconds\n end\nend\n\nwhen I receive [die!die!die! v]\nif <(level) = [11]> then\n set [giga health v] to [10]\nend\n\nwhen I receive [next v]\nwait (0.1) seconds\nif <(level) = [11]> then\n show\n repeat until <(giga health) = [0]>\n wait (3) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (2) to (3))\nif <(costume [number v]) = [2]> then\n repeat (100)\n if <touching (player v)?> then\n broadcast (die!die!Die! v)\n end\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n point towards (player v)\n repeat until <touching (_edge_ v)?>\n move (5) steps\n if <touching (player v)?> then\n broadcast (die!die!Die! v)\n delete this clone\n end\n end\n delete this clone\nend\n\n@Sprite3\n\nwhen flag clicked\nset [characters unlocked v] to [1]\nhide\n\nwhen I receive [giga unlocked v]\nshow\nwait (2) seconds\nset [characters unlocked v] to [2]\nhide\n\n@flamethrower\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\n\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (direction)\nshow\ngo to (player v)\nmove (30) steps\nchange y by (10)\nrepeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n move (10) steps\nend\ndelete this clone\n\nwhen I receive [delete nano flamethrower v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <(player) = [2]> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nwait (0.1) seconds\nif <(level) = [16]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (182) y: (131)\nforever\n if <(px) > (x position)> then\n change x by (7)\n end\n if <(x position) > (px)> then\n change x by (-7)\n end\n if <(py) > (y position)> then\n change y by (7)\n end\n if <(y position) > (py)> then\n change y by (-7)\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nforever\n if <touching (player v)?> then\n broadcast (die!die!Die! v)\n go to x: (182) y: (131)\n end\n if <touching (sword v)?> then\n broadcast (death of a goblaze v)\n delete this clone\n end\nend\n\nwhen I receive [next v]\nwait (0.1) seconds\nif <(level) = [17]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <touching (sprite7 v)?> then\n delete this clone\n end\nend\n\nbroadcast (next v)\n\nset [giga health v] to [0]\n\nwhen I receive [next v]\ndelete this clone\n\n@terra cutscene 4.\n\nwhen flag clicked\nhide\n\nwhen I receive [cutscene 4 v]\nshow\nwait (0.5) seconds\nsay [You two! what do you think you're doing?!] for (3) seconds\nwait (1.6) seconds\nsay [I bet you're lying.] for (1) seconds\nwait (1.1) seconds\nsay [You're here to destroy him, aren't you? You'll have to get past me first!] for (4.5) seconds\nset [cutscene v] to [0]\nhide\n\nwhen I receive [cutscene 5 v]\nshow\nwait (0.5) seconds\nsay [Oh. Guess you're telling the truth.] for (3) seconds\nwait (1) seconds\nsay [You were right.] for (1) seconds\nset [cutscene v] to [0]\nbroadcast (tera unlocked v)\nhide\n\n@tera boss battle\n\nwhen I receive [next v]\nwait (0.1) seconds\nif <(level) = [19]> then\n switch costume to (tera-d v)\n show\n show variable [tera health v]\n set [tera health v] to [15]\n repeat until <(tera health) < [1]>\n if <touching (player v)?> then\n broadcast (die!die!Die! v)\n end\n wait (3) seconds\n set [tera toggle v] to (pick random (1) to (3))\n if <(tera toggle) = [1]> then\n broadcast (freeze! v)\n set [frozen? v] to [1]\n end\n if <(tera toggle) = [2]> then\n set [tera cloning id v] to [1]\n create clone of (_myself_ v)\n wait (0.1) seconds\n set [tera cloning id v] to [0]\n change [tera health v] by (1)\n wait (2.9) seconds\n end\n if <(tera toggle) = [3]> then\n set [tera cloning id v] to [0]\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n end\n hide variable [tera health v]\n hide\n stop [this script v]\nend\n\nbroadcast (cutscene 5 v)\nset [cutscene v] to [5]\n\nbroadcast (next v)\n\nwhen flag clicked\nhide\nhide variable [tera health v]\n\nwhen I receive [next v]\nwait (0.1) seconds\nif <(level) = [19]> then\n repeat until <(tera health) = [0]>\n if <<touching (sword v)?> or <touching (flamethrower v)?>> then\n change [tera health v] by (-1)\n wait (0.1) seconds\n change [tera health v] by (1)\n wait (0.1) seconds\n change [tera health v] by (-1)\n wait (1) seconds\n end\n end\n hide\n broadcast (cutscene 5 v)\n broadcast (next v)\n set [cutscene v] to [5]\nend\n\nwhen I receive [die!die!die! v]\nset [tera health v] to [15]\n\nwhen I start as a clone\nif <(tera cloning id) = [1]> then\n switch costume to (tera-d2 v)\n repeat (100)\n if <touching (player v)?> then\n broadcast (die!die!Die! v)\n end\n if <touching (flamethrower v)?> then\n broadcast (delete nano flamethrower v)\n end\n end\n delete this clone\nelse\n switch costume to (costume1 v)\n point towards (player v)\n repeat until <<touching (_edge_ v)?> or <touching (player v)?>>\n move (7) steps\n if <touching (player v)?> then\n broadcast (die!die!Die! v)\n end\n end\n wait (0.1) seconds\n delete this clone\nend\n\nbroadcast (cutscene 5 v)\n\nset [tera health v] to [0]\n\nbroadcast (next v)\n\nif <(tera toggle) = [4]> then\nend\n\nwhen I receive [cutscene 5 v]\nhide variable [tera health v]\n\n@Sprite5\n\nwhen flag clicked\nhide\nset [frozen? v] to [0]\n\nwhen I receive [freeze! v]\nshow\ngo to [front v] layer\ngo to (player v)\nwait (3) seconds\nset [frozen? v] to [0]\nhide\n\nwait until <(frozen?) = [0]>\n\nwhen I receive [die!die!die! v]\ngo to (player v)\n\n@Sprite6\n\nwhen flag clicked\nset [characters unlocked v] to [1]\nhide\n\nwhen I receive [tera unlocked v]\nshow\nwait (2) seconds\nset [characters unlocked v] to [3]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nset size to (100) %\nshow\ngo to (player v)\ngo to [back v] layer\nrepeat (55)\n change size by (20)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <(player) = [3]> then\n create clone of (_myself_ v)\n wait (3) seconds\n end\n end\nend\n\n@top box\n\nwhen flag clicked\nhide\nforever\n if <(level) = [21]> then\n show\n wait (5) seconds\n hide\n stop [this script v]\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nwait (0.1) seconds\nif <(level) = [23]> then\n repeat until <not <(level) = [23]>>\n wait (2) seconds\n show\n wait (1) seconds\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (die!die!Die! v)\n end\n if <not <(level) = [23]>> then\n hide\n end\nend\n\nstop [other scripts in sprite v]\n\n@Nano cutscene\n\nwhen I receive [cutscene 6 v]\nshow\nwait (0.3) seconds\nsay [Why are you here!?] for (1.5) seconds\nwait (2) seconds\nsay [He doesn't need saving. Now go away!] for (3) seconds\nwait (3) seconds\nsay [He's perfectly fine! now fight me or go away!] for (3.5) seconds\nset [cutscene v] to [0]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [cutscene 7 v]\nshow\nwait (0.3) seconds\nsay [Oh.] for (1) seconds\nsay [I guess you're right.] for (1.5) seconds\nbroadcast (nano unlocked v)\nset [cutscene v] to [0]\nhide\n\n@nano boss battle\n\nwhen flag clicked\nhide\nhide variable [nano health v]\n\nwhen I receive [next v]\nwait (0.1) seconds\nset [nano health v] to [20]\nif <(level) = [25]> then\n show\n go to x: (18) y: (98)\n show variable [nano health v]\n repeat until <(nano health) < [1]>\n wait (2) seconds\n set [nano toggle v] to (pick random (1) to (4))\n if <not <(costume [number v]) = [6]>> then\n if <(nano toggle) = [1]> then\n set [nano cloning id v] to [1]\n broadcast (fireball v)\n end\n if <(nano toggle) = [2]> then\n set [nano cloning id v] to [2]\n create clone of (_myself_ v)\n end\n if <(nano toggle) = [3]> then\n broadcast (fuzz ball nano v)\n switch costume to (costume3 v)\n end\n if <(nano toggle) = [4]> then\n set [nano cloning id v] to [3]\n create clone of (_myself_ v)\n end\n end\n end\nend\n\nwhen I receive [next v]\nwait (0.1) seconds\nif <(level) = [25]> then\n show\n go to x: (18) y: (98)\n show variable [nano health v]\nend\nswitch costume to (nano v)\nrepeat until <(nano health) = [0]>\n if <touching (player v)?> then\n broadcast (die!die!Die! v)\n end\n if <touching (sword v)?> then\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [6]>> then\n change [nano health v] by (-1)\n wait (1) seconds\n end\n end\n if <touching (flamethrower v)?> then\n if <(costume [number v]) = [1]> then\n change [nano health v] by (-1)\n wait (1) seconds\n end\n end\n if <touching (sprite7 v)?> then\n broadcast (freeze nano v)\n end\nend\nhide\nstop [other scripts in sprite v]\nbroadcast (next v)\nhide variable [nano health v]\nbroadcast (cutscene 7 v)\nset [cutscene v] to [7]\n\nwhen I start as a clone\nif <(nano cloning ID) = [1]> then\n delete this clone\nend\nif <(nano cloning ID) = [2]> then\n switch costume to (costume2 v)\n point towards (player v)\n repeat until <<touching (player v)?> or <touching (_edge_ v)?>>\n move (8) steps\n if <touching (player v)?> then\n broadcast (die!die!Die! v)\n delete this clone\n end\n end\n delete this clone\nend\nif <(nano cloning ID) = [3]> then\n switch costume to (costume4 v)\n repeat (60)\n if <touching (player v)?> then\n broadcast (die!die!Die! v)\n end\n end\n delete this clone\nend\n\nset [nano cloning id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I receive [freeze nano v]\nswitch costume to (nano2 v)\nwait (5) seconds\nswitch costume to (nano v)\n\nbroadcast (next v)\n\nwhen I receive [die!die!die! v]\nset [nano health v] to [20]\n\nwhen I receive [fuzz ball nano v]\nwait (3) seconds\nswitch costume to (nano v)\n\nset [nano cloning id v] to [1]\ncreate clone of (_myself_ v)\n\nforever\n\nwhen [b v] key pressed\ndelete this clone\n\nrepeat (6)\n create clone of (_myself_ v)\nend\n\n@fireball\n\nwhen flag clicked\nhide\n\nwhen I receive [fireball v]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset x to (pick random (-250) to (250))\nwait (0.5) seconds\nrepeat until <touching (ground v)?>\n change y by (-6)\n if <touching (player v)?> then\n broadcast (die!die!Die! v)\n end\nend\ndelete this clone\n\ndelete this clone\n\n@nano unlocked\n\nwhen flag clicked\nset [characters unlocked v] to [1]\nhide\n\nwhen I receive [nano unlocked v]\nshow\nwait (2) seconds\nset [characters unlocked v] to [4]\nhide\n\n@cutscene 1-3\n\nwhen flag clicked\nhide\n\nwhen I receive [cutscene 8 v]\nshow\ngo to [back v] layer\ngo to (cutscene 1-2 v)\n\nwhen I receive [hide the white v]\nhide\n\n@cutscene lightning.\n\nwhen flag clicked\nhide\n\nwhen I receive [lightning v]\nshow\nclear graphic effects\nset size to (50) %\nrepeat (49)\n go to [front v] layer\n next costume\nend\nhide\n\n@gobo final boss\n\nwhen I receive [next v]\nwait (0.1) seconds\nif <(level) = [30]> then\n show\n switch costume to (gobo-a v)\n point in direction (90)\n go to x: (8) y: (72)\n switch costume to (gobo-a v)\n repeat until <(gobo health) < [1]>\n show variable [gobo health v]\n if <touching (player v)?> then\n broadcast (die!die!Die! v)\n end\n end\n hide variable [gobo health v]\n broadcast (final cutscene v)\n broadcast (next v)\n hide\nend\n\nwhen flag clicked\nhide variable [gobo health v]\nset [gobo health v] to [25]\nhide\n\nwhen flag clicked\nforever\n if <touching (sword v)?> then\n change [gobo health v] by (-1)\n wait (0.1) seconds\n change [gobo health v] by (1)\n wait (0.1) seconds\n change [gobo health v] by (-1)\n wait (1) seconds\n end\n if <touching (flamethrower v)?> then\n change [gobo health v] by (-2)\n wait (0.1) seconds\n change [gobo health v] by (2)\n wait (0.1) seconds\n change [gobo health v] by (-2)\n wait (1) seconds\n end\n if <touching (sprite7 v)?> then\n change [gobo health v] by (-1)\n wait (0.1) seconds\n change [gobo health v] by (1)\n wait (0.1) seconds\n change [gobo health v] by (-1)\n wait (1) seconds\n end\nend\n\nwhen I receive [die!die!die! v]\nif <(level) = [30]> then\n set [gobo health v] to [25]\n go to x: (8) y: (72)\n wait (0.3) seconds\n delete this clone\nend\n\nwhen I receive [next v]\nwait (0.1) seconds\nif <(level) = [30]> then\n show\n repeat until <(gobo health) < [1]>\n wait (2) seconds\n set [gobo toggle v] to (pick random (1) to (10))\n if <(gobo toggle) = [1]> then\n glide (1) secs to x: (-195) y: (177)\n end\n if <(gobo toggle) = [2]> then\n glide (1) secs to x: (183) y: (177)\n end\n if <(gobo toggle) = [4]> then\n glide (1) secs to x: (-196) y: (-50)\n end\n if <(gobo toggle) = [5]> then\n glide (1) secs to x: (186) y: (-43)\n end\n if <(gobo toggle) = [6]> then\n glide (1) secs to x: (8) y: (72)\n end\n if <(gobo toggle) = [7]> then\n create clone of (_myself_ v)\n end\n if <(gobo toggle) = [8]> then\n create clone of (_myself_ v)\n end\n if <(gobo toggle) = [9]> then\n create clone of (_myself_ v)\n end\n if <(gobo toggle) = [10]> then\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen [space v] key pressed\n\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (pick random (2) to (4))\nset [cloning toggle v] to (pick random (1) to (4))\nif <(costume [number v]) = [2]> then\n if <(cloning toggle) = [1]> then\n point in direction (90)\n end\n if <(cloning toggle) = [2]> then\n point in direction (0)\n end\n if <(cloning toggle) = [3]> then\n point in direction (-90)\n end\n if <(cloning toggle) = [4]> then\n point in direction (180)\n end\n repeat (10)\n if <touching (player v)?> then\n broadcast (die!die!Die! v)\n end\n end\n wait (0.1) seconds\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n point towards (player v)\n repeat until <<touching (player v)?> or <touching (_edge_ v)?>>\n move (10) steps\n if <touching (player v)?> then\n broadcast (die!die!Die! v)\n end\n end\n wait (0.1) seconds\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n go to x: (35) y: (72)\n repeat (3)\n repeat (10)\n if <touching (player v)?> then\n go to x: (35) y: (72)\n broadcast (die!die!Die! v)\n end\n end\n end\n wait (0.1) seconds\n delete this clone\nend\n\nglide (1) secs to x: (8) y: (72)\n\ngo to x: (8) y: (72)\n\nstop [other scripts in sprite v]\n\ngo to x: (8) y: (72)\n\nif <(costume [number v]) = [4]> then\n go to x: (8) y: (72)\n repeat (3)\n repeat (7)\n if <touching (player v)?> then\n broadcast (die!die!Die! v)\n end\n end\n switch costume to (costume4 v)\n repeat (7)\n broadcast (die!die!Die! v)\n end\n end\n switch costume to (costume3 v)\nend\n\nwhen I receive [next v]\nwait (0.1) seconds\nif <(level) = [30]> then\n wait (0.1) seconds\n wait until <(gobo health) < [1]>\n hide variable [gobo health v]\n broadcast (final cutscene v)\n broadcast (next v)\n hide\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [final cutscene v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nrepeat (33)\n change [ghost v] effect by (-3)\nend\nchange [ghost v] effect by (-1)\nwait (0.5) seconds\nhide\nswitch backdrop to (backdrop2 v)\nstop [all v]\n\n
Arrow keys to move, and space to use your character's special ability! All other instructions are in-game.\n----------------------------------------------------------------------\nAll levels are possible\n----------------------------------------------------------------------\nThere are cutscenes, but you cannot skip them\n----------------------------------------------------------------------\nSorry for the reshare, I accidentally unshared this.\n----------------------------------------------------------------------\nBosses:\nGiga: 10 hp, combination of groundfire and ring blasts.\nTerra: 15 hp, combination of shield, heal, ring blasts, and freeze.\nNano: 20 hp, combination of meteorites, ring blasts, and groundfire. Can be frozen by terra.\nGobo: 25 hp, combination of lightning, thunderclaps, ring blasts, and just flying towards you. Weak to fireballs. (x2)\n-----------------------------------------------------------------------\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n------------------------------------------------------------------\nTags: #all #mugiyuto12345 #games #game #art #hashtag #platformer#all #mugiyuto12345 #games #game #art #hashtag #platformer#all #mugiyuto12345 #games #game #art #hashtag #platformer#all #mugiyuto12345 #games #game #art #hashtag #platformer#all #mugiyuto12345 #games #game #art #hashtag #platformer#all #mugiyuto12345 #games #game #art #hashtag #platformer#all #mugiyuto12345 #games #game #art #hashtag #platformer#all #mugiyuto12345 #games #game #art #hashtag #platformer#all #mugiyuto12345 #games #game #art #hashtag #platformer#all #mugiyuto12345 #games #game #art #hashtag #platformer#all #mugiyuto12345 #games #game #art #hashtag #platformer#all #mugiyuto12345 #games #game #art #hashtag #platformer #all #griffpatch #mugiyuto12345 #games #game #art #hashtag #platformer#all #mugiyuto12345 #games #game #art #hashtag #platformer#all #mugiyuto12345 #games #game #art #hashtag #platformer #story\n-------------------------------------------------------------------------\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nThere is no reason for you to scroll down here. Why did you?
Neon Land Platformer |Mobile Friendly|
@Stage\n\nwhen flag clicked\nswitch backdrop to (01 v)\n\nwhen I receive [finish v]\nswitch backdrop to (02 v)\n\nwhen flag clicked\nforever\n play sound [Block by bubblebee3 v] until done\nend\n\n@Player\n\nwhen [space v] key pressed\nnext costume\n\nwhen I receive [play v]\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [level v] to [1]\nset [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 (costume1 v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume2 v)\n change [x v] by (0.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#1000ff)?> then\n change y by (1)\n end\n if <touching color (#1000ff)?> then\n change y by (1)\n end\n if <touching color (#1000ff)?> then\n change y by (1)\n end\n if <touching color (#1000ff)?> then\n change y by (1)\n end\n if <touching color (#1000ff)?> 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 color (#1000ff)?> 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 color (#1000ff)?>> then\n set [y v] to [12]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <<key (b v) pressed?> or <touching (spikes v)?>> then\n go to x: (-240) y: (-110)\n broadcast (dead v)\n end\n if <touching (flag v)?> then\n go to x: (-180) y: (-50)\n broadcast (levelup v)\n change [level v] by (1)\n end\n \nend\n\nbroadcast (end v)\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\ngo to x: (-180) y: (-50)\n\n@Ground\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nswitch costume to (01 v)\ngo to [front v] layer\nhide\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (Finish v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume1 v)\nclear graphic effects\nshow\nwait (1) seconds\nbroadcast (play v)\nrepeat (25)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen this sprite clicked\n\nstop [this script v]\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [play v]\ngo to [front v] layer\nshow\nswitch costume to (01 v)\n\n@Flag\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [play v]\nshow\nswitch costume to (01 v)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen this sprite clicked\nbroadcast (levelup v)\n\n
ᴡᴀꜱᴅ ᴋᴇʏꜱ ᴛᴏ ᴍᴏᴠᴇ\nᴀʀʀᴏᴡ ᴋᴇʏꜱ ᴛᴏ ᴍᴏᴠᴇ\nᴛᴏᴜᴄʜ ᴛᴏ ᴍᴏᴠᴇ ꜰᴏʀ ᴍᴏʙɪʟᴇ\n!WARNING!: If you get stuck then press b.\n\nɪᴛꜱ ᴀ ɴᴇᴏɴ ʟᴀɴᴅ ᴘʟᴀᴛꜰᴏʀᴍ. ɪ ᴍᴀᴅᴇ ᴀ ɴᴇᴏɴ ᴘʟᴀᴛꜰᴏʀᴍ ʙᴇᴄᴀᴜꜱᴇ ᴡʜᴏ ᴡᴏᴜʟᴅɴ'ᴛ ᴡᴀɴᴛ ᴛᴏ ꜱᴇᴇ ɴᴇᴏɴ? ᴏꜰ ᴄᴏᴜʀꜱᴇ ᴇᴠᴇʀʏᴏɴᴇ ᴅᴏᴇꜱ. ɴᴇᴏɴ ɪꜱ ʀᴇᴀʟʟʏ ᴄᴏᴏʟ ᴀɴᴅ ɪᴛꜱ ʙᴇᴛᴛᴇʀ ᴡʜᴇɴ ɪᴛꜱ ʟɪᴛ ᴜᴘ ɪɴ ᴛʜᴇ ᴅᴀʀᴋ ᴀɴᴅ ᴛʜᴀᴛ'ꜱ ᴛʜᴇ ʀᴇᴀꜱᴏɴꜱ ᴡʜʏ ɪ ᴍᴀᴅᴇ ᴛʜᴇ ʙᴀᴄᴋɢʀᴏᴜɴᴅ ʙʟᴀᴄᴋ. ᴀɴʏᴡᴀʏꜱ ᴇɴᴊᴏʏ ᴍʏ ᴘʀᴏᴊᴇᴄᴛꜱ ᴀɴᴅ ʜᴏᴘᴇ ʏᴏᴜ ʟᴏᴠᴇ ɪᴛ. ᴅᴏɴ'ᴛ ꜰᴏʀɢᴇᴛ ᴛᴏ ꜰᴏʟʟᴏᴡ ᴍᴇ ꜰᴏʀ ᴍᴏʀᴇ ᴘʀᴏᴊᴇᴄᴛꜱ.
Nature - a platformer
@Stage\n\n@Player\n\ndefine Engine\nchange [y v] by (-0.5)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (player right v)\n change [x v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (player left v)\n change [x v] by (-1)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nif <key (r v) pressed?> then\n switch costume to (player right v)\n go to x: (X spawn) y: (Y spawn)\nend\nif then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (-2.4)\n change x by ((X) * (-1))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n set [y v] to [10]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\nend\nchange y by (Y)\nif then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching (level v)?> and <<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> or <key (w v) pressed?>>>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif then\n start sound [Boing v]\n set [y v] to [15]\nend\nif <(x position) > [215]> then\n broadcast (Next Level v)\n change [level v] by (1)\n go to x: (X spawn) y: (Y spawn)\nend\nif then\n start sound [Splash v]\n go to x: (X spawn) y: (Y spawn)\nend\nif then\n go to x: (X spawn) y: (Y spawn)\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset [level v] to [1]\nswitch costume to (player right v)\nswitch backdrop to (backdrop1 v)\npoint in direction (90)\nset [x spawn v] to [-200]\nset [y spawn v] to [-60]\ngo to x: (X spawn) y: (Y spawn)\nchange [x v] by (20)\nset size to (150) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(username) = [Duckie_Lord]> then\n Admin Engine\n else\n Engine\n end\nend\n\ndefine Admin Engine\nEngine\nif <key (space v) pressed?> then\n repeat until <not <key (space v) pressed?>>\n go to (mouse-pointer v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Majestic Land \(1\) v] until done\nend\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (level 1 v)\n\n@Water\n\nwhen flag clicked\nset [ghost v] effect to (50)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n repeat (5)\n change y by (1)\n wait (0.1) seconds\n end\n wait (0.3) seconds\n repeat (5)\n change y by (-1)\n wait (0.1) seconds\n end\n wait (0.3) seconds\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Shadow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [back v] layer\nset [ghost v] effect to (75)\n\nwhen I receive [next level v]\nnext costume\n\n@Decorations\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Trampoline\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Signs\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Text v)\n else\n broadcast (Hide v)\n end\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\nnext costume\n\nwhen I receive [text v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [hide v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-40) y: (45)\nset size to (130) %\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
Thanks for Top Remixed\nI'll host a game contest if I get 500 followers.\nPart 2 will probably come out in a week or so \n\nGetting Curated by -Sprout15- :D\nIt will be curated on Easter!\n\n-INTRUCTIONS-\nArrow Keys/WASD/Mobile\nAvoid water and lava\n\n- @chick_animations for decorations\n- @HumbleCodesStudios for sign and text box art\n- @-DerpCreator- for the thumbnail\n- Rest by me @Duckie_Lord\n
Snow Explosion! || Platformer
@Stage\n\nwhen flag clicked\nset [pitch v] effect to (30)\nforever\n play sound [Lil Mosey - Jet To The West \[Audio\] v] until done\nend\n\n@For Zero Lag\n\n@Player\n\nwhen flag clicked\n\nwhen flag clicked\nshow\nreset timer\ngo to [front v] layer\nswitch costume to (center v)\ngo to x: (-186) y: (-12)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n broadcast (play v)\nend\n\nwhen I receive [play v]\nPlay\n\ndefine Play\nif <key (right arrow v) pressed?> then\n change [x vel v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\nend\nchange x by (X vel)\nset [x vel v] to ((X vel) * (0.9))\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((X vel) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(X vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [y vel v] by (-1)\nchange y by (Y vel)\nif <touching (level v)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <key (up arrow v) pressed?> then\n if <touching (level v)?> then\n set [y vel v] to [13]\n end\nend\nchange y by (1)\nchange [scroll y v] by ((y position) * (-1))\nif <touching (spikes v)?> then\n go to x: (-196) y: (-61)\nend\nif <[240] < (x position)> then\n go to x: (-196) y: (-61)\n broadcast (next level 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\nswitch costume to (images-animated-gif v)\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [20]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (20))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-20]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\n end\n if <<<(YV) < [-1.5]> and <<(PARACHUTE) = [1]> and <(water) < [3]>>> and <<key (space v) pressed?> or <mouse down?>>> then\n switch costume to (join (letter (1) of (costume [name v])) [b])\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Level\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nswitch costume to (costume1 v)\ngo to x: (34) y: (3)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nset [ghost v] effect to (20)\nshow\nswitch costume to (costume2 v)\ngo to x: (1) y: (-33)\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Background\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (snowwwww v)\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Snow\n\nwhen flag clicked\nset [tick v] to [0]\nset [fade v] to [0.7]\nforever\n create clone of (_myself_ v)\n wait (fade) seconds\n change [tick v] by (4)\n if <[0] < (fade)> then\n change [fade v] by (-0.1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (snow v)\nswitch costume to (big v)\nset size to (pick random (30) to (400)) %\nswitch costume to (snow v)\nset [me v] to (pick random (30) to (-30))\nset [ghost v] effect to (pick random (0) to (70))\ngo to x: (pick random (-240) to (240)) y: (200)\npoint in direction (pick random (170) to (150))\nrepeat until <<[140] < (x position)> or <(y position) < [-100]>>\n move ((0.5) + ((size) * (0.01))) steps\n turn right ((1) * ([sin v] of ((2) * ((tick) + (me))) )) degrees\nend\ndelete this clone\n\nwhen flag clicked\n\nwhen I receive [snowwwww v]\nforever\n switch costume to (costume1 v)\nend\n\n@Shadow\n\nwhen flag clicked\nset [ghost v] effect to (40)\nforever\n set x to ((140) + ((14) * ([sin v] of ((tick) * (2)) )))\n set y to ((-90) + ((24) * ([sin v] of ((tick) * (1.3)) )))\nend\n\nwhen flag clicked\nset [color v] effect to (74)\ngo to [front v] layer\nforever\n go to (player v)\nend\n\nset [ghost v] effect to (20)\n\nchange [color v] effect by (1)\n\n@Grant_4_Lyf\n\nwhen flag clicked\ngo to x: (-148) y: (144)\nset size to (40) %\nset [ghost v] effect to (30)\ngo to [front v] layer\n\nset size to (60) %\n\n
~~~~~~~~~Snow Explosion! || Platformer~~~~~~~~~\n\no Use WASD to move!\no Heart and star!\no Add your comments on advice\no enjoy!\n-@Grant_4_Lyf @Tik_KashLexing_Tok\n\nNumber 30 trending studio: 2/5/2021 https://scratch.mit.edu/studios/28230075/ \n\nMore Games:\n@Grant_4_Lyf
【Rotate】100%PEN Platformer
@Stage\n\n@サムネ\n\nwhen flag clicked\nhide\n\nerase all\nshow\n\n@all\n\ndefine 四角同士の当たり判定確認 (x1) (y1) (x2) (y2) (x3) (y3) (x4) (y4)\nset [四角当たり判定 v] to <<<(y1) > (y4)> and <(y3) > (y2)>> and <<(x4) > (x1)> and <(x2) > (x3)>>>\n\ndefine /fill (x1) (y1) (x2) (y2) (x3) (y3) (変数)\nreplace item (1) of [/fill v] with ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\nreplace item (2) of [/fill v] with ([sqrt v] of ((((x2) - (x3)) * ((x2) - (x3))) + (((y2) - (y3)) * ((y2) - (y3)))) )\nreplace item (3) of [/fill v] with ([sqrt v] of ((((x3) - (x1)) * ((x3) - (x1))) + (((y3) - (y1)) * ((y3) - (y1)))) )\nreplace item (4) of [/fill v] with (((item (1) of [/fill v]) + ((item (2) of [/fill v]) + (item (3) of [/fill v]))) / (2))\nreplace item (6) of [/fill v] with ([sqrt v] of ((((item (4) of [/fill v]) - (item (1) of [/fill v])) * (((item (4) of [/fill v]) - (item (2) of [/fill v])) * ((item (4) of [/fill v]) - (item (3) of [/fill v])))) / (item (4) of [/fill v])) )\nreplace item (4) of [/fill v] with ((((x1) * (item (2) of [/fill v])) + (((x2) * (item (3) of [/fill v])) + ((x3) * (item (1) of [/fill v])))) / ((item (1) of [/fill v]) + ((item (2) of [/fill v]) + (item (3) of [/fill v]))))\nreplace item (5) of [/fill v] with ((((y1) * (item (2) of [/fill v])) + (((y2) * (item (3) of [/fill v])) + ((y3) * (item (1) of [/fill v])))) / ((item (1) of [/fill v]) + ((item (2) of [/fill v]) + (item (3) of [/fill v]))))\nreplace item (7) of [/fill v] with [2]\nset pen size to (item (6) of [/fill v])\nGo to (((((item (7) of [/fill v]) - (1)) * (x1)) + (item (4) of [/fill v])) / (item (7) of [/fill v])) (((((item (7) of [/fill v]) - (1)) * (y1)) + (item (5) of [/fill v])) / (item (7) of [/fill v])) (変数)\npen down\nrepeat until <(round (item (6) of [/fill v])) < [1]>\n set pen size to (item (6) of [/fill v])\n Go to (((((item (7) of [/fill v]) - (1)) * (x1)) + (item (4) of [/fill v])) / (item (7) of [/fill v])) (((((item (7) of [/fill v]) - (1)) * (y1)) + (item (5) of [/fill v])) / (item (7) of [/fill v])) (変数)\n Go to (((((item (7) of [/fill v]) - (1)) * (x2)) + (item (4) of [/fill v])) / (item (7) of [/fill v])) (((((item (7) of [/fill v]) - (1)) * (y2)) + (item (5) of [/fill v])) / (item (7) of [/fill v])) (変数)\n Go to (((((item (7) of [/fill v]) - (1)) * (x3)) + (item (4) of [/fill v])) / (item (7) of [/fill v])) (((((item (7) of [/fill v]) - (1)) * (y3)) + (item (5) of [/fill v])) / (item (7) of [/fill v])) (変数)\n Go to (((((item (7) of [/fill v]) - (1)) * (x1)) + (item (4) of [/fill v])) / (item (7) of [/fill v])) (((((item (7) of [/fill v]) - (1)) * (y1)) + (item (5) of [/fill v])) / (item (7) of [/fill v])) (変数)\n replace item (6) of [/fill v] with ((item (6) of [/fill v]) / (2))\n replace item (7) of [/fill v] with ((item (7) of [/fill v]) * (2))\nend\nset pen size to (1)\nGo to (x1) (y1) (変数)\npen down\nGo to (x2) (y2) (変数)\nGo to (x3) (y3) (変数)\nGo to (x1) (y1) (変数)\npen up\n\ndefine 地点への向き (ax) (ay) (bx) (by)\nset [地点への向き v] to (() - (([atan v] of (((ay) - (by)) / ((ax) - (bx))) ) + ((((90) * ((1) - (<[0] < ((ax) - (bx))> * (2)))) * ((1) - (<<((ax) - (bx)) = [0]> and <[0] < ((ay) - (by))>> * (2)))) * ((1) + (<<((ax) - (bx)) = [0]> and <((ay) - (by)) < [0]>> * (2))))))\n\ndefine 二点間距離 (a x) (a y) (b x) (b y)\nset [二点間距離 v] to ([sqrt v] of ((((a x) - (b x)) * ((a x) - (b x))) + (((a y) - (b y)) * ((a y) - (b y)))) )\n\ndefine fill (x1) (y1) (x2) (y2)\nreplace item (3) of [fill v] with <((x1) - (x2)) < [0]>\nreplace item (4) of [fill v] with <((y1) - (y2)) < [0]>\nreplace item (1) of [fill v] with (((x1) + ((-.5) + (item (3) of [fill v]))) - (item (13) of [fill v]))\nreplace item (2) of [fill v] with (((y1) + ((-.5) + (item (4) of [fill v]))) - (item (14) of [fill v]))\nreplace item (3) of [fill v] with (((x2) + ((.5) - (item (3) of [fill v]))) - (item (13) of [fill v]))\nreplace item (4) of [fill v] with (((y2) + ((.5) - (item (4) of [fill v]))) - (item (14) of [fill v]))\nDirection (item (1) of [fill v]) (item (2) of [fill v]) [5] [6]\nDirection (item (1) of [fill v]) (item (4) of [fill v]) [7] [8]\nDirection (item (3) of [fill v]) (item (2) of [fill v]) [9] [10]\nDirection (item (3) of [fill v]) (item (4) of [fill v]) [11] [12]\nreplace item (5) of [@変数 v] with [7]\nreplace item (1) of [fill v] with (item (5) of [fill v])\nreplace item (2) of [fill v] with (item (6) of [fill v])\nreplace item (3) of [fill v] with (item (5) of [fill v])\nreplace item (4) of [fill v] with (item (6) of [fill v])\nrepeat (3)\n if <(item (item (5) of [@変数 v]) of [fill v]) < (item (1) of [fill v])> then\n replace item (1) of [fill v] with (item (item (5) of [@変数 v]) of [fill v])\n end\n if <(item ((item (5) of [@変数 v]) + (1)) of [fill v]) > (item (2) of [fill v])> then\n replace item (2) of [fill v] with (item ((item (5) of [@変数 v]) + (1)) of [fill v])\n end\n if <(item (item (5) of [@変数 v]) of [fill v]) > (item (3) of [fill v])> then\n replace item (3) of [fill v] with (item (item (5) of [@変数 v]) of [fill v])\n end\n if <(item ((item (5) of [@変数 v]) + (1)) of [fill v]) < (item (4) of [fill v])> then\n replace item (4) of [fill v] with (item ((item (5) of [@変数 v]) + (1)) of [fill v])\n end\n replace item (5) of [@変数 v] with ((item (5) of [@変数 v]) + (2))\nend\n四角同士の当たり判定確認 [-241] [181] [241] [-181] (item (1) of [fill v]) (item (2) of [fill v]) (item (3) of [fill v]) (item (4) of [fill v])\nif <(四角当たり判定) = [true]> then\n replace item (18) of [fill v] with (letter (1) of (item ((item (1) of [@変数 v]) + (4)) of [stage v]))\n replace item (19) of [fill v] with (letter (2) of (item ((item (1) of [@変数 v]) + (4)) of [stage v]))\n if <(item (18) of [fill v]) = [7]> then\n if <(item (19) of [fill v]) = [1]> then\n /fill (item (11) of [fill v]) (item (12) of [fill v]) (item (7) of [fill v]) (item (8) of [fill v]) (item (9) of [fill v]) (item (10) of [fill v]) []\n else\n if <(item (19) of [fill v]) = [2]> then\n /fill (item (11) of [fill v]) (item (12) of [fill v]) (item (5) of [fill v]) (item (6) of [fill v]) (item (9) of [fill v]) (item (10) of [fill v]) []\n else\n if <(item (19) of [fill v]) = [3]> then\n /fill (item (5) of [fill v]) (item (6) of [fill v]) (item (7) of [fill v]) (item (8) of [fill v]) (item (11) of [fill v]) (item (12) of [fill v]) []\n else\n /fill (item (5) of [fill v]) (item (6) of [fill v]) (item (7) of [fill v]) (item (8) of [fill v]) (item (9) of [fill v]) (item (10) of [fill v]) []\n end\n end\n end\n else\n if <(軽量化) = [2]> then\n set pen size to (1)\n go to x: (item (5) of [fill v]) y: (item (6) of [fill v])\n pen down\n go to x: (item (7) of [fill v]) y: (item (8) of [fill v])\n go to x: (item (11) of [fill v]) y: (item (12) of [fill v])\n go to x: (item (9) of [fill v]) y: (item (10) of [fill v])\n go to x: (item (5) of [fill v]) y: (item (6) of [fill v])\n pen up\n else\n fill (item (5) of [fill v]) (item (6) of [fill v]) (item (7) of [fill v]) (item (8) of [fill v]) (item (11) of [fill v]) (item (12) of [fill v]) (item (9) of [fill v]) (item (10) of [fill v]) ((direction) + (90))\n end\n end\nend\n\n/fill (item (5) of [fill v]) (item (6) of [fill v]) (item (7) of [fill v]) (item (8) of [fill v]) (item (9) of [fill v]) (item (10) of [fill v]) []\n/fill (item (11) of [fill v]) (item (12) of [fill v]) (item (7) of [fill v]) (item (8) of [fill v]) (item (9) of [fill v]) (item (10) of [fill v]) []\n\ndefine stage追加 (x1) (y1) (x2) (y2) (ブロック) (色)\nif <(x1) < (x2)> then\n add (x1) to [stage v]\nelse\n add (x2) to [stage v]\nend\nif <(y1) < (y2)> then\n add (y2) to [stage v]\nelse\n add (y1) to [stage v]\nend\nif <(x1) < (x2)> then\n add (x2) to [stage v]\nelse\n add (x1) to [stage v]\nend\nif <(y1) < (y2)> then\n add (y1) to [stage v]\nelse\n add (y2) to [stage v]\nend\nadd (ブロック) to [stage v]\nadd (色) to [stage v]\n\nwhen flag clicked\nReset\nforever\n cam direction [5]\n if <<(イベント) = [0]> or <<(イベント) = [3]> or <(イベント) = [5]>>> then\n cam 追尾 (x) ((y) + (60)) [10]\n else\n if <[-120] < (x)> then\n cam 追尾 [0] [2086] [10]\n else\n cam 追尾 [-1110] [2086] [10]\n if <[-1220] < (x)> then\n set [cam x v] to ((x) + (110))\n end\n end\n end\n 背景描画\n stage描画\n if <(イベント) = [5]> then\n You won\n end\n player描画 [100]\n move\n if <<(イベント) = [2]> or (item (5) of [押されてるキー v])> then\n if <(チェックポイントx) = [-1240]> then\n set [イベント v] to [1]\n set [イベント2 v] to [2]\n else\n if <<(チェックポイントx) = [60]> or <(チェックポイントx) = [-470]>> then\n set [イベント v] to [3]\n set [イベント2 v] to [0]\n else\n if <(チェックポイントy) = [1]> then\n set [イベント v] to [5]\n set [イベント2 v] to [0]\n else\n set [イベント v] to [0]\n set [イベント2 v] to [0]\n end\n end\n end\n set [x v] to ((チェックポイントx) + (((-10) * <(チェックポイントd) = [1]>) + ((10) * <(チェックポイントd) = [2]>)))\n set [y v] to ((チェックポイントy) + (((-10) * <(チェックポイントd) = [3]>) + ((10) * <(チェックポイントd) = [4]>)))\n set [direction 2 v] to (チェックポイントd)\n set [direction 4 v] to [0]\n set [x speed v] to [0]\n set [y speed v] to [0]\n set [落下量 v] to [0]\n stage更新\n end\n if <(イベント) = [4]> then\n ゴール\n end\nend\n\ndefine stage描画\ndelete all of [stage当たり判定 v]\nreplace item (13) of [fill v] with (((<(direction 2) = [3]> * (-60)) + (<(direction 2) = [4]> * (60))) + (cam x))\nreplace item (14) of [fill v] with ((<<(direction 2) = [1]> or <(direction 2) = [2]>> * (cam y)) + ((<<(direction 2) = [3]> or <(direction 2) = [4]>> * (cam y)) + ((<<(direction 2) = [4]> or <(direction 2) = [3]>> * (-45)) + (<(direction 2) = [2]> * (-120)))))\nreplace item (1) of [@変数 v] with [1]\nrepeat ((length of [stage v]) / (6))\n set pen color to (item ((item (1) of [@変数 v]) + (5)) of [stage v])\n if <<(item ((item (1) of [@変数 v]) + (4)) of [stage v]) = [4]> or <<(item ((item (1) of [@変数 v]) + (4)) of [stage v]) = [6]> or <(item ((item (1) of [@変数 v]) + (4)) of [stage v]) = [10]>>> then\n 描画2 (item (item (1) of [@変数 v]) of [stage v]) (item ((item (1) of [@変数 v]) + (1)) of [stage v]) (item ((item (1) of [@変数 v]) + (2)) of [stage v]) (item ((item (1) of [@変数 v]) + (3)) of [stage v]) (item ((item (1) of [@変数 v]) + (5)) of [stage v])\n else\n if <(item ((item (1) of [@変数 v]) + (4)) of [stage v]) = [5]> then\n end\n if <((item (item (1) of [@変数 v]) of [stage v]) - (x)) < [51]> then\n if <((item ((item (1) of [@変数 v]) + (1)) of [stage v]) - (y)) > [-51]> then\n if <((item ((item (1) of [@変数 v]) + (2)) of [stage v]) - (x)) > [-51]> then\n if <((item ((item (1) of [@変数 v]) + (3)) of [stage v]) - (y)) < [51]> then\n add (item (item (1) of [@変数 v]) of [stage v]) to [stage当たり判定 v]\n add (item ((item (1) of [@変数 v]) + (1)) of [stage v]) to [stage当たり判定 v]\n add (item ((item (1) of [@変数 v]) + (2)) of [stage v]) to [stage当たり判定 v]\n add (item ((item (1) of [@変数 v]) + (3)) of [stage v]) to [stage当たり判定 v]\n add (item ((item (1) of [@変数 v]) + (4)) of [stage v]) to [stage当たり判定 v]\n add (item ((item (1) of [@変数 v]) + (5)) of [stage v]) to [stage当たり判定 v]\n end\n end\n end\n end\n replace item (1) of [@変数 v] with ((item (1) of [@変数 v]) + (6))\nend\n\ndefine Reset\nset [チェックポイントx v] to [10]\nset [チェックポイントy v] to [0]\nset [チェックポイントd v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nset [cam x v] to [0]\nset [cam y v] to [60]\nset [x speed v] to [0]\nset [y speed v] to [0]\nset [direction v] to [0]\nset [direction 2 v] to [1]\nset [direction 3 v] to [0]\nset [direction 4 v] to [0]\nset [direction 5 v] to [1]\nset [イベント v] to [0]\nset [イベント2 v] to [0]\nset [落下量 v] to [0]\nstage更新\n\ndefine move\n押されてるキー\nset [direction 5 v] to (direction 2)\nmove2 ((1) + <(direction 2) > [2]>)\nmove2 ((2) - <(direction 2) > [2]>)\nif <(item (3) of [押されてるキー v]) > [1]> then\n replace item (3) of [押されてるキー v] with ((item (3) of [押されてるキー v]) + (1))\nend\n\ndefine 当たり判定確認 (x,y)\ndelete all of [player当たり判定 v]\nrepeat (length of [触れているブロック v])\n insert [0] at (1) of [触れているブロック v] \n delete (length of [触れているブロック v]) of [触れているブロック v]\nend\nreplace item (1) of [触れているブロック2 v] with []\nplayer当たり判定追加 ((x) + (-20)) ((y) + (20))\nplayer当たり判定追加 ((x) + (20)) ((y) + (-20))\nif <(x,y) = [1]> then\n replace item (4) of [触れているブロック2 v] with ((1) - (<(x speed) < [0]> * (2)))\n replace item (3) of [触れているブロック2 v] with ((x) + ((20) * (item (4) of [触れているブロック2 v])))\nelse\n replace item (4) of [触れているブロック2 v] with ((1) - (<(y speed) < [0]> * (2)))\n replace item (3) of [触れているブロック2 v] with ((y) + ((20) * (item (4) of [触れているブロック2 v])))\nend\nreplace item (1) of [@変数 v] with [1]\nrepeat ((length of [stage当たり判定 v]) / (6))\n if <(item ((item (1) of [@変数 v]) + (4)) of [stage当たり判定 v]) = [10]> then\n 二点間距離 (item (item (1) of [@変数 v]) of [stage当たり判定 v]) (item ((item (1) of [@変数 v]) + (1)) of [stage当たり判定 v]) (x) (y)\n if <(二点間距離) < [50]> then\n replace item (10) of [触れているブロック v] with [1]\n end\n else\n repeat (length of [player当たり判定 v])\n 四角同士の当たり判定確認 (item (item (1) of [@変数 v]) of [stage当たり判定 v]) (item ((item (1) of [@変数 v]) + (1)) of [stage当たり判定 v]) (item ((item (1) of [@変数 v]) + (2)) of [stage当たり判定 v]) (item ((item (1) of [@変数 v]) + (3)) of [stage当たり判定 v]) (item (1) of [player当たり判定 v]) (item (2) of [player当たり判定 v]) (item (3) of [player当たり判定 v]) (item (4) of [player当たり判定 v])\n if <(四角当たり判定) = [true]> then\n replace item (item ((item (1) of [@変数 v]) + (4)) of [stage当たり判定 v]) of [触れているブロック v] with [1]\n if <(item ((item (1) of [@変数 v]) + (4)) of [stage当たり判定 v]) = [4]> then\n if <not <<(チェックポイントx) = (item (item (1) of [@変数 v]) of [stage当たり判定 v])> and <<(チェックポイントy) = (item ((item (1) of [@変数 v]) + (1)) of [stage当たり判定 v])> and <(チェックポイントd) = (item ((item (1) of [@変数 v]) + (5)) of [stage当たり判定 v])>>>> then\n start sound [ v]\n set [チェックポイントx v] to (item (item (1) of [@変数 v]) of [stage当たり判定 v])\n set [チェックポイントy v] to (item ((item (1) of [@変数 v]) + (1)) of [stage当たり判定 v])\n set [チェックポイントd v] to (item ((item (1) of [@変数 v]) + (5)) of [stage当たり判定 v])\n end\n end\n end\n end\n end\n replace item (1) of [@変数 v] with ((item (1) of [@変数 v]) + (6))\nend\nイベント\n\ndefine player当たり判定追加 (x) (y)\nadd (x) to [player当たり判定 v]\nadd (y) to [player当たり判定 v]\n\ndefine 座標調整 (x,y) (触れているブロック)\nif <(x,y) = [1]> then\n replace item (3) of [@変数 v] with (x)\n replace item (4) of [@変数 v] with (x speed)\nelse\n replace item (3) of [@変数 v] with (y)\n replace item (4) of [@変数 v] with (y speed)\nend\nrepeat until <([abs v] of (item (4) of [@変数 v]) ) < [.1]>\n replace item (4) of [@変数 v] with ((item (4) of [@変数 v]) / (2))\n replace item (3) of [@変数 v] with ((item (3) of [@変数 v]) + (item (4) of [@変数 v]))\n if <(x,y) = [1]> then\n set [x v] to (item (3) of [@変数 v])\n else\n set [y v] to (item (3) of [@変数 v])\n end\n 当たり判定確認 (x,y)\n if (item (触れているブロック) of [触れているブロック v]) then\n replace item (3) of [@変数 v] with ((item (3) of [@変数 v]) - (item (4) of [@変数 v]))\n end\nend\nif <(x,y) = [1]> then\n set [x v] to (item (3) of [@変数 v])\nelse\n set [y v] to (item (3) of [@変数 v])\nend\n\ndefine Direction (x) (y) (fill1) (fill2)\n地点への向き (x) (y) [] []\n二点間距離 (x) (y) [] []\nreplace item (fill1) of [fill v] with (() + ((二点間距離) * ([sin v] of ((地点への向き) + (direction)) )))\nreplace item (fill2) of [fill v] with (() + ((二点間距離) * ([cos v] of ((地点への向き) + (direction)) )))\n\ndefine cam direction (speed)\nchange [direction 4 v] by ((() - (direction 4)) / (speed))\nset [direction v] to ((direction 4) + ((<(direction 2) = [1]> * (0)) + ((<(direction 2) = [2]> * (-180)) + ((<(direction 2) = [3]> * (90)) + (<(direction 2) = [4]> * (-90))))))\n\ndefine cam 追尾 (x) (y) (speed)\nchange [cam x v] by (((x) - (cam x)) / (speed))\nchange [cam y v] by (((y) - (cam y)) / (speed))\n\ndefine 背景描画\nerase all\ngo to x: (0) y: (0)\nset pen size to (666)\nset pen color to (#f5f5f5)\npen down\npen up\n\nset pen color to (#b3e8a8)\n\ndefine 押されてるキー\nタブレット\nreplace item (1) of [押されてるキー v] with <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [110]>>>\nreplace item (2) of [押されてるキー v] with <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-110]>>>\nreplace item (4) of [押されてるキー v] with <<key (down arrow v) pressed?> or <key (s v) pressed?>>\nreplace item (5) of [押されてるキー v] with <key (r v) pressed?>\nif <((item (3) of [押されてるキー v]) + ()) > [0]> then\n if <<not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [50]>>>> or <((item (3) of [押されてるキー v]) + ()) > [10]>> then\n replace item (3) of [押されてるキー v] with [0]\n end\nelse\n if <((item (3) of [押されてるキー v]) + ()) = [0]> then\n replace item (3) of [押されてるキー v] with <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [50]>>>\n end\nend\n\ndefine イベント\nif <<(イベント) = [4]> or (item (10) of [触れているブロック v])> then\n set [イベント v] to [4]\nelse\n if <<(イベント) = [2]> or <<<not (item (1) of [触れているブロック v])> and (item (2) of [触れているブロック v])> or <(item (5) of [触れているブロック v]) and <(落下量) > [700]>>>> then\n if <(イベント) = [2]> then\n else\n if (item (3) of [触れているブロック v]) then\n if <(イベント2) = [0]> then\n set [イベント v] to [1]\n set [イベント2 v] to [1]\n if <(direction 2) = [2]> then\n set [direction 2 v] to [3]\n set [direction 4 v] to [90]\n set [y speed v] to [8]\n end\n stage更新\n else\n if <(イベント2) = [2]> then\n set [イベント v] to [0]\n set [イベント2 v] to [3]\n stage更新\n end\n end\n else\n if (item (8) of [触れているブロック v]) then\n if <(イベント2) = [2]> then\n set [イベント v] to [3]\n set [イベント2 v] to [4]\n stage更新\n else\n if <<(イベント2) = [5]> or <(イベント2) = [0]>> then\n set [イベント v] to [1]\n set [イベント2 v] to [6]\n if <(direction 2) = [1]> then\n set [direction 2 v] to [3]\n set [direction 4 v] to [-90]\n set [y speed v] to [-8]\n end\n stage更新\n end\n end\n else\n if (item (9) of [触れているブロック v]) then\n end\n end\n if <not (item (3) of [触れているブロック v])> then\n if <(イベント2) = [1]> then\n set [イベント2 v] to [2]\n end\n if <(イベント2) = [3]> then\n if <(y) > [1800]> then\n set [イベント v] to [1]\n set [イベント2 v] to [1]\n stage更新\n else\n set [イベント2 v] to [0]\n end\n end\n if <(イベント2) = [2]> then\n if <(y) < [1780]> then\n set [イベント v] to [0]\n set [イベント2 v] to [0]\n stage更新\n end\n end\n end\n if <not (item (8) of [触れているブロック v])> then\n if <(イベント2) = [4]> then\n set [イベント2 v] to [5]\n end\n if <(イベント2) = [5]> then\n if <(y) > [2262]> then\n set [イベント v] to [3]\n set [イベント2 v] to [0]\n stage更新\n else\n if <(y) < [2240]> then\n set [イベント v] to [1]\n set [イベント2 v] to [2]\n stage更新\n end\n end\n end\n if <(イベント2) = [6]> then\n if <(y) > [2262]> then\n set [イベント v] to [3]\n set [イベント2 v] to [0]\n stage更新\n else\n set [イベント2 v] to [2]\n end\n end\n end\n end\nend\n\ndefine 描画2 (x1) (y1) (x2) (y2) (向き)\nreplace item (1) of [fill v] with ((x1) - (item (13) of [fill v]))\nreplace item (2) of [fill v] with ((y1) - (item (14) of [fill v]))\nreplace item (3) of [fill v] with ((x2) - (item (13) of [fill v]))\nreplace item (4) of [fill v] with ((y2) - (item (14) of [fill v]))\nDirection (item (1) of [fill v]) (item (2) of [fill v]) [5] [6]\nDirection (item (1) of [fill v]) (item (4) of [fill v]) [7] [8]\nDirection (item (3) of [fill v]) (item (2) of [fill v]) [9] [10]\nDirection (item (3) of [fill v]) (item (4) of [fill v]) [11] [12]\nreplace item (5) of [@変数 v] with [7]\nreplace item (1) of [fill v] with (item (5) of [fill v])\nreplace item (2) of [fill v] with (item (6) of [fill v])\nreplace item (3) of [fill v] with (item (5) of [fill v])\nreplace item (4) of [fill v] with (item (6) of [fill v])\nrepeat (3)\n if <(item (item (5) of [@変数 v]) of [fill v]) < (item (1) of [fill v])> then\n replace item (1) of [fill v] with (item (item (5) of [@変数 v]) of [fill v])\n end\n if <(item ((item (5) of [@変数 v]) + (1)) of [fill v]) > (item (2) of [fill v])> then\n replace item (2) of [fill v] with (item ((item (5) of [@変数 v]) + (1)) of [fill v])\n end\n if <(item (item (5) of [@変数 v]) of [fill v]) > (item (3) of [fill v])> then\n replace item (3) of [fill v] with (item (item (5) of [@変数 v]) of [fill v])\n end\n if <(item ((item (5) of [@変数 v]) + (1)) of [fill v]) < (item (4) of [fill v])> then\n replace item (4) of [fill v] with (item ((item (5) of [@変数 v]) + (1)) of [fill v])\n end\n replace item (5) of [@変数 v] with ((item (5) of [@変数 v]) + (2))\nend\n四角同士の当たり判定確認 [-250] [190] [250] [-190] (item (1) of [fill v]) (item (2) of [fill v]) (item (3) of [fill v]) (item (4) of [fill v])\nif <(四角当たり判定) = [true]> then\n if <(item ((item (1) of [@変数 v]) + (4)) of [stage v]) = [10]> then\n Direction ((x1) - (item (13) of [fill v])) ((y1) - (item (14) of [fill v])) [1] [2]\n replace item (3) of [fill v] with [60]\n go to x: (item (1) of [fill v]) y: (item (2) of [fill v])\n set pen color to (#f590d0)\n repeat (10)\n set pen size to (item (3) of [fill v])\n pen down\n pen up\n change pen (saturation v) by (-2.5)\n replace item (3) of [fill v] with ((item (3) of [fill v]) + (-6))\n end\n else\n if <(item ((item (1) of [@変数 v]) + (4)) of [stage v]) = [6]> then\n replace item (1) of [fill v] with ((x1) - (item (13) of [fill v]))\n replace item (2) of [fill v] with ((y1) - (item (14) of [fill v]))\n replace item (3) of [fill v] with ((x2) - (item (13) of [fill v]))\n replace item (4) of [fill v] with ((y2) - (item (14) of [fill v]))\n replace item (16) of [fill v] with (join (letter (2) of (向き)) (join (letter (3) of (向き)) (letter (4) of (向き))))\n replace item (17) of [fill v] with ((<(letter (1) of (向き)) = [1]> * (0)) + ((<(letter (1) of (向き)) = [2]> * (180)) + ((<(letter (1) of (向き)) = [3]> * (270)) + (<(letter (1) of (向き)) = [4]> * (90)))))\n set pen size to (6)\n set pen color to (#ceaf8e)\n Direction 2 [0] [-20] [] [] [5] [6] (item (17) of [fill v]) []\n Direction 2 [0] [17] [] [] [7] [8] (item (17) of [fill v]) []\n Direction (item (5) of [fill v]) (item (6) of [fill v]) [9] [10]\n go to x: (item (9) of [fill v]) y: (item (10) of [fill v])\n pen down\n Direction (item (7) of [fill v]) (item (8) of [fill v]) [9] [10]\n go to x: (item (9) of [fill v]) y: (item (10) of [fill v])\n pen up\n set pen color to (#efcca7)\n Direction 2 [-15] [10] [0] [5] [5] [6] ((item (17) of [fill v]) + (item (16) of [fill v])) (向き)\n Direction 2 [-15] [0] [0] [5] [7] [8] ((item (17) of [fill v]) + (item (16) of [fill v])) (向き)\n Direction 2 [10] [10] [0] [5] [9] [10] ((item (17) of [fill v]) + (item (16) of [fill v])) (向き)\n Direction (item (5) of [fill v]) (item (6) of [fill v]) [5] [6]\n Direction (item (7) of [fill v]) (item (8) of [fill v]) [7] [8]\n Direction (item (9) of [fill v]) (item (10) of [fill v]) [9] [10]\n /fill (item (5) of [fill v]) (item (6) of [fill v]) (item (7) of [fill v]) (item (8) of [fill v]) (item (9) of [fill v]) (item (10) of [fill v]) []\n Direction 2 [10] [0] [0] [5] [5] [6] ((item (17) of [fill v]) + (item (16) of [fill v])) (向き)\n Direction (item (5) of [fill v]) (item (6) of [fill v]) [5] [6]\n /fill (item (5) of [fill v]) (item (6) of [fill v]) (item (7) of [fill v]) (item (8) of [fill v]) (item (9) of [fill v]) (item (10) of [fill v]) []\n Direction 2 [20] [5] [0] [5] [7] [8] ((item (17) of [fill v]) + (item (16) of [fill v])) (向き)\n Direction (item (7) of [fill v]) (item (8) of [fill v]) [7] [8]\n /fill (item (5) of [fill v]) (item (6) of [fill v]) (item (7) of [fill v]) (item (8) of [fill v]) (item (9) of [fill v]) (item (10) of [fill v]) []\n else\n replace item (15) of [fill v] with [0]\n if <(向き) = [1]> then\n replace item (1) of [fill v] with ((x1) - (item (13) of [fill v]))\n replace item (2) of [fill v] with (((y2) - (item (14) of [fill v])) + (40))\n replace item (3) of [fill v] with (((x1) - (item (13) of [fill v])) + (40))\n replace item (4) of [fill v] with ((y2) - (item (14) of [fill v]))\n else\n if <(向き) = [2]> then\n replace item (1) of [fill v] with (((x1) - (item (13) of [fill v])) + (22))\n replace item (2) of [fill v] with ((y2) - (item (14) of [fill v]))\n replace item (3) of [fill v] with (((x1) - (item (13) of [fill v])) + (-18))\n replace item (4) of [fill v] with (((y2) - (item (14) of [fill v])) + (40))\n else\n if <(向き) = [3]> then\n replace item (1) of [fill v] with ((x2) - (item (13) of [fill v]))\n replace item (2) of [fill v] with (((y2) - (item (14) of [fill v])) + (40))\n replace item (3) of [fill v] with (((x2) - (item (13) of [fill v])) + (-40))\n replace item (4) of [fill v] with ((y2) - (item (14) of [fill v]))\n else\n replace item (1) of [fill v] with (((x2) - (item (13) of [fill v])) + (-40))\n replace item (2) of [fill v] with (((y2) - (item (14) of [fill v])) + (-18))\n replace item (3) of [fill v] with ((x2) - (item (13) of [fill v]))\n replace item (4) of [fill v] with (((y2) - (item (14) of [fill v])) + (22))\n end\n end\n end\n set pen size to (1)\n if <<(x1) = (チェックポイントx)> and <(y1) = (チェックポイントy)>> then\n set pen color to (#7fe8e8)\n else\n set pen color to (#f57070)\n end\n repeat (32)\n if <(向き) < [3]> then\n Direction ((item (1) of [fill v]) + ((((item (3) of [fill v]) - (item (1) of [fill v])) / (40)) * ((7) + ((item (15) of [fill v]) * (1))))) ((item (2) of [fill v]) + ((((item (4) of [fill v]) - (item (2) of [fill v])) / (40)) * ((13) + (([sin v] of (((timer) * (200)) + ((item (15) of [fill v]) * (10))) ) * ((item (15) of [fill v]) / (4)))))) [5] [6]\n else\n Direction ((item (3) of [fill v]) + ((((item (1) of [fill v]) - (item (3) of [fill v])) / (40)) * ((13) + (([sin v] of (((timer) * (200)) + ((item (15) of [fill v]) * (10))) ) * ((item (15) of [fill v]) / (4)))))) ((item (4) of [fill v]) + ((((item (2) of [fill v]) - (item (4) of [fill v])) / (40)) * ((7) + ((item (15) of [fill v]) * (1))))) [5] [6]\n end\n go to x: (item (5) of [fill v]) y: (item (6) of [fill v])\n pen down\n if <(向き) < [3]> then\n Direction ((item (1) of [fill v]) + ((((item (3) of [fill v]) - (item (1) of [fill v])) / (40)) * ((7) + ((item (15) of [fill v]) * (1))))) ((item (2) of [fill v]) + ((((item (4) of [fill v]) - (item (2) of [fill v])) / (40)) * ((30) + (([sin v] of (((timer) * (200)) + ((item (15) of [fill v]) * (10))) ) * ((item (15) of [fill v]) / (4)))))) [5] [6]\n else\n Direction ((item (3) of [fill v]) + ((((item (1) of [fill v]) - (item (3) of [fill v])) / (40)) * ((30) + (([sin v] of (((timer) * (200)) + ((item (15) of [fill v]) * (10))) ) * ((item (15) of [fill v]) / (4)))))) ((item (4) of [fill v]) + ((((item (2) of [fill v]) - (item (4) of [fill v])) / (40)) * ((7) + ((item (15) of [fill v]) * (1))))) [5] [6]\n end\n go to x: (item (5) of [fill v]) y: (item (6) of [fill v])\n pen up\n replace item (15) of [fill v] with ((item (15) of [fill v]) + (.5))\n end\n set pen size to (5)\n set pen color to (#e8aa64)\n if <(向き) < [3]> then\n Direction ((item (1) of [fill v]) + (((item (3) of [fill v]) - (item (1) of [fill v])) / (8))) ((item (4) of [fill v]) + ()) [5] [6]\n else\n Direction ((item (1) of [fill v]) + ()) ((item (4) of [fill v]) + (((item (2) of [fill v]) - (item (4) of [fill v])) / (8))) [5] [6]\n end\n go to x: (item (5) of [fill v]) y: (item (6) of [fill v])\n pen down\n if <(向き) < [3]> then\n Direction ((item (1) of [fill v]) + (((item (3) of [fill v]) - (item (1) of [fill v])) / (8))) ((item (2) of [fill v]) + (((item (4) of [fill v]) - (item (2) of [fill v])) / (8))) [5] [6]\n else\n Direction ((item (3) of [fill v]) + (((item (1) of [fill v]) - (item (3) of [fill v])) / (8))) ((item (4) of [fill v]) + (((item (2) of [fill v]) - (item (4) of [fill v])) / (8))) [5] [6]\n end\n go to x: (item (5) of [fill v]) y: (item (6) of [fill v])\n pen up\n set pen size to (10)\n set pen color to (#e8d34a)\n pen down\n pen up\n end\n end\nend\n\ndefine stage更新\ndelete all of [stage v]\nif <(イベント) = [0]> then\n if <(軽量化) = [0]> then\n stage追加 [160] [-60] [200] [-100] [6] [1000]\n stage追加 [260] [200] [300] [160] [6] [3350]\n stage追加 [60] [340] [20] [380] [6] [2010]\n stage追加 [-640] [500] [-680] [540] [6] [4180]\n stage追加 [-570] [910] [-610] [950] [6] [3000]\n stage追加 [-500] [1300] [-540] [1260] [6] [1000]\n stage追加 [-530] [1440] [-570] [1480] [6] [2340]\n stage追加 [-1240] [1620] [-1200] [1660] [6] [3000]\n stage追加 [-610] [1400] [-650] [1420] [6] [1200]\n end\n stage追加 [-200] [-100] [300] [-120] [1] [#b3e8a8]\n stage追加 [300] [240] [320] [-120] [1] [#b3e8a8]\n stage追加 [0] [400] [300] [380] [1] [#b3e8a8]\n stage追加 [-150] [470] [40] [450] [1] [#b3e8a8]\n stage追加 [-300] [540] [-110] [520] [1] [#b3e8a8]\n stage追加 [-450] [610] [-260] [590] [1] [#b3e8a8]\n stage追加 [-600] [680] [-410] [660] [1] [#b3e8a8]\n stage追加 [-700] [900] [-680] [450] [1] [#b3e8a8]\n stage追加 [-610] [830] [-570] [852] [4] [3]\n stage追加 [-570] [1260] [-550] [800] [1] [#b3e8a8]\n stage追加 [-590] [1060] [-570] [1000] [2] [#f36767]\n stage追加 [-590] [1260] [-570] [1200] [2] [#f36767]\n stage追加 [-550] [1260] [-450] [1240] [1] [#b3e8a8]\n stage追加 [-450] [1500] [-430] [1240] [1] [#b3e8a8]\n stage追加 [-1350] [1360] [-500] [1380] [2] [#f36767]\n stage追加 [-1200] [1480] [-450] [1500] [1] [#b3e8a8]\n stage追加 [-655] [1470] [-605] [1480] [2] [#f36767]\n stage追加 [-670] [1380] [-590] [1390] [1] [#b3e8a8]\n stage追加 [-855] [1470] [-805] [1480] [2] [#f36767]\n stage追加 [-870] [1380] [-790] [1390] [1] [#b3e8a8]\n stage追加 [-1055] [1470] [-1005] [1480] [2] [#f36767]\n stage追加 [-1070] [1380] [-990] [1390] [1] [#b3e8a8]\n []\n stage追加 [-2000] [-120] [320] [-1000] [5] [#f5f5f5]\n stage追加 [320] [1800] [2000] [-1000] [5] [#f5f5f5]\n stage追加 [-2000] [1360] [-700] [-120] [5] [#f5f5f5]\n stage追加 [120] [1800] [6000] [1820] [5] [#f5f5f5]\n []\n stage追加 [-1330] [1800] [-1200] [1820] [3] [#d8caf8]\n stage追加 [-1240] [1929] [-1200] [1951] [4] [3]\n stage追加 [-1350] [2282] [-1330] [1380] [2] [#f36767]\n stage追加 [-1200] [2180] [-1180] [1500] [1] [#b3e8a8]\n stage追加 [-1330] [2099] [-1270] [2119] [1] [#b3e8a8]\n stage追加 [-1260] [2038] [-1190] [2058] [1] [#b3e8a8]\n stage追加 [-1010] [1820] [-990] [2000] [1] [#b3e8a8]\n []\n stage追加 [120] [1800] [-1180] [1820] [2] [#f36767]\nelse\n if <(イベント) = [1]> then\n if <(軽量化) = [0]> then\n stage追加 [100] [2450] [60] [2472] [6] [3000]\n stage追加 [-1240] [1620] [-1200] [1660] [6] [3000]\n end\n stage追加 [-1200] [1480] [-450] [1500] [1] [#b3e8a8]\n stage追加 [-1330] [1800] [-1200] [1820] [3] [#d8caf8]\n stage追加 [-1240] [1929] [-1200] [1951] [4] [3]\n stage追加 [-1350] [2282] [-1330] [1380] [2] [#f36767]\n stage追加 [-1200] [2180] [-1180] [1500] [1] [#b3e8a8]\n stage追加 [-1330] [2099] [-1270] [2119] [1] [#b3e8a8]\n stage追加 [-1260] [2038] [-1190] [2058] [1] [#b3e8a8]\n []\n stage追加 [-1010] [2100] [-990] [2260] [1] [#b3e8a8]\n stage追加 [-1010] [1820] [-990] [2000] [1] [#b3e8a8]\n stage追加 [-820] [1820] [-800] [2180] [1] [#b3e8a8]\n stage追加 [-640] [2125] [-620] [2175] [2] [#f36767]\n stage追加 [-640] [1985] [-620] [2035] [2] [#f36767]\n stage追加 [-620] [1950] [-430] [2280] [2] [#f36767]\n stage追加 [-285] [1800] [-265] [1900] [2] [#f36767]\n []\n stage追加 [-435] [2260] [-1330] [2282] [2] [#f36767]\n stage追加 [1000] [1800] [-1180] [1820] [2] [#f36767]\n stage追加 [-55] [2260] [-265] [2282] [2] [#f36767]\n []\n stage追加 [-630] [1900] [-610] [2282] [1] [#b3e8a8]\n stage追加 [-535] [1900] [-515] [2282] [1] [#b3e8a8]\n stage追加 [-440] [1900] [-420] [2282] [1] [#b3e8a8]\n stage追加 [-285] [1900] [-265] [2000] [1] [#b3e8a8]\n stage追加 [-285] [2100] [-265] [2260] [1] [#b3e8a8]\n stage追加 [-265] [2260] [-420] [2282] [1] [#b3e8a8]\n stage追加 [100] [2260] [-55] [2282] [8] [#d8caf8]\n stage追加 [100] [1820] [120] [3000] [1] [#b3e8a8]\n else\n if <(イベント) = [3]> then\n if <(軽量化) = [0]> then\n stage追加 [100] [2450] [60] [2472] [6] [3000]\n stage追加 [100] [2800] [60] [2822] [6] [3340]\n stage追加 [-1000] [3660] [-960] [3620] [6] [1180]\n end\n stage追加 [-265] [1800] [1000] [1820] [2] [#f36767]\n stage追加 [-55] [2260] [-1000] [2282] [2] [#f36767]\n stage追加 [100] [2260] [-55] [2282] [8] [#d8caf8]\n stage追加 [60] [2700] [100] [2722] [4] [3]\n stage追加 [100] [1820] [120] [3000] [1] [#b3e8a8]\n stage追加 [100] [2900] [90] [2970] [9] [#eff18c]\n stage追加 [-70] [3070] [-50] [3200] [1] [#b3e8a8]\n stage追加 [-70] [3100] [-80] [3170] [9] [#eff18c]\n stage追加 [-240] [3270] [-220] [3400] [1] [#b3e8a8]\n stage追加 [-250] [3300] [-240] [3370] [9] [#eff18c]\n stage追加 [-470] [3589] [-430] [3611] [4] [3]\n stage追加 [-430] [3470] [-410] [3900] [1] [#b3e8a8]\n stage追加 [-430] [3880] [-1200] [3900] [2] [#f36767]\n stage追加 [-560] [3580] [-1200] [3600] [2] [#f36767]\n stage追加 [-440] [3700] [-430] [3780] [9] [#eff18c]\n stage追加 [-570] [3600] [-560] [3640] [9] [#eff18c]\n stage追加 [-570] [3840] [-560] [3880] [9] [#eff18c]\n stage追加 [-710] [3700] [-700] [3780] [9] [#eff18c]\n stage追加 [-955] [3670] [-945] [3880] [9] [#eff18c]\n stage追加 [-1180] [3600] [-890] [3620] [1] [#b3e8a8]\n stage追加 [-1180] [3890] [-1200] [3590] [2] [#f36767]\n stage追加 [-1100] [3700] [-1060] [3680] [10] []\n stage追加 [120] [1800] [1000] [4000] [5] [#f5f5f5]\n stage追加 [-1300] [3900] [120] [5000] [5] [#f5f5f5]\n stage追加 [-1300] [0] [-3000] [3900] [5] [#f5f5f5]\n else\n if <(イベント) = [5]> then\n stage追加 [-700] [-50] [700] [-70] [1] [#b3e8a8]\n stage追加 [700] [0] [720] [-70] [9] [#eff18c]\n stage追加 [-700] [0] [-720] [-70] [9] [#eff18c]\n stage追加 [-2000] [-2000] [2000] [-70] [5] [#f5f5f5]\n end\n end\n end\nend\n\ndefine player描画 (大きさ)\nset pen color to (#e0adf1)\nfill ((x) + ((-20) * ((大きさ) / (100)))) ((y) + ((20) * ((大きさ) / (100)))) ((x) + ((20) * ((大きさ) / (100)))) ((y) + ((-20) * ((大きさ) / (100))))\n\nset pen color to (#f1f1f1)\n\ndefine Direction 2 (x1) (y1) (x2) (y2) (fill1) (fill2) (direction) (向き)\n地点への向き (x1) (y1) (x2) (y2)\n二点間距離 (x1) (y1) (x2) (y2)\nreplace item (fill1) of [fill v] with (((<(letter (1) of (向き)) = [3]> * (-5)) + (<(letter (1) of (向き)) = [4]> * (5))) + (((item (1) of [fill v]) + (((item (3) of [fill v]) - (item (1) of [fill v])) / (2))) + ((二点間距離) * ([sin v] of ((地点への向き) + (direction)) ))))\nreplace item (fill2) of [fill v] with (((<(letter (1) of (向き)) = [1]> * (5)) + (<(letter (1) of (向き)) = [2]> * (-5))) + (((item (2) of [fill v]) + (((item (4) of [fill v]) - (item (2) of [fill v])) / (2))) + ((二点間距離) * ([cos v] of ((地点への向き) + (direction)) ))))\n\ndefine move2 (x,y)\nreplace item (6) of [@変数 v] with (x,y)\nif <(x,y) = [1]> then\n if then\n set [x speed v] to (((x speed) + (((item (3) of [押されてるキー v]) - (item (4) of [押されてるキー v])) * (<(direction 2) = [4]> - <(direction 2) = [3]>))) * (.9))\n else\n set [x speed v] to ((((x speed) + ((<(direction 2) = [3]> - <(direction 2) = [4]>) * <([abs v] of (x speed) ) < [30]>)) * <<(direction 2) = [3]> or <(direction 2) = [4]>>) + (<<(direction 2) = [1]> or <(direction 2) = [2]>> * (((x speed) + (((1) - (<(direction 2) = [2]> * (2))) * ((item (1) of [押されてるキー v]) - (item (2) of [押されてるキー v])))) * (.9))))\n end\n change [x v] by (x speed)\n change [落下量 v] by ([abs v] of ((x speed) * <<<(direction 2) = [3]> or <(direction 2) = [4]>> and <<<(x speed) > [0]> and <(direction 2) = [3]>> or <<(x speed) < [0]> and <(direction 2) = [4]>>>>) )\n 当たり判定確認 [1]\n if <<<(落下量) > [0]> and <(item (9) of [触れているブロック v]) and (item (1) of [触れているブロック v])>> or <(item (9) of [触れているブロック v]) and <not (item (1) of [触れているブロック v])>>> then\n set [落下量 v] to [0]\n change [x v] by (() - (x speed))\n 座標調整 [1] [9]\n if <(x speed) < [0]> then\n set [x speed v] to [20]\n else\n set [x speed v] to [-20]\n end\n else\n if (item (1) of [触れているブロック v]) then\n set [落下量 v] to [0]\n change [x v] by (() - (x speed))\n 座標調整 [1] [1]\n if <(direction 2) = [1]> then\n set [direction 3 v] to [1]\n if <(x speed) < [0]> then\n set [direction 2 v] to [4]\n set [direction 4 v] to [90]\n set [y speed v] to (() - (x speed))\n else\n set [direction 2 v] to [3]\n set [direction 4 v] to [-90]\n set [y speed v] to (x speed)\n end\n set [x speed v] to [0]\n end\n if <(direction 2) = [2]> then\n set [direction 3 v] to [2]\n if <(x speed) < [0]> then\n set [direction 2 v] to [4]\n set [direction 4 v] to [-90]\n set [y speed v] to (x speed)\n else\n set [direction 2 v] to [3]\n set [direction 4 v] to [90]\n set [y speed v] to (() - (x speed))\n end\n set [x speed v] to [0]\n end\n if <(direction 2) = [3]> then\n if <<(x speed) > [0]> and <(item (3) of [押されてるキー v]) = [true]>> then\n set [x speed v] to [-13]\n replace item (3) of [押されてるキー v] with [2]\n else\n if <(x speed) < [0]> then\n if <not <(イベント) = [1]>> then\n set [direction 3 v] to [3]\n set [direction 2 v] to [4]\n set [direction 4 v] to [-180]\n end\n end\n set [x speed v] to [0]\n end\n end\n if <(direction 2) = [4]> then\n if <<(x speed) < [0]> and <(item (3) of [押されてるキー v]) = [true]>> then\n set [x speed v] to [13]\n replace item (3) of [押されてるキー v] with [2]\n else\n if <(x speed) > [0]> then\n set [direction 3 v] to [4]\n set [direction 2 v] to [3]\n set [direction 4 v] to [180]\n end\n set [x speed v] to [0]\n end\n end\n end\n end\nelse\n if < and <<(direction 2) = [1]> or <(direction 2) = [2]>>> then\n set [y speed v] to (((y speed) + (((item (3) of [押されてるキー v]) - (item (4) of [押されてるキー v])) * (<(direction 2) = [1]> - <(direction 2) = [2]>))) * (.9))\n else\n set [y speed v] to ((((y speed) + ((<(direction 2) = [2]> - <(direction 2) = [1]>) * <([abs v] of (y speed) ) < [30]>)) * <<(direction 2) = [2]> or <(direction 2) = [1]>>) + (<<(direction 2) = [3]> or <(direction 2) = [4]>> * (((y speed) + (((1) - (<(direction 2) = [3]> * (2))) * ((item (2) of [押されてるキー v]) - (item (1) of [押されてるキー v])))) * (.9))))\n end\n change [y v] by (y speed)\n change [落下量 v] by ([abs v] of ((y speed) * <<<(direction 2) = [1]> or <(direction 2) = [2]>> and <<<(y speed) < [0]> and <(direction 2) = [1]>> or <<(y speed) > [0]> and <(direction 2) = [2]>>>>) )\n 当たり判定確認 [2]\n if <<<(落下量) > [0]> and <(item (9) of [触れているブロック v]) and (item (1) of [触れているブロック v])>> or <(item (9) of [触れているブロック v]) and <not (item (1) of [触れているブロック v])>>> then\n set [落下量 v] to [0]\n change [y v] by (() - (y speed))\n 座標調整 [2] [9]\n if <(y speed) < [0]> then\n set [y speed v] to [20]\n else\n set [y speed v] to [-20]\n end\n else\n if (item (1) of [触れているブロック v]) then\n set [落下量 v] to [0]\n change [y v] by (() - (y speed))\n 座標調整 [2] [1]\n if <(direction 2) = [1]> then\n if <<(y speed) < [0]> and <(item (3) of [押されてるキー v]) = [true]>> then\n set [y speed v] to [13]\n replace item (3) of [押されてるキー v] with [2]\n else\n if <(y speed) > [0]> then\n set [direction 3 v] to [1]\n set [direction 2 v] to [2]\n set [direction 4 v] to [-180]\n end\n set [y speed v] to [0]\n end\n end\n if <(direction 2) = [2]> then\n if <<(y speed) > [0]> and <(item (3) of [押されてるキー v]) = [true]>> then\n set [y speed v] to [-13]\n replace item (3) of [押されてるキー v] with [2]\n else\n if <(y speed) < [0]> then\n set [direction 3 v] to [1]\n set [direction 2 v] to [1]\n set [direction 4 v] to [180]\n end\n set [y speed v] to [0]\n end\n end\n if <(direction 2) = [3]> then\n set [direction 3 v] to [3]\n if <not <(イベント) = [1]>> then\n if <(y speed) < [0]> then\n set [direction 2 v] to [1]\n set [direction 4 v] to [90]\n set [x speed v] to (y speed)\n else\n set [direction 2 v] to [2]\n set [direction 4 v] to [-90]\n set [x speed v] to (() - (y speed))\n end\n end\n set [y speed v] to [0]\n end\n if <(direction 2) = [4]> then\n set [direction 3 v] to [4]\n if <(y speed) < [0]> then\n set [direction 2 v] to [1]\n set [direction 4 v] to [-90]\n set [x speed v] to (() - (y speed))\n else\n set [direction 2 v] to [2]\n set [direction 4 v] to [90]\n set [x speed v] to (y speed)\n end\n set [y speed v] to [0]\n end\n end\n end\nend\n\nif <(item ((item (1) of [@変数 v]) + (4)) of [stage当たり判定 v]) = [1]> then\n replace item (item ((item (1) of [@変数 v]) + (4)) of [stage当たり判定 v]) of [触れているブロック v] with [1]\nend\n\ndefine タヒ\nerase all\npoint in direction (0)\nset pen size to (() / (2))\nset pen (transparency v) to ([abs v] of (() - (100)) )\n\ndefine ゴール\nset [イベント v] to [3]\nreplace item (7) of [@変数 v] with [100]\nrepeat (50)\n 背景描画\n stage描画\n 地点への向き (x) (y) [-1100] [3700]\n 二点間距離 (x) (y) [-1100] [3700]\n point in direction (地点への向き)\n turn right (65) degrees\n change [x v] by (([sin v] of (direction) ) * ((二点間距離) / (-2)))\n change [y v] by (([cos v] of (direction) ) * ((二点間距離) / (-2)))\n player描画 (item (7) of [@変数 v])\n replace item (7) of [@変数 v] with ((item (7) of [@変数 v]) + (-2))\nend\n背景描画\nstage描画\nwait (1) seconds\nset [イベント v] to [5]\nstage更新\nset [direction 2 v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nset [x speed v] to [0]\nset [y speed v] to [0]\nset [チェックポイントx v] to [10]\nset [チェックポイントy v] to [1]\nset [チェックポイントd v] to [1]\nset [cam x v] to [0]\nset [cam y v] to [1000]\n\ndefine You won\nset pen color to (#82efef)\n/fill [-176] [29] [-163] [29] [-155] [-1] [1]\n/fill [-149] [10] [-163] [29] [-155] [-1] [1]\n/fill [-124] [29] [-136] [29] [-145] [-1] [1]\n/fill [-151] [10] [-137] [29] [-145] [-1] [1]\n/fill [-156] [-29] [-145] [-29] [-145] [8] [1]\n/fill [-156] [-29] [-156] [8] [-145] [8] [1]\nset pen size to (43)\nGo to [-110] [-6] [1]\npen down\nGo to [-110] [-9] [1]\nset pen color to (#f5f5f5)\nset pen size to (22)\npen down\nGo to [-110] [-6] [1]\npen up\nset pen color to (#82efef)\nset pen size to (28)\nGo to [-67] [-16] [1]\npen down\nGo to [-65] [-16] [1]\npen up\nset pen size to (10)\nGo to [-50] [10] [1]\npen down\nGo to [-50] [-24] [1]\npen up\nGo to [-76] [10] [1]\npen down\nGo to [-76] [-15] [1]\npen up\nset pen size to (2)\nGo to [-54] [14] [1]\npen down\nGo to [-46] [14] [1]\nGo to [-46] [12] [1]\nGo to [-54] [12] [1]\nGo to [-54] [-28] [1]\nGo to [-46] [-28] [1]\nGo to [-46] [-26] [1]\npen up\nGo to [-80] [14] [1]\npen down\nGo to [-72] [14] [1]\nGo to [-72] [12] [1]\nGo to [-80] [12] [1]\npen up\nset pen color to (#f5f5f5)\nset pen size to (16)\nGo to [-63] [-14] [1]\npen down\nGo to [-63] [] [1]\npen up\nset pen color to (#82efef)\nset pen size to (10)\nGo to [-15] [10] [1]\npen down\nGo to [-4] [-24] [1]\nGo to [] [-24] [1]\nGo to [11] [10] [1]\nGo to [14] [10] [1]\nGo to [25] [-24] [1]\nGo to [28] [-24] [1]\nGo to [39] [10] [1]\npen up\nset pen size to (2)\nGo to [-12] [14] [1]\npen down\nGo to [-20] [14] [1]\nGo to [-7] [-28] [1]\nGo to [3] [-28] [1]\nGo to [17] [14] [1]\nGo to [8] [14] [1]\nGo to [22] [-28] [1]\nGo to [31] [-28] [1]\nGo to [45] [14] [1]\nGo to [36] [14] [1]\npen up\nset pen size to (43)\nGo to [69] [-6] [1]\npen down\nGo to [69] [-9] [1]\nset pen color to (#f5f5f5)\nset pen size to (22)\npen down\nGo to [69] [-6] [1]\npen up\nset pen color to (#82efef)\nset pen size to (28)\nGo to [121] [2] [1]\npen down\nGo to [119] [2] [1]\npen up\nset pen color to (#f5f5f5)\nset pen size to (16)\nGo to [116.5] [-14] [1]\npen down\nGo to [116.5] [-2] [1]\npen up\nset pen color to (#82efef)\nset pen size to (11)\nGo to [129.5] [] [1]\npen down\nGo to [129.5] [-23.5] [1]\npen up\nGo to [103.5] [9.5] [1]\npen down\nGo to [103.5] [-23.5] [1]\npen up\nset pen size to (2)\nGo to [108] [12] [1]\npen down\nGo to [108] [14] [1]\nGo to [99] [14] [1]\nGo to [99] [-28] [1]\nGo to [108] [-28] [1]\nGo to [108] [] [1]\npen up\nGo to [134] [] [1]\npen down\nGo to [134] [-28] [1]\nGo to [125] [-28] [1]\nGo to [125] [] [1]\npen up\n/fill [163] [29] [175] [29] [165] [-11] [1]\n/fill [175] [29] [173] [-11] [165] [-11] [1]\nset pen size to (2)\nGo to [174] [-21] [1]\npen down\nGo to [166] [-21] [1]\nGo to [166] [-28] [1]\nGo to [174] [-28] [1]\nGo to [174] [-21] [1]\npen up\nset pen size to (8)\nGo to [170] [-24] [1]\npen down\npen up\n\ndefine Go to (x) (y) (変数)\nif <(変数) = []> then\n go to x: (x) y: (y)\nelse\n go to x: ((x) - (cam x)) y: (((y) - (cam y)) + (100))\nend\n\nwhen flag clicked\nforever\n play sound [suisounishizumutsuki v] until done\nend\n\nforever\n say [こんにちは!]\nend\n\ndefine タブレット\nif <mouse down?> then\n set pen color to (#ff0000)\n set pen (transparency v) to (90)\n set pen size to (260)\n go to x: (-240) y: (400)\n pen down\n set y to (-400)\n pen up\n set x to (240)\n pen down\n set y to (300)\n pen up\n set pen color to (#3e00ff)\n set pen (transparency v) to (90)\n go to x: (-400) y: (180)\n pen down\n set x to (400)\n pen up\nend\n\ndefine fill (x1) (y1) (x2) (y2) (x3) (y3) (x4) (y4) (direction)\nreplace item (1) of [/fill v] with (x1)\nreplace item (2) of [/fill v] with (y1)\nreplace item (3) of [/fill v] with (x2)\nreplace item (4) of [/fill v] with (y2)\nreplace item (5) of [/fill v] with (x3)\nreplace item (6) of [/fill v] with (y3)\nreplace item (7) of [/fill v] with (x4)\nreplace item (8) of [/fill v] with (y4)\n二点間距離 (item (1) of [/fill v]) (item (2) of [/fill v]) (item (3) of [/fill v]) (item (4) of [/fill v])\nreplace item (9) of [/fill v] with (二点間距離)\nreplace item (10) of [/fill v] with [1]\n二点間距離 (item (1) of [/fill v]) (item (2) of [/fill v]) (item (7) of [/fill v]) (item (8) of [/fill v])\nif <(二点間距離) < (item (9) of [/fill v])> then\n replace item (9) of [/fill v] with (二点間距離)\n replace item (10) of [/fill v] with [2]\nend\nreplace item (9) of [/fill v] with (item (9) of [/fill v])\nset pen size to (item (9) of [/fill v])\ngo to x: ((item (1) of [/fill v]) + (([sin v] of ((direction) + (45)) ) * ((item (9) of [/fill v]) * (.71)))) y: ((item (2) of [/fill v]) + (([cos v] of ((direction) + (45)) ) * ((item (9) of [/fill v]) * (.705))))\npen down\ngo to x: ((item (5) of [/fill v]) + (([sin v] of ((direction) + (45)) ) * ((item (9) of [/fill v]) * (-.705)))) y: ((item (6) of [/fill v]) + (([cos v] of ((direction) + (45)) ) * ((item (9) of [/fill v]) * (-.71))))\nrepeat until <((item (9) of [/fill v]) / (6)) < [1]>\n replace item (9) of [/fill v] with ((item (9) of [/fill v]) / (6))\n set pen size to (item (9) of [/fill v])\n go to x: ((item (1) of [/fill v]) + (([sin v] of ((direction) + (45)) ) * ((item (9) of [/fill v]) * (.71)))) y: ((item (2) of [/fill v]) + (([cos v] of ((direction) + (45)) ) * ((item (9) of [/fill v]) * (.71))))\n go to x: ((item (3) of [/fill v]) + (([sin v] of ((direction) + (-45)) ) * ((item (9) of [/fill v]) * (.71)))) y: ((item (4) of [/fill v]) + (([cos v] of ((direction) + (-45)) ) * ((item (9) of [/fill v]) * (.71))))\n go to x: ((item (5) of [/fill v]) + (([sin v] of ((direction) + (45)) ) * ((item (9) of [/fill v]) * (-.71)))) y: ((item (6) of [/fill v]) + (([cos v] of ((direction) + (45)) ) * ((item (9) of [/fill v]) * (-.71))))\n go to x: ((item (7) of [/fill v]) + (([sin v] of ((direction) + (-45)) ) * ((item (9) of [/fill v]) * (-.71)))) y: ((item (8) of [/fill v]) + (([cos v] of ((direction) + (-45)) ) * ((item (9) of [/fill v]) * (-.71))))\n go to x: ((item (1) of [/fill v]) + (([sin v] of ((direction) + (45)) ) * ((item (9) of [/fill v]) * (.71)))) y: ((item (2) of [/fill v]) + (([cos v] of ((direction) + (45)) ) * ((item (9) of [/fill v]) * (.71))))\nend\nset pen size to (1.4)\ngo to x: (item (1) of [/fill v]) y: (item (2) of [/fill v])\ngo to x: (item (3) of [/fill v]) y: (item (4) of [/fill v])\ngo to x: (item (5) of [/fill v]) y: (item (6) of [/fill v])\ngo to x: (item (7) of [/fill v]) y: (item (8) of [/fill v])\ngo to x: (item (1) of [/fill v]) y: (item (2) of [/fill v])\npen up\n\n
Draculine's Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (bühnenbild v)\nset [level v] to [2]\nhide variable [level v]\n\nwhen I receive [go v]\nshow variable [level v]\n\nwhen I receive [go v]\nforever\n if <(Level) = [10]> then\n show variable [level v]\n broadcast (The_End v)\n end\nend\n\nwhen I receive [sound v]\nforever\n play sound [musicfox_waiting_for_the_train v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nswitch costume to (kostüm1 v)\nshow\ngo to x: (-190) y: (-68)\nrepeat (10)\n change y by (-7)\nend\ngo to x: (-190) y: (-137)\nset size to (70) %\n\nwhen I receive [go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(ducken) = [100]> then\n switch costume to (kostüm2.1 v)\n repeat (10)\n change size by (-3)\n change [ghost v] effect by (15)\n end\n delete this clone\nelse\n switch costume to (kostüm2 v)\n repeat (10)\n change size by (-3)\n change [ghost v] effect by (15)\n end\n delete this clone\nend\n\nwhen I receive [go v]\nforever\n if <key (left arrow v) pressed?> then\n change x by (-3)\n end\n if <key (right arrow v) pressed?> then\n change x by (3)\n end\nend\n\nwhen I receive [go v]\nforever\n if <key (up arrow v) pressed?> then\n if <touching (plattform v)?> then\n repeat (10)\n change y by (7)\n end\n end\n end\nend\n\nwhen I receive [go v]\nforever\n if <touching (danger v)?> then\n switch costume to (kostüm1 v)\n show\n go to x: (-190) y: (-68)\n repeat (10)\n change y by (-7)\n end\n set size to (70) %\n go to x: (-190) y: (-138)\n end\nend\n\nwhen I receive [go v]\nforever\n if <(y position) < [-138]> then\n set y to (-138)\n end\nend\n\nwhen I receive [go v]\nforever\n if <touching (plattform v)?> then\n set [plattform v] to [100]\n end\nend\n\nwhen I receive [go v]\nforever\n if <not <touching (plattform v)?>> then\n set [plattform v] to [0]\n end\nend\n\nwhen I receive [go v]\nforever\n if <(Plattform) = [0]> then\n repeat until <(Plattform) = [100]>\n change y by (-3)\n end\n end\nend\n\nwhen I receive [go v]\nforever\n if <touching (the_mega_jump v)?> then\n repeat (20)\n change y by (10)\n end\n end\nend\n\nwhen I receive [go v]\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (kostüm1.1 v)\n set [ducken v] to [100]\n else\n switch costume to (kostüm1 v)\n set [ducken v] to [0]\n end\nend\n\nwhen I receive [go v]\nforever\n if <(x position) > [235]> then\n change [level v] by (1)\n broadcast (Go v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (bühnenbild v)\nset [level v] to [2]\nhide variable [level v]\n\nwhen I receive [go v]\nshow variable [level v]\n\nwhen I receive [go v]\nforever\n if <(Level) = [10]> then\n show variable [level v]\n broadcast (The_End v)\n end\nend\n\n@Plattform\n\nwhen flag clicked\nhide variable [level v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [go v]\nforever\n switch costume to (Level)\n show\nend\n\nwhen I receive [the_end v]\nhide variable [level v]\nswitch costume to (level10 v)\nstop [all v]\n\n@Danger\n\nwhen I receive [go v]\nforever\n switch costume to (Level)\n show\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [the_end v]\nhide\n\n@The_Mega_Jump\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [go v]\nforever\n switch costume to (Level)\n show\nend\n\nwhen I receive [the_end v]\nhide\n\n@My_Intro\n\nwhen I receive [remove v]\nrepeat (12)\n change size by (((0) - (size)) * ((costume [number v]) * (0.2)))\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nwait (1) seconds\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nstart sound [IntroMusic v]\nwait (0.2) seconds\nrepeat (3)\n next costume\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nwait (1) seconds\nswitch costume to (your pfp here v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nclear graphic effects\nshow\nif <<(costume [name v]) = [1]> or <<(costume [name v]) = [2]> or <<(costume [name v]) = [3]> or <(costume [name v]) = [4]>>>> then\n set size to (10) %\n go to x: (0) y: (0)\n repeat (70)\n change size by (((120) - (size)) * (0.1))\n end\nend\nif <(costume [number v]) = [5]> then\n set [ghost v] effect to (80)\n set size to (20) %\n point in direction (90)\n go to x: (0) y: (0)\n wait (0.2) seconds\n start sound [Low Whoosh v]\n repeat (8)\n change size by (10)\n change [ghost v] effect by (-10)\n end\n wait (0.5) seconds\n repeat (10)\n change size by (4)\n change [brightness v] effect by (4)\n end\n repeat (10)\n change size by (-4)\n change [brightness v] effect by (-4)\n end\n repeat (10)\n change size by (4)\n change [brightness v] effect by (4)\n end\n repeat (10)\n change size by (-4)\n change [brightness v] effect by (-4)\n end\n wait (1) seconds\n repeat (10)\n change size by (-10)\n end\n broadcast (remove v)\n delete this clone\nend\nif <(costume [name v]) = [Like and fav's!]> then\n go to [back v] layer\n set [yv v] to [0]\n set y to (180)\n point in direction (90)\n set [brightness v] effect to (pick random (0) to (20))\n set x to (pick random (-200) to (200))\n wait (0.1) seconds\n set size to (pick random (20) to (100)) %\n repeat (30)\n change y by (yv)\n change [yv v] by (pick random (-0.5) to (-1))\n end\n delete this clone\nend\n\nwhen I receive [remove v]\nif <(costume [name v]) = [Like and fav's!]> then\n delete this clone\nend\nwait (0.5) seconds\nrepeat (10)\n set size to (500) %\n change x by (((-500) - (x position)) * (0.4))\n set size to (100) %\nend\ndelete this clone\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nwait (8) seconds\nbroadcast (Go v)\nset [level v] to [1]\nbroadcast (sound v)\n\n
-Pfeiltasten\n-Arrow keys \n\nVisit my new platformer! --> https://scratch.mit.edu/projects/619206498\nhere my second plattformer: https://scratch.mit.edu/projects/537492288/ pls check it out!
Earth || A 360º Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Everdream v] until done\nend\n\n@blank\n\n@Background\n\nwhen flag clicked\nswitch costume to (mercury v)\nset x to (0)\nset y to (0)\nforever\n if <key (right arrow v) pressed?> then\n glide (0.2) secs to x: (2) y: (0)\n else\n if <key (left arrow v) pressed?> then\n glide (0.2) secs to x: (-2) y: (0)\n else\n glide (0.1) secs to x: (0) y: (0)\n end\n end\n go to [back v] layer\nend\n\n@Earth\n\nwhen flag clicked\nswitch costume to (earth v)\nbroadcast (respawn v)\nforever\n change [y vel v] by (0.6)\n if <key (right arrow v) pressed?> then\n change [dir vel v] by (-0.2)\n end\n if <key (left arrow v) pressed?> then\n change [dir vel v] by (0.2)\n end\n set [dir vel v] to ((Dir Vel) * (0.8))\n turn right (Dir 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 ((Dir Vel) * (-1)) degrees\n set [dir vel v] to [0]\n end\n end\n end\n end\n end\n change y by (Y Vel)\n if <touching (player v)?> then\n change y by ((Y Vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <key (up arrow v) pressed?> then\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [dir vel v] to [0]\nset [y vel v] to [0]\n\n@player\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n change y by (-5)\n if <touching color (#ff0000)?> then\n broadcast (respawn v)\n end\n show\n change y by (5)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n broadcast (respawn v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nclear graphic effects\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n
★════ Earth 360º platformer ════★\nHello! After days of hard work, I present to you my first 360º platformer\n\nArrow keys to move\n
World of Colors - A Scrolling Platformer #games #challenging #fun #platformer
@Stage\n\nwhen flag clicked\nbroadcast (Engine_Start v)\nforever\n play sound [Restart - Subtact v] until done\nend\n\n@Player\n\nwhen I receive [engine_tick v]\nswitch costume to (PlayerLastC)\nif <(PlayerY) > [0]> then\n switch costume to (jump v)\nelse\n if <(PlayerY) < [0]> then\n switch costume to (all v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <<[1] < (costume [number v])> and <[10] > (costume [number v])>> then\n next costume\n else\n switch costume to (walk1 v)\n end\n else\n switch costume to (stand v)\n end\n end\nend\nset [playerlastc v] to (costume [number v])\n\nwhen I receive [engine_start v]\nshow\npoint in direction (90)\ngo to x: (0) y: (90)\nset rotation style [left-right v]\ngo to [back v] layer\nset size to (80) %\nset [playerx v] to [0]\nset [playery v] to [-3]\nforever\n set rotation style [all around v]\n switch costume to (hitbox v)\n change [playery v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [playerx 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 [playerx v] by (1)\n end\n set [playerx v] to ((PlayerX) * (0.9))\n if <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((PlayerX) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [playery v] to [15]\n if <([abs v] of (PlayerX) ) = (PlayerX)> then\n set [playerx v] to [-10]\n else\n set [playerx v] to [10]\n end\n else\n set [playerx v] to [0]\n end\n end\n change y by (PlayerY)\n if <touching (ground v)?> then\n change y by ((PlayerY) - ((PlayerY) * (2)))\n set [playery 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 [playery v] to [15]\n end\n change y by (1)\n set x to (0)\n set [all_sprite v] to (PlayerX)\n if <<<<touching (_edge_ v)?> and <[-10] > (y position)>> or <key (r v) pressed?>> or <touching color (#686868)?>> then\n switch costume to (stand v)\n wait until <not <key (r v) pressed?>>\n set [playerx v] to [0]\n set [playery v] to [-3]\n set [all_sprite v] to [-300]\n point in direction (90)\n set y to (0)\n end\n broadcast (engine_tick v) and wait\nend\n\n@Cover\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\nshow\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (10)\nend\nhide\n\nforever\n\n@Ground\n\nwhen I receive [engine_tick v]\nshow\nset [scrollx v] to ((ScrollX) + (ALL_SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\nhide\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (part1 v)\nset [numberofparts v] to [57]\nrepeat ((NumberOfParts) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\n@Border\n\nwhen I receive [engine_start v]\nwait (0.01) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
Cave - A platformer (Mobile friendly). v1.1 #Game #Platformer #Cave #DaveDeRave
@Stage\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n switch backdrop to (backdrop|light v) and wait\n else\n switch backdrop to (backdrop|cave v) and wait\n end\nend\n\n@ThumbNail & Music & Variables &Skip\n\ndefine (number or text)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n(pick random (1) to (2))\nif <(pick random (1) to (2)) = [2]> then\n forever\n play sound [Elektronomia - Energy v] until done\n wait (1) seconds\n play sound [Vicetone - United We Dance v] until done\n end\nelse\n forever\n play sound [Vicetone - United We Dance v] until done\n wait (1) seconds\n play sound [Elektronomia - Energy v] until done\n end\nend\n\nwhen flag clicked\nforever\n change [ghost v] effect by (100)\n go to [front v] layer\nend\n\nwhen flag clicked\nset volume to (100) %\n\nwhen [u v] key pressed\nset volume to (100) %\n\nwhen [m v] key pressed\nset volume to (0) %\n\nwhen flag clicked\nset [level v] to [1]\nset [deaths v] to [0]\nshow variable [level v]\nshow variable [deaths v]\n\nwhen [s v] key pressed\nbroadcast (NextLvl v)\nchange [level v] by (1)\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 (1) seconds\nshow\ngo to x: (0) y: (-200)\nset [timer v] to [0]\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) / (-10))\n change [ghost v] effect by (-3)\nend\nset [timer v] to [0]\nrepeat until <(Timer) > [3.5]>\n change y by (((y position) - (-150)) / (-10))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (.097)\nend\n\n@Platform\n\nwhen I receive [nextlvl v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (lvl1 v)\n\n@Moving platform\n\nwhen flag clicked\nhide\ngo to x: (75) y: (0)\n\nwhen flag clicked\nforever\n show\n if <(level) = [7]> then\n glide (2) secs to x: (-75) y: (0)\n glide (2) secs to x: (75) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [1]> or <<(level) = [2]> or <<(level) = [3]> or <<(level) = [4]> or <<(level) = [5]> or <<(level) = [6]> or <<(level) = [8]> or <<(level) = [9]> or <<(level) = [10]> or <<(level) = [11]> or <<(level) = [12]> or <<(level) = [13]> or <<(level) = [14]> or <<(level) = [15]> or <(level) = [16]>>>>>>>>>>>>>>> then\n hide\n end\nend\n\n@Player\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (10)\n set [ghost v] effect to (10)\n change size by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nshow\ngo to x: (-214) y: (-90)\nset [xv v] to [0]\nset [yv v] to [0]\nset [level v] to [1]\nforever\n if <(x position) > [230]> then\n go to x: (-214) y: (-90)\n broadcast (NextLvl v)\n set [yv v] to [0]\n set [xv v] to [0]\n change [level v] by (1)\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 [xv v] by (1)\n switch costume to (right v)\n end\n if <<<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n switch costume to (left v)\n end\n set [xv v] to ((XV) * (.9))\n change x by (XV)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> 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)>>> 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 (platform v)?> or <touching (moving platform v)?>> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n change [yv v] by (15)\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching (jumppads v)?> then\n set [yv v] to [20]\n end\n if <touching (jumppads2 v)?> then\n set [yv v] to [-20]\n end\n if <<touching (spike's v)?> or <<touching (lava v)?> or <touching (monster lvl 10 & 11 v)?>>> then\n Spawn\n end\n if <key (r v) pressed?> then\n Spawn\n end\nend\n\ndefine Spawn\ngo to x: (-214) y: (-90)\nchange [deaths v] by (1)\n\nwhen flag clicked\nforever\n go [forward v] (1) layers\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n hide\n broadcast (You Won! v)\n stop [this script v]\n end\nend\n\nwhen I receive [nextlvl v]\ngo to x: (-214) y: (-90)\n\n@Spike's\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <<(level) = [6]> or <(level) = [13]>> then\n point in direction (0)\n else\n point in direction (90)\n end\nend\n\nwhen I receive [nextlvl v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@Lava\n\nwhen flag clicked\nforever\n go [forward v] (1) layers\nend\n\nwhen flag clicked\nswitch costume to (lvl1 v)\n\nwhen I receive [nextlvl v]\nnext costume\n\n@Light\n\nwhen I start as a clone\ngo to (player v)\nshow\nset size to (50) %\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (3)\n change size by (-2)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n hide\n end\nend\n\n@JumpPads\n\nwhen I receive [nextlvl v]\nnext costume\n\nwhen flag clicked\nswitch costume to (lvl1 v)\n\n@JumpPads2\n\nwhen I receive [nextlvl v]\nnext costume\n\nwhen flag clicked\nswitch costume to (lvl1 v)\n\n@NextLVL\n\nwhen flag clicked\nhide\n\nwhen I receive [nextlvl v]\nshow\ngo to x: (530) y: (0)\nrepeat until <(x position) < [-530]>\n change x by (-80)\nend\nhide\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n hide\n end\nend\n\n@Monster LVL 10 & 11\n\nwhen flag clicked\nhide\nswitch costume to (left v)\ngo to x: (200) y: (-120)\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n show\n Move\n stop [this script v]\n end\nend\n\ndefine Move\ngo to x: (200) y: (-120)\nforever\n switch costume to (left v)\n glide (2) secs to x: (-200) y: (-120)\n switch costume to (right v)\n glide (2) secs to x: (200) y: (-120)\n switch costume to (left v)\nend\n\nwhen flag clicked\nforever\n if <<(level) = [1]> or <<(level) = [2]> or <<(level) = [3]> or <<(level) = [4]> or <<(level) = [5]> or <<(level) = [6]> or <<(level) = [7]> or <<(level) = [8]> or <<(level) = [9]> or <<(level) = [12]> or <<(level) = [13]> or <<(level) = [14]> or <(level) = [15]>>>>>>>>>>>>> then\n hide\n end\nend\n\n@Win\n\nwhen I receive [you won! v]\nset [deaths2.0. v] to (Deaths)\nhide variable [level v]\nhide variable [deaths v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\nshow variable [deaths2.0. v]\n\nwhen flag clicked\nhide\nhide variable [deaths2.0. v]\n\n
___________________________________________\n(16/02/2021 - 24/02/2021) #1 on trending :O\n---------------------------------Stats---------------------------------\n#61155 most love's on Scratch\n#57121 most fave's on Scratch\n#90732 most views on Scratch\n___________________________________________\nHi, welcome to my newest game/platformer:\nCave - A platformer\nA platformer with 15 levels!\n___________________________________________\nInstructions:\n\nWAD or ➡⬅⬆ or mobile to move.\n\nPress:\nR to Restart level.\nM to Mute music.\nU to Unmute music.\nS to skip.\n\nDon't touch:\n-Spike's\n-Lava.\n___________________________________________\n-13 Sprites\n-2 Backdrops\n___________________________________________\nEnjoy! :)\n___________________________________________
platformer
@Stage\n\n@Pickle\n\nwhen flag clicked\nhide\n\nwhen I receive [tn v]\nset size to (25) %\ngo to x: (206) y: (-147)\ngo to [front v] layer\nshow\n\n@MenuBlock2\n\nwhen flag clicked\nhide\n\nwhen I receive [yo v]\nswitch costume to (costume1 v)\nshow\ngo [backward v] (1) layers\ngo to x: (200) y: (-180)\nrepeat (25)\n change y by (((60) - (y position)) * (0.2))\nend\n\nwhen flag clicked\nwait until <(level) = [2]>\nhide\n\n@Play2\n\nwhen I receive [start v]\nset [play1 v] to [10]\n\n change y by (play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (115) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [back v]\nshow\ngo to x: (-2400) y: (-75)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((-10) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n broadcast (player color v)\n delete this clone\nend\n\nwhen this sprite clicked\nplay sound [pop v] until done\n\n@Text1\n\nwhen flag clicked\nbroadcast (back v)\n\nwhen I receive [start v]\nset [play1 v] to [10]\n\n change y by (play1)\n if <(y position) < [-170]> then\n repeat (6)\n change y by (play1)\n end\n hide\n set [play1 v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [back v]\nshow\ngo to x: (2400) y: (0)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((-5) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nset [timer v] to [0]\nshow variable [timer v]\nshow variable [☁ highscore2 v]\nwait (1) seconds\n\n change [timer v] by (0.1)\n wait (0.1) seconds\n if <(level) = [21]> then\n if <(Timer) < (☁ Highscore2)> then\n set [☁ highscore2 v] to (Timer)\n end\n stop [this script v]\n end\n if <(back) = [1]> then\n hide variable [☁ highscore2 v]\n hide variable [timer v]\n stop [this script v]\n end\nend\n\nwhen I receive [restart v]\nset [timer v] to [0]\n\nwhen I receive [back v]\nhide variable [☁ highscore2 v]\nhide variable [timer v]\n\nwhen flag clicked\nhide variable [☁ highscore2 v]\nhide variable [timer v]\n\n@Sprite1\n\nwhen I start as a clone\nset size to (160) %\nshow\nif <(number) = [1]> then\n switch costume to (normal v)\n go to x: (-80) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (normal v)\n end\n end\nend\nif <(number) = [2]> then\n switch costume to (red v)\n go to x: (-60) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (red v)\n end\n end\nend\nif <(number) = [3]> then\n switch costume to (orange v)\n go to x: (-40) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (orange v)\n end\n end\nend\nif <(number) = [4]> then\n switch costume to (yellow v)\n go to x: (-20) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (yellow v)\n end\n end\nend\nif <(number) = [5]> then\n switch costume to (green v)\n go to x: (0) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (green v)\n end\n end\nend\nif <(number) = [6]> then\n switch costume to (lightblue v)\n go to x: (20) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (lightblue v)\n end\n end\nend\nif <(number) = [7]> then\n switch costume to (blue v)\n go to x: (40) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (blue v)\n end\n end\nend\nif <(number) = [8]> then\n switch costume to (purple v)\n go to x: (60) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (purple v)\n end\n end\nend\nif <(number) = [9]> then\n switch costume to (pink v)\n go to x: (80) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (pink v)\n end\n end\nend\n\nwhen I receive [player color v]\nset [number v] to [0]\nwait (0) seconds\nrepeat (9)\n change [number v] by (1)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nset [number v] to [0]\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I start as a clone\nforever\n if <(Start) = [1]> then\n hide\n delete this clone\n end\nend\n\ncreate clone of (_myself_ v)\n\n@MenuBlock3\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [thing v]\nswitch costume to (costume1 v)\nshow\ngo [backward v] (1) layers\ngo to x: (0) y: (-180)\nrepeat (25)\n change y by (((-96) - (y position)) * (0.2))\nend\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to [front v] layer\nswitch costume to (1 v)\ngo [backward v] (1) layers\ngo to x: (0) y: (-180)\nwait (0.8) seconds\nshow\nrepeat (25)\n change y by (((0) - (y position)) * (0.2))\nend\n\nwhen I receive [back v]\nhide\n\nwhen I receive [restart v]\nswitch costume to (1 v)\nset [level v] to [1]\n\nwhen I receive [next v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nset [☁ highscore2 v] to [85,8]\n\nwhen flag clicked\nif <(level) = [2]> then\n if <(Timer) > [8888]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nwait until <(level) = [27]>\nswitch backdrop to (fondo2 v)\n\n@MenuFade\n\nwhen flag clicked\nbroadcast (Back v)\n\nwhen I receive [back v]\nshow\ngo [backward v] (99999) layers\ngo to x: (-2400) y: (0)\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((2) - (x position)) * (0.2))\n change [ghost v] effect by (-1)\n go [backward v] (99999) layers\nend\nforever\n go [backward v] (99999) layers\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nset [timer v] to [0]\n\n@Objeto1\n\nwhen flag clicked\nwait (10) seconds\nhide\n\nwhen flag clicked\nshow\nwait (10) seconds\nhide\n\n@Player\n\nwhen flag clicked\nhide\ngo to x: (-12) y: (-999)\n\nwhen flag clicked\nforever\n if <(y position) > [-10]> then\n if <(level) = [1]> then\n broadcast (yo v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\nwait (0.8) seconds\nshow\ngo to x: (-222) y: (-80)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <touching color (#cc0099)?> then\n set [mode v] to [jump]\n set [yv v] to [15]\n end\n if <touching color (#5b9aea)?> then\n if then\n change [yv v] by (-1)\n else\n change [yv v] by (1)\n end\n end\n if <<key (r v) pressed?> and <key (g v) pressed?>> then\n wait until <not <<key (g v) pressed?> and <key (r v) pressed?>>>\n go to x: (-231) y: (-135)\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (Restart v)\n end\n if <key (r v) pressed?> then\n if <not <key (g v) pressed?>> then\n wait until <not <key (r v) pressed?>>\n go to x: (-231) y: (-135)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\n go to [front v] layer\n if <(back) = [1]> then\n hide\n stop [this script v]\n end\n if <(x position) > [235]> then\n broadcast (Next v)\n set x to (-222)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<(y position) < [-175]> or <touching color (#ff0000)?>> then\n start sound [level1 v]\n start sound [explode_11 v]\n go to x: (-180) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (-90)\n change [xv v] by (2)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#000008)?> then\n if <(yv) = [-3]> then\n if <key (up arrow v) pressed?> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or > then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\n\nwhen I receive [normal v]\nswitch costume to (normal v)\n\nwhen I receive [red v]\nswitch costume to (red v)\n\nwhen I receive [orange v]\nswitch costume to (orange v)\n\nwhen I receive [yellow v]\nswitch costume to (yellow v)\n\nwhen I receive [green v]\nswitch costume to (green v)\n\nwhen I receive [lightblue v]\nswitch costume to (lightblue v)\n\nwhen I receive [blue v]\nswitch costume to (blue v)\n\nwhen I receive [purple v]\nswitch costume to (purple v)\n\nwhen I receive [pink v]\nswitch costume to (pink v)\n\nwhen I receive [player color v]\ngo to x: (-117) y: (-145)\npoint in direction (-90)\nshow\n\nwhen flag clicked\nswitch costume to (normal v)\nset [back v] to [0]\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nhide\n\nwhen flag clicked\nforever\n if <touching color (#a8fa4f)?> then\n \n end\nend\n\nwhen flag clicked\nwait (3) seconds\nstart sound [level1 v]\n\nwhen this sprite clicked\n\n@Play3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (1) seconds\ngo to x: (-208) y: (-163)\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [start v] to [0]\n set [back v] to [1]\n hide\n broadcast (Back v)\n wait (0.3) seconds\n set [back v] to [0]\n stop [this script v]\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\nbroadcast (TN v)\nstop [all v]\n\n@intro\n\nwhen flag clicked\nset [direction v] to [8]\nset size to (80) %\ngo to [front v] layer\nswitch costume to (capture3 v)\nshow\nchange [mi variable v] by (10)\npoint in direction (90)\ngo to x: (400) y: (0)\nglide (0.25) secs to x: (0) y: (0)\nrepeat (85)\n change [mi variable v] by (10)\n point in direction ((90) + (([sin v] of (mi variable) ) * (10)))\nend\npoint in direction (90)\nrepeat (10)\n change y by (10)\nend\nswitch costume to (capture3 v)\nwait (0.3) seconds\nhide\nwait (0.3) seconds\nshow\ngo to x: (0) y: (0)\nrepeat (120)\n change [direction v] by (8)\n point in direction ((([sin v] of ((direction) + (8)) ) * (20)) + (90))\n set size to ((([sin v] of (((direction) + (8)) * (1.4)) ) * (60)) + (100)) %\nend\nwait (0.9) seconds\nglide (1) secs to x: (4000) y: (0)\nrepeat (4)\n change [ghost v] effect by (60)\nend\nhide\nbroadcast (intro v)\npoint in direction (90)\n\nwhen flag clicked\nstart sound [my intro song v]\n\n@Play\n\nwhen I receive [start v]\nset [play1 v] to [10]\n\n change y by (play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [back v]\nshow\ngo to x: (-2400) y: (-27)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((0) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n broadcast (Start v)\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (115) %\n else\n set size to (100) %\n end\nend\n\n@Menublock3\n\nwhen I receive [start v]\nhide\n\nwhen I receive [back v]\nhide\nwait (0.6) seconds\ngo to x: (-198) y: (-154)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n broadcast (Thing v)\n hide\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\n@Objeto2\n\nwhen flag clicked\nhide\n\nshow\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen backdrop switches to [fondo2 v]\nshow\nsay [Hello,you killed ]\nif on edge, bounce\nset rotation style [don't rotate v]\ngo to x: (16) y: (8)\nglide (1) secs to x: (-79) y: (82)\nglide (1) secs to x: (-184) y: (9)\nglide (1) secs to x: (-274) y: (69)\nglide (1) secs to x: (-333) y: (9)\nglide (1) secs to x: (-142) y: (4)\nglide (1) secs to x: (-276) y: (101)\nglide (1) secs to x: (-321) y: (8)\nglide (1) secs to x: (-165) y: (164)\nglide (1) secs to x: (-6) y: (16)\nglide (1) secs to x: (-319) y: (11)\nglide (1) secs to x: (-83) y: (43)\nglide (1) secs to x: (-221) y: (132)\nhide\nswitch backdrop to (fondo3 v)\n\nwait (13) seconds\n\nwhen backdrop switches to [fondo2 v]\nshow\n\n@Objeto3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [fondo2 v]\nshow\n\nwhen backdrop switches to [fondo3 v]\nhide\nstart sound [pop v]\n\n@Objeto4\n\nwhen backdrop switches to [fondo2 v]\nshow\nrepeat (18)\n go to x: (30) y: (26)\n glide (1) secs to x: (-351) y: (23)\nend\nhide\n\nwhen flag clicked\nhide\n\n
\nthanks a: @depiklator 40 % su parte, @juyu77 un 60% lo podreis mirara mis cambios\n\nControles:\nFlecha izquierda:Izquierda\nFLecha derecha:Derecha\nFLecha arriva :Saltar\n\n21/1/2021:50 visits\n24/1/2021:100 visits is my record\n5/2/2021:500 visits\n10/2/2021: 800visits\n15/2/2021:1k wooowwwww\n22/2021:1,5k for the 2k\n24/3/2022:3,3k very thanks\n
Earth - A Platformer [pt.1]
@Stage\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nif <(costume [number v]) = [10]> then\n stop [other scripts in sprite v]\nelse\n next costume\nend\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [platforms v])\nend\n\n@EarthCrystal\n\nwhen flag clicked\nshow\nforever\n switch costume to ([costume # v] of [platforms v])\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [Collect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [platforms v])\nend\n\n@Thumb\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.001)\nshow\ngo to [front v] layer\ngo to x: (0) y: (375)\nrepeat until <(y position) = [0]>\n change y by (((y position) / (5)) * (-1))\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\ngo to x: (-220) y: (-30)\nset [y v] to [0]\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen flag clicked\nbroadcast (Restart v)\nswitch costume to (earth v)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n go to [front v] layer\n if <touching (ladders v)?> then\n set [y v] to [0]\n if then\n change [y v] by (8)\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y v] by (-8)\n end\n if <not <touching (ladders v)?>> then\n set [y v] to [15]\n end\n else\n change [y v] by (-1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> 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 (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (-4)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [15]\n if <([abs v] of (X) ) = (X)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (Y)\n if <touching (platforms v)?> then\n change y by ((Y) - ((Y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (platforms v)?>> then\n set [y v] to [15]\n end\n change y by (1)\nend\n\nwhen flag clicked\nplay sound [Intryx - Lost in the Dark v] until done\n\nwhen flag clicked\nshow\nforever\n if <<(x position) > [230]> and <touching (_edge_ v)?>> then\n broadcast (Next level v)\n end\n if <<touching (spikes v)?> or <<touching (lava v)?> or <<(y position) < [-170]> and <touching (_edge_ v)?>>>> then\n broadcast (Restart v)\n end\n if <touching (bounce v)?> then\n set [y v] to [20]\n end\nend\n\n@Sprite2\n\n
- My first release!!\n\n- Project 2 - https://scratch.mit.edu/projects/486289443/\n- Project 3 - https://scratch.mit.edu/projects/486419716/\n - At the time of releasing this I don't have any followers but I hope I get noticed soon!\n - ( That was when I did release. And my gosh, 2k + veiws and 100 followers?!??! Thanks so much!!!! )\n\n - Use the arrow keys to move around. (Press r to restart!)\n\n - I would love it if you ⭐ And ❤️ !!!\n\nCredits to @RecordBoi for the Physics code, he makes some platformers himself! Go check him out!\nRest of the code and art by me
i deleted the platformer
@Stage\n\n
Dawn Valley || Multiplayer Platformer
@Stage\n\nwhen flag clicked\nif <(username) = [stratfordjames]> then\n set [coins v] to [500]\nelse\n set [coins v] to [0]\nend\n\nwhen [n v] key pressed\nset [names v] to ((1) - (names))\n\n@Blank\n\nwhen flag clicked\nforever\n play sound [Dance Celebrate3 v] until done\nend\n\nwhen [m v] key pressed\nchange volume by (-100)\n\nwhen flag clicked\nhide variable [endings v]\n\n@Graphics\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nclear graphic effects\nset [@offset_x v] to [-230]\nset [@offset_y v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [500] [200]\nswitch costume to (2f v)\nClone [450] [-100]\nswitch costume to (2g v)\nClone [560] [-50]\nswitch costume to (2h v)\nClone [500] [-100]\nswitch costume to (2j v)\nClone [760] [100]\nswitch costume to (2l v)\nClone [480] [0]\nswitch costume to (2k v)\nClone [170] [400]\nswitch costume to (2m v)\nClone [-600] [300]\nswitch costume to (2n v)\nClone [-600] [200]\nswitch costume to (2p v)\nClone [-640] [0]\nswitch costume to (2q v)\nClone [-670] [200]\nswitch costume to (2r v)\nClone [-670] [-300]\nswitch costume to (2s v)\nClone [-600] [100]\nswitch costume to (2t v)\nClone [-60] [450]\nswitch costume to (2u v)\nClone [700] [300]\nswitch costume to (blank v)\n\n@Hitbox\n\nwhen I receive [tick v]\nGo to (round ((@offsetx) + ((0) - (SCROLL X)))) (round ((@offsety) + ((0) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [@offsetx v] by (x)\nchange [@offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (100)\nGo to (round ((@offsetx) + ((0) - (SCROLL X)))) (round ((@offsety) + ((0) - (SCROLL Y))))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nset [@offsetx v] to [-230]\nset [@offsety v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [500] [200]\nswitch costume to (2f v)\nClone [450] [-100]\nswitch costume to (2g v)\nClone [560] [-50]\nswitch costume to (2h v)\nClone [500] [-100]\nswitch costume to (2j v)\nClone [760] [100]\nswitch costume to (2l v)\nClone [480] [0]\nswitch costume to (2k v)\nClone [170] [400]\nswitch costume to (2n v)\nClone [-1200] [500]\nswitch costume to (2p v)\nClone [-640] [0]\nswitch costume to (2q v)\nClone [-670] [200]\nswitch costume to (2r v)\nClone [-670] [-300]\nswitch costume to (2s v)\nClone [-600] [100]\nswitch costume to (2t v)\nClone [-60] [450]\nswitch costume to (2u v)\nClone [700] [150]\nswitch costume to (blank v)\n\n@Hidden\n\nwhen I receive [tick v]\nif <(costume [name v]) = [sign]> then\n go to (player v)\nelse\n Go to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\nend\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\nset [@collected? v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [sign]> then\n set size to (72) %\n set [ghost v] effect to (100)\n wait (0.2) seconds\n show\n repeat until <(size) > [89]>\n change [ghost v] effect by (-10)\n change size by (((90) - (size)) / (5))\n end\n set size to (90) %\n wait (2) seconds\n repeat until <(size) < [73]>\n change [ghost v] effect by (10)\n change size by (((size) - (95)) / (7))\n end\n broadcast (exp v)\n hide\n delete this clone\nelse\n set size to (100) %\n set [@collected? v] to [0]\n show\n Go to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n go to [front v] layer\n forever\n check (costume [name v])\n end\nend\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclear graphic effects\nset [exp v] to [0]\nset [@offset_x v] to [1950]\nset [@offset_y v] to [60]\nhide\nswitch costume to (c1 v)\nClone [0] [0]\nswitch costume to (n1 v)\nClone [2010] [855]\nswitch costume to (r1 v)\nClone [-1980] [-100]\nswitch costume to (t1 v)\nClone [670] [300]\nswitch costume to (blank v)\n\ndefine check (i)\nswitch costume to (join (letter (1) of (i)) [0])\nif <touching (player v)?> then\n change [ghost v] effect by (16)\n if <(@collected?) = [0]> then\n switch costume to (sign v)\n create clone of (_myself_ v)\n set [@collected? v] to [1]\n change [exp v] by (10)\n end\nelse\n change [ghost v] effect by (-20)\nend\nswitch costume to (i)\n\nwhen I start as a clone\nif <(costume [name v]) = [sign]> then\n forever\n go to [front v] layer\n end\nend\n\n@Jump_through\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) (round ((@offset_y) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (100)\nGo to (round ((@offset_x) - (SCROLL X))) (round ((@offset_y) - (SCROLL Y)))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [950]\nset [@offset_y v] to [60]\nhide\nswitch costume to (2c v)\nClone [0] [0]\nswitch costume to (2d v)\nClone [1000] [0]\nswitch costume to (2j v)\nClone [1000] [300]\nswitch costume to (2k v)\nClone [1800] [-50]\nswitch costume to (2l v)\nClone [200] [300]\nswitch costume to (2m v)\nClone [-680] [200]\nswitch costume to (2n v)\nClone [-640] [100]\nswitch costume to (2q v)\nClone [-1600] [115]\nswitch costume to (2t v)\nClone [-660] [300]\nswitch costume to (2u v)\nClone [550] [300]\nswitch costume to (blank v)\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nset size to (80) %\nshow\nset [time v] to [0]\nreset\nbroadcast (setup v) and wait\nbroadcast (start! v)\nforever\n Physics\n broadcast (Tick v)\nend\n\ndefine reset\nswitch costume to (3a v)\nclear graphic effects\nset [scroll x v] to [-384]\nset [scroll y v] to [-23]\nset [offset x v] to [-384]\nset [offset y v] to [-10]\nset [xv v] to [0]\nset [yv v] to [0]\nset [in air v] to [0]\npoint in direction (90)\nshow\n\ndefine Physics\nif <(pause) = [0]> then\n change player x by (round ((XV) / (1.8)))\n if <<(click2) = [0]> and <<<(mouse x) > ((x position) + (20))> and <<mouse down?> and <[0] = (clickShop)>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n if <touching (water v)?> then\n change [xv v] by (2)\n else\n if <(slope) = [1]> then\n change [xv v] by (3.3)\n change [offset y v] by (1)\n else\n if <(slope) = [4]> then\n change [offset y v] by (-4)\n change [xv v] by (4)\n else\n change [xv v] by (3.6)\n end\n end\n end\n else\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) + (-20))> and <<mouse down?> and <[0] = (clickShop)>>>> and <(click2) = [0]>> then\n if <touching (water v)?> then\n change [xv v] by (-2)\n else\n if <(slope) = [1]> then\n change [xv v] by (-3.3)\n change [offset y v] by (1)\n else\n if <(slope) = [4]> then\n change [xv v] by (-4)\n change [offset y v] by (-4)\n else\n change [xv v] by (-3.6)\n end\n end\n end\n end\n end\n if <<(click2) = [0]> and <<<(mouse y) > ((y position) + (20))> and <<mouse down?> and <[0] = (clickShop)>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <touching (water v)?> then\n if <(water) > [5]> then\n set [yv v] to [14.4]\n end\n else\n if <(in air) < [4]> then\n set [yv v] to [13.4]\n end\n end\n end\n switch costume to (water v)\n if <touching (water v)?> then\n change [yv v] by (2)\n end\n switch costume to (hitbox v)\n if <touching (water v)?> then\n Slope\n if <<<(PARACHUTE) = [1]> and <(YV) < [-5]>> and <<key (space v) pressed?> or <mouse down?>>> then\n set [yv v] to [-5]\n else\n if <(YV) < [-10]> then\n set [yv v] to [-10]\n end\n end\n if <(Offset X) < [-452]> then\n set [offset x v] to [-452]\n end\n change player y by (YV)\n Position\n change [scroll x v] by (round (((Offset X) - (SCROLL X)) / (9)))\n change [scroll y v] by ((round (((Offset Y) - (SCROLL Y)) / (13))) + (2))\n position\n set [xv v] to ((XV) * (0.7))\n if <touching (water v)?> then\n set [yv v] to ((YV) * (0.5))\n change [water v] by (1)\n else\n set [water v] to [0]\n end\n stop [this script v]\nend\n\ndefine change player x by (sx)\nswitch costume to (hitbox v)\nchange [offset x v] by ((sx) * (1.1))\nposition\nif <touching (hitbox v)?> then\n repeat (10)\n change [offset y v] by (0.5)\n position\n if <not <touching (hitbox v)?>> then\n stop [this script v]\n end\n end\n change [offset y v] by (-5)\n repeat until <not <touching (hitbox v)?>>\n if <(sx) > [0]> then\n change [offset x v] by (-1)\n else\n change [offset x v] by (1)\n end\n position\n end\nend\nSet Costume\n\ndefine position\ngo to x: (round ((Offset X) - (SCROLL X))) y: ((Offset Y) - (SCROLL Y))\n\ndefine change player y by (sy)\nswitch costume to (hitbox v)\nchange [offset y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (hitbox v)?>>\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nswitch costume to (hitboxjumpth v)\nrepeat until <not <touching (jump_through v)?>>\n switch costume to (hitboxjumpth v)\n position\n if <(YV) > [0]> then\n Set Costume\n stop [this script v]\n end\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nSet Costume\n\nwhen I receive [tick v]\nif <not <(chat item) = [0]>> then\n say (item (chat item) of [chat list v])\nelse\n say []\nend\n\nwhen [c v] key pressed\nif <(username) = [stratfordjames]> then\n set [yv v] to [10]\nend\n\nwhen I receive [small_bounce v]\nchange [offset y v] by (12)\nset [yv v] to [14]\n\nwhen I receive [die v]\nchange [lives v] by (-1)\nrepeat (5)\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (50)\n end\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (-50)\n end\nend\n\ndefine Slope\nswitch costume to (l v)\nif <<touching (hitbox v)?> and <(XV) < [-0.01]>> then\n set [slope v] to [1]\nelse\n switch costume to (r v)\n if <<touching (hitbox v)?> and <(XV) > [0.01]>> then\n set [slope v] to [1]\n else\n switch costume to (left2 v)\n if <<touching (hitbox v)?> and <(XV) > [0.01]>> then\n switch costume to (right3 v)\n if <not <touching (hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n switch costume to (right2 v)\n if <<touching (hitbox v)?> and <(XV) < [-0.01]>> then\n switch costume to (left3 v)\n if <not <touching (hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n set [slope v] to [0]\n end\n end\n Set Costume\n end\nend\n\ndefine Set Costume\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [20]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (20))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-20]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\nend\nif <<<(YV) < [-1.5]> and <<(PARACHUTE) = [1]> and <(water) < [3]>>> and <<key (space v) pressed?> or <mouse down?>>> then\n switch costume to (join (letter (1) of (costume [name v])) [b])\nend\n\nwhen flag clicked\nset [y_shake v] to [0]\nwait (2) seconds\nforever\n if <touching (danger v)?> then\n broadcast (die v)\n wait (5) seconds\n end\nend\n\nwhen I receive [die v]\nset [y_shake v] to [12]\nwait (0.06) seconds\nset [y_shake v] to [-12]\nwait (0.06) seconds\nset [y_shake v] to [6]\nwait (0.06) seconds\nset [y_shake v] to [-4]\nwait (0.06) seconds\nset [y_shake v] to [2]\nwait (0.06) seconds\nset [y_shake v] to [-1]\nwait (0.06) seconds\nset [y_shake v] to [0]\n\nwhen I receive [boucne v]\nchange [offset y v] by (18)\nset [yv v] to [21]\n\nwhen this sprite clicked\nset [open chat v] to ((1) - (open chat))\nif <(open chat) = [1]> then\n ask [Which item of chat?] and wait\n if << [ghjvbn] contains (answer)?> or <<(answer) > [0]> and <(answer) < [10]>>> then\n broadcast (mobile v)\n if << [ghjvbn] contains (answer)?> and <not <(answer) = []>>> then\n if <(EmojiCHAT?) = [1]> then\n if <(answer) = [g]> then\n set [chat item v] to [10]\n else\n if <(answer) = [h]> then\n set [chat item v] to [11]\n else\n if <(answer) = [j]> then\n set [chat item v] to [12]\n else\n if <(answer) = [v]> then\n set [chat item v] to [13]\n else\n if <(answer) = [b]> then\n set [chat item v] to [14]\n else\n set [chat item v] to [15]\n end\n end\n end\n end\n end\n end\n else\n set [chat item v] to (answer)\n end\n end\nend\n\nwhen [p v] key pressed\nif <(username) = [J_0222]> then\n switch costume to (3a v)\n clear graphic effects\n set [scroll x v] to [1296]\n set [scroll y v] to [1212]\n set [offset x v] to [1296]\n set [offset y v] to [1212]\n set [xv v] to [0]\n set [yv v] to [0]\n set [in air v] to [0]\n point in direction (90)\n show\nend\n\nwhen I receive [reset v]\nreset\n\nwhen I receive [die v]\nset [endings v] to [1]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (00) y: (0)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.3)\nif <not <([exit v] of [alertsui v]) = [null]>> then\n switch costume to (costume1 v)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\n\n@multiplayer v3.0\n\ndefine decode (i)\nset [c1 v] to [1]\nrepeat until <(c1) > (length of (i))>\n set [output v] to []\n repeat until <(join (letter (c1) of (i)) (letter ((c1) + (1)) of (i))) < [1]>\n switch costume to ((join (letter (c1) of (i)) (letter ((c1) + (1)) of (i))) - (9))\n set [output v] to (join (output) (letter (1) of (costume [name v])))\n change [c1 v] by (2)\n end\n add (output) to [cloud_data v]\n change [c1 v] by (2)\nend\n\ndefine encode (i)\nset [c1 v] to [1]\nrepeat until <(c1) > (length of (i))>\n switch costume to (join (letter (c1) of (i)) [x])\n set [output v] to (join (output) ((costume [number v]) + (9)))\n change [c1 v] by (1)\nend\nset [output v] to (join (output) [00])\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nsetup\nwait until <(w_Tick) > [3]>\nwait (0.1) seconds\ndetermine_ID\nbroadcast (cloud_players v)\n\ndefine setup\nset [@c v] to [0]\nset [playerid v] to [null]\nset [w_tick v] to [0]\ndelete all of [active_tick v]\ndelete all of [cloud_data v]\ndelete all of [active_check v]\ndelete all of [last_val v]\nset [names v] to [0]\nset [active check v] to [0]\nrepeat (10)\n add [4] to [active_tick v]\n add [null] to [active_check v]\n add [9999] to [last_val v]\nend\nimport_clouddata\nbroadcast (cloud_start v)\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n process [0]\n wait (0.4) seconds\n process [1]\n end\nend\n\ndefine process (i)\nif <(i) = [0]> then\n set [c1 v] to [0]\n repeat (10)\n change [c1 v] by (1)\n replace item (c1) of [last_val v] with (item (((c1) * (6)) - (3)) of [cloud_data v])\n end\nelse\n set [c1 v] to [0]\n repeat (10)\n change [c1 v] by (1)\n if <(item (((c1) * (6)) - (3)) of [cloud_data v]) = (item (c1) of [last_val v])> then\n if <(item (c1) of [active_tick v]) < [4]> then\n replace item (c1) of [active_tick v] with ((item (c1) of [active_tick v]) + (1))\n end\n else\n replace item (c1) of [active_tick v] with [0]\n end\n replace item (c1) of [active_check v] with ((1) - <(item (c1) of [active_tick v]) = [4]>)\n end\n if <(w_Tick) < [4]> then\n change [w_tick v] by (1)\n end\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n broadcast (cloud_tick v)\n end\nend\n\ndefine export_clouddata\nset [output v] to []\nencode (round ((SCROLL X) + ([x position v] of [player v])))\nencode (round ((SCROLL Y) + ([y position v] of [player v])))\nencode (pick random (1000) to (9999))\nencode (username)\nencode (chat item)\nencode ([costume name v] of [player v])\nif <(playerID) = [1]> then\n set [☁ cloud1 v] to (output)\nelse\n if <(playerID) = [2]> then\n set [☁ cloud2 v] to (output)\n else\n if <(playerID) = [3]> then\n set [☁ cloud3 v] to (output)\n else\n if <(playerID) = [4]> then\n set [☁ cloud4 v] to (output)\n else\n if <(playerID) = [5]> then\n set [☁ cloud5 v] to (output)\n else\n if <(playerID) = [6]> then\n set [☁ cloud6 v] to (output)\n else\n if <(playerID) = [7]> then\n set [☁ cloud7 v] to (output)\n else\n if <(playerID) = [8]> then\n set [☁ cloud8 v] to (output)\n else\n if <(playerID) = [9]> then\n set [☁ cloud9 v] to (output)\n else\n if <(playerID) = [10]> then\n set [☁ cloud10 v] to (output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nstop [this script v]\n\ndefine import_clouddata\ndelete all of [cloud_data v]\ndecode (☁ Cloud1)\ndecode (☁ Cloud2)\ndecode (☁ Cloud3)\ndecode (☁ Cloud4)\ndecode (☁ Cloud5)\ndecode (☁ Cloud6)\ndecode (☁ Cloud7)\ndecode (☁ Cloud8)\ndecode (☁ Cloud9)\ndecode (☁ Cloud10)\nset [active check v] to [0]\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if <(item (c1) of [active_check v]) = [1]> then\n change [active check v] by (1)\n end\nend\n\ndefine determine_ID\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if (item (c1) of [active_check v]) then\nend\nset [playerid v] to [full]\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n wait (0.3) seconds\n forever\n check\n end\nend\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n forever\n export_clouddata\n end\nend\n\ndefine check\nif <<(username) = (item (((playerID) * (6)) - (2)) of [cloud_data v])> or <<(playerID) = [null]> or <<(playerID) = [full]> or <(playerID) = [error]>>>> then\nif <<key (any v) pressed?> or <mouse down?>> then\n set [tick_afk v] to [0]\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n import_clouddata\n end\nend\n\nwhen I receive [localfade v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nset [@c v] to [1]\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (80)\nswitch costume to (connecting v)\nwait (0.4) seconds\nrepeat until <(y position) < [1]>\n change y by (((-2) - (y position)) / (9))\n change [ghost v] effect by (-10)\nend\nwait until <(w_Tick) > [3]>\nwait (0.6) seconds\nif <(playerID) = [error]> then\nelse\n if <(playerID) = [full]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (full v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (connected v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (8)\n end\n end\nend\n\nwhen I receive [cloud_tick v]\nif <(@c) = [1]> then\n go to [front v] layer\nend\n\nwhen I receive [cloud_error v]\nif <(@c) = [1]> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (error v)\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [tick_afk v] to [0]\nforever\n wait (1) seconds\n change [tick_afk v] by (1)\n if <(tick_afk) > [60]> then\n if <<(playerID) = [full]> or <(playerID) = [error]>> then\n end\nend\n\n@Collectibles\n\nwhen I receive [setup v]\nclone\n\nwhen I receive [tick v]\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + ((round ((offsety) - (SCROLL Y))) + (y_chagne \(local\))))\n\ndefine Clone (x) (y)\ngo to x: (999999) y: (999999)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [y_chagne \(local\) v] to [0]\npoint in direction (90)\nshow\nwait (0.1) seconds\nforever\n if <touching (player v)?> then\n if <(costume [name v]) = [star]> then\n clear graphic effects\n set size to (100) %\n set [click2 v] to [1]\n repeat until <(direction) > [130]>\n turn right (((direction) - (85)) / (5)) degrees\n change size by (((177) - (size)) / (8))\n change [ghost v] effect by (10)\n end\n repeat until <(size) > [180]>\n turn right (((195) - (direction)) / (6)) degrees\n change [ghost v] effect by (15)\n change size by (((200) - (size)) / (8))\n end\n wait (0.3) seconds\n broadcast (WIN!! v)\n delete this clone\n else\n repeat (4)\n change [ghost v] effect by (25)\n change size by (((10) - (size)) / (4))\n end\n if <(costume [name v]) = [coin]> then\n change [coins v] by (1)\n else\n if <(costume [name v]) = [heart]> then\n change [lives v] by (1)\n end\n end\n set size to (110) %\n switch costume to (+1 v)\n repeat (4)\n change [ghost v] effect by (-25)\n change size by (((90) - (size)) / (6))\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((25.5) - (y_chagne \(local\))) / (6))\n else\n change [y_chagne \(local\) v] by (2)\n end\n end\n repeat until <(y_chagne \(local\)) > [28]>\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((28.5) - (y_chagne \(local\))) / (6))\n change [ghost v] effect by (4)\n else\n change [y_chagne \(local\) v] by (2)\n change [ghost v] effect by (6)\n end\n change size by (((90) - (size)) / (5))\n end\n delete this clone\n end\n end\nend\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [loot x v] to [none]\nset [loot y v] to [none]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine clone\nset [offsetx v] to [-284]\nset [offsety v] to [24]\nhide\nset size to (100) %\nswitch costume to (coin v)\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [545]\nset [offsety v] to [-66]\nClone [0] [0]\nClone [33] [19]\nClone [33] [19]\nClone [33] [19]\nset [offsetx v] to [1414]\nset [offsety v] to [134]\nClone [0] [0]\nClone [35] [0]\nClone [35] [0]\nClone [61] [-53]\nClone [35] [0]\nClone [35] [0]\nset [offsetx v] to [1946]\nset [offsety v] to [50]\nClone [0] [0]\nClone [0] [34]\nClone [34] [-34]\nClone [0] [34]\nset [offsetx v] to [2074]\nset [offsety v] to [331]\nClone [0] [0]\nClone [34] [0]\nset [offsetx v] to [2712]\nset [offsety v] to [258]\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [3029]\nset [offsety v] to [267]\nClone [0] [0]\nClone [68] [0]\nswitch costume to (heart v)\nClone [-34] [0]\nswitch costume to (coin v)\nset [offsetx v] to [3845]\nset [offsety v] to [128]\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [4514]\nset [offsety v] to [178]\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [5271]\nset [offsety v] to [357]\nClone [0] [0]\nClone [0] [34]\nClone [0] [34]\nset [offsetx v] to [4657]\nset [offsety v] to [715]\nClone [0] [0]\nClone [0] [34]\nClone [-34] [0]\nClone [0] [-34]\nset [offsetx v] to [3927]\nset [offsety v] to [755]\nClone [0] [0]\nClone [-55] [-5]\nClone [-38] [0]\nClone [0] [38]\nClone [38] [0]\nset [offsetx v] to [3684]\nset [offsety v] to [925]\nClone [0] [0]\nClone [35] [0]\nset [offsetx v] to [3046]\nset [offsety v] to [1150]\nClone [0] [0]\nClone [0] [34]\nClone [-34] [0]\nClone [0] [-34]\nClone [0] [68]\nClone [34] [0]\nset [offsetx v] to [2583]\nset [offsety v] to [1288]\nClone [0] [0]\nClone [-27] [-21]\nClone [-27] [-21]\nClone [-27] [-21]\nset [offsetx v] to [2120]\nset [offsety v] to [828]\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nClone [0] [34]\nClone [0] [34]\nClone [-34] [0]\nClone [-34] [0]\nClone [0] [-34]\nset [offsetx v] to [1660]\nset [offsety v] to [1520]\nClone [0] [0]\nClone [34] [0]\nset [offsetx v] to [4255]\nset [offsety v] to [698]\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [2126]\nset [offsety v] to [1007]\nClone [0] [0]\nClone [29] [19]\nClone [29] [19]\nClone [29] [19]\nset [offsetx v] to [1350]\nset [offsety v] to [1205]\nClone [0] [0]\nClone [0] [34]\nClone [0] [34]\nClone [-34] [0]\nClone [0] [-34]\nClone [0] [-34]\nset [offsetx v] to [2820]\nset [offsety v] to [1091]\nClone [0] [0]\nClone [0] [35]\nClone [0] [35]\nClone [-35] [0]\nClone [-35] [0]\nClone [0] [-35]\nClone [0] [-35]\nClone [35] [0]\nswitch costume to (star v)\nset [offsetx v] to [2197]\nset [offsety v] to [1652]\nClone [0] [0]\nswitch costume to (blank v)\nset [offsetx v] to [null]\n\nwhen I receive [loot v]\nif <(offsetx) = [null]> then\n set [offsetx v] to (loot x)\n set [offsety v] to (loot y)\n wait (0.4) seconds\n switch costume to (coin v)\n Clone [0] [15]\n Clone [0] [34]\n Clone [0] [34]\n switch costume to (blank v)\n set [offsetx v] to [null]\n wait (0.1) seconds\n set [loot x v] to [none]\nend\n\n@Water\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [offsetx v] to [2300]\nset [offsety v] to [-85]\nhide\nset size to (100) %\nrepeat (1)\n switch costume to (2a v)\n repeat (5)\n Clone [550] [0]\n end\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round (((offsetx) - (SCROLL X)) + ((((days since 2000) * (70000)) * (70)) mod (550)))) ((Y_SHAKE) + (round ((offsety) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + (round ((offsety) - (SCROLL Y))))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<<(x position) = (x)> and <(y position) = (y)>> and <(SCROLL X) > [3200]>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nchange [ghost v] effect by (75)\n\n@parallax\n\nwhen I receive [tick v]\nGo to (((((@ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) (Y_SHAKE)\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 (item0 v)\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [@id v] to [-1]\nswitch costume to (item1 v)\n\n@USER_INTERFACE\n\nwhen flag clicked\nSETUP\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(openmenu?) = [0]>> then\n set [clickshop v] to [1]\n repeat (7)\n change [ghost v] effect by (15)\n end\n set [clickshop v] to [0]\n set [shop_ghost v] to [100]\n switch costume to (shop v)\n set [y_shop v] to [-105]\n set [openmenu? v] to [1]\n repeat until <(y_shop) > [-1]>\n change [y_shop v] by (((4) - (y_shop)) / (8))\n change [ghost v] effect by (-10)\n if <(shop_ghost) > [9]> then\n change [shop_ghost v] by (-10)\n end\n end\n repeat until <(close#) = [1]>\n switch costume to (b1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (shopb v)\n if <mouse down?> then\n set [close# v] to [1]\n end\n else\n switch costume to (shop v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [clickshop v] to [1]\n else\n set [clickshop v] to [0]\n end\n end\n set [openmenu? v] to [0]\n set [close# v] to [0]\n repeat until <(y_shop) < [-99]>\n change [y_shop v] by (((y_shop) - (21)) / (7))\n change [ghost v] effect by (8.5)\n if <(shop_ghost) < [91]> then\n change [shop_ghost v] by (10)\n end\n if <(y_shop) < [-30]> then\n set [clickshop v] to [0]\n end\n end\n switch costume to (button v)\n set [y_shop v] to [0]\n repeat (7)\n change [ghost v] effect by (-15)\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nif <(costume [name v]) = [coins]> then\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(letter (1) of (@clone)) = [v]> then\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n forever\n if <(letter (4) of (@clone)) = [1]> then\n switch costume to (join (letter (1) of (coins)) [a])\n else\n if <(letter (4) of (@clone)) = [2]> then\n switch costume to (join (letter (2) of (coins)) [a])\n if <(letter (1) of (coins)) = [1]> then\n set x to (202)\n else\n set x to (205)\n end\n else\n if <(letter (4) of (@clone)) = [3]> then\n switch costume to (join (letter (3) of (coins)) [a])\n if <<(letter (2) of (coins)) = [1]> or <(letter (1) of (coins)) = [1]>> then\n if <<(letter (1) of (coins)) = [1]> and <(letter (2) of (coins)) = [1]>> then\n set x to (214)\n else\n set x to (217)\n end\n else\n set x to (220)\n end\n end\n end\n end\n end\n else\n if <(costume [name v]) = [heart]> then\n forever\n if <(win) = [1]> then\n change [ghost v] effect by (10)\n else\n if <(@clone) > (lives)> then\n change [ghost v] effect by (25)\n else\n change [ghost v] effect by (-25)\n end\n end\n end\n else\n if <(letter (1) of (@clone)) = [d]> then\n go to x: (0) y: (0)\n set size to (100) %\n if <(letter (2) of (@clone)) = [1]> then\n switch costume to (c1 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<(coins) > [19]> and <(mousewait) = [0]>> then\n change [coins v] by (-20)\n change [lives v] by (1)\n set [mousewait v] to [1]\n broadcast (purch v)\n end\n end\n end\n else\n if <(letter (2) of (@clone)) = [2]> then\n switch costume to (c2 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<<(coins) > [29]> and <(mousewait) = [0]>> and <(EmojiCHAT?) = [0]>> then\n change [coins v] by (-30)\n set [emojichat? v] to [1]\n set [mousewait v] to [1]\n broadcast (purch v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (c2a v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n end\n else\n if <(letter (2) of (@clone)) = [3]> then\n switch costume to (c3 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<<(PARACHUTE) = [0]> and <(mousewait) = [0]>> and <(coins) > [39]>> then\n change [coins v] by (-40)\n set [parachute v] to [1]\n set [mousewait v] to [1]\n broadcast (purch v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (c3a v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(@clone) = [shop]> then\n set y to (y_shop)\n if <not <mouse down?>> then\n set [mousewait v] to [0]\n end\nelse\n go to [front v] layer\n if <<(costume [name v]) = [coins]> or <(costume [name v]) = [heart]>> then\n set y to (Y_SHAKE)\n else\n if <(letter (1) of (@clone)) = [v]> then\n set y to ((Y_SHAKE) + (147))\n else\n if <(letter (1) of (@clone)) = [d]> then\n set y to (y_shop)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\n end\n end\n end\nend\n\nwhen I receive [win!! v]\nrepeat (30)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hide v]\nshow\nif <<<(costume [name v]) = [coins]> or <(@clone) = [shop]>> or <(letter (1) of (@clone)) = [v]>> then\n repeat (30)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine SETUP\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nset [lives v] to [2]\nset [@clone v] to [1]\nrepeat (5)\n switch costume to (heart v)\n create clone of (_myself_ v)\n change [@clone v] by (1)\n change x by (35)\nend\nswitch costume to (coins v)\nset [@clone v] to [coins]\ncreate clone of (_myself_ v)\nset [openmenu? v] to [0]\nset size to (35) %\nswitch costume to (3a v)\ngo to x: (190) y: (147)\nset [@clone v] to [val1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [val] ((letter (4) of (@clone)) + (1)))\n change x by (15)\nend\nset [@clone v] to [d1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [d] ((letter (2) of (@clone)) + (1)))\nend\nswitch costume to (button v)\nset size to (100) %\nshow\ngo to x: (0) y: (0)\nclear graphic effects\nset [close# v] to [0]\nset [@clone v] to [shop]\nset [clickshop v] to [0]\nset [mousewait v] to [0]\nset [emojichat? v] to [0]\nset [parachute v] to [0]\nset [shop_ghost v] to [100]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(letter (1) of (@clone)) = [v]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\nend\n\n@@PLAYERS\n\nwhen I receive [cloud_players v]\nswitch costume to (blank v)\nset [@id v] to [1]\nrepeat (10)\n if <(@ID) = (playerID)> then\n change [@id v] by (1)\nend\ngo to x: (999) y: (999)\n\nwhen I start as a clone\nswitch costume to (3a v)\nset [ghost v] effect to (100)\nsay []\nset rotation style [all around v]\ngo to [front v] layer\n\nwhen flag clicked\nhide\nset [names v] to [0]\n\ndefine @Position XY (@player)\nif <(costume [name v]) = [blank]> then\n hide\nelse\n if <(costume [name v]) = [arrow]> then\n move ((0) - (d)) steps\n end\n change x by (((((item (((@player) * (6)) - (5)) of [cloud_data v]) + (([x position v] of [player v]) * (-0.25))) - (SCROLL X)) - (x position)) / (2.5555555))\n change y by (((((item (((@player) * (6)) - (4)) of [cloud_data v]) + (((-28) - ([y position v] of [player v])) * (0.12))) - (SCROLL Y)) - (y position)) / (2.5555555))\n go to x: (round (x position)) y: (round (y position))\n switch costume to (join (item ((@player) * (6)) of [cloud_data v]) [a])\n show\n if <<<(x position) < [-250]> or <(x position) > [250]>> or <<(y position) < [-190]> or <(y position) > [190]>>> then\n switch costume to (arrow v)\n point in direction (([atan v] of ((x position) / (y position)) ) + (<not <[0] > (y position)>> * (180)))\n set [d v] to ((32) + ((([abs v] of (x position) ) / (20)) + (([abs v] of (y position) ) / (25))))\n move (d) steps\n else\n if <<<(x position) > [-250]> and <(x position) < [250]>> and <<(y position) < [190]> and <(y position) > [-190]>>> then\n switch costume to (item ((@player) * (6)) of [cloud_data v])\n point in direction (90)\n end\n end\n if <(item (@player) of [active_check v]) = [1]> then\n change [ghost v] effect by (-20)\n if <<(item (((@player) * (6)) - (1)) of [cloud_data v]) > [9]> or <(item (((@player) * (6)) - (1)) of [cloud_data v]) = [0]>> then\n if <<(names) = [1]> or <touching (mouse-pointer v)?>> then\n say (item (((@player) * (6)) - (2)) of [cloud_data v])\n else\n if <not <(costume [name v]) = [arrow]>> then\n say (item (((@player) * (6)) - (2)) of [cloud_data v])\n else\n say []\n end\n end\n else\n say (item (item (((@player) * (6)) - (1)) of [cloud_data v]) of [chat list v])\n end\n else\n change [ghost v] effect by (20)\n say []\n end\nend\nstop [this script v]\n\nwhen I receive [cloud_tick v]\n@Position XY (@ID)\n\n@EMOJI\n\nwhen I receive [cloud_players v]\nset [@id v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n change [@id v] by (1)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (20) %\nshow\nsay []\nset [ghost v] effect to (100)\nforever\n repeat until <<<(item (((@ID) * (6)) - (1)) of [cloud_data v]) < [16]> and <(item (((@ID) * (6)) - (1)) of [cloud_data v]) > [9]>> and <(item (@ID) of [active_check v]) = [1]>>\n change [ghost v] effect by (20)\n change size by (((20) - (size)) / (5))\n end\n switch costume to (join [emoji] (item (((@ID) * (6)) - (1)) of [cloud_data v]))\n repeat until <<not <(costume [name v]) = (join [emoji] (item (((@ID) * (6)) - (1)) of [cloud_data v]))>> or <(item (@ID) of [active_check v]) = [0]>>\n set [bvel v] to ((((100) - (size)) / (7)) + ((bvel) * (0.75)))\n change size by (bvel)\n change [ghost v] effect by (-20)\n end\n repeat until <(size) < [25]>\n change size by (((20) - (size)) / (5))\n change [ghost v] effect by (20)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine @Position XY (@player)\nif <(@player) = (playerID)> then\n go to (player v)\n change y by (35)\nelse\n change x by (((((item (((@player) * (6)) - (5)) of [cloud_data v]) + (([x position v] of [player v]) * (-0.25))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\n change y by ((15) + (((((item (((@player) * (6)) - (4)) of [cloud_data v]) + (((-28) - ([y position v] of [player v])) * (0.12))) - (SCROLL Y)) - (y position)) / (2.5555555555555555555)))\n go to x: (round (x position)) y: (round (y position))\nend\nstop [this script v]\n\nwhen I receive [cloud_tick v]\n@Position XY (@ID)\n\n@Enemies\n\nwhen flag clicked\nset [bounce???? v] to [0]\nhide\n\ndefine CLONE @ (x) (y) (type) (change)\nswitch costume to (type)\nset [@change v] to (change)\nset [@offsetx v] to (x)\nset [@offsety v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nGO_TO (((@offsetx) - (SCROLL X)) + (@Change_OFFSET)) ((Y_SHAKE) + ((@offsety) - (SCROLL Y)))\n\ndefine GO_TO (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset size to (30) %\nset rotation style [left-right v]\nif <(costume [name v]) = [red1]> then\n wait (1) seconds\n forever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([yv v] of [player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n switch costume to (costume1 v)\n repeat (4)\n next costume\n change [ghost v] effect by (0)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [loot x v] to (round ((@offsetx) + (@Change_OFFSET)))\n set [loot y v] to (round (@offsety))\n broadcast (loot v)\n delete this clone\n else\n broadcast (die v)\n end\n wait (3) seconds\n end\n end\nelse\n if <(costume [name v]) = [bot1]> then\n forever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([yv v] of [player v]) < [-1]>> then\n broadcast (boucne v)\n switch costume to (bot1 v)\n repeat (4)\n next costume\n end\n wait (0.02) seconds\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\n wait (0.1) seconds\n end\n end\n else\n if <(costume [name v]) = [y1]> then\n wait (1) seconds\n forever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([yv v] of [player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n switch costume to (y1 v)\n repeat (4)\n next costume\n change [ghost v] effect by (0)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [loot x v] to (round ((@offsetx) + (@Change_OFFSET)))\n set [loot y v] to (round (@offsety))\n broadcast (loot v)\n delete this clone\n else\n broadcast (die v)\n end\n wait (3) seconds\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [red1]> then\n forever\n if <<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and <<<(direction) = [90]> and <([x position v] of [player v]) > (x position)>> or <<(direction) = [-90]> and <([x position v] of [player v]) < (x position)>>>> then\n switch costume to (red1 v)\n repeat (6)\n next costume\n end\n wait (0.01) seconds\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\n end\n end\nend\n\nwhen I receive [setup v]\nCLONE @ [2565] [24] [bot1] [81]\nCLONE @ [60] [-86] [red1] [120]\nCLONE @ [2872] [1081] [bot1] [81]\nCLONE @ [1341] [949] [bot1] [81]\nCLONE @ [3514] [68] [red1] [100]\nCLONE @ [4675] [667] [red1] [90]\nCLONE @ [2680] [1310] [y1] [100]\nCLONE @ [1857] [956] [red1] [82]\nCLONE @ [2203] [228] [y1] [63]\nswitch costume to (blank v)\n\nwhen I start as a clone\nforever\n set [@change_offset v] to [0]\n point in direction (90)\n repeat until <((@Change_OFFSET) + (1)) > (@Change)>\n if <<<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and < (costume [name v]) contains [red]?>> and <([x position v] of [player v]) > (x position)>> then\n change [@change_offset v] by (3)\n else\n change [@change_offset v] by (1.5)\n end\n end\n point in direction (-90)\n repeat until <(@Change_OFFSET) < [1]>\n if <<<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and < (costume [name v]) contains [red]?>> and <([x position v] of [player v]) < (x position)>> then\n change [@change_offset v] by (-3)\n else\n change [@change_offset v] by (-1.5)\n end\n end\nend\n\n@AlertsUI\n\nwhen I receive [afk v]\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nset [exit v] to [null]\nstop [all v]\n\nwhen I receive [win!! v]\nset [win v] to [1]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n if <(endings) = [1]> then\n switch costume to (win screen v)\n else\n switch costume to (costume1 v)\n end\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\ndraw (round (TIME)) [1]\ndraw (join (exp) (join [/] [40])) [0]\ngo to x: (0) y: (0)\nwait (3) seconds\nset [@id v] to [button]\ncreate clone of (_myself_ v)\n\nwhen I receive [start! v]\nwait until <<mouse down?> or <key (any v) pressed?>>\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\ndefine draw (i) (c)\nclear graphic effects\nif <(c) = [1]> then\n go to x: ((2) - (((length of (i)) + (5)) * (5.5))) y: (-54)\n set size to (80) %\n set [@id v] to [null]\n switch costume to (time v)\n create clone of (_myself_ v)\n change x by (50)\n change y by (3)\nelse\n if <(i) = [0/40]> then\n go to x: (16) y: (-76)\n else\n go to x: (20) y: (-76)\n end\n set size to (100) %\n set [@id v] to [null]\n switch costume to (exp v)\n create clone of (_myself_ v)\n if <(i) = [0/40]> then\n change x by (-53)\n change y by (3)\n else\n change x by (-63)\n change y by (3)\n end\nend\nset size to (27) %\nset [brightness v] effect to (20)\nset [c_! v] to [1]\nrepeat (length of (i))\n switch costume to (join (letter (c_!) of (i)) [a])\n set [@id v] to [null]\n create clone of (_myself_ v)\n change [c_! v] by (1)\n if <<(costume [name v]) = [/a]> or <(costume [name v]) = [1a]>> then\n change x by (9)\n else\n change x by (12)\n end\nend\nset size to (100) %\nif <(endings) = [1]> then\n switch costume to (win screen v)\nelse\n switch costume to (costume1 v)\nend\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I start as a clone\nif <(@id) = [null]> then\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n end\nelse\n if <(@id) = [button]> then\n go to x: (0) y: (0)\n switch costume to (continue00 v)\n show\n set size to (80) %\n set [ghost v] effect to (100)\n repeat until <(size) > [99]>\n change [ghost v] effect by (-10)\n change size by (((102) - (size)) / (7))\n go to [front v] layer\n end\n forever\n go to [front v] layer\n switch costume to (c1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (continue10 v)\n if <mouse down?> then\n set [win v] to [0]\n broadcast (hide v)\n set [click2 v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n switch costume to (c2 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (continue01 v)\n if <mouse down?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n switch costume to (continue00 v)\n end\n end\n end\n else\n if <(@id) = [lovefav]> then\n go to x: (0) y: (0)\n show\n switch costume to (lovefav v)\n set [ghost v] effect to (100)\n set size to (50) %\n repeat until <(size) > [100]>\n go to [front v] layer\n change size by (((102) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (2) seconds\n repeat until <(size) < [50]>\n go to [front v] layer\n change size by (((size) - (110)) / (8))\n change [ghost v] effect by (10)\n end\n end\n end\nend\n\nwhen I receive [hide v]\ngo to x: (1) y: (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [win v] to [0]\nset [exit v] to [reg]\nhide\nset [pause v] to [0]\nwait (1) seconds\nforever\n if <(lives) < [1]> then\n wait (0.3) seconds\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n switch costume to (over v)\n show\n go to [front v] layer\n set size to (50) %\n set [pause v] to [1]\n repeat until <(size) > [100]>\n go to [front v] layer\n change size by (((102) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (1) seconds\n repeat until <(size) < [50]>\n go to [front v] layer\n change size by (((size) - (110)) / (8))\n change [ghost v] effect by (10)\n end\n set [lives v] to [2]\n set [coins v] to [0]\n set [pause v] to [0]\n broadcast (reset v)\n end\nend\n\nwhen I receive [alert v]\nset [@id v] to [lovefav]\ncreate clone of (_myself_ v)\n\nswitch costume to (win screen v)\n\nwhen flag clicked\nset [endings v] to [0]\n\n@Chat\n\nwhen flag clicked\nset [click2 v] to [0]\nset [ghost v] effect to (100)\nset [open chat v] to [0]\ndelete all of [chat list v]\nadd [Hello!] to [chat list v]\nadd [This way!] to [chat list v]\nadd [Bye!] to [chat list v]\nadd [Watch out!] to [chat list v]\nadd [Lol] to [chat list v]\nadd [It's lagging :\(] to [chat list v]\nadd [Which way?] to [chat list v]\nadd [Okay!] to [chat list v]\nadd [Got to go :\)] to [chat list v]\nhide\nset [ghost v] to [100]\nset [open chat v] to [0]\ngo to x: (-150) y: (0)\nforever\n set [ghost v] effect to (ghost)\n if <(ghost) = [100]> then\n hide\n else\n show\n end\n if <(open chat) = [1]> then\n if <not <(ghost) = [0]>> then\n change [ghost v] by (-20)\n end\n else\n if <not <(ghost) = [100]>> then\n change [ghost v] by (20)\n end\n end\n if <(EmojiCHAT?) = [1]> then\n switch costume to (main2 v)\n else\n switch costume to (main v)\n end\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen flag clicked\nset [chat item v] to [0]\nforever\n if <(open chat) = [1]> then\n if <(EmojiCHAT?) = [1]> then\n if <key (g v) pressed?> then\n reset\n set [chat item v] to [10]\n wait until <not <key (g v) pressed?>>\n end\n if <key (h v) pressed?> then\n reset\n set [chat item v] to [11]\n wait until <not <key (h v) pressed?>>\n end\n if <key (j v) pressed?> then\n reset\n set [chat item v] to [12]\n wait until <not <key (j v) pressed?>>\n end\n if <key (v v) pressed?> then\n reset\n set [chat item v] to [13]\n wait until <not <key (v v) pressed?>>\n end\n if <key (b v) pressed?> then\n reset\n set [chat item v] to [14]\n wait until <not <key (b v) pressed?>>\n end\n if <key (n v) pressed?> then\n reset\n set [chat item v] to [15]\n wait until <not <key (n v) pressed?>>\n end\n end\n if <key (1 v) pressed?> then\n reset\n set [chat item v] to [1]\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n reset\n set [chat item v] to [2]\n wait until <not <key (2 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n reset\n set [chat item v] to [3]\n wait until <not <key (3 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n reset\n set [chat item v] to [4]\n wait until <not <key (4 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n reset\n set [chat item v] to [5]\n wait until <not <key (5 v) pressed?>>\n end\n if <key (6 v) pressed?> then\n reset\n set [chat item v] to [6]\n wait until <not <key (6 v) pressed?>>\n end\n if <key (7 v) pressed?> then\n reset\n set [chat item v] to [7]\n wait until <not <key (7 v) pressed?>>\n end\n if <key (8 v) pressed?> then\n reset\n set [chat item v] to [8]\n wait until <not <key (8 v) pressed?>>\n end\n if <key (9 v) pressed?> then\n reset\n set [chat item v] to [9]\n wait until <not <key (9 v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nset [chat reset v] to [6]\nforever\n wait (1) seconds\n change [chat reset v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(chat item) > [9]> then\n if <(chat reset) > [3]> then\n set [chat item v] to [0]\n end\n else\n if <(chat reset) > [5]> then\n set [chat item v] to [0]\n end\n end\nend\n\ndefine reset\nset [open chat v] to [0]\nset [chat reset v] to [0]\n\nwhen flag clicked\nswitch costume to (main v)\nshow\nwait (0.1) seconds\nforever\n if <key (t v) pressed?> then\n set [open chat v] to ((1) - (open chat))\n wait until <not <key (t v) pressed?>>\n end\nend\n\nwhen I receive [mobile v]\nreset\n\nwhen [timer v] > (0.1)\nhide\n\n@Detector\n\nwhen flag clicked\nshow\nset [stared? v] to [0]\nset [loved? v] to [0]\nwait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\nwait (0.1) seconds\nchange [coins v] by (10)\nbroadcast (alert v)\nstop [this script v]\n\nwhen flag clicked\nset [detector di v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(detector DI) = [1]> then\n switch costume to (fave v)\n set [detector di v] to [2]\n create clone of (_myself_ v)\n go to x: (-15) y: (0)\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n set [stared? v] to [1]\n stop [this script v]\n end\n end\n end\nelse\n switch costume to (love v)\n go to x: (-15) y: (0)\n show\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n set [loved? v] to [1]\n stop [this script v]\n end\n end\n end\nend\n\n@Notifications\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen flag clicked\nshow\ngo to x: (0) y: (55)\nset [ghost v] effect to (100)\n\nwhen I receive [exp v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nswitch costume to (join [s] ((exp) / (10)))\ngo to x: (0) y: (55)\nrepeat until <(y position) < [5]>\n change [ghost v] effect by (-8)\n change y by (((2) - (y position)) / (7))\nend\nwait (3) seconds\nrepeat until <(y position) > [53]>\n change y by (((y position) + (3)) / (7))\n change [ghost v] effect by (8)\nend\nset y to (55)\n\nwhen I receive [purch v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nswitch costume to (buy v)\ngo to x: (0) y: (55)\nrepeat until <(y position) < [5]>\n change [ghost v] effect by (-8)\n change y by (((2) - (y position)) / (7))\nend\nwait (3) seconds\nrepeat until <(y position) > [53]>\n change y by (((y position) + (3)) / (7))\n change [ghost v] effect by (8)\nend\nset y to (55)\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n
650 뷰?45 좋아요?40 즐겨요?3 리믹스?!!!!! 잘 봐주셔서 감사합니다ㅠㅠㅠ\nWOW 555 views.. and 40 hearts?30 stars?3 remix?!!!!! It's so amazing and thanks for watching it;)\nInstructions:\nDawn Valley에 오신 걸 환영합니다! 코인을 모아 샵에서 아이템을 사세요. 위험한 생물을 주의하세요! 4개의 숨겨진 공간이 있고(클리어를 위해 필요하지는 않습니다), 하나를 찾을 때마다 10 exp를 준답니다:)\nWelcome to the Dawn Valley! Collect coins to buy items from the shop. Make sure to watch out for dangerous critters! There are 4 optional hidden places, finding one gives you 10 explorer points! Enjoy :)\n         ✦✦ How to play ✦✦\n\n➜ 코인을 모으고, 그것들로 아이템을 사 플레이할 수 있음.\nCollect coins, use them to buy items in the shop\n➜ [T]로 채팅, [숫자]나 [알파벳] 으로 채팅할 말 고르기. 모바일에서는, 플레이어 터치하기.\n[T] to chat, [#] or [letter] to choose phrase. On MOBILE, tap the player\n➜ 스페이스나 드래그한 체로 밑으로 내려서 낙하산 작동.\nPress the SPACE key to activate a parachute. Hold your finger down on mobile.\n➜ [M]키로 볼륨 끄기\n [M] to turn off sound\n➜ [N]키로 닉네임 표시 끄기/켜기\n[N] to turn on/off names\n만약 온라인이 필요 없다면 여기로:\nhttps://turbowarp.org/484311663\nIf it's okay even though you can't play on online, go here :https://turbowarp.org/484311663\n\n          \n\n#games #games #games #games #art #multiplayer #scrolling #platformer
Among Us Platformer Dungeon
@Stage\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n set [place_spritex v] to (mouse x)\n set [place_spritey v] to (mouse y)\n end\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (join [costume] (Level))\nend\n\nif <(Level) < [11]> then\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Place Clone At [20] [-90]\nend\nif <(Level) = [2]> then\n Place Clone At [-117] [-90]\nend\nif <(Level) = [8]> then\n Place Clone At [-65] [-10]\nend\nif <(Level) = [9]> then\n Place Clone At [139] [-90]\nend\nif <(Level) = [16]> then\n Place Clone At [139] [-90]\n Place Clone At [60] [-90]\n Place Clone At [-10] [-90]\n Place Clone At [-70] [-90]\n Place Clone At [-140] [-90]\nend\nhide\nset [x v] to [-9999]\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (trampoline1 v)\nshow\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nforever\n if <touching (main charectar v)?> then\n broadcast (bounce v)\n repeat (8)\n next costume\n end\n switch costume to (trampoline1 v)\n end\nend\n\n@spikes\n\nwhen flag clicked\nhide\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [2]> then\n Place Clone At [-2] [35]\nend\nif <(Level) = [4]> then\n Place Clone At [-30] [-33]\n Place Clone At [141] [104]\nend\nif <(Level) = [11]> then\n Place Clone At [0] [-66]\nend\nhide\nset [x v] to [-99999]\n\nPlace Clone At [62] [30]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nforever\n if <(invisible) = [0]> then\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\n end\nend\n\nif <(invisible) = [0]> then\n\n@Sprite1\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nStart Laser Again\n\nwhen I start as a clone\ngo to [back v] layer\ngo [backward v] (333) layers\ngo to x: (x) y: (y)\nset [timer v] to [0]\nforever\n set pen color to (#e46634)\n set pen size to (1)\n erase all\n pen down\n repeat (10)\n change y by (250)\n change y by (-250)\n change pen size by (4)\n wait (0.1) seconds\n change [timer v] by (1)\n end\n if <(timer) > [15]> then\n broadcast (Stop Laser v)\n delete this clone\n end\nend\n\nwhen I receive [reset v]\nerase all\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Start Laser Again\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [3]> then\n Place Clone At [0] [103]\nend\nif <(Level) = [5]> then\n Place Clone At [2] [103]\nend\nif <(Level) = [12]> then\n Place Clone At [0] [103]\n Place Clone At [-115] [103]\n Place Clone At [115] [103]\nend\nif <(Level) = [14]> then\n Place Clone At [0] [103]\nend\nhide\nset [x v] to [-99999]\n\nwhen I receive [stop laser v]\nstop [other scripts in sprite v]\nerase all\nwait (1.5) seconds\nbroadcast (Start Laser Again v)\n\nwhen I receive [start laser again v]\nStart Laser Again\n\nwhen I start as a clone\nset volume to (50) %\nforever\n wait (0.5) seconds\n play sound [zap sound v] until done\n wait (0.5) seconds\nend\n\nhide\nset [x v] to [-99999]\n\nwhen I start as a clone\n\nsay [Hello!] for (2) seconds\n\nPlace Clone At [-115] [103]\nPlace Clone At [115] [103]\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [backward v] (333) layers\nend\n\n@AnimatedCharectar2\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [3]> then\n Place Clone At [101] [-90]\nend\nif <(Level) = [6]> then\n Place Clone At [100] [-93]\nend\nif <(Level) = [8]> then\n Place Clone At [-74] [-10]\nend\nif <(Level) = [10]> then\n Place Clone At [-20] [-90]\n Place Clone At [100] [-90]\nend\nif <(Level) = [15]> then\n Place Clone At [-122] [-93]\n Place Clone At [0] [-93]\n Place Clone At [122] [-93]\nend\nhide\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nchange [color v] effect by (pick random (25) to (75))\nPatrolling Around\nforever\n if <(invisible) = [0]> then\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\n end\nend\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\ndefine Patrolling Around\nforever\n repeat (25)\n point in direction (90)\n change x by (5)\n next costume\n end\n switch costume to (idle v)\n wait (1) seconds\n repeat (25)\n point in direction (-90)\n change x by (-5)\n next costume\n end\n switch costume to (idle v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [6]> then\n play sound [The among us walking sound effect2 v] until done\n end\nend\n\nwhen I start as a clone\nforever\n if <(invisible) = [0]> then\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\n end\nend\n\nif <(invisible) = [0]> then\n\n@Smasher\n\nwhen flag clicked\nhide\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [5]> then\n Place Clone At [206] [50]\nend\nif <(Level) = [6]> then\n Place Clone At [0] [50]\nend\nif <(Level) = [9]> then\n Place Clone At [0] [50]\nend\nif <(Level) = [13]> then\n Place Clone At [0] [50]\n Place Clone At [-115] [50]\n Place Clone At [115] [50]\nend\nif <(Level) = [14]> then\n Place Clone At [-115] [50]\n Place Clone At [115] [50]\nend\nhide\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nSmash Down (y)\n\ndefine Smash Down (y)\nforever\n repeat until <touching (ground v)?>\n change y by (-2)\n end\n broadcast (PlaySmashSound v)\n wait (1) seconds\n repeat until <(y position) > (y)>\n change y by (5)\n end\nend\n\nwhen I receive [playsmashsound v]\nset volume to (50) %\nplay sound [crash metal v] until done\n\nwhen I start as a clone\nforever\n if <(invisible) = [0]> then\n if <touching (maincharacter v)?> then\n broadcast (Die v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(invisible) = [0]> then\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\n end\nend\n\nset [level v] to [13]\n\nwait (1) seconds\nPlace Clone At [-200] [100]\nwait (0.1) seconds\nPlace Clone At [-115] [100]\nwait (0.1) seconds\nPlace Clone At [0] [100]\nwait (0.1) seconds\nPlace Clone At [115] [100]\nwait (0.1) seconds\nPlace Clone At [200] [100]\n\n@AnimatedCharectar3\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [7]> then\n Place Clone At [-97] [-93]\nend\nif <(Level) = [11]> then\n Place Clone At [100] [-93]\nend\nhide\nset [x v] to [-99999]\n\nPlace Clone At [-143] [-93]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nchange [color v] effect by (0)\nPatrolling Around\nforever\n if <(invisible) = [0]> then\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\n end\nend\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\ndefine Patrolling Around\nforever\n repeat (12)\n point in direction (90)\n change x by (10)\n next costume\n end\n switch costume to (idle v)\n wait (1) seconds\n repeat (12)\n point in direction (-90)\n change x by (-10)\n next costume\n end\n switch costume to (idle v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [6]> then\n play sound [The among us walking sound effect2 v] until done\n end\nend\n\nwhen I start as a clone\nforever\n if <(invisible) = [0]> then\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\n end\nend\n\nif <(invisible) = [0]> then\n\n@Sprite3\n\ngo to x: (-185) y: (160)\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to x: (138) y: (160)\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-118) y: (157)\nhide\nset [digits v] to [0]\nrepeat (2)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: ((-126) + ((digits) * (12))) y: (159)\nforever\n if <(digits) > (length of (Level))> then\n hide\n else\n show\n switch costume to (letter (digits) of (Level))\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\nset [digits v] to [0]\nrepeat (2)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: ((205) + ((digits) * (12))) y: (158)\nforever\n if <(digits) > (length of (Death))> then\n hide\n else\n show\n switch costume to (letter (digits) of (Death))\n end\nend\n\n@Sprite7\n\nshow\ngo to x: (-170) y: (122)\nforever\n if <(Level) < [16]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (StartNewLevel v)\n change [level v] by (1)\n wait (1) seconds\n end\n else\n set [brightness v] effect to (0)\n end\n else\n set [brightness v] effect to (-30)\n end\nend\n\nwhen flag clicked\n\n@Sprite8\n\nwhen flag clicked\nset [canuseskipbutton v] to [0]\nwait (1) seconds\nshow\ngo to x: (-170) y: (122)\nforever\n if <(Level) < [16]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <<mouse down?> and <(CanUseSkipButton) = [1]>> then\n broadcast (StartNewLevel v)\n change [level v] by (1)\n wait (1) seconds\n end\n if <<mouse down?> and <(CanUseSkipButton) = [0]>> then\n broadcast (FavedandLikedforskip v)\n wait (1) seconds\n end\n else\n set [brightness v] effect to (0)\n end\n else\n set [brightness v] effect to (-30)\n end\nend\n\n@detector2\n\nwhen I receive [favedandlikedforskip v]\nshow\nswitch costume to (2 v)\nreset timer\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\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\n@Sprite9\n\nwhen flag clicked\nset volume to (50) %\nset size to (70) %\ngo to x: (-193) y: (54)\nswitch costume to (sound v)\nwait (3) seconds\nforever\n play sound [Alan Walker - Force \[NCS Release\] v] until done\nend\n\nwhen this sprite clicked\nset volume to (50) %\nset size to (70) %\nshow\nif <(costume [number v]) = [1]> then\n switch costume to (not sound v)\n set volume to (0) %\nelse\n switch costume to (sound v)\n set volume to (50) %\nend\n\nstop all sounds\n\nrepeat (1000)\n play sound [Alan Walker - Force \[NCS Release\] v] until done\nend\n\nrepeat until <(costume [number v]) = [2]>\nend\n\n@detector3\n\nwhen flag clicked\nhide\nwait (2.2) seconds\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]>>\nset [canuseskipbutton v] to [1]\nbroadcast (powers v)\nset [faved v] to [0]\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (1 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 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 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\ndelete this clone\n\nswitch costume to (1 v)\n\nbroadcast (show power v)\n\n@AnimatedCharectar4\n\nwait (2) seconds\n\nwait (1) seconds\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [invisible v] to [0]\nset [clone # v] to [0]\n\nset [death v] to ((Death) + (1))\n\nwhen I receive [invisible v]\nset [invisible v] to [1]\nrepeat (3)\n change [ghost v] effect by (15)\nend\nwait (1.8) seconds\nset [invisible v] to [0]\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [powers v]\nforever\n if then\nend\n\nwhen flag clicked\nhide\nset size to (50) %\nset rotation style [left-right v]\ngo to [front v] layer\nwait (3) seconds\nshow\nforever\n go to (main charectar v)\n if <<not <key (any v) pressed?>> and <(G_onGround) = [1]>> then\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n if <(costume [name v]) = [idle]> then\n switch costume to (walkcolor0001 v)\n else\n next costume\n wait (0.02) seconds\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n if <(costume [name v]) = [idle]> then\n switch costume to (walkcolor0001 v)\n else\n next costume\n wait (0.02) seconds\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (walkcolor0001 v)\n end\nend\n\nwhen flag clicked\nset [death v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (a v) pressed?>>> then\n if <(costume [number v]) = [6]> then\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n play sound [jump v] until done\n end\nend\n\nwhen I receive [die v]\nwait (0.2) seconds\nplay sound [Alien Creak1 v] until done\nwait (0.3) seconds\nchange [death v] by (1)\n\nplay sound [The among us walking sound effect2 v] until done\n\nwhen I receive [fast speed v]\nrepeat (90)\n create clone of (_myself_ v)\nend\n\nrepeat until \nend\n\n@Sprite10\n\nwhen flag clicked\n\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go [forward v] (100) layers\nend\n\n@Sprite11\n\nwhen flag clicked\nset [all powers activate v] to [0]\nset size to (100) %\nset [ghost v] effect to (50)\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (182) y: (-149)\nset [ghost v] effect to (0)\nforever\n if <<key (x v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n switch costume to (costume3 v)\n set [timer power speed v] to [3]\n broadcast (Fast speed v)\n repeat until <(timer power speed) < [0]>\n wait (0.1) seconds\n change [timer power speed v] by (-0.1)\n end\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [powers v]\nforever\n if <<key (z v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n switch costume to (costume3 v)\n broadcast (Invisible v)\n set [timer power invisible v] to [3]\n repeat until <(timer power invisible) < [0]>\n wait (0.1) seconds\n change [timer power invisible v] by (-0.1)\n end\n switch costume to (costume1 v)\n end\nend\n\nwait (3) seconds\n\n\n\nbroadcast (Fast speed v)\nbroadcast (powers v)\n\nwhen I receive [show power v]\n\nswitch costume to (costume1 v)\nshow\nset size to (50) %\nset [ghost v] effect to (20)\ngo to [front v] layer\ngo to x: (102) y: (-149)\ncreate clone of (_myself_ v)\n\nwhen I receive [powers v]\nswitch costume to (costume1 v)\nshow\nset size to (50) %\nset [ghost v] effect to (20)\ngo to [front v] layer\ngo to x: (102) y: (-149)\ncreate clone of (_myself_ v)\n\nrepeat (10)\n set [faved v] to [0]\n set [loved v] to [0]\nend\n\n@main charectar\n\nwhen flag clicked\nhide\nset [fast? v] to [0]\nset [fast speed v] to [5]\nset size to (50) %\nset [level v] to [1]\nwait (2.2) seconds\nReset\nbroadcast (Start Game v)\nbroadcast (StartNewLevel v)\n\ndefine Reset\ngo to x: (-200) y: (0)\nset [g_isplayerdead v] to [false]\nset [g_velocity v] to [0]\nset [g_onground v] to [0]\nset [g_gravity v] to [-1]\nset [jumping v] to [0]\n\nwhen I receive [start game v]\nchange [ghost v] effect by (100)\nshow\nrepeat until <(G_isPlayerDead) = [true]>\n broadcast (StartAllControl v)\n broadcast (CheckPlatformDetection v)\n broadcast (CheckPlayerPosition v)\nend\n\nwhen I receive [startallcontrol v]\nMovementControl\nJumpControl\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [g_velocity v] by (G_gravity)\nelse\n change [g_velocity v] by ((G_gravity) * (2))\nend\nchange y by (G_velocity)\n\ndefine MoveHitBox (speedx)\nchange x by (speedx)\nset [deviation v] to [0]\nrepeat until <<(deviation) = [5]> or <not <touching (ground v)?>>>\n change y by (1)\n change [deviation v] by (1)\nend\nif <(deviation) = [5]> then\n change x by ((0) - (speedx))\n change y by ((0) - (deviation))\nend\n\nwhen I receive [checkplatformdetection v]\nCheckHitGround <(G_velocity) > [0]>\nMoveHitBox (G_speedX)\n\ndefine JumpControl\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(G_onGround) > [0]> and <(jumping) = [0]>> then\n set [g_onground v] to [0]\n set [jumping v] to [1]\n set [g_velocity v] to [15]\n end\nend\nif <<mouse down?> and <(mouse y) > (y position)>> then\n if <<(G_onGround) > [0]> and <(jumping) = [0]>> then\n set [g_onground v] to [0]\n set [jumping v] to [1]\n set [g_velocity v] to [20]\n end\nend\n\ndefine CheckHitGround <isjumping>\nrepeat until <not <touching (ground v)?>>\n if <isjumping> then\n change y by (-1)\n set [g_velocity v] to [0]\n else\n change y by (1)\n set [g_velocity v] to [0]\n set [g_onground v] to [1]\n if <(jumping) = [1]> then\n set [jumping v] to [0]\n end\n end\nend\n\nwhen I receive [startnewlevel v]\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\n\nwhen I receive [bounce v]\nset [jumping v] to [1]\nset [g_velocity v] to [25]\n\nwhen I receive [checkplayerposition v]\nforever\n if <(y position) < [-150]> then\n broadcast (Die v)\n end\n if <<touching color (#e46634)?> and <(invisible) = [0]>> then\n broadcast (Die v)\n end\n if <(x position) > [218]> then\n change [level v] by (1)\n broadcast (StartNewLevel v)\n end\n if <(G_isPlayerDead) = [true]> then\n wait (0.1) seconds\n Reset\n broadcast (Start Game v)\n end\nend\n\nwhen I receive [startnewlevel v]\nReset\nbroadcast (Start Game v)\n\nwhen I receive [die v]\nset [g_isplayerdead v] to [true]\n\ndefine MovementControl\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [g_speedx v] to (fast speed)\nelse\n if <<mouse down?> and <(mouse x) > (x position)>> then\n set [g_speedx v] to [8]\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [g_speedx v] to ((fast speed) * (-1))\n else\n if <<mouse down?> and <(mouse x) < (x position)>> then\n set [g_speedx v] to [-8]\n else\n set [g_speedx v] to [0]\n end\n end\n end\nend\n\nif <(invisible) = [0]> then\n\nwhen I receive [fast speed v]\nset [fast? v] to [1]\nset [fast speed v] to [10]\nwait (3) seconds\nset [fast speed v] to [5]\nset [fast? v] to [0]\n\nrepeat (10)\n set [faved v] to [0]\n set [loved v] to [0]\nend\n\n@Sprite12\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\ngo to [front v] layer\ngo [forward v] (100) layers\ngo to x: (36) y: (28)\nwait (3) seconds\nglide (0.2) secs to x: (36) y: (-300)\nset [ghost v] effect to (100)\nforever\n switch costume to (costume1 v)\n go to x: (36) y: (28)\n go to [front v] layer\n go [forward v] (100) layers\nend\n\nwhen flag clicked\n\nwait (1) seconds\n\nshow\n\n
right arrow = go right\nleft arrow = go left\nup arrow = jump\n\nclick on followers for immortality and maximum speed
Rock- A Platformer #game
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\n@player\n\nwhen flag clicked\nbroadcast (go v)\n\nwhen I receive [go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (5)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [up v]\ngo to x: (-201) y: (-59)\n\nwhen I receive [restart v]\ngo to x: (-201) y: (-59)\n\nwhen flag clicked\nset size to (150) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (player v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (-59)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#815509)?> then\n change y by (1)\n if <touching color (#815509)?> then\n change y by (1)\n if <touching color (#815509)?> then\n change y by (1)\n if <touching color (#815509)?> then\n change y by (1)\n if <touching color (#815509)?> then\n change y by (1)\n if <touching color (#815509)?> then\n change x by ((Xv) * (-1))\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 [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 (#815509)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#815509)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [16]\n end\n end\n if <<touching color (#977b7b)?> or <touching color (#2a4b85)?>> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <touching (trampoline v)?> then\n start sound [Big Boing v]\n set [yv v] to [22]\n end\n if <<(x position) > [-228]> and <(y position) < [-175]>> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <(x position) = [245]> then\n go to x: (-197) y: (-63)\n next backdrop\n end\nend\n\n@Skip\n\nwhen this sprite clicked\nnext backdrop\nbroadcast (up v)\nchange [skip v] by (1)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\npoint in direction (90)\nshow\nset [direction v] to [0]\ngo to x: (-179) y: (134)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (155) %\n else\n set size to (120) %\n end\nend\n\nwhen backdrop switches to [11 v]\nhide\n\nwhen flag clicked\nset [skip v] to [0]\nforever\n if <(skip) = [4]> then\n hide\n end\nend\n\n@tb\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
Rock- \nA Platformer\n\nHow to play:\nArrow Keys or WASD to move\nAvoid spikes and water\nThere are 10 levels\n100% possible and very easy :P\nPart 2:\nhttps://scratch.mit.edu/projects/485498630/\nPart 3:\nhttps://scratch.mit.edu/projects/489416143/\nPart4:\nhttps://scratch.mit.edu/projects/489875014/\nPart5:\nhttps://scratch.mit.edu/projects/496192588/\nUpdates:\nYou can only skip 4 times. (Idea from @legocitylover )\n100 views :)\n200 views :D\n300 views :O\n400 views q(≧▽≦q)\n500 views (≧∇≦)ノ\n600 views o(*°▽°*)o\n\nLike or favourite to support :O\nFollow for more games and stuff :D\nI'll try to answer every comment (even I don't have any comments Xd)\n\nMy Studio:\nhttps://scratch.mit.edu/studios/28429072/\n\nOther projects:\nSticker maker:\nhttps://scratch.mit.edu/projects/475659226/\nwizard's adventure part 1:\nhttps://scratch.mit.edu/projects/469131154/\n\nPog finally done\n\nTags:\n#game #lol #cool #fun\n\nCredits:\n@TrentonTNT for codes
Platformer Creator 1.1 #games #game #all #explore
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (!PLAYING?)\nend\n\nwhen flag clicked\nforever\n play sound [wii theme but its bob-omb battlefield-lA4p-kPcP0A2 v] until done\nend\n\n@Sprite1\n\ndefine Make a grid X (x) y (y)\ndelete all of [clones ids v]\nswitch costume to (a v)\nset [cloneid v] to [0]\nhide\nshow\ngo to x: (-220) y: (-165)\ncreate clone of (_myself_ v)\nadd [a] to [clones ids v]\nrepeat (y)\n repeat (x)\n change [cloneid v] by (1)\n change x by (36)\n create clone of (_myself_ v)\n add [a] to [clones ids v]\n end\n change [cloneid v] by (1)\n change y by (36)\n set x to (-220)\n create clone of (_myself_ v)\n add [a] to [clones ids v]\nend\nhide\n\nwhen flag clicked\nset [delete v] to [0]\nset [startx v] to [-216]\nset [starty v] to [16]\nset [op v] to [1]\nset [is this clone a block? v] to [no]\nMake a grid X [12] y [8]\nforever\n if <key (1 v) pressed?> then\n change [op v] by (1)\n if <<(op) > [11]> and <not <(op) = [C]>>> then\n set [op v] to [1]\n end\n if <(op) = [10]> then\n go to [front v] layer\n switch costume to (10 v)\n set [op v] to [10]\n end\n if <(op) = [11]> then\n set [op v] to [C]\n end\n end\n wait until <not <key (1 v) pressed?>>\nend\n\nwhen I start as a clone\nif <(cloneID) = [104]> then\n delete this clone\nend\nforever\n if <(!PLAYING?) = [play]> then\n if <(delete) = [1]> then\n delete this clone\n end\nend\n\nwhen [1 v] key pressed\n\nset [op v] to [1]\n\nwhen I receive [message1 v]\nif <(flagID) = (cloneID)> then\n switch costume to (a v)\n set [is this clone a block? v] to [no]\nend\n\nwhen I receive [game activated v]\nif <(costume [name v]) = [a]> then\n switch costume to (b v)\nend\n\nwhen I receive [game deactivated v]\nif <(costume [name v]) = [b]> then\n switch costume to (a v)\nend\n\ndefine EDITOR\nif <(is this clone a block?) = [no]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (op)\n go to [front v] layer\n if <mouse down?> then\n if <not <(op) = [10]>> then\n go to [front v] layer\n set [is this clone a block? v] to [yes]\n switch costume to (op)\n replace item (cloneID) of [clones ids v] with (costume [name v])\n if <(costume [name v]) = [5]> then\n forever\n if <(is this clone a block?) = [yes]> then\n turn right (30) degrees\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <(op) = [10]>> then\n if <mouse down?> then\n set [is this clone a block? v] to [no]\n switch costume to (a v)\n replace item (cloneID) of [clones ids v] with [a]\n end\n end\n else\n point in direction (90)\n end\n end\n end\n if <(costume [name v]) = [9]> then\n broadcast (message1 v) and wait\n set [flagid v] to (cloneID)\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n end\n else\n point in direction (90)\n switch costume to (a v)\n end\n if <key (r v) pressed?> then\n if <not <(costume [name v]) = [a]>> then\n turn right (90) degrees\n wait until <not <key (r v) pressed?>>\n end\n end\nend\nif <<(is this clone a block?) = [yes]> and <<touching (mouse-pointer v)?> and <(op) = [10]>>> then\n if <mouse down?> then\n set [is this clone a block? v] to [no]\n switch costume to (a v)\n replace item (cloneID) of [clones ids v] with [a]\n end\nend\n\n\n\nwhen I receive [custom grid v]\nset [delete v] to [1]\nwait (.1) seconds\nset [delete v] to [0]\nwait (.1) seconds\nLoad grid X [12] Y [8]\n\ndefine Load grid X (x) Y (y)\ndelete all of [clones ids v]\nset [!!! v] to [0]\nset [cloneid v] to [0]\nhide\nshow\ngo to x: (-220) y: (-165)\nchange [!!! v] by (1)\nswitch costume to (letter (!!!) of (LOAD CODE))\nif <not <(costume [name v]) = [a]>> then\n set [is this clone a block? v] to [yes]\nend\ncreate clone of (_myself_ v)\nadd (costume [name v]) to [clones ids v]\nset [is this clone a block? v] to [no]\nrepeat (8)\n repeat (12)\n change [!!! v] by (1)\n change [cloneid v] by (1)\n change x by (36)\n if <not <(costume [name v]) = [a]>> then\n set [is this clone a block? v] to [yes]\n end\n switch costume to (letter (!!!) of (LOAD CODE))\n create clone of (_myself_ v)\n add (costume [name v]) to [clones ids v]\n set [is this clone a block? v] to [no]\n end\n change [cloneid v] by (1)\n change y by (36)\n set x to (-220)\n change [!!! v] by (1)\n switch costume to (letter (!!!) of (LOAD CODE))\n if <not <(costume [name v]) = [a]>> then\n set [is this clone a block? v] to [yes]\n end\n create clone of (_myself_ v)\n add (costume [name v]) to [clones ids v]\n set [is this clone a block? v] to [no]\nend\nhide\n\nswitch costume to (a v)\n\nif <(op) = [0]> then\n\nwhen I start as a clone\n\nforever\n\nwhen I receive [egs v]\nforever\n if <(!PLAYING?) = [play]> then\n if <(delete) = [1]> then\n delete this clone\n end\nend\n\n\n\nwhen I start as a clone\ngo to [back v] layer\n\ncreate clone of (_myself_ v)\n\n@wall jump activated3\n\nwhen flag clicked\nset [!playing? v] to [edit]\nforever\n switch costume to (!PLAYING?)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (20)\n end\nend\n\nwhen this sprite clicked\nif <(!PLAYING?) = [edit]> then\n set [!playing? v] to [play]\n broadcast (game activated v)\nelse\n set [!playing? v] to [edit]\n erase all\n broadcast (Game deactivated v)\nend\n\n@c u b e\n\nwhen I receive [game activated v]\nshow\nset size to (50) %\nset rotation style [left-right v]\ngo to x: (StartX) y: (startY)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n go to [front v] layer\n switch costume to (ew v)\n if <<(speed y) < [4]> or <key (w v) pressed?>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [speed x v] by (-1.5)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [speed x v] by (1.5)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [17]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <(y position) < [-180]> then\n set [speed y v] to [0]\n set [speed x v] to [0]\n go to x: (StartX) y: (startY)\n end\n if <<touching color (#9d0000)?> or <<touching color (#ff0000)?> or <<touching color (#595959)?> or <touching color (#c7c7c7)?>>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [speed y v] to [0]\n set [speed x v] to [0]\n go to x: (StartX) y: (startY)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching color (#e1ce00)?> then\n set [speed y v] to [20]\n end\n if <touching color (#00fff2)?> then\n change [speed y v] by (2)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [speed y v] by (1.2)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [speed y v] by (-1.2)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-1.5)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\n end\n change x by ((speed x) * (3))\n end\nend\n\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <not <<touching color (#000000)?> or <<touching color (#7a3500)?> or <touching color (#00fc37)?>>>>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\nend\n\nif <(D J) = [1]> then\n set [d j v] to [0]\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching color (#000000)?> or <<touching color (#7a3500)?> or <touching color (#00fc37)?>>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching color (#000000)?> or <<touching color (#7a3500)?> or <<touching color (#00fc37)?> or <touching color (#00fff1)?>>>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<key (w v) pressed?> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (ew v)\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (ew v)\n else\n switch costume to (ew v)\n end\nend\n\nwhen flag clicked\nhide\n\nturn right (0) degrees\n\nSet Costume\n\nwhen I receive [game deactivated v]\nhide\n\nset [speed y v] to [2]\n\nset [speed y v] to [-2]\n\nchange x by (10)\n\nmove (10) steps\n\n@save\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n think [save your platformer]\n else\n think []\n end\nend\n\nwhen this sprite clicked\npog\n\nwhen flag clicked\nshow list [save code list v]\n\ndefine pog\nset [clonecount v] to [0]\nset [savecode v] to []\nrepeat (length of [clones ids v])\n change [clonecount v] by (1)\n set [savecode v] to (join (Savecode) (item (cloneCOUNT) of [clones ids v]))\nend\nreplace item (2) of [save code list v] with (Savecode)\nhide list [save code list v]\nwait until <key (space v) pressed?>\nshow list [save code list v]\n\nwhen I receive [game activated v]\nhide\n\nwhen I receive [game deactivated v]\nshow\n\n@load\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n think [load a your platformer]\n else\n think []\n end\nend\n\nwhen this sprite clicked\nask [Paste your code \(leave blank if you dont have one\)] and wait\nif <(answer) = []> then\n stop [this script v]\nend\nset [load code v] to (answer)\nbroadcast (custom grid v)\n\nwhen flag clicked\nshow list [save code list v]\n\nset [clonecount v] to [0]\nset [savecode v] to []\nrepeat (length of [clones ids v])\n change [clonecount v] by (1)\n set [savecode v] to (join (Savecode) (item (cloneCOUNT) of [clones ids v]))\nend\nreplace item (2) of [save code list v] with (Savecode)\nhide list [save code list v]\nwait until <key (space v) pressed?>\nshow list [save code list v]\n\nwhen I receive [game activated v]\nhide\n\nwhen I receive [game deactivated v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\n
MOVED ACCOUNTS TO @KNIGHTINDIRTYARMOUR
✦ The Water platformer✦
@Stage\n\nwhen flag clicked\nforever\n play sound [Piano v] until done\nend\n\n@Player\n\ndefine Special Detections\nif <<touching (spikes v)?> or <<touching (saws v)?> or <touching (the water v)?>>> then\n go to x: (-210) y: (-79)\nend\nif <touching (jumper v)?> then\n change [y v] by (30)\nend\n\nwhen flag clicked\nswitch costume to (11319744_48x2 v)\nshow\ngo to x: (-207) y: (-39)\nforever\n go to [front v] layer\n set [x v] to [0]\n set [y v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n change x by (x)\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching (platforms v)?> or <touching (moving platform v)?>>> then\n change [y v] by (14)\n end\n change y by (1)\n Special Detections\n end\nend\n\nwhen I receive [new level v]\ngo to x: (-207) y: (-39)\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nchange [☁ data v] by (1)\nswitch costume to (11319744_48x3 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (11319744_48x2 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-8)\nend\ndelete this clone\n\nwhen [timer v] > (0)\nhide\n\n@end\n\nwhen flag clicked\nshow\nset [level v] to [1]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n broadcast (new level v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [coin v]\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (0)\nhide\n\nshow\n\nhide variable [level v]\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (0)\nhide\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n if <([costume # v] of [platforms v]) = [11]> then\n hide\n else\n show\n end\nend\n\n@LOGOs2\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nshow\n\nwhen [timer v] > (0.1)\n\nhide\nwait (7) seconds\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nset [level v] to [0]\nset [level v] to [0]\n\n@Spikes\n\nhide\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo [forward v] (10000000000000000000000000000000000000000000) layers\ngo to [front v] layer\nset [spin v] to [0]\ngo to x: (0) y: (0)\nforever\n set y to ((([cos v] of ((spin) * (200)) ) * (10)) + (0))\n change [spin v] by (0.02)\nend\n\nwhen I receive [tm v]\nshow\nset [spin v] to [0]\ngo to x: (0) y: (0)\nforever\n set y to ((([cos v] of ((spin) * (200)) ) * (10)) + (0))\n change [spin v] by (0.02)\n stop [this script v]\nend\n\nwhen [timer v] > (0)\nstop [all v]\n\n@thumbnail\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (0)\nshow\nhide variable [level v]\nbroadcast (TM v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\n@skip\n\nwhen flag clicked\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (217) y: (157)\nforever\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (8)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (2))\n else\n change size by (((100) - (size)) / (4))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (5)) ) * (3)))\n change size by (((90) - (size)) / (2))\n end\n set size to (100) %\n wait (0) seconds\n if <<touching (mouse-pointer v)?> and <not <([costume # v] of [levels v]) = [15]>>> then\n broadcast (new level v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platforms v]) = [11]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (217) y: (157)\n\n
✦ The Water platformer 2✦
@Stage\n\nwhen flag clicked\nforever\n play sound [Piano v] until done\nend\n\n@Player\n\ndefine Special Detections\nif <<touching (spikes v)?> or <<touching (saws v)?> or <touching (the water v)?>>> then\n go to x: (-210) y: (-79)\nend\nif <touching (jumper v)?> then\n change [y v] by (30)\nend\n\nwhen flag clicked\nswitch costume to (11319744_48x2 v)\nshow\ngo to x: (-207) y: (-39)\nforever\n go to [front v] layer\n set [x v] to [0]\n set [y v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n change x by (x)\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching (platforms v)?> or <touching (moving platform v)?>>> then\n change [y v] by (14)\n end\n change y by (1)\n Special Detections\n end\nend\n\nwhen I receive [new level v]\ngo to x: (-207) y: (-39)\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nchange [☁ data v] by (1)\nswitch costume to (11319744_48x3 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (11319744_48x2 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-8)\nend\ndelete this clone\n\n@end\n\nwhen flag clicked\nshow\nset [level v] to [1]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n broadcast (new level v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [coin v]\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (0)\nhide\n\nshow\n\nhide variable [level v]\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (0)\nhide\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n if <([costume # v] of [platforms v]) = [11]> then\n hide\n else\n show\n end\nend\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nshow\n\nwhen [timer v] > (0.1)\n\nhide\nwait (7) seconds\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nset [level v] to [0]\nset [level v] to [0]\n\n@Spikes\n\nhide\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo [forward v] (10000000000000000000000000000000000000000000) layers\ngo to [front v] layer\nset [spin v] to [0]\ngo to x: (0) y: (0)\nforever\n set y to ((([cos v] of ((spin) * (200)) ) * (10)) + (0))\n change [spin v] by (0.02)\nend\n\nwhen I receive [tm v]\nshow\nset [spin v] to [0]\ngo to x: (0) y: (0)\nforever\n set y to ((([cos v] of ((spin) * (200)) ) * (10)) + (0))\n change [spin v] by (0.02)\nend\n\n@skip\n\nwhen flag clicked\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (217) y: (157)\nforever\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (8)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (2))\n else\n change size by (((100) - (size)) / (4))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (5)) ) * (3)))\n change size by (((90) - (size)) / (2))\n end\n set size to (100) %\n wait (0) seconds\n if <<touching (mouse-pointer v)?> and <not <([costume # v] of [levels v]) = [15]>>> then\n broadcast (new level v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platforms v]) = [11]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (217) y: (157)\n\n@thumbnail\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (0)\nshow\nhide variable [level v]\nbroadcast (TM v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\n
Relaxation (platformer)
@Stage\n\n@player\n\ndefine 初期化\nclear graphic effects\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-210) y: (-80)\nswitch costume to (1 v)\n\nwhen flag clicked\ngo to [back v] layer\nset [stage v] to [1]\n初期化\nforever\n if <(動く) = [1]> then\n if <<key (right arrow v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>> then\n point in direction (90)\n change [x v] by (1.2)\n end\n if <<key (left arrow v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>> then\n point in direction (-90)\n change [x v] by (-1.2)\n end\n change x by (X)\n set [x v] to ((X) * (0.86))\n if <<touching color (#468ee0)?> or <touching color (#4c9bf5)?>> then\n change y by (1)\n end\n if <<touching color (#468ee0)?> or <touching color (#4c9bf5)?>> then\n change y by (1)\n end\n if <<touching color (#468ee0)?> or <touching color (#4c9bf5)?>> then\n change y by (1)\n end\n if <<touching color (#468ee0)?> or <touching color (#4c9bf5)?>> then\n change y by (1)\n end\n if <<touching color (#468ee0)?> or <touching color (#4c9bf5)?>> then\n change y by (-3)\n change x by ((X) * (-1.16))\n if <<key (up arrow v) pressed?> or <<(mouse y) > [20]> and <mouse down?>>> then\n if <(X) > [0]> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n change y by (-1)\n if <<touching color (#468ee0)?> or <touching color (#4c9bf5)?>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [20]>>> then\n set [y v] to [14]\n end\n end\n change [y v] by (-0.8)\n change y by (Y)\n if <<touching color (#468ee0)?> or <touching color (#4c9bf5)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [240]> then\n broadcast (nextstage v)\n change [stage v] by (1)\n 初期化\n end\n if <<(y position) < [-181]> or <touching (magma v)?>> then\n start sound [ピアノの単音 v]\n set [ghost v] effect to (50)\n switch costume to (2 v)\n repeat until <[181] < (y position)>\n change y by (10)\n end\n 初期化\n end\n end\nend\n\nwhen flag clicked\nwait (6) seconds\nforever\n play sound [bgm_maoudamashii_acoustic41 v] until done\nend\n\n@地面\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [back v] layer\nswitch costume to (コスチューム1 v)\n\nwhen I receive [nextstage v]\nnext costume\n\nwhen [timer v] > (0)\nswitch costume to (コスチューム1 v)\n\n@Intro\n\nwhen I start as a clone\nshow\nif <(0..) = [1]> then\n set [ghost v] effect to (100)\n set size to (10) %\n point in direction (-30)\n repeat (10)\n change [ghost v] effect by (-10)\n change size by (9)\n turn right (12) degrees\n end\n wait until <(0...) = [1]>\n delete this clone\nend\n\nwhen flag clicked\nset [0... v] to [0]\nset [動く v] to [0]\nhide\nset [0. v] to [0]\nstart sound [ v]\n塗りつぶし\nアイコン\nwait (0.1) seconds\nチラリ\n\ndefine 塗りつぶし\nswitch costume to (1 v)\nset [0.. v] to [1]\ngo to x: (-215) y: (140)\nrepeat (5)\n create clone of (_myself_ v)\n repeat (10)\n change x by (43)\n create clone of (_myself_ v)\n end\n change y by (-70)\n set x to (-215)\nend\n\ndefine アイコン\nswitch costume to (2 v)\nset [0.. v] to [2]\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(0..) = [2]> then\n set size to (10) %\n point in direction (90)\n repeat until <(0...) = [1]>\n change [0. v] by (7)\n go to x: ((([sin v] of (0.) ) * (5)) + (10)) y: (([cos v] of (0.) ) * (5))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(0..) = [2]> then\n repeat (10)\n change size by (9)\n end\nend\n\ndefine チラリ\nset [0.. v] to [3]\nrepeat (25)\n set [ghost v] effect to (pick random (10) to (50))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(0..) = [3]> then\n go to [back v] layer\n go [forward v] (50) layers\n set size to (50) %\n switch costume to (pick random (3) to (4))\n go to (random position v)\n point in direction (pick random (0) to (360))\n repeat until <(0...) = [1]>\n move (1) steps\n wait (0.2) seconds\n if on edge, bounce\n end\n delete this clone\nend\n\ndefine 終わり\nswitch costume to (5 v)\nset [0.. v] to [4]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(0..) = [4]> then\n repeat (7)\n next costume\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (5.5) seconds\nset [0... v] to [1]\n終わり\nset [動く v] to [1]\n\ngo to [back v] layer\n\nwhen I start as a clone\nif <(0..) = [2]> then\n wait (2) seconds\n repeat (10)\n change size by (10)\n end\n repeat (10)\n change size by (-10)\n end\nend\n\n@SMN\n\nwhen [timer v] > (0)\nshow\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\nwait (2) seconds\nhide\nforever\n reset timer\nend\n\n@NEXT\n\nwhen I receive [nextstage v]\nset [動く v] to [0]\ngo to [front v] layer\nshow\nswitch costume to (コスチューム1 v)\nrepeat (5)\n next costume\nend\nwait (1) seconds\nrepeat (5)\n next costume\nend\nset [動く v] to [1]\nhide\n\nwhen flag clicked\nhide\n\n@CO²\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.23) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset [ghost v] effect to (70)\ngo to x: (pick random (-200) to (200)) y: (-200)\nrepeat (40)\n change y by (10)\nend\ndelete this clone\n\n@magma\n\nwhen flag clicked\nwait (0.11) seconds\ngo to [back v] layer\nforever\n if <(stage) = [5]> then\n switch costume to (コスチューム1 v)\n set x to (18)\n show\n change [magma v] by (4)\n set y to ((([sin v] of (magma) ) * (5)) - (77))\n else\n if <(stage) = [6]> then\n switch costume to (コスチューム2 v)\n set x to (30)\n show\n change [magma v] by (4)\n set y to ((([sin v] of (magma) ) * (27)) - (110))\n else\n if <(stage) = [8]> then\n switch costume to (コスチューム3 v)\n set x to (60)\n show\n change [magma v] by (4)\n set y to ((([sin v] of (magma) ) * (12)) - (70))\n else\n hide\n set [magma v] to [0]\n end\n end\n end\nend\n\n@地面2\n\nwhen flag clicked\nwait (0.12) seconds\ngo to [back v] layer\nforever\n if <(stage) = [7]> then\n switch costume to (コスチューム1 v)\n show\n repeat until <not <(stage) = [7]>>\n glide (0.8) secs to x: (0) y: (-120)\n glide (0.8) secs to x: (90) y: (-80)\n end\n else\n if <(stage) = [8]> then\n switch costume to (コスチューム2 v)\n show\n repeat until <not <(stage) = [8]>>\n glide (1.5) secs to x: (0) y: (60)\n glide (1.7) secs to x: (90) y: (-80)\n end\n else\n hide\n end\n end\nend\n\n
FLAG×2\n\nHow to operate  操作方法\n\n ↑\n← →
rainbow platformer infity lifes #games #stories #art
@Stage\n\n@Platforms\n\nwhen flag clicked\nset [old level v] to []\n\ndefine Create clones (x) (y) (type)\nswitch costume to (type)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen I receive [start! v]\nhide\nif <not <(LEVEL) = (Old level)>> then\n repeat (1)\n delete this clone\n end\n set [old level v] to (LEVEL)\n Create clones [-150] [-11] [1]\n Create clones [465] [-11] [2]\n Create clones [1145] [-11] [3]\n Create clones [1450] [-11] [4]\n Create clones [2010] [301] [5]\n Create clones [2010] [575] [6]\n Create clones [2680] [756] [7]\n Create clones [2899] [756] [8]\n Create clones [2900] [1330] [9]\n Create clones [3370] [1750] [10]\n Create clones [3800] [1750] [11]\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 flag clicked\nforever\n go to [front v] layer\nend\n\n@Design\n\nwhen flag clicked\nset [old level v] to []\n\ndefine Create clones (x) (y) (type)\nswitch costume to (type)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen I receive [start! v]\nhide\nif <not <(LEVEL) = (Old level)>> then\n repeat (1)\n delete this clone\n end\n set [old level v] to (LEVEL)\n Create clones [-150] [-11] [1]\n Create clones [0] [0] [2]\n Create clones [1000] [-11] [3]\n Create clones [1450] [-11] [4]\n Create clones [2010] [301] [5]\n Create clones [3370] [1750] [6]\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 flag clicked\nforever\n go to [back v] layer\nend\n\n@parallax\n\nwhen I receive [tick v]\nGo to (((((parallax: @ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) (Y_SHAKE)\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (0)\nset [parallax: @id v] to [0]\nswitch costume to (item0 v)\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [parallax: @id v] to [-1]\nswitch costume to (item1 v)\n\n@Moon\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@DANGER\n\nwhen flag clicked\nset [old level v] to []\n\nwhen I receive [reset v]\nhide\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <not <(LEVEL) = (Old level)>> then\n repeat (1)\n delete this clone\n end\n set [old level v] to (LEVEL)\n Create clones [1350] [0] [1]\n end\nend\n\nwhen I start as a clone\nshow\nforever\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\ndefine Create clones (x) (y) (type)\nswitch costume to (type)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Enemies\n\nwhen flag clicked\nset [bounce???? v] to [0]\nhide\n\ndefine CLONE @ (x) (y) (type) (change)\nswitch costume to (type)\nset [@change v] to (change)\nset [@offsetx v] to (x)\nset [@offsety v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nGO_TO (((@offsetx) - (SCROLL X)) + (@Change_OFFSET)) ((Y_SHAKE) + ((@offsety) - (SCROLL Y)))\n\ndefine GO_TO (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset size to (30) %\nset rotation style [left-right v]\nif <(costume [name v]) = [red1]> then\n wait (1) seconds\n forever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([yv v] of [player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n switch costume to (costume1 v)\n repeat (4)\n next costume\n change [ghost v] effect by (0)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [loot x v] to (round ((@offsetx) + (@Change_OFFSET)))\n set [loot y v] to (round (@offsety))\n broadcast (loot v)\n delete this clone\n else\n broadcast (die v)\n end\n wait (3) seconds\n end\n end\nelse\n if <(costume [name v]) = [bot1]> then\n forever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([yv v] of [player v]) < [-1]>> then\n broadcast (boucne v)\n switch costume to (bot1 v)\n repeat (4)\n next costume\n end\n wait (0.02) seconds\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\n wait (0.1) seconds\n end\n end\n else\n if <(costume [name v]) = [y1]> then\n wait (1) seconds\n forever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([yv v] of [player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n switch costume to (y1 v)\n repeat (4)\n next costume\n change [ghost v] effect by (0)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [loot x v] to (round ((@offsetx) + (@Change_OFFSET)))\n set [loot y v] to (round (@offsety))\n broadcast (loot v)\n delete this clone\n else\n broadcast (die v)\n end\n wait (3) seconds\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [red1]> then\n forever\n if <<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and <<<(direction) = [90]> and <([x position v] of [player v]) > (x position)>> or <<(direction) = [-90]> and <([x position v] of [player v]) < (x position)>>>> then\n switch costume to (red1 v)\n repeat (6)\n next costume\n end\n wait (0.01) seconds\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\n end\n end\nend\n\nwhen I receive [start! v]\nswitch costume to (blank v)\nCLONE @ [544] [-40] [red1] [81]\nCLONE @ [1050] [-37] [bot1] [120]\nCLONE @ [1195] [146] [bot1] [81]\nCLONE @ [1408] [195] [bot1] [81]\nCLONE @ [1613] [277] [bot1] [100]\nCLONE @ [2100] [275] [bot1] [100]\nCLONE @ [1926] [536] [bot1] [86]\nCLONE @ [4000] [1630] [red1] [86]\nCLONE @ [4001] [1630] [red1] [86]\nCLONE @ [4002] [1630] [red1] [86]\nCLONE @ [4003] [1630] [red1] [86]\nCLONE @ [4004] [1630] [red1] [86]\nCLONE @ [4005] [1630] [red1] [86]\nCLONE @ [4006] [1630] [red1] [86]\nCLONE @ [4007] [1630] [red1] [86]\nCLONE @ [4008] [1630] [red1] [86]\nCLONE @ [4009] [1630] [red1] [86]\nCLONE @ [4010] [1630] [red1] [86]\nCLONE @ [4011] [1630] [red1] [86]\nCLONE @ [4012] [1630] [red1] [86]\nCLONE @ [4013] [1630] [red1] [86]\nCLONE @ [4014] [1630] [red1] [86]\nCLONE @ [4015] [1630] [red1] [86]\nCLONE @ [4016] [1630] [red1] [86]\nCLONE @ [4017] [1630] [red1] [86]\nCLONE @ [4018] [1630] [red1] [86]\nCLONE @ [4019] [1630] [red1] [86]\nCLONE @ [4020] [1630] [red1] [86]\nCLONE @ [4021] [1630] [red1] [86]\nCLONE @ [4022] [1630] [red1] [86]\nCLONE @ [4023] [1630] [red1] [86]\nCLONE @ [4024] [1630] [red1] [86]\nCLONE @ [4025] [1630] [red1] [86]\nCLONE @ [4026] [1630] [red1] [86]\nCLONE @ [4027] [1630] [red1] [86]\nCLONE @ [4028] [1630] [red1] [86]\nCLONE @ [4029] [1630] [red1] [86]\nCLONE @ [4030] [1630] [red1] [86]\nCLONE @ [4031] [1630] [red1] [86]\nCLONE @ [4032] [1630] [red1] [86]\nCLONE @ [4033] [1630] [red1] [86]\nCLONE @ [4034] [1630] [red1] [86]\nCLONE @ [4035] [1630] [red1] [86]\nCLONE @ [4036] [1630] [red1] [86]\nCLONE @ [4038] [1630] [red1] [86]\nCLONE @ [4038] [1630] [red1] [86]\nCLONE @ [4039] [1630] [red1] [86]\nCLONE @ [4040] [1630] [red1] [86]\nCLONE @ [4041] [1630] [red1] [86]\nCLONE @ [4042] [1630] [red1] [86]\nCLONE @ [4043] [1630] [red1] [86]\nCLONE @ [4044] [1630] [red1] [86]\nCLONE @ [4045] [1630] [red1] [86]\nCLONE @ [4046] [1630] [red1] [86]\nCLONE @ [4047] [1630] [red1] [86]\n\nwhen I start as a clone\nforever\n set [@change_offset v] to [0]\n point in direction (90)\n repeat until <((@Change_OFFSET) + (1)) > (@Change)>\n if <<<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and < (costume [name v]) contains [red]?>> and <([x position v] of [player v]) > (x position)>> then\n change [@change_offset v] by (3)\n else\n change [@change_offset v] by (1.5)\n end\n end\n point in direction (-90)\n repeat until <(@Change_OFFSET) < [1]>\n if <<<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and < (costume [name v]) contains [red]?>> and <([x position v] of [player v]) < (x position)>> then\n change [@change_offset v] by (-3)\n else\n change [@change_offset v] by (-1.5)\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (blank v)\nend\n\n@Player\n\nwhen flag clicked\nstart sound [The Script- Hall of Fame v]\ngo to [front v] layer\nset size to (80) %\nshow\nset [time v] to [0]\nreset\nbroadcast (setup v) and wait\nbroadcast (start! v)\nforever\n Physics\n broadcast (Tick v)\nend\n\ndefine reset\nswitch costume to (3a v)\nclear graphic effects\nset [scroll x v] to [-384]\nset [scroll y v] to [-23]\nset [offset x v] to [-400]\nset [offset y v] to [50]\nset [xv v] to [0]\nset [yv v] to [0]\nset [in air v] to [0]\npoint in direction (90)\nshow\n\ndefine Physics\nif <(pause) = [0]> then\n change player x by (round ((XV) / (1.8)))\n if <<(click2) = [0]> and <<<(mouse x) > ((x position) + (20))> and <<mouse down?> and <[0] = (clickShop)>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n change [xv v] by (<<(LOVED__) = [1]> and <(FAVED___) = [1]>> * (3))\n if <<touching (water v)?> or <touching (danger v)?>> then\n change [xv v] by (2)\n else\n if <(slope) = [1]> then\n change [xv v] by (3.3)\n change [offset y v] by (1)\n else\n if <(slope) = [4]> then\n change [offset y v] by (-4)\n change [xv v] by (4)\n else\n change [xv v] by (3.6)\n end\n end\n end\n else\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) + (-20))> and <<mouse down?> and <[0] = (clickShop)>>>> and <(click2) = [0]>> then\n change [xv v] by (<<(LOVED__) = [1]> and <(FAVED___) = [1]>> * (-3))\n if <<touching (water v)?> or <touching (danger v)?>> then\n change [xv v] by (-2)\n else\n if <(slope) = [1]> then\n change [xv v] by (-3.3)\n change [offset y v] by (1)\n else\n if <(slope) = [4]> then\n change [xv v] by (-4)\n change [offset y v] by (-4)\n else\n change [xv v] by (-3.6)\n end\n end\n end\n end\n end\n if <<(click2) = [0]> and <<<(mouse y) > ((y position) + (20))> and <<mouse down?> and <[0] = (clickShop)>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <<touching (water v)?> or <touching (danger v)?>> then\n if <(water) > [5]> then\n set [yv v] to ((14.4) + (<<(LOVED__) = [1]> and <(FAVED___) = [1]>> * (3)))\n end\n else\n if <(in air) < [4]> then\n set [yv v] to ((13.4) + (<<(LOVED__) = [1]> and <(FAVED___) = [1]>> * (3)))\n end\n end\n end\n switch costume to (water v)\n if <<touching (water v)?> or <touching (danger v)?>> then\n change [yv v] by (2)\n end\n switch costume to (hitbox v)\n if <<touching (water v)?> or <touching (danger v)?>> then\n Slope\n if <<<(jumpBOOST?) = [1]> and <(YV) < [-5]>> and <<key (space v) pressed?> or <mouse down?>>> then\n set [yv v] to [-5]\n else\n if <(YV) < [-10]> then\n set [yv v] to [-10]\n end\n end\n if <(Offset X) < [-452]> then\n set [offset x v] to [-452]\n end\n change player y by (YV)\n Position\n change [scroll x v] by (round (((Offset X) - (SCROLL X)) / (9)))\n change [scroll y v] by ((round (((Offset Y) - (SCROLL Y)) / (13))) + (2))\n position\n set [xv v] to ((XV) * (0.7))\n if <touching (water v)?> then\n set [yv v] to ((YV) * (0.5))\n change [water v] by (1)\n else\n set [water v] to [0]\n end\n stop [this script v]\nend\n\ndefine change player x by (sx)\nswitch costume to (hitbox v)\nchange [offset x v] by ((sx) * (1.1))\nposition\nif <touching (platforms v)?> then\n repeat (10)\n change [offset y v] by (0.5)\n position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [offset y v] by (-5)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [offset x v] by (-1)\n else\n change [offset x v] by (1)\n end\n position\n end\nend\nSet Costume\n\ndefine position\ngo to x: (round ((Offset X) - (SCROLL X))) y: ((Offset Y) - (SCROLL Y))\n\ndefine change player y by (sy)\nswitch costume to (hitbox v)\nchange [offset y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nswitch costume to (hitboxjumpth v)\nrepeat until <not <touching (jump_through v)?>>\n switch costume to (hitboxjumpth v)\n position\n if <(YV) > [0]> then\n Set Costume\n stop [this script v]\n end\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nSet Costume\n\nwhen I receive [tick v]\nif <not <(chat item) = [0]>> then\n say (item (chat item) of [chat list v])\nelse\n say []\nend\n\nwhen [c v] key pressed\nif <(username) = [CMlukian]> then\n set [yv v] to [10]\nend\n\nwhen I receive [small_bounce v]\nchange [offset y v] by (12)\nset [yv v] to [14]\n\nwhen I receive [die v]\nchange [lives v] by (-1)\nrepeat (5)\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (50)\n end\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (-50)\n end\nend\n\ndefine Slope\nswitch costume to (l v)\nif <<touching (platforms v)?> and <(XV) < [-0.01]>> then\n set [slope v] to [1]\nelse\n switch costume to (r v)\n if <<touching (platforms v)?> and <(XV) > [0.01]>> then\n set [slope v] to [1]\n else\n switch costume to (left2 v)\n if <<touching (platforms v)?> and <(XV) > [0.01]>> then\n switch costume to (right3 v)\n if <not <touching (platforms v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n switch costume to (right2 v)\n if <<touching (platforms v)?> and <(XV) < [-0.01]>> then\n switch costume to (left3 v)\n if <not <touching (platforms v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n set [slope v] to [0]\n end\n end\n Set Costume\n end\nend\n\ndefine Set Costume\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [20]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (20))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-20]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\nend\nif <<<(YV) < [-1.5]> and <<(jumpBOOST?) = [1]> and <(water) < [3]>>> and <<key (space v) pressed?> or <mouse down?>>> then\n switch costume to (join (letter (1) of (costume [name v])) [b])\nend\n\nwhen flag clicked\nset [y_shake v] to [0]\nwait (2) seconds\nforever\n if <touching (danger v)?> then\n broadcast (die v)\n wait (5) seconds\n end\nend\n\nwhen I receive [die v]\nset [y_shake v] to [12]\nwait (0.06) seconds\nset [y_shake v] to [-12]\nwait (0.06) seconds\nset [y_shake v] to [6]\nwait (0.06) seconds\nset [y_shake v] to [-4]\nwait (0.06) seconds\nset [y_shake v] to [2]\nwait (0.06) seconds\nset [y_shake v] to [-1]\nwait (0.06) seconds\nset [y_shake v] to [0]\n\nwhen I receive [boucne v]\nchange [offset y v] by (18)\nset [yv v] to [21]\n\nwhen this sprite clicked\nset [open caht v] to ((1) - (open caht))\nif <(open caht) = [1]> then\n ask [Which item of chat?] and wait\n if << [ghjvbn] contains (answer)?> or <<(answer) > [0]> and <(answer) < [10]>>> then\n broadcast (mobile v)\n if << [ghjvbn] contains (answer)?> and <not <(answer) = []>>> then\n if <(EmojiCHAT?) = [1]> then\n if <(answer) = [g]> then\n set [chat item v] to [10]\n else\n if <(answer) = [h]> then\n set [chat item v] to [11]\n else\n if <(answer) = [j]> then\n set [chat item v] to [12]\n else\n if <(answer) = [v]> then\n set [chat item v] to [13]\n else\n if <(answer) = [b]> then\n set [chat item v] to [14]\n else\n set [chat item v] to [15]\n end\n end\n end\n end\n end\n end\n else\n set [chat item v] to (answer)\n end\n end\nend\n\nwhen [p v] key pressed\nif <(username) = [CMlukian]> then\n switch costume to (3a v)\n clear graphic effects\n set [scroll x v] to [1296]\n set [scroll y v] to [1212]\n set [offset x v] to [1296]\n set [offset y v] to [1212]\n set [xv v] to [0]\n set [yv v] to [0]\n set [in air v] to [0]\n point in direction (90)\n show\nend\n\nwhen I receive [reset v]\nreset\n\ndefine Tick\n\n@detector \n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nrepeat until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (pick random (3) to (5)) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (pick random (5) to (8)) seconds\nend\nif <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n show\n switch costume to (costume2 v)\n set [ghost v] effect to (100)\n wait (0) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (pick random (3) to (5)) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\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\ngo to x: (00) y: (0)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nif <not <([exit v] of [alertsui v]) = [null]>> then\n switch costume to (costume1 v)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\nend\n\n@Hidden\n\nwhen I receive [tick v]\nif <(costume [name v]) = [sign]> then\n go to (player v)\nelse\n Go to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\nend\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\nset [@collected? v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [sign]> then\n set size to (72) %\n set [ghost v] effect to (100)\n wait (0.2) seconds\n show\n repeat until <(size) > [89]>\n change [ghost v] effect by (-10)\n change size by (((90) - (size)) / (5))\n end\n set size to (90) %\n wait (2) seconds\n repeat until <(size) < [73]>\n change [ghost v] effect by (10)\n change size by (((size) - (95)) / (7))\n end\n broadcast (exp v)\n hide\n delete this clone\nelse\n set size to (100) %\n set [@collected? v] to [0]\n show\n Go to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n go to [front v] layer\n forever\n check (costume [name v])\n end\nend\nif <(costume [name v]) = [sign]> then\n forever\n go to [front v] layer\n end\nend\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclear graphic effects\nset [exp v] to [0]\nset [@offset_x v] to [1950]\nset [@offset_y v] to [60]\nhide\nswitch costume to (r1 v)\nClone [460] [302]\n\ndefine check (i)\nswitch costume to (join (letter (1) of (i)) [0])\nif <touching (player v)?> then\n change [ghost v] effect by (16)\n if <(@collected?) = [0]> then\n switch costume to (sign v)\n create clone of (_myself_ v)\n set [@collected? v] to [1]\n change [exp v] by (10)\n end\nelse\n change [ghost v] effect by (-20)\nend\nswitch costume to (i)\n\nwhen I start as a clone\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Collectibles2\n\nwhen I start as a clone\nset [y_chagne \(local\) v] to [0]\npoint in direction (90)\nshow\nwait (0.1) seconds\nforever\n if <touching (player v)?> then\n if <(costume [name v]) = [star]> then\n clear graphic effects\n set size to (100) %\n set [click2 v] to [1]\n repeat until <(direction) > [130]>\n turn right (((direction) - (85)) / (5)) degrees\n change size by (((177) - (size)) / (8))\n change [ghost v] effect by (10)\n end\n repeat until <(size) > [180]>\n turn right (((195) - (direction)) / (6)) degrees\n change [ghost v] effect by (15)\n change size by (((200) - (size)) / (8))\n end\n wait (0.3) seconds\n broadcast (WIN!! v)\n delete this clone\n else\n repeat (4)\n change [ghost v] effect by (25)\n change size by (((10) - (size)) / (4))\n end\n if <(costume [name v]) = [coin]> then\n change [coins v] by (1)\n else\n if <(costume [name v]) = [heart]> then\n change [lives v] by (1)\n end\n end\n set size to (110) %\n switch costume to (+1 v)\n repeat (4)\n change [ghost v] effect by (-25)\n change size by (((90) - (size)) / (6))\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((25.5) - (y_chagne \(local\))) / (6))\n else\n change [y_chagne \(local\) v] by (2)\n end\n end\n repeat until <(y_chagne \(local\)) > [28]>\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((28.5) - (y_chagne \(local\))) / (6))\n change [ghost v] effect by (4)\n else\n change [y_chagne \(local\) v] by (2)\n change [ghost v] effect by (6)\n end\n change size by (((90) - (size)) / (5))\n end\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nset [loot x v] to [none]\nset [loot y v] to [none]\n\nwhen I receive [loot v]\nif <(offsetx) = [null]> then\n set [offsetx v] to (loot x)\n set [offsety v] to (loot y)\n wait (0.4) seconds\n switch costume to (coin v)\n Clone [0] [15]\n Clone [0] [34]\n Clone [0] [34]\n switch costume to (blank v)\n set [offsetx v] to [null]\n wait (0.1) seconds\n set [loot x v] to [none]\nend\n\nwhen I receive [setup v]\nclone\n\nwhen I receive [tick v]\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + ((round ((offsety) - (SCROLL Y))) + (y_chagne \(local\))))\n\ndefine Clone (x) (y)\ngo to x: (999999) y: (999999)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ncreate clone of (_myself_ v)\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine clone\nhide\nset size to (100) %\nswitch costume to (coin v)\nset [offsetx v] to [-300]\nset [offsety v] to [30]\nClone [0] [0]\nClone [30] [0]\nClone [30] [0]\nClone [30] [0]\nClone [30] [0]\nset [offsetx v] to [110]\nset [offsety v] to [45]\nClone [30] [45]\nClone [30] [-15]\nClone [30] [-25]\nClone [30] [-30]\nClone [30] [-30]\nset [offsetx v] to [1115]\nset [offsety v] to [45]\nClone [-10] [0]\nClone [10] [30]\nClone [10] [30]\nClone [10] [30]\nClone [10] [30]\nset [offsetx v] to [1804]\nset [offsety v] to [330]\nClone [0] [0]\nClone [30] [30]\nClone [30] [30]\nClone [30] [-30]\nClone [30] [-30]\nset [offsetx v] to [2400]\nset [offsety v] to [800]\nClone [0] [0]\nClone [25] [30]\nswitch costume to (heart v)\nset [offsetx v] to [2469]\nset [offsety v] to [850]\nClone [0] [0]\nswitch costume to (coin v)\nset [offsetx v] to [2500]\nset [offsety v] to [830]\nClone [15] [0]\nClone [25] [-30]\nset [offsetx v] to [2955]\nset [offsety v] to [900]\nClone [-30] [0]\nClone [0] [150]\nClone [0] [150]\nClone [0] [150]\nClone [0] [150]\nswitch costume to (star v)\nset [offsetx v] to [3935]\nset [offsety v] to [1700]\nClone [0] [0]\nswitch costume to (blank v)\nset [offsetx v] to [Null]\n\n@Chat\n\nwhen flag clicked\nset [click2 v] to [0]\nset [ghost v] effect to (100)\nset [open caht v] to [0]\ndelete all of [chat list v]\nadd [Hey :D] to [chat list v]\nadd [This way!] to [chat list v]\nadd [Bye!] to [chat list v]\nadd [Watch out!] to [chat list v]\nadd [Lol] to [chat list v]\nadd [It's lagging :\(] to [chat list v]\nadd [Which way?] to [chat list v]\nadd [Okay!] to [chat list v]\nadd [Got to go :\)] to [chat list v]\nhide\nset [ghost v] to [100]\nset [open caht v] to [0]\ngo to x: (-150) y: (0)\nforever\n set [ghost v] effect to (ghost)\n if <(ghost) = [100]> then\n hide\n else\n show\n end\n if <(open caht) = [1]> then\n if <not <(ghost) = [0]>> then\n change [ghost v] by (-20)\n end\n else\n if <not <(ghost) = [100]>> then\n change [ghost v] by (20)\n end\n end\n if <(EmojiCHAT?) = [1]> then\n switch costume to (main2 v)\n else\n switch costume to (main v)\n end\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen flag clicked\nset [chat item v] to [0]\nforever\n if <(open caht) = [1]> then\n if <(EmojiCHAT?) = [1]> then\n if <key (g v) pressed?> then\n reset\n set [chat item v] to [10]\n wait until <not <key (g v) pressed?>>\n end\n if <key (h v) pressed?> then\n reset\n set [chat item v] to [11]\n wait until <not <key (h v) pressed?>>\n end\n if <key (j v) pressed?> then\n reset\n set [chat item v] to [12]\n wait until <not <key (j v) pressed?>>\n end\n if <key (v v) pressed?> then\n reset\n set [chat item v] to [13]\n wait until <not <key (v v) pressed?>>\n end\n if <key (b v) pressed?> then\n reset\n set [chat item v] to [14]\n wait until <not <key (b v) pressed?>>\n end\n if <key (n v) pressed?> then\n reset\n set [chat item v] to [15]\n wait until <not <key (n v) pressed?>>\n end\n end\n if <key (1 v) pressed?> then\n reset\n set [chat item v] to [1]\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n reset\n set [chat item v] to [2]\n wait until <not <key (2 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n reset\n set [chat item v] to [3]\n wait until <not <key (3 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n reset\n set [chat item v] to [4]\n wait until <not <key (4 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n reset\n set [chat item v] to [5]\n wait until <not <key (5 v) pressed?>>\n end\n if <key (6 v) pressed?> then\n reset\n set [chat item v] to [6]\n wait until <not <key (6 v) pressed?>>\n end\n if <key (7 v) pressed?> then\n reset\n set [chat item v] to [7]\n wait until <not <key (7 v) pressed?>>\n end\n if <key (8 v) pressed?> then\n reset\n set [chat item v] to [8]\n wait until <not <key (8 v) pressed?>>\n end\n if <key (9 v) pressed?> then\n reset\n set [chat item v] to [9]\n wait until <not <key (9 v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nset [chat reset v] to [6]\nforever\n wait (1) seconds\n change [chat reset v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(chat item) > [9]> then\n if <(chat reset) > [3]> then\n set [chat item v] to [0]\n end\n else\n if <(chat reset) > [5]> then\n set [chat item v] to [0]\n end\n end\nend\n\ndefine reset\nset [open caht v] to [0]\nset [chat reset v] to [0]\n\nwhen flag clicked\nswitch costume to (main v)\nshow\nwait (0.1) seconds\nforever\n if <key (t v) pressed?> then\n set [open caht v] to ((1) - (open caht))\n wait until <not <key (t v) pressed?>>\n end\nend\n\nwhen I receive [mobile v]\nreset\n\nwhen [timer v] > (0.1)\nhide\n\n@EMOJI\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (20) %\nshow\nsay []\nset [ghost v] effect to (100)\nforever\n repeat until <<<(item (((EMOJI: @ID) * (6)) - (1)) of [cloud_data v]) < [16]> and <(item (((EMOJI: @ID) * (6)) - (1)) of [cloud_data v]) > [9]>> and <(item (EMOJI: @ID) of [active_check v]) = [1]>>\n change [ghost v] effect by (20)\n change size by (((20) - (size)) / (5))\n end\n switch costume to (join [emoji] (item (((EMOJI: @ID) * (6)) - (1)) of [cloud_data v]))\n repeat until <<not <(costume [name v]) = (join [emoji] (item (((EMOJI: @ID) * (6)) - (1)) of [cloud_data v]))>> or <(item (EMOJI: @ID) of [active_check v]) = [0]>>\n set [bvel v] to ((((100) - (size)) / (7)) + ((bvel) * (0.75)))\n change size by (bvel)\n change [ghost v] effect by (-20)\n end\n repeat until <(size) < [25]>\n change size by (((20) - (size)) / (5))\n change [ghost v] effect by (20)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine @Position XY (@player)\nif <(@player) = (playerID)> then\n go to (player v)\n change y by (35)\nelse\n change x by (((((item (((@player) * (6)) - (5)) of [cloud_data v]) + (([x position v] of [player v]) * (-0.25))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\n change y by ((15) + (((((item (((@player) * (6)) - (4)) of [cloud_data v]) + (((-28) - ([y position v] of [player v])) * (0.12))) - (SCROLL Y)) - (y position)) / (2.5555555555555555555)))\n go to x: (round (x position)) y: (round (y position))\nend\nstop [this script v]\n\nwhen I receive [cloud_tick v]\n@Position XY (EMOJI: @ID)\n\nwhen I receive [cloud_players v]\nset [emoji: @id v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n change [emoji: @id v] by (1)\nend\n\n@For griffpatch\n\nwhen flag clicked\nif <(username) = [Griffpatch ]> then\n show\nelse\n hide\nend\n\n@USER_INTERFACE\n\nwhen flag clicked\nSETUP\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(openmenu?) = [0]>> then\n set [clickshop v] to [1]\n repeat (7)\n change [ghost v] effect by (15)\n end\n set [clickshop v] to [0]\n set [shop_ghost v] to [100]\n switch costume to (shop v)\n set [y_shop v] to [-105]\n set [openmenu? v] to [1]\n repeat until <(y_shop) > [-1]>\n change [y_shop v] by (((4) - (y_shop)) / (8))\n change [ghost v] effect by (-10)\n if <(shop_ghost) > [9]> then\n change [shop_ghost v] by (-10)\n end\n end\n repeat until <(close#) = [1]>\n switch costume to (b1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (shopb v)\n if <mouse down?> then\n set [close# v] to [1]\n end\n else\n switch costume to (shop v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [clickshop v] to [1]\n else\n set [clickshop v] to [0]\n end\n end\n set [openmenu? v] to [0]\n set [close# v] to [0]\n repeat until <(y_shop) < [-99]>\n change [y_shop v] by (((y_shop) - (21)) / (7))\n change [ghost v] effect by (8.5)\n if <(shop_ghost) < [91]> then\n change [shop_ghost v] by (10)\n end\n if <(y_shop) < [-30]> then\n set [clickshop v] to [0]\n end\n end\n switch costume to (button v)\n set [y_shop v] to [0]\n repeat (7)\n change [ghost v] effect by (-15)\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nif <(costume [name v]) = [coins]> then\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(letter (1) of (@clone)) = [v]> then\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n forever\n if <(letter (4) of (@clone)) = [1]> then\n switch costume to (join (letter (1) of (coins)) [a])\n else\n if <(letter (4) of (@clone)) = [2]> then\n switch costume to (join (letter (2) of (coins)) [a])\n if <(letter (1) of (coins)) = [1]> then\n set x to (202)\n else\n set x to (205)\n end\n else\n if <(letter (4) of (@clone)) = [3]> then\n switch costume to (join (letter (3) of (coins)) [a])\n if <<(letter (2) of (coins)) = [1]> or <(letter (1) of (coins)) = [1]>> then\n if <<(letter (1) of (coins)) = [1]> and <(letter (2) of (coins)) = [1]>> then\n set x to (214)\n else\n set x to (217)\n end\n else\n set x to (220)\n end\n end\n end\n end\n end\n else\n if <(costume [name v]) = [heart]> then\n forever\n if <(win) = [1]> then\n change [ghost v] effect by (10)\n else\n if <(@clone) > (lives)> then\n change [ghost v] effect by (25)\n else\n change [ghost v] effect by (-25)\n end\n end\n end\n else\n if <(letter (1) of (@clone)) = [d]> then\n go to x: (0) y: (0)\n set size to (100) %\n if <(letter (2) of (@clone)) = [1]> then\n switch costume to (c1 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<(coins) > [19]> and <(mousewait) = [0]>> then\n change [coins v] by (-20)\n change [lives v] by (1)\n set [mousewait v] to [1]\n broadcast (purch v)\n end\n end\n end\n else\n if <(letter (2) of (@clone)) = [2]> then\n switch costume to (c2 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<<(coins) > [29]> and <(mousewait) = [0]>> and <(EmojiCHAT?) = [0]>> then\n change [coins v] by (-30)\n set [emojichat? v] to [1]\n set [mousewait v] to [1]\n broadcast (purch v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (c2a v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n end\n else\n if <(letter (2) of (@clone)) = [3]> then\n switch costume to (c3 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<<(PARACHUTE) = [0]> and <(mousewait) = [0]>> and <(coins) > [39]>> then\n change [coins v] by (-40)\n set [parachute v] to [1]\n set [mousewait v] to [1]\n broadcast (purch v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (c3a v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(@clone) = [shop]> then\n set y to (y_shop)\n if <not <mouse down?>> then\n set [mousewait v] to [0]\n end\nelse\n go to [front v] layer\n if <<(costume [name v]) = [coins]> or <(costume [name v]) = [heart]>> then\n set y to (Y_SHAKE)\n else\n if <(letter (1) of (@clone)) = [v]> then\n set y to ((Y_SHAKE) + (147))\n else\n if <(letter (1) of (@clone)) = [d]> then\n set y to (y_shop)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\n end\n end\n end\nend\n\nwhen I receive [win!! v]\nrepeat (30)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hide v]\nshow\nif <<<(costume [name v]) = [coins]> or <(@clone) = [shop]>> or <(letter (1) of (@clone)) = [v]>> then\n repeat (30)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine SETUP\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nset [lives v] to [2]\nset [@clone v] to [1]\nrepeat (5)\n switch costume to (heart v)\n create clone of (_myself_ v)\n change [@clone v] by (1)\n change x by (35)\nend\nswitch costume to (coins v)\nset [@clone v] to [coins]\ncreate clone of (_myself_ v)\nset [openmenu? v] to [0]\nset size to (35) %\nswitch costume to (3a v)\ngo to x: (190) y: (147)\nset [@clone v] to [val1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [val] ((letter (4) of (@clone)) + (1)))\n change x by (15)\nend\nset [@clone v] to [d1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [d] ((letter (2) of (@clone)) + (1)))\nend\nswitch costume to (button v)\nset size to (100) %\nshow\ngo to x: (0) y: (0)\nclear graphic effects\nset [close# v] to [0]\nset [@clone v] to [shop]\nset [clickshop v] to [0]\nset [mousewait v] to [0]\nset [emojichat? v] to [0]\nset [parachute v] to [0]\nset [shop_ghost v] to [100]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(letter (1) of (@clone)) = [v]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\nend\n\n@multiplayer v3.0\n\ndefine decode (i)\nset [c1 v] to [1]\nrepeat until <(c1) > (length of (i))>\n set [output v] to []\n repeat until <(join (letter (c1) of (i)) (letter ((c1) + (1)) of (i))) < [1]>\n switch costume to ((join (letter (c1) of (i)) (letter ((c1) + (1)) of (i))) - (9))\n set [output v] to (join (output) (letter (1) of (costume [name v])))\n change [c1 v] by (2)\n end\n add (output) to [cloud_data v]\n change [c1 v] by (2)\nend\n\ndefine encode (i)\nset [c1 v] to [1]\nrepeat until <(c1) > (length of (i))>\n switch costume to (join (letter (c1) of (i)) [x])\n set [output v] to (join (output) ((costume [number v]) + (9)))\n change [c1 v] by (1)\nend\nset [output v] to (join (output) [00])\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nsetup\nwait until <(w_Tick) > [3]>\nwait (0.1) seconds\ndetermine_ID\nbroadcast (cloud_players v)\n\ndefine setup\nset [@c v] to [0]\nset [playerid v] to [null]\nset [w_tick v] to [0]\ndelete all of [active_tick v]\ndelete all of [cloud_data v]\ndelete all of [active_check v]\ndelete all of [last_val v]\nset [names v] to [0]\nset [active check v] to [0]\nrepeat (10)\n add [4] to [active_tick v]\n add [null] to [active_check v]\n add [9999] to [last_val v]\nend\nimport_clouddata\nbroadcast (cloud_start v)\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n process [0]\n wait (0.4) seconds\n process [1]\n end\nend\n\ndefine process (i)\nif <(i) = [0]> then\n set [c1 v] to [0]\n repeat (10)\n change [c1 v] by (1)\n replace item (c1) of [last_val v] with (item (((c1) * (6)) - (3)) of [cloud_data v])\n end\nelse\n set [c1 v] to [0]\n repeat (10)\n change [c1 v] by (1)\n if <(item (((c1) * (6)) - (3)) of [cloud_data v]) = (item (c1) of [last_val v])> then\n if <(item (c1) of [active_tick v]) < [4]> then\n replace item (c1) of [active_tick v] with ((item (c1) of [active_tick v]) + (1))\n end\n else\n replace item (c1) of [active_tick v] with [0]\n end\n replace item (c1) of [active_check v] with ((1) - <(item (c1) of [active_tick v]) = [4]>)\n end\n if <(w_Tick) < [4]> then\n change [w_tick v] by (1)\n end\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n broadcast (cloud_tick v)\n end\nend\n\ndefine export_clouddata\nset [output v] to []\nencode (round ((SCROLL X) + ([x position v] of [player v])))\nencode (round ((SCROLL Y) + ([y position v] of [player v])))\nencode (pick random (1000) to (9999))\nencode (username)\nencode (chat item)\nencode ([costume name v] of [player v])\nif <(playerID) = [1]> then\n set [☁ cloud1 v] to (output)\nelse\n if <(playerID) = [2]> then\n set [☁ cloud2 v] to (output)\n else\n if <(playerID) = [3]> then\n set [☁ cloud3 v] to (output)\n else\n if <(playerID) = [4]> then\n set [☁ cloud4 v] to (output)\n else\n if <(playerID) = [5]> then\n set [☁ cloud5 v] to (output)\n else\n if <(playerID) = [6]> then\n set [☁ cloud6 v] to (output)\n else\n if <(playerID) = [7]> then\n set [☁ cloud7 v] to (output)\n else\n if <(playerID) = [8]> then\n set [☁ cloud8 v] to (output)\n else\n if <(playerID) = [9]> then\n set [☁ cloud9 v] to (output)\n else\n if <(playerID) = [10]> then\n set [☁ cloud10 v] to (output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nstop [this script v]\n\ndefine import_clouddata\ndelete all of [cloud_data v]\ndecode (☁ Cloud1)\ndecode (☁ Cloud2)\ndecode (☁ Cloud3)\ndecode (☁ Cloud4)\ndecode (☁ Cloud5)\ndecode (☁ Cloud6)\ndecode (☁ Cloud7)\ndecode (☁ Cloud8)\ndecode (☁ Cloud9)\ndecode (☁ Cloud10)\nset [active check v] to [0]\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if <(item (c1) of [active_check v]) = [1]> then\n change [active check v] by (1)\n end\nend\n\ndefine determine_ID\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if (item (c1) of [active_check v]) then\nend\nset [playerid v] to [full]\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n wait (0.3) seconds\n forever\n check\n end\nend\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n forever\n export_clouddata\n end\nend\n\ndefine check\nif <<(username) = (item (((playerID) * (6)) - (2)) of [cloud_data v])> or <<(playerID) = [null]> or <<(playerID) = [full]> or <(playerID) = [error]>>>> then\nif <<key (any v) pressed?> or <mouse down?>> then\n set [tick_afk v] to [0]\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n import_clouddata\n end\nend\n\nwhen I receive [localfade v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nset [@c v] to [1]\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (80)\nswitch costume to (connecting v)\nwait (0.4) seconds\nrepeat until <(y position) < [1]>\n change y by (((-2) - (y position)) / (9))\n change [ghost v] effect by (-10)\nend\nwait until <(w_Tick) > [3]>\nwait (0.6) seconds\nif <(playerID) = [error]> then\nelse\n if <(playerID) = [full]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (full v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (connected v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (8)\n end\n end\nend\n\nwhen I receive [cloud_tick v]\nif <(@c) = [1]> then\n go to [front v] layer\nend\n\nwhen I receive [cloud_error v]\nif <(@c) = [1]> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (error v)\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [tick_afk v] to [0]\nforever\n wait (1) seconds\n change [tick_afk v] by (1)\n if <(tick_afk) > [60]> then\n if <<(playerID) = [full]> or <(playerID) = [error]>> then\n end\nend\n\n@@PLAYERS\n\nwhen I receive [cloud_players v]\nswitch costume to (blank v)\nset [@players: @id v] to [1]\nrepeat (10)\n if <(@PLAYERS: @ID) = (playerID)> then\n change [@players: @id v] by (1)\nend\ngo to x: (999) y: (999)\n\nwhen I start as a clone\nswitch costume to (3a v)\nset [ghost v] effect to (100)\nsay []\nset rotation style [all around v]\ngo to [front v] layer\n\nwhen flag clicked\nhide\nset [names v] to [0]\n\ndefine @Position XY (@player)\nif <(costume [name v]) = [blank]> then\n hide\nelse\n if <(costume [name v]) = [arrow]> then\n move ((0) - (d)) steps\n end\n change x by (((((item (((@player) * (6)) - (5)) of [cloud_data v]) + (([x position v] of [player v]) * (-0.25))) - (SCROLL X)) - (x position)) / (2.5555555))\n change y by (((((item (((@player) * (6)) - (4)) of [cloud_data v]) + (((-28) - ([y position v] of [player v])) * (0.12))) - (SCROLL Y)) - (y position)) / (2.5555555))\n go to x: (round (x position)) y: (round (y position))\n switch costume to (join (item ((@player) * (6)) of [cloud_data v]) [a])\n show\n if <<<(x position) < [-250]> or <(x position) > [250]>> or <<(y position) < [-190]> or <(y position) > [190]>>> then\n switch costume to (arrow v)\n point in direction (([atan v] of ((x position) / (y position)) ) + (<not <[0] > (y position)>> * (180)))\n set [d v] to ((32) + ((([abs v] of (x position) ) / (20)) + (([abs v] of (y position) ) / (25))))\n move (d) steps\n else\n if <<<(x position) > [-250]> and <(x position) < [250]>> and <<(y position) < [190]> and <(y position) > [-190]>>> then\n switch costume to (item ((@player) * (6)) of [cloud_data v])\n point in direction (90)\n end\n end\n if <(item (@player) of [active_check v]) = [1]> then\n change [ghost v] effect by (-20)\n if <<(item (((@player) * (6)) - (1)) of [cloud_data v]) > [9]> or <(item (((@player) * (6)) - (1)) of [cloud_data v]) = [0]>> then\n if <<(names) = [1]> or <touching (mouse-pointer v)?>> then\n say (item (((@player) * (6)) - (2)) of [cloud_data v])\n else\n if <not <(costume [name v]) = [arrow]>> then\n say (item (((@player) * (6)) - (2)) of [cloud_data v])\n else\n say []\n end\n end\n else\n say (item (item (((@player) * (6)) - (1)) of [cloud_data v]) of [chat list v])\n end\n else\n change [ghost v] effect by (20)\n say []\n end\nend\nstop [this script v]\n\nwhen I receive [cloud_tick v]\n@Position XY (@PLAYERS: @ID)\n\n
Press green flag keys or wasd and you cant wall jump took me 5 weeks for this it would mean alot if i got favs and hearts and tell me what platformer next and follow my other account to @creeperanimatornatio and when you like and fav you get jump boost not scam when i get to 30 hearts and favs i will work on a new online and t for text platformer of regular \n @https://www.youtube.com/watch?v=6IVtqhaFZ9w
Cat Adventure ネコの冒険 platformer
@Stage\n\nwhen I receive [ビントロ v]\nswitch backdrop to (背景2 v)\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\n@Cat\n\nif <<touching color (#ff0000)?> or <(y position) < [-175]>> then\n go to x: (-222) y: (-100)\nend\n\nif <touching color (#f7f7f7)?> then\n\ngo to x: (-222) y: (-100)\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen I receive [ビントロ v]\nshow\ngo to [front v] layer\nshow\nset size to (75) %\nswitch costume to (コスチューム3 v)\nset drag mode [not draggable v]\ngo to x: (-190) y: (-50)\npoint in direction (90)\nset [背景 v] to [1]\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 [左右 v] by (-1)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [左右 v] by (1)\n point in direction (90)\n end\n set [左右 v] to ((左右) * (0.9))\n change x by (左右)\n if <<touching color (#e4a600)?> or <touching color (#11fd00)?>> then\n change y by (1)\n if <<touching color (#e4a600)?> or <touching color (#11fd00)?>> then\n change y by (1)\n if <<touching color (#e4a600)?> or <touching color (#11fd00)?>> then\n change y by (1)\n if <<touching color (#e4a600)?> or <touching color (#11fd00)?>> then\n change y by (1)\n if <<touching color (#e4a600)?> or <touching color (#11fd00)?>> then\n change y by (1)\n if <<touching color (#e4a600)?> or <touching color (#11fd00)?>> then\n change x by ((左右) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(左右) > [0]> then\n set [左右 v] to [-7]\n else\n set [左右 v] to [7]\n end\n set [上下 v] to [10]\n start sound [Crunch v]\n else\n set [左右 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#909090)?> or <touching color (#11fd00)?>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n set [上下 v] to [15]\n point in direction ((上下) * (0.5))\n end\n end\n change y by (1)\n change [上下 v] by (-1)\n change y by (上下)\n if <<touching color (#e4a600)?> or <touching color (#11fd00)?>> then\n change y by ((上下) * (-1))\n set [上下 v] to [0]\n end\n hide variable [左右 v]\n if <(y position) < [-170]> then\n set [左右 v] to [0]\n set [上下 v] to [0]\n go to x: (-190) y: (-50)\n end\n if <touching color (#ff0000)?> then\n start sound [Zoop v]\n set [左右 v] to [0]\n set [上下 v] to [0]\n go to x: (-190) y: (-50)\n end\n if <[240] < (x position)> then\n broadcast (ああああああああああああああああ v)\n change [背景 v] by (1)\n set [左右 v] to [0]\n set [上下 v] to [0]\n go to x: (-190) y: (-50)\n end\n if <touching color (#00ffff)?> then\n start sound [Jump2 v]\n set [上下 v] to [20]\n end\nend\n\nwhen I receive [ビントロ v]\nshow\n\nset [上下 v] to [0]\n\nwhen I receive [ああああああああああああああああ v]\nhide\n\nwhen I receive [tugi v]\nshow\nset [左右 v] to [0]\nset [上下 v] to [0]\ngo to x: (-190) y: (-50)\n\n@イントロ\n\nwhen flag clicked\nplay sound [Jensation - Delicious v] until done\nwait (2) seconds\nbroadcast (ビントロ v)\nforever\n play sound [Axol x Alex Skrindo - You \[NCS Release\].mp3 v] until done\nend\n\nwhen I start as a clone\nshow\nif <[0] = (イントロ制御1)> then\n set size to (50) %\n go to x: (1) y: (242)\n repeat (15)\n change y by (((-1) - (y position)) / (3))\n end\n wait until <[0.9] < (timer)>\n go to x: (1) y: (0)\n repeat until <(x position) = [280]>\n change x by (x position)\n end\n delete this clone\nelse\n if <[1] = (イントロ制御1)> then\n go to [back v] layer\n set size to (50) %\n go to x: (1) y: (-338)\n repeat (9)\n change y by (((1) - (y position)) / (3))\n end\n wait until <[0.9] < (timer)>\n go to x: (1) y: (0)\n repeat until <(x position) = [312]>\n change x by (x position)\n end\n delete this clone\n else\n if <[2] = (イントロ制御1)> then\n go to x: (240) y: (0)\n set size to (100) %\n set [イントロ制御2 v] to [20]\n repeat (8)\n switch costume to (拡大用 v)\n change size by (イントロ制御2)\n set [イントロ制御2 v] to ((イントロ制御2) * (1.5))\n switch costume to (まる v)\n wait (0) seconds\n end\n wait until <[7.8] < (timer)>\n delete this clone\n else\n if <[3] = (イントロ制御1)> then\n go to x: (0) y: (0)\n set size to (100) %\n clear graphic effects\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait until <[3.5] < (timer)>\n clear graphic effects\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait until <[5.2] < (timer)>\n clear graphic effects\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <[4] = (イントロ制御1)> then\n go to x: (0) y: (0)\n set size to (50) %\n repeat until <[5.2] < (timer)>\n go to [front v] layer\n set [イントロ制御2 v] to (((イントロ制御2) + (10)) mod (360))\n change y by (([sin v] of (イントロ制御2) ) * (1.1))\n point in direction ((([sin v] of (イントロ制御2) ) * (1.2)) + (90))\n end\n go to x: (0) y: (40)\n repeat until <[7] < (timer)>\n set [イントロ制御2 v] to (((イントロ制御2) + (-10)) mod (360))\n change y by (([sin v] of (イントロ制御2) ) * (1.1))\n point in direction ((([sin v] of (イントロ制御2) ) * (1.2)) + (90))\n end\n repeat (10)\n change y by (-5)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <[5] = (イントロ制御1)> then\n set size to (20) %\n go to (random position v)\n set [イントロ制御2 v] to (pick random (0.5) to (1))\n point in direction (pick random (180) to (-180))\n repeat until <[7] < (timer)>\n move (イントロ制御2) steps\n if on edge, bounce\n end\n repeat (10)\n change y by (-5)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <[6] = (イントロ制御1)> then\n go to x: (0) y: (-110)\n repeat until <[7] < (timer)>\n set [イントロ制御2 v] to (((イントロ制御2) + (5)) mod (360))\n change y by (([sin v] of (イントロ制御2) ) * (1.1))\n point in direction ((([sin v] of (イントロ制御2) ) * (1.2)) + (90))\n end\n repeat (10)\n change y by (-5)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <[7] = (イントロ制御1)> then\n go to x: (-240) y: (0)\n set size to (100) %\n set [イントロ制御2 v] to [20]\n repeat (8)\n switch costume to (拡大用 v)\n change size by (イントロ制御2)\n set [イントロ制御2 v] to ((イントロ制御2) * (1.5))\n switch costume to (まる2 v)\n wait (0) seconds\n end\n wait until <[7.8] < (timer)>\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine 後ろのふわふわ\nrepeat (20)\n switch costume to (pick random (8) to (10))\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nreset timer\nset size to (100) %\nhide\nreset timer\nset [イントロ制御1 v] to [0]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nwait until <[0.6] < (timer)>\nset [イントロ制御1 v] to [1]\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nwait until <[1.2] < (timer)>\nset [イントロ制御1 v] to [2]\nswitch costume to (まる v)\ncreate clone of (_myself_ v)\nwait until <[1.6] < (timer)>\nset [イントロ制御1 v] to [3]\nswitch costume to (フラッシュ v)\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [イントロ制御1 v] to [4]\nswitch costume to (フル v)\ncreate clone of (_myself_ v)\nwait until <[3.5] < (timer)>\nset [イントロ制御1 v] to [5]\n後ろのふわふわ\nwait until <[5.2] < (timer)>\nset [イントロ制御1 v] to [6]\nswitch costume to (ユザネ v)\ncreate clone of (_myself_ v)\nwait until <[7] < (timer)>\nset [イントロ制御1 v] to [7]\nswitch costume to (まる2 v)\ncreate clone of (_myself_ v)\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [ビントロ v]\nshow\nswitch costume to (背景)\n\nwhen I receive [tugi v]\nswitch costume to (背景)\n\n@スプライト2\n\nwhen I receive [ああああああああああああああああ v]\nshow\ngo to x: (595) y: (45)\nstart sound [Whiz v]\nglide (1) secs to x: (-605) y: (24)\nbroadcast (tugi v)\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@スプライト3\n\nwhen flag clicked\nhide\n\nwhen I receive [ビントロ v]\npoint in direction (90)\nshow\nforever\n repeat (20)\n turn right (2) degrees\n end\n wait (0.2) seconds\n repeat (20)\n turn right (-2) degrees\n end\n wait (0.2) seconds\n repeat (20)\n turn right (-2) degrees\n end\n wait (0.2) seconds\n repeat (20)\n turn right (2) degrees\n end\n wait (0.2) seconds\nend\n\nwhen I receive [ビントロ v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [背景 v] by (1)\n broadcast (ああああああああああああああああ v)\n wait (2) seconds\n end\nend\n\n@スプライト4\n\nwhen flag clicked\nset [ghost v] effect to (3500)\n\nhide\nshow\n\nwhen I receive [ビントロ v]\n\nforever\nend\n\nreset timer\n\nwhen [timer v] > (0.1)\n\nwhen I receive [ビントロ v]\n\nforever\n if <(timer) = [0.1]> then\n repeat (35)\n change [pixelate v] effect by (-100)\n end\n stop [all v]\n end\nend\n\n@スプライト5\n\nwhen I start as a clone\nset [ghost v] effect to (30)\nshow\ngo to x: (330) y: (pick random (122) to (30))\nglide (pick random (5) to (7)) secs to x: (-330) y: (y position)\ndelete this clone\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [ビントロ v]\ngo [backward v] (1) layers\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.1) to (5)) seconds\nend\n\nshow\n\n
※旗は3回押す※pushing the flag three times.\n日本語は下\nBy using the arrow keys \nIf it hits the red, it fails\nThe light blue is a big jump\nSkip is the next stages,\nIf it is even a little interesting♥ ☆ please follow up! !\n=========================================\n矢印キーで操作\n赤に当たると失敗\n水色は大ジャンプです\nスキップは次のステージです\n少しでも面白かったら♥☆フォロー頼む‼
Midnight Mission || ☁️ A multiplayer scrolling platformer #games #all #art
@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 [play game v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound (pick random (1) to (3)) until done\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Be careful!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thank you.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (a v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nset [connect v] to [Connecting]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [210]\n set [y v] to [60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [5]\nset [timout v] to [0]\nset [exit v] to []\nset size to (100) %\nshow\nset rotation style [left-right v]\n\ndefine Tick\nif <touching (ladder v)?> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.65))\nelse\n change [sx v] by ((1.8) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.75))\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n set [sy v] to [12]\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [20]\nend\nif <touching (ladder v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n change [y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) < (y position)> and <mouse down?>>> then\n change [y v] by (-6)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timout v] to [0]\nelse\n change [timout v] by (1)\nend\nif <(timout) > [999]> then\n broadcast (timeout v)\n hide\nend\nif <touching color (#30353e)?> then\n broadcast (Win v)\n set [win v] to [Yes]\nend\nif <not <touching color (#30353e)?>> then\n set [win v] to [No]\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (jump_through v)?> then\n if <(sy) < [0]> then\n change [y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<<touching (spinny v)?> or <touching (danger v)?>> or <touching (enemies v)?>> then\n set [exit v] to [die]\n Reset\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right up v)\n if <(Check - 1 \( Complete \)) = [Yes]> then\n switch costume to (right up2 v)\n else\n if <(Check - 2 \( Complete \)) = [Yes]> then\n switch costume to (right up3 v)\n else\n if <(Check - 3 \( Complete \)) = [Yes]> then\n switch costume to (right up4 v)\n else\n if <(Check - 4 \( Complete \)) = [Yes]> then\n switch costume to (right up5 v)\n end\n end\n end\n end\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left up v)\n if <(Check - 1 \( Complete \)) = [Yes]> then\n switch costume to (left up2 v)\n else\n if <(Check - 2 \( Complete \)) = [Yes]> then\n switch costume to (left up3 v)\n else\n if <(Check - 3 \( Complete \)) = [Yes]> then\n switch costume to (left up4 v)\n else\n if <(Check - 4 \( Complete \)) = [Yes]> then\n switch costume to (left up5 v)\n end\n end\n end\n end\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n if <(Check - 1 \( Complete \)) = [Yes]> then\n switch costume to (up2 v)\n else\n if <(Check - 2 \( Complete \)) = [Yes]> then\n switch costume to (up3 v)\n else\n if <(Check - 3 \( Complete \)) = [Yes]> then\n switch costume to (up4 v)\n else\n if <(Check - 4 \( Complete \)) = [Yes]> then\n switch costume to (up5 v)\n end\n end\n end\n end\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n if <(Check - 1 \( Complete \)) = [Yes]> then\n switch costume to (right2 v)\n else\n if <(Check - 2 \( Complete \)) = [Yes]> then\n switch costume to (right3 v)\n else\n if <(Check - 3 \( Complete \)) = [Yes]> then\n switch costume to (right4 v)\n else\n if <(Check - 4 \( Complete \)) = [Yes]> then\n switch costume to (right5 v)\n end\n end\n end\n end\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n if <(Check - 1 \( Complete \)) = [Yes]> then\n switch costume to (left2 v)\n else\n if <(Check - 2 \( Complete \)) = [Yes]> then\n switch costume to (left3 v)\n else\n if <(Check - 3 \( Complete \)) = [Yes]> then\n switch costume to (left4 v)\n else\n if <(Check - 4 \( Complete \)) = [Yes]> then\n switch costume to (left5 v)\n end\n end\n end\n end\n else\n switch costume to (middle v)\n if <(Check - 1 \( Complete \)) = [Yes]> then\n switch costume to (middle2 v)\n else\n if <(Check - 2 \( Complete \)) = [Yes]> then\n switch costume to (middle3 v)\n else\n if <(Check - 3 \( Complete \)) = [Yes]> then\n switch costume to (middle4 v)\n else\n if <(Check - 4 \( Complete \)) = [Yes]> then\n switch costume to (middle5 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\nwhen I receive [win v]\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [play game v]\nshow\n\nwhen I receive [check - 1 \( failed \) v]\nshow\n\nwhen I receive [check - 2 \( failed \) v]\nshow\n\nwhen I receive [check - 3 \( failed \) v]\nshow\n\nwhen I receive [check - 4 \( failed \) v]\nshow\n\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nclear graphic effects\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value = cloud # (player #)\nif <(player #) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player #) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player #) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player #) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player #) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player #) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player #) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player #) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player #) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player #) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\ndefine tick\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join (value) [A])\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n set rotation style [all around v]\n go to [front v] layer\n point towards (player v)\n switch costume to (arrow v)\n if on edge, bounce\n think []\n set [ghost v] effect to (0)\nelse\n set rotation style [don't rotate v]\n point in direction (90)\n set [ghost v] effect to (10)\n if <(names?) = [0]> then\n think []\n else\n think (value)\n end\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nvalue = read from encoded\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen flag clicked\nset [names? v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names?) = [0]> then\n set [names? v] to [1]\n else\n set [names? v] to [0]\n end\n end\nend\n\n@Connnect\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (170) y: (130)\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n play sound [Connect v] until done\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n play sound [Disconnect v] until done\n else\n switch costume to (connecting v)\n end\n end\nend\n\nwhen I receive [timeout v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nstop [all v]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [678] [403]\n\nClone at [678] [403]\n\nwhen I receive [tick v]\nset [ghost v] effect to (99)\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [play game v]\nshow\n\n@Platforms_Art\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [200] [530]\nClone at [200] [530]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at [-1000] [0]\n\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [play game v]\nshow\n\n@Bouncy\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [555] [-102]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nswitch costume to (bouncy2 v)\n\n@Spinny\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (6) degrees\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [175] [-105]\nClone at [2261] [-107]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Chat\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(is the chat open) = [1]>\n repeat (10)\n set size to ((size) + (((100) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(is the chat open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\ndefine GO\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n GO\nend\n\n@Ladder\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [3000] [350]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Coins\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [coins v] by (1)\n delete this clone\nend\nif <(tick) > [0]> then\n next costume\n set [tick v] to [0]\nelse\n change [tick v] by (1)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [x v] to [0]\nset [tick v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [90] [-90]\nClone at [320] [-90]\nClone at [940] [315]\nClone at [550] [-53]\nClone at [550] [-13]\nClone at [550] [23]\nClone at [795] [-90]\nClone at [1640] [48]\nClone at [2315] [-18]\nClone at [2342] [30]\nClone at [2395] [84]\nClone at [2508] [95]\nClone at [2541] [170]\nClone at [3520] [440]\nClone at [3402] [441]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Coin_counter\n\nwhen flag clicked\nset size to (110) %\nset [clone# v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n go to x: (((clone#) * (15)) - (-55)) y: (155)\n if <(length of (COINS)) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (COINS))\n end\nend\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (1.5) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nif <(pick random (1) to (2)) = [2]> then\n set [d v] to [-250]\nelse\n set [d v] to [250]\nend\ngo to x: (d) y: (pick random (-130) to (170))\nset [ghost v] effect to (pick random (40) to (70))\nif <(d) = [250]> then\n repeat until <(x position) < [-267]>\n change x by (pick random (-1) to (-3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nelse\n repeat until <(x position) > [267]>\n change x by (pick random (1) to (3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nend\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\n@Jump_Through\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [2175] [-37]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at [2175] [-37]\n\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\ngo to [back v] layer\n\n@Text\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [200] [530]\nClone at [200] [1200]\n\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at [-1000] [0]\n\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\n@Win\n\nwhen I receive [green flag v]\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [win v]\nshow\nswitch costume to (dot v)\nset size to (3600) %\nswitch costume to (costume1 v)\nrepeat until <(size) = [100]>\n change size by (10)\nend\n\nwhen I receive [check - 1 \( failed \) v]\nhide\n\nwhen I receive [check - 2 \( complete \) v]\nhide\n\nwhen I receive [check - 3 \( failed \) v]\nhide\n\nwhen I receive [check - 4 \( failed \) v]\nhide\n\n@Home\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (3 v)\nClone at [3550] [531]\n\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [200] [530]\nClone at [200] [530]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at [-1000] [0]\n\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\n@Report\n\n@Shop\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\ngo to x: (35) y: (28)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (costume1 v)\n broadcast (Shop open v)\n end\nend\n\nwhen I receive [shop close v]\nswitch costume to (costume2 v)\n\nwhen I receive [shop open - next page v]\nswitch costume to (costume3 v)\n\nwhen I receive [win v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [check - 1 \( failed \) v]\nswitch costume to (costume2 v)\n\nwhen I receive [check - 2 \( failed \) v]\nswitch costume to (costume2 v)\n\nwhen I receive [check - 3 \( failed \) v]\nswitch costume to (costume2 v)\n\nwhen I receive [check - 4 \( failed \) v]\nswitch costume to (costume2 v)\n\n@Next ( Shop )\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [shop open v]\nshow\ngo to x: (0) y: (-80)\nset size to (51) %\ngo to [front v] layer\nswitch costume to (arrow v)\nforever\n if <<(costume [name v]) = [arrow]> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n broadcast (Shop open - Next page v)\n end\nend\n\nwhen I receive [shop close v]\nhide\n\nwhen I receive [shop open - previous page v]\nswitch costume to (arrow v)\n\nif <<(costume [name v]) = [arrow2]> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n broadcast (Shop open - Previous page v)\nend\n\nwhen I receive [shop open - next page v]\nhide\n\nwhen I receive [check - 1 \( failed \) v]\nhide\n\nwhen I receive [check - 2 \( failed \) v]\nhide\n\nwhen I receive [check - 4 \( failed \) v]\nhide\n\nwhen I receive [check - 3 \( failed \) v]\nhide\n\n@Close\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [shop open v]\nshow\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Shop close v)\n hide\n end\nend\n\nwhen I receive [check - 1 \( failed \) v]\nhide\n\nwhen I receive [check - 2 \( failed \) v]\nhide\n\nwhen I receive [check - 3 \( failed \) v]\nhide\n\nwhen I receive [check - 4 \( failed \) v]\nhide\n\nwhen I receive [check - 3 \( failed \) v]\nhide\n\nwhen I receive [check - 4 \( failed \) v]\nhide\n\nwhen I receive [check - 2 \( failed \) v]\nhide\n\nwhen I receive [check - 1 \( failed \) v]\nhide\n\n@1\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [shop open v]\nshow\ngo to x: (-7) y: (13)\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Check - 1 v)\n end\nend\n\nwhen I receive [shop close v]\nhide\n\nwhen I receive [shop open - next page v]\nhide\n\nwhen I receive [shop open - previous page v]\nhide\n\nwhen I receive [check - 1 \( failed \) v]\nhide\n\nwhen I receive [check - 2 \( failed \) v]\nhide\n\nwhen I receive [check - 3 \( failed \) v]\nhide\n\nwhen I receive [check - 4 \( failed \) v]\nhide\n\n@2\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [shop open v]\nshow\ngo to x: (-7) y: (-45)\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Check - 2 v)\n end\nend\n\nwhen I receive [shop close v]\nhide\n\nwhen I receive [shop open - next page v]\nhide\n\nwhen I receive [shop open - previous page v]\nhide\n\nwhen I receive [check - 4 \( failed \) v]\nhide\n\nwhen I receive [check - 3 \( failed \) v]\nhide\n\nwhen I receive [check - 2 \( failed \) v]\nhide\n\nwhen I receive [check - 1 \( failed \) v]\nhide\n\n@3\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [shop open - next page v]\nshow\ngo to x: (37) y: (13)\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Check - 3 v)\n end\nend\n\nwhen I receive [shop close v]\nhide\n\nwhen I receive [shop open - previous page v]\nhide\n\nwhen I receive [check - 1 \( failed \) v]\nhide\n\nwhen I receive [check - 2 \( failed \) v]\nhide\n\nwhen I receive [check - 4 \( failed \) v]\nhide\n\nwhen I receive [check - 3 \( failed \) v]\nhide\n\n@4\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [shop open - next page v]\nshow\ngo to x: (37) y: (-45)\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Check - 4 v)\n end\nend\n\nwhen I receive [shop close v]\nhide\n\nwhen I receive [shop open - previous page v]\nhide\n\nwhen I receive [check - 3 \( failed \) v]\nhide\n\nwhen I receive [check - 4 \( failed \) v]\nhide\n\nwhen I receive [check - 2 \( failed \) v]\nhide\n\nwhen I receive [check - 1 \( failed \) v]\nhide\n\n@Coin Information\n\nwhen I receive [check - 1 v]\nforever\n if <<(COINS) = [2]> or <(COINS) > [2]>> then\n broadcast (Check - 1 \( Complete \) v)\n set [check - 1 \( complete \) v] to [Yes]\n else\n broadcast (Check - 1 \( Failed \) v)\n end\nend\n\nwhen I receive [play game v]\nset [check - 1 \( complete \) v] to [No]\nset [check - 2 \( complete \) v] to [No]\nset [check - 3 \( complete \) v] to [No]\nset [check - 4 \( complete \) v] to [No]\n\nwhen I receive [check - 3 v]\nforever\n if <<(COINS) = [7]> or <(COINS) > [7]>> then\n broadcast (Check - 3 \( Complete \) v)\n broadcast (Shop open - Previous page v) and wait\n set [check - 3 \( complete \) v] to [Yes]\n else\n broadcast (Check - 3 \( Failed \) v)\n end\nend\n\nwhen I receive [check - 4 v]\nforever\n if <<(COINS) = [12]> or <(COINS) > [12]>> then\n broadcast (Check - 4 \( Complete \) v)\n broadcast (Shop open - Previous page v) and wait\n set [check - 4 \( complete \) v] to [Yes]\n else\n broadcast (Check - 4 \( Failed \) v)\n end\nend\n\nwhen I receive [check - 2 v]\nforever\n if <<(COINS) = [5]> or <(COINS) > [5]>> then\n broadcast (Check - 2 \( Complete \) v)\n set [check - 2 \( complete \) v] to [Yes]\n else\n broadcast (Check - 2 \( Failed \) v)\n end\nend\n\n@Enemies\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [2150] [0]\nset [x v] to [-99999999]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [play game v]\nforever\n hide\nend\n\n
--Midnight Mission || A multiplayer scrolling platformer--\n\n57k+ views and 2.6k+ loves and 2.3k+ favs?!?!?!?!?!?!?!\nAaaah!!! Thank you all O_O\n\nHello and welcome to my first scrolling as well as multiplayer game! Finally after weeks of work it's finished! :D\n\nNO ADVERTISING!!!!\n\nControls:\n➡ <^>, WASD keys or tap to move\n➡ Don't touch spikes and saws\n➡ Don't fall off the cliffs!\n➡ T to open chat\n➡ Press 'Shop' to buy new skins\n➡ Get to the house to win!!\n➡ Invite your friends and play together!\n➡ Have fun!\nNOTE: If you try to buy something which costs more money than you have, your shop will stop! But after you get enough money, your costume will be automatically changed!\nLagging? Try this: https://turbowarp.org/484687911\n\nThis is my entry for @uvbeach's game jam!\n\nSTORY:\nYou and you friend were playing and enjoying yourselves. Suddenly a bad person came and kidnapped you friend! He told you only one thing:- "Ha! Come to Hilltop House to save him!"... Fortunately you knew where Hilltop House was. So you immediately rushed off to save your friend, not at all knowing the dangers of your journey!\n\nI really hope I win :)\n\nAlso I'd really appreciate if you like my hard work and give it at least a ❤️ and a ⭐. And if you absolutely love this then why not a follow??? Part 2 will now come soon!!\n------------------------------Credits------------------------------@uvbeach for the game jam!\n@TheCactusMaster for the engine ( heavily modified by me )\n@-Xaf- for the amazing music!\n@Stradfordjames for a little art!\n@Indian-Programmer and I discussed about the title! So a ton of credits to him! Also help him reach 1k please :)\n@-UltraProgrammer- ( me ) for the rest!\n\nOMG!!!\n@-AirAnimations- loved?!?!?!?!\n@uvbeach loved and faved?!?!\n@doodleshark loved, faved and commented?!?!\n@legendscroll loved, followed and commented?!?!?!?!\n@Bill-0 loved, faved, followed and commented?!?!?!\n@kevtheguy loved, faved and commented?!?!?!\n@Swift_Luck_ loved, faved and commented?!?!?!?!\n@Prime_Guy1001 loved?!?!\n@KilluaXlikesGon loved?!?!\n@MJM3 loved?!?!?!\n@crow_pro_ loved?!?!\nUpdates:\n• Shared project - Feb 7, 2021\n• 50+ loves and favs - Feb 8, 2021\n• Fixed a shop bug ( Thanks to @legendscroll for telling me that bug! ) - Feb 8, 2021\n• Added enemies - Feb 9, 2021\n• #23 trending in all - Feb 12, 2021\n• #8 trending in games - Feb 13, 2021\n• 20+ remixes - Feb 14, 2021\n• #19 in art - Feb 14, 2021\n• 500+ loves - Feb 15, 2021\n• 500+ favs - Feb 15, 2021\n• 10k+ views - Feb 15, 2021\n• 20k+ views - Feb 18, 2021\n• 1k+ loves - Feb 18, 2021\n• 50+ remixes - Feb 18, 2021\n• 2k loves - Feb 23, 2021\n• 2k favs - Mar 16, 2021\nTags:\n#All #Games #Art #-UltraProgrammer- #Entry
✧ Among Us Platformer ✧
@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited by @-Xaf- v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nhide variable [my variable v]\n\nwhen flag clicked\nhide variable [volume v]\n\n@Player\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [xv v] by (0.7)\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 [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<<key (space v) pressed?> or <<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 [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching (levels v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (levels v)?> then\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [8]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nRespawn\nset [color v] to [0]\ngo to x: (-224) y: (0)\nset size to (28) %\nshow\nset rotation style [left-right v]\nforever\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n next costume\n wait (0.04) seconds\n if <(costume [number v]) = [8]> then\n switch costume to (walk v)\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n next costume\n wait (0.04) seconds\n if <(costume [number v]) = [11]> then\n switch costume to (walk v)\n end\n if <(costume [number v]) = [12]> then\n switch costume to (walk v)\n end\n end\n else\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nset [volume v] to [50]\nset volume to (100) %\nforever\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n play sound [Footstep1 v] until done\n play sound [Footstep2 v] until done\n end\nend\n\nwhen flag clicked\nforever\n set [color v] effect to (Color)\nend\n\nwhen flag clicked\nforever\n if <touching (imposter v)?> then\n broadcast (Start Again v)\n end\nend\n\nwhen I receive [start again v]\nRespawn\n\ndefine Respawn\ngo to x: (-224) y: (0)\n\nwhen I receive [level change v]\nRespawn\n\nwhen flag clicked\nforever\n if <touching (advancing to next level v)?> then\n broadcast (Level Change v) and wait\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n create clone of (_myself_ v)\n wait (.09) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n wait (.09) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n create clone of (_myself_ v)\n wait (.09) seconds\n end\nend\n\nwhen flag clicked\nforever\n set volume to ((Volume) * (50)) %\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes! v)?> or <<touching (lasers v)?> or <touching (lava v)?>>> then\n Respawn\n end\nend\n\nwhen I start as a clone\ndelete this clone\n\nwhen flag clicked\nhide variable [color v]\nshow\n\n@Levels\n\nwhen I receive [level change v]\nnext costume\nif <(costume [name v]) = [End]> then\n go to [front v] layer\n hide variable [color v]\n hide variable [volume v]\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow variable [volume v]\ngo to [back v] layer\nswitch costume to (1 v)\n\nplay sound [1603618704160-voicemaker v] until done\n\nwhen flag clicked\nshow\n\n@Spikes!\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [levels v]) = [1]> then\n switch costume to (1 v)\n end\n if <([costume # v] of [levels v]) = [2]> then\n switch costume to (2 v)\n end\n if <([costume # v] of [levels v]) = [3]> then\n switch costume to (3 v)\n end\n if <([costume # v] of [levels v]) = [4]> then\n switch costume to (4 v)\n end\n if <([costume # v] of [levels v]) = [5]> then\n switch costume to (5 v)\n end\n if <([costume # v] of [levels v]) = [6]> then\n switch costume to (6 v)\n end\n if <([costume # v] of [levels v]) = [7]> then\n switch costume to (7 v)\n end\nend\n\nwhen flag clicked\nshow\n\n@Imposter\n\nwhen flag clicked\nset [color v] effect to (150)\ngo to x: (123) y: (-113)\nset rotation style [left-right v]\nforever\n point in direction (90)\n switch costume to (walk v)\n repeat (18)\n change x by (7)\n next costume\n wait (0.10) seconds\n end\n point in direction (-90)\n switch costume to (walk v)\n repeat (18)\n change x by (-7)\n next costume\n wait (0.10) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player knife v)?> then\n hide\n end\nend\n\nwhen flag clicked\nshow\n\[email protected]\n\nwhen flag clicked\nshow\nforever\n go to (imposter v)\nend\n\n@Advancing to next level\n\nwhen flag clicked\nshow\n\n@Lava\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo [backward v] (99) layers\n\n@Laser1\n\nwhen flag clicked\ngo to x: (80) y: (-117)\nshow\n\n@Laser2\n\nwhen flag clicked\nshow\ngo to x: (80) y: (167)\n\n@Lasers\n\nwhen flag clicked\ngo [backward v] (2) layers\nforever\n wait (3) seconds\n hide\n wait (3) seconds\n show\nend\n\nwhen flag clicked\nshow\n\n
✦ Instructions ✦\n\n→ click the green flag\n→ use the arrow keys or WASD keys to move your character.\n→ avoid the imposter, lasers, spikes, and the red zone.\n→ reach the checkmark to move to the next level\n\n✦ Notes and Credits ✦\n\n→ platformer made by: @nightmxre-\n→ thumbnail found on google\n→ plz like and favorite\n\n✦ Tags ✦\n#platformer #amongus #amongusplatformer #imposter #lava #spikes #cool #like #favorite #comment #follow #nightmxre- #project #game #games #all
MANDALORIAN PLATFORMER (#all#games)
@Stage\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@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@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@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@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@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 [Spunk 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@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@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@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@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@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@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@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@Intro3\n\nwhen I start as a clone\nif <(costume [number v]) = [10]> then\n show\n set [xx v] to (pick random (-5) to (5))\n set [yy v] to (pick random (-4) to (3))\n set size to (0) %\n set [ss v] to (pick random (5) to (11))\n repeat (10)\n change x by (Xx)\n change y by (Yy)\n change [yy v] by (0.05)\n turn right (Yy) degrees\n change size by (Ss)\n end\n repeat until <touching (_edge_ v)?>\n change x by (Xx)\n change y by (Yy)\n change [yy v] by (0.05)\n turn right (Yy) degrees\n end\n repeat (10)\n change x by (Xx)\n change y by (Yy)\n change [yy v] by (0.05)\n change [ghost v] effect by (10)\n turn right (Yy) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Au5 - Follow You ft v]\nhide\nset [intro# v] to [0]\nrepeat (5)\n set y to (250)\n set x to (-200)\n switch costume to (costume2 v)\n set [brightness v] effect to (-20)\n point in direction (45)\n repeat (7)\n set y to (250)\n create clone of (_myself_ v)\n change x by (75)\n end\n set y to (-250)\n set x to (210)\n set [brightness v] effect to (0)\n switch costume to (costume2 v)\n point in direction (90)\n repeat (7)\n set size to (0) %\n create clone of (_myself_ v)\n change x by (-75)\n end\nend\nset y to (250)\nset x to (-200)\nswitch costume to (costume3 v)\nset [brightness v] effect to (0)\npoint in direction (45)\nrepeat (7)\n create clone of (_myself_ v)\n change x by (75)\nend\nset x to (0)\nset y to (0)\nswitch costume to (costume7 v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\n wait (0.05) seconds\nend\nswitch costume to (buum v)\nrepeat (50)\n create clone of (_myself_ v)\nend\nwait (0) seconds\nset y to (-100)\nswitch costume to (font v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nset y to (250)\nset x to (-200)\nswitch costume to (costume1 v)\nset [brightness v] effect to (-20)\npoint in direction (45)\nrepeat (7)\n set x to (-200)\n create clone of (_myself_ v)\n change y by (-75)\nend\nbroadcast (intro v)\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n show\n set size to (0) %\n point in direction (90)\n repeat (30)\n set [i v] to (((I) * (0.1)) + (((0) - (y position)) / (7)))\n change y by (I)\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [7]> then\n show\n go to [front v] layer\n set size to (0) %\n point in direction (90)\n repeat (30)\n set [i v] to (((I) * (0.1)) + (((0) - (y position)) / (5)))\n change y by (I)\n change size by (((100) - (size)) / (5))\n end\n wait (1) seconds\n broadcast (Up v)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [8]> then\n go to [front v] layer\n show\n set size to (0) %\n point in direction (90)\n repeat (30)\n set [i v] to (((I) * (0.1)) + (((0) - (y position)) / (5)))\n change y by (I)\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [9]> then\n show\n go to [front v] layer\n set size to (0) %\n point in direction (90)\n repeat (30)\n set [i v] to (((I) * (0.1)) + (((0) - (y position)) / (5)))\n change y by (I)\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n show\n set size to (0) %\n point in direction (90)\n repeat (30)\n set [i v] to (((I) * (0.1)) + (((0) - (y position)) / (5)))\n change y by (I)\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n show\n set size to (0) %\n point in direction (90)\n repeat (30)\n set [i v] to (((I) * (0.1)) + (((0) - (y position)) / (5)))\n change y by (I)\n change size by (((100) - (size)) / (5))\n end\n wait (3.6) seconds\n repeat (30)\n change y by ((y position) / (2))\n change size by (((0) - (size)) / (15))\n change [ghost v] effect by (4)\n end\nend\n\nwhen I receive [up v]\nif <<(costume [number v]) < [10]> and <(costume [number v]) > [6]>> then\n repeat (50)\n set [i v] to (((I) * (0.1)) + (((50) - (y position)) / (5)))\n change y by (I)\n change size by (((70) - (size)) / (5))\n end\n repeat (30)\n set [i v] to (((I) * (0.6)) + (((-) - (y position)) / (5)))\n change y by (I)\n change size by (((100) - (size)) / (5))\n end\n repeat (30)\n change y by (((y position) + (3)) / (3))\n change size by (-1)\n change [ghost v] effect by (4)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n show\n set size to (0) %\n point in direction (90)\n repeat (50)\n set [i v] to (((I) * (0.8)) + (((0) - (y position)) / (5)))\n change y by (I)\n change size by (((100) - (size)) / (5))\n end\n repeat (50)\n set [i v] to (((I) * (0.8)) + (((-100) - (y position)) / (5)))\n change y by (I)\n change size by (((0) - (size)) / (5))\n change [ghost v] effect by (5)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n show\n set size to (0) %\n point in direction (90)\n set x to (-300)\n repeat (50)\n set [i v] to (((I) * (0.1)) + (((0) - (x position)) / (8)))\n change x by (I)\n change size by (((100) - (size)) / (5))\n go to [front v] layer\n end\n broadcast (Intro over v)\n repeat (30)\n change x by (((x position) - (1)) / (3))\n change [ghost v] effect by (4)\n end\nend\n\nwhen I receive [intro over v]\nif <(costume [number v]) > [2]> then\n delete this clone\nend\n\nwhen I receive [intro over v]\nrepeat (100)\n change volume by (-1)\nend\n\nwhen I receive [delete all v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\n\n@Sprite1\n\nwhen flag clicked\nforever\n point in direction ((([sin v] of ((timer) * (1000)) ) * (4)) + (90))\nend\n\nwhen flag clicked\nhide\nswitch costume to (on v)\ngo to x: (202) y: (138)\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\nshow\n\nwhen flag clicked\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\nplay sound [The Mandalorian Theme v] until done\n\n
-------------------------------------------------------------comment #baby #yoda \nUse arrows or WASD keys to control\nenjoy and click the star and heart \nHave fun\nFollow @codekrish_67
~Bunny~|| An Easter Themed Platformer #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (for intro v)\n\nwhen I receive [start v]\nswitch backdrop to (level 1 v)\n\n@player\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\ndefine Touch Ground\nif <touching color (#84ff68)?> then\n set [vy v] to [0]\n repeat until <not <touching color (#84ff68)?>>\n change y by (1)\n end\n set [touching ground? v] to [true]\nend\n\ndefine Horizontal Movement\nset [vx v] to ((vx) * (0.75))\nchange x by (vx)\nif <key (right arrow v) pressed?> then\n change x by (3)\n switch costume to (facing right v)\n create clone of (_myself_ v)\n change [vx v] by (2)\nend\nif <key (left arrow v) pressed?> then\n change x by (-3)\n switch costume to (facing left v)\n create clone of (_myself_ v)\n change [vx v] by (-2)\nend\n\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 size by (-2)\nend\ndelete this clone\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 (carrots v)?> then\n reset\n end\n if <touching (spinning carrots 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)\ngo to x: (-171) y: (-26)\nset [touching ground? v] to [0]\nset [vx v] to [0]\nset [vy v] to [0]\nforever\n Horizontal Movement\n Vertical Movement\nend\n\ndefine reset\nrepeat (17)\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\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@Carrots\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nforever\n if <(backdrop [name v]) = [Level 2]> then\n show\n switch costume to (level 1 v)\n end\n if <(backdrop [name v]) = [Level 3]> then\n show\n switch costume to (level 2 v)\n end\n if <(backdrop [name v]) = [Level 4]> then\n show\n switch costume to (level 3 v)\n end\n if <(backdrop [name v]) = [Level 5]> then\n hide\n end\n if <(backdrop [name v]) = [Level 6]> then\n show\n switch costume to (level 4 v)\n end\n if <(backdrop [name v]) = [Level 7]> then\n show\n switch costume to (level 5 v)\n end\n if <(backdrop [name v]) = [Level 8]> then\n show\n switch costume to (level 6 v)\n end\n if <(backdrop [name v]) = [Level 9]> then\n show\n switch costume to (level 7 v)\n end\n if <(backdrop [name v]) = [Level 10]> then\n show\n go to [front v] layer\n switch costume to (level 8 v)\n end\n if <(backdrop [name v]) = [Level 11]> then\n go to [back v] layer\n go to [back v] layer\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@Spinning Carrots\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 switch costume to (three carrots v)\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 switch costume to (three carrots v)\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\nwhen I receive [start v]\nset [random costume v] to [0]\nforever\n wait (7) seconds\n change [random costume v] by (pick random (1) to (2))\n forever\n if <(Random Costume) > [7]> then\n switch costume to (two carrots v)\n else\n switch costume to (three carrots v)\n end\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\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\ngo [forward v] (3) layers\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 [Starship 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@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@Intro\n\ndefine grow in\nshow\nset [ghost v] effect to (100)\nset size to (0) %\nrepeat (10)\n change size by ((22) - ((size) / (5)))\n change [ghost v] effect by (-10)\nend\nset size to (100) %\n\ndefine Shake\nset size to (300) %\nrepeat until <(round (size)) = [100]>\n go to x: (([sin v] of ((timer) * (500)) ) * (((100) - (size)) / (2))) y: (([sin v] of ((timer) * (500)) ) * (((100) - (size)) / (2)))\n change size by (((100) - (size)) / (5))\nend\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nshow\nif <(CloneID) = [1]> then\n switch costume to (cooltext376119844068841 v)\n grow in\n Shake\n Shake\n switch costume to (screenshot 2020-09-14 at 4 v)\n Shake\n Shake\n Shake\n Shake\n hide\nend\n\nwhen I start as a clone\nshow\nif <(CloneID) = [Shock1]> then\n switch costume to (shock v)\n go to x: (-170) y: (100)\n grow in\n grow in\n grow in\n grow in\n grow in\n grow in\n hide\nend\nif <(CloneID) = [Shock2]> then\n switch costume to (shock v)\n go to x: (170) y: (100)\n grow in\n grow in\n grow in\n grow in\n grow in\n grow in\n hide\nend\nif <(CloneID) = [Shock3]> then\n switch costume to (shock v)\n go to x: (-170) y: (-100)\n grow in\n grow in\n grow in\n grow in\n grow in\n grow in\n hide\nend\nif <(CloneID) = [Shock4]> then\n switch costume to (shock v)\n go to x: (170) y: (-100)\n grow in\n grow in\n grow in\n grow in\n grow in\n grow in\n hide\nend\n\ndefine Shock\nset [cloneid v] to [Shock1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [Shock2]\ncreate clone of (_myself_ v)\nset [cloneid v] to [Shock3]\ncreate clone of (_myself_ v)\nset [cloneid v] to [Shock4]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CloneID) = [Chevron]> then\n go to [back v] layer\n go [forward v] (1) layers\n repeat (40)\n switch costume to (size hack v)\n change size by (300)\n switch costume to (chevron v)\n end\n hide\nend\n\ndefine Chevron\nrepeat (10)\n set [cloneid v] to [Chevron]\n create clone of (_myself_ v)\n wait (0.6) seconds\nend\n\ndefine Particles\nset [cloneid v] to [Particles]\nrepeat (100000)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Particles]> then\n set [ghost v] effect to (pick random (50) to (100))\n switch costume to (pick random (7) to (8))\n set size to (pick random (1) to (50)) %\n go to x: (230) y: (pick random (-200) to (200))\n repeat until <(x position) = [-230]>\n change x by (-10)\n end\n hide\nend\n\ndefine Arrow\nset [cloneid v] to [Arrow]\ncreate clone of (_myself_ v)\nset [cloneid v] to [Arrow2]\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nif <(CloneID) = [Arrow]> then\n set [ghost v] effect to (30)\n go to [back v] layer\n switch costume to (size hack v)\n set size to (120) %\n switch costume to (costume3 v)\n repeat (5)\n go to x: (250) y: (0)\n repeat until <(x position) = [-250]>\n change x by (-20)\n end\n end\n hide\nend\n\nwhen I start as a clone\nif <(CloneID) = [Arrow2]> then\n set [ghost v] effect to (30)\n go to [back v] layer\n go [backward v] (1) layers\n switch costume to (size hack v)\n set size to (120) %\n switch costume to (costume4 v)\n repeat (5)\n go to x: (-250) y: (0)\n repeat until <(x position) = [250]>\n change x by (20)\n end\n end\n hide\nend\n\nwhen flag clicked\nstart sound [Eiffel 65 - Blue \(KNY Factory Remix\) \(CUT\) v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume7 v)\nset [cloneid v] to [1]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nShock\nArrow\nChevron\nbroadcast (start v)\nhide\nstop [other scripts in sprite v]\n\n
~Bunny~|| An Easter Themed Platformer\n===============\n===============\nSo Easter is comming soon, so I decided I wanted to make a platformer for Easter. And here it is! This is definitely my best platformer yet. Instead of your average generic spikes and saws, you have carrots and spinning carrots. Sometimes you have three spinning carrots, and sometimes you have two. \n========================\nThe color scheme was very hard for this game. Easter is repesented by mainly pastel colors, and for me that is hard to make it look right in a platformer. I tried my best, so \nif you don't like the color scheme, just note I tried.\n======================\nCredits-\nAmazing intro by: @Lopon1\nRest of code by me\nTree Art: @INorth\nFont on Thumbnail: Cooltext.com\nMusic: Xaf; Starship\nTheme: Easter\nEverything Else by me\n===================\nTags:\n#all #trending #games #art #music #platformer #Easter #bunny #carrots #eggs #nongeneric #INorth #-Xaf-\n#-AMETHYSTQUEEN-
Diamonds || a platformer #games #all
@Stage\n\n@P1\n\nwhen flag clicked\nset size to (130) %\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (up v)\n end\n if <<<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> or <<key (w v) pressed?> and <key (d v) pressed?>>> then\n switch costume to (up and right v)\n end\n if <<<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> or <<key (w v) pressed?> and <key (a v) pressed?>>> then\n switch costume to (up and left v)\n end\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> or <<<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> or <<<key (w v) pressed?> and <key (a v) pressed?>> or <<<key (w v) pressed?> and <key (d v) pressed?>> or <<key (d v) pressed?> or <<key (a v) pressed?> or <key (w v) pressed?>>>>>>>>>> then\n switch costume to (middle v)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n broadcast (next level v)\n wait (1) seconds\n end\n if <touching color (#e2ff00)?> then\n change [y v] by (30)\n end\n if <(level 2.0) = [11]> then\n if <touching (sprite4 v)?> then\n broadcast (c v)\n hide variable [percent v]\n if <touching color (#7cbfef)?> then\n broadcast (YOU WIN!!! v)\n end\n end\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-209) y: (-75)\n\nwhen flag clicked\nwait (3) seconds\nswitch costume to (download \(2\) v)\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\nhide variable [x v]\nhide variable [y v]\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-209) y: (-75)\nshow\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (.9))\n change x by (X)\n if <<<touching color (#00ff1b)?> or <touching color (#00640a)?>> or <<touching color (#9c9c9c)?> or <touching color (#252525)?>>> then\n change y by (1)\n if <<<touching color (#00ff1b)?> or <touching color (#00640a)?>> or <<touching color (#9c9c9c)?> or <touching color (#252525)?>>> then\n change y by (1)\n if <<<touching color (#00ff1b)?> or <touching color (#00640a)?>> or <<touching color (#9c9c9c)?> or <touching color (#252525)?>>> then\n change y by (1)\n if <<<touching color (#00ff1b)?> or <touching color (#00640a)?>> or <<touching color (#9c9c9c)?> or <touching color (#252525)?>>> then\n change y by (1)\n if <<<touching color (#00ff1b)?> or <touching color (#00640a)?>> or <<touching color (#9c9c9c)?> or <touching color (#252525)?>>> then\n change x by ((X) * (-1))\n change y by (-4)\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 [y v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <<<touching color (#00ff1b)?> or <touching color (#00640a)?>> or <<touching color (#9c9c9c)?> or <touching color (#252525)?>>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<touching color (#00ff1b)?> or <touching color (#00640a)?>> or <<touching color (#9c9c9c)?> or <touching color (#252525)?>>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <(y position) < [-178]> then\n go to x: (-215) y: (-70)\n change [level v] by (1)\n end\n if <<touching color (#ff0505)?> or <touching (sprite2 v)?>> then\n go to x: (-197) y: (-72)\n end\n if <touching color (#00ff1b)?> then\n go to x: (-215) y: (-70)\n end\nend\n\nwhen I receive [you win!!! v]\nforever\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (costume2 v)\nend\n\nwhen flag clicked\nshow list [names v]\nadd (☁ names) to [names v]\n\nwhen flag clicked\nset [☁ names v] to (username)\n\nwhen flag clicked\nforever\n if <(percent) = [100]> then\n block name\n end\nend\n\ndefine block name\ngo to x: (-209) y: (-75)\n\nwhen I receive [resey v]\nblock name\n\n@level\n\nwhen I receive [next level v]\nchange [level 2.0 v] by (1)\nnext costume\n\nwhen flag clicked\nshow\nset [level 2.0 v] to [0]\nswitch costume to (costume1 v)\n\n@Sprite2\n\ndefine go to x (x) and y (y) at speed (sp)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (sp))\n change y by (((round (y)) - (round (y position))) / (sp))\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (-72) y: (-89)\nforever\n if <(level 2.0) = [2]> then\n show\n repeat until <(level 2.0) = [3]>\n turn right (5) degrees\n end\n end\n if <(level 2.0) = [6]> then\n create clone of (_myself_ v)\n go to x: (-51) y: (7)\n go to [back v] layer\n show\n repeat until <(level 2.0) = [7]>\n turn right (5) degrees\n end\n else\n hide\n end\n if <(level 2.0) = [10]> then\n go to x: (-106) y: (-95)\n go to [back v] layer\n show\n repeat until <(level 2.0) = [11]>\n turn right (5) degrees\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(level 2.0) = [6]> then\n go to x: (90) y: (7)\n go to [back v] layer\n show\n repeat until <(level 2.0) = [7]>\n turn right (5) degrees\n end\n else\n delete this clone\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (199) y: (149)\nswitch costume to (costume2 v)\nset volume to (70) %\nforever\n point in direction ((([cos v] of ((timer) * (130)) ) * (12)) + (90))\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set volume to (70) %\n else\n set volume to (-100) %\n end\nend\n\nwhen flag clicked\nforever\n play sound [Swif7 - Don't Wanna Sleep v] until done\nend\n\nwhen I receive [you win!!! v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nforever\n point in direction ((([cos v] of ((timer) * (130)) ) * (12)) + (90))\nend\n\nwhen this sprite clicked\nbroadcast (next level v)\nchange [clicked v] by (1)\n\nwhen flag clicked\nset [clicked v] to [0]\nshow\nforever\n if <(level 2.0) = [11]> then\n hide\n end\n if <(clicked) = [2]> then\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n set [percent v] to [0]\n set [percent 2 v] to [0]\n if <(level 2.0) = [11]> then\n repeat until <touching (p1 v)?>\n show variable [percent v]\n go to x: (89) y: (-65)\n show\n repeat (100)\n go to x: (pick random (80) to (85)) y: (pick random (-67) to (-62))\n change [percent 2 v] by (1)\n set [percent v] to (join ((percent) + (percent 2)) [%])\n end\n if <(percent) = (join [100] [%])> then\n broadcast (RESEY v)\n set [percent 2 v] to [0]\n end\n end\n else\n hide\n hide variable [percent v]\n hide variable [percent 2 v]\n end\nend\n\nwhen I receive [c v]\nswitch costume to (crystal-a v)\nforever\n set [percent 2 v] to [0]\n set [percent v] to [0]\nend\n\nwhen I receive [you win!!! v]\nhide\nforever\n hide variable [percent v]\n hide variable [percent 2 v]\n hide variable [percent v]\n hide\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [forward v] (10000000) layers\nwait (3) seconds\nhide\n\n
✨SPAM THE GREEN FLAG INORDER TO PLAY✨ \nPART TWO \nhttps://scratch.mit.edu/projects/487922679/\n \n-----------------------------------STORY----------------------------\nyou are trying to get the diamonds at the end but you need to make it past obstacles first. when you finally get to where the diamond is you have to face the BOSS jump on the bosses head and you will find the diamond but if the % meter gets to 100 then you die\n\n THANKS YOU SOOOO MUCH FOR GETTING THIS TO 5.1k VIEWS IT MEANS A LOT THANKS\n#12ontrending\nsorry not mobile friendly (don't know how)\n\npart 2 comes out on 23rd\n\ncheck out @hurstjacobs projects because he is my friend a he is really jealous that I'm on trending and he's not\n\n\n\n\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 this gets 15 loves or fav i will make part 2\n\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 a joke (like a knock knock joke)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#games #games #games #games #games #games #games#games #games #all #all #all #all #all #all #all #all #all @hurstjacob12
Red Ball (Scrolling Platformer)
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen I receive [play game v]\nforever\n play sound [red_ball_main_theme_-6950660994915802122 v] until done\nend\n\n@Clouds\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition at ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at X: [550] Y: [-40]\nend\n\ndefine Position at (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)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition at ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [set up v]\nhide\nset [x v] to [-9999]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at X: [761] Y: [-95]\n Clone at X: [850] Y: [60]\n Clone at X: [1200] Y: [210]\n Clone at X: [1708] Y: [275]\n Clone at X: [2136] Y: [407]\n Clone at X: [2616] Y: [234]\n Clone at X: [2735] Y: [235]\n Clone at X: [2504] Y: [236]\n Clone at X: [2873] Y: [235]\n Clone at X: [2993] Y: [235]\n Clone at X: [3122] Y: [235]\n Clone at X: [3942] Y: [474]\n Clone at X: [4132] Y: [556]\n Clone at X: [4070] Y: [472]\n Clone at X: [4193] Y: [556]\n Clone at X: [4248] Y: [630]\n Clone at X: [4292] Y: [630]\n Clone at X: [4400] Y: [690]\n Clone at X: [3553] Y: [375]\n Clone at X: [-555] Y: [-6]\n Clone at X: [5053] Y: [988]\n Clone at X: [5200] Y: [988]\n Clone at X: [5855] Y: [1253]\n Clone at X: [6000] Y: [1253]\n Clone at X: [6172] Y: [1253]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 1 v)\n Clone at X: [397] Y: [64]\n Clone at X: [501] Y: [64]\n Clone at X: [595] Y: [64]\n Clone at X: [702] Y: [63]\n Clone at X: [1118] Y: [58]\n Clone at X: [1157] Y: [138]\n Clone at X: [1512] Y: [175]\n end\nend\n\ndefine Position at (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine Clone at X: (x) Y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nturn right (15) degrees\n\n@Platform\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition at ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at X: [550] Y: [-40]\n Clone at X: [1073] Y: [23]\n Clone at X: [1440] Y: [217]\n Clone at X: [2015] Y: [285]\n Clone at X: [2450] Y: [360]\n Clone at X: [3000] Y: [343]\n Clone at X: [3580] Y: [375]\n Clone at X: [4127] Y: [461]\n Clone at X: [4900] Y: [766]\n Clone at X: [5700] Y: [1030]\n Clone at X: [6300] Y: [1173]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at X: [530] Y: [37]\n Clone at X: [1110] Y: [150]\n end\nend\n\ndefine Position at (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)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\n@Blank\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@EXIT\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition at ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (redball v)?> then\n set [exit v] to [Win]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [set up v]\nhide\nset [x v] to [-9999]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (portal open v)\n Clone at X: [6644] Y: [1334]\nend\n\ndefine Position at (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@RedBall\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Set Up v) and wait\n Game-On\n repeat until <[] < (EXIT)>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game-win\n else\n Game-die\n end\nend\n\ndefine Game-On\nif <(CHECK) = [1]> then\n set [x v] to [0]\n set [y v] to [0]\n set [scroll y v] to [0]\n set [scroll x v] to [0]\n set [sx v] to [0]\n set [sy v] to [0]\n set [exit v] to []\n set [in air v] to [0]\n show\nelse\n if <<(CHECK) = [2]> and <(LEVEL) = [1]>> then\n set [x v] to [3428]\n set [y v] to [383]\n set [scroll y v] to [381]\n set [scroll x v] to [3428]\n set [sx v] to [0]\n set [sy v] to [0]\n set [exit v] to []\n set [in air v] to [0]\n show\n else\n if <<(CHECK) = [2]> and <(LEVEL) = [2]>> then\n set [x v] to [0]\n set [y v] to [0]\n set [scroll y v] to [0]\n set [scroll x v] to [0]\n set [sx v] to [0]\n set [sy v] to [0]\n set [exit v] to []\n set [in air v] to [0]\n show\n end\n end\nend\n\ndefine Tick\nswitch costume to (hitbox v)\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (2)\n turn right (15) degrees\nend\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [sx v] by (-2)\n turn left (15) degrees\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 [13]\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\nChange Player y by (sy)\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nset [scroll x v] to (x)\nTest-Die\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [Die]\nend\nswitch costume to (idle v)\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (2)\n end\n Position\n end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine 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\nchange [level v] by (1)\n\nset [check v] to [0]\n\n@Checkpoint\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition at ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (redball v)?> then\n if <(costume [number v]) = [1]> then\n switch costume to (check v)\n change [check v] by (1)\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [set up v]\n\ndefine Position at (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [x v] to [-9999]\nset [y v] to [0]\nset [check v] to [1]\nswitch costume to (no check v)\nif <(LEVEL) = [1]> then\n Clone at X: [3427] Y: [410]\nend\n\n
Arrow Keys WASD/ Mobile\nW-up\nD-Right\nA-Left \n\nCheckpoints added\n\ngriffpatch for tutorial\n
3d Platformer
@Stage\n\n@3D\n\ndefine Sort Lists\nset [passes v] to [0]\nset [switches v] to [0]\nrepeat until <<(Passes) > [0]> and <(Switches) = [0]>>\n set [list_item v] to [0]\n change [passes v] by (1)\n set [switches v] to [0]\n repeat ((length of [block distances v]) - (1))\n change [list_item v] by (1)\n if <(item ((List_Item) + (1)) of [block distances v]) > (item (List_Item) of [block distances v])> then\n set [value v] to (item ((List_Item) + (1)) of [block distances v])\n replace item ((List_Item) + (1)) of [block distances v] with (item (List_Item) of [block distances v])\n replace item (List_Item) of [block distances v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube y pos v])\n replace item ((List_Item) + (1)) of [cube y pos v] with (item (List_Item) of [cube y pos v])\n replace item (List_Item) of [cube y pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube x pos v])\n replace item ((List_Item) + (1)) of [cube x pos v] with (item (List_Item) of [cube x pos v])\n replace item (List_Item) of [cube x pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube z pos v])\n replace item ((List_Item) + (1)) of [cube z pos v] with (item (List_Item) of [cube z pos v])\n replace item (List_Item) of [cube z pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [platform type v])\n replace item ((List_Item) + (1)) of [platform type v] with (item (List_Item) of [platform type v])\n replace item (List_Item) of [platform type v] with (value)\n change [switches v] by (1)\n end\n end\nend\n\ndefine Distance\ndelete all of [block distances v]\nset [iii v] to [0]\nrepeat (length of [cube x pos v])\n change [iii v] by (1)\n add (round ([sqrt v] of ((((cam z) - (item (iii) of [cube z pos v])) * ((cam z) - (item (iii) of [cube z pos v]))) + ((((cam y) - (item (iii) of [cube y pos v])) * ((cam y) - (item (iii) of [cube y pos v]))) + (((cam x) - (item (iii) of [cube x pos v])) * ((cam x) - (item (iii) of [cube x pos v]))))) )) to [block distances v]\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n XY Clipping\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Put Cube at (x) (y) (z) (platform type)\nCalculate Trig Values\nSelect color (platform type)\nDraw Square ((x) * (100)) ((y) * (100)) ((50) + ((z) * (100)))\nDraw Square ((x) * (100)) ((y) * (100)) ((-50) + ((z) * (100)))\nDraw Line ((50) + ((x) * (100))) ((50) + ((y) * (100))) ((50) + ((z) * (100))) to ((50) + ((x) * (100))) ((50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Line ((50) + ((x) * (100))) ((-50) + ((y) * (100))) ((50) + ((z) * (100))) to ((50) + ((x) * (100))) ((-50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Line ((-50) + ((x) * (100))) ((-50) + ((y) * (100))) ((50) + ((z) * (100))) to ((-50) + ((x) * (100))) ((-50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Line ((-50) + ((x) * (100))) ((50) + ((y) * (100))) ((50) + ((z) * (100))) to ((-50) + ((x) * (100))) ((50) + ((y) * (100))) ((-50) + ((z) * (100)))\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (rot Y) )\nset [cos x v] to ([cos v] of (rot Y) )\nset [sin y v] to ([sin v] of (rot X) )\nset [cos y v] to ([cos v] of (rot X) )\n\ndefine Z Clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [percent v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n else\n if <(z2) < (near plane)> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n end\n end\nend\n\ndefine XY Clipping\nset [m v] to (((y2) - (y1)) / ((x2) - (x1)))\nif <(x1) > [240]> then\n if <(x2) > [240]> then\n stop [this script v]\n else\n Set Screen Point 1: (240) ((y1) + (((240) - (x1)) * (m)))\n end\nend\nif <(y1) > [180]> then\n if <(y2) > [180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((180) - (y1)) / (m))) (180)\n end\nend\nif <(x1) < [-240]> then\n if <(x2) < [-240]> then\n stop [this script v]\n else\n Set Screen Point 1: (-240) ((y1) + (((-240) - (x1)) * (m)))\n end\nend\nif <(y1) < [-180]> then\n if <(y2) < [-180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((-180) - (y1)) / (m))) (-180)\n end\nend\nif <(x2) > [240]> then\n Set Screen Point 2: (240) ((y1) + (((240) - (x1)) * (m)))\nend\nif <(y2) > [180]> then\n Set Screen Point 2: ((x1) + (((180) - (y1)) / (m))) (180)\nend\nif <(x2) < [-240]> then\n Set Screen Point 2: (-240) ((y1) + (((-240) - (x1)) * (m)))\nend\nif <(y2) < [-180]> then\n Set Screen Point 2: ((x1) + (((-180) - (y1)) / (m))) (-180)\nend\n\ndefine Turn and Move\nif <(Mode) = [computer]> then\n if <key (up arrow v) pressed?> then\n change [rot y v] by (4)\n end\n if <key (left arrow v) pressed?> then\n change [rot x v] by (4)\n end\n if <key (right arrow v) pressed?> then\n change [rot x v] by (-4)\n end\n if <key (down arrow v) pressed?> then\n change [rot y v] by (-4)\n end\n if <key (w v) pressed?> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\n end\n if <key (s v) pressed?> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\n end\n if <key (a v) pressed?> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\n end\n if <key (d v) pressed?> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\n end\nelse\n if <<mouse down?> and <<<(mouse y) < [-80]> and <(mouse y) > [-110]>> and <<(mouse x) < [-175]> and <(mouse x) > [-205]>>>> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\n end\n if <<mouse down?> and <<<(mouse y) < [-150]> and <(mouse y) > [-180]>> and <<(mouse x) < [-175]> and <(mouse x) > [-205]>>>> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\n end\n if <<mouse down?> and <<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [-140]> and <(mouse x) > [-170]>>>> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\n end\n if <<mouse down?> and <<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [-210]> and <(mouse x) > [-240]>>>> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\n end\nend\nif <(rot Y) < [-90]> then\n set [rot y v] to [-90]\nend\nif <[90] < (rot Y)> then\n set [rot y v] to [90]\nend\nPhysics\n\ndefine Collisions!\nset [touching platform? v] to [no]\nset [touching end v] to [no]\nset [i v] to [0]\nrepeat (length of [cube x pos v])\n change [i v] by (1)\n if <<<not <(cam y) < ((item (i) of [cube y pos v]) - (90))>> and <not <(cam y) > ((item (i) of [cube y pos v]) + (130))>>> and <<<not <(cam z) < ((item (i) of [cube z pos v]) - (60))>> and <not <(cam z) > ((item (i) of [cube z pos v]) + (60))>>> and <<not <(cam x) < ((item (i) of [cube x pos v]) - (60))>> and <not <(cam x) > ((item (i) of [cube x pos v]) + (60))>>>>> then\n if <(item (i) of [platform type v]) = [1]> then\n set [touching platform? v] to [yes]\n else\n if <(item (i) of [platform type v]) = [2]> then\n Reset\n else\n if <(item (i) of [platform type v]) = [3]> then\n start sound [Boing v]\n set [y vel v] to [40]\n else\n set [touching end v] to [yes]\n end\n end\n end\n stop [this script v]\n end\nend\n\ndefine Physics\nchange [falling? v] by (1)\nchange [y vel v] by (-1)\nchange [cam y v] by (Y vel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Y collision (Y vel)\nend\nchange [cam z v] by (Zvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Z Collision (Zvel)\nend\nchange [cam x v] by (Xvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n X Collisions (Xvel)\nend\nset [zvel v] to ((Zvel) * (0.7))\nset [xvel v] to ((Xvel) * (0.7))\nif <<key (space v) pressed?> and <(Falling?) < [5]>> then\n set [y vel v] to [14]\nend\nif <<<mouse down?> and <<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [175]> and <(mouse x) > [205]>>>> and <(Falling?) < [5]>> then\n set [y vel v] to [14]\nend\nif <(cam y) < [-500]> then\n Reset\nend\nRender\n\ndefine Y collision (y)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(y) > [0]> then\n change [cam y v] by (-1)\n else\n change [cam y v] by (1)\n set [falling? v] to [0]\n end\n set [y vel v] to [0]\n Collisions!\nend\n\ndefine Z Collision (z)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(z) > [0]> then\n change [cam z v] by (-1)\n else\n change [cam z v] by (1)\n end\n set [zvel v] to [0]\n Collisions!\nend\n\ndefine X Collisions (x)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(x) > [0]> then\n change [cam x v] by (-1)\n else\n change [cam x v] by (1)\n end\n set [xvel v] to [0]\n Collisions!\nend\n\ndefine Reset\nset [view factor v] to [200]\nset [cam speed v] to [6]\nset [cam x v] to [0]\nset [cam y v] to [150]\nset [cam z v] to [0]\nset [rot x v] to [0]\nset [rot y v] to [0]\nset [near plane v] to [1]\nset [y vel v] to [0]\n\nwhen flag clicked\nreset timer\nerase all\nset [level v] to [1]\nset [mode v] to [mobile]\nLevel\nReset\nforever\n erase all\n Turn and Move\n change [ticks in a time v] by (1)\n if <(Touching end) = [yes]> then\n change [level v] by (1)\n Animation\n Level\n Reset\n end\nend\n\ndefine Level\ndelete all of [cube y pos v]\ndelete all of [cube x pos v]\ndelete all of [cube z pos v]\ndelete all of [platform type v]\nif <(Level) = [1]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [1]\n Level design [0] [0] [2] [4]\nelse\n if <(Level) = [2]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [2]\n Level design [0] [0] [2] [1]\n Level design [0] [0] [3] [4]\n else\n if <(Level) = [3]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [3] [4]\n else\n if <(Level) = [4]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [3]\n Level design [0] [0] [2] [1]\n Level design [1] [0] [2] [1]\n Level design [2] [0] [2] [1]\n Level design [3] [0] [2] [1]\n Level design [0] [0] [3] [4]\n else\n if <(Level) = [5]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [2] [1]\n Level design [0] [2] [0] [1]\n Level design [0] [0] [4] [1]\n Level design [0] [4] [0] [1]\n Level design [0] [4] [2] [1]\n Level design [0] [2] [4] [1]\n Level design [0] [4] [4] [4]\n else\n if <(Level) = [6]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [3]\n Level design [5] [0] [1] [1]\n Level design [6] [0] [1] [4]\n else\n if <(Level) = [7]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [3]\n Level design [5] [0] [1] [2]\n Level design [6] [0] [1] [4]\n else\n if <(Level) = [8]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [3]\n Level design [5] [0] [1] [1]\n Level design [5] [0] [0] [1]\n Level design [5] [0] [2] [1]\n Level design [6] [0] [1] [4]\n else\n if <(Level) = [9]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [3]\n Level design [5] [0] [1] [1]\n Level design [5] [0] [0] [1]\n Level design [5] [0] [2] [1]\n Level design [5] [1] [1] [1]\n Level design [5] [-1] [1] [1]\n Level design [6] [0] [1] [4]\n else\n if <(Level) = [10]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [1]\n Level design [1] [0] [1] [1]\n Level design [2] [0] [1] [1]\n Level design [3] [0] [1] [1]\n Level design [0] [-1] [2] [1]\n Level design [0] [-1] [3] [4]\n else\n if <(Level) = [11]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [1]\n Level design [1] [0] [1] [1]\n Level design [2] [0] [1] [1]\n Level design [3] [0] [1] [1]\n Level design [0] [0] [2] [1]\n Level design [0] [0] [3] [4]\n else\n if <(Level) = [12]> then\n Level design [0] [0] [0] [1]\n Level design [1] [0] [2] [1]\n Level design [2] [0] [4] [1]\n Level design [3] [-2] [4] [1]\n Level design [4] [-4] [4] [1]\n Level design [5] [-4] [2] [1]\n Level design [6] [-4] [0] [1]\n Level design [7] [-2] [0] [1]\n Level design [8] [0] [0] [4]\n else\n if <(Level) = [13]> then\n Level design [0] [0] [0] [1]\n Level design [1] [0] [1] [2]\n Level design [2] [0] [1] [2]\n Level design [2] [2] [1] [2]\n Level design [1] [2] [1] [2]\n Level design [0] [1] [2] [1]\n Level design [0] [1] [3] [4]\n else\n if <(Level) = [14]> then\n Level design [0] [0] [0] [1]\n Level design [1] [0] [1] [2]\n Level design [2] [0] [1] [2]\n Level design [2] [2] [1] [2]\n Level design [1] [2] [1] [2]\n Level design [1] [1] [2] [1]\n Level design [1] [1] [3] [4]\n else\n if <(Level) = [15]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [2]\n Level design [1] [0] [1] [2]\n Level design [2] [0] [1] [2]\n Level design [0] [0] [2] [1]\n Level design [0] [0] [3] [4]\n else\n if <(Level) = [16]> then\n Level design [0] [0] [0] [1]\n Level design [-1] [0] [0] [3]\n Level design [4] [0] [0] [1]\n Level design [4] [0] [2] [1]\n Level design [4] [0] [3] [1]\n Level design [4] [1] [4] [1]\n Level design [5] [1] [4] [1]\n Level design [6] [1] [4] [1]\n Level design [4] [1] [5] [1]\n Level design [0] [4] [7] [1]\n Level design [-1] [6] [10] [4]\n else\n if <(Level) = [17]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [1]\n Level design [1] [0] [1] [1]\n Level design [2] [0] [1] [1]\n Level design [2] [0] [3] [1]\n Level design [1] [0] [3] [1]\n Level design [0] [0] [4] [1]\n Level design [0] [0] [2] [1]\n Level design [0] [0] [5] [1]\n Level design [0] [0] [6] [3]\n Level design [6] [0] [6] [2]\n Level design [0] [0] [7] [1]\n Level design [0] [0] [8] [3]\n Level design [6] [0] [8] [2]\n Level design [0] [0] [9] [2]\n Level design [0] [0] [14] [4]\n else\n if <(Level) = [18]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [3]\n Level design [6] [0] [1] [2]\n Level design [6] [0] [0] [2]\n Level design [6] [0] [2] [2]\n Level design [6] [1] [1] [2]\n Level design [6] [-1] [1] [2]\n Level design [7] [0] [1] [1]\n Level design [8] [0] [3] [1]\n Level design [8] [-1] [4] [2]\n Level design [8] [-2] [4] [3]\n Level design [14] [0] [4] [3]\n Level design [20] [0] [0] [3]\n Level design [25] [4] [0] [1]\n Level design [25] [6] [0] [1]\n Level design [25] [8] [0] [4]\n else\n if <(Level) = [19]> then\n Level design [0] [0] [0] [1]\n Level design [-2] [0] [0] [3]\n Level design [5] [0] [0] [1]\n Level design [3] [0] [0] [3]\n Level design [10] [0] [0] [1]\n Level design [8] [0] [0] [3]\n Level design [15] [0] [0] [4]\n else\n if <(Level) = [20]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [4] [2]\n Level design [1] [0] [4] [2]\n Level design [1] [1] [4] [2]\n Level design [1] [-1] [4] [2]\n Level design [2] [0] [4] [2]\n Level design [2] [1] [4] [2]\n Level design [2] [-1] [4] [2]\n Level design [2] [-2] [4] [2]\n Level design [2] [2] [4] [2]\n Level design [3] [0] [4] [2]\n Level design [3] [1] [4] [2]\n Level design [3] [-1] [4] [2]\n Level design [3] [-2] [4] [2]\n Level design [3] [2] [4] [2]\n Level design [3] [3] [4] [2]\n Level design [3] [-3] [4] [2]\n Level design [4] [0] [4] [2]\n Level design [4] [1] [4] [2]\n Level design [4] [-1] [4] [2]\n Level design [4] [-2] [4] [2]\n Level design [4] [2] [4] [2]\n Level design [4] [3] [4] [2]\n Level design [4] [-3] [4] [2]\n Level design [5] [0] [4] [2]\n Level design [5] [1] [4] [2]\n Level design [5] [-1] [4] [2]\n Level design [5] [-2] [4] [2]\n Level design [5] [2] [4] [2]\n Level design [5] [3] [4] [2]\n Level design [5] [-3] [4] [2]\n Level design [6] [1] [4] [2]\n Level design [6] [-1] [4] [2]\n Level design [6] [-2] [4] [2]\n Level design [6] [2] [4] [2]\n Level design [0] [0] [-1] [4]\n else\n if <(Level) = [21]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [-1] [4]\n Level design [0] [-2] [4] [3]\n Level design [0] [2] [4] [3]\n Level design [1] [2] [4] [3]\n Level design [1] [-2] [4] [3]\n Level design [1] [-1] [4] [3]\n Level design [1] [1] [4] [3]\n Level design [2] [2] [4] [3]\n Level design [2] [-2] [4] [3]\n Level design [2] [-1] [4] [3]\n Level design [2] [1] [4] [3]\n Level design [2] [0] [4] [3]\n Level design [3] [2] [4] [3]\n Level design [3] [-2] [4] [3]\n Level design [3] [-1] [4] [3]\n Level design [3] [1] [4] [3]\n Level design [3] [0] [4] [3]\n Level design [3] [-3] [4] [3]\n Level design [3] [3] [4] [3]\n Level design [4] [2] [4] [3]\n Level design [4] [-2] [4] [3]\n Level design [4] [-1] [4] [3]\n Level design [4] [1] [4] [3]\n Level design [4] [0] [4] [3]\n Level design [4] [-3] [4] [3]\n Level design [4] [3] [4] [3]\n Level design [4] [-4] [4] [3]\n Level design [4] [4] [4] [3]\n Level design [5] [-1] [4] [3]\n Level design [5] [1] [4] [3]\n Level design [5] [0] [4] [3]\n Level design [6] [0] [4] [3]\n else\n Level design [0] [0] [0] [1]\n Level design [0] [-5] [4] [1]\n Level design [1] [-5] [4] [1]\n Level design [2] [-5] [4] [1]\n Level design [3] [-5] [4] [1]\n Level design [4] [-5] [4] [1]\n Level design [4] [-4] [4] [1]\n Level design [4] [-3] [4] [1]\n Level design [2] [-4] [4] [1]\n Level design [0] [-4] [4] [1]\n Level design [0] [-3] [4] [1]\n Level design [0] [-1] [4] [1]\n Level design [1] [-1] [4] [1]\n Level design [2] [-1] [4] [1]\n Level design [3] [-1] [4] [1]\n Level design [4] [-1] [4] [1]\n Level design [3] [0] [4] [1]\n Level design [2] [1] [4] [1]\n Level design [1] [2] [4] [1]\n Level design [0] [3] [4] [1]\n Level design [1] [3] [4] [1]\n Level design [2] [3] [4] [1]\n Level design [3] [3] [4] [1]\n Level design [4] [3] [4] [1]\n Level design [0] [5] [4] [1]\n Level design [1] [5] [4] [1]\n Level design [2] [5] [4] [1]\n Level design [3] [5] [4] [1]\n Level design [4] [5] [4] [1]\n Level design [4] [6] [4] [1]\n Level design [3] [7] [4] [1]\n Level design [2] [7] [4] [1]\n Level design [1] [7] [4] [1]\n Level design [0] [6] [4] [1]\n Level design [0] [0] [-2] [1]\n Level design [0] [0] [-4] [1]\n Level design [0] [0] [-6] [1]\n Level design [0] [0] [-8] [4]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Render\nDistance\nSort Lists\nset pen size to (8)\nset [ii v] to [0]\nrepeat (length of [cube x pos v])\n change [ii v] by (1)\n Put Cube at ((item (ii) of [cube x pos v]) / (100)) ((item (ii) of [cube y pos v]) / (100)) ((item (ii) of [cube z pos v]) / (100)) (item (ii) of [platform type v])\nend\nDraw Frame\nif <(Mode) = [mobile]> then\n Draw Controls\nend\nset pen color to (#ffffff)\nset pen size to (5)\ngo to x: (-10) y: (0)\npen down\ngo to x: (10) y: (0)\npen up\ngo to x: (0) y: (-10)\npen down\ngo to x: (0) y: (10)\npen up\n\ndefine Draw Frame\nset pen size to (10)\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 Draw Controls\nset [mode v] to [Computer]\n\nset pen size to (4)\nset pen color to (#9aeaff)\ngo to x: (-190) y: (-80)\npen down\ngo to x: (-205) y: (-110)\ngo to x: (-175) y: (-110)\ngo to x: (-190) y: (-80)\npen up\ngo to x: (-170) y: (-115)\npen down\ngo to x: (-170) y: (-145)\ngo to x: (-140) y: (-130)\ngo to x: (-170) y: (-115)\npen up\ngo to x: (-210) y: (-115)\npen down\ngo to x: (-210) y: (-145)\ngo to x: (-240) y: (-130)\ngo to x: (-210) y: (-115)\npen up\ngo to x: (-190) y: (-180)\npen down\ngo to x: (-205) y: (-150)\ngo to x: (-175) y: (-150)\ngo to x: (-190) y: (-180)\npen up\ngo to x: (-205) y: (-145)\npen down\ngo to x: (-175) y: (-145)\ngo to x: (-175) y: (-115)\ngo to x: (-205) y: (-115)\ngo to x: (-205) y: (-145)\npen up\ngo to x: (205) y: (-145)\npen down\ngo to x: (175) y: (-145)\ngo to x: (175) y: (-115)\ngo to x: (205) y: (-115)\ngo to x: (205) y: (-145)\npen up\n\nif <<not <key (k v) pressed?>> and <<(timer) < [10]> and <(Mode) = [mobile]>>> then\n Type [K for keyboard controls] at ( (-130) , (-160) ) color: (255) (255) (255) size: (2) thickness: (4)\nend\nif <key (k v) pressed?> then\n\nwhen flag clicked\nforever\n if <mouse down?> then\n set [old mouse x v] to (mouse x)\n set [old mouse y v] to (mouse y)\n wait (0.000001) seconds\n if <not <<<(mouse y) < [-80]> and <(mouse x) < [-140]>> and <(mouse y) < [-80]>>> then\n change [rot y v] by (((mouse y) - (Old Mouse Y)) / (0.7))\n change [rot x v] by (((Old Mouse X) - (mouse x)) / (0.7))\n end\n end\nend\n\ndefine Select color (current platform type)\nif <(current platform type) = [1]> then\n set pen color to (#7d5819)\nelse\n if <(current platform type) = [2]> then\n set pen color to (#ff0000)\n else\n if <(current platform type) = [3]> then\n set pen color to (#fff830)\n else\n set pen color to (#33ff30)\n end\n end\nend\n\ndefine Level design (y) (x) (z) (type)\nadd ((y) * (100)) to [cube y pos v]\nadd ((x) * (100)) to [cube x pos v]\nadd ((z) * (100)) to [cube z pos v]\nadd (type) to [platform type v]\n\ndefine Draw Square (x) (y) (z)\nDraw Line ((50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((-50) + (y)) (z)\nDraw Line ((50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((-50) + (y)) (z)\nDraw Line ((-50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((50) + (y)) (z)\nDraw Line ((-50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((50) + (y)) (z)\n\nwhen flag clicked\nforever\n reset timer\n wait until <mouse down?>\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n wait until <not <mouse down?>>\n end\n wait until <mouse down?>\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n wait until <not <mouse down?>>\n end\n wait until <mouse down?>\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n wait until <not <mouse down?>>\n end\n set [touching end v] to [yes]\n if <<(timer) < [1]> and <(Touching end) = [yes]>> then\n change [level v] by (1)\n Reset\n Level\n end\n set [touching end v] to [no]\n end\nend\n\nwhen [t v] key pressed\nchange [level v] by (1)\nLevel\nReset\nwait until <not <key (t v) pressed?>>\n\ndefine Animation\nset pen color to (#ff3030)\nset pen size to (100)\npoint in direction (90)\ngo to x: (-240) y: (-150)\npen down\nrepeat (5)\n repeat (6)\n move (80) steps\n end\n turn right (180) degrees\n change y by (80)\nend\npen up\n\ndefine Type (string) at ( (x) , (y) ) color: (r) (g) (b) size: (size) thickness: (thickness)\nset pen color to ((((r) * (65536)) + ((g) * (256))) + (b))\nset pen size to (((thickness) * (size)) / (2))\nset [overall x v] to (x)\nset [overall y v] to (y)\nset [what letter of string v] to [0]\nrepeat (length of (string))\n change [what letter of string v] by (1)\n if <(letter (what letter of string) of (string)) = [ ]> then\n change [overall x v] by ((8) * (size))\n else\n if <[symbols it can use v] contains (letter (what letter of string) of (string))?> then\n set [what item of list equals letter of string v] to [0]\n repeat until <(letter (what letter of string) of (string)) = (item (what item of list equals letter of string) of [symbols it can use v])>\n change [what item of list equals letter of string v] by (1)\n end\n set [if it is drawing right now v] to [-1]\n set [what letter of the item of codes v] to [0]\n repeat until <(what letter of the item of codes) = (length of (item (what item of list equals letter of string) of [codes for the item of symbols v]))>\n change [what letter of the item of codes v] by (1)\n if <(letter (what letter of the item of codes) of (item (what item of list equals letter of string) of [codes for the item of symbols v])) = [/]> then\n set [if it is drawing right now v] to ((if it is drawing right now) * (-1))\n if <(if it is drawing right now) = [1]> then\n pen down\n else\n pen up\n end\n change [what letter of the item of codes v] by (1)\n end\n set [x position of the small graph v] to (letter (what letter of the item of codes) of (item (what item of list equals letter of string) of [codes for the item of symbols v]))\n change [what letter of the item of codes v] by (1)\n set [y position of the small graph v] to (letter (what letter of the item of codes) of (item (what item of list equals letter of string) of [codes for the item of symbols v]))\n go to x: ((overall x) + ((x position of the small graph) * (size))) y: ((overall y) + ((y position of the small graph) * (size)))\n end\n pen up\n change [overall x v] by ((8) * (size))\n end\n end\n if <(overall x) > ((240) - ((8) * (size)))> then\n set [overall x v] to (x)\n set [overall y v] to ((overall y) - ((11) * (size)))\n end\nend\n\nwhen flag clicked\nforever\n play sound [Dance Energetic v] until done\nend\n\nwhen flag clicked\nforever\n set [ticks in a time v] to [0]\n wait (0.5) seconds\n set [fps v] to (round ((Ticks in a time) / (0.5)))\nend\n\n
Well, It's Done! There Are 100's of 3d platformers but i made one that is LAG FREE.\n\nWASD to move and arrow keys for camera angle
Rock2- A Platformer #game
@Stage\n\nwhen flag clicked\nswitch backdrop to (story1 v)\n\nwhen backdrop switches to [1 v]\nbroadcast (end story v)\n\nwhen flag clicked\nrepeat until <(backdrop [name v]) = [1]>\n if <key (space v) pressed?> then\n next backdrop\n wait (1) seconds\n end\n if <key (n v) pressed?> then\n switch backdrop to (1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [dead end]> then\n if <key (m v) pressed?> then\n switch backdrop to (4 v)\n go to x: (-197) y: (-63)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [14]> then\n wait (0.5) seconds\n switch backdrop to (wait no v)\n wait (0.9) seconds\n switch backdrop to (10 v)\n end\nend\n\nwhen backdrop switches to [10 v]\nwait (2) seconds\nswitch backdrop to (11 v)\n\n@player\n\nwhen I receive [go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (5)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [restart v]\ngo to x: (-201) y: (-59)\n\nwhen I receive [end story 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: (-201) y: (-59)\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 color (#815509)?> then\n change y by (1)\n if <touching color (#815509)?> then\n change y by (1)\n if <touching color (#815509)?> then\n change y by (1)\n if <touching color (#815509)?> then\n change y by (1)\n if <touching color (#815509)?> then\n change y by (1)\n if <touching color (#815509)?> then\n change x by ((Xv) * (-1))\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 [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 (#815509)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#815509)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [16]\n end\n end\n if <<touching color (#977b7b)?> or <touching color (#2a4b85)?>> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <touching (trampoline v)?> then\n start sound [Big Boing v]\n set [yv v] to [22]\n end\n if <<(x position) > [-228]> and <(y position) < [-175]>> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <not <<(backdrop [name v]) = [4]> and <<(y position) > [-109]> and <(y position) < [-46]>>>> then\n if <(x position) = [245]> then\n go to x: (-197) y: (-63)\n next backdrop\n end\n end\nend\n\nwhen I receive [end story v]\nset [skip v] to [0]\nrepeat until <(backdrop [number v]) = [14]>\n if <key (z v) pressed?> then\n change [skip v] by (1)\n next backdrop\n go to x: (-197) y: (-63)\n wait (4) seconds\n end\nend\n\nwhen I receive [end story v]\nbroadcast (go v)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [4 v]\nforever\n if <<(x position) = [245]> and <<(y position) > [-109]> and <(y position) < [-46]>>> then\n go to x: (-197) y: (-63)\n switch backdrop to (dead end v)\n end\nend\n\nwhen backdrop switches to [7 v]\nforever\n if <touching (katana v)?> then\n switch costume to (player_with_sword v)\n end\nend\n\nwhen backdrop switches to [11 v]\nhide\n\n@tb\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@katana\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [7 v]\nshow\ngo to x: (12) y: (-107)\nset size to (150) %\npoint in direction (120)\n\nwhen backdrop switches to [7 v]\nforever\n if <touching (player v)?> then\n start sound [Pop v]\n wait (0.01) seconds\n hide\n end\nend\n\n
Rock2- \nA Platformer\n\nHow to play:\nArrow Keys or WASD to move\nZ to skip \nYou can only skip every 4 sec\nAvoid spikes and water\n100% possible \nPart1 if you haven't play\nhttps://scratch.mit.edu/projects/484384799/\nPart 3:\nhttps://scratch.mit.edu/projects/489416143/\nPart4:\nhttps://scratch.mit.edu/projects/489875014/\nPart5:\nhttps://scratch.mit.edu/projects/496192588/\n\nLike and Fav for support\nfollow for more stuff and stuff\nwill try to answer all the comments\n100 views :)\n200 views :0\n300 views :D\n400 views q(≧▽≦q)\nMy Studio:\nhttps://scratch.mit.edu/studios/28429072/\n\nOther projects:\nSticker maker:\nhttps://scratch.mit.edu/projects/475659226/\nwizard's adventure part 1:\nhttps://scratch.mit.edu/projects/469131154/\n\nTags:\n#game #lol #cool #fun\n\nCredits:\n@TrentonTNT for some codes\n@Will_Wam for the katana cause I thought It was cool\nYo mama for the yo mama so fat _ link down \nhttps://www.youtube.com/user/YoMama
(Update) Cats journey a platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@player\n\nwhen flag clicked\nstart sound [TheFatRat - Unity v]\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-125)\nforever\n change [y v] by (-1)\n switch costume to (costume2 v)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (costume2 v)\n change [x v] by (3)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume3 v)\n change [x v] by (-3)\n end\n set [x v] to ((x) * (0.7))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<touching (ground v)?> and <key (space v) pressed?>> or <<touching (ground v)?> and <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [16]\n end\n if <<<touching (ground v)?> and <key (up arrow v) pressed?>> or <<touching (ground v)?> and <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [16]\n end\n change y by (1)\n if <touching (death v)?> then\n Death Animation\n Go To [-200] [-125]\n end\nend\n\nwhen I receive [set start v]\ngo to x: (-200) y: (-125)\n\nwhen flag clicked\nforever\n if <touching (edge v)?> then\n broadcast (next level v)\n end\nend\n\ndefine Death Animation\nrepeat (10)\n change [ghost v] effect by (10)\n change [whirl v] effect by (10)\nend\nclear graphic effects\n\ndefine Go To (x) (y)\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nbroadcast (set start v)\n\n@edge\n\nwhen flag clicked\nnext costume\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nif <touching (player v)?> then\n broadcast (next level v)\nend\n\n@death\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nnext costume\nbroadcast (set start v)\n\n@Sprite1\n\nwhen flag clicked\nshow\nwait (0.1) seconds\nhide\n\n
STORY your a cat that left his owner and got lost now your trying to find your way back. \n\nNew update 10 more stages will you make it home?
Target A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (bühnenbild1 v)\nwait until <(new map) = [1]>\nswitch backdrop to (bühnenbild2 v)\nwait until <(new map) = [2]>\nswitch backdrop to (bühnenbild1 v)\nwait until <(new map) = [3]>\nswitch backdrop to (bühnenbild2 v)\nwait until <(new map) = [4]>\nswitch backdrop to (bühnenbild1 v)\nwait until <(new map) = [5]>\nswitch backdrop to (bühnenbild2 v)\nwait until <(new map) = [6]>\nswitch backdrop to (bühnenbild1 v)\nwait until <(new map) = [7]>\nswitch backdrop to (bühnenbild2 v)\nwait until <(new map) = [8]>\nswitch backdrop to (bühnenbild1 v)\n\n@Platform\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nwait (1) seconds\nforever\n if <(new map) = [1]> then\n switch costume to (kostüm2 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nwait (1) seconds\nforever\n if <(new map) = [2]> then\n switch costume to (kostüm3 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nwait (1) seconds\nforever\n if <(new map) = [3]> then\n switch costume to (kostüm4 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nwait (1) seconds\nforever\n if <(new map) = [4]> then\n switch costume to (kostüm5 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nwait (1) seconds\nforever\n if <(new map) = [5]> then\n switch costume to (kostüm6 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nwait (1) seconds\nforever\n if <(new map) = [6]> then\n switch costume to (kostüm7 v)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (kostüm1 v)\nwait (1) seconds\nforever\n if <(new map) = [9]> then\n switch costume to (kostüm10 v)\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nwait (1) seconds\nforever\n if <(new map) = [7]> then\n switch costume to (kostüm8 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nwait (1) seconds\nforever\n if <(new map) = [8]> then\n switch costume to (kostüm9 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Dance Slow Mo2 v] until done\nend\n\n@Target\n\nwhen flag clicked\ngo to x: (-200) y: (-154)\nset [speedx v] to [0]\nset [speedy v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [speedx v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [speedx v] by (-1)\n end\n change x by (SpeedX)\n if <touching (platform v)?> then\n change x by ((SpeedX) * (-1))\n set [speedx v] to [0]\n else\n set [speedx v] to ((SpeedX) * (0.8))\n end\n change y by (SpeedY)\n if <touching (platform v)?> then\n change y by ((SpeedY) * (-1))\n set [speedy v] to [0]\n if <(LLLog) = [0]> then\n if <key (up arrow v) pressed?> then\n set [speedy v] to [13]\n set [lllog v] to [1]\n end\n end\n else\n change [speedy v] by (-1)\n set [lllog v] to [0]\n end\nend\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nset [new map v] to [0]\nwait (1) seconds\nforever\n wait until <touching (flag v)?>\n change [new map v] by (1)\n go to x: (-200) y: (-155)\n wait (1) seconds\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n wait until <touching (lava v)?>\n go to x: (-200) y: (-155)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.009) seconds\nend\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-7)\nend\ndelete this clone\n\nwhen this sprite clicked\nbroadcast (Shop v)\n\nwhen I receive [------ v]\nnext costume\n\n@Coin\n\nwhen flag clicked\ngo to x: (156) y: (109)\nshow\nwait until <touching (target v)?>\nhide\n\nwhen flag clicked\nforever\n repeat (4)\n change y by (2)\n end\n repeat (3)\n change y by (0.5)\n end\n repeat (3)\n change y by (0.2)\n end\n repeat (3)\n change y by (-0.2)\n end\n repeat (3)\n change y by (-0.5)\n end\n repeat (4)\n change y by (-2)\n end\nend\n\n@Flag\n\nwhen flag clicked\ngo to x: (-154) y: (102)\nwait (1) seconds\nwait until <(new map) = [1]>\ngo to x: (-179) y: (125)\nwait (1) seconds\nwait until <(new map) = [2]>\ngo to x: (197) y: (128)\nwait (1) seconds\nwait until <(new map) = [3]>\ngo to x: (-188) y: (74)\nwait (1) seconds\nwait until <(new map) = [4]>\ngo to x: (185) y: (-139)\nwait (1) seconds\nwait until <(new map) = [5]>\ngo to x: (196) y: (140)\nwait (1) seconds\nwait until <(new map) = [6]>\ngo to x: (196) y: (140)\nwait (1) seconds\nwait until <(new map) = [7]>\ngo to x: (-154) y: (102)\n\n@Darget\n\nwhen flag clicked\ngo to x: (-200) y: (-154)\nhide\nset [speedx2 v] to [0]\nset [speedy2 v] to [0]\nforever\n if <key (d v) pressed?> then\n change [speedx2 v] by (1)\n end\n if <key (a v) pressed?> then\n change [speedx2 v] by (-1)\n end\n change x by (SpeedX2)\n if <touching (platform v)?> then\n change x by ((SpeedX2) * (-1))\n set [speedx2 v] to [0]\n else\n set [speedx2 v] to ((SpeedX2) * (0.8))\n end\n change y by (SpeedY2)\n if <touching (platform v)?> then\n change y by ((SpeedY2) * (-1))\n set [speedy2 v] to [0]\n if <(LLLog2) = [0]> then\n if <key (w v) pressed?> then\n set [speedy2 v] to [13]\n set [lllog2 v] to [1]\n end\n end\n else\n change [speedy2 v] by (-1)\n set [lllog2 v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (flag v)?> then\n go to x: (-200) y: (-155)\n end\nend\n\nwhen [m v] key pressed\nshow\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.009) seconds\nend\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-7)\nend\ndelete this clone\n\npoint towards (mouse-pointer v)\n\n@Lava\n\nwhen flag clicked\npoint in direction (90)\nhide\nwait (1) seconds\nwait until <(new map) = [1]>\ngo to x: (94) y: (-151)\nshow\nwait until <(new map) = [2]>\nhide\nwait until <(new map) = [3]>\nhide\ngo to x: (-95) y: (-9)\nshow\nwait until <(new map) = [4]>\npoint in direction (0)\ngo to x: (32) y: (-43)\nwait until <(new map) = [5]>\nhide\nwait until <(new map) = [7]>\nshow\npoint in direction (90)\ngo to x: (97) y: (-184)\nwait until <(new map) = [8]>\nhide\n\n@Level\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (kostüm1 v)\nhide\nset size to (200) %\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nwait (0.1) seconds\nwait until <(new map) = [0]>\nswitch costume to (kostüm1 v)\nturn right (30) degrees\nshow\nrepeat (10)\n change size by (-7)\n turn left (1) degrees\nend\nrepeat (10)\n change size by (-3)\n turn left (0.9) degrees\nend\nrepeat (10)\n change size by (-1)\n turn left (0.7) degrees\nend\nrepeat (10)\n change size by (-0.2)\n turn left (0.4) degrees\nend\nhide\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nwait (0.1) seconds\nwait until <(new map) = [1]>\nswitch costume to (kostüm2 v)\nset size to (200) %\nturn right (30) degrees\nshow\nrepeat (10)\n change size by (-7)\n turn left (1) degrees\nend\nrepeat (10)\n change size by (-3)\n turn left (0.9) degrees\nend\nrepeat (10)\n change size by (-1)\n turn left (0.7) degrees\nend\nrepeat (10)\n change size by (-0.2)\n turn left (0.4) degrees\nend\nhide\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nwait (0.1) seconds\nwait until <(new map) = [2]>\nswitch costume to (kostüm3 v)\nset size to (200) %\nturn right (30) degrees\nshow\nrepeat (10)\n change size by (-7)\n turn left (1) degrees\nend\nrepeat (10)\n change size by (-3)\n turn left (0.9) degrees\nend\nrepeat (10)\n change size by (-1)\n turn left (0.7) degrees\nend\nrepeat (10)\n change size by (-0.2)\n turn left (0.4) degrees\nend\nhide\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nwait (0.1) seconds\nwait until <(new map) = [3]>\nswitch costume to (kostüm4 v)\nset size to (200) %\nturn right (30) degrees\nshow\nrepeat (10)\n change size by (-7)\n turn left (1) degrees\nend\nrepeat (10)\n change size by (-3)\n turn left (0.9) degrees\nend\nrepeat (10)\n change size by (-1)\n turn left (0.7) degrees\nend\nrepeat (10)\n change size by (-0.2)\n turn left (0.4) degrees\nend\nhide\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nwait (0.1) seconds\nwait until <(new map) = [4]>\nswitch costume to (kostüm5 v)\nset size to (200) %\nturn right (30) degrees\nshow\nrepeat (10)\n change size by (-7)\n turn left (1) degrees\nend\nrepeat (10)\n change size by (-3)\n turn left (0.9) degrees\nend\nrepeat (10)\n change size by (-1)\n turn left (0.7) degrees\nend\nrepeat (10)\n change size by (-0.2)\n turn left (0.4) degrees\nend\nhide\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nwait (0.1) seconds\nwait until <(new map) = [5]>\nswitch costume to (kostüm6 v)\nset size to (200) %\nturn right (30) degrees\nshow\nrepeat (10)\n change size by (-7)\n turn left (1) degrees\nend\nrepeat (10)\n change size by (-3)\n turn left (0.9) degrees\nend\nrepeat (10)\n change size by (-1)\n turn left (0.7) degrees\nend\nrepeat (10)\n change size by (-0.2)\n turn left (0.4) degrees\nend\nhide\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nwait (0.1) seconds\nwait until <(new map) = [6]>\nswitch costume to (kostüm7 v)\nset size to (200) %\nturn right (30) degrees\nshow\nrepeat (10)\n change size by (-7)\n turn left (1) degrees\nend\nrepeat (10)\n change size by (-3)\n turn left (0.9) degrees\nend\nrepeat (10)\n change size by (-1)\n turn left (0.7) degrees\nend\nrepeat (10)\n change size by (-0.2)\n turn left (0.4) degrees\nend\nhide\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nwait (0.1) seconds\nwait until <(new map) = [7]>\nswitch costume to (kostüm8 v)\nset size to (200) %\nturn right (30) degrees\nshow\nrepeat (10)\n change size by (-7)\n turn left (1) degrees\nend\nrepeat (10)\n change size by (-3)\n turn left (0.9) degrees\nend\nrepeat (10)\n change size by (-1)\n turn left (0.7) degrees\nend\nrepeat (10)\n change size by (-0.2)\n turn left (0.4) degrees\nend\nhide\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nwait (0.1) seconds\nwait until <(new map) = [8]>\nswitch costume to (kostüm9 v)\nset size to (200) %\nturn right (30) degrees\nshow\nrepeat (10)\n change size by (-7)\n turn left (1) degrees\nend\nrepeat (10)\n change size by (-3)\n turn left (0.9) degrees\nend\nrepeat (10)\n change size by (-1)\n turn left (0.7) degrees\nend\nrepeat (10)\n change size by (-0.2)\n turn left (0.4) degrees\nend\nhide\n\n@Figur1\n\nwhen flag clicked\ngo to x: (-110) y: (-172)\nhide\nwait until <(new map) = [8]>\nshow\nforever\n if <<touching (target v)?> and <key (up arrow v) pressed?>> then\n change [speedy v] by (4)\n end\nend\n\nif <<touching (darget v)?> and <key (w v) pressed?>> then\n change [speedy2 v] by (22)\n wait (1) seconds\nend\n\n@Figur2\n\nwhen I receive [shop v]\nshow\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nhide\ngo to x: (0) y: (0)\nforever\n if <key (space v) pressed?> then\n hide\n end\nend\n\nwhen I receive [------ v]\nnext costume\n\n@Figur4\n\nwhen I receive [shop v]\nshow\n\nwhen flag clicked\ngo to x: (50) y: (0)\nhide\nforever\n if <key (space v) pressed?> then\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (------ v)\n\nwhen flag clicked\nswitch costume to (kostüm2 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (kostüm2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (kostüm1 v)\n end\nend\n\n@Figur3\n\nwhen flag clicked\nbroadcast (Menu v)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen I receive [intro v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\n@Figur5\n\nwhen flag clicked\nshow\nset size to (150) %\nswitch costume to (kostüm1 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (33)\n change [ghost v] effect by (-3)\nend\nwait (1) seconds\nbroadcast (Swipe v)\nglide (0.4) secs to x: (-100) y: (0)\nwait (2) seconds\nbroadcast (Back v)\nglide (0.7) secs to x: (0) y: (0)\nrepeat (33)\n change [ghost v] effect by (3)\n change size by (15)\nend\nhide\nbroadcast (Intro v)\n\nwhen I receive [swipe v]\nrepeat (13)\n next costume\nend\n\nwhen I receive [back v]\nswitch costume to (kostüm1 v)\n\n@Figur6\n\nwhen flag clicked\nshow\n\nwhen I receive [intro v]\nwait (1) seconds\nhide\n\n
--------------------Target-A- Platformer------------------------\nArrow Keys to move\nCan you reach the 7th Level ?\n(Press at the first level ,,M,, To get a second Player. Move him with W A S D ;-) ) Click on target to choose a skin. Close it with space
Explorer || A Platformer #games #all
@Stage\n\n@Sprite2Sprite1\n\n\n\nchange y by (-1)\n\nchange y by (1)\n\npoint in direction (180)\n\nwhen flag clicked\ngo to [front v] layer\nhide variable [turn v]\nset [ghost v] effect to (0)\nset size to (80) %\nswitch costume to (costume1 v)\npoint in direction (90)\nshow\nbroadcast (go to v)\nset [color v] effect to (0)\nset rotation style [all around v]\ngo to x: (-203) y: (-29)\nset [pixelate v] effect to (0)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(turn) = [no]> then\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n change [y v] by (14)\n end\n change y by (1)\n if <(x position) > [222]> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v)\n end\n end\n if <(y position) < [-180]> then\n start sound [Low Boing v]\n set [ghost v] effect to (0)\n point in direction (90)\n set [turn v] to [yes]\n set [ghost v] effect to (5)\n repeat (5)\n change y by (10)\n end\n repeat (4)\n change y by (5)\n end\n repeat (3)\n change y by (4)\n end\n repeat (2)\n change y by (2)\n end\n change y by (1)\n wait (0.1) seconds\n repeat (2)\n turn right (3) degrees\n change y by (-2)\n end\n repeat (4)\n change [ghost v] effect by (2)\n turn right (5) degrees\n change y by (-4)\n end\n repeat (5)\n change [ghost v] effect by (3)\n turn right (7) degrees\n change y by (-6)\n end\n repeat (6)\n change [ghost v] effect by (5)\n turn right (9) degrees\n change y by (-8)\n end\n repeat (7)\n change [ghost v] effect by (6)\n turn right (11) degrees\n change y by (-10)\n end\n point in direction (90)\n set [ghost v] effect to (100)\n set [turn v] to [no]\n go to x: (-217) y: (-20)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [touch spic v]\nstart sound [Low Boing v]\nset [ghost v] effect to (0)\npoint in direction (90)\nset [turn v] to [yes]\nset [ghost v] effect to (5)\nrepeat (5)\n change y by (10)\nend\nrepeat (4)\n change y by (5)\nend\nrepeat (3)\n change y by (4)\nend\nrepeat (2)\n change y by (2)\nend\nchange y by (1)\nwait (0.1) seconds\nrepeat (2)\n turn right (3) degrees\n change y by (-2)\nend\nrepeat (4)\n change [ghost v] effect by (2)\n turn right (5) degrees\n change y by (-4)\nend\nrepeat (5)\n change [ghost v] effect by (3)\n turn right (7) degrees\n change y by (-6)\nend\nrepeat (6)\n change [ghost v] effect by (5)\n turn right (9) degrees\n change y by (-8)\nend\nrepeat (7)\n change [ghost v] effect by (6)\n turn right (11) degrees\n change y by (-10)\nend\npoint in direction (90)\nset [ghost v] effect to (100)\nset [turn v] to [no]\ngo to x: (-217) y: (-20)\nset [ghost v] effect to (0)\n\ngo to x: (-217) y: (-20)\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n broadcast (LAST LEV v)\n stop [this script v]\n end\nend\n\nwhen I receive [down v]\nswitch costume to (costume14 v)\n\nwhen I receive [hide down v]\nswitch costume to (costume13 v)\n\nwhen I receive [secret found v]\nswitch costume to (costume15 v)\n\n@ser - 56 htyl\n\nwhen I receive [go to v]\nforever\n go to (sprite2sprite1 v)\nend\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (100)\n go to (sprite2sprite1 v)\nend\n\nwhen I receive [go to v]\nforever\n go to [front v] layer\n if <touching color (#7a7a7a)?> then\n broadcast (touch spic v) and wait\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat (2)\n go to [back v] layer\nend\nforever\n go to x: ((mouse x) / (20)) y: ((mouse y) / (20))\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat (3)\n go to [back v] layer\nend\nforever\n go to x: ((mouse x) / (25)) y: ((mouse y) / (25))\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat (4)\n go to [back v] layer\nend\nforever\n go to x: ((mouse x) / (35)) y: ((mouse y) / (35))\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n play sound [chilll v] until done\nend\n\nwhen flag clicked\nforever\n next costume\nend\n\n@Sprite5\n\nwhen flag clicked\nrepeat (1)\n go to [back v] layer\nend\ngo to x: (218) y: (155)\nforever\n go to x: ((mouse x) / (20)) y: ((mouse y) / (20))\nend\n\n@Sprite6\n\nwhen flag clicked\nset [ghost v] effect to (95)\nset size to (80) %\nforever\n go to (sprite2sprite1 v)\nend\n\nwhen I receive [go to v]\nforever\n go to (sprite2sprite1 v)\n if <(turn) = [no]> then\n show\n end\n if <(turn) = [yes]> then\n hide\n wait until <(turn) = [no]>\n end\nend\n\nwhen I receive [touch spic v]\n\n@Sprite7\n\nwhen I start as a clone\nset y to (pick random (171) to (153))\nswitch costume to (pick random (1) to (3))\nshow\nset [ghost v] effect to (pick random (40) to (70))\nchange x by (1000000)\nrepeat until <(x position) < [-280]>\n change x by (-1)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (5) to (10)) seconds\nend\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [last lev v]\nshow\nrepeat until <key (down arrow v) pressed?>\n if <touching (ser - 56 htyl v)?> then\n broadcast (DOWN v)\n else\n broadcast (HIDE DOWN v)\n end\nend\nbroadcast (SECRET FOUND v)\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\n
|| E x p l o r e r - A P l a t f o r m e r ||\n A project that is overrated.\n==========================================\nA r r o w K e y s - To Move\n= R i g h t A r r o w K e y - Move Right\n= L e f t A r r o w K e y - Move Left\n= U p A r r o w K e y - Jump\n==========================================\nS p i k e s\n= Um, don't touch the spikes or . . . 00F\n= But, if your hat touches the spikes, it won't kill you.\n= Cause like in real life, if your hat touches some random spike trap, you'll be ok. (I think)\n==========================================\nN e w s C o r n e r\n= New levels will be added if people like this project.\n= Might add a random B A N A N A B L A S T E R if I feel like it and if people think it would be cool. (If you want me to add one, comment: Banana Blaster)\n= If this is a fun project i will update this : /\n==========================================\nok\nyou can go now\num\nbye\nyup\nB Y E\n:)\n\n\n==========================================\nT a g s - gjhgjgyfhjgyukfhjhfgykhugkgjhf\n#games #all #stories #platformer #explorer #a #platformer\n#stahplookingatdis #art #stuff #fun #-aztek- #aztek #tutorials
Crumbling Platformer #games #art #crumble #poliakoff
@Stage\n\n@ground\n\nwhen I receive [make level v]\nbroadcast (killclone v) and wait\nset [allow gaps v] to [0]\nbuild level without screen refresh\nbroadcast (Play v)\n\nwhen flag clicked\nset [allow gaps v] to [0]\nset [instant v] to [1]\nhide\n\ndefine build level without screen refresh\nhide\nset size to (50) %\nswitch costume to (grass v)\nset [x v] to [-225]\nset [y v] to [0]\nrepeat (18)\n go to [front v] layer\n switch costume to (grass v)\n set [y v] to (((30) * (pick random (-3) to (3))) - (20))\n create clone of (_myself_ v)\n repeat (pick random (-5) to (1))\n repeat (2)\n switch costume to (dirt v)\n change [y v] by (-30)\n create clone of (_myself_ v)\n end\n switch costume to (stone v)\n repeat (10)\n change [y v] by (-30)\n create clone of (_myself_ v)\n end\n if <(allow gaps) = [1]> then\n change [x v] by ((30) * (pick random (1) to (3)))\n else\n change [x v] by (30)\n end\nend\n\nwhen flag clicked\nbroadcast (killclone v) and wait\ngo to x: (0) y: (0)\nbroadcast (make level v)\n\nrepeat (10)\n switch costume to (dirt v)\n change y by (-32)\n stamp\nend\n\nwhen I start as a clone\nclone loop\n\nshow\n\nwhen I receive [killclone v]\ndelete this clone\n\nwhen I receive [bounce v]\nif <(costume [number v]) = [4]> then\n switch costume to (springcollisiondetect v)\n if <touching (sprite1 v)?> then\n bounce thing\n end\n switch costume to (spring v)\nend\n\ndefine bounce thing\nstart sound [Big Boing v]\nswitch costume to (spring v)\nswitch costume to (springsquash1 v)\nrepeat (2)\n next costume\nend\nrepeat (2)\n switch costume to ((costume [number v]) - (1))\nend\ngo to x: (x) y: (y)\nswitch costume to (spring v)\n\ndefine build with screen refresh\nhide\nset size to (50) %\nswitch costume to (grass v)\nset [x v] to [-225]\nset [y v] to [0]\nrepeat (18)\n go to [front v] layer\n switch costume to (grass v)\n set [y v] to (((30) * (pick random (-3) to (3))) - (20))\n create clone of (_myself_ v)\n repeat (pick random (1) to (4))\n switch costume to (dirt v)\n change [y v] by (-30)\n create clone of (_myself_ v)\n end\n switch costume to (stone v)\n repeat (10)\n change [y v] by (-30)\n create clone of (_myself_ v)\n end\n if <(allow gaps) = [1]> then\n change [x v] by ((30) * (pick random (1) to (3)))\n else\n change [x v] by (30)\n end\nend\n\ndefine clone loop\ngo to x: (x) y: (y)\nset [allow gaps v] to [0]\nset [y-vel v] to [0]\nshow\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n go to [back v] layer\nend\nwait (0) seconds\nclear graphic effects\nforever\n set size to (55) %\n if <touching (sprite1 v)?> then\n set size to (50) %\n wait (0.05) seconds\n add (x position) to [crumble v]\n add (y position) to [crumble v]\n add (costume [name v]) to [crumble v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n delete this clone\n end\n set size to (50) %\nend\n\nswitch costume to (spring v)\nchange [y v] by (30)\ncreate clone of (_myself_ v)\nchange [y v] by (-30)\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (-200) y: (0)\n\nwhen I receive [play v]\ngo to x: (-225) y: (160)\nshow\nset [sx v] to [0]\nchange y by (sy) <(sy) > [0]>\nchange y by (25)\nset [sy v] to [0]\nforever\n switch costume to (hit v)\n change [sy v] by (-1)\n set [sx v] to ((sx) * (0.85))\n change y by (sy) <(sy) > [0]>\n change x by (sx) <(sx) > [0]>\n set rotation style [don't rotate v]\n if <(y position) < [-180]> then\n die\n go to x: (-225) y: (160)\n set [sx v] to [0]\n set [sy v] to [0]\n broadcast (make level v) and wait\n end\n if <(x position) > [240]> then\n hide\n switch costume to (big v)\n broadcast (make level v)\n stop [this script v]\n end\n change y by (-5)\n if <touching color (#ee9f00)?> then\n broadcast (bounce v)\n set [sy v] to [15]\n end\n change y by (5)\n switch costume to (big v)\nend\n\ndefine change x by (sx) <forward>\nchange x by (sx)\nif <touching (ground v)?> then\n repeat (3)\n change y by (1)\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change y by (-3)\n if <key (up arrow v) pressed?> then\n set [sy v] to [8]\n start sound [walljump v]\n if <forward> then\n set [sx v] to [-5]\n else\n set [sx v] to [5]\n end\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (ground v)?>>\n if <(sx) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\nend\n\ndefine change y by (sy) <up >\nchange y by (sy)\nrepeat until <not <touching (ground v)?>>\n set [sy v] to [0]\n if <up > then\n change y by (-1)\n else\n change y by (1)\n if <key (up arrow v) pressed?> then\n set [sy v] to [12]\n start sound [Jump v]\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <key (left arrow v) pressed?> then\n change [sx v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [sx v] by (1)\n end\nend\n\ndefine die\nswitch costume to (big v)\ndelete all of [crumble v]\ngo to x: (-225) y: (160)\nset [sx v] to [0]\nset [sy v] to [0]\n\nhide\n\nwhen backdrop switches to [3 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nshow\n\nbroadcast (bounce v)\n\n@thumbnail\n\nwhen flag clicked\nhide variable [allow gaps v]\nhide variable [instant v]\nforever\n hide\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\ngo to [front v] layer\n\n@crumble\n\nwhen flag clicked\nforever\n create clones\nend\n\ndefine create clones\nhide\nrepeat until <(length of [crumble v]) = [0]>\n repeat (5)\n go to x: (item (1) of [crumble v]) y: (item (2) of [crumble v])\n switch costume to (item (3) of [crumble v])\n change x by (pick random (-12) to (12))\n change y by (pick random (0) to (15))\n create clone of (_myself_ v)\n end\n delete (1) of [crumble v]\n delete (1) of [crumble v]\n delete (1) of [crumble v]\nend\n\nwhen I start as a clone\nset size to (20) %\nclear graphic effects\nshow\ngo to [back v] layer\nset [y-vel v] to [0]\nrepeat (25)\n change [y-vel v] by (-0.5)\n change y by (y-vel)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\n
Intro tournament: \nhttps://scratch.mit.edu/projects/488642706/\n\n100% by me\nLevels are randomly generated\nA filler project really, it didn't take very long\n\nRemember to love and fav\n\n\nThis is a filler because I have been making a mutliplayer race for school (basically like kahoot)
Heaven || A *CLOUD* MULTIPLAYER PLATFORMER #games #all
@Stage\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Force v] until done\nend\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\ndefine Player Tick\n\nwhen flag clicked\nforever\n change [color v] effect by (3)\nend\n\nwhen flag clicked\nforever\n Bounce Script\nend\n\ndefine Bounce Script\nforever\n if <touching color (#00ffff)?> then\n Change Player y by [500]\n end\nend\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\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 (100)\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@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)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [2]> then\n Clone at x: [150] y: [-50]\nend\nset [saws: x v] to [-999999]\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) = [3]> then\n Clone at x: [150] y: [-50]\nend\nset [saws: x v] to [-999999]\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]\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@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
If I got as many followers as people viewing my project I'd be famous, my goal is 1000! :)\nMY FIRST TRENDING PROJECT... TYSM EVERYONE!!! \n#30 in Trending Games as of 2/18/2021; To go there: Explore > Games\nIf you meet ME in game, you're lucky! I hardly ever play my own games except for testing! :P Comment and wait, someone will get online :D Love and Favorite for a surprise, try and find the hidden code, and comment what it tells you to :D\nShare with all your friends and play around together. Comment feature requests for me to add, Enjoy!!! :)\n[Scroll for instructions and more info :D]\n\n★Instructions★\n- Dodge the spikes and saws. \n- Use arrow keys to move. \n- Click on chat, and then press a number key to communicate to other online players.\n- Make sure to like and favorite.\n- Make sure to follow me! \n\nPlay with friends! Yes you heard that correct! This is an online multiplayer game! Connect with people online and have some fun!
Multiplayer Scrolling Platformer Engine! remix
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound (pick random (1) to (3)) until done\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Hard!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thank you.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nset [connect v] to [Connecting]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [210]\n set [y v] to [60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [5]\nset [timout v] to [0]\nset [exit v] to []\nset size to (100) %\nshow\nset rotation style [left-right v]\n\ndefine Tick\nif <touching (ladder v)?> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.65))\nelse\n change [sx v] by ((1.8) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.75))\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n set [sy v] to [12]\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [20]\nend\nif <touching (ladder v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n change [y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) < (y position)> and <mouse down?>>> then\n change [y v] by (-6)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timout v] to [0]\nelse\n change [timout v] by (1)\nend\nif <(timout) > [999]> then\n broadcast (timeout v)\n hide\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (jump_through v)?> then\n if <(sy) < [0]> then\n change [y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<touching (spinny v)?> or <touching (danger v)?>> then\n set [exit v] to [die]\n Reset\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right up v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left up v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nclear graphic effects\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value = cloud # (player #)\nif <(player #) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player #) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player #) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player #) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player #) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player #) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player #) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player #) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player #) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player #) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\ndefine tick\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join (value) [A])\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n set rotation style [all around v]\n go to [front v] layer\n point towards (player v)\n switch costume to (arrow v)\n if on edge, bounce\n think []\n set [ghost v] effect to (0)\nelse\n set rotation style [don't rotate v]\n point in direction (90)\n set [ghost v] effect to (10)\n if <(names?) = [0]> then\n think []\n else\n think (value)\n end\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nvalue = read from encoded\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen flag clicked\nset [names? v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names?) = [0]> then\n set [names? v] to [1]\n else\n set [names? v] to [0]\n end\n end\nend\n\n@Connnect\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (170) y: (130)\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n else\n switch costume to (connecting v)\n end\n end\nend\n\nwhen I receive [timeout v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nstop [all v]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [ghost v] effect to (99)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Platforms_Art\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Checkpoint\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n switch costume to (open v)\n change [checkpoint v] by (1)\n end\nend\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nClone at [210] [30]\nset [x v] to [-99999]\n\n@Bouncy\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [555] [-102]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nswitch costume to (bouncy2 v)\n\n@Spinny\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (6) degrees\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [175] [-105]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Chat\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(is the chat open) = [1]>\n repeat (10)\n set size to ((size) + (((100) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(is the chat open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\ndefine GO\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n GO\nend\n\n@Ladder\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Jump_Through\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (1.5) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nif <(pick random (1) to (2)) = [2]> then\n set [d v] to [-250]\nelse\n set [d v] to [250]\nend\ngo to x: (d) y: (pick random (-130) to (170))\nset [ghost v] effect to (pick random (40) to (70))\nif <(d) = [250]> then\n repeat until <(x position) < [-267]>\n change x by (pick random (-1) to (-3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nelse\n repeat until <(x position) > [267]>\n change x by (pick random (1) to (3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nend\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\n@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Coins\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [coins v] by (1)\n delete this clone\nend\nif <(tick) > [0]> then\n next costume\n set [tick v] to [0]\nelse\n change [tick v] by (1)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [x v] to [0]\nset [tick v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [90] [-90]\nClone at [320] [-90]\nClone at [940] [315]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Coin_counter\n\nwhen flag clicked\nset size to (110) %\nset [clone# v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n go to x: (((clone#) * (15)) - (-55)) y: (155)\n if <(length of (COINS)) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (COINS))\n end\nend\n\n
T to chat\nWARNiNG: this project's jumping is low... and also the trampolines are not THAT high...\nwelcome to the valley of cloud. Avoid spikes, collect coins, reach checkpoints, use trampolines to bounce, climb ladders. Clouds are the end. \ndo you want more? View, love, star and If I reach 200 views or if I reach 20 loves than I'll continue on making levels. \nhave fun!!\nTo use this, READ THESE CAREFULLY, give @griffpatch , @TheCactusMaster, and @StratfordJames credit.\n\n -Controls-\n-WASD, cursor keys, or mobile touch = move player\n-T = toggle chat\n-N = toggle chat\n \n -Credits-\n-@griffpatch for his awesome tutorials!\n-@-Xaf- for amazing music!\n-@StratfordJames for the player art.\n- (@TheCactusMaster) for the rest!\n\n\n\n#Multiplayer #Scrolling #Platformer #engine #games #all
Platformer ~暗黒~
@Stage\n\nwhen flag clicked\nclear graphic effects\nswitch backdrop to (start‼ v)\nwait (0.4) seconds\nswitch backdrop to (背景 v)\n\nwhen flag clicked\nforever\n set volume to (20) %\n play sound [bgm_maoudamashii_healing03 v] until done\nend\n\n@ライト\n\nwhen flag clicked\nforever\n show\n go to (主人公 v)\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [gamesclear‼ v]\nforever\n hide\nend\n\n@主人公\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\npoint in direction (90)\ngo to x: (-196) y: (-89)\nshow\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 point in direction (90)\n change [x v] by (0.9)\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 (-0.9)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 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 [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching color (#000000)?>> then\n change [y v] by (15)\n start sound [ニュッ2 v]\n else\n if <touching (バネ v)?> then\n start sound [可愛いジャンプ v]\n set [y v] to [20]\n end\n end\n change y by (1)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <<(y position) > (mouse y)> and <touching color (#000000)?>>>> then\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (しゃがみ v)\n else\n switch costume to (しゃがみ\(普通\) v)\n end\n else\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (動く時 v)\n else\n switch costume to (普通 v)\n end\n end\n if <(x position) > [250]> then\n broadcast (Next Stage v)\n point in direction (90)\n go to x: (-196) y: (-89)\n end\n if <<touching (障害物 v)?> or <[-182] > (y position)>> then\n point in direction (90)\n go to x: (-196) y: (-89)\n end\nend\n\nwhen I receive [gamesclear‼ v]\nhide\n\n@地面\n\nwhen I receive [next stage v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [GamesClear‼]> then\n broadcast (GamesClear‼ v)\n end\nend\n\n@障害物\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next stage v]\nnext costume\n\nwhen I receive [gamesclear‼ v]\nhide\n\n@バネ\n\nwhen flag clicked\nforever\n set size to (40) %\n go to x: (-55) y: (-94)\n if <touching (主人公 v)?> then\n repeat (6)\n next costume\n wait (0.002) seconds\n end\n else\n switch costume to (1 v)\n end\n if <([costume name v] of [地面 v]) = [7]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [gamesclear‼ v]\nhide\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [gamesclear‼ v]\nshow\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\n\n
日本語は下です⬇    ※音量注意/Volumewarning\n              \n~Method of operation~  \n→ key / d key ... Go to the righ  \n← key / a key ... Go left        \n↑ key / w key ... jump     \n↓ key / s key ... crouching\n\nthorn…if it hits Return to the stage\nJumping platform ... Jumps high when touched\n\n〜操作方法〜\n →キー/dキー・・・右へ進む\n ←キー/aキー・・・左へ進む\n ↑キー/wキー・・・ジャンプ\n ↓キー/sキー・・・しゃがむ\n\n トゲ・・・当たるとそのステージに戻る\n バネ・・・触れると、高くジャンプする\n\n#asagiri-reira #Platformer #platformer #Black #Darkness #Games #games
Drożdż scrolling platformer
@Stage\n\nwhen flag clicked\nset volume to (100) %\n\nwhen flag clicked\nrepeat (4)\n play sound [Fly Octo Fly _ Ebb Flow \(Octo\) \[Off the Hook\] - Splatoon 2 Music v] until done\nend\n\nwhen I receive [kuniec v]\nset volume to (0) %\n\n@Blank\n\n@Adiłan\n\nwhen flag clicked\nreset timer\nset [zebrane łyżki v] to [0]\nwait (0.5) seconds\nswitch costume to (adiłan v)\nbroadcast (zielona flaga v) and wait\nbroadcast (Graj Adiłanie! v) and wait\n\nwhen I receive [zielona flaga v]\ngo to [front v] layer\nhide\n\nwhen I receive [graj adiłanie! v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nshow\nset [level v] to [1]\nforever\n switch costume to (adiłan v)\n broadcast (zresetuj się adiłanie v)\n broadcast (do góry v)\n Gra włączona\n repeat until <(Wyjście) > []>\n Tick\n broadcast (tick v) and wait\n end\n Umarłeś\nend\n\ndefine Gra włączona\nset [ghost v] effect to (0)\nset [y v] to [0]\nset [x v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [w powietrzu v] to [0]\nset [wyjście v] to []\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n change [sx v] by (-2)\nend\nif <key (right arrow v) pressed?> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n zmień x adiłana o (round (sx))\nend\nif <key (up arrow v) pressed?> then\n if <(w powietrzu) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nzmień y adiłana o (sy)\nCzy Żyję?\nset [scroll x v] to (x)\nPozycja\nif <(x) < [-150]> then\n set [x v] to [-150]\nend\nif <(y) < [-120]> then\n set [wyjście v] to [ble]\nend\nset [scroll y v] to (y)\nPozycja\nif <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n next costume\nelse\n switch costume to (adiłan v)\nend\n\ndefine zmień y adiłana o (sy)\nchange [y v] by (sy)\nchange [w powietrzu v] by (1)\nPozycja\nrepeat until <not <touching (ziemia v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [w powietrzu v] to [0]\n end\n Pozycja\n set [sy v] to [0]\nend\n\ndefine Pozycja\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine zmień x adiłana o (sx)\nchange [x v] by (sx)\nPozycja\nif <touching (ziemia v)?> then\n repeat (14)\n change [y v] by (1)\n Pozycja\n if <not <touching (ziemia 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 [w powietrzu v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (ziemia v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Pozycja\n end\nend\n\ndefine Umarłeś\nshow\nset [wyjście v] to []\nrepeat (5)\n show\n wait (0.11) seconds\n hide\n wait (0.11) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Czy Żyję?\nif <touching (przeszkody v)?> then\n set [wyjście v] to [ble]\nend\n\nwhen I receive [kuniec v]\nstop [other scripts in sprite v]\n\n@Ziemia\n\nwhen I receive [zielona flaga v]\nset [x v] to [0]\nset [x v] to [0]\nshow\n\nwhen I receive [tick v]\npozycja ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [do góry v]\nhide\nswitch costume to (level 1 0 v)\nzrób kuchnię x: [-300] y: [0]\nzrób kuchnię x: [0] y: [0]\nzrób kuchnię x: [360] y: [0]\nzrób kuchnię x: ((360) * (2)) y: [0]\nzrób kuchnię x: ((360) * (3)) y: [0]\nzrób kuchnię x: ((360) * (4)) y: [0]\nzrób kuchnię x: ((360) * (5)) y: [0]\nzrób kuchnię x: ((360) * (6)) y: [0]\nzrób kuchnię x: ((360) * (7)) y: [80]\nzrób kuchnię x: ((360) * (8)) y: [60]\nzrób kuchnię x: ((360) * (9)) y: [60]\nzrób kuchnię x: (((360) * (10)) + ()) y: [60]\nzrób kuchnię x: (((360) * (11)) + (100)) y: [60]\nchange [x v] by ((360) + (100))\nshow\n\ndefine pozycja (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [zresetuj się adiłanie v]\ndelete this clone\n\ndefine zrób kuchnię x: (x) y: (y)\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [kuniec v]\nstop [other scripts in sprite v]\n\n@przeszkody\n\nwhen I receive [zielona flaga v]\nset [x v] to [0]\nset [x v] to [0]\nshow\n\nwhen I receive [tick v]\npozycja ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [do góry v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nzrób kuchnię x: [0] y: [0]\nzrób kuchnię x: [360] y: [0]\nzrób kuchnię x: ((360) * (2)) y: [0]\nzrób kuchnię x: ((360) * (3)) y: [0]\nzrób kuchnię x: ((360) * (4)) y: [0]\nzrób kuchnię x: ((360) * (8)) y: [60]\ngo to [front v] layer\nshow\n\ndefine pozycja (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [zresetuj się adiłanie v]\ndelete this clone\n\ndefine zrób kuchnię x: (x) y: (y)\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [kuniec v]\nstop [other scripts in sprite v]\n\n@łyżki\n\nwhen I receive [zielona flaga v]\nset [x v] to [0]\nset [x v] to [0]\nshow\n\nwhen I receive [tick v]\npozycja ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (adiłan v)?> then\n start sound [Coin v]\n change [zebrane łyżki v] by (1)\n delete this clone\nend\n\nwhen I receive [do góry v]\nhide\nswitch costume to (level 1 0 v)\nzrób kuchnię x: [180] y: [0]\nzrób kuchnię x: [597] y: [2.5]\nzrób kuchnię x: [942] y: [4]\nzrób kuchnię x: [1379] y: [17.5]\nzrób kuchnię x: [2420] y: [91]\nzrób kuchnię x: [2972] y: [274.5]\nset [x v] to [-99999]\nshow\n\ndefine pozycja (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [zresetuj się adiłanie v]\nset [zebrane łyżki v] to [0]\ndelete this clone\n\ndefine zrób kuchnię x: (x) y: (y)\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\n\nwhen I receive [kuniec v]\nstop [other scripts in sprite v]\n\n@łyżki2\n\nwhen I receive [zielona flaga v]\nset [x v] to [0]\nset [x v] to [0]\nshow\n\nwhen I receive [tick v]\npozycja ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (adiłan v)?> then\n change [zebrane łyżki v] by (1)\n start sound [Coin v]\n delete this clone\nend\n\nwhen I receive [do góry v]\nhide\nswitch costume to (level 1 0 v)\nzrób kuchnię x: [4712] y: [375]\nset [x v] to [-99999]\nshow\n\ndefine pozycja (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [zresetuj się adiłanie v]\ndelete this clone\n\ndefine zrób kuchnię x: (x) y: (y)\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [zebrane łyżki v] to [0]\nwait until <(zebrane łyżki) = [7]>\n\nwhen I receive [kuniec v]\nstop [other scripts in sprite v]\n\n@Tło\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [do góry v]\ngo to x: ((SCROLL X) / (10)) y: ((SCROLL Y) / (10))\ngo to [back v] layer\n\n@Miniaturka\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nchange [ghost v] effect by (100)\n\n@Duszek1\n\nwhen flag clicked\nset [zebrane łyżki v] to [0]\nreset timer\nhide variable [twój czas v]\nhide variable [☁ top 1 v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\nwait until <(zebrane łyżki) = [7]>\nstop all sounds\nbroadcast (kuniec v)\nshow\nshow variable [twój czas v]\nshow variable [☁ top 1 v]\nset [twój czas v] to (timer)\nif <(☁ Top 1) > (Twój czas)> then\n set [☁ top 1 v] to (Twój czas)\nend\nforever\n reset timer\nend\n\nwhen I receive [kuniec v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen I receive [kuniec v]\nforever\n play sound [Brawl Stars Music- Win Extended3 v] until done\nend\n\nset [☁ top 1 v] to [60]\n\n
Daj pod tym gwiazdkę i serce oraz śledzia, bo to długo robiłem\n\n175 gwiazdek i serc = kolejny scrolling\n#Wbijmy to na 1 trendy!\nDaj mu śledzia: @szympansszymon8000\nJak chcesz to se zrobić to idź na kanał @griffpatch
Death Hazard || #games #all #platformer
@Stage\n\nwhen I receive [dev v]\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (-100)\nchange [ghost v] effect by (40)\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nset [ghost v] effect to (15)\nset [brightness v] effect to (0)\n\nrepeat (1000000)\n change [brightness v] effect by (-0.03)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nset size to (100) %\nswitch costume to (costume1 v)\ngo to x: (-161) y: (-100)\nshow\nset [yv v] to [0]\nset [jump v] to [0]\nset [x v] to [0]\nset [gravity v] to [-5]\nset [deaths v] to [0]\ngo to [front v] layer\ngo to [front v] layer\nforever\n change y by (yv)\n change [yv v] by (gravity)\n if <<<(mouse x) > (x position)> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [x v] by (1)\n else\n if <<<(x position) > (mouse x)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-1)\n end\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change x by ((x) * (-2))\n change y by (-10)\n if <<touching color (#000000)?> and <<mouse down?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [yv v] to [15]\n set [jump v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [dead v]\nhide\nswitch costume to (costume1 v)\ngo to x: (-161) y: (-55)\nshow\n\nwhen I receive [poop v]\nsay [hhhuuu] for (2) seconds\nsay [my freind died!!!!] for (3) seconds\nsay [click flag to restart] for (3) seconds\nstop [all v]\n\nwhen I receive [win v]\nforever\n if <(timer) > (☁ points)> then\n set [☁ points v] to (timer)\n set [☁ person v] to (username)\n end\nend\n\nwhen I receive [win v]\nsay [Yay my friend is alive!!!!!!!!] for (3) seconds\nstop [all v]\n\nhide\n\nwhen flag clicked\nforever\n if <<touching color (#00b718)?> or <touching color (#715800)?>> then\n go to x: (-150) y: (-55)\n broadcast (level v)\n set [jump v] to [0]\n end\n if <touching color (#ff0000)?> then\n set [jump v] to [0]\n broadcast (dead v)\n end\n if <touching color (#ffba00)?> then\n set [yv v] to [0]\n set [yv v] to [5]\n end\n if <touching color (#e2ff00)?> then\n set [yv v] to [13]\n end\n if <touching color (#380a07)?> then\n change [brain cells v] by (-1)\n go to x: (-159) y: (-120)\n broadcast (dead v)\n set [jump v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#000000)?> then\n if <<mouse down?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(x) > [0]> then\n set [x v] to [-11]\n else\n set [x v] to [11]\n end\n set [yv v] to [20]\n else\n set [x v] to [0]\n end\n change x by ((x) * (-1))\n change y by (-3)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [level v]\nnext costume\n\nwhen flag clicked\nset [my variable v] to [0]\nforever\n if <(costume [number v]) = [14]> then\n set [my variable v] to [1]\n broadcast (win v)\n say [you won!]\n end\nend\n\nwhen flag clicked\nset [timer v] to [600]\nrepeat (600)\n wait (1) seconds\n change [timer v] by (-1)\nend\nif <[1] > (timer)> then\n broadcast (poop v)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (dev v)\n end\n if <(costume [number v]) = [13]> then\n broadcast (popo v)\n end\n if <(costume [number v]) = [14]> then\n broadcast (prop v)\n end\nend\n\nhide\n\nbroadcast (level v)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nshow\n\nshow\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [popo v]\ngo to x: (40) y: (-100)\nshow\nturn left (-3) degrees\n\nwait (2.5) seconds\nturn left (180) degrees\nwait (2.5) seconds\n\nwhen I receive [prop v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide variable [brain cells v]\nset [brain cells v] to [5]\nhide\n\nwhen I receive [dev v]\nshow\nshow variable [brain cells v]\nforever\n if <(x position) < ([x position v] of [sprite1 v])> then\n point towards (sprite1 v)\n set [x2 v] to [3]\n else\n point towards (sprite1 v)\n set [x2 v] to [-3]\n end\n change x by ((x2) * (0.99))\n if <(brain cells) < [1]> then\n switch costume to (costume2 v)\n go to x: (-3) y: (-132)\n if <touching (sprite1 v)?> then\n hide\n broadcast (level v)\n hide variable [brain cells v]\n stop [this script v]\n end\n end\n change x by (x2)\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [mixkit-chill-trap-256 v] until done\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (12) y: (-122)\n\nwhen I receive [dead v]\nchange [deaths v] by (1)\nglide (.2) secs to x: (12) y: (-122)\n\n@Sprite7\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (2.5) to (4)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nif <(pick random (1) to (2)) = [2]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nif <(pick random (1) to (2)) = [2]> then\n set [dddd v] to [-250]\nelse\n set [dddd v] to [250]\nend\ngo to x: (DDDD) y: (pick random (-130) to (170))\nset [ghost v] effect to (pick random (40) to (70))\nif <(DDDD) = [250]> then\n repeat until <[-235] > (x position)>\n change x by (pick random (-1) to (-3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nelse\n repeat until <(x position) > [235]>\n change x by (pick random (1) to (3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nend\ndelete this clone\n\n@Sprite8\n\nwhen flag clicked\nhide\ncreate clone of (_myself_ v)\n\ndefine in\nrepeat (10)\n change size by (.5)\n change x by (1)\n change [ghost v] effect by (-2)\nend\n\ndefine out\nrepeat (10)\n change x by (2)\n change y by (0.2)\nend\ngo to [back v] layer\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [number v]) = [1]> then\n forever\n set size to (15) %\n go to x: (-150) y: (0)\n repeat (6)\n in\n switch costume to (costume2 v)\n out\n switch costume to (costume1 v)\n end\n repeat (8)\n out\n switch costume to (costume2 v)\n in\n switch costume to (costume1 v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n change x by (2)\n end\n wait (3) seconds\n end\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (227) y: (155)\ngo to [back v] layer\nset [ghost v] effect to (13)\nset size to (100) %\nrepeat (100000)\n change [color v] effect by (-.003)\n change [brightness v] effect by (.005)\n change x by (-0.07)\n change y by (-0.07)\nend\n\n@Sprite9\n\n
please read all\nM for quitter music N for louder music.\narrow keys or WASD\nyellow block = jump pad\nblack block=ground\ngreen flag=next level\nred block or spike=danger\n\n
Fire - A Platformer [pt.2]
@Stage\n\n@Platforms\n\nwhen I receive [next level v]\nif <(costume [number v]) = [10]> then\n stop [other scripts in sprite v]\nelse\n next costume\nend\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\n@Player\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\nif <([costume # v] of [platforms v]) = [8]> then\n go to x: (-213) y: (107)\nelse\n go to x: (-220) y: (-30)\nend\nset [y v] to [0]\n\nwhen flag clicked\nbroadcast (Restart v)\nswitch costume to (fire v)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n go to [front v] layer\n if <touching (ladders v)?> then\n set [y v] to [0]\n if then\n change [y v] by (8)\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y v] by (-8)\n end\n if <not <touching (ladders v)?>> then\n set [y v] to [15]\n end\n else\n change [y v] by (-1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> 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 (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (-4)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [15]\n if <([abs v] of (X) ) = (X)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (Y)\n if <touching (platforms v)?> then\n change y by ((Y) - ((Y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (platforms v)?>> then\n set [y v] to [15]\n end\n change y by (1)\nend\n\nwhen flag clicked\nshow\nforever\n if <<(x position) > [230]> and <touching (_edge_ v)?>> then\n broadcast (Next level v)\n end\n if <<touching (spikes v)?> or <<touching (lava v)?> or <<(y position) < [-170]> and <touching (_edge_ v)?>>>> then\n broadcast (Restart v)\n end\n if <touching (bounce v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nplay sound [Hello - OMFG \(Piano Version\) v] until done\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [platforms v])\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to ([costume # v] of [platforms v])\nend\n\n@FireCrystal\n\nwhen flag clicked\nshow\nforever\n switch costume to ([costume # v] of [platforms v])\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [Collect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n end\nend\n\n@Lava\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [platforms v])\nend\n\n@Thumb\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.001)\nshow\ngo to [front v] layer\ngo to x: (0) y: (375)\nrepeat until <(y position) = [0]>\n change y by (((y position) / (5)) * (-1))\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nwait (0) seconds\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
This is my second platformer!\n\nFirst platformer: https://scratch.mit.edu/projects/484220454/\nPlatformer 3 - https://scratch.mit.edu/projects/486419716/\nAnother Game you may like: \nhttps://scratch.mit.edu/projects/485796562/\nAll levels are possible.\n\nSTORY\nYou have retrieved the Earth Crystal. The Fire Crystal is next. Go to the Burned Lands and find it!\n\n• Arrow keys to move on PC\n• R to restart (If for some reason you get stuck somewhere)\n\nOTHER INFO\n• There are ten levels.\n• NO ADVERTISING OR SPAMMING (All comments of that type WILL be deleted and reported. You may do that if I don't do it first.)\n• Please don't say stuff like, "That was REALLY easy", "This is stupid", or "This game sucks". Those comments will be deleted.
Among Us A 360 °Platformer||#Games#All
@Stage\n\nwhen flag clicked\n\nwhen I receive [main project audio v]\nplay sound [Unlimited v] until done\n\nwhen flag clicked\nset [☁ timer v] to [0]\nforever\n wait (1) seconds\n change [☁ timer v] by (1)\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume2 v)\nbroadcast (done with outro v)\n\nwhen flag clicked\nSet Size Hack to [198]\npoint in direction (90)\ngo to x: (22) y: (-278)\nset [x cool_possum v] to [0]\nset [y cool_possum v] to [0]\nforever\n change [y cool_possum v] by (1)\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x cool_possum v] by (-0.2)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [x cool_possum v] by (0.2)\n end\n set [x cool_possum v] to ((X Cool_Possum) * (0.8))\n turn right (X Cool_Possum) 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 ((X Cool_Possum) * (-1)) degrees\n set [x cool_possum v] to [0]\n end\n end\n end\n end\n end\n change y by (Y Cool_Possum)\n if <touching (player v)?> then\n change y by ((Y Cool_Possum) * (-1))\n set [y cool_possum v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [50]> and <mouse down?>>> then\n broadcast (Original @Cool_Possum v)\n set [y cool_possum v] to [-16]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [restart @cool_possum v]\npoint in direction (90)\ngo to x: (22) y: (-278)\nset [x cool_possum v] to [0]\nset [y cool_possum v] to [0]\n\nwhen I receive [next level @cool_possum v]\nswitch costume to (costume1 v)\npoint in direction (90)\ngo to x: (22) y: (-278)\nset [x cool_possum v] to [0]\nset [y cool_possum v] to [0]\n\nwhen flag clicked\nforever\n\nstart sound [Jump v]\n\nwhen flag clicked\nbroadcast (size v)\n\nwhen flag clicked\n\ndefine Set Size Hack to (size)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (costume2 v)\n\nwhen I receive [next level @cool_possum v]\nswitch costume to (costume1 v)\n\n@Player\n\nwhen flag clicked\nforever\n change y by (-5)\n if <<touching color (#bfbfbf)?> or <touching color (#797979)?>> then\n broadcast (dead body v)\n end\n change y by (5)\nend\n\nwhen I receive [restart @cool_possum v]\nswitch costume to (idle v)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff3a)?> then\n broadcast (Next Level @Cool_Possum v)\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (idle v)\nset size to (25) %\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n next costume\n wait (0.1) seconds\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n point in direction (-90)\n set rotation style [left-right v]\n next costume\n wait (0.1) seconds\n end\n if <touching color (#00ff3a)?> then\n broadcast (Next Level @Cool_Possum v)\n end\nend\n\nwhen I receive [original @cool_possum v]\nswitch costume to (idle v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset size to (25) %\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n play sound [Footstep1 v] until done\n play sound [Footstep2 v] until done\n end\n if <touching color (#00ff3a)?> then\n broadcast (Next Level @Cool_Possum v)\n end\nend\n\nwhen flag clicked\nset size to (25) %\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n play sound [Footstep1 v] until done\n play sound [Footstep2 v] until done\n end\nend\n\nbroadcast (Restart @Cool_possum v)\n\nwhen I receive [dead body v]\nset volume to (0) %\nwait (2) seconds\nset volume to (100) %\n\nwhen flag clicked\nforever\n if <touching color (#ff00f0)?> then\n broadcast (Victory v)\n end\nend\n\n@Imposter or crewmate\n\nwhen flag clicked\nhide\n\nwhen I receive [done with outro v]\nstart sound [Among us ImposterCrewmate Sound Effect v]\nshow\ngo to [front v] layer\nbroadcast (Username Detector v)\n\nwhen I receive [hide crewmate v]\nhide\nbroadcast (main project audio v)\n\n@Detector\n\nwhen I start as a clone\nmove (15) steps\nchange [number v] by (1)\nif <(letter (number) of (username)) = [a]> then\n switch costume to (a v)\nelse\n if <(letter (number) of (username)) = [b]> then\n switch costume to (b v)\n else\n if <(letter (number) of (username)) = [c]> then\n switch costume to (c v)\n else\n if <(letter (number) of (username)) = [d]> then\n switch costume to (d v)\n else\n if <(letter (number) of (username)) = [e]> then\n switch costume to (e v)\n else\n if <(letter (number) of (username)) = [f]> then\n switch costume to (f v)\n else\n if <(letter (number) of (username)) = [g]> then\n switch costume to (g v)\n else\n if <(letter (number) of (username)) = [h]> then\n switch costume to (h v)\n else\n if <(letter (number) of (username)) = [i]> then\n switch costume to (i v)\n else\n if <(letter (number) of (username)) = [j]> then\n switch costume to (j v)\n else\n if <(letter (number) of (username)) = [k]> then\n switch costume to (k v)\n else\n if <(letter (number) of (username)) = [l]> then\n switch costume to (l v)\n else\n if <(letter (number) of (username)) = [m]> then\n switch costume to (m v)\n else\n if <(letter (number) of (username)) = [n]> then\n switch costume to (n v)\n else\n if <(letter (number) of (username)) = [o]> then\n switch costume to (o v)\n else\n if <(letter (number) of (username)) = [p]> then\n switch costume to (p v)\n else\n if <(letter (number) of (username)) = [q]> then\n switch costume to (q v)\n else\n if <(letter (number) of (username)) = [r]> then\n switch costume to (r v)\n else\n if <(letter (number) of (username)) = [s]> then\n switch costume to (s v)\n else\n if <(letter (number) of (username)) = [t]> then\n switch costume to (t v)\n else\n if <(letter (number) of (username)) = [u]> then\n switch costume to (u v)\n else\n if <(letter (number) of (username)) = [v]> then\n switch costume to (v v)\n else\n if <(letter (number) of (username)) = [w]> then\n switch costume to (w v)\n else\n if <(letter (number) of (username)) = [x]> then\n switch costume to (x v)\n else\n if <(letter (number) of (username)) = [y]> then\n switch costume to (y v)\n else\n if <(letter (number) of (username)) = [z]> then\n switch costume to (z v)\n else\n if <(letter (number) of (username)) = [_]> then\n switch costume to (_ v)\n else\n if <(letter (number) of (username)) = [-]> then\n switch costume to (- v)\n else\n if <(letter (number) of (username)) = [1]> then\n switch costume to (1 v)\n else\n if <(letter (number) of (username)) = [2]> then\n switch costume to (2 v)\n else\n if <(letter (number) of (username)) = [3]> then\n switch costume to (3 v)\n else\n if <(letter (number) of (username)) = [4]> then\n switch costume to (4 v)\n else\n if <(letter (number) of (username)) = [5]> then\n switch costume to (5 v)\n else\n if <(letter (number) of (username)) = [6]> then\n switch costume to (6 v)\n else\n if <(letter (number) of (username)) = [7]> then\n switch costume to (7 v)\n else\n if <(letter (number) of (username)) = [8]> then\n switch costume to (8 v)\n else\n if <(letter (number) of (username)) = [9]> then\n switch costume to (9 v)\n else\n if <(letter (number) of (username)) = [0]> then\n switch costume to (0 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [username detector v]\ngo to x: (0) y: (70)\nset [number v] to [0]\nshow\ngo to [front v] layer\nrepeat (length of (username))\n create clone of (_myself_ v)\n move (15) steps\nend\nhide\nwait (2) seconds\nbroadcast (hide crewmate v)\n\nwhen I receive [hide crewmate v]\nhide\nbroadcast (main project audio v)\n\n@dead\n\nwhen flag clicked\nhide\n\nwhen I receive [dead body v]\nshow\nstart sound [die v]\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (.6) seconds\nswitch costume to (costume2 v)\nwait (.6) seconds\nswitch costume to (costume3 v)\nwait (.6) seconds\nhide\nbroadcast (Restart @Cool_possum v)\n\nwait (.3) seconds\n\n@Victory\n\nwhen flag clicked\nhide\n\nwhen I receive [victory v]\nshow\nshow variable [☁ timer v]\nbroadcast (stop timer v)\ngo to [front v] layer\nstop all sounds\nstart sound [victory v]\nwait (7) seconds\nhide\n\nwhen flag clicked\nhide variable [☁ timer v]\n\n@Thumbnail @Cool_Possum\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
Welcome to Among Us A 360° Platformer\nIf This Is Good Propose This To Be Featured -\nhttps://scratch.mit.edu/studios/4228481/comments\n\n★★★Instructions★★★\nWalk On green to go to Next Level. Walk on pink when finished:)\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\n\nIf this Projects Gets #200 Hearts and Stars i will Make it multiplayer
Ice || A Scrolling Platformer
@Stage\n\nwhen flag clicked\nset [brightness v] effect to (-00)\n\nwhen I receive [oyunu kazandin!!!!!!!!!! v]\nforever\n switch backdrop to (dekor 2 v)\nend\n\nwhen flag clicked\nswitch backdrop to (dekor 1 v)\n\n@Kukla 1\n\nwhen flag clicked\nforever\n set volume to (volume) %\nend\n\n\n\n\n\nwhen I receive [trail v]\nset [ghost v] effect to (-4)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\n\nwhen flag clicked\nbroadcast (Trail v)\n\nwhen flag clicked\ngo to x: (-215) y: (-85)\npoint in direction (90)\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n if <touching color (#ff2500)?> then\n glide (0.1) secs to x: (-215) y: (28)\n broadcast (d v)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [240]> then\n go to x: (-215) y: (0)\n broadcast (p v)\n end\nend\n\nwhen I receive [p v]\nglide (0.3) secs to x: (-215) y: (0)\n\nwhen I start as a clone\nrepeat (15)\n change [ghost v] effect by (5)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [k v]\n\nwhen flag clicked\nshow\nforever\n set [pitch v] effect to (30)\nend\n\nwhen flag clicked\nset size to (100) %\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [c v]\ngo to x: (-215) y: (0)\nshow\n\nwhen flag clicked\nswitch costume to (mavi̇ v)\n\nwhen I receive [yesi̇l v]\nswitch costume to (yesi̇l v)\n\nwhen I receive [kirmizi v]\nswitch costume to (kirmizi v)\n\nwhen I receive [si̇yah v]\nswitch costume to (si̇hay v)\n\nwhen I receive [mavi̇ v]\nswitch costume to (mavi̇ v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [ekran açıldı oyun başlasın! v]\n\nwhen flag clicked\nforever\n if <(play a bas) = [yes!]> then\n set [y v] to [0]\n forever\n change [y v] by (-0.3)\n change y by (y)\n if <touching color (#00ffd4)?> then\n set [y v] to ((y) * (-0.2))\n change y by (y)\n if <touching color (#00ffd4)?> then\n change y by (y)\n if <touching color (#00ffd4)?> then\n change y by (y)\n if <touching color (#00ffd4)?> then\n change y by (y)\n if <touching color (#00ffd4)?> then\n change y by (y)\n if <touching color (#00ffd4)?> then\n change y by (y)\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n broadcast (k v)\n set [y v] to [7]\n end\n end\n end\n end\n end\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 broadcast (sol v)\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 (-1)\n broadcast (sağ v)\n point in direction (-90)\n end\n change x by (x)\n set [x v] to ((x) * (0.8))\n if <touching color (#00ffd4)?> then\n set [x v] to ((x) * (-1))\n change x by (x)\n if <touching color (#00ffd4)?> then\n change x by (x)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nshow\nforever\n play sound [MUSİC v] until done\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-182]> then\n glide (0.3) secs to x: (-215) y: (1)\n end\nend\n\ngo to x: (-215) y: (0)\n\nset y to (181)\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [ekran açıldı oyun başlasın! v]\n\nwhen I receive [kahraman seçiliyor! v]\nshow variable [volume v]\n\nwhen I receive [oyunu kazandin!!!!!!!!!! v]\nforever\n\nwhen flag clicked\n\nwhen flag clicked\nreset timer\n\nwhen I receive [oyunu kazandin!!!!!!!!!! v]\nif <[] > [50]> then\n\nforever\n\nwhen flag clicked\nforever\n if <<mouse down?> and <(mouse x) > (x position)>> then\n broadcast (sol v)\n end\nend\n\nwhen flag clicked\nforever\n if <<mouse down?> and <(mouse x) > (x position)>> then\n broadcast (sağ v)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [ınpi v]\ngo to x: (-215) y: (-10)\n\nwhen I receive [kahraman seçiliyor! v]\ngo to x: (-215) y: (-10)\n\n@Kukla 2\n\nwhen I receive [p v]\ngo to x: (70) y: (30)\nnext costume\n\nwhen flag clicked\nswitch costume to (kostüm 1 v)\ngo to x: (70) y: (30)\n\nwhen flag clicked\nset [brightness v] effect to (-00)\n\nwhen I receive [oyunu kazandin!!!!!!!!!! v]\nforever\n switch costume to (kostüm 1 v)\nend\n\n@H\n\nwhen I receive [d v]\nglide (0.3) secs to x: (-1) y: (28)\n\nwhen flag clicked\ngo to x: (-1) y: (28)\n\nwhen I receive [p v]\nchange [level v] by (1)\nglide (0.3) secs to x: (-1) y: (28)\n\nwhen I receive [p v]\nnext costume\n\nwhen flag clicked\nswitch costume to (kostüm 1 v)\n\nwhen flag clicked\nhide variable [level v]\n\ngo to x: (-326) y: (28)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\npoint in direction (90)\n\nwhen flag clicked\nshow\nset [brightness v] effect to (-00)\n\nwhen I receive [ekran açıldı oyun başlasın! v]\nforever\n if <(kukla) = [seçilmiyor]> then\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n move (8) steps\n else\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n move (-8) steps\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [10]> then\n broadcast (OYUNU KAZANDIN!!!!!!!!!! v)\n end\nend\n\nwhen I receive [oyunu kazandin!!!!!!!!!! v]\nhide\n\nwhen I receive [oyunu kazandin!!!!!!!!!! v]\nforever\n hide\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nswitch costume to (kostüm 1 v)\n\nwhen flag clicked\nforever\n \n broadcast (sol v)\n end\nend\n\n@Kukla 3\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [brightness v] effect to (-00)\n\nwhen flag clicked\nswitch costume to (kostüm 2 v)\n\nwhen I receive [kahraman seçiliyor! v]\nswitch costume to (kostüm 1 v)\n\nwhen I receive [ekran açıldı oyun başlasın! v]\nswitch costume to (kostüm 2 v)\n\n@Kukla 4\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@kalp+yıldız\n\nwhen flag clicked\nhide\nforever\n wait (pick random (5) to (12)) seconds\n show\n go to x: (-180) y: (95)\n repeat (9)\n change y by (-1)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Button3\n\nwhen flag clicked\nshow\ngo to x: (-24) y: (20)\nforever\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (2)))\n set size to ((100) + (([sin v] of ((timer) * (100)) ) * (5))) %\nend\n\nwhen this sprite clicked\nbroadcast (ekran açıldı oyun başlasın! v)\n\nwhen I receive [ekran açıldı oyun başlasın! v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\nwhen this sprite clicked\nforever\n set [play a bas v] to [yes!]\nend\n\nwhen flag clicked\nset [play a bas v] to [no :\(]\n\n@Button2\n\nwhen flag clicked\nshow\ngo to x: (-24) y: (-60)\nforever\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (2)))\n set size to ((100) + (([sin v] of ((timer) * (100)) ) * (5))) %\nend\n\nwhen this sprite clicked\nbroadcast (kahraman seçiliyor! v)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [ekran açıldı oyun başlasın! v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [kahraman seçiliyor! v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [kukla v] to [seçilmiyor]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [kukla v] to [seçiliyor]\n end\nend\n\n@Kukla 5\n\nwhen flag clicked\nshow\n\nwhen I receive [kahraman seçiliyor! v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (YESİL v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [ekran açıldı oyun başlasın! v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Kukla 6\n\nwhen flag clicked\nshow\n\nwhen I receive [kahraman seçiliyor! v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (MAVİ v)\n\nwhen I receive [ekran açıldı oyun başlasın! v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Kukla 7\n\nwhen flag clicked\nshow\n\nwhen I receive [kahraman seçiliyor! v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (KIRMIZI v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [ekran açıldı oyun başlasın! v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Kukla 8\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [kahraman seçiliyor! v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (SİYAH v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [ekran açıldı oyun başlasın! v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Kukla 9\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [kahraman seçiliyor! v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [ekran açıldı oyun başlasın! v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Kukla 10\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [kahraman seçiliyor! v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nbroadcast (ınpi v)\nset [kukla v] to [seçilmiyor]\nbroadcast (ekran açıldı oyun başlasın! v)\n\nwhen I receive [ekran açıldı oyun başlasın! v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen this sprite clicked\nset [play a bas v] to [yes!]\n\nwhen flag clicked\nset [kukla v] to [seçilmiyor]\n\n@Kukla 11\n\nwhen flag clicked\nforever\nend\n\nwhen flag clicked\nhide variable [volume v]\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [ekran açıldı oyun başlasın! v]\nhide variable [volume v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nbroadcast (kahraman seçiliyor! v)\nshow variable [volume v]\nswitch costume to (kostüm 2 v)\n\nwhen flag clicked\n\nwhen flag clicked\nset [kukla v] to [seçilmiyor]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [kukla v] to [seçiliyor]\n end\nend\n\n@Kukla 12\n\nwhen flag clicked\nYağdır Kaç Saniye?: [1]\n\ndefine Yağdır Kaç Saniye?: (saniye)\nhide\nforever\n repeat ((saniye) * (33))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nset size to (pick random (10) to (30)) %\ngo to x: (pick random (240) to (-240)) y: (900)\nrepeat (90)\n change y by ((0) - (([sin v] of (size) ) * (10)))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Kukla 13\n\nwhen flag clicked\nYağdır Kaç Saniye?: [1]\n\ndefine Yağdır Kaç Saniye?: (saniye)\nhide\nforever\n repeat ((saniye) * (33))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nset size to (pick random (10) to (30)) %\ngo to x: (pick random (240) to (-240)) y: (900)\nrepeat (90)\n change y by ((0) - (([sin v] of (size) ) * (10)))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n
Slm bu benim #3. Scrolling Platform projem. Mobilden oynanabilir. Hiçbir level imkansız değil bazılarını geçmek çok zor.açıkçası bne yapumcısı olarak bug kullanıom ve bu oyunu pek sevmiyorum\nTrend #89898998998678567457656576565 :( trend rekor #6 :) buglar var biliyorum zorluğunu biraz abartmışım eskiden tüm hepsini geçiyordum ama artık oyunu ben bile bitiremiyorum :d
Ice - A Platformer [pt.3]
@Stage\n\n@Sprite2\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@End\n\nwhen flag clicked\nhide\nrepeat (10)\n switch costume to (costume1 v)\n switch costume to (costume1 v)\nend\nwait until <(Level) = [11]>\nshow\nwait until <touching (sprite1 v)?>\nbroadcast (End v)\nnext costume\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nchange y by (100000)\ngo to (random position v)\ngo to [back v] layer\nrepeat (100)\n change y by (-3)\nend\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (300)\nset [level v] to [1]\nbroadcast (NEXT LEVEL v)\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [x vel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume3 v)\n change [x vel v] by (1)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (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 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 (ground 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 (ground 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) > [230]> then\n if <not <(Level) = [11]>> then\n change [level v] by (1)\n broadcast (restart v)\n broadcast (NEXT LEVEL v) and wait\n end\n end\n if <touching (danger v)?> then\n broadcast (restart v)\n end\n if <touching (enemy v)?> then\n broadcast (restart v)\n end\nend\n\nwhen I receive [restart v]\nset size to (100) %\ngo to x: (-241) y: (0)\n\nchange [level v] by (-1)\n\nwhen flag clicked\nforever\n play sound [audio_42447bce15 v] until done\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Thumb\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.001)\nshow\ngo to [front v] layer\ngo to x: (0) y: (375)\nrepeat until <(y position) = [0]>\n change y by (((y position) / (5)) * (-1))\nend\n\n
This is my second platformer!\n\nFirst platformer: https://scratch.mit.edu/projects/484220454/\nSecond platformer:\nhttps://scratch.mit.edu/projects/486289443/\nAnother Game you may like: \nhttps://scratch.mit.edu/projects/485796562/\nAll levels are possible.\n\nSTORY\nEarth has now perished trying to retrieve the Ice Crystal. Fire has received the Fire Crystal already so its up to you to get the Ice Crystal.\n\n\n IMPORTANT INFO\n• Arrow keys to move on PC\n• NO ADVERTISING OR SPAMMING (All comments of that type WILL be deleted and reported. You may do that if I don't do it first.)\n• Please don't say stuff like, "That was REALLY easy", "This is stupid", or "This game sucks". Those comments will be deleted.
Scratch Cat Platformer 2
@Stage\n\n@Scratch Cat\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change [speed x v] by (1)\n switch costume to (1 v)\n end\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-1)\n switch costume to (2 v)\n end\n change x by (Speed X)\n if <touching (platform v)?> then\n change x by ((Speed X) * (-1))\n set [speed x v] to [0]\n else\n set [speed x v] to ((Speed X) * (0.8))\n end\n change y by (Speed Y)\n if <touching (platform v)?> then\n change y by ((Speed Y) * (-1))\n set [speed y v] to [0]\n if <(Lock) = [0]> then\n if <key (up arrow v) pressed?> then\n play sound [Jump v] until done\n set [speed y v] to [10]\n set [lock v] to [1]\n end\n end\n else\n change [speed y v] by (-1)\n set [lock v] to [0]\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-176) y: (-134)\nshow variable [timer v]\nset [speed x v] to [0]\nset [speed y v] to [0]\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n start sound [Teleport v]\n broadcast (Next Level v)\n go to x: (-176) y: (-134)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (red v)?> then\n start sound [Death v]\n go to x: (-176) y: (-134)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <key (right arrow v) pressed?> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n end\n if <key (left arrow v) pressed?> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nwait (0.6) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n start sound [Death v]\n go to x: (-176) y: (-134)\n end\nend\n\nwhen flag clicked\nset [can timer run? v] to [yes]\nset [timer v] to [0]\nforever\n if <(Can Timer Run?) = [yes]> then\n change [timer v] by (0.1)\n wait (0.05) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n set [can timer run? v] to [no]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\n@Platform\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\ngo to [back v] layer\ngo [backward v] (1) layers\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n set [can timer run? v] to [no]\n end\nend\n\n@Portal\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Red\n\nwhen flag clicked\ngo [forward v] (1) layers\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Enemy\n\nwhen flag clicked\nshow\nswitch costume to (blank v)\ngo to [front v] layer\ngo [forward v] (1) layers\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n show\n go to x: (20) y: (-129)\n repeat until <(costume [number v]) = [7]>\n repeat (50)\n change x by (2)\n end\n repeat (50)\n change x by (-2)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n show\n go to x: (218) y: (-133)\n repeat until <(costume [number v]) = [10]>\n repeat (20)\n change x by (3)\n end\n repeat (20)\n change x by (-3)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n show\n go to x: (218) y: (-133)\n repeat until <(costume [number v]) = [11]>\n repeat (20)\n change x by (3)\n end\n repeat (20)\n change x by (-3)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
Use arrow keys to move. 20 Views and another level.\nLets get this top remixed or featured!\nMy record is exactly 71.5 seconds!\nWorld record: 71 seconds by @AWCMONKIDS\nCan we get this to 1,000 views by 2022? And 100 loves and faves? Please send this project to everyone you know and lets reach my goal! Thank you all so much you guys and gals are amazing!
Acid Rain Platformer! || Rage Game
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nset [pitch v] effect to (0)\nwait (3) seconds\nset [pitch v] effect to (100)\nforever\n play sound [ v] until done\nend\n\n@lag free\n\nwhen flag clicked\n\n@player\n\ndefine Set Costume\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\ndefine Platform (jump height) (gravity) (friction) (running speed)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x-velocity v] by (running speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (90)\n 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 (lag free 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?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y-velocity v] to (jump height)\n else\n set [y-velocity v] to [0]\n end\nelse\n if <touching (trampoline v)?> then\n set [y-velocity v] to [20]\n end\n change [y-velocity v] by (-1)\nend\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\ngo to x: (-200) y: (-125)\nshow\n\nwhen flag clicked\nforever\n if <touching (snow v)?> then\n go to x: (-200) y: (-125)\n broadcast (d v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (goal v)?> then\n go to x: (-200) y: (-125)\n broadcast (Fineshed v)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-200) y: (-125)\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 <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [20]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (20))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-20]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\n end\n if <<<(YV) < [-1.5]> and <<(PARACHUTE) = [1]> and <(water) < [3]>>> and <<key (space v) pressed?> or <mouse down?>>> then\n switch costume to (join (letter (1) of (costume [name v])) [b])\n end\nend\n\nwhen flag clicked\nforever\n if <touching (warning! v)?> then\n go to x: (-200) y: (-125)\n broadcast (d v)\n end\nend\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [fineshed v]\nnext costume\n\nwhen flag clicked\nshow\ngo to x: (2) y: (-31)\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [fineshed v]\nnext costume\n\nwhen flag clicked\nshow\n\n@warning!\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [fineshed v]\nnext costume\n\nwhen flag clicked\nshow\n\n@goal\n\nwhen flag clicked\nforever\n go to x: (55) y: (15)\n if <touching (player v)?> then\n broadcast (Fineshed v)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nshow\n\n@skip\n\nwhen this sprite clicked\nbroadcast (Fineshed v)\n\nwhen flag clicked\nset size to (100) %\ngo to x: (36) y: (28)\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n else\n end\nend\n\n@snow\n\nwhen flag clicked\nwait (3) seconds\nset [tick v] to [0]\nset [fade v] to [0.7]\nforever\n create clone of (_myself_ v)\n wait (fade) seconds\n change [tick v] by (4)\n if <[0] < (fade)> then\n change [fade v] by (-.1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (big v)\nset size to (pick random (30) to (200)) %\nswitch costume to (snow v)\nset [me v] to (pick random (30) to (-30))\nset [ghost v] effect to (pick random (0) to (70))\ngo to x: (pick random (-240) to (240)) y: (240)\npoint in direction (pick random (170) to (150))\nrepeat until <<[140] < (x position)> or <(y position) < [-100]>>\n move ((0.5) + ((size) * (0.01))) steps\n turn right ((1) * ([sin v] of ((2) * ((tick) + (me))) )) degrees\nend\ndelete this clone\n\nwhen I receive [d v]\ndelete this clone\n\nwhen I receive [fineshed v]\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-58) y: (-12)\n\n
Acid Rain Platformer! || Rage Game\n┿ ┿ ┿ ┿ ┿ ┿ ┿ ┿ ┿ ┿ ┿ ┿ ┿ ┿ ┿ ┿ ┿ ┿ ┿ \nTHE LEVELS ARE DIFFICULT SO ITS OK TO SKIP!\n1. Avoid the acid!\n\n2. WASD to move\n\n3. Use trampoline to hop\n\n4.Heart and Star for more
Treasure Hunt Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Athletic Theme - Super Mario 3D Land v] until done\nend\n\n@player\n\nwhen flag clicked\nset size to (15) %\nswitch costume to (costume2 v)\nshow\ngo to x: (-208) y: (-77)\npoint in direction (90)\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <<key (down arrow v) pressed?> or <<(y position) > (mouse y)> and <mouse down?>>> then\n point in direction (90)\n change [yv v] by (-0.7)\n end\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n switch costume to (costume2 v)\n point in direction (90)\n change [xv v] by (0.7)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (costume1 v)\n point in direction (90)\n change [xv v] by (-0.7)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching (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 x by (-1)\n change x by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <touching (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 <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to [10]\n end\n end\n if <touching (danger v)?> then\n turn left (50) degrees\n say [respawning] for (1) seconds\n wait (1) seconds\n turn right (50) degrees\n point in direction (90)\n go to x: (-190) y: (-77)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (dead v)\n end\n if <(x position) > [230]> then\n broadcast (message1 v)\n go to x: (-208) y: (-77)\n end\n if <touching (bounce v)?> then\n change [yv v] by (7)\n end\n change y by (1)\nend\n\n@ground\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\ngo [forward v] (1) layers\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\n@Danger\n\nwhen flag clicked\nforever\n go to (ground v)\nend\n\nwhen flag clicked\nshow\ngo [forward v] (1) layers\nforever\n switch costume to (LEVEL)\nend\n\n@TEXT\n\nwhen flag clicked\nforever\n go to (ground v)\nend\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\ngo [forward v] (1) layers\nforever\n switch costume to (LEVEL)\nend\n\n@Bounce\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\n show\n go to x: (11) y: (51)\n else\n hide\n end\nend\n\n@clouds\n\nwhen flag clicked\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n switch costume to (pick random (1) to (2))\n set size to (pick random (40) to (70)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (220)\n change x by (2)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (2) seconds\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (costume2 v)\n wait (3) seconds\n else\n switch costume to (costume1 v)\n end\nend\n\n
You are a friendly blob which knows how to talk and you want to find the most secure and most valuable treasure chest in the world!\n100% possible\nhttps://scratch.mit.edu/projects/486484045\n700 views aug 2 \neach day 0 views :(\nPress the? mark to see the instructions \nif everyone here follows me \nworld high score 17.5\ncurrently by \n@mk5ninja follow him\n\n\n\n\n\n\n\n\n\n\n\n\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 LOVE AND FAV
winter ll platformer
@Stage\n\nwhen I receive [y v]\nwait (1) seconds\nforever\n play sound [Unlimited v] until done\nend\n\n@変なの\n\nwhen I receive [隠せー v]\nhide\n\nwhen flag clicked\nswitch costume to (変なの v)\nhide\n\nwhen I receive [⚓️瀧 v]\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (変なの2 v)\nset size to (65) %\nset rotation style [all around v]\nclear graphic effects\npoint in direction (90)\ngo to (変なの v)\nrepeat (20)\n change size by (-2)\n change [ghost v] effect by (5)\n change [color v] effect by (3)\nend\ndelete this clone\n\nwhen I receive [y v]\nwait (0.05) seconds\ngo to x: (-201) y: (-50)\nshow\nset size to (65) %\nset drag mode [not draggable v]\nif <touching (魔ップ 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 (-0.85)\n create clone of (_myself_ v)\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 (0.85)\n create clone of (_myself_ v)\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 (魔ップ v)?> then\n change y by (1)\n if <touching (魔ップ v)?> then\n change y by (1)\n if <touching (魔ップ v)?> then\n change y by (1)\n if <touching (魔ップ v)?> then\n change y by (1)\n if <touching (魔ップ v)?> then\n change y by (1)\n if <touching (魔ップ 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 (魔ップ 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 (魔ップ 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 [魔ップ v]) = [30]>> then\n hide\n broadcast (滝滝ピエール v) and wait\n end\n end\n if <(y position) < [-170]> then\n go to x: (-201) y: (-50)\n end\n if <<touching (当たったらマジで痛い奴 v)?> or <touching (冷たい水 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 I receive [⚓️瀧 v]\nset [しらす v] to [0]\nset [パァ v] to [0]\ngo to x: (-201) y: (-50)\nshow\n\n@遊木\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nset x to (pick random (-240) to (240))\nset size to (pick random (39) to (100)) %\nshow\nglide (pick random (4) to (7)) secs to x: (pick random (-238) to (238)) y: (-180)\ndelete this clone\n\nwhen I receive [y v]\ngo to [front v] layer\nswitch costume to (pick random (1) to (6))\nhide\ngo to x: (0) y: (180)\nforever\n create clone of (_myself_ v)\n next costume\n wait (0.075) seconds\nend\n\n@死んだ\n\nwhen flag clicked\nhide\n\nwhen I receive [死んだ v]\ngo to [front v] layer\nstart sound [Glug v]\ngo to (変なの v)\nshow\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (25)\nwait (0.05) seconds\nswitch costume to (コスチューム2 v)\nset [ghost v] effect to (30)\nwait (0.05) seconds\nswitch costume to (コスチューム3 v)\nset [ghost v] effect to (35)\nwait (0.05) seconds\nswitch costume to (コスチューム4 v)\nrepeat (10)\n change [ghost v] effect by (8)\nend\nhide\n\nwhen I receive [⚓️瀧 v]\nclear graphic effects\nset [ghost v] effect to (20)\nhide\n\n@NEXT\n\nwhen I receive [滝滝ピエール v]\npoint in direction (90)\ngo to [front v] layer\nshow\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-195)\nrepeat (10)\n change y by (15)\nend\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1 v)\nbroadcast (⚓️瀧 v)\nwait (1.2) seconds\nrepeat (10)\n change y by (-15)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (195)\n point in direction (-90)\n repeat (10)\n change y by (-15)\n end\n wait (1.2) seconds\n repeat (10)\n change y by (15)\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n go to [front v] layer\n go to x: (0) y: (0)\n show\n wait (1) seconds\n delete this clone\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (コスチューム29 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム23 v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nhide\npoint in direction (-179)\nset size to (1) %\ngo to x: (0) y: (-165)\nswitch costume to (コスチューム1 v)\nshow\nstart sound [High Whoosh v]\nrepeat (20)\n turn right (((90) - (direction)) / (3)) degrees\n change size by (((100) - (size)) / (3))\n change y by (((15) - (y position)) / (6))\nend\nstart sound [Teleport3 v]\nwait (0.2) seconds\nrepeat (21)\n next costume\n wait (0.02) seconds\nend\nwait (1.2) seconds\nstart sound [High Whoosh v]\nrepeat (30)\n change x by (((-125) - (x position)) / (2))\n change y by (((0) - (y position)) / (3))\nend\nwait (0.25) seconds\nswitch costume to (コスチューム24 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム22 v)\nwait (0.2) seconds\nswitch costume to (cat-a v)\nwait (1) seconds\nswitch costume to (try v)\ncreate clone of (_myself_ v)\nswitch costume to (cat-a v)\nwait (2.5) seconds\nbroadcast (y v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nif <[24] = (costume [number v])> then\n set size to (100) %\n point in direction (90)\n show\n go to x: (0) y: (0)\n wait (8.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <[25] = (costume [number v])> then\n set size to (120) %\n go to [front v] layer\n clear graphic effects\n show\n start sound [Squeaky Toy v]\n switch costume to (コスチューム24 v)\n wait (0.05) seconds\n switch costume to (コスチューム25 v)\n wait (0.05) seconds\n switch costume to (コスチューム26 v)\n wait (0.05) seconds\n switch costume to (コスチューム27 v)\n wait (0.05) seconds\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\nif <[29] = (costume [number v])> then\n go to x: (85) y: (-4)\n set size to (120) %\n go to [front v] layer\n set [ghost v] effect to (100)\n show\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 delete this clone\nend\nif <(costume [number v]) = [31]> then\n hide\n wait (1.2) seconds\n go to x: (-165) y: (-115)\n repeat (4)\n switch costume to (コスチューム30 v)\n create clone of (_myself_ v)\n change x by (40)\n switch costume to (コスチューム28 v)\n create clone of (_myself_ v)\n change x by (40)\n end\n switch costume to (コスチューム30 v)\n create clone of (_myself_ v)\n change x by (40)\n delete this clone\nend\nif <(costume [number v]) = [30]> then\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat (10)\n change y by (((-75) - (y position)) / (3))\n change [ghost v] effect by (2)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(costume [number v]) = [32]> then\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat (10)\n change y by (((115) - (y position)) / (3))\n change [ghost v] effect by (2)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@魔ップ\n\nwhen flag clicked\nhide\n\nwhen I receive [⚓️瀧 v]\nnext costume\n\nwhen I receive [y v]\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nshow\n\n@背景ん\n\nwhen I receive [y v]\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [⚓️瀧 v]\nnext costume\n\n@冷たい水\n\nwhen I receive [⚓️瀧 v]\nnext costume\n\nwhen I receive [y v]\nshow\ngo to x: (36) y: (28)\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n@当たったらマジで痛い奴\n\nwhen I receive [⚓️瀧 v]\nnext costume\n\nwhen I receive [y v]\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (36) y: (28)\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nset [ghost v] effect to (45)\nhide\n\n
I made a winter platformer. The operation method is the arrow keys.
Galaxy || 100% pen platformer 4
@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@Pen\n\nステージ追加 [2300] [1100] 横長さ [50] 縦長さ [500] 種類 [4]\n\nerase all\n\ndefine 升\nset [雑用 v] to (((scroll-x) - ((scroll-x) mod (50))) - (200))\nset pen color to (#696969)\nset pen (transparency v) to (80)\nset pen size to (12)\nrepeat (10)\n X Y (雑用) [10000]\n pen down\n X Y (雑用) [-10000]\n pen up\n change [雑用 v] by (50)\nend\nset [雑用 v] to (((scroll-y) - ((scroll-y) mod (50))) - (200))\nrepeat (10)\n X Y [10000] (雑用)\n pen down\n X Y [-10000] (雑用)\n pen up\n change [雑用 v] by (50)\nend\n\ndefine ゴール\nステージ\n背景\nYou won\nstop [all v]\n\nwhen flag clicked\ndelete (join [] [all]) of [判定 v]\nステージ\nforever\n PLAYERプログラム\nend\n\ndefine PLAYERプログラム\nif <<<mouse down?> and <[50] < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [x v] by (1)\nend\nif <<<mouse down?> and <(mouse x) < [-50]>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [x v] by (-1)\nend\nset [x v] to ((X) * (0.89))\nchange [player-x v] by (X)\nrepeat (7)\n 当たり判定\n if <[判定 v] contains [1]?> then\n change [player-y v] by (1)\n end\nend\n当たり判定\nif <[判定 v] contains [1]?> then\n change [player-x v] by (() - (X))\n change [player-y v] by (-7)\n if <<<mouse down?> and <(mouse y) > [50]>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [10]\n set [x v] to ((6) - ((12) * <(X) = ([abs v] of (X) )>))\n else\n set [x v] to [0]\n end\nend\nchange [player-y v] by (-1)\n当たり判定\nif <[判定 v] contains [1]?> then\n if <<<mouse down?> and <(mouse y) > [50]>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [15]\n end\nend\nchange [player-y v] by (1)\nchange [y v] by (-1)\nchange [player-y v] by (Y)\n当たり判定\nif <[判定 v] contains [1]?> then\n change [player-y v] by (() - (Y))\n set [y v] to [0]\nend\n当たり判定\nif <<(scroll-y) < [-400]> or <[判定 v] contains [2]?>> then\n 初期化\nend\n当たり判定\nif <[判定 v] contains [3]?> then\n set [y v] to [25]\nend\nif <[判定 v] contains [4]?> then\n ゴール\nend\n\ndefine 判定 (x1) (x2) (y1) (y2) (x) (y)\nif <<([abs v] of ((((x1) + (x2)) / (2)) - (x)) ) < (([abs v] of ((x1) - (((x1) + (x2)) / (2))) ) + (20))> and <([abs v] of ((((y1) + (y2)) / (2)) - (y)) ) < (([abs v] of ((y1) - (((y1) + (y2)) / (2))) ) + (20))>> then\n add (item ((判定1) + (5)) of [ステージ v]) to [判定 v]\nend\n\ndefine X Y (x) (y)\ngo to x: ((x) - (scroll-x)) y: ((y) - (scroll-y))\n\ndefine PLAYER (x) (y) (辺)\nset pen size to (10)\nset pen color to (#f3ff54)\nset pen (transparency v) to (50)\ngo to x: ((x) + (辺)) y: ((y) + (辺))\npen down\nset x to ((x) - (辺))\nset y to ((y) - (辺))\nset x to ((x) + (辺))\nset y to ((y) + (辺))\npen up\nset pen (transparency v) to (0)\nset pen size to (7.5)\ngo to x: ((x) + (辺)) y: ((y) + (辺))\npen down\nset x to ((x) - (辺))\nset y to ((y) - (辺))\nset x to ((x) + (辺))\nset y to ((y) + (辺))\npen up\n\ndefine 当たり判定\ndelete all of [判定 v]\nset [判定1 v] to [0]\nrepeat ((length of [ステージ v]) / (5))\n 判定 ((item ((判定1) + (1)) of [ステージ v]) + ((item ((判定1) + (3)) of [ステージ v]) / (2))) ((item ((判定1) + (1)) of [ステージ v]) - ((item ((判定1) + (3)) of [ステージ v]) / (2))) ((item ((判定1) + (2)) of [ステージ v]) + ((item ((判定1) + (4)) of [ステージ v]) / (2))) ((item ((判定1) + (2)) of [ステージ v]) - ((item ((判定1) + (4)) of [ステージ v]) / (2))) ((scroll-x) + (PLAYER-X)) ((scroll-y) + (PLAYER-Y))\n change [判定1 v] by (5)\nend\n\ndefine ステージ追加 (x) (y) 横長さ (横長さ) 縦長さ (縦長さ) 種類 (種類)\nadd (x) to [ステージ v]\nadd (y) to [ステージ v]\nadd (横長さ) to [ステージ v]\nadd (縦長さ) to [ステージ v]\nadd (種類) to [ステージ v]\n\ndefine 初期化\nset [x v] to [0]\nset [y v] to [0]\nset [player-x v] to [0]\nset [player-y v] to [0]\nset [scroll-x v] to [0]\nset [scroll-y v] to [0]\n\nwhen flag clicked\n初期化\n\ndefine ステージ描写\nset [描写1 v] to [0]\nrepeat ((length of [ステージ v]) / (5))\n X Y ((item ((描写1) + (1)) of [ステージ v]) + ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) + ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n ステージ色\n set pen size to (10)\n set pen (transparency v) to (50)\n pen down\n X Y ((item ((描写1) + (1)) of [ステージ v]) + ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) - ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n X Y ((item ((描写1) + (1)) of [ステージ v]) - ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) - ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n X Y ((item ((描写1) + (1)) of [ステージ v]) - ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) + ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n X Y ((item ((描写1) + (1)) of [ステージ v]) + ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) + ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n pen up\n set pen size to (7.5)\n set pen (transparency v) to (0)\n pen down\n X Y ((item ((描写1) + (1)) of [ステージ v]) + ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) - ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n X Y ((item ((描写1) + (1)) of [ステージ v]) - ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) - ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n X Y ((item ((描写1) + (1)) of [ステージ v]) - ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) + ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n X Y ((item ((描写1) + (1)) of [ステージ v]) + ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) + ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n pen up\n change [描写1 v] by (5)\nend\nPLAYER (PLAYER-X) (PLAYER-Y) [12.5]\n\ndefine ステージ色\nif <(item ((描写1) + (5)) of [ステージ v]) = [1]> then\n set pen color to (#006aff)\nelse\n if <(item ((描写1) + (5)) of [ステージ v]) = [2]> then\n set pen color to (#ff0000)\n else\n if <(item ((描写1) + (5)) of [ステージ v]) = [3]> then\n set pen color to (#00ff08)\n else\n if <(item ((描写1) + (5)) of [ステージ v]) = [4]> then\n set pen color to (#ff00f6)\n else\n if <[4] < (item ((描写1) + (5)) of [ステージ v])> then\n set pen color to (#00fff2)\n end\n end\n end\n end\nend\n\ndefine 背景\nset pen size to ((1) / (0))\nset pen color to (#000000)\ngo to x: (0) y: (0)\npen down\npen up\n\nwhen flag clicked\nforever\n change [scroll-x v] by (round (((PLAYER-X) + (X)) / (13)))\n change [player-x v] by (() - (round (((PLAYER-X) + (X)) / (13))))\n change [player-y v] by (() - (round ((((PLAYER-Y) + (Y)) + (20)) / (13))))\n change [scroll-y v] by (round ((((PLAYER-Y) + (Y)) + (20)) / (13)))\nend\n\nwhen flag clicked\nステージ\nforever\n erase all\n 背景\n 升\n ステージ描写\nend\n\ndefine You won\nset pen color to (#ffffff)\nset pen size to (10)\ngo to x: (-220) y: (30)\npen down\ngo to x: (-200) y: (0)\ngo to x: (-180) y: (30)\npen up\ngo to x: (-200) y: (0)\npen down\ngo to x: (-200) y: (-30)\npen up\nwait (0) seconds\nset [θ v] to [0]\nrepeat (360)\n go to x: ((-130) + ((30) * ([cos v] of (θ) ))) y: ((0) + ((30) * ([sin v] of (θ) )))\n pen down\n change [θ v] by (1)\nend\npen up\nwait (0) seconds\nset [θ v] to [0]\nrepeat (180)\n go to x: ((-50) + ((30) * ([cos v] of (θ) ))) y: ((0) + ((30) * ([sin v] of (θ) )))\n pen down\n change [θ v] by (-1)\nend\npen up\ngo to x: (-80) y: (0)\npen down\ngo to x: (-80) y: (30)\npen up\ngo to x: (-20) y: (0)\npen down\ngo to x: (-20) y: (30)\npen up\nwait (0) seconds\ngo to x: (10) y: (30)\npen down\ngo to x: (25) y: (-30)\ngo to x: (40) y: (30)\ngo to x: (55) y: (-30)\ngo to x: (70) y: (30)\npen up\nwait (0) seconds\nset [θ v] to [0]\nrepeat (360)\n go to x: ((120) + ((30) * ([cos v] of (θ) ))) y: ((0) + ((30) * ([sin v] of (θ) )))\n pen down\n change [θ v] by (1)\nend\npen up\nwait (0) seconds\ngo to x: (170) y: (-30)\npen down\ngo to x: (170) y: (30)\ngo to x: (210) y: (-30)\ngo to x: (210) y: (30)\npen up\n\ndefine ステージ\ndelete (join [] [all]) of [ステージ v]\nステージ追加 [-175] [100] 横長さ [50] 縦長さ [500] 種類 [1]\nステージ追加 [0] [-100] 横長さ [300] 縦長さ [100] 種類 [1]\nステージ追加 [43] [200] 横長さ [100] 縦長さ [300] 種類 [1]\nステージ追加 [125] [250] 横長さ [50] 縦長さ [600] 種類 [2]\nステージ追加 [-175] [-300] 横長さ [100] 縦長さ [-50] 種類 [1]\nステージ追加 [100] [-300] 横長さ [100] 縦長さ [-50] 種類 [1]\nステージ追加 [250] [-150] 横長さ [50] 縦長さ [200] 種類 [1]\nステージ追加 [350] [200] 横長さ [50] 縦長さ [150] 種類 [2]\nステージ追加 [350] [-75] 横長さ [50] 縦長さ [150] 種類 [2]\nステージ追加 [450] [-50] 横長さ [100] 縦長さ [200] 種類 [1]\nステージ追加 [575] [25] 横長さ [50] 縦長さ [150] 種類 [2]\nステージ追加 [575] [300] 横長さ [50] 縦長さ [150] 種類 [2]\nステージ追加 [685] [50] 横長さ [100] 縦長さ [200] 種類 [1]\nステージ追加 [825] [150] 横長さ [50] 縦長さ [200] 種類 [1]\nステージ追加 [975] [250] 横長さ [50] 縦長さ [50] 種類 [3]\nステージ追加 [1075] [300] 横長さ [50] 縦長さ [300] 種類 [2]\nステージ追加 [1175] [280] 横長さ [50] 縦長さ [200] 種類 [1]\nステージ追加 [1350] [425] 横長さ [50] 縦長さ [50] 種類 [3]\nステージ追加 [1500] [575] 横長さ [50] 縦長さ [50] 種類 [3]\nステージ追加 [1650] [725] 横長さ [50] 縦長さ [50] 種類 [3]\nステージ追加 [2100] [825] 横長さ [300] 縦長さ [50] 種類 [1]\nステージ追加 [2350] [755] 横長さ [50] 縦長さ [300] 種類 [2]\nステージ追加 [2500] [780] 横長さ [50] 縦長さ [1000] 種類 [1]\nステージ追加 [2575] [1320] 横長さ [50] 縦長さ [320] 種類 [2]\nステージ追加 [2345] [1315] 横長さ [50] 縦長さ [50] 種類 [3]\nステージ追加 [2650] [1440] 横長さ [50] 縦長さ [50] 種類 [3]\nステージ追加 [2755] [1695] 横長さ [50] 縦長さ [50] 種類 [3]\nステージ追加 [3400] [1895] 横長さ [1000] 縦長さ [50] 種類 [1]\nステージ追加 [3250] [2075] 横長さ [50] 縦長さ [300] 種類 [4]\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nhide\nforever\n reset timer\nend\n\nshow\n\nwhen [timer v] > (0)\nshow\nset [ghost v] effect to (0)\n\n
Pączuś platformer ;D
@Stage\n\n@ground\n\nwhen backdrop switches to [tło1 v]\nswitch costume to (kostium1 v)\n\nwhen backdrop switches to [tło2 v]\nswitch costume to (kostium2 v)\n\nwhen backdrop switches to [tło3 v]\nswitch costume to (kostium3 v)\n\nwhen backdrop switches to [tło5 v]\nswitch costume to (kostium5 v)\n\nwhen backdrop switches to [tło4 v]\nswitch costume to (kostium4 v)\n\nwhen backdrop switches to [tło6 v]\nswitch costume to (kostium6 v)\n\nwhen backdrop switches to [tło8 v]\nswitch costume to (kostium8 v)\n\nwhen backdrop switches to [tło7 v]\nswitch costume to (kostium7 v)\n\nwhen backdrop switches to [tło9 v]\nswitch costume to (kostium9 v)\n\n@Duszek1\n\nwhen flag clicked\nswitch costume to (kostium1 v)\nswitch backdrop to (tło1 v)\nset rotation style [left-right v]\ngo to x: (-177) y: (-173)\nset size to (70) %\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [vx v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [vx v] by (-1)\n end\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-5)\n change x by ((vX) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(vX) > [0]> then\n set [vx v] to [-5]\n else\n set [vx v] to [5]\n end\n change [vy v] by (5)\n else\n set [vx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n set [vx v] to ((vX) * (0.9))\n change x by (vX)\n change [vy v] by (-1)\n change y by (vY)\n if <touching (ground v)?> then\n change y by ((vY) * (-1))\n set [vy v] to [0]\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [vy v] to [15]\n end\n end\n change y by (1)\n end\n if <touching (duszek2 v)?> then\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (duszek2 v)?> then\n go to x: (-177) y: (-173)\n end\nend\n\nwhen backdrop switches to [tło6 v]\ngo to x: (7) y: (-174)\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <touching (duszek3 v)?> then\n go to x: (-177) y: (-173)\n end\nend\n\n@Duszek2\n\nwhen backdrop switches to [tło1 v]\nshow\ngo to x: (287) y: (-47)\n\nswitch backdrop to (tło9 v)\n\nwhen backdrop switches to [tło2 v]\ngo to x: (26) y: (195)\n\nwhen backdrop switches to [tło3 v]\ngo to x: (26) y: (195)\n\nwhen backdrop switches to [tło4 v]\ngo to x: (26) y: (195)\n\nwhen backdrop switches to [tło5 v]\ngo to x: (289) y: (201)\n\nwhen backdrop switches to [tło6 v]\ngo to x: (-59) y: (204)\n\nwhen backdrop switches to [tło7 v]\ngo to x: (279) y: (-48)\n\nwhen backdrop switches to [tło8 v]\ngo to x: (-86) y: (127)\n\nwhen backdrop switches to [tło9 v]\nhide\n\n@Duszek4\n\nwhen flag clicked\nplay sound [Piosenka na Tłusty Czwartek v] until done\n\nwhen this sprite clicked\nstop all sounds\n\n@Duszek3\n\nwhen backdrop switches to [tło1 v]\nhide\n\nswitch backdrop to (tło7 v)\n\nwhen backdrop switches to [tło1 v]\n\nwhen backdrop switches to [tło7 v]\ngo to x: (137) y: (-19)\nshow\n\nwhen backdrop switches to [tło1 v]\n\nwhen backdrop switches to [tło8 v]\ngo to x: (280) y: (16)\n\nwhen backdrop switches to [tło1 v]\n\nwhen backdrop switches to [tło1 v]\n\nwhen backdrop switches to [tło1 v]\n\nwhen backdrop switches to [tło9 v]\nhide\n\n
#paczkizadza\n\nBardzo nastrojowa muzyka...\n(Jakby kogoś wkurzała to ma przycisk do wyłączenia jej)\nNIE MÓWCIE MI ŻE ZA KRÓTKIE BO JA TO WIEM!! OKEJ?!\nlolz to było czwarte w #gry
Amethyst || 100% pen platformer 3
@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\nset volume to (50) %\n\n@PEN\n\ndefine ゴール\nステージ\n背景\nYou won\nstop [all v]\n\nwhen flag clicked\ndelete (join [] [all]) of [判定 v]\nステージ\nforever\n PLAYERプログラム\nend\n\ndefine PLAYERプログラム\nif <<<mouse down?> and <[50] < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [x v] by (1)\nend\nif <<<mouse down?> and <(mouse x) < [-50]>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [x v] by (-1)\nend\nset [x v] to ((X) * (0.89))\nchange [player-x v] by (X)\nrepeat (7)\n 当たり判定\n if <[判定 v] contains [1]?> then\n change [player-y v] by (1)\n end\nend\n当たり判定\nif <[判定 v] contains [1]?> then\n change [player-x v] by (() - (X))\n change [player-y v] by (-7)\n if <<<mouse down?> and <(mouse y) > [50]>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [10]\n set [x v] to ((6) - ((12) * <(X) = ([abs v] of (X) )>))\n else\n set [x v] to [0]\n end\nend\nchange [player-y v] by (-1)\n当たり判定\nif <[判定 v] contains [1]?> then\n if <<<mouse down?> and <(mouse y) > [50]>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [15]\n end\nend\nchange [player-y v] by (1)\nchange [y v] by (-1)\nchange [player-y v] by (Y)\n当たり判定\nif <[判定 v] contains [1]?> then\n change [player-y v] by (() - (Y))\n set [y v] to [0]\nend\n当たり判定\nif <<(scroll-y) < [-400]> or <[判定 v] contains [2]?>> then\n 初期化\nend\n当たり判定\nif <[判定 v] contains [3]?> then\n set [y v] to [25]\nend\nif <[判定 v] contains [4]?> then\n ゴール\nend\n\ndefine 判定 (x1) (x2) (y1) (y2) (x) (y)\nif <<([abs v] of ((((x1) + (x2)) / (2)) - (x)) ) < (([abs v] of ((x1) - (((x1) + (x2)) / (2))) ) + (20))> and <([abs v] of ((((y1) + (y2)) / (2)) - (y)) ) < (([abs v] of ((y1) - (((y1) + (y2)) / (2))) ) + (20))>> then\n add (item ((判定1) + (5)) of [ステージ v]) to [判定 v]\nend\n\ndefine X Y (x) (y)\ngo to x: ((x) - (scroll-x)) y: ((y) - (scroll-y))\n\ndefine PLAYER (x) (y) (辺)\nset pen size to (10)\nset pen color to (#b200ff)\nset pen (transparency v) to (50)\ngo to x: ((x) + (辺)) y: ((y) + (辺))\npen down\nset x to ((x) - (辺))\nset y to ((y) - (辺))\nset x to ((x) + (辺))\nset y to ((y) + (辺))\npen up\nset pen (transparency v) to (0)\nset pen size to (7.5)\ngo to x: ((x) + (辺)) y: ((y) + (辺))\npen down\nset x to ((x) - (辺))\nset y to ((y) - (辺))\nset x to ((x) + (辺))\nset y to ((y) + (辺))\npen up\n\ndefine 当たり判定\ndelete all of [判定 v]\nset [判定1 v] to [0]\nrepeat ((length of [ステージ v]) / (5))\n 判定 ((item ((判定1) + (1)) of [ステージ v]) + ((item ((判定1) + (3)) of [ステージ v]) / (2))) ((item ((判定1) + (1)) of [ステージ v]) - ((item ((判定1) + (3)) of [ステージ v]) / (2))) ((item ((判定1) + (2)) of [ステージ v]) + ((item ((判定1) + (4)) of [ステージ v]) / (2))) ((item ((判定1) + (2)) of [ステージ v]) - ((item ((判定1) + (4)) of [ステージ v]) / (2))) ((scroll-x) + (PLAYER-X)) ((scroll-y) + (PLAYER-Y))\n change [判定1 v] by (5)\nend\n\ndefine ステージ追加 (x) (y) 横長さ (横長さ) 縦長さ (縦長さ) 種類 (種類)\nadd (x) to [ステージ v]\nadd (y) to [ステージ v]\nadd (横長さ) to [ステージ v]\nadd (縦長さ) to [ステージ v]\nadd (種類) to [ステージ v]\n\ndefine 初期化\nset [x v] to [0]\nset [y v] to [0]\nset [player-x v] to [0]\nset [player-y v] to [0]\nset [scroll-x v] to [0]\nset [scroll-y v] to [0]\n\nwhen flag clicked\n初期化\n\ndefine ステージ描写\nset [描写1 v] to [0]\nrepeat ((length of [ステージ v]) / (5))\n X Y ((item ((描写1) + (1)) of [ステージ v]) + ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) + ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n ステージ色\n set pen size to (10)\n set pen (transparency v) to (50)\n pen down\n X Y ((item ((描写1) + (1)) of [ステージ v]) + ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) - ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n X Y ((item ((描写1) + (1)) of [ステージ v]) - ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) - ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n X Y ((item ((描写1) + (1)) of [ステージ v]) - ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) + ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n X Y ((item ((描写1) + (1)) of [ステージ v]) + ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) + ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n pen up\n set pen size to (7.5)\n set pen (transparency v) to (0)\n pen down\n X Y ((item ((描写1) + (1)) of [ステージ v]) + ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) - ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n X Y ((item ((描写1) + (1)) of [ステージ v]) - ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) - ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n X Y ((item ((描写1) + (1)) of [ステージ v]) - ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) + ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n X Y ((item ((描写1) + (1)) of [ステージ v]) + ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) + ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n pen up\n change [描写1 v] by (5)\nend\nPLAYER (PLAYER-X) (PLAYER-Y) [12.5]\n\ndefine ステージ色\nif <(item ((描写1) + (5)) of [ステージ v]) = [1]> then\n set pen color to (#0400ff)\nelse\n if <(item ((描写1) + (5)) of [ステージ v]) = [2]> then\n set pen color to (#ff0000)\n else\n if <(item ((描写1) + (5)) of [ステージ v]) = [3]> then\n set pen color to (#65ff00)\n else\n if <(item ((描写1) + (5)) of [ステージ v]) = [4]> then\n set pen color to (#ff00f6)\n else\n if <[4] < (item ((描写1) + (5)) of [ステージ v])> then\n set pen color to (#ffe900)\n end\n end\n end\n end\nend\n\ndefine 背景\nset pen size to ((1) / (0))\nset pen color to (#000000)\ngo to x: (0) y: (0)\npen down\npen up\n\nwhen flag clicked\nforever\n change [scroll-x v] by (round (((PLAYER-X) + (X)) / (13)))\n change [player-x v] by (() - (round (((PLAYER-X) + (X)) / (13))))\n change [player-y v] by (() - (round ((((PLAYER-Y) + (Y)) + (20)) / (13))))\n change [scroll-y v] by (round ((((PLAYER-Y) + (Y)) + (20)) / (13)))\nend\n\ndefine 升\nset [雑用 v] to (((scroll-x) - ((scroll-x) mod (50))) - (200))\nset pen color to (#696969)\nset pen (transparency v) to (80)\nset pen size to (12)\nrepeat (10)\n X Y (雑用) [10000]\n pen down\n X Y (雑用) [-10000]\n pen up\n change [雑用 v] by (50)\nend\nset [雑用 v] to (((scroll-y) - ((scroll-y) mod (50))) - (200))\nrepeat (10)\n X Y [10000] (雑用)\n pen down\n X Y [-10000] (雑用)\n pen up\n change [雑用 v] by (50)\nend\n\nwhen flag clicked\nステージ\nforever\n erase all\n 背景\n 升\n ステージ描写\nend\n\ndefine You won\nset pen color to (#ffffff)\nset pen size to (10)\ngo to x: (-220) y: (30)\npen down\ngo to x: (-200) y: (0)\ngo to x: (-180) y: (30)\npen up\ngo to x: (-200) y: (0)\npen down\ngo to x: (-200) y: (-30)\npen up\nwait (0) seconds\nset [θ v] to [0]\nrepeat (360)\n go to x: ((-130) + ((30) * ([cos v] of (θ) ))) y: ((0) + ((30) * ([sin v] of (θ) )))\n pen down\n change [θ v] by (1)\nend\npen up\nwait (0) seconds\nset [θ v] to [0]\nrepeat (180)\n go to x: ((-50) + ((30) * ([cos v] of (θ) ))) y: ((0) + ((30) * ([sin v] of (θ) )))\n pen down\n change [θ v] by (-1)\nend\npen up\ngo to x: (-80) y: (0)\npen down\ngo to x: (-80) y: (30)\npen up\ngo to x: (-20) y: (0)\npen down\ngo to x: (-20) y: (30)\npen up\nwait (0) seconds\ngo to x: (10) y: (30)\npen down\ngo to x: (25) y: (-30)\ngo to x: (40) y: (30)\ngo to x: (55) y: (-30)\ngo to x: (70) y: (30)\npen up\nwait (0) seconds\nset [θ v] to [0]\nrepeat (360)\n go to x: ((120) + ((30) * ([cos v] of (θ) ))) y: ((0) + ((30) * ([sin v] of (θ) )))\n pen down\n change [θ v] by (1)\nend\npen up\nwait (0) seconds\ngo to x: (170) y: (-30)\npen down\ngo to x: (170) y: (30)\ngo to x: (210) y: (-30)\ngo to x: (210) y: (30)\npen up\n\ndefine ステージ\ndelete (join [] [all]) of [ステージ v]\nステージ追加 [0] [-200] 横長さ [300] 縦長さ [200] 種類 [1]\nステージ追加 [-177] [200] 横長さ [50] 縦長さ [1175] 種類 [1]\nステージ追加 [75] [250] 横長さ [100] 縦長さ [50] 種類 [1]\nステージ追加 [-98] [400] 横長さ [100] 縦長さ [50] 種類 [1]\nステージ追加 [75] [550] 横長さ [100] 縦長さ [50] 種類 [1]\nステージ追加 [48] [750] 横長さ [400] 縦長さ [25] 種類 [1]\nステージ追加 [48] [775] 横長さ [400] 縦長さ [25] 種類 [2]\nステージ追加 [263] [590] 横長さ [50] 縦長さ [150] 種類 [1]\nステージ追加 [223] [590] 横長さ [25] 縦長さ [150] 種類 [2]\nステージ追加 [450] [670] 横長さ [50] 縦長さ [50] 種類 [3]\nステージ追加 [223] [822] 横長さ [50] 縦長さ [50] 種類 [3]\nステージ追加 [0] [822] 横長さ [50] 縦長さ [50] 種類 [3]\nステージ追加 [-235] [-300] 横長さ [50] 縦長さ [50] 種類 [1]\nステージ追加 [-435] [-200] 横長さ [50] 縦長さ [50] 種類 [1]\nステージ追加 [-635] [-100] 横長さ [100] 縦長さ [50] 種類 [3]\nステージ追加 [-865] [200] 横長さ [50] 縦長さ [50] 種類 [1]\nステージ追加 [-865] [375] 横長さ [50] 縦長さ [50] 種類 [1]\nステージ追加 [-865] [550] 横長さ [50] 縦長さ [50] 種類 [1]\nステージ追加 [-865] [725] 横長さ [50] 縦長さ [50] 種類 [1]\nステージ追加 [-865] [900] 横長さ [50] 縦長さ [50] 種類 [1]\nステージ追加 [-1010] [1050] 横長さ [100] 縦長さ [50] 種類 [3]\nステージ追加 [-790] [1200] 横長さ [100] 縦長さ [50] 種類 [3]\nステージ追加 [-590] [1350] 横長さ [100] 縦長さ [50] 種類 [3]\nステージ追加 [-870] [1500] 横長さ [300] 縦長さ [50] 種類 [1]\nステージ追加 [-920] [1675] 横長さ [50] 縦長さ [300] 種類 [4]\n\nステージ追加 [650] [-350] 横長さ [500] 縦長さ [50] 種類 [1]\nステージ追加 [1025] [-350] 横長さ [50] 縦長さ [50] 種類 [3]\n\n@thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n
Full 3D platformer engine v1.21
@Stage\n\n@Sprite1\n\n@RENDERER\n\ndefine 3D tri fill (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) res (res)\ndo 3D stuff with (x2) (y2) (z2)\nset [#x2 v] to (#x)\nset [#y2 v] to (#y)\nset [#z2 v] to (#z)\ndo 3D stuff with (x3) (y3) (z3)\nset [#x3 v] to (#x)\nset [#y3 v] to (#y)\nset [#z3 v] to (#z)\ndo 3D stuff with (x1) (y1) (z1)\nif <(#z) < (_nearPlane)> then\n set [#z v] to (_nearPlane)\nend\nif <(#z2) < (_nearPlane)> then\n set [#z2 v] to (_nearPlane)\nend\nif <(#z3) < (_nearPlane)> then\n set [#z3 v] to (_nearPlane)\nend\nif <<(#z) > (_nearPlane)> or <<(#z2) > (_nearPlane)> or <(#z3) > (_nearPlane)>>> then\n 2D Tri Fill (((#x) * (_FOV)) / (#z)) (((#y) * (_FOV)) / (#z)) (((#x2) * (_FOV)) / (#z2)) (((#y2) * (_FOV)) / (#z2)) (((#x3) * (_FOV)) / (#z3)) (((#y3) * (_FOV)) / (#z3)) (res)\nend\n\ndefine Tic\nPlMovement\nsort\nrender\nAdd level\n\nwhen flag clicked\nSinCosList\nbig\nreset\ndelete all of [ccoins v]\nforever\n set [/deltatime v] to ((timer) - (/oldtme))\n set [/oldtme v] to (timer)\n set [fps v] to (round ((1) / (/deltatime)))\n if <(FPS) < [14]> then\n set [/deltatime v] to ((1) / (14))\n end\n broadcast (tic v) and wait\nend\n\ndefine render\nitemsOfEach\nerase all\nset [@counter v] to [0]\nrepeat (length of [compileddata v])\n change [@counter v] by (1)\n decode string (item (@counter) of [compileddata v])\n if <(length of [decodeddata v]) = [11]> then\n set pen color to (item (11) of [decodeddata v])\n 3D tri fill (item (1) of [decodeddata v]) (item (2) of [decodeddata v]) (item (3) of [decodeddata v]) (item (4) of [decodeddata v]) (item (5) of [decodeddata v]) (item (6) of [decodeddata v]) (item (7) of [decodeddata v]) (item (8) of [decodeddata v]) (item (9) of [decodeddata v]) res ((3) - ((1) * <is compiled?>))\n else\n if <(length of [decodeddata v]) = [4]> then\n if <(item (item (4) of [decodeddata v]) of [ccoins v]) = [0]> then\n render coin at (item (1) of [decodeddata v]) (item (2) of [decodeddata v]) (item (3) of [decodeddata v])\n end\n else\n if <(length of [decodeddata v]) = [6]> then\n renderBox at (item (1) of [decodeddata v]) (item (2) of [decodeddata v]) (item (3) of [decodeddata v]) color (item (4) of [decodeddata v]) size (item (5) of [decodeddata v]) res [3]\n else\n if <(length of [decodeddata v]) = [8]> then\n renderLine at (item (1) of [decodeddata v]) (item (2) of [decodeddata v]) (item (3) of [decodeddata v]) (item (4) of [decodeddata v]) (item (5) of [decodeddata v]) (item (6) of [decodeddata v]) r ((item (7) of [decodeddata v]) * (1.35)) color (item (8) of [decodeddata v]) time [2]\n renderLine at (item (1) of [decodeddata v]) (item (2) of [decodeddata v]) (item (3) of [decodeddata v]) (item (4) of [decodeddata v]) (item (5) of [decodeddata v]) (item (6) of [decodeddata v]) r (item (7) of [decodeddata v]) color (item (8) of [decodeddata v]) time [1]\n end\n end\n end\n end\nend\n\ndefine Add level\nset [coincounter v] to [0]\ndelete all of [slotedhexa v]\ndelete all of [compileddata v]\ndelete all of [slotedtris v]\ndelete all of [slotedcoins v]\ndelete all of [slotedlines v]\ndelete all of [movingplatformschange v]\ndelete all of [distancedata v]\ndelete all of [collisionindex v]\nadd [0] to [collisionindex v]\nadd [0] to [collisionindex v]\nadd [0] to [collisionindex v]\nPlAdd\n_add hexa at [-50] [-50] [-50] to [50] [-50] [50] color [#38d906] mode [1]\n_add hexa at [-100] [-50] [50] to [100] [-50] [150] color [#ca6506] mode [1]\n_add tri [-100] [-50] [150] [-100] [0] [250] [100] [0] [250] mode [1] color [#00b1cc] <>\n_add tri [-100] [-50] [150] [100] [-50] [150] [100] [0] [250] mode [1] color [#00b1cc] <>\n_add hexa at [-200] [-50] [50] to [-100] [0] [150] color [#cca200] mode [1]\n_add tri [-100] [0] [250] [100] [0] [250] [100] [0] [350] mode [1] color [#b000a3] <>\n_add tri [-100] [0] [250] [-100] [0] [350] [100] [0] [350] mode [1] color [#b000a3] <>\n_add spike [0] [-50] [100] height [40] color [#d40000]\n_add spike [-20] [-50] [100] height [20] color [#d40000]\n_add spike [20] [-50] [100] height [20] color [#d40000]\n_add coin [-150] [50] [100]\n_add hexa at [-50] [-100] [-150] to [50] [-50] [-50] color [#fbff00] mode [3]\n_add line from [0] [-5] [350] to [0] [30] [450] radius [20] color [#5e2500] mode [1]\n_add line from [-50] [-5] [350] to [-50] [30] [450] radius [20] color [#5e2500] mode [1]\n_add line from [50] [-5] [350] to [50] [30] [450] radius [20] color [#5e2500] mode [1]\n_add tri [-100] [35] [450] [100] [35] [450] [0] [35] [550] mode [1] color [#9a6b18] <>\n_add coin [0] [100] [500]\n_add moving tri [-200] [0] [50] [-200] [0] [150] [-300] [0] [100] moves [-100] [0] [0] speed [0.5] color [#cca200] mode [1]\n\ndefine _add tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) mode (m) color (#) <collide?>\nreplace item (1) of [collisionindex v] with (<not <collide?>> + (item (1) of [collisionindex v]))\nadd (join (x1) (join [/] (join (y1) (join [/] (join (z1) (join [/] (join (x2) (join [/] (join (y2) (join [/] (join (z2) (join [/] (join (x3) (join [/] (join (y3) (join [/] (join (z3) (join [/] (join (m) (join [/] (#))))))))))))))))))))) to [compileddata v]\nif <(m) = [0]> then\n set [_dist1 v] to (round ((((x1) - (_ScrollX)) * ((x1) - (_ScrollX))) + (((((y1) + (playerYoffset)) - (_ScrollY)) * (((y1) + (playerYoffset)) - (_ScrollY))) + (((z1) - (_ScrollZ)) * ((z1) - (_ScrollZ))))))\n set [_dist2 v] to (round ((((x2) - (_ScrollX)) * ((x2) - (_ScrollX))) + (((((y2) + (playerYoffset)) - (_ScrollY)) * (((y2) + (playerYoffset)) - (_ScrollY))) + (((z2) - (_ScrollZ)) * ((z2) - (_ScrollZ))))))\n set [_dist3 v] to (round ((((x3) - (_ScrollX)) * ((x3) - (_ScrollX))) + (((((y3) + (playerYoffset)) - (_ScrollY)) * (((y3) + (playerYoffset)) - (_ScrollY))) + (((z3) - (_ScrollZ)) * ((z3) - (_ScrollZ))))))\nelse\n set [_dist1 v] to (round ((((x1) - (_ScrollX)) * ((x1) - (_ScrollX))) + (((((y1) + (item (m) of [modes high v])) - (_ScrollY)) * (((y1) + (item (m) of [modes high v])) - (_ScrollY))) + (((z1) - (_ScrollZ)) * ((z1) - (_ScrollZ))))))\n set [_dist2 v] to (round ((((x2) - (_ScrollX)) * ((x2) - (_ScrollX))) + (((((y2) + (item (m) of [modes high v])) - (_ScrollY)) * (((y2) + (item (m) of [modes high v])) - (_ScrollY))) + (((z2) - (_ScrollZ)) * ((z2) - (_ScrollZ))))))\n set [_dist3 v] to (round ((((x3) - (_ScrollX)) * ((x3) - (_ScrollX))) + (((((y3) + (item (m) of [modes high v])) - (_ScrollY)) * (((y2) + (item (m) of [modes high v])) - (_ScrollY))) + (((z3) - (_ScrollZ)) * ((z3) - (_ScrollZ))))))\nend\nadd (round (((_Dist1) + ((_Dist2) + (_Dist3))) / (3))) to [distancedata v]\nif <not <collide?>> then\n if <not <<<(z1) > ((_PlayerZ) + (25))> and <(z2) > ((_PlayerZ) + (25))>> and <(z3) > ((_PlayerZ) + (25))>>> then\n if <not <<<((_PlayerZ) + (-25)) > (z1)> and <((_PlayerZ) + (-25)) > (z2)>> and <((_PlayerZ) + (-25)) > (z3)>>> then\n if <not <<<(x1) > ((_PlayerX) + (25))> and <(x2) > ((_PlayerX) + (25))>> and <(x3) > ((_PlayerX) + (25))>>> then\n if <not <<<((_PlayerX) + (-25)) > (x1)> and <((_PlayerX) + (-25)) > (x2)>> and <((_PlayerX) + (-25)) > (x3)>>> then\n if <<((_PlayerY) + (100)) > (y1)> or <<((_PlayerY) + (100)) > (y2)> or <((_PlayerY) + (100)) > (y3)>>> then\n add (x1) to [slotedtris v]\n add (y1) to [slotedtris v]\n add (z1) to [slotedtris v]\n add (x2) to [slotedtris v]\n add (y2) to [slotedtris v]\n add (z2) to [slotedtris v]\n add (x3) to [slotedtris v]\n add (y3) to [slotedtris v]\n add (z3) to [slotedtris v]\n add (m) to [slotedtris v]\n add (#) to [slotedtris v]\n if <<(y1) = (y2)> and <(y2) = (y3)>> then\n add [1] to [slotedtris v]\n else\n add [0] to [slotedtris v]\n end\n end\n end\n end\n end\n end\nend\n\ndefine decode string (string)\ndelete all of [decodeddata v]\nadd [] to [decodeddata v]\nset [@counter2 v] to [0]\nrepeat (length of (string))\n change [@counter2 v] by (1)\n if <(letter (@counter2) of (string)) = [/]> then\n add [] to [decodeddata v]\n else\n replace item (length of [decodeddata v]) of [decodeddata v] with (join (item (length of [decodeddata v]) of [decodeddata v]) (letter (@counter2) of (string)))\n end\nend\n\ndefine reset\nreset timer\nset [/deltatime v] to [0.03]\nset [/oldtme v] to [0]\nset [_rotx v] to [-25]\nset [_roty v] to [0]\nset [_playerx v] to [0]\nset [_playery v] to [0]\nset [_playerz v] to [0]\nset [_scrollx v] to [0]\nset [_scrolly v] to [0]\nset [_scrollz v] to [-100]\nset [_fov v] to [300]\nset [_nearplane v] to [1]\nset [_playeryvel v] to [0]\nset [_dir v] to [0]\nset [_objectivedir v] to [0]\nset [\(\)playerspeed v] to [150]\nset [\(\)rotatespeed v] to [100]\nset [\(\)gravity v] to [700]\nset [playeryoffset v] to [130]\n\ndefine sort\nset [@counter v] to (length of [distancedata v])\nrepeat (length of [distancedata v])\n set [@counter2 v] to [0]\n set [@counter3 v] to [1]\n repeat (@counter)\n change [@counter2 v] by (1)\n if <(item (@counter2) of [distancedata v]) < (item (@counter3) of [distancedata v])> then\n set [@counter3 v] to (@counter2)\n end\n end\n replaceSorting\n change [@counter v] by (-1)\nend\n\ndefine replaceSorting\nset [@counter2 v] to (item (@counter3) of [distancedata v])\nreplace item (@counter3) of [distancedata v] with (item (@counter) of [distancedata v])\nreplace item (@counter) of [distancedata v] with (@counter2)\nset [@counter2 v] to (item (@counter3) of [compileddata v])\nreplace item (@counter3) of [compileddata v] with (item (@counter) of [compileddata v])\nreplace item (@counter) of [compileddata v] with (@counter2)\n\ndefine Sin & Cos\nset [=xsin v] to (item ((((_RotX) - (1)) mod (360)) + (1)) of [/sin v])\nset [=xcos v] to (item ((((_RotX) - (1)) mod (360)) + (1)) of [/cos v])\nset [=ysin v] to (item ((((_RotY) - (1)) mod (360)) + (1)) of [/sin v])\nset [=ycos v] to (item ((((_RotY) - (1)) mod (360)) + (1)) of [/cos v])\n\ndefine PlMovement\nchange [_rotx v] by ((0) * (<key (up arrow v) pressed?> - <key (down arrow v) pressed?>))\nchange [_roty v] by (((\(\)rotateSpeed) * (/deltatime)) * (<key (left arrow v) pressed?> - <key (right arrow v) pressed?>))\nset [_roty v] to (round (_RotY))\nif <(_RotX) > [0]> then\n set [_rotx v] to [0]\nend\nif <[-90] > (_RotX)> then\n set [_rotx v] to [-90]\nend\nSin & Cos\nset [_scrollx v] to ((_PlayerX) + ((300) * ((=Ysin) * (=Xcos))))\nset [_scrolly v] to ((_PlayerY) + ((-300) * (=Xsin)))\nset [_scrollz v] to ((_PlayerZ) + ((-300) * ((=Ycos) * (=Xcos))))\nPlChange pos (((0) - ((\(\)playerSpeed) * (/deltatime))) * ((=Ysin) * (<key (w v) pressed?> - <key (s v) pressed?>))) (((\(\)playerSpeed) * (/deltatime)) * ((=Ycos) * (<key (w v) pressed?> - <key (s v) pressed?>)))\nPlChange pos (((0) - ((\(\)playerSpeed) * (/deltatime))) * ((=Ycos) * (<key (a v) pressed?> - <key (d v) pressed?>))) (((0) - ((\(\)playerSpeed) * (/deltatime))) * ((=Ysin) * (<key (a v) pressed?> - <key (d v) pressed?>)))\nchange [_playeryvel v] by ((0) - ((\(\)gravity) * (/deltatime)))\nchange [_playery v] by ((_PlayerYVel) * (/deltatime))\nset [_playery v] to (round (_PlayerY))\nPlCollision? <> moving <>\nif <[collisions v] contains [1]?> then\n repeat until <not <[collisions v] contains [1]?>>\n if <(_PlayerYVel) > [0]> then\n change [_playery v] by (-1)\n else\n change [_playery v] by (1)\n end\n PlCollision? moving <>\n end\n set [_playeryvel v] to [0]\n change [_playery v] by (-3)\n PlCollision? <> moving <>\n if <<[collisions v] contains [1]?> and <key (space v) pressed?>> then\n set [_playeryvel v] to [400]\n end\n change [_playery v] by (3)\nend\nPl Move with moving platforms\nPlCollision? <> moving <>\nif <[collisions v] contains [2]?> then\n reset\nend\nif <[collisions v] contains [3]?> then\n set [_playeryvel v] to [525]\nend\nobjDir\nset [_dir v] to (() - (_RotY))\n\ndefine PlChange pos (x) (z)\nchange [_playerx v] by (round (x))\nPlCollision? <> moving <>\nif <[collisions v] contains [1]?> then\n repeat (8)\n if <[collisions v] contains [1]?> then\n change [_playery v] by (1)\n end\n PlCollision? moving <>\n end\n if <[collisions v] contains [1]?> then\n change [_playery v] by (-8)\n change [_playerx v] by ((0) - (round (x)))\n end\nend\nchange [_playerz v] by (round (z))\nPlCollision? <> moving <>\nif <[collisions v] contains [1]?> then\n repeat (8)\n if <[collisions v] contains [1]?> then\n change [_playery v] by (1)\n end\n PlCollision? moving <>\n end\n if <[collisions v] contains [1]?> then\n change [_playery v] by (-8)\n change [_playerz v] by ((0) - (round (z)))\n end\nend\ncoins?\n\ndefine PlCollision? <all?> moving <m>\nset [collisionindex v] to [0]\ndelete all of [collisions v]\nif <not <all?>> then\n delete all of [collisions# v]\nend\nif <all?> then\n set [@counter2 v] to [0]\n repeat (length of [collisions# v])\n change [@counter2 v] by (1)\n set [@counter v] to (item (@counter2) of [collisions# v])\n set [collisionindex v] to ((@counter) / (12))\n if <not <(@counter) > (length of [slotedtris v])>> then\n if <(item ((@counter) - (0)) of [slotedtris v]) = [1]> then\n if <(item ((@counter) - (10)) of [slotedtris v]) < ((_PlayerY) + (-20))> then\n # Collision - Sphere pos: (_PlayerX) ((_PlayerY) + (-20)) (_PlayerZ) radius [15] Triangle (item ((@counter) - (11)) of [slotedtris v]) (item ((@counter) - (10)) of [slotedtris v]) (item ((@counter) - (9)) of [slotedtris v]) . (item ((@counter) - (8)) of [slotedtris v]) (item ((@counter) - (7)) of [slotedtris v]) (item ((@counter) - (6)) of [slotedtris v]) . (item ((@counter) - (5)) of [slotedtris v]) (item ((@counter) - (4)) of [slotedtris v]) (item ((@counter) - (3)) of [slotedtris v])\n else\n if <((_PlayerY) + (20)) < (item ((@counter) - (10)) of [slotedtris v])> then\n # Collision - Sphere pos: (_PlayerX) ((_PlayerY) + (20)) (_PlayerZ) radius [15] Triangle (item ((@counter) - (11)) of [slotedtris v]) (item ((@counter) - (10)) of [slotedtris v]) (item ((@counter) - (9)) of [slotedtris v]) . (item ((@counter) - (8)) of [slotedtris v]) (item ((@counter) - (7)) of [slotedtris v]) (item ((@counter) - (6)) of [slotedtris v]) . (item ((@counter) - (5)) of [slotedtris v]) (item ((@counter) - (4)) of [slotedtris v]) (item ((@counter) - (3)) of [slotedtris v])\n else\n # Collision - Sphere pos: (_PlayerX) (item ((@counter) - (10)) of [slotedtris v]) (_PlayerZ) radius [15] Triangle (item ((@counter) - (11)) of [slotedtris v]) (item ((@counter) - (10)) of [slotedtris v]) (item ((@counter) - (9)) of [slotedtris v]) . (item ((@counter) - (8)) of [slotedtris v]) (item ((@counter) - (7)) of [slotedtris v]) (item ((@counter) - (6)) of [slotedtris v]) . (item ((@counter) - (5)) of [slotedtris v]) (item ((@counter) - (4)) of [slotedtris v]) (item ((@counter) - (3)) of [slotedtris v])\n end\n end\n if <(~collisionResult) = [1]> then\n end\n else\n # Collision - Sphere pos: (_PlayerX) ((_PlayerY) + (-20)) (_PlayerZ) radius [15] Triangle (item ((@counter) - (11)) of [slotedtris v]) (item ((@counter) - (10)) of [slotedtris v]) (item ((@counter) - (9)) of [slotedtris v]) . (item ((@counter) - (8)) of [slotedtris v]) (item ((@counter) - (7)) of [slotedtris v]) (item ((@counter) - (6)) of [slotedtris v]) . (item ((@counter) - (5)) of [slotedtris v]) (item ((@counter) - (4)) of [slotedtris v]) (item ((@counter) - (3)) of [slotedtris v])\n if <(~collisionResult) = [1]> then\n else\n # Collision - Sphere pos: (_PlayerX) (_PlayerY) (_PlayerZ) radius [15] Triangle (item ((@counter) - (11)) of [slotedtris v]) (item ((@counter) - (10)) of [slotedtris v]) (item ((@counter) - (9)) of [slotedtris v]) . (item ((@counter) - (8)) of [slotedtris v]) (item ((@counter) - (7)) of [slotedtris v]) (item ((@counter) - (6)) of [slotedtris v]) . (item ((@counter) - (5)) of [slotedtris v]) (item ((@counter) - (4)) of [slotedtris v]) (item ((@counter) - (3)) of [slotedtris v])\n if <(~collisionResult) = [1]> then\n else\n # Collision - Sphere pos: (_PlayerX) ((_PlayerY) + (20)) (_PlayerZ) radius [15] Triangle (item ((@counter) - (11)) of [slotedtris v]) (item ((@counter) - (10)) of [slotedtris v]) (item ((@counter) - (9)) of [slotedtris v]) . (item ((@counter) - (8)) of [slotedtris v]) (item ((@counter) - (7)) of [slotedtris v]) (item ((@counter) - (6)) of [slotedtris v]) . (item ((@counter) - (5)) of [slotedtris v]) (item ((@counter) - (4)) of [slotedtris v]) (item ((@counter) - (3)) of [slotedtris v])\n end\n end\n end\n end\n if <(~collisionResult) = [0]> then\n delete (@counter2) of [collisions# v]\n change [@counter2 v] by (1)\n else\n if <not <m>> then\n add ([abs v] of (item ((@counter) - (2)) of [slotedtris v]) ) to [collisions v]\n else\n add (item ((@counter) - (2)) of [slotedtris v]) to [collisions v]\n end\n add (@counter) to [collisionindex v]\n end\n end\nelse\n set [@counter v] to [0]\n repeat ((length of [slotedtris v]) / (12))\n change [@counter v] by (12)\n change [collisionindex v] by (1)\n if <not <(@counter) > (length of [slotedtris v])>> then\n if <not <[collisions v] contains (item ((@counter) - (2)) of [slotedtris v])?>> then\n if <(item ((@counter) - (0)) of [slotedtris v]) = [1]> then\n if <(item ((@counter) - (10)) of [slotedtris v]) < ((_PlayerY) + (-20))> then\n # Collision - Sphere pos: (_PlayerX) ((_PlayerY) + (-20)) (_PlayerZ) radius [15] Triangle (item ((@counter) - (11)) of [slotedtris v]) (item ((@counter) - (10)) of [slotedtris v]) (item ((@counter) - (9)) of [slotedtris v]) . (item ((@counter) - (8)) of [slotedtris v]) (item ((@counter) - (7)) of [slotedtris v]) (item ((@counter) - (6)) of [slotedtris v]) . (item ((@counter) - (5)) of [slotedtris v]) (item ((@counter) - (4)) of [slotedtris v]) (item ((@counter) - (3)) of [slotedtris v])\n else\n if <((_PlayerY) + (20)) < (item ((@counter) - (10)) of [slotedtris v])> then\n # Collision - Sphere pos: (_PlayerX) ((_PlayerY) + (20)) (_PlayerZ) radius [15] Triangle (item ((@counter) - (11)) of [slotedtris v]) (item ((@counter) - (10)) of [slotedtris v]) (item ((@counter) - (9)) of [slotedtris v]) . (item ((@counter) - (8)) of [slotedtris v]) (item ((@counter) - (7)) of [slotedtris v]) (item ((@counter) - (6)) of [slotedtris v]) . (item ((@counter) - (5)) of [slotedtris v]) (item ((@counter) - (4)) of [slotedtris v]) (item ((@counter) - (3)) of [slotedtris v])\n else\n # Collision - Sphere pos: (_PlayerX) (item ((@counter) - (10)) of [slotedtris v]) (_PlayerZ) radius [15] Triangle (item ((@counter) - (11)) of [slotedtris v]) (item ((@counter) - (10)) of [slotedtris v]) (item ((@counter) - (9)) of [slotedtris v]) . (item ((@counter) - (8)) of [slotedtris v]) (item ((@counter) - (7)) of [slotedtris v]) (item ((@counter) - (6)) of [slotedtris v]) . (item ((@counter) - (5)) of [slotedtris v]) (item ((@counter) - (4)) of [slotedtris v]) (item ((@counter) - (3)) of [slotedtris v])\n end\n end\n if <(~collisionResult) = [1]> then\n end\n else\n # Collision - Sphere pos: (_PlayerX) ((_PlayerY) + (-20)) (_PlayerZ) radius [15] Triangle (item ((@counter) - (11)) of [slotedtris v]) (item ((@counter) - (10)) of [slotedtris v]) (item ((@counter) - (9)) of [slotedtris v]) . (item ((@counter) - (8)) of [slotedtris v]) (item ((@counter) - (7)) of [slotedtris v]) (item ((@counter) - (6)) of [slotedtris v]) . (item ((@counter) - (5)) of [slotedtris v]) (item ((@counter) - (4)) of [slotedtris v]) (item ((@counter) - (3)) of [slotedtris v])\n if <(~collisionResult) = [1]> then\n else\n # Collision - Sphere pos: (_PlayerX) (_PlayerY) (_PlayerZ) radius [15] Triangle (item ((@counter) - (11)) of [slotedtris v]) (item ((@counter) - (10)) of [slotedtris v]) (item ((@counter) - (9)) of [slotedtris v]) . (item ((@counter) - (8)) of [slotedtris v]) (item ((@counter) - (7)) of [slotedtris v]) (item ((@counter) - (6)) of [slotedtris v]) . (item ((@counter) - (5)) of [slotedtris v]) (item ((@counter) - (4)) of [slotedtris v]) (item ((@counter) - (3)) of [slotedtris v])\n if <(~collisionResult) = [1]> then\n else\n # Collision - Sphere pos: (_PlayerX) ((_PlayerY) + (20)) (_PlayerZ) radius [15] Triangle (item ((@counter) - (11)) of [slotedtris v]) (item ((@counter) - (10)) of [slotedtris v]) (item ((@counter) - (9)) of [slotedtris v]) . (item ((@counter) - (8)) of [slotedtris v]) (item ((@counter) - (7)) of [slotedtris v]) (item ((@counter) - (6)) of [slotedtris v]) . (item ((@counter) - (5)) of [slotedtris v]) (item ((@counter) - (4)) of [slotedtris v]) (item ((@counter) - (3)) of [slotedtris v])\n end\n end\n end\n end\n end\n if <(~collisionResult) = [1]> then\n add (@counter) to [collisions# v]\n if <not <m>> then\n add ([abs v] of (item ((@counter) - (2)) of [slotedtris v]) ) to [collisions v]\n Find index type [1] Index ((@counter) / (12))\n else\n add (item ((@counter) - (2)) of [slotedtris v]) to [collisions v]\n end\n end\n end\nend\nset [boxcounter v] to [0]\nrepeat ((length of [slotedhexa v]) / (7))\n change [boxcounter v] by (7)\n Pl hexa collision? (item ((BoxCounter) - (6)) of [slotedhexa v]) (item ((BoxCounter) - (5)) of [slotedhexa v]) (item ((BoxCounter) - (4)) of [slotedhexa v]) (item ((BoxCounter) - (3)) of [slotedhexa v]) (item ((BoxCounter) - (2)) of [slotedhexa v]) (item ((BoxCounter) - (1)) of [slotedhexa v]) player (_PlayerX) (_PlayerY) (_PlayerZ) r [15] h [20]\n if <(@collision?) = [1]> then\n if <not <m>> then\n add ([abs v] of (item (BoxCounter) of [slotedhexa v]) ) to [collisions v]\n Find index type [3] Index ((BoxCounter) / (7))\n else\n add (item (BoxCounter) of [slotedhexa v]) to [collisions v]\n end\n end\nend\nset [boxcounter v] to [0]\nrepeat ((length of [slotedlines v]) / (8))\n change [boxcounter v] by (8)\n Pl line collision (item ((BoxCounter) - (7)) of [slotedlines v]) (item ((BoxCounter) - (6)) of [slotedlines v]) (item ((BoxCounter) - (5)) of [slotedlines v]) (item ((BoxCounter) - (4)) of [slotedlines v]) (item ((BoxCounter) - (3)) of [slotedlines v]) (item ((BoxCounter) - (2)) of [slotedlines v]) r (item ((BoxCounter) - (1)) of [slotedlines v]) sphere (_PlayerX) ((_PlayerY) - (20)) (_PlayerZ) r [15]\n if <(@collision?) = [1]> then\n if <not <m>> then\n add ([abs v] of (item (BoxCounter) of [slotedlines v]) ) to [collisions v]\n Find index type [2] Index ((BoxCounter) / (8))\n else\n add (item (BoxCounter) of [slotedlines v]) to [collisions v]\n end\n else\n end\nend\n\ndefine PlAdd\ndelete all of [plsc v]\nadd (item ((((_Dir) - (1)) mod (360)) + (1)) of [/sin v]) to [plsc v]\nadd (item ((((_Dir) - (-119)) mod (360)) + (1)) of [/sin v]) to [plsc v]\nadd (item ((((_Dir) - (121)) mod (360)) + (1)) of [/sin v]) to [plsc v]\nadd (item ((((_Dir) - (1)) mod (360)) + (1)) of [/cos v]) to [plsc v]\nadd (item ((((_Dir) - (-119)) mod (360)) + (1)) of [/cos v]) to [plsc v]\nadd (item ((((_Dir) - (121)) mod (360)) + (1)) of [/cos v]) to [plsc v]\nadd player tri [1] [15] [-35] [2] [15] [-35] [3] [15] [-35] color [#198e9f] pl (_PlayerX) (_PlayerY) (_PlayerZ)\nadd player tri [1] [15] [-35] [2] [15] [-35] [3] [0] [8] color [#198e9f] pl (_PlayerX) (_PlayerY) (_PlayerZ)\nadd player tri [1] [15] [-35] [2] [0] [8] [3] [15] [-35] color [#198e9f] pl (_PlayerX) (_PlayerY) (_PlayerZ)\nadd player tri [1] [0] [8] [2] [15] [-35] [3] [15] [-35] color [#198e9f] pl (_PlayerX) (_PlayerY) (_PlayerZ)\nadd player tri [1] [0] [8] [2] [8] [21] [3] [8] [21] color [#18ce4e] pl (_PlayerX) (_PlayerY) (_PlayerZ)\nadd player tri [1] [0] [35] [2] [8] [21] [3] [8] [21] color [#18ce4e] pl (_PlayerX) (_PlayerY) (_PlayerZ)\nadd player tri [2] [0] [35] [1] [8] [21] [2] [8] [21] color [#18ce4e] pl (_PlayerX) (_PlayerY) (_PlayerZ)\nadd player tri [2] [0] [8] [1] [8] [21] [2] [8] [21] color [#18ce4e] pl (_PlayerX) (_PlayerY) (_PlayerZ)\nadd player tri [3] [0] [8] [3] [8] [21] [1] [8] [21] color [#18ce4e] pl (_PlayerX) (_PlayerY) (_PlayerZ)\nadd player tri [3] [0] [35] [3] [8] [21] [1] [8] [21] color [#18ce4e] pl (_PlayerX) (_PlayerY) (_PlayerZ)\n\ndefine add player tri (º1) (d1) (y1) (º2) (d2) (y2) (º3) (d3) (y3) color (#) pl (x) (y) (z)\n_add tri (round ((x) + ((item (º1) of [plsc v]) * (d1)))) (round ((y) + (y1))) (round ((z) + ((item ((º1) + (3)) of [plsc v]) * (d1)))) (round ((x) + ((item (º2) of [plsc v]) * (d2)))) (round ((y) + (y2))) (round ((z) + ((item ((º2) + (3)) of [plsc v]) * (d2)))) (round ((x) + ((item (º3) of [plsc v]) * (d3)))) (round ((y) + (y3))) (round ((z) + ((item ((º3) + (3)) of [plsc v]) * (d3)))) mode [0] color (#) \n\ndefine _add spike (x) (y) (z) height (h) color (#)\n_add tri ((x) - (10)) (y) ((z) - (10)) ((x) + (10)) (y) ((z) - (10)) (x) ((y) + (h)) (z) mode [2] color (#) <>\n_add tri ((x) + (10)) (y) ((z) + (10)) ((x) + (10)) (y) ((z) - (10)) (x) ((y) + (h)) (z) mode [2] color (#) <>\n_add tri ((x) + (10)) (y) ((z) + (10)) ((x) - (10)) (y) ((z) + (10)) (x) ((y) + (h)) (z) mode [2] color (#) <>\n_add tri ((x) - (10)) (y) ((z) - (10)) ((x) - (10)) (y) ((z) + (10)) (x) ((y) + (h)) (z) mode [2] color (#) <>\n\ndefine render coin at (x) (y) (z)\ndo 3D stuff with (x) (y) (z)\nif <(#z) > [0.3]> then\n go to x: (((#x) / (#z)) * (_FOV)) y: (((#y) / (#z)) * (_FOV))\n set [coin1 v] to (round (((((0) - (_RotY)) mod (180)) / (5)) mod (36)))\n if <(length of (coin1)) = [1]> then\n switch costume to (join [50] (coin1))\n else\n switch costume to (join [5] (coin1))\n end\n set size to ((100) / (([sqrt v] of ((((x) - (_ScrollX)) * ((x) - (_ScrollX))) + ((((y) - (_ScrollY)) * ((y) - (_ScrollY))) + (((z) - (_ScrollZ)) * ((z) - (_ScrollZ))))) ) / (35))) %\n stamp\n big\nend\n\ndefine _add coin (x) (y) (z)\nchange [coincounter v] by (1)\nif <(CoinCounter) > (length of [ccoins v])> then\n add [0] to [ccoins v]\nend\nadd ((((x) - (_ScrollX)) * ((x) - (_ScrollX))) + ((((y) - (_ScrollY)) * ((y) - (_ScrollY))) + (((z) - (_ScrollZ)) * ((z) - (_ScrollZ))))) to [distancedata v]\nadd (join (x) (join [/] (join (y) (join [/] (join (z) (join [/] (CoinCounter))))))) to [compileddata v]\nadd (x) to [slotedcoins v]\nadd (y) to [slotedcoins v]\nadd (z) to [slotedcoins v]\n\ndefine big\nswitch costume to (dot v)\nset size to ([10 ^ v] of (999) ) %\nswitch costume to (big v)\n\ndefine sphere to sphere collision (x) (y) (z) 2 (x2) (y2) (z2) r (r1) (r2)\nset [@collision? v] to [0]\nif <((((x2) - (x)) * ((x2) - (x))) + ((((y2) - (y)) * ((y2) - (y))) + (((z2) - (z)) * ((z2) - (z))))) < (((r1) + (r2)) * ((r1) + (r2)))> then\n set [@collision? v] to [1]\nend\n\ndefine coins?\nset [@counter v] to [0]\nrepeat ((length of [slotedcoins v]) / (3))\n change [@counter v] by (3)\n if <((((_PlayerZ) - (item (@counter) of [slotedcoins v])) * ((_PlayerZ) - (item (@counter) of [slotedcoins v]))) + ((((_PlayerY) - (item ((@counter) - (1)) of [slotedcoins v])) * ((_PlayerY) - (item ((@counter) - (1)) of [slotedcoins v]))) + (((_PlayerX) - (item ((@counter) - (2)) of [slotedcoins v])) * ((_PlayerX) - (item ((@counter) - (2)) of [slotedcoins v]))))) < [3600]> then\n sphere to sphere collision (item ((@counter) - (2)) of [slotedcoins v]) (item ((@counter) - (1)) of [slotedcoins v]) (item (@counter) of [slotedcoins v]) 2 (_PlayerX) (_PlayerY) (_PlayerZ) r [15] [15]\n if <(@collision?) = [0]> then\n sphere to sphere collision (item ((@counter) - (2)) of [slotedcoins v]) (item ((@counter) - (1)) of [slotedcoins v]) (item (@counter) of [slotedcoins v]) 2 (_PlayerX) ((_PlayerY) - (20)) (_PlayerZ) r [15] [15]\n if <(@collision?) = [0]> then\n sphere to sphere collision (item ((@counter) - (2)) of [slotedcoins v]) (item ((@counter) - (1)) of [slotedcoins v]) (item (@counter) of [slotedcoins v]) 2 (_PlayerX) ((_PlayerY) - (-20)) (_PlayerZ) r [15] [15]\n end\n end\n if <(@collision?) = [1]> then\n replace item ((@counter) / (3)) of [ccoins v] with [1]\n end\n end\nend\n\ndefine SinCosList\ndelete all of [/cos v]\ndelete all of [/sin v]\nset [@counter v] to [0]\nrepeat (360)\n add ([sin v] of (@counter) ) to [/sin v]\n add ([cos v] of (@counter) ) to [/cos v]\n change [@counter v] by (1)\nend\n\nset [fps v] to ((round (((1) / (/deltatime)) * (100))) / (100))\n\nwhen I receive [tic v]\nTic\n\ndefine objDir\nif <key (w v) pressed?> then\n if <key (s v) pressed?> then\n if <key (a v) pressed?> then\n if <key (d v) pressed?> then\n else\n if <key (d v) pressed?> then\n set [_objectivedir v] to [90]\n end\n end\n else\n if <key (a v) pressed?> then\n if <key (d v) pressed?> then\n set [_objectivedir v] to [0]\n else\n set [_objectivedir v] to [-45]\n end\n else\n if <key (d v) pressed?> then\n set [_objectivedir v] to [45]\n else\n set [_objectivedir v] to [0]\n end\n end\n end\nelse\n if <key (s v) pressed?> then\n if <key (a v) pressed?> then\n if <key (d v) pressed?> then\n set [_objectivedir v] to [180]\n else\n set [_objectivedir v] to [-135]\n end\n else\n if <key (d v) pressed?> then\n set [_objectivedir v] to [135]\n else\n set [_objectivedir v] to [180]\n end\n end\n else\n if <key (a v) pressed?> then\n if <key (d v) pressed?> then\n else\n if <key (d v) pressed?> then\n set [_objectivedir v] to [90]\n end\n end\n end\nend\n\nif <([abs v] of (((_ObjectiveDir) - (_Dir)) mod (360)) ) > [3]> then\n if <(((_ObjectiveDir) - (_Dir)) mod (360)) < (((180) + (_RotY)) mod (360))> then\n change [_dir v] by (3)\n else\n change [_dir v] by (-3)\n end\nend\nset [_dir v] to (() - ((_RotY) + (_ObjectiveDir)))\n\ndefine renderBox at (x) (y) (z) color (#) size (s) res (r)\nset pen color to (#)\nif <(_ScrollX) > ((x) + ((s) / (2)))> then\n 3D tri fill ((x) + ((s) / (2))) ((y) + ((s) / (2))) ((z) + ((s) / (-2))) ((x) + ((s) / (2))) ((y) + ((s) / (2))) ((z) + ((s) / (2))) ((x) + ((s) / (2))) ((y) + ((s) / (-2))) ((z) + ((s) / (2))) res (r)\n 3D tri fill ((x) + ((s) / (2))) ((y) + ((s) / (2))) ((z) + ((s) / (-2))) ((x) + ((s) / (2))) ((y) + ((s) / (-2))) ((z) + ((s) / (-2))) ((x) + ((s) / (2))) ((y) + ((s) / (-2))) ((z) + ((s) / (2))) res (r)\nelse\n if <((x) + ((s) / (-2))) > (_ScrollX)> then\n 3D tri fill ((x) + ((s) / (-2))) ((y) + ((s) / (2))) ((z) + ((s) / (-2))) ((x) + ((s) / (-2))) ((y) + ((s) / (2))) ((z) + ((s) / (2))) ((x) + ((s) / (-2))) ((y) + ((s) / (-2))) ((z) + ((s) / (2))) res (r)\n 3D tri fill ((x) + ((s) / (-2))) ((y) + ((s) / (2))) ((z) + ((s) / (-2))) ((x) + ((s) / (-2))) ((y) + ((s) / (-2))) ((z) + ((s) / (-2))) ((x) + ((s) / (-2))) ((y) + ((s) / (-2))) ((z) + ((s) / (2))) res (r)\n end\nend\nif <(_ScrollZ) > ((z) + ((s) / (2)))> then\n 3D tri fill ((x) + ((s) / (-2))) ((y) + ((s) / (-2))) ((z) + ((s) / (2))) ((x) + ((s) / (-2))) ((y) + ((s) / (2))) ((z) + ((s) / (2))) ((x) + ((s) / (2))) ((y) + ((s) / (2))) ((z) + ((s) / (2))) res (r)\n 3D tri fill ((x) + ((s) / (-2))) ((y) + ((s) / (-2))) ((z) + ((s) / (2))) ((x) + ((s) / (2))) ((y) + ((s) / (-2))) ((z) + ((s) / (2))) ((x) + ((s) / (2))) ((y) + ((s) / (2))) ((z) + ((s) / (2))) res (r)\nelse\n if <((z) + ((s) / (-2))) > (_ScrollZ)> then\n 3D tri fill ((x) + ((s) / (-2))) ((y) + ((s) / (-2))) ((z) + ((s) / (-2))) ((x) + ((s) / (-2))) ((y) + ((s) / (2))) ((z) + ((s) / (-2))) ((x) + ((s) / (2))) ((y) + ((s) / (2))) ((z) + ((s) / (-2))) res (r)\n 3D tri fill ((x) + ((s) / (-2))) ((y) + ((s) / (-2))) ((z) + ((s) / (-2))) ((x) + ((s) / (2))) ((y) + ((s) / (-2))) ((z) + ((s) / (-2))) ((x) + ((s) / (2))) ((y) + ((s) / (2))) ((z) + ((s) / (-2))) res (r)\n end\nend\nif <(_ScrollY) > ((y) + ((s) / (2)))> then\n 3D tri fill ((x) + ((s) / (2))) ((y) + ((s) / (2))) ((z) + ((s) / (2))) ((x) + ((s) / (2))) ((y) + ((s) / (2))) ((z) + ((s) / (-2))) ((x) + ((s) / (-2))) ((y) + ((s) / (2))) ((z) + ((s) / (-2))) res (r)\n 3D tri fill ((x) + ((s) / (2))) ((y) + ((s) / (2))) ((z) + ((s) / (2))) ((x) + ((s) / (-2))) ((y) + ((s) / (2))) ((z) + ((s) / (2))) ((x) + ((s) / (-2))) ((y) + ((s) / (2))) ((z) + ((s) / (-2))) res (r)\nelse\n if <((y) + ((s) / (-2))) > (_ScrollY)> then\n 3D tri fill ((x) + ((s) / (2))) ((y) + ((s) / (-2))) ((z) + ((s) / (2))) ((x) + ((s) / (2))) ((y) + ((s) / (-2))) ((z) + ((s) / (-2))) ((x) + ((s) / (-2))) ((y) + ((s) / (-2))) ((z) + ((s) / (-2))) res (r)\n 3D tri fill ((x) + ((s) / (2))) ((y) + ((s) / (-2))) ((z) + ((s) / (2))) ((x) + ((s) / (-2))) ((y) + ((s) / (-2))) ((z) + ((s) / (2))) ((x) + ((s) / (-2))) ((y) + ((s) / (-2))) ((z) + ((s) / (-2))) res (r)\n end\nend\n\ndefine Pl box collision? (x) (y) (z) size (s) player (x2) (y2) (z2) radius (r) h (h)\n\ndefine _add hexa at (x1) (y1) (z1) to (x2) (y2) (z2) color (#) mode (m)\nreplace item (2) of [collisionindex v] with ((1) + (item (2) of [collisionindex v]))\nadd (x1) to [slotedhexa v]\nadd (y1) to [slotedhexa v]\nadd (z1) to [slotedhexa v]\nadd (x2) to [slotedhexa v]\nadd (y2) to [slotedhexa v]\nadd (z2) to [slotedhexa v]\nadd (m) to [slotedhexa v]\nif <not <(y1) = (y2)>> then\n if <(_ScrollY) > (y2)> then\n _add tri (x1) (y2) (z1) (x1) (y2) (z2) (x2) (y2) (z2) mode [1] color (#) \n _add tri (x1) (y2) (z1) (x2) (y2) (z1) (x2) (y2) (z2) mode [1] color (#) \n else\n if <(y1) > (_ScrollY)> then\n _add tri (x1) (y1) (z1) (x1) (y1) (z2) (x2) (y1) (z2) mode [1] color (#) \n _add tri (x1) (y1) (z1) (x2) (y1) (z1) (x2) (y1) (z2) mode [1] color (#) \n end\n end\n if <(_ScrollZ) > (z2)> then\n _add tri (x1) (y1) (z2) (x1) (y2) (z2) (x2) (y2) (z2) mode [1] color (#) \n _add tri (x1) (y1) (z2) (x2) (y1) (z2) (x2) (y2) (z2) mode [1] color (#) \n else\n if <(z1) > (_ScrollZ)> then\n _add tri (x1) (y1) (z1) (x1) (y2) (z1) (x2) (y2) (z1) mode [1] color (#) \n _add tri (x1) (y1) (z1) (x2) (y1) (z1) (x2) (y2) (z1) mode [1] color (#) \n end\n end\n if <(_ScrollX) > (x2)> then\n _add tri (x2) (y1) (z1) (x2) (y1) (z2) (x2) (y2) (z2) mode [1] color (#) \n _add tri (x2) (y1) (z1) (x2) (y2) (z1) (x2) (y2) (z2) mode [1] color (#) \n else\n if <(x1) > (_ScrollX)> then\n _add tri (x1) (y1) (z1) (x1) (y1) (z2) (x1) (y2) (z2) mode [1] color (#) \n _add tri (x1) (y1) (z1) (x1) (y2) (z1) (x1) (y2) (z2) mode [1] color (#) \n end\n end\nelse\n if <(_ScrollY) > (y2)> then\n _add tri (x1) (y2) (z1) (x1) (y2) (z2) (x2) (y2) (z2) mode [1] color (#) \n _add tri (x1) (y2) (z1) (x2) (y2) (z1) (x2) (y2) (z2) mode [1] color (#) \n else\n if <(y1) > (_ScrollY)> then\n _add tri (x1) (y1) (z1) (x1) (y1) (z2) (x2) (y1) (z2) mode [1] color (#) \n _add tri (x1) (y1) (z1) (x2) (y1) (z1) (x2) (y1) (z2) mode [1] color (#) \n end\n end\nend\n\ndefine Pl hexa collision? (x1) (y1) (z1) (x2) (y2) (z2) player (x) (y) (z) r (r) h (h)\nset [cdotx v] to (x)\nset [cdoty v] to (y)\nset [cdotz v] to (z)\nif <(cdotx) > (x2)> then\n set [cdotx v] to (x2)\nelse\n if <(x1) > (cdotx)> then\n set [cdotx v] to (x1)\n end\nend\nif <(cdotz) > (z2)> then\n set [cdotz v] to (z2)\nelse\n if <(z1) > (cdotz)> then\n set [cdotz v] to (z1)\n end\nend\nif <(cdoty) > (y2)> then\n set [cdoty v] to (y2)\nelse\n if <(y1) > (cdoty)> then\n set [cdoty v] to (y1)\n end\nend\nset [cmyy v] to (cdoty)\nif <((y) - (h)) > (cmyY)> then\n set [cmyy v] to ((y) - (h))\nelse\n if <(cmyY) > ((y) + (h))> then\n set [cmyy v] to ((y) + (h))\n end\nend\nif <((((z) - (cdotz)) * ((z) - (cdotz))) + ((((cmyY) - (cdoty)) * ((cmyY) - (cdoty))) + (((x) - (cdotx)) * ((x) - (cdotx))))) < ((r) * (r))> then\n set [@collision? v] to [1]\nelse\n set [@collision? v] to [0]\nend\n\ndefine _add line from (x1) (y1) (z1) to (x2) (y2) (z2) radius (r) color (#) mode (m)\nreplace item (3) of [collisionindex v] with ((1) + (item (3) of [collisionindex v]))\nif <not <<(z1) > ((_PlayerZ) + ((30) + (r)))> and <(z2) > ((_PlayerZ) + ((30) + (r)))>>> then\n add (x1) to [slotedlines v]\n add (y1) to [slotedlines v]\n add (z1) to [slotedlines v]\n add (x2) to [slotedlines v]\n add (y2) to [slotedlines v]\n add (z2) to [slotedlines v]\n add (r) to [slotedlines v]\n add (m) to [slotedlines v]\nend\nset [_dist1 v] to [0]\nadd ((((((z1) + (z2)) / (2)) - (_ScrollZ)) * ((((z1) + (z2)) / (2)) - (_ScrollZ))) + ((((((y1) + (y2)) / (2)) - (_ScrollY)) * ((((y1) + (y2)) / (2)) - (_ScrollY))) + (((((x1) + (x2)) / (2)) - (_ScrollX)) * ((((x1) + (x2)) / (2)) - (_ScrollX))))) to [distancedata v]\nadd (join (x1) (join [/] (join (y1) (join [/] (join (z1) (join [/] (join (x2) (join [/] (join (y2) (join [/] (join (z2) (join [/] (join (r) (join [/] (#))))))))))))))) to [compileddata v]\n\ndefine renderLine at (x1) (y1) (z1) (x2) (y2) (z2) r (r) color (#) time (x)\npen up\nset pen color to (#)\nif <(x) = [2]> then\n change pen (brightness v) by (-10)\nend\ndo 3D stuff with (x2) (y2) (z2)\nset [#x2 v] to (#x)\nset [#y2 v] to (#y)\nset [#z2 v] to (#z)\ndo 3D stuff with (x1) (y1) (z1)\nset [_dist1 v] to ([sqrt v] of ((((x1) - (_ScrollX)) * ((x1) - (_ScrollX))) + ((((y1) - (_ScrollY)) * ((y1) - (_ScrollY))) + (((z1) - (_ScrollZ)) * ((z1) - (_ScrollZ))))) )\nset [_dist2 v] to ([sqrt v] of ((((x2) - (_ScrollX)) * ((x2) - (_ScrollX))) + ((((y2) - (_ScrollY)) * ((y2) - (_ScrollY))) + (((z2) - (_ScrollZ)) * ((z2) - (_ScrollZ))))) )\nif <not <<(#z) < [0.3]> and <(#z2) < [0.3]>>> then\n if <(#z) < [0.3]> then\n set [#z v] to [0.3]\n end\n if <(#z2) < [0.3]> then\n set [#z2 v] to [0.3]\n end\n set [#x v] to (((#x) / (#z)) * (_FOV))\n set [#y v] to (((#y) / (#z)) * (_FOV))\n set [#x2 v] to (((#x2) / (#z2)) * (_FOV))\n set [#y2 v] to (((#y2) / (#z2)) * (_FOV))\n go to x: (#x) y: (#y)\n set pen size to (((r) / (_Dist1)) * (_FOV))\n pen down\n pen up\n go to x: (#x2) y: (#y2)\n set pen size to (((r) / (_Dist2)) * (_FOV))\n pen down\n pen up\n #Get Direction ((#x2) - (#x)) ((#y2) - (#y))\n if <(_Dist2) > (_Dist1)> then\n set pen size to (((r) / (_Dist1)) * (_FOV))\n set [@get direction v] to ((0) - (@Get Direction))\n 2d line ((#x) + (item ((((round ((@Get Direction) + (90))) - (1)) mod (360)) + (1)) of [/sin v])) ((#y) + (item ((((round ((@Get Direction) + (90))) - (1)) mod (360)) + (1)) of [/cos v])) to (#x2) (#y2)\n 2d line ((#x) + (item ((((round ((@Get Direction) + (-90))) - (1)) mod (360)) + (1)) of [/sin v])) ((#y) + (item ((((round ((@Get Direction) + (-90))) - (1)) mod (360)) + (1)) of [/cos v])) to (#x2) (#y2)\n else\n if <(_Dist1) > (_Dist2)> then\n set pen size to (((r) / (_Dist2)) * (_FOV))\n 2d line ((#x2) + (item ((((round ((@Get Direction) + (90))) - (1)) mod (360)) + (1)) of [/sin v])) ((#y2) + (item ((((round ((@Get Direction) + (90))) - (1)) mod (360)) + (1)) of [/cos v])) to (#x) (#y)\n 2d line ((#x2) + (item ((((round ((@Get Direction) + (-90))) - (1)) mod (360)) + (1)) of [/sin v])) ((#y2) + (item ((((round ((@Get Direction) + (-90))) - (1)) mod (360)) + (1)) of [/cos v])) to (#x) (#y)\n end\n end\nend\n\ndefine Pl line collision (x1) (y1) (z1) (x2) (y2) (z2) r (r2) sphere (x) (y) (z) r (r)\n# Closest Point To Line Segment p: (x) (y) (z) Line: (x1) (y1) (z1) | (x2) (y2) (z2)\nset [@collision? v] to <((((z) - (Col: ~returnZ)) * ((z) - (Col: ~returnZ))) + ((((y) - (Col: ~returnY)) * ((y) - (Col: ~returnY))) + (((x) - (Col: ~returnX)) * ((x) - (Col: ~returnX))))) < (((r) + (r2)) * ((r) + (r2)))>\n\ndefine 2d line (x1) (y1) to (x2) (y2)\npen up\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine _add moving tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) moves (x) (y) (z) speed (s) color (c) mode (m)\nset [@counter3 v] to ([abs v] of ((((timer) * (s)) mod (2)) - (1)) )\n_add tri ((x1) + ((x) * (@counter3))) ((y1) + ((y) * (@counter3))) ((z1) + ((z) * (@counter3))) ((x2) + ((x) * (@counter3))) ((y2) + ((y) * (@counter3))) ((z2) + ((z) * (@counter3))) ((x3) + ((x) * (@counter3))) ((y3) + ((y) * (@counter3))) ((z3) + ((z) * (@counter3))) mode ((0) - (m)) color (c) <>\nmoving (x) (y) (z) this (@counter3) last ([abs v] of (((((timer) - (/deltatime)) * (s)) mod (2)) - (1)) ) index (join [1] (item (1) of [collisionindex v]))\n\ndefine moving (x) (y) (z) this (t) last (l) index (i)\nadd (((x) * (t)) - ((x) * (l))) to [movingplatformschange v]\nadd (((y) * (t)) - ((y) * (l))) to [movingplatformschange v]\nadd (((z) * (t)) - ((z) * (l))) to [movingplatformschange v]\nadd (i) to [movingplatformschange v]\n\ndefine itemsOfEach\ndelete all of [itemsofeach v]\nadd [0] to [itemsofeach v]\nadd [0] to [itemsofeach v]\nadd [0] to [itemsofeach v]\n\ndefine find moving collider Index (type) i (i)\n\ndefine Find index type (m) Index (i)\nset [collisionindex v] to ((item # of (join (m) (i)) in [/cos v]) / (4))\n\ndefine Pl Move with moving platforms\nchange [_playery v] by (-3)\nPlCollision? <> moving \nchange [_playery v] by (3)\nif <[collisions v] contains [-1]?> then\n PlChange pos (item (((CollisionIndex) * (4)) - (3)) of [movingplatformschange v]) (item (((CollisionIndex) * (4)) - (2)) of [movingplatformschange v])\n change [_playery v] by (item (((CollisionIndex) * (4)) - (1)) of [movingplatformschange v])\n PlCollision? <> moving <>\n if <[collisions v] contains [1]?> then\n repeat until <not <[collisions v] contains [1]?>>\n if <(item (((CollisionIndex) * (4)) - (1)) of [movingplatformschange v]) > [0]> then\n change [_playery v] by (-1)\n else\n change [_playery v] by (1)\n end\n PlCollision? <> moving <>\n end\n end\nend\n\ndefine _add moving line (x1) (y1) (z1) (x2) (y2) (z2) r (r) speed (s) change (x) (y) (z) color (c) mode (m)\nset [@counter3 v] to ([abs v] of ((((timer) * (s)) mod (2)) - (1)) )\n_add line from ((x1) + ((x) * (@counter3))) ((y1) + ((y) * (@counter3))) ((z1) + ((z) * (@counter3))) to ((x2) + ((x) * (@counter3))) ((y2) + ((y) * (@counter3))) ((z2) + ((z) * (@counter3))) radius (r) color (c) mode ((0) - (m))\nmoving (x) (y) (z) this (@counter3) last ([abs v] of (((((timer) - (/deltatime)) * (s)) mod (2)) - (1)) ) index (join [2] (item (2) of [collisionindex v]))\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 # Get Max and Min (a) (b) (c)\nif <(a) > (b)> then\n if <(b) > (c)> then\n set [~max v] to (a)\n set [~min v] to (c)\n else\n set [~min v] to (b)\n if <(a) > (c)> then\n set [~max v] to (a)\n else\n set [~max v] to (c)\n end\n end\nelse\n if <(a) > (c)> then\n set [~max v] to (b)\n set [~min v] to (c)\n else\n set [~min v] to (a)\n if <(b) > (c)> then\n set [~max v] to (b)\n else\n set [~max v] to (c)\n end\n end\nend\n\ndefine # Closest Point To Line Segment p: (px) (py) (pz) Line: (x1) (y1) (z1) | (x2) (y2) (z2)\nset [col: ~vx v] to ((x2) - (x1))\nset [col: ~vy v] to ((y2) - (y1))\nset [col: ~vz v] to ((z2) - (z1))\nset [col: ~t v] to (((((px) - (x1)) * (Col: ~vx)) + ((((py) - (y1)) * (Col: ~vy)) + (((pz) - (z1)) * (Col: ~vz)))) / (((Col: ~vx) * (Col: ~vx)) + (((Col: ~vy) * (Col: ~vy)) + ((Col: ~vz) * (Col: ~vz)))))\nif <(Col: ~T) > [1]> then\n set [col: ~t v] to [1]\nend\nif <(Col: ~T) < [0]> then\n set [col: ~t v] to [0]\nend\nset [col: ~returnx v] to ((x1) + ((Col: ~vx) * (Col: ~T)))\nset [col: ~returny v] to ((y1) + ((Col: ~vy) * (Col: ~T)))\nset [col: ~returnz v] to ((z1) + ((Col: ~vz) * (Col: ~T)))\n\ndefine # Get Plain Data with (x1) (y1) (z1) . (x2) (y2) (z2) . (x3) (y3) (z3)\nset [col: plain function a v] to ((((z3) - (z1)) * ((y2) - (y1))) - (((y3) - (y1)) * ((z2) - (z1))))\nset [col: plain function b v] to ((((x3) - (x1)) * ((z2) - (z1))) - (((z3) - (z1)) * ((x2) - (x1))))\nset [col: plain function c v] to ((((y3) - (y1)) * ((x2) - (x1))) - (((x3) - (x1)) * ((y2) - (y1))))\nif <not <(Col: plain function B) < [0]>> then\n set [col: plain function a v] to (() - (Col: plain function A))\n set [col: plain function b v] to (() - (Col: plain function B))\n set [col: plain function c v] to (() - (Col: plain function C))\nend\nset [col: plain function d v] to ([sqrt v] of (((Col: plain function A) * (Col: plain function A)) + (((Col: plain function B) * (Col: plain function B)) + ((Col: plain function C) * (Col: plain function C)))) )\nset [col: plain function a v] to ((Col: plain function A) / (Col: plain function D))\nset [col: plain function b v] to ((Col: plain function B) / (Col: plain function D))\nset [col: plain function c v] to ((Col: plain function C) / (Col: plain function D))\nset [col: plain function d v] to (((Col: plain function A) * (x1)) + (((Col: plain function B) * (y1)) + ((Col: plain function C) * (z1))))\n\ndefine # Precise Collision Sphere (x) (y) (z) radius (r) To triangle (x1) (y1) (z1) . (x2) (y2) (z2) . (x3) (y3) (z3)\nset [col: ~tempx v] to ((x) - ((Col: plain function A) * (Col: ~dot)))\nset [col: ~tempy v] to ((y) - ((Col: plain function B) * (Col: ~dot)))\nset [col: ~tempz v] to ((z) - ((Col: plain function C) * (Col: ~dot)))\nset [col: ~ax v] to ((x1) - (Col: ~tempX))\nset [col: ~ay v] to ((y1) - (Col: ~tempY))\nset [col: ~az v] to ((z1) - (Col: ~tempZ))\nset [col: ~bx v] to ((x2) - (Col: ~tempX))\nset [col: ~by v] to ((y2) - (Col: ~tempY))\nset [col: ~bz v] to ((z2) - (Col: ~tempZ))\nset [col: ~cx v] to ((x3) - (Col: ~tempX))\nset [col: ~cy v] to ((y3) - (Col: ~tempY))\nset [col: ~cz v] to ((z3) - (Col: ~tempZ))\nset [col: ~pbcx v] to (((Col: ~by) * (Col: ~cz)) - ((Col: ~bz) * (Col: ~cy)))\nset [col: ~pbcy v] to (((Col: ~bz) * (Col: ~cx)) - ((Col: ~bx) * (Col: ~cz)))\nset [col: ~pbcz v] to (((Col: ~bx) * (Col: ~cy)) - ((Col: ~by) * (Col: ~cx)))\nset [col: ~pcax v] to (((Col: ~cy) * (Col: ~az)) - ((Col: ~cz) * (Col: ~ay)))\nset [col: ~pcay v] to (((Col: ~cz) * (Col: ~ax)) - ((Col: ~cx) * (Col: ~az)))\nset [col: ~pcaz v] to (((Col: ~cx) * (Col: ~ay)) - ((Col: ~cy) * (Col: ~ax)))\nset [col: ~pabx v] to (((Col: ~ay) * (Col: ~bz)) - ((Col: ~az) * (Col: ~by)))\nset [col: ~paby v] to (((Col: ~az) * (Col: ~bx)) - ((Col: ~ax) * (Col: ~bz)))\nset [col: ~pabz v] to (((Col: ~ax) * (Col: ~by)) - ((Col: ~ay) * (Col: ~bx)))\nif <not <<(((Col: ~PbcX) * (Col: ~PcaX)) + (((Col: ~PbcY) * (Col: ~PcaY)) + ((Col: ~PbcZ) * (Col: ~PcaZ)))) < [0]> or <(((Col: ~PbcX) * (Col: ~PabX)) + (((Col: ~PbcY) * (Col: ~PabY)) + ((Col: ~PbcZ) * (Col: ~PabZ)))) < [0]>>> then\n set [col: ~colx v] to (Col: ~tempX)\n set [col: ~coly v] to (Col: ~tempY)\n set [col: ~colz v] to (Col: ~tempZ)\n change [col: ~tempx v] by (() - (x))\n change [col: ~tempy v] by (() - (y))\n change [col: ~tempz v] by (() - (z))\n set [col: ~mag v] to ([sqrt v] of (((Col: ~tempX) * (Col: ~tempX)) + (((Col: ~tempY) * (Col: ~tempY)) + ((Col: ~tempZ) * (Col: ~tempZ)))) )\n if <(Col: ~mag) < (r)> then\n set [~collisionresult v] to [1]\n end\n stop [this script v]\nend\n# Closest Point To Line Segment p: (x) (y) (z) Line: (x1) (y1) (z1) | (x2) (y2) (z2)\nset [col: ~tempx v] to ((Col: ~returnX) - (x))\nset [col: ~tempy v] to ((Col: ~returnY) - (y))\nset [col: ~tempz v] to ((Col: ~returnZ) - (z))\nset [col: ~mag v] to ([sqrt v] of (((Col: ~tempX) * (Col: ~tempX)) + (((Col: ~tempY) * (Col: ~tempY)) + ((Col: ~tempZ) * (Col: ~tempZ)))) )\nset [col: ~colx v] to (Col: ~returnX)\nset [col: ~coly v] to (Col: ~returnY)\nset [col: ~colz v] to (Col: ~returnZ)\n# Closest Point To Line Segment p: (x) (y) (z) Line: (x1) (y1) (z1) | (x3) (y3) (z3)\nset [col: ~tempx v] to ((Col: ~returnX) - (x))\nset [col: ~tempy v] to ((Col: ~returnY) - (y))\nset [col: ~tempz v] to ((Col: ~returnZ) - (z))\nset [col: ~temp v] to ([sqrt v] of (((Col: ~tempX) * (Col: ~tempX)) + (((Col: ~tempY) * (Col: ~tempY)) + ((Col: ~tempZ) * (Col: ~tempZ)))) )\nif <(Col: ~temp) < (Col: ~mag)> then\n set [col: ~mag v] to (Col: ~temp)\n set [col: ~colx v] to (Col: ~returnX)\n set [col: ~coly v] to (Col: ~returnY)\n set [col: ~colz v] to (Col: ~returnZ)\nend\n# Closest Point To Line Segment p: (x) (y) (z) Line: (x3) (y3) (z3) | (x2) (y2) (z2)\nset [col: ~tempx v] to ((Col: ~returnX) - (x))\nset [col: ~tempy v] to ((Col: ~returnY) - (y))\nset [col: ~tempz v] to ((Col: ~returnZ) - (z))\nset [col: ~temp v] to ([sqrt v] of (((Col: ~tempX) * (Col: ~tempX)) + (((Col: ~tempY) * (Col: ~tempY)) + ((Col: ~tempZ) * (Col: ~tempZ)))) )\nif <(Col: ~temp) < (Col: ~mag)> then\n set [col: ~mag v] to (Col: ~temp)\n set [col: ~colx v] to (Col: ~returnX)\n set [col: ~coly v] to (Col: ~returnY)\n set [col: ~colz v] to (Col: ~returnZ)\nend\nif <(Col: ~mag) < ((r) * (1))> then\n set [~collisionresult v] to [1]\nend\n\ndefine # Collision - Sphere pos: (x) (y) (z) radius (r) Triangle (x1) (y1) (z1) . (x2) (y2) (z2) . (x3) (y3) (z3)\nset [~collisionresult v] to [0]\n# Get Max and Min (x1) (x2) (x3)\nset [col: tri x max v] to (~max)\nset [col: tri x min v] to (~min)\n# Get Max and Min (y1) (y2) (y3)\nset [col: tri y max v] to (~max)\nset [col: tri y min v] to (~min)\n# Get Max and Min (z1) (z2) (z3)\nset [col: tri z max v] to (~max)\nset [col: tri z min v] to (~min)\n# Get Plain Data with (x1) (y1) (z1) . (x2) (y2) (z2) . (x3) (y3) (z3)\nset [col: ~dot v] to ((((x) * (Col: plain function A)) + (((y) * (Col: plain function B)) + ((z) * (Col: plain function C)))) - (Col: plain function D))\nif <<((x) + (r)) > (Col: tri x min)> and <((x) - (r)) < (Col: tri x max)>> then\n if <<((y) + (r)) > (Col: tri y min)> and <((y) - (r)) < (Col: tri y max)>> then\n if <<((z) + (r)) > (Col: tri z min)> and <((z) - (r)) < (Col: tri z max)>> then\n if <([abs v] of (Col: ~dot) ) < (r)> then\n # Precise Collision Sphere (x) (y) (z) radius (r) To triangle (x1) (y1) (z1) . (x2) (y2) (z2) . (x3) (y3) (z3)\n end\n end\n end\nend\n\ndefine set point (x) (y) (z)\nset [#x v] to (x)\nset [#y v] to (y)\nset [#z v] to (z)\n\ndefine do 3D stuff with (x) (y) (z)\nset point ((x) - (_ScrollX)) ((y) - (_ScrollY)) ((z) - (_ScrollZ))\nset point (((#x) * (=Ycos)) + ((#z) * (=Ysin))) (#y) (((#z) * (=Ycos)) - ((#x) * (=Ysin)))\nset point (#x) (((#y) * (=Xcos)) - ((#z) * (=Xsin))) (((#y) * (=Xsin)) + ((#z) * (=Xcos)))\n\ndefine 2D Tri Fill (x1) (y1) (x2) (y2) (x3) (y3) (outline)\nset [%tri2 v] to ([sqrt v] of ((((x2) - (x3)) * ((x2) - (x3))) + (((y2) - (y3)) * ((y2) - (y3)))) )\nset [%tri3 v] to ([sqrt v] of ((((x1) - (x3)) * ((x1) - (x3))) + (((y1) - (y3)) * ((y1) - (y3)))) )\nset [%tri4 v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\nset [%tri1 v] to (((%tri2) + ((%tri3) + (%tri4))) / (2))\nset [%tri0 v] to ((2) * ([sqrt v] of ((((%tri1) - (%tri2)) * (((%tri1) - (%tri3)) * ((%tri1) - (%tri4)))) / (%tri1)) ))\nchange [%tri1 v] by (%tri1)\ngo to x: (((((%tri2) * (x1)) + ((%tri3) * (x2))) + ((%tri4) * (x3))) / (%tri1)) y: (((((%tri2) * (y1)) + ((%tri3) * (y2))) + ((%tri4) * (y3))) / (%tri1))\nset pen size to (%tri0)\npen down\nif <(%tri0) > [0]> then\n if <<(%tri3) < (%tri2)> or <(%tri4) < (%tri2)>> then\n if <<(%tri2) < (%tri3)> or <(%tri4) < (%tri3)>> then\n set [%tri1 v] to ((x position) - (x3))\n set [%tri2 v] to ((y position) - (y3))\n else\n set [%tri1 v] to ((x position) - (x2))\n set [%tri2 v] to ((y position) - (y2))\n end\n else\n set [%tri1 v] to ((x position) - (x1))\n set [%tri2 v] to ((y position) - (y1))\n end\n set [%tri1 v] to (([sqrt v] of (((%tri1) * (%tri1)) + ((%tri2) * (%tri2))) ) / ((%tri0) / (2)))\n set [%tri8 v] to (((%tri1) * (outline)) / ((%tri1) - (1)))\n set [%tri1 v] to ((0.5) - ((0.5) / (%tri1)))\n set [%tri2 v] to (((x position) - (x1)) / (%tri0))\n set [%tri3 v] to (((y position) - (y1)) / (%tri0))\n set [%tri4 v] to (((x position) - (x2)) / (%tri0))\n set [%tri5 v] to (((y position) - (y2)) / (%tri0))\n set [%tri6 v] to (((x position) - (x3)) / (%tri0))\n set [%tri7 v] to (((y position) - (y3)) / (%tri0))\n repeat ([floor v] of (([log v] of ((1) / (%tri0)) ) / ([log v] of (%tri1) )) )\n set [%tri0 v] to ((%tri1) * (%tri0))\n set pen size to ((%tri0) + (.5))\n go to x: ((x1) + ((%tri0) * (%tri2))) y: ((y1) + ((%tri0) * (%tri3)))\n go to x: ((x2) + ((%tri0) * (%tri4))) y: ((y2) + ((%tri0) * (%tri5)))\n go to x: ((x3) + ((%tri0) * (%tri6))) y: ((y3) + ((%tri0) * (%tri7)))\n go to x: ((x1) + ((%tri0) * (%tri2))) y: ((y1) + ((%tri0) * (%tri3)))\n end\nend\nset pen size to (outline)\nchange pen (brightness v) by (-15)\ngo to x: (x1) y: (y1)\ngo to x: (x2) y: (y2)\ngo to x: (x3) y: (y3)\ngo to x: (x1) y: (y1)\npen up\nchange pen (brightness v) by (15)\n\nchange [_playerx v] by (() - (((=Ysin) * (<key (w v) pressed?> - <key (s v) pressed?>)) + ((=Ycos) * (<key (a v) pressed?> - <key (d v) pressed?>))))\nchange [_playerz v] by (((=Ycos) * (<key (w v) pressed?> - <key (s v) pressed?>)) - ((=Ysin) * (<key (a v) pressed?> - <key (d v) pressed?>)))\n\n
Move with WASD, rotate with arrow keys. NOT mobile friendly.\nPlay it here for better quality! https://turbowarp.org/486819568?hqpen&fps=60\n\nNext: \n-Nothing
Sunrise platformer #game
@Stage\n\nwhen flag clicked\nforever\n play sound [Tryhard v] until done\nend\n\n@スプライト1\n\n@terrain2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (コスチューム1 v)\nshow\nbroadcast (表示 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [隠せー v]\nhide\n\nwhen flag clicked\nhide variable [時間 v]\n\n@主人公\n\nwhen flag clicked\nshow\nset size to (50) %\nset drag mode [not draggable v]\ngo to x: (-201) y: (-50)\npoint in direction (90)\nset [ww v] to [0]\nset [ww v] to [0]\nrepeat until <(WWW) = [15]>\n forever\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [w v] by (-1)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [w v] by (1)\n point in direction (90)\n end\n set [w v] to ((w) * (0.9))\n change x by (w)\n if <touching (terrain2 v)?> then\n change y by (1)\n if <touching (terrain2 v)?> then\n change y by (1)\n if <touching (terrain2 v)?> then\n change y by (1)\n if <touching (terrain2 v)?> then\n change y by (1)\n if <touching (terrain2 v)?> then\n change y by (1)\n if <touching (terrain2 v)?> then\n change x by ((w) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(w) > [0]> then\n set [w v] to [-7]\n else\n set [w v] to [7]\n end\n set [w v] to [10]\n else\n set [w v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (terrain2 v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [w v] to [15]\n end\n end\n change y by (1)\n change [w v] by (-1)\n change y by (W)\n if <touching (terrain2 v)?> then\n change y by ((W) * (-1))\n set [w v] to [0]\n end\n hide variable [w v]\n if <(x position) > [230]> then\n if <not <([x position v] of [terrain2 v]) = [30]>> then\n broadcast (next level v)\n set [w v] to [0]\n set [w v] to [0]\n go to x: (-201) y: (-50)\n end\n end\n if <(y position) < [-170]> then\n go to x: (-201) y: (-50)\n end\n if <touching (刺 v)?> then\n play sound [Rip v] until done\n go to x: (-201) y: (-50)\n set [w v] to [0]\n set [w v] to [0]\n end\n if <touching (tire 1 v)?> then\n play sound [Rip v] until done\n go to x: (-201) y: (-50)\n set [w v] to [0]\n set [w v] to [0]\n end\n if <touching (tire 2 v)?> then\n play sound [Rip v] until done\n go to x: (-201) y: (-50)\n set [w v] to [0]\n set [w v] to [0]\n end\n end\nend\n\nplay sound [ニュッ2 v] until done\n\nwhen flag clicked\nforever\n wait (0.000000001) seconds\nend\n\nwhen I receive [隠せー v]\nhide\n\nwhen [space v] key pressed\n\n@くも\n\nwhen flag clicked\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n switch costume to (pick random (1) to (2))\n set size to (pick random (40) to (70)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (220)\n change x by (2)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@刺\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\n@スプライト3\n\nwhen flag clicked\nhide\n\n@スプライト4\n\nwhen flag clicked\nhide\n\n@スプライト5\n\nwhen flag clicked\nhide\n\n@スプライト6\n\nwhen flag clicked\nhide\n\n@スプライト7\n\nwhen flag clicked\nhide\n\n
➽This was made with the image of a Sunrise. And I did my best! Please spread it! !! Also please ❤️ and ⭐️! Please! Also ask for follow-up! :D\n\n➽ Method of operation:Click in the direction you want to go on a computer, and slide in the direction you want to go on an iPad.\n
Clouds☁️ || A Platformer Game
@Stage\n\nwhen flag clicked\nset volume to (200) %\nforever\n play sound [Castle in the Sky - LaputaFlute Cover v] until done\nend\n\n@Player\n\ndefine Platformer physics (speed) (friction) (jump height)\nchange [y vel. v] by (-1)\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x vel. v] by (speed)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x vel. v] by ((speed) * (-1))\nend\nset [x vel. v] to ((x vel.) * (friction))\nchange x by (x vel.)\nset [slope v] to [0]\nif <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <(Slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (x vel.) ) / (x vel.)) * (-1))\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y vel. v] to ((jump height) + (3))\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 else\n set [x vel. v] to [0]\n end\nend\nchange y by (y vel.)\nchange [in air v] by (1)\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 if <(([abs v] of (y vel.) ) / (y vel.)) = [-1]> then\n set [in air v] to [0]\n end\n set [y vel. v] to [0]\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(In Air) < [4]> then\n set [y vel. v] to (jump height)\n end\nend\ncreate clone of (_myself_ v)\nif <touching (portal v)?> then\n broadcast (New Level v)\n Reset\n start sound [Magic Spell v]\nend\nif <<touching (danger v)?> or <<<touching color (#ff0000)?> or <touching color (#ff8c8c)?>> or <touching (mob ai v)?>>> then\n start sound [Crunch v]\n Reset\nend\n\nwhen flag clicked\nReset\nforever\n Platformer physics [1.2] [0.9] [12]\nend\n\ndefine Reset\nset [x vel. v] to [0]\nset [y vel. v] to [0]\ngo to x: (-202) y: (-130)\npoint in direction (90)\nshow\nswitch costume to (idle v)\nset size to (100) %\ngo to [front v] layer\nclear graphic effects\n\nwhen I start as a clone\nswitch costume to (idle - trail v)\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Level\n\nwhen flag clicked\nswitch costume to (level1 v)\ngo to x: (39) y: (37)\n\nwhen I receive [new level v]\nnext costume\n\n@Particles\n\nwhen flag clicked\nforever\n repeat (10000000000)\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\n hide\nend\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (40) to (90))\nshow\ngo to [back v] layer\ngo to x: (-219) y: (pick random (-156) to (156))\nset size to (pick random (50) to (100)) %\nrepeat until <(x position) > [240]>\n change x by (5)\nend\nrepeat until <not <touching (_edge_ v)?>>\n change x by (5)\nend\n\nwhen I start as a clone\nforever\n if <(x position) > [239]> then\n delete this clone\n end\nend\n\n@Portal\n\nwhen flag clicked\nswitch costume to (level1 v)\n\nwhen I receive [new level v]\nnext costume\n\n@DANGER\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\n\n@axe\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\nforever\n turn left (5.2) degrees\nend\n\nwhen I receive [new level v]\nnext costume\n\n@Mob AI\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [front v] layer\nforever\n change [color v] effect by (25)\nend\n\nwhen I receive [new level v]\nnext costume\nforever\n Ai\nend\n\ndefine Ai\nglide (5) secs to x: (240) y: (-105)\nglide (5) secs to x: (-240) y: (-105)\n\nwhen I receive [new level v]\ngo to x: (240) y: (-105)\n\n@Commentary\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [front v] layer\n\nwhen I receive [new level v]\nnext costume\n\n@TN\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
Instructions\n-Arrow keys to move Or Drag\n-Don't touch spikes,Mobs or Axes\n-Get to portals to get to the next level\n\nStory\nThere was once a blue cube that wanted to know what is up in the sky...but this blue cube is very smart and determined so he wanted to make a plane able to fly high (there is no planes in this world of cubes) so he spent countless hours trying to make one and he failed miserably. But it doesn't mean he gives up so he tried and tried and tried then he succeeded so he went and fly.Fly to the clouds! but then... He saw a castle, he wanted to get there but then.... He fell down got lost in the castle, and that part of the castle was very dangerous, there were spikes, swinging axes and Dangerous critters so...The adventure begins!\n\nCredits\nMusic: Castle in the Sky - LaputaFlute Cover\nCharacter art: @HenryWolfe\nPlatform art: me\nCode: @xaumil2 tutorial
Draw: The Platformer HARD MODE
@Stage\n\nwhen flag clicked\nforever\n if <<([costume # v] of [level v]) > [40]> and <not <([costume # v] of [level v]) = [65]>>> then\n if <([costume # v] of [level v]) = [64]> then\n switch backdrop to (paper3 v)\n else\n switch backdrop to (paper2 v)\n end\n else\n switch backdrop to (paper v)\n end\nend\n\n@player\n\ndefine start (start) end (end)\nadd (start) to [start v]\nadd (end) to [end v]\n\nwhen [r v] key pressed\nset size to (100) %\nclear graphic effects\nshow\nstart sound [restart v]\ngo to x: (-215) y: (item ([costume # v] of [level v]) of [start v])\nbroadcast (level start v)\nerase all\n\ndefine gravity\nswitch costume to (hitbox v)\nif <<([costume # v] of [level v]) > [43]> and <(inkless) = [false]>> then\n if <(move right?) = [true]> then\n change [x v] by (0.6)\n turn right (4) degrees\n end\nelse\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n turn right (6) degrees\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n turn left (6) degrees\n end\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [y v] by (-1)\nchange y by (y)\nif <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [12]\n start sound [jump v]\n end\nend\nchange y by (1)\nif <<([costume # v] of [level v]) > [43]> and <(inkless) = [false]>> then\n switch costume to (join (costume) [a])\nelse\n switch costume to (costume)\nend\n\nwhen I receive [level start v]\nif <<([costume # v] of [level v]) = [48]> or <([costume # v] of [level v]) = [49]>> then\n set [move right? v] to [true]\n wait (0.2) seconds\n set [move right? v] to [false]\n wait until <mouse down?>\n wait until <not <mouse down?>>\n set [move right? v] to [true]\nend\nif <([costume # v] of [level v]) = [50]> then\n set [move right? v] to [true]\n wait (0.2) seconds\n set [move right? v] to [false]\n wait until <([enemies v] of [pen v]) = [3]>\n set [move right? v] to [true]\nend\nif <([costume # v] of [level v]) = [51]> then\n set [move right? v] to [true]\n wait (0.4) seconds\n set [move right? v] to [false]\n wait until <([scribble v] of [pen v]) > [220]>\n set [inkless v] to [true]\n repeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n go to x: (0) y: (-15)\n broadcast (drain v)\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (-10)\n end\n set size to (100) %\n clear graphic effects\nend\nif <([costume # v] of [level v]) > [63]> then\n go to x: (-215) y: (-50)\n set [y v] to [0]\n stop [other scripts in sprite v]\n reset\nend\n\nwhen I receive [dust v]\nchange [y v] by (8)\n\nwhen I receive [game start v]\nreset timer\nset [inkless v] to [false]\nset [continue v] to [false]\nset [y v] to [-25]\ngo to x: (-215) y: (180)\nreset\n\nwhen I receive ["the platformer" v]\ngo to x: (-240) y: (-50)\nshow\nglide (0.1) secs to x: (-130) y: (-50)\nglide (0.5) secs to x: (110) y: (-50)\nglide (0.35) secs to x: (160) y: (-50)\nglide (0.35) secs to x: (165) y: (-50)\nwait (1) seconds\nstart sound [fall v]\nglide (0.1) secs to x: (165) y: (-115)\nglide (0.05) secs to x: (165) y: (-190)\nbroadcast (game start v)\n\ndefine make lists\ndelete (all) of [start v]\ndelete (all) of [end v]\nstart (0) end (10)\nstart (-120) end (-120)\nstart (90) end (-50)\nstart (-50) end (-50)\nstart (-130) end (25)\nstart (-130) end (-130)\nstart (-100) end (-100)\nstart (-100) end (80)\nstart (-100) end (-100)\nstart (75) end (75)\nstart (0) end (0)\nstart (0) end (120)\nstart (-76) end (-76)\nrepeat (3)\n start (0) end (0)\nend\nstart (-120) end (-120)\nstart (-50) end (-50)\nstart (0) end (-50)\nstart (-40) end (-40)\nstart (-40) end (25)\nstart (-120) end (-120)\nstart (-50) end (-50)\nstart (-50) end (-50)\nstart (-50) end (-50)\nstart (-45) end (35)\nstart (-50) end (-50)\nstart (80) end (80)\nstart (-100) end (40)\nstart (-50) end (-50)\nstart (-140) end (50)\nstart (0) end (0)\nstart (0) end (50)\nstart (-50) end (-50)\nstart (-50) end (-50)\nstart (0) end (100)\nstart (-80) end (-80)\nstart (125) end (-115)\nstart (55) end (80)\nstart (-90) end (0)\nstart (90) end (0)\nstart (0) end (10)\nstart (10) end (90)\nstart (-20) end (-20)\nstart (-60) end (-60)\nstart (-60) end (100)\nstart (-10) end (-10)\nrepeat (7)\n start (-60) end (-60)\nend\nstart (-60) end (100)\nrepeat (3)\n start (-60) end (-60)\nend\nstart (-20) end (-20)\nstart (100) end (-60)\nstart (-90) end (-90)\nrepeat (2)\n start (-80) end (-80)\nend\nstart (-50) end (-50)\nstart (-50) end (-50)\n\nwhen [p v] key pressed\nif <([mode v] of [paused v]) = []> then\n if <(paused?) = [false]> then\n set [paused? v] to [true]\n else\n set [paused? v] to [false]\n end\n wait until <not <key (p v) pressed?>>\nend\n\nwhen I receive [red v]\nrepeat (6)\n show\n wait (0.05) seconds\n hide\n wait (0.05) seconds\nend\nshow\nset [invincible? v] to [false]\n\nwhen I receive [eraser gone v]\nset [continue v] to [true]\n\nwhen I receive [epilogue v]\nstop [other scripts in sprite v]\n\ndefine reset\nset [x v] to [0]\nset [invincible? v] to [false]\nset [move right? v] to [true]\nforever\n if <(paused?) = [false]> then\n gravity\n if <(x position) > [240]> then\n if <not <<([costume # v] of [level v]) = [40]> or <<<([costume # v] of [level v]) = [64]> and <(continue) = [false]>> or <([costume # v] of [level v]) = [65]>>>> then\n start sound [page v]\n if <<([costume # v] of [level v]) = [57]> and <(y position) > [40]>> then\n broadcast (next level v) and wait\n end\n broadcast (next level v) and wait\n set [y v] to [0]\n go to x: (-215) y: (item ([costume # v] of [level v]) of [start v])\n end\n end\n if <(y position) < [-175]> then\n if <([costume # v] of [level v]) = [40]> then\n start sound [page v]\n broadcast (next level v) and wait\n set [y v] to [0]\n go to x: (0) y: (item ([costume # v] of [level v]) of [start v])\n else\n broadcast (level start v)\n broadcast (red v)\n start sound [hurt v]\n set [y v] to [0]\n go to x: (-215) y: (item ([costume # v] of [level v]) of [start v])\n end\n end\n if <<<<touching color (#ff0000)?> or <<touching color (#e50000)?> or <touching color (#ff4b00)?>>> and <not <([costume # v] of [level v]) = [50]>>> and <(invincible?) = [false]>> then\n wait (0.1) seconds\n broadcast (red v)\n start sound [hurt v]\n set [invincible? v] to [true]\n set [y v] to [0]\n if <([costume # v] of [level v]) = [64]> then\n go to x: (on ground x) y: (on ground y)\n else\n go to x: (-215) y: (item ([costume # v] of [level v]) of [start v])\n end\n end\n if <touching color (#000000)?> then\n set [on ground x v] to (x position)\n set [on ground y v] to (y position)\n end\n end\nend\n\nwhen I receive [game start v]\nmake lists\nset [costume v] to [1]\nforever\n change [costume v] by (1)\n if <(costume) = [5]> then\n set [costume v] to [1]\n end\n wait (0.1) seconds\nend\n\nwhen [c v] key pressed\nif <([mode v] of [paused v]) = []> then\n if <(paused?) = [help]> then\n set [paused? v] to [false]\n else\n set [paused? v] to [help]\n end\n wait until <not <key (c v) pressed?>>\nend\n\nwhen I receive [drain v]\nset [inkless v] to [true]\nrepeat until <key (r v) pressed?>\n go to x: (0) y: (-15)\nend\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset [paused? v] to [false]\npoint in direction (90)\n\n@level\n\nwhen I receive [previous level v]\nvisited\nswitch costume to ((costume [number v]) - (1))\nstamp\n\nwhen I receive [next level v]\nquickly, to the next level\n\ndefine stamp\nclear graphic effects\nerase all\nstamp\nset [ghost v] effect to (99)\n\nwhen [r v] key pressed\nif <(opening) = [false]> then\n stamp\nend\n\nwhen I receive [draw enemy v]\nstamp\n\nwhen I receive [stamp v]\nstamp\n\nwhen I receive [dust v]\nclear graphic effects\nshow\nerase all\nrepeat (3)\n go to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\nend\nrepeat (2)\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\nend\ngo to x: (0) y: (0)\nstamp\nset [ghost v] effect to (99)\n\nwhen I receive [game start v]\nset [opening v] to [false]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\ngo to [back v] layer\nshow\nstamp\nforever\n play sound (music) until done\nend\n\nwhen flag clicked\nset [opening v] to [true]\nset volume to (75) %\nswitch costume to (1 v)\nset [ghost v] effect to (99)\nhide\nforever\n play [1] from [1] to [10]\n play [2] from [11] to [14]\n play [3] from [15] to [20]\n play [4] from [21] to [24]\n play [5] from [25] to [31]\n play [6] from [32] to [37]\n play [7] from [38] to [41]\n play [8] from [42] to [51]\n play [9] from [52] to [58]\n play [10] from [59] to [63]\n play [11] from [64] to [65]\n play [12] from [65] to [66]\nend\n\ndefine play (#) from (level 1) to (level 2)\nif <<((level 1) - (1)) < (costume [number v])> and <(costume [number v]) < (level 2)>> then\n stop all sounds\n set [music v] to (#)\n set [pitch v] effect to (75)\n set volume to (75) %\n wait until <not <<((level 1) - (1)) < (costume [number v])> and <(costume [number v]) < (level 2)>>>\nend\n\nwhen I receive [red v]\nswitch costume to ((item (length of [levels visited v]) of [levels visited v]) + (1))\nstamp\n\ndefine visited\nif <not <[levels visited v] contains (costume [number v])?>> then\n add (costume [number v]) to [levels visited v]\nend\nbroadcast (level start v)\n\ndefine quickly, to the next level\nvisited\nnext costume\nstamp\n\nwhen I receive [erase v]\nshow\nrepeat (50)\n clear graphic effects\nend\nset [ghost v] effect to (99)\n\nwhen I receive [eraser gone v]\nrepeat (75)\n change volume by (-1)\nend\n\nwhen I receive [level start v]\nif <(costume [number v]) = [63]> then\n repeat (38)\n change volume by (-2)\n end\nend\nif <(costume [number v]) = [41]> then\n repeat (38)\n change volume by (-2)\n change [pitch v] effect by (-1.5)\n end\nend\n\nwhen flag clicked\nforever\n set [pitch v] effect to (pick random (55) to (65))\nend\n\n@ink bar\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nforever\n switch costume to ([color v] of [pen v])\nend\n\n@ink bar black\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\ngo to x: (-463) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-0.5)\nend\nforever\n set x to (((-311) + ((3.11) * (([costume # v] of [percentage v]) + (4)))) * (1.6))\n if <(x position) > [10]> then\n set x to (10)\n end\nend\n\n@red\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [game start v]\nforever\n if <<([costume # v] of [percentage v]) > [80]> and <([costume # v] of [percentage v]) < [100]>> then\n set [ghost v] effect to (100)\n show\n repeat (8)\n change [ghost v] effect by (-2)\n end\n repeat (8)\n change [ghost v] effect by (2)\n end\n end\nend\n\n@percentage\n\nwhen flag clicked\nhide\nset [drawing? v] to [false]\nhide variable [doom v]\n\nwhen I receive [ink bubble v]\nset [replenishing v] to [true]\nrepeat (25)\n if <not <(costume [number v]) = [1]>> then\n change [ink v] by (-1)\n end\nend\nset [replenishing v] to [false]\n\nwhen I receive [big bubble v]\nset [replenishing v] to [true]\nrepeat until <(costume [number v]) = [1]>\n change [ink v] by (-1)\nend\nset [replenishing v] to [false]\n\nwhen I receive [red v]\nrepeat (4)\n if <(costume [number v]) < [101]> then\n change [ink v] by (1)\n end\nend\n\nwhen I receive [game start v]\nset [ink v] to [0]\ngo to x: (-15) y: (0)\nswitch costume to (0 v)\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nforever\n if <<<<mouse down?> and <<(mouse y) < [180]> and <(mouse y) > [-180]>>> and <<<(mouse x) < [240]> and <(costume [number v]) < [101]>> and <([paused? v] of [player v]) = [false]>>> and <(replenishing) = [false]>> then\n set [drawing? v] to [true]\n else\n set [drawing? v] to [false]\n end\n switch costume to ((round (ink)) + (1))\n go to [front v] layer\n if <(drawing?) = [true]> then\n set [x v] to (mouse x)\n set [y v] to (mouse y)\n set [difference v] to [0]\n wait (0.05) seconds\n calculate difference\n if <[100] > (ink)> then\n change [ink v] by ((difference) / (90))\n else\n set [ink v] to [100]\n end\n end\n if <([color v] of [pen v]) = [2]> then\n set [brightness v] effect to (40)\n else\n if <([color v] of [pen v]) = [3]> then\n set [brightness v] effect to (-10)\n else\n clear graphic effects\n end\n end\nend\n\nwhen I receive [epilogue v]\nstop [other scripts in sprite v]\n\ndefine calculate difference\nif <[0] > ((x) - (mouse x))> then\n set [difference v] to (((x) - (mouse x)) * (-1))\nelse\n set [difference v] to ((x) - (mouse x))\nend\nif <[0] > ((y) - (mouse y))> then\n set [difference v] to ((difference) + (((y) - (mouse y)) * (-1)))\nelse\n set [difference v] to ((difference) + ((y) - (mouse y)))\nend\nif <<<([color v] of [pen v]) = [2]> and <(difference) > [5]>> and <(drawing?) = [true]>> then\n create clone of (red pen detection v)\nend\n\nwhen I receive [game start v]\nforever\n if <<([mode v] of [paused v]) = []> and <(drawing?) = [true]>> then\n change [ink v] by (0.3)\n if <([color v] of [pen v]) = [2]> then\n create clone of (red pen detection v)\n end\n wait until <not <(drawing?) = [true]>>\n end\nend\n\nwhen I receive [game start v]\nwait (4) seconds\nforever\n if <([paused? v] of [player v]) = [false]> then\n change [ink v] by (0.02)\n if <(ink) > [99.9]> then\n if <<([inkless v] of [player v]) = [true]> and <([costume name v] of [level v]) < [60]>> then\n set [ink v] to [100]\n else\n wait (1) seconds\n if <(ink) > [99.9]> then\n set [doom v] to (join [You died! You completed ] (join (([costume name v] of [level v]) - (1)) [ levels out of 64.]))\n show variable [doom v]\n stop [all v]\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\nif <([inkless v] of [player v]) = [false]> then\n set [replenishing v] to [true]\n repeat (6)\n if <not <(costume [number v]) = [1]>> then\n change [ink v] by (-1)\n end\n end\n set [replenishing v] to [false]\nend\n\nwhen I receive [drain v]\nrepeat until <(costume [number v]) > [99]>\n change [ink v] by (1)\nend\nset [ink v] to [100]\n\n@pen\n\nwhen flag clicked\nerase all\nhide\nerase all\n\nwhen [space v] key pressed\nchange [color v] by (1)\nif <(color) > [3]> then\n set [color v] to [1]\nend\nif <(color) = [1]> then\n set pen color to (#000000)\n set pen size to (5)\nend\nif <(color) = [2]> then\n set pen color to (#ff0000)\n set pen size to (5)\nend\nif <(color) = [3]> then\n set pen color to (#e6e6e6)\n set pen size to (12)\nend\n\nwhen I receive [level start v]\nset [scribble v] to [0]\nif <([costume # v] of [level v]) = [50]> then\n set [draw enemies v] to [0]\n set [enemies v] to [0]\n repeat until <not <([costume # v] of [level v]) = [50]>>\n if <<mouse down?> and <(color) = [2]>> then\n change [draw enemies v] by ([difference v] of [percentage v])\n if <<(draw enemies) > [100]> and <(enemies) < [3]>> then\n change [enemies v] by (1)\n set [draw enemies v] to [0]\n erase all\n broadcast (draw enemy v)\n end\n end\n end\nend\n\nwhen I receive [game start v]\nshow\nset [color v] to [1]\nset pen color to (#000000)\nset pen size to (4)\nforever\n go to (mouse-pointer v)\n if <<<<mouse down?> and <<(mouse y) < [180]> and <(mouse y) > [-180]>>> and <<(mouse x) < [240]> and <([costume # v] of [percentage v]) < [100]>>> and <([paused? v] of [player v]) = [false]>> then\n if <(color) = [1]> then\n if <<([costume # v] of [level v]) = [51]> and <<(x position) > [-46]> and <<[46] > (x position)> and <<(y position) > [-55]> and <[25] > (y position)>>>>> then\n set pen size to (12)\n change [scribble v] by ([difference v] of [percentage v])\n else\n set pen size to (4)\n end\n end\n pen down\n start sound (pick random (1) to (2))\n else\n pen up\n end\nend\n\n@ink\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (x) y: (y)\npoint in direction (pick random (0) to (359))\nwait (pick random (0.1) to (0.9)) seconds\nswitch costume to (6 v)\nshow\nrepeat (5)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\nend\nforever\n repeat (5)\n change y by (0.25)\n end\n repeat (10)\n change y by (0.5)\n end\n repeat (5)\n change y by (0.25)\n end\n repeat (5)\n change y by (-0.25)\n end\n repeat (10)\n change y by (-0.5)\n end\n repeat (5)\n change y by (-0.25)\n end\nend\n\ndefine level (level) x: (x) y: (y) size: (size)\nif <<([costume # v] of [level v]) = (level)> and <not <[levels visited v] contains (level)?>>> then\n set [x v] to (x)\n set [y v] to (y)\n if <(size) = [1]> then\n set size to (75) %\n set [size v] to [75]\n else\n if <(size) = [2]> then\n set size to (175) %\n set [size v] to [175]\n else\n set size to (500) %\n set [size v] to [500]\n end\n end\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n start sound [get v]\n if <(size) = [75]> then\n start sound [1 v]\n broadcast (ink bubble v)\n else\n start sound [2 v]\n broadcast (big bubble v)\n end\n repeat (5)\n next costume\n change size by (5)\n change [ghost v] effect by (10)\n end\n if <([costume # v] of [level v]) = [64]> then\n hide\n set size to (size) %\n clear graphic effects\n wait (pick random (40) to (60)) seconds\n switch costume to (6 v)\n show\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\n else\n if <([costume # v] of [level v]) = [65]> then\n broadcast (epilogue v)\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [previous level v]\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nwait (pick random (0.1) to (0.9)) seconds\nforever\n repeat (5)\n change [brightness v] effect by (0.25)\n end\n repeat (10)\n change [brightness v] effect by (1)\n end\n repeat (5)\n change [brightness v] effect by (0.25)\n end\n repeat (5)\n change [brightness v] effect by (-0.25)\n end\n repeat (10)\n change [brightness v] effect by (-1)\n end\n repeat (5)\n change [brightness v] effect by (-0.25)\n end\n clear graphic effects\nend\n\nwhen I receive [game start v]\ndelete (all) of [levels visited v]\ndelete this clone\n\nwhen I receive [next level v]\nwait (0.1) seconds\nlevel (5) x: (-130) y: (0) size: (1)\nlevel (5) x: (-210) y: (100) size: (1)\nlevel (5) x: (-50) y: (-50) size: (1)\nlevel (5) x: (150) y: (-90) size: (1)\nlevel (5) x: (200) y: (100) size: (1)\nlevel (6) x: (180) y: (115) size: (2)\nlevel (8) x: (180) y: (-140) size: (1)\nlevel (8) x: (190) y: (-150) size: (1)\nlevel (8) x: (170) y: (-160) size: (1)\nlevel (8) x: (190) y: (-160) size: (1)\nlevel (10) x: (-215) y: (-15) size: (1)\nlevel (11) x: (180) y: (0) size: (2)\nlevel (17) x: (-130) y: (-55) size: (1)\nlevel (19) x: (195) y: (100) size: (2)\nlevel (21) x: (195) y: (50) size: (1)\nlevel (21) x: (145) y: (50) size: (1)\nlevel (21) x: (95) y: (50) size: (1)\nlevel (23) x: (200) y: (-40) size: (2)\nlevel (26) x: (-60) y: (-40) size: (1)\nlevel (26) x: (60) y: (-40) size: (1)\nlevel (26) x: (60) y: (35) size: (1)\nlevel (26) x: (190) y: (35) size: (1)\nlevel (28) x: (-200) y: (-125) size: (1)\nlevel (28) x: (95) y: (-125) size: (2)\nlevel (28) x: (0) y: (80) size: (1)\nlevel (30) x: (0) y: (-150) size: (2)\nlevel (33) x: (-105) y: (40) size: (1)\nlevel (33) x: (85) y: (20) size: (1)\nlevel (33) x: (220) y: (40) size: (1)\nlevel (36) x: (0) y: (0) size: (2)\nlevel (39) x: (-40) y: (90) size: (2)\nlevel (39) x: (-170) y: (-20) size: (1)\nlevel (39) x: (-40) y: (-60) size: (1)\nlevel (39) x: (100) y: (-25) size: (1)\nlevel (39) x: (180) y: (0) size: (1)\nlevel (39) x: (200) y: (100) size: (1)\nlevel (43) x: (0) y: (-100) size: (2)\nlevel (46) x: (155) y: (110) size: (2)\nlevel (59) x: (-60) y: (25) size: (1)\nlevel (59) x: (0) y: (25) size: (1)\nlevel (59) x: (60) y: (25) size: (1)\nlevel (59) x: (-60) y: (-25) size: (1)\nlevel (59) x: (0) y: (-25) size: (2)\nlevel (59) x: (60) y: (-25) size: (1)\nlevel (59) x: (-60) y: (-80) size: (1)\nlevel (59) x: (0) y: (-80) size: (1)\nlevel (59) x: (60) y: (-80) size: (1)\nlevel (60) x: (0) y: (-80) size: (2)\nlevel (63) x: (160) y: (-60) size: (2)\nlevel (64) x: (75) y: (10) size: (1)\nlevel (64) x: (75) y: (-65) size: (1)\nlevel (64) x: (-200) y: (85) size: (1)\nlevel (64) x: (190) y: (85) size: (1)\nlevel (64) x: (190) y: (20) size: (2)\nlevel (64) x: (190) y: (-70) size: (2)\nlevel (65) x: (0) y: (20) size: (3)\n\n@enemy\n\nwhen I receive [draw enemy v]\nif <([enemies v] of [pen v]) = [1]> then\n go to (mouse-pointer v)\nend\n\nwhen I receive [enemy beam v]\nif <(item (1) of [enemies v]) = [!]> then\n go to x: ([x position v] of [the eraser v]) y: (-80)\nend\n\nwhen I receive [dust v]\nchange [y v] by (8)\n\nwhen [r v] key pressed\ngo to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\n\nwhen flag clicked\nset [costume v] to [1]\nswitch costume to (1 v)\nforever\n change [costume v] by (1)\n if <(costume) = [5]> then\n set [costume v] to [1]\n end\n wait (0.1) seconds\n if <(y position) < [-160]> then\n go to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\n end\n if <<<touching (red pen detection v)?> and <not <([costume # v] of [level v]) = [50]>>> and <(costume [number v]) < [6]>> then\n start sound [hurt v]\n switch costume to (pop v)\n wait (0.05) seconds\n switch costume to (pop2 v)\n wait (0.05) seconds\n hide\n set [current level v] to [0]\n replace item (1) of [enemies v] with []\n end\nend\n\nwhen I receive [level start v]\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n if <<([paused? v] of [player v]) = [false]> and <[6] > (costume [number v])>> then\n if <<<([costume # v] of [level v]) = (current level)> and <<not <<(current level) = [50]> or <(current level) = [64]>>> or <<(current level) = [50]> and <([enemies v] of [pen v]) > [0]>>>> or <<([costume # v] of [level v]) = [64]> and <(item (1) of [enemies v]) = [!]>>> then\n show\n switch costume to (hitbox v)\n if <touching (_edge_ v)?> then\n set [movement v] to (pick random (1) to (2))\n end\n if <(movement) = [1]> then\n change [x v] by (0.5)\n turn right (4) degrees\n end\n if <(movement) = [2]> then\n change [x v] by (-0.5)\n turn left (4) degrees\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <(jump) = [1]> then\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n if <(jump) = [1]> then\n set [y v] to [10]\n end\n end\n change y by (1)\n switch costume to (costume)\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([paused? v] of [player v]) = [false]> then\n set [movement v] to (pick random (1) to (3))\n if <(pick random (1) to (2)) = [1]> then\n set [jump v] to [1]\n end\n wait (pick random (1) to (3)) seconds\n set [jump v] to [0]\n end\nend\n\ndefine level (#) x: (x) y: (y)\nreplace item (#) of [level x v] with (x)\nreplace item (#) of [level y v] with (y)\nif <([costume # v] of [level v]) = (#)> then\n go to x: (x) y: (y)\n show\nend\nset [current level v] to (#)\nwait until <not <([costume # v] of [level v]) = (#)>>\nhide\n\nwhen I receive [red v]\ngo to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ndelete all of [level x v]\ndelete all of [level y v]\nrepeat (75)\n add [] to [level x v]\n add [] to [level y v]\nend\nforever\n level [15] x: [0] y: [30]\n level [16] x: [0] y: [0]\n level [17] x: [-200] y: [0]\n level [18] x: [0] y: [0]\n level [19] x: [60] y: [0]\n level [20] x: [0] y: [0]\n level [21] x: [60] y: [50]\n level [22] x: [-75] y: [-60]\n level [23] x: [50] y: [0]\n level [23] x: [50] y: [0]\n level [24] x: [100] y: [0]\n level [28] x: [0] y: [15]\n level [30] x: [0] y: [0]\n level [31] x: [0] y: [30]\n level [33] x: [0] y: [0]\n level [50] x: [0] y: [0]\n level [53] x: [0] y: [0]\n level [61] x: [0] y: [0]\n level [64] x: [0] y: [0]\nend\n\n@enemy2\n\nwhen I receive [draw enemy v]\nif <([enemies v] of [pen v]) = [2]> then\n go to (mouse-pointer v)\nend\n\nwhen I receive [enemy beam v]\nif <(item (2) of [enemies v]) = [!]> then\n go to x: ([x position v] of [the eraser v]) y: (-80)\nend\n\nwhen I receive [dust v]\nchange [y v] by (8)\n\nwhen [r v] key pressed\ngo to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\n\nwhen flag clicked\nset [costume v] to [1]\nswitch costume to (1 v)\nforever\n change [costume v] by (1)\n if <(costume) = [5]> then\n set [costume v] to [1]\n end\n wait (0.1) seconds\n if <(y position) < [-160]> then\n go to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\n end\n if <<<touching (red pen detection v)?> and <not <([costume # v] of [level v]) = [50]>>> and <(costume [number v]) < [6]>> then\n start sound [hurt v]\n switch costume to (pop v)\n wait (0.05) seconds\n switch costume to (pop2 v)\n wait (0.05) seconds\n hide\n set [current level v] to [0]\n replace item (2) of [enemies v] with []\n end\nend\n\nwhen I receive [level start v]\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n if <<([paused? v] of [player v]) = [false]> and <[6] > (costume [number v])>> then\n if <<<([costume # v] of [level v]) = (current level)> and <<not <<(current level) = [50]> or <(current level) = [64]>>> or <<(current level) = [50]> and <([enemies v] of [pen v]) > [1]>>>> or <<([costume # v] of [level v]) = [64]> and <(item (2) of [enemies v]) = [!]>>> then\n show\n switch costume to (costume1 v)\n if <touching (_edge_ v)?> then\n set [movement v] to (pick random (1) to (2))\n end\n if <(movement) = [1]> then\n change [x v] by (0.5)\n turn right (4) degrees\n end\n if <(movement) = [2]> then\n change [x v] by (-0.5)\n turn left (4) degrees\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <(jump) = [1]> then\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n if <(jump) = [1]> then\n set [y v] to [10]\n end\n end\n change y by (1)\n switch costume to (costume)\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([paused? v] of [player v]) = [false]> then\n set [movement v] to (pick random (1) to (3))\n if <(pick random (1) to (2)) = [1]> then\n set [jump v] to [1]\n end\n wait (pick random (1) to (3)) seconds\n set [jump v] to [0]\n end\nend\n\ndefine level (#) x: (x) y: (y)\nreplace item (#) of [level x v] with (x)\nreplace item (#) of [level y v] with (y)\nif <([costume # v] of [level v]) = (#)> then\n go to x: (x) y: (y)\n show\nend\nset [current level v] to (#)\nwait until <not <([costume # v] of [level v]) = (#)>>\nhide\n\nwhen I receive [red v]\nif <not <([costume # v] of [level v]) = [64]>> then\n go to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ndelete all of [level x v]\ndelete all of [level y v]\nrepeat (40)\n add [] to [level x v]\n add [] to [level y v]\nend\nforever\n level [16] x: [-45] y: [0]\n level [17] x: [-200] y: [30]\n level [18] x: [-50] y: [30]\n level [19] x: [-130] y: [-10]\n level [21] x: [-130] y: [-10]\n level [22] x: [75] y: [-100]\n level [23] x: [0] y: [0]\n level [24] x: [-100] y: [0]\n level [31] x: [0] y: [-30]\n level [50] x: [0] y: [-30]\n level [53] x: [0] y: [30]\n level [61] x: [0] y: [30]\n level [64] x: [0] y: [30]\nend\n\n@enemy3\n\nwhen I receive [draw enemy v]\nif <([enemies v] of [pen v]) = [3]> then\n go to x: (mouse x) y: (mouse y)\nend\n\nwhen I receive [enemy beam v]\nif <(item (3) of [enemies v]) = [!]> then\n go to x: ([x position v] of [the eraser v]) y: (-80)\nend\n\nwhen I receive [dust v]\nchange [y v] by (8)\n\nwhen [r v] key pressed\ngo to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\n\nwhen flag clicked\nset [costume v] to [1]\nswitch costume to (1 v)\nforever\n change [costume v] by (1)\n if <(costume) = [5]> then\n set [costume v] to [1]\n end\n wait (0.1) seconds\n if <(y position) < [-160]> then\n go to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\n end\n if <<<touching (red pen detection v)?> and <not <([costume # v] of [level v]) = [50]>>> and <(costume [number v]) < [6]>> then\n start sound [hurt v]\n switch costume to (pop v)\n wait (0.05) seconds\n switch costume to (pop2 v)\n wait (0.05) seconds\n hide\n set [current level v] to [0]\n replace item (3) of [enemies v] with []\n end\nend\n\nwhen I receive [level start v]\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n if <<([paused? v] of [player v]) = [false]> and <[6] > (costume [number v])>> then\n if <<<([costume # v] of [level v]) = (current level)> and <<not <<(current level) = [50]> or <(current level) = [64]>>> or <<(current level) = [50]> and <([enemies v] of [pen v]) > [2]>>>> or <<([costume # v] of [level v]) = [64]> and <(item (3) of [enemies v]) = [!]>>> then\n show\n switch costume to (costume1 v)\n if <touching (_edge_ v)?> then\n set [movement v] to (pick random (1) to (2))\n end\n if <(movement) = [1]> then\n change [x v] by (0.5)\n turn right (4) degrees\n end\n if <(movement) = [2]> then\n change [x v] by (-0.5)\n turn left (4) degrees\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <(jump) = [1]> then\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n if <(jump) = [1]> then\n set [y v] to [10]\n end\n end\n change y by (1)\n switch costume to (costume)\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([paused? v] of [player v]) = [false]> then\n set [movement v] to (pick random (1) to (3))\n if <(pick random (1) to (2)) = [1]> then\n set [jump v] to [1]\n end\n wait (pick random (1) to (3)) seconds\n set [jump v] to [0]\n end\nend\n\ndefine level (#) x: (x) y: (y)\nreplace item (#) of [level x v] with (x)\nreplace item (#) of [level y v] with (y)\nif <([costume # v] of [level v]) = (#)> then\n go to x: (x) y: (y)\n show\nend\nset [current level v] to (#)\nwait until <not <([costume # v] of [level v]) = (#)>>\nhide\n\nwhen I receive [red v]\nif <not <([costume # v] of [level v]) = [64]>> then\n go to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ndelete all of [level x v]\ndelete all of [level y v]\nrepeat (40)\n add [] to [level x v]\n add [] to [level y v]\nend\nforever\n level [16] x: [45] y: [0]\n level [18] x: [50] y: [0]\n level [23] x: [-50] y: [0]\n level [31] x: [190] y: [0]\n level [50] x: [0] y: [0]\n level [61] x: [15] y: [15]\n level [64] x: [15] y: [15]\nend\n\n@text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [drain v]\ncreate clone of (_myself_ v)\nnext []\nwait (5) seconds\nnext []\n\ndefine next (#)\nwait until <([paused? v] of [player v]) = [false]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nif <(#) = []> then\n next costume\nelse\n switch costume to (#)\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nwhen I receive [drain v]\nwait until <key (r v) pressed?>\nstop [other scripts in sprite v]\nnext [5]\n\nwhen I receive [next level v]\nwait (0.1) seconds\nclear graphic effects\nif <([costume # v] of [level v]) = [51]> then\n switch costume to (1 v)\n go to [front v] layer\n show\nelse\n if <([costume # v] of [level v]) = [64]> then\n switch costume to (eraser v)\n go to [front v] layer\n show\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (glow v)\nset [ghost v] effect to (25)\nstart sound [zap v]\nrepeat until <([costume # v] of [percentage v]) = [101]>\n repeat (10)\n change [ghost v] effect by (5)\n change [ghost v] effect by (pick random (-20) to (20))\n end\n repeat (10)\n change [ghost v] effect by (-5)\n change [ghost v] effect by (pick random (-20) to (20))\n end\nend\nhide\ndelete this clone\n\nwhen I receive [eraser gone v]\nclear graphic effects\nswitch costume to (eraser gone v)\nnext [eraser gone]\n\n@the eraser\n\nwhen flag clicked\nhide\nswitch costume to (still v)\n\nwhen I receive [start boss pattern v]\ngo to [front v] layer\nshow\nrepeat (pick random (1) to (2))\n if <(health) = [105]> then\n move [18]\n else\n move [10]\n end\nend\nswitch costume to (fly right v)\nset [player x v] to ([on ground x v] of [player v])\nset [player y v] to ([on ground y v] of [player v])\nrepeat until <(x position) > (player x)>\n change x by (10)\nend\nswitch costume to (still v)\nif <(pick random (1) to (3)) = [1]> then\n stomp\nelse\n laser\nend\nbroadcast (start boss pattern v)\n\ndefine shake\nset [shake x v] to (x position)\nset [shake y v] to (y position)\nrepeat (8)\n go to x: ((shake x) + (pick random (-15) to (15))) y: ((shake y) + (pick random (-15) to (15)))\nend\nrepeat (10)\n go to x: ((shake x) + (pick random (-5) to (5))) y: ((shake y) + (pick random (-5) to (5)))\nend\nrepeat (10)\n go to x: ((shake x) + (pick random (-2) to (2))) y: ((shake y) + (pick random (-2) to (2)))\nend\n\ndefine stomp\nswitch costume to (still field going v)\nwait (0.05) seconds\nswitch costume to (still no field v)\nshake\nswitch costume to (stomp v)\nstart sound [whoosh v]\nrepeat until <(player y) > (y position)>\n change y by (-10)\nend\nstart sound [stomp v]\nbroadcast (dust v)\nquick shake\nswitch costume to (still no field v)\nglide (1) secs to x: (x position) y: (85)\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <([costume # v] of [level v]) = [64]> then\n repeat (3)\n add [] to [enemies v]\n end\n set [health v] to [0]\n go to x: (0) y: (85)\n set size to (75) %\n clear graphic effects\n show\n broadcast (start boss pattern v)\nend\n\nwhen I receive [game start v]\ndelete all of [enemies v]\nhide\n\nwhen I receive [epilogue v]\nstop [other scripts in sprite v]\n\nwhen I receive [start boss pattern v]\nforever\n if <not <([paused? v] of [player v]) = [false]>> then\n stop [other scripts in sprite v]\n wait until <([paused? v] of [player v]) = [false]>\n broadcast (start boss pattern v)\n end\nend\n\nwhen I receive [start boss pattern v]\nforever\n wait until <<touching (red pen detection v)?> and <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>>>\n stop [other scripts in sprite v]\n switch costume to (hurt v)\n create clone of (dust v)\n if <[100] > (health)> then\n start sound [hurt v]\n repeat (20)\n change [health v] by (0.75)\n change [ghost v] effect by (5)\n change size by (2)\n end\n wait (2) seconds\n go to x: (0) y: (85)\n switch costume to (still v)\n repeat (20)\n change [ghost v] effect by (-5)\n change size by (-2)\n end\n broadcast (start boss pattern v)\n else\n switch costume to (hurt2 v)\n start sound [hurt2 v]\n repeat (6)\n wait (0.1) seconds\n change [brightness v] effect by (3)\n next costume\n end\n start sound [boom v]\n repeat (6)\n wait (0.03) seconds\n change [brightness v] effect by (4)\n change [ghost v] effect by (15)\n next costume\n end\n wait (0.1) seconds\n hide\n broadcast (eraser gone v)\n end\nend\n\ndefine laser\nquick shake\nstart sound [erase v]\ncreate clone of (dust v)\nwait (0.15) seconds\nstart sound [laser v]\nswitch costume to (still red v)\nshake\nswitch costume to (laser1 v)\nstart sound [laser2 v]\nwait (0.05) seconds\nrepeat (3)\n switch costume to (laser2 v)\n wait (0.05) seconds\n switch costume to (laser3 v)\n wait (0.05) seconds\n switch costume to (laser4 v)\n wait (0.05) seconds\nend\nswitch costume to (laser5 v)\nspawn enemy\nif <(pick random (1) to (2)) = [1]> then\n spawn enemy\nend\nbroadcast (enemy beam v)\nwait (0.05) seconds\nif <(pick random (1) to (3)) = [1]> then\n stomp\nend\n\ndefine erase\nif <(pick random (1) to (3)) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n quick shake\n start sound [erase v]\n create clone of (dust v)\n else\n shake\n create clone of (dust v)\n repeat (4)\n create clone of (mini-erasers v)\n end\n end\nend\n\ndefine quick shake\nset [shake x v] to (x position)\nset [shake y v] to (y position)\nrepeat (3)\n go to x: ((shake x) + (pick random (-15) to (15))) y: ((shake y) + (pick random (-15) to (15)))\nend\nrepeat (6)\n go to x: ((shake x) + (pick random (-5) to (5))) y: ((shake y) + (pick random (-5) to (5)))\nend\nrepeat (3)\n go to x: ((shake x) + (pick random (-2) to (2))) y: ((shake y) + (pick random (-2) to (2)))\nend\n\ndefine spawn enemy\nif <(item (1) of [enemies v]) = []> then\n replace item (1) of [enemies v] with [!]\nelse\n if <(item (2) of [enemies v]) = []> then\n replace item (2) of [enemies v] with [!]\n else\n if <(item (3) of [enemies v]) = []> then\n replace item (3) of [enemies v] with [!]\n end\n end\nend\n\ndefine move (#)\nswitch costume to (fly right v)\nrepeat until <(x position) > [155]>\n change x by (#)\nend\nswitch costume to (still v)\nrepeat until <(x position) > [200]>\n change x by ((#) / (2))\nend\nerase\nswitch costume to (fly left v)\nrepeat until <[-155] > (x position)>\n change x by ((#) * (-1))\nend\nswitch costume to (still v)\nrepeat until <[-200] > (x position)>\n change x by ((#) / (-2))\nend\nerase\n\n@dust\n\nwhen flag clicked\nhide\n\nwhen I receive [dust v]\ncreate clone of (_myself_ v)\ngo to (the eraser v)\nchange y by (-50)\nswitch costume to (costume1 v)\nshow\nwait (0.05) seconds\nrepeat (5)\n next costume\n wait (0.05) seconds\nend\nhide\n\nwhen I start as a clone\nerase all\nbroadcast (stamp v)\nbroadcast (erase v)\ngo to (the eraser v)\nswitch costume to (erase v)\ngo to [back v] layer\nclear graphic effects\nset size to (50) %\nshow\nrepeat (15)\n change size by (3)\n change [ghost v] effect by (2)\nend\nrepeat (15)\n change size by (3)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\n@health bar\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <([costume # v] of [level v]) = [64]> then\n show\n go to [front v] layer\n set [ghost v] effect to (50)\n go to x: (0) y: (0)\n forever\n set x to (((-311) + ((3.11) * (([health v] of [the eraser v]) + (4)))) * (1.6))\n if <(x position) > [10]> then\n set x to (10)\n end\n if <([health v] of [the eraser v]) > [99]> then\n set x to (15)\n end\n end\nelse\n hide\nend\n\n@mini-erasers\n\nwhen I start as a clone\ngo to (the eraser v)\nchange x by (pick random (-60) to (60))\nchange y by (pick random (-30) to (30))\nswitch costume to (eraser v)\nshow\nrepeat until <<<touching (player v)?> or <touching (red pen detection v)?>> or <(timer) > [20]>>\n if <([paused? v] of [player v]) = [false]> then\n point towards (player v)\n move (3) steps\n end\nend\npoint towards (player v)\nmove (3) steps\nwait (0.2) seconds\nswitch costume to (pop v)\nwait (0.1) seconds\nswitch costume to (pop2 v)\nwait (0.1) seconds\ndelete this clone\n\nwhen I start as a clone\nset [timer v] to [0]\nforever\n if <([paused? v] of [player v]) = [false]> then\n wait (1) seconds\n change [timer v] by (1)\n end\nend\n\n@title\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nwait (0.1) seconds\nswitch costume to (80 v)\nshow\nchange costume [16] times\nchange costume [11] times\nchange costume [18] times\nchange costume [8] times\nchange costume [11] times\nbroadcast ("the platformer" v)\nwait (0.15) seconds\nchange costume [15] times\nwait (0.5) seconds\ncreate clone of (_myself_ v)\n\nwhen I receive [game start v]\nhide\n\ndefine change costume (#) times\nstart sound (pick random (1) to (2))\nrepeat (#)\n switch costume to ((costume [number v]) - (1))\nend\nstop all sounds\nwait (0.05) seconds\n\nwhen I start as a clone\nswitch costume to (80 v)\nset size to (900) %\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (200) y: (0)\nrepeat (10)\n switch costume to (80 v)\n change size by (-80)\n switch costume to (costume1 v)\n change x by (-20)\nend\nset size to (100) %\nstart sound [draw3 v]\nrepeat (3)\n go to x: (pick random (-20) to (20)) y: (pick random (-20) to (20))\nend\nrepeat (3)\n go to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\nend\ngo to x: (0) y: (0)\n\n@paused\n\nwhen flag clicked\nset [ghost v] effect to (35)\nhide variable [time v]\nhide variable [hurt v]\nset [hurt v] to [0]\nforever\n if <([paused? v] of [player v]) = [help]> then\n show\n switch costume to (white v)\n go to [front v] layer\n set [costume v] to (([costume # v] of [level v]) + (12))\n create clone of (_myself_ v)\n wait until <not <([paused? v] of [player v]) = [help]>>\n else\n if <([paused? v] of [player v]) = [true]> then\n show\n switch costume to (paused v)\n go to [front v] layer\n else\n hide\n go to [back v] layer\n end\n end\nend\n\nwhen I receive [epilogue v]\nstop [other scripts in sprite v]\ntime\nset [hurt v] to (join (hurt) [ times])\nif <(☁ fastest time) > (timer)> then\n set [☁ fastest time v] to (timer)\nend\nset [ghost v] effect to (100)\nswitch costume to (white v)\ngo to [front v] layer\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nset [costume v] to [3]\nrepeat (7)\n create clone of (_myself_ v)\n change [costume v] by (1)\n wait (3) seconds\nend\n\nwhen I start as a clone\nswitch costume to (costume)\ngo to [front v] layer\nif <(costume) = [3]> then\n show variable [time v]\n show variable [hurt v]\nelse\n if <(costume) < [13]> then\n set [ghost v] effect to (100)\n repeat (50)\n change [ghost v] effect by (-0.5)\n end\n repeat (50)\n change [ghost v] effect by (-1.5)\n end\n else\n clear graphic effects\n wait until <not <([paused? v] of [player v]) = [help]>>\n delete this clone\n end\nend\n\nwhen I receive [red v]\nchange [hurt v] by (1)\n\nwhen I receive [game start v]\nhide variable [hurt v]\ndelete this clone\n\ndefine time\nif <(length of (round ((timer) - (([floor v] of ((timer) / (60)) ) * (60))))) = [1]> then\n set [time v] to (join ([floor v] of ((timer) / (60)) ) (join [:] (join [0] (round ((timer) - (([floor v] of ((timer) / (60)) ) * (60)))))))\nelse\n set [time v] to (join ([floor v] of ((timer) / (60)) ) (join [:] (round ((timer) - (([floor v] of ((timer) / (60)) ) * (60))))))\nend\n\n@red pen detection\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (mouse-pointer v)\nset [ghost v] effect to (100)\nshow\n\nwhen [r v] key pressed\ndelete this clone\n\nwhen I receive [erase v]\ndelete this clone\n\nwhen I receive [level start v]\ndelete this clone\n\n
   —————— DESCRIPTION ——————\nIt's like the original game but brutally difficult. Your ink depletes automatically, and you die when your ink reaches 0%. All levels have been remixed, and you gain extra ink by beating them. You have access to all ink colors from the beginning, and they all use the same amount of ink, but you can't skip levels.\n\n   —————— CONTROLS ——————\nArrow keys/WAD — Move\nClick and drag — Draw\nSpace — Switch pen\nR — Restart\nP — Pause\n\n    —————— CREDITS ——————\n@djpro — Player movement\nEdward Shallow — Music\nSound Jay and FesliyanStudios — Sounds
Northern Lights Platformer! || Mobile Friendly
@Stage\n\nwhen flag clicked\nset [pitch v] effect to (-30)\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\nwhen I receive [next level v]\nnext backdrop\n\n@player\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (100) %\ngo to x: (-200) y: (100)\nforever\n Platform engine\nend\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (trail v)\nrepeat (20)\n change [ghost v] effect by (15)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-200) y: (-80)\n\ndefine Timer\nrepeat until <(backdrop [number v]) = [10]>\n change [timer v] by (0.1)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n Timer\nend\n\ndefine Platform engine\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (2)\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x velocity v] by (-2)\n end\nend\nset [x velocity v] to ((X velocity) * ((0.78) - (friction)))\nchange x by (X velocity)\nchange [y velocity v] by (-1.2)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change x by ((X velocity) * (-1))\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y velocity v] to [15]\n if <(X velocity) > [0]> then\n set [x velocity v] to [-7]\n else\n set [x velocity v] to [7]\n end\n else\n set [x velocity v] to [0]\n end\nend\nchange y by (Y velocity)\nif <touching (ground v)?> then\n change y by ((Y velocity) - ((Y velocity) * (2)))\n set [y velocity v] to [0]\nend\nchange y by (-1)\nif <<<<key (space v) pressed?> or <<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 velocity v] to [15]\nend\nif <(x position) > [237]> then\n broadcast (next level v)\nend\nif <<touching (danger v)?> or <<touching (danger2 v)?> or <<touching (danger3 v)?> or <touching (danger4 v)?>>>> then\n go to x: (-200) y: (-80)\nend\n\nwhen flag clicked\nforever\n if <not <<<<<<<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> or <key (d v) pressed?>> or <key (w v) pressed?>> or <key (space v) pressed?>> or <key (up arrow v) pressed?>> or <mouse down?>>> then\n switch costume to (idle v)\n end\n if <<<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<mouse down?> and <<(mouse y) > (y position)> and <(X velocity) < [0]>>>> and <not <<<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 (up v)\n end\n if <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <(mouse y) > (y position)>>> and <[-40] < (y position)>> then\n switch costume to (up right v)\n end\n if <<<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> and <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <(mouse y) > (y position)>>> and <[-40] < (y position)>> then\n switch costume to (up left v)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> and <not <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (left v)\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <not <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (right v)\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [20]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (20))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-20]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\n end\n if <<<(YV) < [-1.5]> and <<(PARACHUTE) = [1]> and <(water) < [3]>>> and <<key (space v) pressed?> or <mouse down?>>> then\n switch costume to (join (letter (1) of (costume [name v])) [b])\n end\nend\n\n@ground\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n if <(costume [number v]) = [1]> then\n set [level v] to [1]\n end\n if <(costume [number v]) = [2]> then\n set [level v] to [2]\n end\n if <(costume [number v]) = [3]> then\n set [level v] to [3]\n end\n if <(costume [number v]) = [4]> then\n set [level v] to [4]\n end\n if <(costume [number v]) = [5]> then\n set [level v] to [5]\n end\n if <(costume [number v]) = [6]> then\n set [level v] to [6]\n end\n if <(costume [number v]) = [7]> then\n set [level v] to [7]\n end\n if <(costume [number v]) = [8]> then\n set [level v] to [8]\n end\n if <(costume [number v]) = [9]> then\n set [level v] to [9]\n end\n if <(costume [number v]) = [10]> then\n set [level v] to [10]\n end\nend\n\nwhen I receive [next level v]\npoint in direction (90)\nnext costume\n\nwhen [timer v] > (0.1)\nhide\n\n@Danger\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n show\n if <(costume [number v]) = [2]> then\n glide (0.75) secs to x: (0) y: (-3)\n glide (0.75) secs to x: (0) y: (3)\n end\n if <(costume [number v]) = [3]> then\n glide (0.75) secs to x: (0) y: (-3)\n glide (0.75) secs to x: (0) y: (3)\n end\n if <(costume [number v]) = [4]> then\n point in direction (90)\n end\n if <(costume [number v]) = [6]> then\n glide (0.75) secs to x: (0) y: (-3)\n glide (0.75) secs to x: (0) y: (3)\n end\n if <(costume [number v]) = [9]> then\n glide (0.75) secs to x: (0) y: (-3)\n glide (0.75) secs to x: (0) y: (3)\n end\nend\n\nwhen I receive [next level v]\npoint in direction (90)\nnext costume\n\nwhen [timer v] > (0.1)\nhide\n\n@Danger2\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n show\n if <(costume [number v]) = [4]> then\n go to x: (-100) y: (-120)\n repeat until <not <(costume [number v]) = [4]>>\n turn right (15) degrees\n end\n end\n if <(costume [number v]) = [4]> then\n point in direction (90)\n end\nend\n\nwhen I receive [next level v]\npoint in direction (90)\nnext costume\nif <not <(costume [number v]) = [4]>> then\n go to x: (0) y: (0)\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@Danger3\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n show\n if <(costume [number v]) = [4]> then\n go to x: (160) y: (-120)\n repeat until <not <(costume [number v]) = [4]>>\n turn right (15) degrees\n end\n end\n if <(costume [number v]) = [4]> then\n point in direction (90)\n end\nend\n\nwhen I receive [next level v]\npoint in direction (90)\nnext costume\nif <not <(costume [number v]) = [4]>> then\n go to x: (0) y: (0)\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@Danger4\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n show\n if <(costume [number v]) = [4]> then\n go to x: (30) y: (-120)\n repeat until <not <(costume [number v]) = [4]>>\n turn right (15) degrees\n end\n end\n if <(costume [number v]) = [4]> then\n point in direction (90)\n end\nend\n\nwhen I receive [next level v]\npoint in direction (90)\nnext costume\nif <not <(costume [number v]) = [4]>> then\n go to x: (0) y: (0)\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@heart, star, follow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n show\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen [timer v] > (0.1)\nhide\n\n@thumbnail ground\n\nwhen flag clicked\ngo to [front v] layer\nforever\n hide\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\n\n@Danger thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n hide\nend\n\nwhen [timer v] > (0.1)\nshow\n\n@Sprite2\n\nwhen flag clicked\nhide\nset [wind v] to [1]\nset [# v] to [0]\nrepeat (20)\n change [# v] by (1)\n go to x: (pick random (-240) to (240)) y: (pick random (75) to (180))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset size to (150) %\nset [ghost v] effect to (pick random (20) to (40))\nif <(#) < [10]> then\n go [backward v] (99) layers\nend\nforever\n repeat until <<touching (_edge_ v)?> and <<(x position) < [-239]> or <(x position) > [239]>>>\n change x by ((((Wind) - (50)) / ((9) - ((#) / (4)))) * (0.5))\n set [brightness v] effect to ((#) / (2))\n end\n if <(x position) < [-239]> then\n set x to (238)\n else\n set x to (-238)\n end\nend\n\n
Northern Lights Platformer! || Mobile Friendly\n✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ \n\n ✯ WASD to Move\n\n ✯ Dodge Spikes \n\n ✯ Dodge lava