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✂Draw , a platformer 2 !✏ V1.01 | @Stage\n\nwhen flag clicked\nswitch backdrop to (arrière plan4 v)\n\nwhen I receive [commencer v]\nforever\n if <<<<(level) = [1]> or <<(level) = [2]> or <<(level) = [3]> or <(level) = [4]>>>> or <(level) = [5]>> or <(level) = [10]>> then\n switch backdrop to (arrière plan1 v)\n end\n if <<(level) = [6]> or <<(level) = [7]> or <<(level) = [8]> or <(level) = [9]>>>> then\n switch backdrop to (arrière plan2 v)\n end\nend\n\nwhen I receive [commencer v]\nforever\n if <<(level) = [10]> or <(level) = [9]>> then\n switch backdrop to (arrière plan1 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Musique libre de droits Tobu, Wholm & Blume - Cool v] until done\nend\n\n@Player\n\nwhen flag clicked\nswitch backdrop to (arrière plan4 v)\nset [nombre de niveaux v] to [17]\nset [level v] to [1]\nerase all\nshow\nswitch costume to (player v)\nset size to (10) %\ngo to x: (0) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((((230) + (([cos v] of ((timer) * (200)) ) * (10))) - (size)) / (3))\n if <mouse down?> then\n broadcast (commencer v)\n end\n else\n change size by ((((200) + (([cos v] of ((timer) * (200)) ) * (10))) - (size)) / (3))\n end\n point in direction ((90) + (([cos v] of ((timer) * (50)) ) * (10)))\nend\n\nwhen I receive [play v]\nset size to (120) %\nset volume to (80) %\npoint in direction (90)\nhide\nshow\ngo to x: (-207) y: (70)\nforever\n set [x v] to [0]\n set [y v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n change x by (x)\n if <<touching (level v)?> or <touching color (#fb00e6)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching color (#fb00e6)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching color (#fb00e6)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching color (#fb00e6)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching color (#fb00e6)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n change y by (y)\n if <<touching (level v)?> or <touching color (#fb00e6)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching (level v)?> or <touching color (#fb00e6)?>>> then\n broadcast (jump v)\n change [y v] by (14)\n end\n change y by (1)\n if <(x position) > [220]> then\n broadcast (play v)\n broadcast (new level v)\n change [level v] by (1)\n end\n if <touching (dangers v)?> then\n broadcast (play v)\n end\n if <<(y position) < [-170]> and <(level) = [5]>> then\n broadcast (play v)\n broadcast (new level v)\n change [level v] by (1)\n end\n if <touching (bounce v)?> then\n set [y v] to [20]\n end\n if <<(y position) < [-170]> and <not <(level) = [5]>>> then\n broadcast (play v)\n end\n end\nend\n\nstart sound [Death v]\n\nwhen I receive [commencer v]\nstop [other scripts in sprite v]\nbroadcast (play v)\n\nwhen I receive [play v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [jump v]\nwait (0.01) seconds\nplay sound [Jump2 v] until done\n\nplay sound [uuhhh\(1\) v] until done\n\nif <key (up arrow v) pressed?> then\n set [y v] to [8]\nend\n\nif <(level) = [8]> then\n if <(y position) > [175]> then\n change [level v] by (1)\n broadcast (new level v)\n end\nend\n\nif <not <(level) = [16]>> then\n go to x: (-207) y: (70)\nend\nif <(level) = [16]> then\n go to x: (0) y: (70)\nend\n\nwhen I receive [costume suivant v]\nnext costume\n\nwhen I receive [costume précédent v]\nswitch costume to ((costume [number v]) - (1))\n\n\n broadcast (play v)\n broadcast (new level v)\n change [level v] by (1)\nend\n\nif <touching (bounce v)?> then\n set [y v] to [20]\nend\n\n@level\n\nwhen flag clicked\nhide\n\nwhen I receive [new level v]\nnext costume\n\nwhen I receive [commencer v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (14 v)\n\n@pen\n\nwhen I receive [commencer v]\nset pen size to (15)\nerase all\nwait (0.2) seconds\nforever\n if <not <(level) = [5]>> then\n pen up\n if <mouse down?> then\n if <touching (protect player v)?> then\n pen up\n else\n pen down\n end\n end\n go to x: (mouse x) y: (mouse y)\n else\n pen up\n end\nend\n\nwhen flag clicked\n\nwhen I receive [new level v]\nerase all\n\nwhen flag clicked\nforever\n set pen color to (#fb00e6)\nend\n\nwhen I receive [play v]\nerase all\n\n@restart level\n\nwhen I receive [commencer v]\nshow\ngo to x: (-187) y: (-145)\nset size to (35) %\nforever\n go to [front v] layer\n point in direction (90)\n change size by (((30) - (size)) / (5))\n if <touching (mouse-pointer v)?> then\n change size by (((32) - (size)) / (5))\n point in direction ((90) + (([cos v] of ((timer) * (300)) ) * (10)))\n if <mouse down?> then\n change size by (((10) - (size)) / (5))\n broadcast (play v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@dangers\n\nwhen I receive [new level v]\ngo to [front v] layer\nnext costume\n\nwhen I receive [commencer v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\n@bounce\n\nwhen flag clicked\n\nwhen I receive [new level v]\ngo to [front v] layer\ngo [backward v] (1) layers\nnext costume\n\nwhen I receive [commencer v]\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\n@deco\n\nwhen flag clicked\nhide\n\nwhen I receive [new level v]\ngo to [front v] layer\ngo [backward v] (1) layers\nnext costume\n\nwhen I receive [commencer v]\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\n@level2\n\nwhen flag clicked\n\nwhen I receive [new level v]\nnext costume\n\nwhen I receive [commencer v]\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nswitch costume to (1 v)\n\nwhen I receive [commencer v]\nforever\n if <touching (player v)?> then\n change [ghost v] effect by (10)\n else\n change [ghost v] effect by (-10)\n end\nend\n\n@flèches menu\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (costume suivant v)\nelse\n broadcast (costume précédent v)\nend\n\nwhen flag clicked\nhide\nswitch costume to (flèche droite v)\nrepeat (2)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nset size to (80) %\nif <(costume [number v]) = [1]> then\n go to x: (75) y: (0)\nelse\n go to x: (-75) y: (0)\nend\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((((100) + (([cos v] of ((timer) * (200)) ) * (10))) - (size)) / (3))\n else\n change size by ((((80) + (([cos v] of ((timer) * (200)) ) * (10))) - (size)) / (3))\n end\nend\n\nwhen I receive [commencer v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n set [ok utiliser stylo ? v] to [non]\n wait until <not <touching (mouse-pointer v)?>>\n set [ok utiliser stylo ? v] to [oui]\n end\n if <mouse down?> then\n wait until <not <mouse down?>>\n end\nend\n\n | |
Farris Platformer - v1.3 | @Stage\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nstop all sounds\nswitch backdrop to (end 1 v)\nwait (2.5) seconds\nswitch backdrop to (end 2 v)\nwait (2.5) seconds\nswitch backdrop to (end 3 v)\nwait (2.5) seconds\nswitch backdrop to (end 4 v)\nwait (3.25) seconds\nswitch backdrop to (end 5 v)\n\nwhen flag clicked\nset volume to (30) %\nforever\n play sound [NDT 1 v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\ngo to x: (-219) y: (-86)\nset size to (30) %\npoint in direction (90)\nforever\n if <not <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (player 1 v)\n wait (.2) seconds\n switch costume to (player 2 v)\n wait (.2) seconds\n switch costume to (player 3 v)\n wait (.2) seconds\n switch costume to (player 4 v)\n wait (.2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((Xv) * (-1))\n 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 [yv v] to [-10]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [13]\n end\n end\n if <[228] < (x position)> then\n set [xv v] to [0]\n set [xv v] to [0]\n go to x: (-219) y: (-86)\n point in direction (90)\n change [level v] by (1)\n end\n if <<touching (damage v)?> or <touching (damage2 v)?>> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n start sound [ouch v]\n set [xv v] to [0]\n set [xv v] to [0]\n set [ghost v] effect to (0)\n go to x: (-219) y: (-86)\n end\n if <(Level) = [14]> then\n change [level v] by (1)\n broadcast (END v)\n end\n change y by (1)\n hide variable [yv v]\n hide variable [xv v]\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (-213) y: (-77)\nforever\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> then\n wait (0.0085) seconds\n switch costume to (run 1 v)\n wait (0.0085) seconds\n switch costume to (run 2 v)\n wait (0.0085) seconds\n switch costume to (run 3 v)\n wait (0.0085) seconds\n switch costume to (run 4 v)\n wait (0.0085) seconds\n switch costume to (run 5 v)\n wait (0.0085) seconds\n switch costume to (run 6 v)\n end\nend\n\nwhen I receive [start v]\nwait (0.000001) seconds\ngo to x: (-213) y: (-77)\n\nwhen flag clicked\nwait (0.4) seconds\ngo to [front v] layer\n\n@Level\n\nwhen flag clicked\nhide\nset [level v] to [2]\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nwait (.25) seconds\ngo to [front v] layer\n\n@Damage\n\nhide\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [front v] layer\n\n@Text\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nswitch costume to (thumbnail upd v)\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (3)\nend\nswitch costume to (play screen v)\nrepeat (25)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\nwait (0.00000001) seconds\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nwait (0.6) seconds\ngo to [front v] layer\n\nshow\n\ngo to [front v] layer\n\nclear graphic effects\n\n@Play\n\nwhen flag clicked\nswitch costume to (play v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (-40)\nset size to (80) %\nhide\nwait (0.5) seconds\nwait (3) seconds\nshow\nrepeat (11)\n change [ghost v] effect by (-9)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (85) %\n switch costume to (play2 v)\n else\n set size to (80) %\n switch costume to (play v)\n end\n if <mouse down?> then\n set [ghost v] effect to (0)\n wait (0.1) seconds\n repeat (15)\n change [ghost v] effect by (6.7)\n end\n broadcast (START v)\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nhide\ngo to x: (-250) y: (250)\n\nwhen flag clicked\nwait (0.7) seconds\ngo to [front v] layer\n\nshow\n\nset size to (10) %\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n set y to ((-40) + ((3) * ([cos v] of (((timer) - (5)) * (150)) )))\nend\n\n@dullness\n\nwhen flag clicked\nswitch costume to (dull v)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [end v]\nswitch costume to (dull2 v)\n\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nwait (0.9) seconds\ngo to [front v] layer\n\ngo to [front v] layer\n\n@deco\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nwait (0.0001) seconds\ngo to [front v] layer\n\n@Damage2\n\nhide\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nwait (0.8) seconds\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n show\n end\nend\n\n@Testing\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nshow\n\nhide\n\n | Farris - a story platformer - WASD or Arrows\nOfficial Series https://scratch.mit.edu/studios/31006699\n\nStory - Farris is the last person with color and needs to save the island. Or is he? Or is there something more to this?\nHIT THE GREEN FLAG TWICE!!!\n\n\n\nALL ADVERTISEMENT AND SPAM WILL BE DELETED! THANK YOU!\n\n\n\n\n\n\n\n\n\n\n\n\nWhy are you still scrolling?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nJust stop ok lol\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ni said stop\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHeart and Star then comment "f a r r i s" to let me know! |
What happened...? || A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Lifeline recording \(online-audio-converter v] until done\n wait (3) seconds\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nshow variable [level # v]\nset [level # v] to [1]\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-190) y: (0)\nset rotation style [left-right v]\nforever\n Run Game\nend\n\ndefine Run Game\nchange [speed y v] by (-1)\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-3.5)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (3.5)\n point in direction (90)\nend\nset [speed x v] to ((Speed X) * (0.7))\nchange x by (Speed X)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\nend\nif <touching (ground v)?> then\n change y by (-8)\n repeat until <not <touching (ground v)?>>\n change x by ((Speed X) * (-1))\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [speed y v] to [10]\n if <(Speed X) < [0]> then\n set [speed x v] to [16]\n else\n set [speed x v] to [-16]\n end\n else\n set [speed x v] to [0]\n end\nend\nchange y by (Speed Y)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((Speed Y) * (-1))\n end\n set [speed y v] to [0]\nend\nchange y by (-1)\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <touching (ground v)?>> then\n set [speed y v] to [14]\nend\nchange y by (1)\nif <(x position) > [240]> then\n go to x: (-190) y: (0)\n change [level # v] by (1)\nend\nif <touching (danger v)?> then\n go to x: (-190) y: (0)\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level #)\nend\n\n@BG\n\nwhen flag clicked\nforever\n switch costume to (Level #)\n go to [back v] layer\nend\n\n@Danger\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (Level #)\nend\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n | |
Mystery Island || A Multiplayer Scrolling Platformer #games #all | @Stage\n\nwhen flag clicked\nforever\n if <(time of day) = [day]> then\n switch costume to (day v)\n else\n switch costume to (night v)\n end\nend\n\nwhen I receive [night v]\nset [time of day v] to [night]\n\nwhen I receive [day v]\nset [time of day v] to [day]\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (3)) until done\nend\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Be careful!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thanks.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [my player # v] to [0]\nset [max players v] to [10]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nset [connect v] to [Connecting]\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-1.7)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (1.7)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> then\n if <(in air) < [3]> then\n set [sy v] to [12]\n end\nend\nif <touching (water v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> then\n change [y v] by (2)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < ((y position) - (15))>>> then\n change [y v] by (-2)\n end\n if <(water tick) > [0]> then\n change [sy v] by (-0.9)\n else\n change [sy v] by (0.9)\n end\n if <(water tick) > [15]> then\n set [water tick v] to [-15]\n end\n change [water tick v] by (0.0000001)\nelse\n change [sy v] by (-1.3)\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\nif <(SCROLL X) > [8230]> then\n set [scroll x v] to [8230]\nend\nPosition\nif <(y) < [-179]> then\n set [exit v] to [die]\nend\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [timeout v] to [2000]\nelse\n change [timeout v] by (-1)\nend\nif <key (r v) pressed?> then\n set [exit v] to [restart]\nend\nif <(Timeout) < [1]> then\n if <not <(username) = [JC_ProGold]>> then\n broadcast (timeout v)\n hide\n end\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <<touching (level v)?> or <<touching (darkness barriers v)?> or <touching (light barriers v)?>>> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <<touching (level v)?> or <<touching (darkness barriers v)?> or <touching (light barriers v)?>>>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <<touching (level v)?> or <<touching (darkness barriers v)?> or <touching (light barriers v)?>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> 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 (level v)?> or <<touching (darkness barriers v)?> or <touching (light barriers 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 (level v)?> or <<touching (darkness barriers v)?> or <touching (light barriers 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\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <touching (spikes 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\nwait (1) seconds\nbroadcast (win v)\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (up right v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (up left v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n else\n switch costume to (front 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 [1359]\n set [y v] to [600]\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 [2344]\n set [y v] to [730]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [3]> then\n set [x v] to [2886]\n set [y v] to [450]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [4]> then\n set [x v] to [5781]\n set [y v] to [20]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [5]> then\n set [x v] to [7025]\n set [y v] to [-7]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n end\n end\n end\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [water tick v] to [-7]\nset [in air v] to [10]\nset [timeout v] to [1000]\nset [exit v] to []\nset size to (120) %\nshow\npoint in direction (90)\nset rotation style [left-right v]\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\n\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\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\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))\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 [decode chat v]\nDecode chat (value)\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n else\n tick\n end\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\n@Level\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 [0] [360]\nClone at [-480] [0]\nClone at [0] [360]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [0] [-360]\nClone at [480] [360]\nClone at [0] [-360]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [1465] [0]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [0]\nClone at [480] [0]\nClone at [-480] [-360]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [0] [360]\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@Spikes\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 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 [0] [360]\nClone at [-480] [0]\nClone at [0] [360]\nClone at [480] [0]\nClone at [480] [360]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [0] [-360]\nClone at [480] [360]\nClone at [0] [-360]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [1465] [0]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [0]\nClone at [480] [0]\nClone at [-480] [-360]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [0] [360]\nClone at [-480] [0]\n\n@Words\n\nwhen I receive [play game v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nif <((1) + (1)) = [2]> then\n Clone at [120] [70]\n Clone at [833] [210]\n Clone at [1738] [1018]\n Clone at [2868] [890]\n Clone at [3387] [692]\n Clone at [3865] [356]\n Clone at [4555] [6]\n Clone at [5888] [118]\n Clone at [7305] [365]\n Clone at [7876] [48]\nend\nset [x v] to [-99999]\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)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\n@Water\n\nwhen I receive [green flag v]\nset [swing amount v] to [19]\nset [swing amount v] to ((round ((swing amount) / (2))) * (2))\nset [water tick v] to [-12]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nhide\nswitch costume to (1 v)\nClone at [480] [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 [480] [0]\nClone at [480] [50]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [-50]\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 [480] [0]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(water tick) > [0]> then\n change [sy v] by (0.7)\nelse\n change [sy v] by (-0.7)\nend\nif <(water tick) > ((swing amount) - (1))> then\n set [water tick v] to ((swing amount) * (-1))\nend\nchange [water tick v] by (1)\nchange y by (sy)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Checkpoints\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [name v]) = [Closed]> then\n if <touching (player v)?> then\n start sound [Ding Sound Effect v]\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 [1359] [577]\nClone at [2344] [690]\nClone at [2886] [450]\nClone at [5781] [-17]\nClone at [7025] [-39]\nset [x v] to [-99999]\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 [c v] key pressed\nhide variable [mouse v]\n\n@Darkness Barriers\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (barrier v)\nClone at [1923] [715]\nClone at [6213] [23]\nClone at [6213] [-100]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(time of day) = [day]> then\n switch costume to (barrier v)\nelse\n switch costume to (disappear v)\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\n@Light Barriers\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (day v)\nClone at [2870] [697]\nClone at [2870] [571]\nClone at [8150] [-45]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(time of day) = [night]> then\n switch costume to (barrier v)\nelse\n switch costume to (disappear v)\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\n@Levers D-N\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [time of day v] to [day]\nswitch costume to (off v)\nClone at [1895] [915]\nClone at [7300] [415]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [name v]) = [Off]> then\n if <touching (player v)?> then\n start sound [Switch v]\n switch costume to (on v)\n broadcast (Night v)\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\n@Levers N-D\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (off v)\nClone at [3393] [773]\nClone at [7550] [412]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [name v]) = [Off]> then\n if <touching (player v)?> then\n start sound [Switch v]\n switch costume to (on v)\n broadcast (Day v)\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\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (exit v)\nClone at [8323] [-50]\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\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\n\n@Connectecd\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\nwhen flag clicked\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (130) y: (130)\nforever\n wait (3) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n else\n switch costume to (connecting v)\n end\n end\nend\n\n@Background\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <(time of day) = [day]> then\n switch costume to (day hills v)\n else\n switch costume to (night hills v)\n end\nend\n\nwhen I receive [tick v]\nGo to (((((Movement ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) (Y)\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (0)\ngo to [back v] layer\nset [movement id v] to [0]\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\n\nwhen I receive [day v]\nrepeat (1)\n delete this clone\nend\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\n\nwhen I receive [night v]\nrepeat (1)\n delete this clone\nend\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\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) + (((80) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(is the chat open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\nwhen [timer v] > (0.01)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\ngo to x: (-160) y: (65)\nshow\nset [ghost v] effect to (100)\n\n@Win Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nset [ghost v] effect to (100)\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)\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (tn v)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | ----- WELCOME TO MYSTERY ISLAND -----\n\nHiya everyone, this is my first multiplayer scrolling platformer. It is also my entry for @IAMibrahim's 500 follower game contest.\n\nThe concept of this game is night and day. There will be switches in the game which switch from day to night and from night to day.\n\nThere will be two types of rock-ish blocks. One only appears in daytime. It is purple, grey and black. It also disappears when it becomes night. The other is like the first one but yellow-ish instead of purple and only appears at night.\n\n★★★ CONTROLS ★★★\n• Move - Arrow keys, WASD or use the mouse\n• Wall jump - Jump onto a wall and hold the up arrow key and either the right or left arrow key depending on which side the of the wall you are on\n• Chat - Press the 't' key to open the chat screen and press 1, 2, 3, 4, 5, 6, 7, 8, or 9 to say something (each number says something different, so read the chat screen to see what number to press)\n• Restart from checkpoint - Press the 'r' key\n\n★★★ ACTIONS ★★★\n• To turn on a lever, just walk next to it (there are only four levers in the game and can only be turned on once\n• There are checkpoints in this game so that you don't have to start again from the beginning after you die\n• If you don't move around for an amount of time, you get a timeout (not a bad thing, it just means some people may not be able to play because you are doing nothing |
Jungle - A Scrolling Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Universe v] until done\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <(username) = [HawkwingX]>> then\n change [coins v] by (10)\n end\nend\n\nwhen flag clicked\nforever\n if <<not <([costume # v] of [the-green-dragon v]) = [3]>> and <<not <([costume # v] of [popuiar v]) = [3]>> and <<not <([costume # v] of [stratford james v]) = [3]>> and <<not <([costume # v] of [will_wam v]) = [3]>> and <<not <([costume # v] of [griffpatch v]) = [3]>> and <<not <([costume # v] of [thechaotic v]) = [3]>> and <not <([costume # v] of [timmccool v]) = [3]>>>>>>>> then\n delete all of [equip list v]\n end\nend\n\n@Player\n\ndefine Change Player Y By (sy)\nchange [player: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (platforms v)?> or <touching (disapear platform v)?>>>\n if <(sy) > [0]> then\n change [player: y v] by (-1)\n else\n change [player: y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Change Player X By (sx)\nchange [player: x v] by (sx)\nPosition\nif <<touching (platforms v)?> or <touching (disapear platform v)?>> then\n repeat (12)\n change [player: y v] by (1)\n Position\n if <not <<touching (platforms v)?> or <touching (disapear platform v)?>>> then\n stop [this script v]\n end\n end\n change [player: y v] by (-12)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (platforms v)?> or <touching (disapear platform v)?>>>\n if <(sx) > [0]> then\n change [player: x v] by (-1)\n else\n change [player: x v] by (1)\n end\n Position\n end\nend\n\ndefine Tick\ncreate clone of (_myself_ v)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [sx v] by (-2.2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [sx v] by (2.2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By (round (sx))\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-15]> then\n change [sy v] by (-2)\nend\nChange Player Y By (sy)\nTest - Die\nchange [scroll x v] by (round (((Player: x) - (SCROLL X)) / (10)))\nset [add v] to (join (Coins) (join [ ] (join [/] (join [ ] (COLLECTED MAX)))))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Player: y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Player: y) < [-180]> then\n set [exit v] to [Die]\nend\nif <touching (trampolines v)?> then\n set [sy v] to [35]\nend\n\ndefine Game On\nset [player: x v] to (Spawn X)\nset [player: y v] to (Spawn Y)\nset [scroll x v] to (Spawn X)\nset [scroll y v] to (Spawn Y)\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [sx v] to [0]\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Test - Die\nset [cando v] to [1]\nif <<<touching (obstacles v)?> or <touching (red v)?>> or <touching (sudden wave v)?>> then\n set [exit v] to [Die]\n set [have key v] to [0]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit portal v)\n turn right (65) degrees\n move ((distance to [exit portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (New Start v)\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Game - Die\nstart sound [explode_11 v]\nbroadcast (die v)\nset [exit v] to []\nrepeat (20)\n change size by (-1)\n change [ghost v] effect by (5)\nend\nclear graphic effects\nhide\n\ndefine Position\ngo to x: ((Player: x) - (SCROLL X)) y: ((Player: y) - (SCROLL Y))\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)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nset [spawn y v] to [0]\nset [spawn x v] to [0]\nset [score v] to [0]\nset [level v] to [1]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I start as a clone\nif <(length of [equip list v]) = [0]> then\n switch costume to (cloned v)\nend\nrepeat (10)\n Position\n change [color v] effect by (5)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (player v)\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n if <[equip list v] contains [The-Green-Dragon]?> then\n switch costume to (the-green-dragon v)\n set size to (100) %\n end\n if <(length of [equip list v]) = [0]> then\n set size to (100) %\n switch costume to (player v)\n end\n if <[equip list v] contains [PopuIar]?> then\n switch costume to (popuiar v)\n set size to (100) %\n end\n if <[equip list v] contains [StratfordJames]?> then\n switch costume to (stratfordjames v)\n set size to (100) %\n end\n if <[equip list v] contains [Will_wam]?> then\n switch costume to (will_wam v)\n set size to (100) %\n end\n if <[equip list v] contains [Griffpatch]?> then\n switch costume to (griffpatch v)\n set size to (100) %\n end\n if <[equip list v] contains [TheChaotic]?> then\n switch costume to (thechaotic v)\n set size to (100) %\n end\n if <[equip list v] contains [TimMcCool]?> then\n switch costume to (timmccool v)\n set size to (100) %\n end\nend\n\n@Check Point\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [number v]) = [2]>> then\n set [spawn x v] to (Exit Portal: x)\n set [spawn y v] to (Exit Portal: y)\n set [check if checkpoint v] to [1]\nend\nif <(check if checkpoint) = [0]> then\n switch costume to (nope v)\nelse\n switch costume to (yup v)\nend\n\nwhen I receive [setup v]\nhide\nswitch costume to (nope v)\nset [exit portal: x v] to [800]\nset [exit portal: y v] to [40]\nClone At x: [800] y: [40]\nClone At x: [2300] y: [250]\nClone At x: [4100] y: [925]\nClone At x: [4736] y: [1300]\nClone At x: [6050] y: [850]\n\ndefine Position (x) (y)\ngo [backward v] (99) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n go to [front v] layer\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [new start v]\nset [check if checkpoint v] to [0]\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(already gotten) = [0]> then\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\nif <(type) = [clone]> then\n if <touching (player v)?> then\n set [already gotten v] to [1]\n change [coins v] by (1)\n start sound [Collect v]\n delete this clone\n end\nend\n\nwhen I receive [setup v]\nif <(cando) = [0]> then\n set [type v] to [OG]\n hide\n switch costume to (coin v)\n set [collected max v] to [0]\n set [coins v] to [0]\n set [x v] to [0]\n set [y v] to [0]\n Clone at x: [60] y: [50]\n Clone at x: [110] y: [50]\n Clone at x: [160] y: [50]\n Clone at x: [210] y: [50]\n Clone at x: [270] y: [-25]\n Clone at x: [320] y: [15]\n Clone at x: [370] y: [35]\n Clone at x: [420] y: [15]\n Clone at x: [470] y: [-25]\n Clone at x: [1000] y: [130]\n Clone at x: [1050] y: [130]\n Clone at x: [1100] y: [130]\n Clone at x: [1150] y: [130]\n Clone at x: [1000] y: [170]\n Clone at x: [1050] y: [170]\n Clone at x: [1100] y: [170]\n Clone at x: [1150] y: [170]\n Clone at x: [1287] y: [100]\n Clone at x: [1435] y: [0]\n Clone at x: [1583] y: [45]\n Clone at x: [1731] y: [90]\n Clone at x: [1950] y: [170]\n Clone at x: [2000] y: [170]\n Clone at x: [2050] y: [170]\n Clone at x: [2300] y: [170]\n Clone at x: [2350] y: [170]\n Clone at x: [2400] y: [170]\n Clone at x: [2450] y: [170]\n Clone at x: [2654] y: [380]\n Clone at x: [2654] y: [430]\n Clone at x: [2654] y: [480]\n Clone at x: [3100] y: [870]\n Clone at x: [3150] y: [870]\n Clone at x: [3200] y: [870]\n Clone at x: [3250] y: [870]\n Clone at x: [3300] y: [870]\n Clone at x: [3350] y: [870]\n Clone at x: [3400] y: [870]\n Clone at x: [3450] y: [870]\n Clone at x: [3500] y: [870]\n Clone at x: [3550] y: [870]\n Clone at x: [3600] y: [870]\n Clone at x: [5500] y: [1150]\n Clone at x: [5550] y: [1150]\n Clone at x: [5600] y: [1150]\n Clone at x: [5650] y: [1150]\nend\n\ndefine Position (x) (y)\nif <(type) = [clone]> then\n go to x: (x) y: (y)\n if <<<(x) = (x position)> and <(y) = (y position)>> and <(already gotten) = [0]>> then\n show\n else\n hide\n end\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [type v] to [clone]\n\nwhen flag clicked\nset [already gotten v] to [0]\n\nwhen flag clicked\nset [cando v] to [0]\n\n@Obstacles\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <not <<(costume [name v]) = [Spike]> or <(costume [name v]) = [Spike2]>>> then\n Position ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\nend\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\npoint in direction (90)\nif <(LEVEL) = [1]> then\n switch costume to (lava v)\n Clone At x: [500] y: [0] [Lava]\n Clone At x: [910] y: [0] [Spike]\n Clone At x: [2500] y: [250] [Spike]\n Clone At x: [3311] y: [1000] [Chain]\n Clone At x: [3600] y: [1000] [Chain]\n Clone At x: [4369] y: [850] [Spike2]\n Clone At x: [4369] y: [1050] [Spike2]\n Clone At x: [4369] y: [950] [Chain]\n Clone At x: [6107] y: [1000] [Chain]\n Clone At x: [6600] y: [800] [Spike2]\n Clone At x: [6800] y: [800] [Spike2]\n Clone At x: [6800] y: [800] [Point]\nelse\n hide\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n if <(costume [name v]) = [Spike]> then\n set [spike sound v] to [1]\n end\nelse\n go to [back v] layer\n hide\n if <(costume [name v]) = [Spike]> then\n set [spike sound v] to [0]\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y) (costume)\ncreate clone of (_myself_ v)\nset [danger: x v] to (x)\nset [danger: y v] to (y)\ngo to [back v] layer\nswitch costume to (costume)\n\nwhen flag clicked\npoint in direction (90)\nset [a v] to [-100]\n\nwhen flag clicked\nforever\n if <<(costume [name v]) = [Lava]> or <(costume [name v]) = [Point]>> then\n point in direction (90)\n end\nend\n\nwhen I start as a clone\nforever\n if <<(costume [name v]) = [Spike]> and <(spike sound) = [1]>> then\n set volume to ((100) - ((distance to [player v]) / (3.5))) %\n else\n set volume to (0) %\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nforever\n if <(costume [name v]) = [Spike]> then\n turn right (50) degrees\n Position (((Danger: x) + (50)) - (SCROLL X)) (((a) + (Danger: y)) - (SCROLL Y))\n end\n if <(costume [name v]) = [Spike]> then\n set [a v] to [-100]\n repeat (10)\n turn right (50) degrees\n Position (((Danger: x) + (50)) - (SCROLL X)) (((a) + (Danger: y)) - (SCROLL Y))\n change [a v] by (7)\n end\n repeat (10)\n turn right (50) degrees\n Position (((Danger: x) + (50)) - (SCROLL X)) (((a) + (Danger: y)) - (SCROLL Y))\n change [a v] by (-7)\n end\n end\nend\n\nwhen flag clicked\npoint in direction (135)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Chain]> then\n turn right (-8) degrees\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [Chain]> then\n turn right (-8) degrees\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nforever\n if <(costume [name v]) = [Spike2]> then\n turn right (50) degrees\n Position (((Danger: x) + (b)) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n end\nend\n\nwhen flag clicked\nset [b v] to [0]\nforever\n repeat (90)\n change [b v] by (-5)\n end\n repeat (90)\n change [b v] by (5)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Spike2]> then\n turn right (50) degrees\n Position (((Danger: x) + (b)) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n end\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (platform v)\n Clone At x: [730] y: [0]\n Clone At x: [210] y: [0]\n Clone At x: [1100] y: [200]\n Clone At x: [500] y: [0]\n Clone At x: [800] y: [700]\n Clone At x: [800] y: [0]\n Clone At x: [0] y: [200]\n Clone At x: [500] y: [200]\n Clone At x: [500] y: [0]\n Clone At x: [0] y: [-200]\n Clone At x: [400] y: [0]\n Clone At x: [400] y: [0]\n Clone At x: [500] y: [0]\n Clone At x: [-250] y: [-200]\n Clone At x: [400] y: [0]\n Clone At x: [400] y: [0]\n Clone At x: [200] y: [0]\n Clone At x: [0] y: [-400]\n Clone At x: [0] y: [0]\n Clone At x: [0] y: [-300]\n Clone At x: [0] y: [890]\n Clone At x: [-400] y: [0]\n Clone At x: [0] y: [110]\n Clone At x: [0] y: [110]\n Clone At x: [400] y: [-220]\n Clone At x: [0] y: [110]\n Clone At x: [0] y: [110]\n Clone At x: [-50] y: [0]\n Clone At x: [-50] y: [-50]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <not <<(costume [name v]) = [Break]> and <(touched) = [1]>>> then\n show\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (new start v)\n\nwhen flag clicked\nset [touched v] to [0]\nforever\n if <<<(costume [name v]) = [Break]> and <touching (detect v)?>> and <(have key) = [1]>> then\n set [touched v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [name v]) = [Break]> and <(touched) = [1]>> then\n hide\n end\nend\n\n@Particles\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((particle x) - (SCROLL X)) ((particle y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ghost v] effect to (100)\nhide\nset [particle x v] to (pick random (300) to (470))\nset [particle y v] to [-100]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [back v] layer\n show\nelse\n go to [back v] layer\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [particle x v] to (x)\nset [particle y v] to (y)\ngo to [back v] layer\nnext costume\n\nwhen flag clicked\nforever\n set [random position for x v] to (pick random (270) to (470))\n switch costume to (lava v)\n if <(show) = [1]> then\n Clone At x: (random position for x) y: [-100]\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nchange [amount of clones v] by (1)\nset [color v] effect to (pick random (1) to (15))\nrepeat (50)\n change [ghost v] effect by (3)\n change [particle y v] by (5)\n Position ((particle x) - (SCROLL X)) ((particle y) - (SCROLL Y))\nend\nchange [amount of clones v] by (-1)\ndelete this clone\n\nwhen flag clicked\nset [amount of clones v] to [0]\n\nwhen flag clicked\nset [show v] to [1]\n\n@Disapear platform\n\nwhen flag clicked\nset [test v] to [0]\nset [hi v] to [0]\nset [do not show v] to [0]\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nforever\n if <<(costume [name v]) = [Disapear]> and <touching (detect v)?>> then\n set [ghost v] effect to (0)\n set [do not show v] to [0]\n if <(test) = [0]> then\n change [test v] by (1)\n end\n set [timer1 v] to (timer)\n set [hi v] to [0]\n if <(test) = [1]> then\n repeat until <((timer) - (timer1)) > [0.25]>\n set [hi v] to [1]\n change [ghost v] effect by (10)\n wait (0.05) seconds\n end\n set [timer1 v] to (timer)\n repeat until <((timer) - (timer1)) > [5]>\n hide\n set [do not show v] to [1]\n end\n set [do not show v] to [0]\n set [test v] to [0]\n repeat (13)\n change [ghost v] effect by (-4)\n wait (0.05) seconds\n end\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((disapear x) - (SCROLL X)) ((disapear y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [disapear x v] to [1300]\nset [disapear y v] to [0]\nClone At x: [1450] y: [-100] [Disapear]\nClone At x: [1600] y: [-50] [Disapear]\nClone At x: [1750] y: [0] [Disapear]\nClone At x: [1900] y: [50] [Disapear]\nClone At x: [2900] y: [370] [Disapear]\nClone At x: [3050] y: [500] [Disapear]\nClone At x: [2900] y: [600] [Disapear]\nClone At x: [3050] y: [650] [Disapear]\nClone At x: [2900] y: [700] [Disapear]\nClone At x: [2700] y: [0] [Disapear]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <not <<(costume [name v]) = [Disapear]> and <(Do Not Show) = [1]>>> then\n show\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y) (costume)\ncreate clone of (_myself_ v)\nset [disapear x v] to (x)\nset [disapear y v] to (y)\nset [costume v] to (costume)\nswitch costume to (costume)\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (new start v)\n\n@detect\n\nwhen flag clicked\nset size to (120) %\nforever\n go to (player v)\n set [ghost v] effect to (100)\nend\n\nset [ghost v] effect to (0)\n\n@red\n\nwhen I receive [green flag v]\nset size to (150) %\nhide\n\nwhen I receive [tick v]\nPosition ((red x) - (SCROLL X)) ((red y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [red x v] to [2100]\nset [red y v] to [200]\npoint in direction (90)\nif <(LEVEL) = [1]> then\n switch costume to (lava v)\nelse\n hide\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n go to [back v] layer\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [red x v] to (x)\nset [red y v] to (y)\ngo to [back v] layer\n\nwhen flag clicked\nset [costume num v] to [0]\n\nwhen flag clicked\nforever\n repeat (19)\n switch costume to (join [Lava] (costume num))\n change [costume num v] by (1)\n end\n repeat (19)\n switch costume to (join [Lava] (costume num))\n change [costume num v] by (-1)\n end\nend\n\nwhen I start as a clone\nforever\n repeat (19)\n switch costume to (join [Lava] (costume num))\n change [costume num v] by (1)\n end\n repeat (19)\n switch costume to (join [Lava] (costume num))\n change [costume num v] by (-1)\n end\nend\n\n@Art\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((artt x) - (SCROLL X)) ((artt y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [artt x v] to [0]\nset [artt y v] to [0]\npoint in direction (90)\nif <(LEVEL) = [1]> then\n switch costume to (jungle v)\n Clone At x: [625] y: [0]\n Clone At x: [500] y: [100]\n Clone At x: [800] y: [100]\n Clone At x: [400] y: [0]\n Clone At x: [350] y: [200]\n Clone At x: [575] y: [450]\n Clone At x: [200] y: [0]\n Clone At x: [600] y: [-50]\n Clone At x: [200] y: [0]\n Clone At x: [-200] y: [300]\n Clone At x: [200] y: [0]\n Clone At x: [300] y: [200]\n Clone At x: [200] y: [0]\n Clone At x: [350] y: [-140]\n Clone At x: [400] y: [0]\n Clone At x: [400] y: [0]\n Clone At x: [500] y: [0]\nelse\n hide\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [back v] layer\nelse\n hide\n go to [back v] layer\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [artt x v] by (x)\nchange [artt y v] by (y)\nnext costume\n\nClone At x: [550] y: [500]\n\n@Key\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((key x) - (SCROLL X)) ((key y) - (SCROLL Y))\nif <touching (player v)?> then\n set [spawn x v] to (key x)\n set [spawn y v] to (key y)\n set [have key v] to [1]\n set [already gotten v] to [1]\n start sound [Collect v]\nend\n\nwhen I receive [setup v]\nif <(cando) = [0]> then\n set [type v] to [OG]\n hide\n switch costume to (coin v)\n set [key x v] to [0]\n set [key y v] to [0]\n Clone at x: [7288] y: [171]\nend\n\ndefine Position (x) (y)\nif <(type) = [clone]> then\n go to x: (x) y: (y)\n if <<<(x) = (x position)> and <(y) = (y position)>> and <(have key) = [0]>> then\n show\n else\n hide\n end\nend\n\ndefine Clone at x: (x) y: (y)\nset [key x v] to (x)\nset [key y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [type v] to [clone]\n\nwhen flag clicked\nset [already gotten v] to [0]\n\nwhen flag clicked\nset [have key v] to [0]\n\nwhen flag clicked\nforever\n if <(have key) = [1]> then\n hide\n end\nend\n\n@Sudden Wave\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\n\nwhen I receive [setup v]\nhide\nset [wave x v] to [0]\nset [wave y v] to [0]\npoint in direction (90)\nif <(LEVEL) = [1]> then\n switch costume to (lava v)\n Clone At x: [7381] y: [172]\nelse\n hide\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n go to [back v] layer\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [wave x v] to (x)\nset [wave y v] to (y)\ngo to [back v] layer\n\nwhen I start as a clone\nforever\n Position ((wave x) - (SCROLL X)) ((wave y) - (SCROLL Y))\nend\n\nwhen flag clicked\nforever\n if <(have key) = [1]> then\n broadcast (wave v) and wait\n end\nend\n\nwhen I receive [wave v]\nwait (2.5) seconds\nif <(SCROLL X) > [7186]> then\n set [wave y v] to [172]\nend\nrepeat (80)\n if <(wave y) < [800]> then\n change [wave y v] by (4)\n if <(have key) = [0]> then\n set [wave y v] to [172]\n stop [this script v]\n end\n end\nend\n\n@Diamond\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((diamond x) - (SCROLL X)) ((diamond y) - (SCROLL Y))\nif <touching (player v)?> then\n set [have diamond v] to [1]\n start sound [Collect v]\nend\n\nwhen I receive [setup v]\nif <(cando) = [0]> then\n set [type v] to [OG]\n hide\n switch costume to (coin v)\n set [diamond x v] to [0]\n set [diamond y v] to [0]\n Clone at x: [6996] y: [1059]\nend\n\ndefine Position (x) (y)\nif <(type) = [clone]> then\n go to x: (x) y: (y)\n if <<<(x) = (x position)> and <(y) = (y position)>> and <(have diamond) = [0]>> then\n show\n else\n hide\n end\nend\n\ndefine Clone at x: (x) y: (y)\nset [diamond x v] to (x)\nset [diamond y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [type v] to [clone]\n\nwhen flag clicked\nset [have diamond v] to [0]\n\nwhen flag clicked\nforever\n if <(have diamond) = [1]> then\n hide\n end\nend\n\n@Win ScreenSprite1\n\nwhen flag clicked\nhide\nforever\n go [forward v] (10000000000000) layers\n if <(have diamond) = [1]> then\n show\n set [ghost v] effect to (100)\n repeat (20)\n go [forward v] (10000000000000) layers\n change [ghost v] effect by (-5)\n end\n forever\n set [ghost v] effect to (0)\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go [forward v] (999999999999999999999999) layers\nend\n\nsay [Hello!] for (2) seconds\n\n@Button GUI\n\nwhen flag clicked\ngo to x: (-1) y: (-2)\nset [open shop v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [open shop v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Shop GUI\n\nwhen flag clicked\nforever\n if <(open shop) = [1]> then\n show\n else\n hide\n end\nend\n\n@X GUI\n\nwhen flag clicked\nset size to (25) %\n\nwhen flag clicked\nforever\n if <(open shop) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [open shop v] to [0]\n end\nend\n\n@The-Green-Dragon\n\nwhen flag clicked\nswitch costume to (the-green-dragon v)\ngo to x: (-212) y: (143)\nset size to (15) %\n\nwhen flag clicked\nforever\n if <(open shop) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [costume v] to [100000]\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(costume [number v]) > [1]>> then\n change [costume v] by (1)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n if <<<<touching (mouse-pointer v)?> and <mouse down?>> and <(Coins) > [9]>> and <(costume [number v]) = [1]>> then\n change [coins v] by (-10)\n add [The-Green-Dragon] to [what bought? v]\n switch costume to (equip? v)\n end\n if <(costume) = [2]> then\n set [costume v] to [0]\n end\nend\n\nwhen flag clicked\ndelete all of [equip list v]\nforever\n if <(costume) = [1]> then\n delete all of [equip list v]\n add [The-Green-Dragon] to [equip list v]\n switch costume to (equipped v)\n wait until <(costume) = [0]>\n end\n if <(costume) = [0]> then\n switch costume to (equip? v)\n wait until <(costume) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <<not <[equip list v] contains [The-Green-Dragon]?>> and <[what bought? v] contains [The-Green-Dragon]?>> then\n set [costume v] to [0]\n wait until <[equip list v] contains [The-Green-Dragon]?>\n end\nend\n\n@PopuIar\n\nwhen flag clicked\ngo to x: (-143) y: (143)\nset size to (60) %\nswitch costume to (popuiar v)\nforever\n if <(open shop) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [costume v] to [100000]\nforever\n if <(costume) = [2]> then\n set [costume v] to [0]\n end\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(costume [number v]) > [1]>> then\n change [costume v] by (1)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n if <<<<touching (mouse-pointer v)?> and <mouse down?>> and <(Coins) > [9]>> and <(costume [number v]) = [1]>> then\n change [coins v] by (-10)\n add [PopuIar] to [what bought? v]\n switch costume to (equip? v)\n end\nend\n\nwhen flag clicked\ndelete all of [what bought? v]\ndelete all of [equip list v]\nforever\n if <(costume) = [1]> then\n delete all of [equip list v]\n add [PopuIar] to [equip list v]\n switch costume to (equipped v)\n wait until <(costume) = [0]>\n end\n if <(costume) = [0]> then\n switch costume to (equip? v)\n wait until <(costume) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <<not <[equip list v] contains [PopuIar]?>> and <[what bought? v] contains [PopuIar]?>> then\n set [costume v] to [0]\n wait until <[equip list v] contains [PopuIar]?>\n end\nend\n\n@Stratford James\n\nwhen flag clicked\nswitch costume to (costume4 v)\ngo to x: (-75) y: (143)\nset size to (11) %\n\nwhen flag clicked\nforever\n if <(open shop) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\ndelete all of [what bought? v]\ndelete all of [equip list v]\nforever\n if <(costume) = [1]> then\n delete all of [equip list v]\n add [StratfordJames] to [equip list v]\n switch costume to (equiped v)\n wait until <(costume) = [0]>\n end\n if <(costume) = [0]> then\n switch costume to (equip? v)\n wait until <(costume) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <<not <[equip list v] contains [StratfordJames]?>> and <[what bought? v] contains [StratfordJames]?>> then\n set [costume v] to [0]\n wait until <[equip list v] contains [StratfordJames]?>\n end\nend\n\nwhen flag clicked\nset [costume v] to [100000]\nforever\n if <(costume) = [2]> then\n set [costume v] to [0]\n end\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(costume [number v]) > [1]>> then\n change [costume v] by (1)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n if <<<<touching (mouse-pointer v)?> and <mouse down?>> and <(Coins) > [9]>> and <(costume [number v]) = [1]>> then\n change [coins v] by (-10)\n add [StratfordJames] to [what bought? v]\n switch costume to (equip? v)\n end\nend\n\n@Will_Wam\n\nwhen flag clicked\nforever\n if <(open shop) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\ndelete all of [what bought? v]\ndelete all of [equip list v]\nforever\n if <(costume) = [1]> then\n delete all of [equip list v]\n add [Will_wam] to [equip list v]\n switch costume to (equiped v)\n wait until <(costume) = [0]>\n end\n if <(costume) = [0]> then\n switch costume to (equip? v)\n wait until <(costume) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <<not <[equip list v] contains [Will_wam]?>> and <[what bought? v] contains [Will_wam]?>> then\n set [costume v] to [0]\n wait until <[equip list v] contains [Will_wam]?>\n end\nend\n\nwhen flag clicked\nset [costume v] to [100000]\nforever\n if <(costume) = [2]> then\n set [costume v] to [0]\n end\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(costume [number v]) > [1]>> then\n change [costume v] by (1)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n if <<<<touching (mouse-pointer v)?> and <mouse down?>> and <(Coins) > [9]>> and <(costume [number v]) = [1]>> then\n change [coins v] by (-10)\n add [Will_wam] to [what bought? v]\n switch costume to (equip? v)\n end\nend\n\nwhen flag clicked\nswitch costume to (will_wam v)\ngo to x: (-6) y: (143)\nset size to (50) %\n\n@Griffpatch\n\nwhen flag clicked\nswitch costume to (griffpatch v)\ngo to x: (58) y: (143)\nset size to (50) %\n\nwhen flag clicked\nforever\n if <(open shop) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\ndelete all of [what bought? v]\ndelete all of [equip list v]\nforever\n if <(costume) = [1]> then\n delete all of [equip list v]\n add [Griffpatch] to [equip list v]\n switch costume to (equiped v)\n wait until <(costume) = [0]>\n end\n if <(costume) = [0]> then\n switch costume to (equip? v)\n wait until <(costume) = [1]>\n end\nend\n\nwhen flag clicked\nset [costume v] to [100000]\nforever\n if <(costume) = [2]> then\n set [costume v] to [0]\n end\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(costume [number v]) > [1]>> then\n change [costume v] by (1)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n if <<<<touching (mouse-pointer v)?> and <mouse down?>> and <(Coins) > [19]>> and <(costume [number v]) = [1]>> then\n change [coins v] by (-20)\n add [Griffpatch] to [what bought? v]\n switch costume to (equip? v)\n end\nend\n\nwhen flag clicked\nforever\n if <<not <[equip list v] contains [Griffpatch]?>> and <[what bought? v] contains [Griffpatch]?>> then\n set [costume v] to [0]\n wait until <[equip list v] contains [Griffpatch]?>\n end\nend\n\n@TheChaotic\n\nwhen flag clicked\nswitch costume to (thechaotic v)\ngo to x: (137) y: (143)\nset size to (45) %\n\nwhen flag clicked\nforever\n if <(open shop) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\ndelete all of [what bought? v]\ndelete all of [equip list v]\nforever\n if <(costume) = [1]> then\n delete all of [equip list v]\n add [TheChaotic] to [equip list v]\n switch costume to (equiped v)\n wait until <(costume) = [0]>\n end\n if <(costume) = [0]> then\n switch costume to (equip? v)\n wait until <(costume) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <<not <[equip list v] contains [TheChaotic]?>> and <[what bought? v] contains [TheChaotic]?>> then\n set [costume v] to [0]\n wait until <[equip list v] contains [TheChaotic]?>\n end\nend\n\nwhen flag clicked\nset [costume v] to [100000]\nforever\n if <(costume) = [2]> then\n set [costume v] to [0]\n end\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(costume [number v]) > [1]>> then\n change [costume v] by (1)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n if <<<<touching (mouse-pointer v)?> and <mouse down?>> and <(Coins) > [9]>> and <(costume [number v]) = [1]>> then\n change [coins v] by (-10)\n add [TheChaotic] to [what bought? v]\n switch costume to (equip? v)\n end\nend\n\n@TimMcCool\n\nwhen flag clicked\nswitch costume to (timmccool v)\ngo to x: (210) y: (143)\nset size to (15) %\n\nwhen flag clicked\nforever\n if <(open shop) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\ndelete all of [equip list v]\nforever\n if <(costume) = [1]> then\n delete all of [equip list v]\n add [TimMcCool] to [equip list v]\n switch costume to (equiped v)\n wait until <(costume) = [0]>\n end\n if <(costume) = [0]> then\n switch costume to (equip? v)\n wait until <(costume) = [1]>\n end\nend\n\nwhen flag clicked\nset [costume v] to [100000]\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(costume [number v]) > [1]>> then\n change [costume v] by (1)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n if <<<<touching (mouse-pointer v)?> and <mouse down?>> and <(Coins) > [9]>> and <(costume [number v]) = [1]>> then\n change [coins v] by (-10)\n add [TimMcCool] to [what bought? v]\n switch costume to (equip? v)\n end\n if <(costume) = [2]> then\n set [costume v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<not <[equip list v] contains [TimMcCool]?>> and <[what bought? v] contains [TimMcCool]?>> then\n set [costume v] to [0]\n wait until <[equip list v] contains [TimMcCool]?>\n end\nend\n\n | I have been working on this game for quite a while. I even put in a shop with some famous scratchers on it!\nPlay HERE for less lag and smoother gameplay: https://turbowarp.org/487484756\n================INSTRUCTIONS=============\n W A S D or Arrow Keys\n \n You need the key to open up the Diamond place.\n\n Follow me: @HawkwingX\n\n Subscribe to cubeow on youtube\n\n=================CREDITS=================\nThanks to @griffpatch for the scrolling engine!\nThanks to @The-Green-Dragon, @PopuIar, @StratfordJames, @Griffpatch, @The_Chaotic, and @TimMcCool for their profile pictures\nThanks to MonsterCat for the Universe Music\nThanks to Geometry Dash for the Death sound effect \nThe rest of the code is by me.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nIf you can't beat it, just see this: https://www.youtube.com/watch?v=r4xTLzJTeiQ |
UNDERTALE SCROLL platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [ Megalovania v] until done\nend\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1400] [150] [4]\nステージ配置 [1940] [0] [5]\nステージ配置 [2300] [0] [6]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@Player\n\nwhen flag clicked\nset size to (80) %\nswitch costume to (ソウル v)\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活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 start sound [click v]\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]\n start sound [click v]\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) = [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 (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\n@障害物\n\nwhen flag clicked\nhide\nステージ配置 [0] [−50] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [980] [0] [3]\nステージ配置 [1440] [256] [4]\nステージ配置 [1920] [0] [5]\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@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n | 日本語は下\n短くてごめんw\n\nthe flag twice\n→↑←↓or click \nmobile=Tap\nIt ’s very easy\n\n旗2回押し推奨\n→↑←↓またはクリック\nmobile = Tap\n超簡単です |
TOWN platformer | @Stage\n\n@player\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset rotation style [left-right v]\ngo to x: (0) y: (-60)\npoint in direction (90)\nforever\n if <<(next) = [0]> and <(stop) = [0]>> then\n if <touching (gool v)?> then\n broadcast (t次 v)\n wait (1.2) seconds\n end\n if <touching (out v)?> then\n start sound [gool v]\n broadcast (a- v)\n end\n end\nend\n\nwhen I receive [t次 v]\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [a- v]\nset [yv v] to [0]\nset [xv v] to [0]\ngo to [front v] layer\nset [ghost v] effect to (50)\nwait (2) seconds\nset [ghost v] effect to (0)\n\nwhen I receive [落下 v]\nset [yv v] to [0]\nset [xv v] to [0]\ngo to [front v] layer\nset [ghost v] effect to (50)\nwait (2) seconds\nset [ghost v] effect to (0)\n\n@stage\n\nwhen flag clicked\nswitch costume to (stage1 v)\npoint in direction (90)\nset [stop v] to [0]\nset [xv v] to [0]\nhide variable [xv v]\nset [yv v] to [0]\nhide variable [yv v]\nset [next v] to [0]\nhide variable [next v]\ngo to x: (1070) y: (300)\nforever\n if <(stop) = [0]> then\n if <(next) = [0]> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [xv v] by (2)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [xv v] by (-2)\n end\n end\n set [xv v] to ((XV) * (0.8))\n change x by ((XV) / (-1))\n if <touching (player v)?> then\n broadcast (Riset v)\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change x by (XV)\n change y by (5)\n if <(next) = [0]> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <[0] < (XV)> then\n set [xv v] to [-15]\n else\n set [xv v] to [15]\n end\n start sound [氷 v]\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (1)\n if <<touching (player v)?> and <(next) = [0]>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [yv v] to [15]\n end\n end\n change y by (-1)\n change [yv v] by (-1)\n change y by ((YV) / (-1))\n if <touching (player v)?> then\n change y by (YV)\n set [yv v] to [0]\n end\n if <[1000] < (y position)> then\n broadcast (落下 v)\n end\n end\nend\n\nwhen I receive [stage v]\nnext costume\ngo to x: (1070) y: (300)\n\nwhen I receive [a- v]\nset [stop v] to [1]\nglide (2) secs to x: (1070) y: (300)\nset [stop v] to [0]\n\nwhen I receive [落下 v]\nset [stop v] to [1]\nglide (2) secs to x: (1070) y: (300)\nset [stop v] to [0]\n\n@NEXT\n\nwhen flag clicked\nhide\ngo to x: (500) y: (0)\ngo to [front v] layer\n\nwhen I receive [t次 v]\nset [next v] to [1]\nswitch costume to (コスチューム1 v)\nstart sound [gool v]\nrepeat (2)\n create clone of (_myself_ v)\n wait (0.7) seconds\n next costume\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (500) y: (0)\nshow\nif <(costume [number v]) = [1]> then\n go to x: (500) y: (0)\n show\n repeat until <(x position) < [2]>\n go to [front v] layer\n change x by (((0) - (x position)) * (0.15))\n end\n wait (0.7) seconds\n glide (0.2) secs to x: (-470) y: (0)\n hide\n delete this clone\nelse\n go to x: (500) y: (0)\n show\n repeat until <(x position) < [2]>\n go to [front v] layer\n change x by (((0) - (x position)) * (0.15))\n end\n set [next v] to [0]\n broadcast (stage v)\n glide (0.2) secs to x: (-470) y: (0)\n hide\n delete this clone\nend\ndelete this clone\n\n@samuneeeeeeeee\n\nwhen flag clicked\nhide\n\n@back stage\n\nwhen flag clicked\nhide\ngo to x: (-3) y: (26)\nswitch costume to (コスチューム1 v)\nrepeat (4)\n go to x: (-3) y: (26)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [d v]\ngo to x: (-3) y: (26)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n set [brightness v] effect to (0)\n go to [back v] layer\n if <(costume [number v]) = [1]> then\n Coordinate down [4] +x? [no]\n else\n if <(costume [number v]) = [2]> then\n Coordinate down [6] +x? [no]\n else\n if <(costume [number v]) = [3]> then\n Coordinate down [8] +x? [no]\n else\n Coordinate down [9] +x? [no]\n end\n end\n end\nend\n\ndefine Coordinate down (xy) +x? (yes or no)\nif <(yes or no) = [no]> then\n change x by ((XV) / ((xy) - ((xy) * (2))))\n change y by ((YV) / ((xy) - ((xy) * (2))))\nelse\n if <(yes or no) = [yes]> then\n change y by ((YV) / ((xy) - ((xy) * (2))))\n end\nend\n\nwhen I receive [a- v]\nglide (2) secs to x: (-3) y: (26)\n\nwhen I receive [stage v]\nwait (0.1) seconds\nhide\ngo to x: (-3) y: (26)\nswitch costume to (コスチューム1 v)\nrepeat (4)\n go to x: (-3) y: (26)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [stage v]\ndelete this clone\n\nwhen I receive [落下 v]\nglide (2) secs to x: (-3) y: (26)\n\n@♡&☆\n\nwhen flag clicked\nhide\ngo to x: (319) y: (151)\nforever\n wait (pick random (20) to (40)) seconds\n start sound [登場! v]\n show\n go to x: (319) y: (151)\n repeat until <(x position) = [0]>\n change x by (((0) - (x position)) * (0.1))\n repeat until <[1] > (x position)>\n change x by (((0) - (x position)) * (0.1))\n end\n glide (0.2) secs to x: (-319) y: (151)\n hide\n end\nend\n\n@out\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nset [xv v] to [0]\nhide variable [xv v]\nset [yv v] to [0]\nhide variable [yv v]\nset [next v] to [0]\nhide variable [next v]\ngo to x: (1070) y: (300)\nforever\n if <(next) = [0]> then\n go to (stage v)\n go to x: ([x position v] of [stage v]) y: ([y position v] of [stage v])\n end\nend\n\nwhen I receive [stage v]\nnext costume\ngo to x: (1070) y: (300)\n\nwhen I receive [a- v]\nset [next v] to [1]\nshow\nglide (2) secs to x: (1070) y: (300)\nset [next v] to [0]\n\n@gool\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nset [xv v] to [0]\nhide variable [xv v]\nset [yv v] to [0]\nhide variable [yv v]\nset [next v] to [0]\nhide variable [next v]\ngo to x: (1070) y: (300)\nforever\n if <(next) = [0]> then\n go to (stage v)\n go to x: ([x position v] of [stage v]) y: ([y position v] of [stage v])\n end\nend\n\nwhen I receive [stage v]\nshow\nnext costume\ngo to x: (1070) y: (300)\n\nwhen I receive [a- v]\nset [next v] to [1]\nshow\nglide (2) secs to x: (1070) y: (300)\nset [next v] to [0]\n\nwhen I receive [t次 v]\nhide\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n | English:英語\n▶Press the flag twice\n▶arrow key operation\n▶If you touch the thorn, it will be from the beginning of \n the stage.\n-------------------------------------------------------------------------\nJapanese:日本語\n▶旗は2回押してください\n▶矢印キー操作\n▶とげに触れるとそのステージの最初からになります |
UNDERWATER CITY(Platformer) | @Stage\n\nwhen flag clicked\nforever\n broadcast (Update v)\nend\n\n@Blank\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Player\n\nwhen flag clicked\nbroadcast (Start v)\nforever\n Movement\nend\n\nwhen I receive [start v]\nset [agility v] to [15]\nset [speed v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nset [slope v] to [5]\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nshow\nrepeat (4)\n set [ghost v] effect to (100)\n wait (0.02) seconds\n clear graphic effects\n wait (0.05) seconds\nend\n\ndefine Movement\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [xv v] by (Speed)\n point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [xv v] by (join [-] (Speed))\n point in direction (-90)\nend\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(y position) > (mouse y)> and <mouse down?>>> then\n change [yv v] by (-5)\nend\nset [xv v] to ((Xv) * (.9))\nX-Collision\nchange [yv v] by (-1)\nY-Collision <(Yv) > [0]>\nchange [scrollx v] by ((x position) * (-1))\nchange [scrolly v] by ((y position) * (-1))\ngo to x: (0) y: (0)\n\ndefine X-Collision\nchange x by (Xv)\nrepeat until <<(Slope) > [8]> or <not <touching (ground v)?>>>\n change [slope v] by (1)\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by ((Slope) * (-1))\n set [slope v] to [0]\n change x by ((Xv) * (-1))\n set [xv v] to [0]\nend\n\ndefine Y-Collision <going up?>\nchange y by (Yv)\nif <touching (ground v)?> then\n set [yv v] to [0]\n repeat until <not <touching (ground v)?>>\n if <going up?> then\n change y by (-1)\n else\n change y by (1)\n end\n end\n if <<<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <not <going up?>> then\n set [yv v] to (Agility)\n end\n end\nend\nset rotation style [left-right v]\nswitch costume to (Animation #)\n\nwhen I receive [start v]\nforever\n set [animation # v] to [2]\n wait (pick random (3) to (5)) seconds\n set [animation # v] to [3]\n wait (0.04) seconds\n set [animation # v] to [4]\n wait (0.04) seconds\n set [animation # v] to [5]\n wait (0.08) seconds\n set [animation # v] to [6]\n wait (0.06) seconds\nend\n\nwhen flag clicked\nforever\n if <(ScrollY) > [500]> then\n broadcast (Start v)\n end\nend\n\nwhen I receive [start v]\nforever\n broadcast (Bubble v)\n wait (0.14) seconds\n broadcast (Bubble v)\n wait (0.14) seconds\n broadcast (Bubble v)\n wait (1.9) seconds\nend\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n if <touching (obstacles v)?> then\n broadcast (Dead v)\n switch costume to (death v)\n set rotation style [all around v]\n stop [other scripts in sprite v]\n set [yv v] to [10]\n repeat until <touching (_edge_ v)?>\n go to [front v] layer\n turn left (3) degrees\n change y by (Yv)\n change [yv v] by (-1)\n end\n hide\n wait (1) seconds\n broadcast (Start v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\nend\n\n@Ground\n\nwhen I receive [update v]\nif <(Ground Clone #) = [0]> then\n go to x: (ScrollX) y: (ScrollY)\n switch costume to (middle v)\nelse\n if <(Ground Clone #) = [1]> then\n go to x: ((ScrollX) + (475)) y: (ScrollY)\n switch costume to (right v)\n else\n if <(Ground Clone #) = [2]> then\n go to x: ((ScrollX) - (475)) y: (ScrollY)\n switch costume to (left v)\n end\n end\nend\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nswitch costume to (middle v)\nset [ground clone # v] to [0]\nrepeat (2)\n change [ground clone # v] by (1)\n create clone of (_myself_ v)\nend\nset [ground clone # v] to [0]\n\n@Bushes Mid\n\nwhen I receive [update v]\ngo to x: (ScrollX) y: (ScrollY)\ngo [backward v] (1) layers\n\n@Bushes Right\n\nwhen I receive [update v]\ngo to x: ((ScrollX) + (475)) y: (ScrollY)\ngo [backward v] (1) layers\n\n@Bushes Left\n\nwhen I receive [update v]\ngo to x: ((ScrollX) - (475)) y: (ScrollY)\ngo [backward v] (1) layers\n\n@Border\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n play sound [Scandinavianz - Atlantis \(Out Now\) v] until done\nend\n\n@Bubble\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [bubble v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (bubble v)\nshow\nset size to (pick random (5) to (50)) %\ngo to (player v)\nmove (pick random (-1) to (1)) steps\nrepeat until <touching (border v)?>\n change y by (3)\nend\nswitch costume to (blast v)\nwait (0.05) seconds\nswitch costume to (blast2 v)\ndelete this clone\n\n@Fishes\n\nwhen I receive [update v]\ngo to x: ((ScrollX) * (.5)) y: ((ScrollY) * (.5))\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Obstacles\n\nwhen I receive [start v]\nhide\nrepeat (10)\n delete this clone\nend\nset [obstacle type v] to [Spike Mid]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [obstacle type v] to [Spike Right]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [obstacle type v] to [Spike Left]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [obstacle type v] to [Saw]\ncreate clone of (_myself_ v)\n\nwhen I receive [update v]\nif <(Obstacle Type) = [Spike Mid]> then\n switch costume to (spikes mid v)\n go to x: (ScrollX) y: (ScrollY)\nelse\n if <(Obstacle Type) = [Spike Right]> then\n switch costume to (spikes right v)\n go to x: ((ScrollX) + (475)) y: (ScrollY)\n else\n if <(Obstacle Type) = [Spike Left]> then\n switch costume to (spikes left v)\n go to x: ((ScrollX) - (475)) y: (ScrollY)\n else\n if <(Obstacle Type) = [Saw]> then\n switch costume to (saw\(only left\) v)\n go to x: ((ScrollX) - (360)) y: ((ScrollY) - (60))\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nif <(Obstacle Type) = [Saw]> then\n forever\n turn right (15) degrees\n end\nend\n\n@Coins\n\ndefine Create Coin At : (x) (y)\nset [coin x v] to (x)\nset [coin y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (coin1 v)\nset size to (100) %\nforever\n if <not <(costume [number v]) = [10]>> then\n next costume\n if <(costume [number v]) > [8]> then\n switch costume to (coin1 v)\n end\n go to x: ((ScrollX) + (Coin X)) y: ((ScrollY) + (Coin Y))\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (player v)?> or <touching (pet v)?>> then\n switch costume to (sparkle v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (4)\n end\n change [coins collected v] by (1)\n change [coins v] by (1)\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n repeat (10)\n change [coin y v] by (.5)\n end\n repeat (10)\n change [coin y v] by (-.5)\n end\nend\n\nwhen I receive [start v]\nset [coins collected v] to [0]\nhide\nrepeat (10)\n delete this clone\nend\nCreate Coin At : [40] [0]\nCreate Coin At : [-180] [60]\nCreate Coin At : [-550] [160]\nCreate Coin At : [600] [160]\nCreate Coin At : [270] [195]\nCreate Coin At : [-540] [-40]\n\n@Win\n\nwhen flag clicked\nset [coins collected v] to [0]\nset [win v] to [no]\nhide\ngo to x: (-465) y: (0)\nforever\n if <(Win) = [yes]> then\n show\n glide (2) secs to x: (465) y: (0)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Coins Collected) = [6]> then\n set [win v] to [yes]\n wait (0.1) seconds\n set [win v] to [no]\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\n@Thumbnail\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@Coins Image\n\nwhen flag clicked\nset [ghost v] effect to (10)\nshow\nswitch costume to (coin1 v)\nset size to (125) %\nforever\n go to [front v] layer\n if <not <(costume [number v]) = [10]>> then\n next costume\n if <(costume [number v]) > [8]> then\n switch costume to (coin1 v)\n end\n end\nend\n\n@Coins Collected\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n if <(Coins Collected) = [1]> then\n switch costume to (1 v)\n end\n if <(Coins Collected) = [2]> then\n switch costume to (2 v)\n end\n if <(Coins Collected) = [3]> then\n switch costume to (3 v)\n end\n if <(Coins Collected) = [4]> then\n switch costume to (4 v)\n end\n if <(Coins Collected) = [5]> then\n switch costume to (5 v)\n end\n if <(Coins Collected) = [6]> then\n switch costume to (6 v)\n end\n if <(Coins Collected) = [0]> then\n switch costume to (0 v)\n end\nend\n\n@Egg\n\nwhen flag clicked\nshow\nswitch costume to (egg v)\npoint in direction (90)\nset size to (50) %\nset [pet on v] to [0]\ngo to x: (-200) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [mode v] to [ Not Hatched]\nforever\n Hatch Egg\nend\n\ndefine Hatch Egg\nif <<<touching (mouse-pointer v)?> and <mouse down?>> and <(Mode) = [ Not Hatched]>> then\n set [mode v] to [Hatched]\n glide (1) secs to x: (0) y: (0)\n repeat until <(size) = [100]>\n change size by (1)\n end\n turn right (20) degrees\n wait (0.5) seconds\n turn left (20) degrees\n turn left (20) degrees\n wait (0.5) seconds\n turn right (20) degrees\n turn right (20) degrees\n wait (0.5) seconds\n turn left (20) degrees\n turn left (20) degrees\n point in direction (90)\n set [which pet? v] to (pick random (1) to (6))\n if <(Which Pet?) = [1]> then\n switch costume to (1 v)\n end\n if <(Which Pet?) = [2]> then\n switch costume to (2 v)\n end\n if <(Which Pet?) = [3]> then\n switch costume to (3 v)\n end\n if <(Which Pet?) = [4]> then\n switch costume to (4 v)\n end\n if <(Which Pet?) = [5]> then\n switch costume to (5 v)\n end\n if <(Which Pet?) = [6]> then\n switch costume to (6 v)\n end\n broadcast (Pet Selected v)\n repeat (10)\n change size by (10)\n end\n wait (1) seconds\n hide\n set [pet on v] to [1]\nend\n\n@Pet\n\nwhen flag clicked\nforever\n if <(Pet On) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [pet selected v]\nif <(Which Pet?) = [1]> then\n switch costume to (1 v)\n set [agility v] to [16.5]\n set [speed v] to [1.3]\nend\nif <(Which Pet?) = [2]> then\n switch costume to (2 v)\n set [agility v] to [16.5]\nend\nif <(Which Pet?) = [3]> then\n switch costume to (3 v)\n set [speed v] to [1.3]\nend\nif <(Which Pet?) = [4]> then\n switch costume to (4 v)\n set [agility v] to [18]\nend\nif <(Which Pet?) = [5]> then\n switch costume to (5 v)\n set [speed v] to [1.5]\nend\nif <(Which Pet?) = [6]> then\n switch costume to (6 v)\n set [agility v] to [18]\n set [speed v] to [1.5]\nend\n\nwhen I receive [dead v]\nsay [Oh No My Owner I Will Miss You]\n\n | Computer Controls:-\nSpace Or W Or Up Arrow To Jump\nRight Arrow Or D To Move Right\nLeft Arrow Or A To Move Left\n\n Mobile Controls: -\nTap Above Of The Character To Jump\nTap Below And Right Of The Character To Move Right\nTap Below And Left Of The Character To Move Left\nTap Above And Right Of The Character To Jump The Character Towards Right Side\nTap Above And Left Of The Character To Jump The Character Towards Left Side\n\nTurbowrap link:-\nhttps://turbowarp.org/487582338\n\nUpdates:-\nPress Down Arrow Or S Key Or Under Player(Mobile Control) To Come Down Quick\nNew Op Pet Added To Game Find Out What It Is\nBrightness Effect Based On Player's Y Position\n\nCollect All The Coins In The Map To Win\nAnd Don't Forget To Like And Fav And Comment In The Game If You Liked It\nLeave The Amount Of Time In Which You Could Complete The Game\n\nThanks For Playing\n\nHashtags:-\n#all #games #platformer #underwatercity #underwater \n#marine #sea #ocean #mermaid #game #obby #music #art #trending\n\nbtw there is a glitch that I am not able to fix |
Escape The School | Multiplayer Platformer! #games #all | @Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (xy-grid-20px v)\n\nwhen I receive [joined v]\nforever\n play sound [omfg- Hello v] until done\nend\n\n@ground\n\nwhen I receive [next level v]\nchange [my level # v] by (1)\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nreset timer\nswitch costume to (costume1 v)\nset [level v] to [1]\n\nwhen I receive [joined v]\nreset timer\n\n@Joining scripts\n\nwhen flag clicked\nhide\n\nwhen I receive [join game v]\nshow\nswitch costume to (joining v)\n\nwhen I receive [full v]\nswitch costume to (full v)\n\nwhen I receive [joined v]\nswitch costume to (joined v)\nwait (1) seconds\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\n\n@Bad!!!\n\nwhen I receive [next level v]\nchange [my level # v] by (1)\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Player\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (setup - other players v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > []> then\n broadcast (joined v)\nelse\n broadcast (Full v)\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\ngo to x: (-217) y: (-20)\nset [my level # v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(MY PLAYER #) > [0]> then\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> 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 y) > (y position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [222]> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v)\n end\n if <touching color (#7bbae3)?> then\n set [y v] to [22]\n end\n if <<touching color (#00a5ff)?> or <<touching color (#666666)?> or <touching color (#ffcece)?>>> then\n go to x: (-217) y: (-20)\n end\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 end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (my level #) to encoded\nwrite (chat) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x position) to encoded\nwrite (y position) to encoded\nset cloud # (MY PLAYER #) to (encoded)\nsay (chat)\n\nwhen I receive [begin v]\nset [chat v] to (username)\n\n@Other Players\n\nwhen flag clicked\nshow\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 start as a clone\ngo to (random position v)\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\nwhen I receive [begin v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup - other players v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(value) = (my level #)> then\n if <[100] > (offline)> then\n show\n else\n hide\n end\nelse\n hide\nend\nvalue = read from encoded\nsay (value)\nvalue = read from encoded\nvalue = read from encoded\nset x to (value)\nvalue = read from encoded\nset y to (value)\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 [begin v]\nwait (1) seconds\n\n@blank\n\nwhen flag clicked\nplay drum (2 v) for (0.25) beats\n\n@HI\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n | Hello!\nThis is a collab (Collaboration) between @konina4189 and @bookdog17\nPlease leave a love, fave and follow so we can feel some appreciation.\n\nFeatures:\nMultiplayer: bookdog17\nBeautiful levels: me\nAmazing school art: bookdog17\nMobile friendly\nPlayer art: me\nHelping text: me\n\nTry to beat my time of 90 XD seconds!\n |
Cloud Multiplayer Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Loading Music v] until done\nend\n\nwhen I receive [start music v]\nstop [other scripts in sprite v]\nforever\n play sound [Play Music v] until done\nend\n\nwhen I receive [start loading music v]\nstop [other scripts in sprite v]\nforever\n play sound [Loading Music v] until done\nend\n\n@Players\n\ndefine Movement (id)\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <<<((mouse y) - (y position)) > [50]> and <mouse down?>> and <(Touching?) = [False]>>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <(wall jump) > [0]> then\n change [wall jump v] by (-1)\nelse\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(x position) > (mouse x)>> and <(Touching?) = [False]>>> then\n change [speed x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(Touching?) = [False]>>> then\n change [speed x v] by (1.5)\n end\nend\nif <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\nelse\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\nend\nif <<key (up arrow v) pressed?> or <<<((mouse y) - (y position)) > [50]> and <mouse down?>> and <(Touching?) = [False]>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nset [my x v] to (x position)\nset [my y v] to (y position)\nSet Costume\nSave My Data\nshow\nthink (Bubble)\n\nwhen I receive [initialise v]\ngo to [front v] layer\ndelete all of [cloud buffer v]\nset [cloud timer v] to [0]\nset rotation style [left-right v]\nset [speed y v] to [0]\nset [falling? v] to [10]\nhide\nset [bubble v] to (username)\nset [clone id v] to [0]\nrepeat (11)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [tick v]\nTick (Clone ID)\n\ndefine Player (id) (length)\nif <not <(id) = [11]>> then\n if <(item (id) of [active check v]) = [Off]> then\n hide\n else\n if <(item (((id) * (length)) - (0)) of [cloud list v]) = (Ground Costume)> then\n show\n set [color v] effect to (item (((id) * (length)) - (2)) of [cloud list v])\n think (item (((id) * (length)) - (3)) of [cloud list v])\n point in direction (item (((id) * (length)) - (1)) of [cloud list v])\n if <not <(item (((id) * (length)) - (4)) of [cloud list v]) = (change)>> then\n set [change v] to (item (((id) * (length)) - (4)) of [cloud list v])\n set [n v] to [14]\n repeat (3)\n change [n v] by (-3)\n add (item (((id) * (length)) - ((n) + (2))) of [cloud list v]) to [cloud buffer v]\n add (item (((id) * (length)) - ((n) + (1))) of [cloud list v]) to [cloud buffer v]\n add (item (((id) * (length)) - (n)) of [cloud list v]) to [cloud buffer v]\n end\n end\n if <(length of [cloud buffer v]) > [0]> then\n set x to (item (1) of [cloud buffer v])\n delete (1) of [cloud buffer v]\n set y to (item (1) of [cloud buffer v])\n delete (1) of [cloud buffer v]\n switch costume to (item (1) of [cloud buffer v])\n delete (1) of [cloud buffer v]\n end\n else\n hide\n end\n end\nelse\n hide\nend\n\ndefine Save My Data\nadd (x position) to [player buffer v]\nadd (y position) to [player buffer v]\nadd (costume [number v]) to [player buffer v]\nchange [cloud timer v] by (1)\nif <(Cloud Timer) < [3]> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\ndelete all of [my list v]\nrepeat (length of [player buffer v])\n add (item (1) of [player buffer v]) to [my list v]\n delete (1) of [player buffer v]\nend\nadd (pick random (9999) to (999999)) to [my list v]\nadd (Bubble) to [my list v]\nadd (color) to [my list v]\nadd (direction) to [my list v]\nadd (Ground Costume) to [my list v]\n\ndefine Tick (id)\nif <(id) = (@PlayerSlot)> then\n Movement (id)\nelse\n Player (id) [14]\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<<(slope) = [8]> or <not <touching (ground v)?>>> or <<<((mouse y) - (y position)) > [50]> and <mouse down?>> and <(Touching?) = [False]>>>\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 (up arrow v) pressed?> or <<<((mouse y) - (y position)) > [50]> and <mouse down?>> and <(Touching?) = [False]>>> 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\nset [color v] effect to (color)\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen [any v] key pressed\nif <key (1 v) pressed?> then\n set [bubble v] to (item (1) of [messages v])\n wait (2) seconds\n set [bubble v] to (username)\nelse\n if <key (2 v) pressed?> then\n set [bubble v] to (item (2) of [messages v])\n wait (2) seconds\n set [bubble v] to (username)\n else\n if <key (3 v) pressed?> then\n set [bubble v] to (item (3) of [messages v])\n wait (2) seconds\n set [bubble v] to (username)\n else\n if <key (4 v) pressed?> then\n set [bubble v] to (item (4) of [messages v])\n wait (2) seconds\n set [bubble v] to (username)\n else\n if <key (5 v) pressed?> then\n set [bubble v] to (item (5) of [messages v])\n wait (2) seconds\n set [bubble v] to (username)\n else\n if <key (6 v) pressed?> then\n set [bubble v] to (item (6) of [messages v])\n wait (2) seconds\n set [bubble v] to (username)\n else\n if <key (7 v) pressed?> then\n set [bubble v] to (item (7) of [messages v])\n wait (2) seconds\n set [bubble v] to (username)\n else\n if <key (8 v) pressed?> then\n set [bubble v] to (item (8) of [messages v])\n wait (2) seconds\n set [bubble v] to (username)\n else\n if <key (9 v) pressed?> then\n set [bubble v] to (item (9) of [messages v])\n wait (2) seconds\n set [bubble v] to (username)\n else\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Cloud\n\ndefine Decode (data)\ndelete all of [cloud list v]\nset [output v] to []\nset [i v] to [0]\nrepeat ((length of (data)) / (2))\n change [i v] by (2)\n switch costume to (join (letter ((I) - (1)) of (data)) (letter (I) of (data)))\n if <(costume [name v]) = [~]> then\n add (Output) to [cloud list v]\n set [output v] to []\n else\n set [output v] to (join (Output) (costume [name v]))\n end\nend\n\ndefine Encode\nset [output v] to []\nset [n v] to [0]\nrepeat (length of [my list v])\n set [i v] to [0]\n change [n v] by (1)\n repeat (length of (item (n) of [my list v]))\n change [i v] by (1)\n switch costume to (letter (I) of (item (n) of [my list v]))\n if <(costume [number v]) < [10]> then\n set [output v] to (join (Output) (join [0] (costume [number v])))\n else\n set [output v] to (join (Output) (costume [number v]))\n end\n end\n set [output v] to (join (Output) [53])\nend\n\ndefine Update Players List (id)\nif <(id) = [1]> then\n set [player list v] to [0]\n delete all of [check v]\n repeat (10)\n change [player list v] by (1)\n add (item (((Player List) * (14)) - (4)) of [cloud list v]) to [check v]\n end\nelse\n if <(id) = [2]> then\n set [player list v] to [0]\n repeat (10)\n change [player list v] by (1)\n if <not <(@PlayerSlot) = (Player List)>> then\n if <(item (Player List) of [check v]) = (item (((Player List) * (14)) - (4)) of [cloud list v])> then\n replace item (Player List) of [active check v] with [Off]\n else\n replace item (Player List) of [active check v] with [On]\n end\n end\n end\n end\nend\n\nwhen I receive [initialise v]\ndelete all of [active check v]\nrepeat (10)\n add [off] to [active check v]\nend\n\nwhen I receive [start v]\nforever\n Update Players List [1]\n wait (1) seconds\n Update Players List [2]\nend\n\nwhen I receive [get data v]\nDecode Data\n\ndefine Save Data (id)\nEncode\nif <(id) = [1]> then\n set [☁ p1 v] to (Output)\nelse\n if <(id) = [2]> then\n set [☁ p2 v] to (Output)\n else\n if <(id) = [3]> then\n set [☁ p3 v] to (Output)\n else\n if <(id) = [4]> then\n set [☁ p4 v] to (Output)\n else\n if <(id) = [5]> then\n set [☁ p5 v] to (Output)\n else\n if <(id) = [6]> then\n set [☁ p6 v] to (Output)\n else\n if <(id) = [7]> then\n set [☁ p7 v] to (Output)\n else\n if <(id) = [8]> then\n set [☁ p8 v] to (Output)\n else\n if <(id) = [9]> then\n set [☁ p9 v] to (Output)\n else\n if <(id) = [10]> then\n set [☁ p10 v] to (Output)\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]\nDecode Data\nSave Data (@PlayerSlot)\nDetermine Players\n\ndefine Decode Data\nDecode (join (☁ P1) (join (☁ P2) (join (☁ P3) (join (☁ P4) (join (☁ P5) (join (☁ P6) (join (☁ P7) (join (☁ P8) (join (☁ P9) (☁ P10))))))))))\n\ndefine Determine Players\nset [players v] to [1]\nset [i v] to [0]\nrepeat (10)\n change [i v] by (1)\n if <(item (I) of [active check v]) = [On]> then\n change [players v] by (1)\n end\nend\n\nwhen I receive [do thingy v]\nDecode Data\nUpdate Players List [1]\nwait (1) seconds\nDecode Data\nUpdate Players List [2]\n\n@Above Layer Ground\n\nwhen I receive [initialise v]\nswitch costume to (cloud ground2 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\n\n@Banners\n\ndefine Turbo mode detector\nreset timer\nrepeat (10)\n move (0) steps\nend\nif <(timer) > [0.1]> then\n set [turbo mode? v] to [false]\nelse\n set [turbo mode? v] to [true]\n broadcast (Turbo Mode v) and wait\nend\n\nwhen I receive [start v]\nif <(Full?) = [True]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n switch costume to (full v)\n repeat (10)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (3) seconds\n broadcast (Spectator Mode v)\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I receive [initialise v]\nswitch costume to (connecting v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [full? v] to [False]\nset [kick v] to [False]\nset [moved? v] to [800]\n\nwhen I receive [you have been booted. v]\nstop [other scripts in sprite v]\nset [@playerslot v] to [0]\nswitch costume to (booted v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (3) seconds\nbroadcast (Spectator Mode v)\nbroadcast (Start Loading Music v)\n\nwhen I receive [tick v]\nif <<<<key (any v) pressed?> or <<(@PlayerSlot) = [0]> or <(username) = [Cloud-Multiplayer]>>> or <mouse down?>> or <(Full?) = [True]>> then\n set [moved? v] to [800]\nend\nchange [moved? v] by (-1)\nCheck (username)\nif <(Moved?) < [1]> then\n broadcast (You have been booted. v)\nend\n\nwhen flag clicked\nbroadcast (Initialise v) and wait\nGet Player Slot\nset [moved? v] to [600]\nif <not <(@PlayerSlot) > [0]>> then\n set [full? v] to [True]\nend\nbroadcast (start v)\nforever\n broadcast (Tick v) and wait\nend\n\ndefine Get Player Slot\nset [@playerslot v] to [0]\nbroadcast (Get Data v) and wait\nset [moved? v] to [0]\ndelete all of [check v]\nrepeat (10)\n change [moved? v] by (1)\n add (item (((Moved?) * (14)) - (4)) of [cloud list v]) to [check v]\nend\nwait (pick random (2) to (3.2)) seconds\nbroadcast (Start Music v)\nbroadcast (Get Data v) and wait\nset [moved? v] to [0]\nrepeat (10)\n change [moved? v] by (1)\n if <(item (Moved?) of [check v]) = (item (((Moved?) * (14)) - (4)) of [cloud list v])> then\n set [@playerslot v] to (Moved?)\n stop [this script v]\n end\nend\n\nwhen I receive [turbo mode v]\ngo to [front v] layer\nclear graphic effects\nswitch costume to (turbo mode v)\nshow\nstop [all v]\n\nwhen I receive [start v]\nforever\n Turbo mode detector\nend\n\ndefine Check (username)\nset [i v] to [0]\ndelete all of [other check v]\nrepeat (10)\n change [i v] by (1)\n if <<not <(i) = (@PlayerSlot)>> and <not <(item (i) of [active check v]) = [Off]>>> then\n add (item ((i) * (4)) of [cloud list v]) to [other check v]\n end\nend\nset [i v] to [0]\nrepeat (length of [other check v])\n change [i v] by (1)\n if <<(item (i) of [other check v]) = (username)> and <(@PlayerSlot) < (i)>> then\n set [@playerslot v] to [0]\n end\nend\n\nwhen I receive [spectator mode v]\nswitch costume to (spectator mode v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [start loading music v]\nforever\n broadcast (Tick v) and wait\nend\n\n@Thumbnail\n\nwhen I receive [initialise v]\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@Ground\n\nwhen I receive [tick v]\nshow\nset [ghost v] effect to (100)\nset [ground costume v] to (costume [number v])\n\nwhen I receive [initialise v]\ngo to x: (0) y: (0)\nhide\n\n@Color Wheel\n\nwhen I receive [initialise v]\nset [color key v] to [0]\nset [color v] to [0]\n\nwhen I receive [tick v]\nif <(@PlayerSlot) = [0]> then\n hide\nelse\n if <(Color Key) = [1]> then\n show\n if <(item (((@PlayerSlot) * (14)) - (1)) of [cloud list v]) = [90]> then\n go to x: ((-45) + (my x)) y: ((25) + (my y))\n else\n if <(item (((@PlayerSlot) * (14)) - (1)) of [cloud list v]) = [-90]> then\n go to x: ((45) + (my x)) y: ((25) + (my y))\n end\n end\n else\n hide\n end\nend\n\nwhen [c v] key pressed\nif <(Color Key) = [1]> then\n set [color key v] to [0]\nelse\n set [color key v] to [1]\nend\n\n@Selector\n\ndefine set color (with start at (degrees) °)\nif <(degrees) = [0]> then\n if <(round (((direction) * (200)) / (360))) < [0]> then\n set [color v] to ((200) + (round (((direction) * (200)) / (360))))\n else\n set [color v] to (round (((direction) * (200)) / (360)))\n end\nend\n\nwhen I receive [initialise v]\ngo to (color wheel v)\npoint in direction (0)\nhide\n\nwhen I receive [start v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [touching? v] to [True]\n set size to (80) %\n broadcast (set color v)\n repeat until <not <mouse down?>>\n go to [front v] layer\n point towards (mouse-pointer v)\n point in direction (round (direction))\n set color (with start at [0] °)\n end\n else\n set [touching? v] to [False]\n end\nend\n\nwhen I receive [tick v]\nif <(@PlayerSlot) = [0]> then\n hide\nelse\n if <(Color Key) = [1]> then\n show\n go to (color wheel v)\n else\n hide\n end\nend\n\n | |
Grasslands a scrolling platformer | @Stage\n\nwhen flag clicked\nset [mouse v] to [0]\nforever\n play sound [Inferno v] until done\nend\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 [end game v]\nforever\n stop all sounds\nend\n\n@player\n\nwhen flag clicked\nbroadcast (green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Set up v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game-win\n else\n Game-die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n change player x by (round (sx))\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nchange player y by (sy)\nset [scroll x v] to (X)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nTest-die\nif <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\n end\nend\n\ndefine position\ngo to x: ((X) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-10]\n else\n set [sx v] to [10]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine Game-die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test-die\nif <<touching (saws v)?> or <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\nwait (1) seconds\nchange [level v] by (1)\n\nwhen I receive [trampoline v]\nstart sound [trampoline sound v]\nset [sy v] to [35]\n\nwhen I receive [end game v]\nset [scroll y v] to [-9999]\ngo to [back v] layer\n\n@platforms\n\nwhen I receive [green flag v]\ngo to [back v] layer\nshow\n\nwhen I receive [tick v]\nposition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set up v]\ngo to [front v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n clone at x: [300] y: [0]\n clone at x: [400] y: [0]\n clone at x: [500] y: [0]\n clone at x: [700] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level2 1 v)\n clone at x: [475] y: [0]\n clone at x: [400] y: [0]\n go to [back v] layer\n clone at x: [500] y: [300]\n clone at x: [550] y: [-50]\n clone at x: [550] y: [100]\n clone at x: [600] y: [0]\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [end game v]\ngo to [back v] layer\n\n@landscape\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nposition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set up v]\ngo to [back v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nif <(LEVEL) = [1]> then\n clone at x: [300] y: [0]\n clone at x: [400] y: [0]\n clone at x: [500] y: [0]\n clone at x: [700] y: [0]\nelse\n if <(LEVEL) = [2]> then\n go to [back v] layer\n switch costume to (level2 1 v)\n clone at x: [475] y: [0]\n clone at x: [400] y: [0]\n clone at x: [500] y: [300]\n clone at x: [550] y: [-50]\n clone at x: [550] y: [100]\n clone at x: [600] y: [0]\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\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)\ngo to [back v] layer\nnext costume\n\nwhen I receive [end game v]\ngo to [back v] layer\n\n@danger\n\nwhen I receive [green flag v]\ngo to [back v] layer\nshow\n\nwhen I receive [tick v]\nposition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 2 v)\nif <(LEVEL) = [1]> then\n clone at x: [300] y: [0]\n clone at x: [700] y: [-78]\n clone at x: [1200] y: [-2]\nelse\n if <(LEVEL) = [2]> then\n go to [back v] layer\n clone at x: [331] y: [-130]\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)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\n@saws\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\ndelete this clone\n\nwhen I receive [tick v]\nturn right (10) degrees\nposition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set up v]\ngo to [back v] layer\nhide\nswitch costume to (costume1 \(17\) v)\nif <(LEVEL) = [1]> then\n clone at x: [850] y: [30]\n clone at x: [1080] y: [-20]\n clone at x: [1320] y: [-70]\nelse\n if <(LEVEL) = [2]> then\n go to [back v] layer\n clone at x: [90] y: [50]\n clone at x: [653] y: [-53]\n clone at x: [848] y: [-100]\n clone at x: [1000] y: [-100]\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine position (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@portal\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nposition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n clone at x: [2290] y: [170]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n clone at x: [3200] y: [380]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n clone at x: [99999999999999999999999999999] y: [0]\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [open door v]\nswitch costume to (open v)\n\n@coins\n\nwhen I receive [green flag v]\npoint in direction (90)\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\nposition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\nnext costume\nif <touching (player v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Door v)\n end\n delete this clone\nend\n\nwhen I receive [set up v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 \(1\) v)\n clone at x: [85] y: [0]\n clone at x: [569] y: [0]\n clone at x: [1042] y: [141]\n clone at x: [1485] y: [129]\n clone at x: [2188] y: [146]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (coin1 \(1\) v)\n clone at x: [66] y: [137]\n clone at x: [300] y: [0]\n clone at x: [543] y: [0]\n clone at x: [925] y: [-40]\n clone at x: [3097] y: [352]\n end\nend\nset [x v] to [-99999]\nswitch costume to (costume1 \(17\) v)\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\ndefine position (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@coins2\n\nwhen I receive [green flag v]\npoint in direction (90)\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\nposition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (trampoline v)\nend\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [2]> then\n clone at x: [1103] y: [-55]\nend\nset [x v] to [-99999999999999]\nswitch costume to (costume1 \(17\) v)\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine position (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@WIN\n\nwhen flag clicked\nset [level v] to [1]\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nforever\n reset timer\n if <(LEVEL) = [3]> then\n WIN!!!\n end\nend\n\ndefine WIN!!!\nbroadcast (end game v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@thumbnail\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@1024px-Speaker_Icon\n\nwhen this sprite clicked\nforever\n stop all sounds\nend\n\nwhen flag clicked\nset [muted? v] to [unmuted]\n\n\n\n | Use arrow keys or wad do not touch spikes or saws they will kill you! touch the portal to advance to the next level there are two levels right now and each level is possible please don't complain if its to hard for you |
Valentine || A scrolling platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Maps v] until done\nend\n\nwhen I receive [start v]\n\n@Player\n\nwhen flag clicked\nhide\nshow\npoint in direction (90)\nset size to (30) %\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\nwhen I receive [start v]\n\nset [ghost v] effect to (100)\n\n@ステージ\n\nwhen flag clicked\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 [485] [360] [3]\nステージ配置 [965] [360] [4]\nステージ配置 [1445] [360] [5]\nステージ配置 [960] [0] [6]\nステージ配置 [1440] [0] [7]\nステージ配置 [2000] [500] [8]\nステージ配置 [2525] [670] [9]\nステージ配置 [2835] [735] [10]\nhide\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [start v]\n\n@!\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n | |
Naruto Platformer! | @Stage\n\nwhen flag clicked\nforever\n play sound [Naruto - Naruto's Theme song.mp3 v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [color v] effect to (0)\nswitch costume to (hello5 v)\nshow\ngo to x: (-216) y: (-70)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y 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 if <[4] < (costume [number v])> then\n change [x v] by (0.8)\n else\n switch costume to (hello2 v)\n change [x v] by (0.8)\n end\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n if <[4] < (costume [number v])> then\n change [x v] by (-0.9)\n else\n switch costume to (hello3 v)\n change [x v] by (-0.9)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (level v)?> or <touching color (#259100)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching color (#259100)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching color (#259100)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching color (#259100)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching color (#259100)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching color (#259100)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching color (#259100)?>> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y v] to [4]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\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 end\n change y by (y)\n if <<touching (level v)?> or <touching color (#259100)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<touching (level v)?> or <touching color (#259100)?>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>> then\n if <[4] < (costume [number v])> then\n set [y v] to [10]\n else\n set [y v] to [10]\n switch costume to (hello4 v)\n end\n end\n change y by (0.5)\n if <<touching color (#003d91)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (saw2 v)?> or >>>> then\n change [deaths v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\n end\n set [ghost v] effect to (0)\n Reset\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (zoom v)?> then\n change [x v] by (5)\n end\nend\n\ndefine Reset\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\ngo to x: (-216) y: (-50)\nshow\n\nwhen I receive [restart v]\nReset\n\nwhen I receive [previous level v]\nReset\n\nwhen I receive [next level v]\nReset\n\nwhen flag clicked\nReset\n\nwhen I start as a clone\nshow\nrepeat (15)\n switch costume to (hello9 v)\n change size by (-3)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait (0.005) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <<touching (trampoline v)?> or <<touching (trampoline2 v)?> or <<touching (trampoline3 v)?> or <touching (trampoline4 v)?>>>> then\n set [y v] to [15]\n end\nend\n\nwhen [right arrow v] key pressed\npoint in direction (-90)\n\nwhen [left arrow v] key pressed\npoint in direction (90)\n\nwhen flag clicked\nset size to (60) %\nforever\n if <touching color (#66ffde)?> then\n broadcast (Next Level v)\n end\nend\n\ngo to (random position v)\n\nwhen [space v] key pressed\nchange [chakra v] by (-5)\nif <(chakra) > [0]> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n move (-150) steps\n repeat (5)\n change [ghost v] effect by (-20)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [210]> then\n broadcast (Next Level v)\n end\nend\n\nwhen [z v] key pressed\nchange [chakra v] by (-7)\nif <(chakra) > [0]> then\n repeat (10)\n change [ghost v] effect by (9)\n end\n broadcast (ghost jutsu v)\n wait (3) seconds\n broadcast (Stop v)\n repeat (10)\n change [ghost v] effect by (-9)\n end\nend\n\nwhen flag clicked\nset [chakra v] to [200]\n\nforever\n wait (1) seconds\n change [chakra v] by (1)\nend\n\nwhen [r v] key pressed\nReset\n\nwhen [c v] key pressed\nif <(Chakra charges left) > [0]> then\n change [chakra charges left v] by (-1)\n repeat (100)\n change [color v] effect by (1)\n change [chakra v] by (1)\n end\n set [color v] effect to (0)\nend\n\nwhen flag clicked\nset [chakra charges left v] to [3]\nforever\n wait (40) seconds\n change [chakra charges left v] by (1)\nend\n\nwhen [v v] key pressed\nif <(chakra) > [0]> then\n change [chakra v] by (-5)\n set size to (10) %\n wait (4) seconds\n set size to (60) %\nend\nchange y by (10)\n\nwhen flag clicked\nforever\n if <(chakra) < [0]> then\n set [chakra v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#29a600)?> or <touching color (#279c00)?>> then\n move (50) steps\n end\nend\n\n@Levels\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [ghost jutsu v]\nrepeat (10)\n change [ghost v] effect by (9)\nend\n\nwhen I receive [stop v]\nrepeat (10)\n change [ghost v] effect by (-9)\nend\n\n@Ghost Jutsu Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [ghost jutsu v]\nshow\n\nwhen I receive [stop v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n@cooltext376672433571456\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow\n\n | NARUTO PLATFORMER!\nThere is a limited amount of chakra so use it wisely?\nWHAT you guys got the 100 views in less than 3 days!!!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nNew and Improved platformer allows you to use jutsu's to help you pass the levels!\nThere are 17 levels and I will make more if this project gets 100 views!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n❤️ if you love it and ⭐️ if you know the music\n✅YES I AM AWARE YOU CAN GET STUCK IN WALLS✅\nSO PRESS R WHEN YOU DO✅\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nSpecial thanks to Naruto for the music and @Jshook2 for the Grass!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n-Update 0.01\nFixed Lagging issues\nAdd more levels\n-Update 0.02\nFixed some lagging issues\nChakra tracker\nGame should feel more smooth\n-Update 0.05\nfixed stuck in wall problem on level 2, not sure if it always works though\nchakra can no longer be below 0\n-What to expect in future updates\n-Update 0.06\nWall issue should be fixed, but will be finilazed in update 0.10 which will drop in the next few days!\n-Next Update: update 0.10\n -What to expect in update 0.10 \n5 new levels!\nstuck in wall glitch should be fixed by then\nA new jutsu\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n✅ Feedback\n❌ No trash talking\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nHINT: If you like the project I'll like 2 of yours!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nMy old account is @yoda_2018 you can follow that if you would like to\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nI LOVE naruto so, you can chat about it in the comments!\n✅ FOLLOW ME AND YOU ARE THE MOST INSANE SCRATHCER✅\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nThumbnail font is cooltext.com\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nIf you are stuck on a level and want a hint go to my profile and message me I will tell you how to pass the level :)\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n#game #platformer #trending #naruto #powers #anime #fun #playthisgame #superfungames #getthisontrending\n#insane #great #supercool #update #animation #1 #2 #3 #clickonthisprojectforafreefollower\n |
Trapped | A 100% Pen Scrolling Platformer | @Stage\n\nwhen flag clicked\nset [|part| v] to [home]\n\nwhen I receive [home v]\nset [|part| v] to [home]\n\nwhen I receive [level select v]\nset [|part| v] to (join [level select ] (level))\n\nwhen I receive [settings v]\nset [|part| v] to [settings]\n\nwhen I receive [start game v]\nset [|part| v] to (join [game ] (level))\n\nwhen I receive [arrow l v]\nset [|part| v] to (join [level select ] (level))\n\nwhen I receive [arrow r v]\nset [|part| v] to (join [level select ] (level))\n\nwhen flag clicked\nstop [other scripts in sprite v]\nstop all sounds\nforever\n play sound [Repetitive Game Music v] until done\nend\n\n@lag\n\n@THUMB\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@PEN\n\ndefine delete all platform data\ndelete all of [level heights v]\ndelete all of [level input length v]\ndelete all of [level types v]\ndelete all of [level widths v]\ndelete all of [level xs v]\ndelete all of [level ys v]\n\nwhen I receive [start game v]\nset [start time v] to [0]\nstop [other scripts in sprite v]\nbroadcast (check up v)\nbroadcast (setup v) and wait\nRESET GAME\nsetup springs (level)\nforever\n erase all\n render grid (SCROLL X) (SCROLL Y)\n if <(level) = [6]> then\n if <(SCROLL Y) = [0]> then\n broadcast (Animation v) and wait\n set [spawn y v] to [-1]\n end\n change [scroll y v] by (-15)\n if <(SCROLL Y) < [-800]> then\n set [scroll y v] to [-800]\n change [y pos v] by (15)\n end\n render player [1]\n level 6 movement\n if <[300] < (y pos)> then\n broadcast (Win v)\n stop [this script v]\n end\n else\n CHECKPOINTS\n create level\n render level\n render player [1]\n update collisions\n movements physics\n springs\n render borders\n STAGES\n broadcast (TICK v)\n if <[] < (end)> then\n if <(end) = [:\)]> then\n replace item (level) of [levels completed v] with [done!]\n record!? (level)\n broadcast (home v)\n stop [this script v]\n else\n RESET GAME\n end\n end\n end\nend\n\ndefine RESET GAME\ngo to x: (0) y: (0)\nset [x pos v] to [0]\nset [y pos v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [scroll x v] to (SPAWN X)\nset [scroll y v] to (SPAWN Y)\nset [level pen size v] to [10]\nset [player pen size v] to [10]\nset [player size v] to [20]\nset [level distance v] to [8]\nset [player - level distance v] to [2]\nset [mode v] to [game]\nset [editing speed v] to [8]\nset [end v] to []\nhide variable [editing speed v]\nset [on ground? v] to [0]\nset [fall off v] to [0]\nspecial level\n\ndefine movements physics\nupdate collisions\nif <(mobile mode?) = [0]> then\n change [xv v] by ((<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>) * (0.9))\n if <(start time) = [0]> then\n if <key (any v) pressed?> then\n set [start time v] to [1]\n end\n end\nelse\n change [xv v] by ((<<mouse down?> and <[10] < (mouse x)>> - <<mouse down?> and <(mouse x) < [10]>>) * (0.9))\n if <(start time) = [0]> then\n if <mouse down?> then\n set [start time v] to [1]\n end\n end\nend\nset [xv v] to ((Xv) * (0.9))\nchange [x pos v] by (Xv)\nupdate collisions\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <[collisions v] contains [1]?>>>\n change [slope v] by (1)\n change [y pos v] by (1)\n update collisions\n if <(slope) = [7]> then\n change [x pos v] by ((Xv) * (-1))\n set [xv v] to [0]\n end\nend\nchange [y pos v] by (() - (slope))\nupdate collisions\nchange [yv v] by (-1)\nif <(Yv) < [-17]> then\n set [yv v] to [-17]\nend\nchange [y pos v] by (Yv)\nupdate collisions\nif <[collisions v] contains [1]?> then\n repeat until <not <[collisions v] contains [1]?>>\n if <[0] < (Yv)> then\n change [y pos v] by (-1)\n else\n change [y pos v] by (1)\n end\n update collisions\n end\n if <(Yv) < [0]> then\n set [on ground? v] to [6]\n end\n set [yv v] to [0]\nend\nupdate collisions\nchange [y pos v] by (-1)\nupdate collisions\nif <[0] < (on ground?)> then\n if <(key up?) = [1]> then\n set [yv v] to [9]\n change [on ground? v] by (-1)\n else\n set [on ground? v] to [0]\n end\nend\nif <(on ground?) = [0]> then\n set [key up? v] to [0]\nend\nExtra\ncalculate scroll values\n\ndefine position (x) (y)\ngo to x: ((x) + (SCROLL X)) y: ((y) + (SCROLL Y))\n\ndefine create level\ndelete all platform data\nif <(level) = [1]> then\n add rectangle [-90] [-200] [200] [100] [1] x / y / x size / y size / type\n if <(item (1) of [stages v]) = [1]> then\n add rectangle [120] [-200] [150] [100] [1] x / y / x size / y size / type\n end\n add rectangle [280] [-200] [200] [100] [1] x / y / x size / y size / type\n if <(item (2) of [stages v]) = [1]> then\n add rectangle [500] [-300] [150] [100] [2] x / y / x size / y size / type\n end\n add rectangle [670] [-300] [100] [100] [2] x / y / x size / y size / type\n add rectangle [380] [-500] [100] [300] [2] x / y / x size / y size / type\n if <(item (3) of [stages v]) = [1]> then\n add rectangle [670] [-200] [100] [100] [1] x / y / x size / y size / type\n end\n add rectangle [490] [-500] [280] [100] [1] x / y / x size / y size / type\n add rectangle [780] [-500] [300] [100] [1] x / y / x size / y size / type\n if <(item (4) of [stages v]) = [1]> then\n add rectangle [900] [-400] [60] [40] [2] x / y / x size / y size / type\n else\n add rectangle [900] [-360] [60] [90] [2] x / y / x size / y size / type\n end\n add rectangle [1090] [-500] [300] [100] [1] x / y / x size / y size / type\n add rectangle [1200] [-400] [60] [40] [2] x / y / x size / y size / type\n add rectangle [1400] [-500] [150] [100] [1] x / y / x size / y size / type\n add rectangle [1560] [-500] [100] [150] [1] x / y / x size / y size / type\n add rectangle [1670] [-500] [100] [200] [1] x / y / x size / y size / type\n add rectangle [1780] [-500] [100] [250] [1] x / y / x size / y size / type\n add rectangle [1890] [-350] [100] [100] [1] x / y / x size / y size / type\n if <(item (5) of [stages v]) = [1]> then\n add rectangle [2000] [-350] [100] [100] [1] x / y / x size / y size / type\n end\n add rectangle [2110] [-350] [100] [100] [1] x / y / x size / y size / type\n add rectangle [2220] [-350] [100] [100] [1] x / y / x size / y size / type\n if <(item (6) of [stages v]) = [1]> then\n add rectangle [2330] [-350] [100] [100] [1] x / y / x size / y size / type\n end\n add rectangle [2440] [-550] [100] [300] [1] x / y / x size / y size / type\n add rectangle [2550] [-300] [100] [50] [3] x / y / x size / y size / type\n add rectangle [2660] [-150] [100] [50] [3] x / y / x size / y size / type\n add rectangle [2770] [0] [100] [50] [3] x / y / x size / y size / type\n add rectangle [2880] [150] [100] [50] [3] x / y / x size / y size / type\n add rectangle [2990] [150] [100] [50] [2] x / y / x size / y size / type\n if <(item (7) of [stages v]) = [1]> then\n add rectangle [2770] [300] [100] [50] [1] x / y / x size / y size / type\n end\n if <(item (8) of [stages v]) = [1]> then\n add rectangle [3100] [150] [100] [50] [1] x / y / x size / y size / type\n end\n add rectangle [2550] [300] [100] [50] [1] x / y / x size / y size / type\nelse\n if <(level) = [2]> then\n add rectangle [-50] [-100] [120] [50] [1] x / y / x size / y size / type\n if <(item (2) of [stages v]) = [0]> then\n add rectangle [-170] [-100] [120] [50] [3] x / y / x size / y size / type\n end\n add rectangle [70] [-100] [120] [50] [3] x / y / x size / y size / type\n add rectangle [-50] [80] [120] [50] [1] x / y / x size / y size / type\n add rectangle [190] [80] [120] [70] [1] x / y / x size / y size / type\n add rectangle [430] [100] [120] [50] [1] x / y / x size / y size / type\n add rectangle [660] [100] [120] [70] [1] x / y / x size / y size / type\n add rectangle [890] [120] [120] [50] [1] x / y / x size / y size / type\n if <(item (1) of [stages v]) = [1]> then\n add rectangle [1010] [120] [150] [50] [2] x / y / x size / y size / type\n end\n add rectangle [1160] [120] [100] [50] [3] x / y / x size / y size / type\n add rectangle [1400] [200] [100] [50] [1] x / y / x size / y size / type\n add rectangle [1510] [200] [100] [50] [3] x / y / x size / y size / type\n add rectangle [1620] [380] [100] [50] [1] x / y / x size / y size / type\n add rectangle [1900] [380] [100] [50] [1] x / y / x size / y size / type\n add rectangle [2010] [380] [100] [50] [2] x / y / x size / y size / type\n add rectangle [2120] [380] [100] [50] [3] x / y / x size / y size / type\n add rectangle [2010] [560] [100] [50] [1] x / y / x size / y size / type\n add rectangle [1900] [560] [100] [100] [3] x / y / x size / y size / type\n add rectangle [1790] [740] [100] [100] [1] x / y / x size / y size / type\n else\n if <(level) = [3]> then\n add rectangle [-50] [-100] [120] [50] [1] x / y / x size / y size / type\n add rectangle [70] [-150] [120] [50] [1] x / y / x size / y size / type\n add rectangle [190] [-200] [120] [50] [1] x / y / x size / y size / type\n add rectangle [310] [-250] [120] [50] [1] x / y / x size / y size / type\n add rectangle [430] [-300] [120] [50] [3] x / y / x size / y size / type\n add rectangle [700] [-200] [120] [50] [1] x / y / x size / y size / type\n add rectangle [820] [-200] [150] [50] [2] x / y / x size / y size / type\n if <(item (1) of [stages v]) = [0]> then\n add rectangle [970] [-200] [120] [50] [1] x / y / x size / y size / type\n end\n if <(item (2) of [stages v]) = [0]> then\n add rectangle [-170] [-100] [120] [50] [1] x / y / x size / y size / type\n end\n add rectangle [-450] [-100] [120] [50] [1] x / y / x size / y size / type\n add rectangle [-570] [-100] [120] [50] [3] x / y / x size / y size / type\n add rectangle [-810] [70] [120] [50] [1] x / y / x size / y size / type\n add rectangle [-930] [70] [120] [50] [2] x / y / x size / y size / type\n add rectangle [-1050] [70] [120] [50] [1] x / y / x size / y size / type\n add rectangle [-1320] [70] [120] [50] [3] x / y / x size / y size / type\n add rectangle [-1320] [250] [120] [50] [1] x / y / x size / y size / type\n add rectangle [-1080] [300] [120] [50] [1] x / y / x size / y size / type\n add rectangle [-1080] [400] [120] [25] [2] x / y / x size / y size / type\n add rectangle [-840] [350] [120] [50] [1] x / y / x size / y size / type\n add rectangle [-1080] [425] [120] [25] [1] x / y / x size / y size / type\n add rectangle [-1200] [425] [25] [25] [1] x / y / x size / y size / type\n add rectangle [-1300] [425] [25] [25] [1] x / y / x size / y size / type\n add rectangle [-1400] [450] [25] [25] [1] x / y / x size / y size / type\n add rectangle [-1600] [450] [25] [25] [1] x / y / x size / y size / type\n add rectangle [-1750] [450] [50] [50] [1] x / y / x size / y size / type\n add rectangle [-1800] [450] [50] [50] [2] x / y / x size / y size / type\n add rectangle [-1850] [450] [50] [50] [2] x / y / x size / y size / type\n add rectangle [-1900] [450] [50] [50] [3] x / y / x size / y size / type\n if <(item (3) of [stages v]) = [0]> then\n add rectangle [-1900] [620] [50] [50] [3] x / y / x size / y size / type\n end\n if <(item (4) of [stages v]) = [0]> then\n add rectangle [-1900] [790] [50] [50] [1] x / y / x size / y size / type\n end\n add rectangle [-2100] [790] [100] [100] [1] x / y / x size / y size / type\n else\n if <(level) = [4]> then\n add rectangle [50] [-100] [100] [20] [1] x / y / x size / y size / type\n add rectangle [150] [-100] [100] [30] [4] x / y / x size / y size / type\n add rectangle [250] [-100] [100] [20] [1] x / y / x size / y size / type\n if <(item (1) of [stages v]) = [0]> then\n add rectangle [150] [-50] [100] [100] [1] x / y / x size / y size / type\n end\n add rectangle [150] [-500] [100] [20] [1] x / y / x size / y size / type\n add rectangle [250] [-500] [100] [20] [2] x / y / x size / y size / type\n add rectangle [250] [-400] [100] [20] [1] x / y / x size / y size / type\n add rectangle [350] [-500] [100] [20] [1] x / y / x size / y size / type\n add rectangle [350] [-400] [100] [20] [2] x / y / x size / y size / type\n add rectangle [500] [-450] [100] [20] [1] x / y / x size / y size / type\n add rectangle [600] [-600] [100] [346] [4] x / y / x size / y size / type\n add rectangle [700] [-500] [100] [20] [1] x / y / x size / y size / type\n add rectangle ((([sin v] of ((TIME) * (80)) ) * (150)) + (950)) [-500] [100] [20] [1] x / y / x size / y size / type\n add rectangle [1200] ((([sin v] of (((TIME) + (16)) * (80)) ) * (100)) + (-400)) [100] [20] [1] x / y / x size / y size / type\n add rectangle [1300] [-300] [200] [20] [1] x / y / x size / y size / type\n add rectangle [1500] [-230] [100] [20] [1] x / y / x size / y size / type\n else\n add rectangle [-50] ((([sin v] of (((TIME) + (0)) * (80)) ) * (100)) + (-50)) [100] [20] [1] x / y / x size / y size / type\n add rectangle [50] ((([sin v] of (((TIME) + (20)) * (80)) ) * (100)) + (150)) [100] [20] [1] x / y / x size / y size / type\n add rectangle [150] ((([sin v] of (((TIME) + (0)) * (80)) ) * (100)) + (350)) [100] [20] [1] x / y / x size / y size / type\n add rectangle ((([sin v] of (((TIME) + (6)) * (80)) ) * (100)) + (250)) [450] [100] [20] [1] x / y / x size / y size / type\n add rectangle ((([sin v] of (((TIME) + (13)) * (80)) ) * (100)) + (550)) [450] [100] [20] [1] x / y / x size / y size / type\n add rectangle ((([sin v] of (((TIME) + (6)) * (80)) ) * (100)) + (850)) [450] [100] [20] [1] x / y / x size / y size / type\n add rectangle [1050] [450] [200] [20] [1] x / y / x size / y size / type\n add rectangle [1200] ((([sin v] of (((TIME) + (0)) * (200)) ) * (30)) + (500)) [50] [100] [2] x / y / x size / y size / type\n add rectangle ((([sin v] of (((TIME) + (8)) * (200)) ) * (50)) + (1300)) [450] [50] [20] [3] x / y / x size / y size / type\n add rectangle [1200] ((([sin v] of (((TIME) + (0)) * (200)) ) * (30)) + (600)) [50] [20] [3] x / y / x size / y size / type\n add rectangle ((([sin v] of (((TIME) + (5)) * (100)) ) * (100)) + (1400)) [700] [50] [20] [1] x / y / x size / y size / type\n add rectangle [1500] [700] [100] [20] [1] x / y / x size / y size / type\n add rectangle [1700] [750] [50] [20] [1] x / y / x size / y size / type\n add rectangle [1750] [760] [50] [20] [1] x / y / x size / y size / type\n add rectangle [1900] [760] [100] [40] [1] x / y / x size / y size / type\n end\n end\n end\nend\n\ndefine add rectangle (x) (y) (width) (height) (type) x / y / x size / y size / 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]\nadd (pick random (x) to (y)) to [level input length v]\n\ndefine render level\npen up\nset pen (transparency v) to (15)\nset pen size to (level pen size)\nset [i v] to [1]\nrepeat (length of [level input length v])\n position ((item (i) of [level xs v]) + (level distance)) ((item (i) of [level ys v]) + (level distance))\n get color (item (i) of [level types v])\n pen down\n set pen (transparency v) to (15)\n position ((item (i) of [level xs v]) + (level distance)) (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (level distance))\n position (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (level distance)) (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (level distance))\n position (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (level distance)) ((item (i) of [level ys v]) + (level distance))\n position ((item (i) of [level xs v]) + (level distance)) ((item (i) of [level ys v]) + (level distance))\n pen up\n change [i v] by (1)\nend\nset pen (transparency v) to (0)\n\ndefine render player (norm?)\nif <(norm?) = [1]> then\n pen up\n set pen size to (player pen size)\n get color [player]\n go to x: (x pos) y: ((y pos) + (player - level distance))\n set pen (transparency v) to (0)\n pen down\n go to x: (x pos) y: (((y pos) + (player size)) + (player - level distance))\n go to x: ((x pos) + (player size)) y: (((y pos) + (player size)) + (player - level distance))\n go to x: ((x pos) + (player size)) y: ((y pos) + (player - level distance))\n go to x: (x pos) y: ((y pos) + (player - level distance))\n pen up\nelse\n pen up\n set pen size to (player pen size)\n get color [player]\n go to x: (((mouse x) - (-700)) / (-3)) y: (((mouse y) - (-110)) / (-3))\n set pen (transparency v) to (0)\n pen down\n go to x: (((mouse x) - (-650)) / (-3)) y: (((mouse y) - (-110)) / (-3))\n go to x: (((mouse x) - (-650)) / (-3)) y: (((mouse y) - (-60)) / (-3))\n go to x: (((mouse x) - (-700)) / (-3)) y: (((mouse y) - (-60)) / (-3))\n go to x: (((mouse x) - (-700)) / (-3)) y: (((mouse y) - (-110)) / (-3))\n pen up\nend\n\ndefine get color (type)\nif <(type) = [player]> then\n set pen color to (#3a75dc)\nend\nif <(type) = [1]> then\n set pen color to (#000000)\nend\nif <(type) = [2]> then\n set pen color to (#ff1010)\nend\nif <(type) = [3]> then\n set pen color to (#ffb310)\nend\nif <(type) = [4]> then\n set pen color to (#ff1010)\nend\n\ndefine update collisions\ndelete all of [collisions v]\nset [i v] to [1]\nrepeat (length of [level input length v])\n if <(x pos) < (((item (i) of [level xs v]) + (SCROLL X)) + (item (i) of [level widths v]))> then\n if <((x pos) + (player size)) > ((item (i) of [level xs v]) + (SCROLL X))> then\n if <(y pos) < (((item (i) of [level ys v]) + (SCROLL Y)) + (item (i) of [level heights v]))> then\n if <((y pos) + (player size)) > ((item (i) of [level ys v]) + (SCROLL Y))> then\n if <not <[collisions v] contains (item (i) of [level types v])?>> then\n add (item (i) of [level types v]) to [collisions v]\n end\n end\n end\n end\n end\n change [i v] by (1)\nend\n\ndefine render borders\npen up\nset pen color to (#191919)\nset pen size to (10)\ngo to x: (-235) y: (175)\npen down\ngo to x: (235) y: (175)\ngo to x: (235) y: (-175)\ngo to x: (-235) y: (-175)\ngo to x: (-235) y: (175)\npen up\n\ndefine render grid (x) (y)\npen up\nset pen color to (#f3f3f3)\nset pen size to (20)\ngo to x: ((((x) * (0.2)) mod (40)) - (240)) y: (-180)\nrepeat (13)\n pen down\n set y to (180)\n pen up\n change x by (40)\n set y to (-180)\nend\ngo to x: (-240) y: ((((y) * (0.2)) mod (40)) - (180))\nrepeat (10)\n pen down\n set x to (240)\n pen up\n change y by (40)\n set x to (-240)\nend\npen up\n\ndefine calculate scroll values\nchange [scroll x v] by (() - (round ((x pos) / (7))))\nchange [x pos v] by (() - (round ((x pos) / (7))))\nchange [scroll y v] by (() - (round ((y pos) / (7))))\nchange [y pos v] by (() - (round ((y pos) / (7))))\nif <(() - (SCROLL Y)) < [-600]> then\n set [scroll y v] to (() - (SCROLL Y))\n change [fall off v] by (1)\nend\n\nwhen flag clicked\ndelete all of [levels completed v]\nrepeat (5)\n add [not completed :\(] to [levels completed v]\nend\nbroadcast (home v)\n\ndefine STAGES\nif <(level) = [1]> then\n if <<(SCROLL X) < [-110]> and <[-250] < (SCROLL X)>> then\n replace item (1) of [stages v] with [0]\n else\n replace item (1) of [stages v] with [1]\n end\n if <<<(SCROLL X) < [-450]> and <[-650] < (SCROLL X)>> and <<[130] < (SCROLL Y)> and <(SCROLL Y) < [370]>>> then\n replace item (2) of [stages v] with [0]\n else\n replace item (2) of [stages v] with [1]\n end\n if <<<(SCROLL X) < [-600]> and <[-750] < (SCROLL X)>> and <(SCROLL Y) < [280]>> then\n replace item (3) of [stages v] with [0]\n else\n replace item (3) of [stages v] with [1]\n end\n if <<<(SCROLL X) < [-850]> and <[-980] < (SCROLL X)>> and <[300] < (SCROLL Y)>> then\n replace item (4) of [stages v] with [0]\n else\n replace item (4) of [stages v] with [1]\n end\n if <<(SCROLL X) < [-2000]> and <[-2100] < (SCROLL X)>> then\n replace item (5) of [stages v] with [0]\n else\n replace item (5) of [stages v] with [1]\n end\n if <<(SCROLL X) < [-2300]> and <[-2400] < (SCROLL X)>> then\n replace item (6) of [stages v] with [0]\n else\n replace item (6) of [stages v] with [1]\n end\n if <<<(SCROLL X) < [-2750]> and <[-3000] < (SCROLL X)>> and <(SCROLL Y) < [-300]>> then\n replace item (7) of [stages v] with [1]\n else\n replace item (7) of [stages v] with [0]\n end\n if <<(SCROLL X) < [-3100]> and <[-3200] < (SCROLL X)>> then\n replace item (8) of [stages v] with [0]\n else\n replace item (8) of [stages v] with [1]\n end\nelse\n if <(level) = [2]> then\n if <<(SCROLL X) < [-1000]> and <[-1150] < (SCROLL X)>> then\n replace item (1) of [stages v] with [0]\n else\n replace item (1) of [stages v] with [1]\n end\n if <<(SCROLL X) < [70]> and <[-50] < (SCROLL X)>> then\n replace item (2) of [stages v] with [0]\n else\n replace item (2) of [stages v] with [1]\n end\n else\n if <(level) = [3]> then\n if <(SCROLL X) < [-900]> then\n replace item (1) of [stages v] with [1]\n else\n replace item (1) of [stages v] with [0]\n end\n if <[40] < (SCROLL X)> then\n replace item (2) of [stages v] with [0]\n else\n replace item (2) of [stages v] with [1]\n end\n if <(SCROLL Y) < [-600]> then\n replace item (3) of [stages v] with [0]\n else\n replace item (3) of [stages v] with [1]\n end\n if <[-780] < (SCROLL Y)> then\n replace item (4) of [stages v] with [1]\n else\n replace item (4) of [stages v] with [0]\n end\n else\n if <(SCROLL X) < [-80]> then\n replace item (1) of [stages v] with [0]\n else\n replace item (1) of [stages v] with [1]\n end\n end\n end\nend\n\ndefine CHECKPOINTS\nif <(level) = [1]> then\n CHECKPOINT AT [-1460] [400] END: [0]\n CHECKPOINT AT [-2590] [-350] END: [1]\nelse\n if <(level) = [2]> then\n CHECKPOINT AT [-1450] [-250] END: [0]\n CHECKPOINT AT [-1840] [-840] END: [1]\n else\n if <(level) = [3]> then\n CHECKPOINT AT [1025] [-350] END: [0]\n CHECKPOINT AT [2050] [-890] END: [1]\n else\n if <(level) = [4]> then\n CHECKPOINT AT [-543] [425] END: [0]\n CHECKPOINT AT [-1550] [210] END: [1]\n else\n CHECKPOINT AT [-1940] [-800] END: [1]\n end\n end\n end\nend\n\ndefine CHECKPOINT AT (x) (y) END: (end?)\nif <(end?) = [0]> then\n if <<(x) = (SPAWN X)> and <(y) = (SPAWN Y)>> then\n set pen color to (#3bf01b)\n else\n set pen color to (#b7f0ae)\n if <<<((SCROLL X) - (x)) < [40]> and <[-40] < ((SCROLL X) - (x))>> and <<((SCROLL Y) - (y)) < [50]> and <[-50] < ((SCROLL Y) - (y))>>> then\n set [spawn x v] to (x)\n set [spawn y v] to (y)\n end\n end\n pen up\n go to x: (((x) - (SCROLL X)) * (-1)) y: (((y) - (SCROLL Y)) * (-1))\n pen down\n go to x: (((x) - (SCROLL X)) * (-1)) y: ((((y) - (SCROLL Y)) * (-1)) + (50))\n go to x: ((((x) - (SCROLL X)) * (-1)) + (30)) y: ((((y) - (SCROLL Y)) * (-1)) + (50))\n go to x: ((((x) - (SCROLL X)) * (-1)) + (30)) y: ((((y) - (SCROLL Y)) * (-1)) + (30))\n go to x: ((((x) - (SCROLL X)) * (-1)) + (0)) y: ((((y) - (SCROLL Y)) * (-1)) + (30))\nelse\n set pen color to (#39bb02)\n if <<<((SCROLL X) - (x)) < [40]> and <[-40] < ((SCROLL X) - (x))>> and <<((SCROLL Y) - (y)) < [50]> and <[-50] < ((SCROLL Y) - (y))>>> then\n set [spawn x v] to (x)\n set [spawn y v] to (y)\n set [end v] to [:\)]\n set pen color to (#39bb02)\n end\n pen up\n go to x: (((x) - (SCROLL X)) * (-1)) y: (((y) - (SCROLL Y)) * (-1))\n pen down\n go to x: (((x) - (SCROLL X)) * (-1)) y: ((((y) - (SCROLL Y)) * (-1)) + (50))\n go to x: ((((x) - (SCROLL X)) * (-1)) + (30)) y: ((((y) - (SCROLL Y)) * (-1)) + (50))\n go to x: ((((x) - (SCROLL X)) * (-1)) + (30)) y: ((((y) - (SCROLL Y)) * (-1)) + (30))\n go to x: ((((x) - (SCROLL X)) * (-1)) + (0)) y: ((((y) - (SCROLL Y)) * (-1)) + (30))\nend\n\nwhen I receive [setup v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [spawn x v] to [0]\nset [spawn y v] to [0]\nset [time v] to [0.00]\n\ndefine render thumb\nrender player [0]\nrender ground thumb\n\ndefine render ground thumb\ndelete all platform data\nadd rectangle (((mouse x) - (-2600)) / (-3)) (((mouse y) - (-1250)) / (-3)) [700] [378] [1] x / y / x size / y size / type\nadd rectangle (((mouse x) - (-500)) / (-3)) (((mouse y) - (-300)) / (-3)) [100] [61] [3] x / y / x size / y size / type\nadd rectangle (((mouse x) - (-200)) / (-3)) (((mouse y) - (-300)) / (-3)) [100] [61] [2] x / y / x size / y size / type\nadd rectangle (((mouse x) - (100)) / (-3)) (((mouse y) - (-300)) / (-3)) [84] [61] [1] x / y / x size / y size / type\nCHECKPOINT AT (((mouse x) - (200)) / (3)) (((mouse y) - (-130)) / (3)) END: []\nrender level\n\nwhen I receive [check up v]\nforever\n if <(mobile mode?) = [0]> then\n if <(key up?) = [0]> then\n wait until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\n wait until <<key (up arrow v) pressed?> or <key (w v) pressed?>>\n set [key up? v] to [1]\n else\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [key up? v] to [1]\n else\n set [key up? v] to [0]\n end\n end\n else\n if <(key up?) = [0]> then\n wait until <not <<mouse down?> and <[10] < (mouse y)>>>\n wait until <<mouse down?> and <[10] < (mouse y)>>\n set [key up? v] to [1]\n else\n if <<mouse down?> and <[10] < (mouse y)>> then\n set [key up? v] to [1]\n else\n set [key up? v] to [0]\n end\n end\n end\nend\n\ndefine springs\nset [# v] to [1]\nAdd Springs\nbroadcast (# of springs v)\n\ndefine add spring at (x) (y)\nif <(item (#) of [springs v]) = [1]> then\n go to x: ((SCROLL X) - (x)) y: (((SCROLL Y) - (y)) + (([sin v] of ((timer) * (200)) ) * (13)))\n set pen color to (#848484)\n set pen size to (4)\n pen down\n repeat (1)\n change x by (10)\n change y by (6)\n change x by (-10)\n change y by (6)\n change x by (10)\n change y by (6)\n change x by (-10)\n end\n pen up\n check if collected (x) (y)\nend\nchange [# v] by (1)\n\ndefine setup springs (#)\ndelete all of [springs v]\nset [!springs collected! v] to [0]\nset [!max springs! v] to [0]\nif <(level) = [1]> then\n Set # of Springs [7]\nend\nif <(level) = [2]> then\n Set # of Springs [7]\nend\nif <(level) = [3]> then\n Set # of Springs [8]\nend\nif <(level) = [4]> then\n Set # of Springs [4]\nend\nif <(level) = [5]> then\n Set # of Springs [5]\nend\n\ndefine check if collected (x) (y)\nif <<<((SCROLL X) - (x)) < [20]> and <[-20] < ((SCROLL X) - (x))>> and <<((SCROLL Y) - (y)) < [20]> and <[-20] < ((SCROLL Y) - (y))>>> then\n replace item (#) of [springs v] with [0]\n change [!springs collected! v] by (1)\nend\n\nwhen I receive [tick v]\nif <(start time) = [1]> then\n change [time v] by (0.03)\nend\nbroadcast (time v)\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n broadcast (start game v)\nend\nif <key (r v) pressed?> then\n set [end v] to [:\(]\nend\n\nwhen I receive [home v]\nreset timer\nset [level v] to [1]\nbroadcast (setup v)\nbroadcast (home buttons v)\nforever\n erase all\n render grid ((mouse x) * (-1)) ((mouse y) * (-1))\n render thumb\n if < (|PART|) contains [Level Select]?> then\n broadcast (records v)\n end\nend\n\ndefine record!? (level)\nchange [!all springs collected! v] by (!SPRINGS COLLECTED!)\nif <<(TIME) < (item (((level) * (2)) - (0)) of [records v])> or <(item (((level) * (2)) - (0)) of [records v]) = []>> then\n broadcast (NEW RECORD!!! v) and wait\nend\nif <(!SPRINGS COLLECTED!) = (!MAX SPRINGS!)> then\n if <<(TIME) < (item ((level) * (2)) of [records all v])> or <(item ((level) * (2)) of [records all v]) = []>> then\n broadcast (NEW RECORD!!! ALL v) and wait\n end\nend\n\ndefine special level\ndelete all of [stages v]\nif <(level) = [1]> then\n repeat (8)\n add [1] to [stages v]\n end\nend\nif <(level) = [2]> then\n repeat (2)\n add [1] to [stages v]\n end\nend\nif <(level) = [3]> then\n repeat (4)\n add [1] to [stages v]\n end\nend\nif <(level) = [4]> then\n repeat (1)\n add [1] to [stages v]\n end\nend\n\ndefine Extra\nupdate collisions\nif <[collisions v] contains [2]?> then\n RESET GAME\nend\nupdate collisions\nif <[collisions v] contains [3]?> then\n set [yv v] to [20]\nend\nupdate collisions\nchange [y pos v] by (1)\nupdate collisions\nif <[2] < (fall off)> then\n RESET GAME\nend\n\ndefine Add Springs\nif <(level) = [1]> then\n add spring at [-1085] [330]\n add spring at [-190] [40]\n add spring at [-1225] [320]\n add spring at [-1700] [200]\n add spring at [-2265] [200]\n add spring at [-2045] [200]\n add spring at [-2920] [-280]\nend\nif <(level) = [2]> then\n add spring at [125] [-100]\n add spring at [-125] [-100]\n add spring at [-945] [-190]\n add spring at [-1445] [-280]\n add spring at [-1550] [-400]\n add spring at [-2050] [-620]\n add spring at [-1750] [-500]\nend\nif <(level) = [3]> then\n add spring at [-750] [100]\n add spring at [300] [0]\n add spring at [880] [-200]\n add spring at [1270] [-200]\n add spring at [1030] [-365]\n add spring at [1290] [-500]\n add spring at [1885] [-900]\n add spring at [200] [0]\nend\nif <(level) = [4]> then\n add spring at [-194] [-100]\n add spring at [-294] [450]\n add spring at [-642] [450]\n add spring at [-1390] [250]\nend\nif <(level) = [5]> then\n add spring at [-1545] [-750]\n add spring at [-1500] [-750]\n add spring at [-190] [-550]\n add spring at [-440] [-530]\n add spring at [-1220] [-700]\nend\n\ndefine Set # of Springs (#)\nrepeat (#)\n change [!max springs! v] by (1)\n add [1] to [springs v]\nend\n\nset [!all springs collected! v] to [25]\n\ndefine level 6 movement\nif <(mobile mode?) = [0]> then\n change [xv v] by ((<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>) * (0.9))\n if <(start time) = [0]> then\n if <key (any v) pressed?> then\n set [start time v] to [1]\n end\n end\nelse\n change [xv v] by ((<<mouse down?> and <[10] < (mouse x)>> - <<mouse down?> and <(mouse x) < [10]>>) * (0.9))\n if <(start time) = [0]> then\n if <mouse down?> then\n set [start time v] to [1]\n end\n end\nend\nset [xv v] to ((Xv) * (0.9))\nchange [x pos v] by (Xv)\nupdate collisions\nif <[collisions v] contains [2]?> then\n RESET GAME\nend\n\nwhen flag clicked\nset [!all springs collected! v] to [0]\n\nset [!all springs collected! v] to [25]\n\n@Buttons\n\nwhen I receive [home buttons v]\nwait (0) seconds\nshow\nclear graphic effects\nswitch costume to (level select v)\ncreate clone of (_myself_ v)\nswitch costume to (settings v)\ncreate clone of (_myself_ v)\nswitch costume to (title v)\n\nwhen I start as a clone\nset [id v] to (costume [number v])\nforever\n go to [front v] layer\n if <not <<(ID) = [5]> or <[17] < (ID)>>> then\n if <(ID) = [8]> then\n switch costume to ((ID) + (mobile mode?))\n go to [front v] layer\n else\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-4)\n switch costume to ((ID) + (1))\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(ID) = [6]> then\n if <(mobile mode?) = [0]> then\n set [mobile mode? v] to [1]\n else\n set [mobile mode? v] to [0]\n end\n else\n switch costume to (ID)\n if <(costume [name v]) = [start game]> then\n if <(level) = [6]> then\n if <[24] < (!ALL SPRINGS COLLECTED!)> then\n broadcast (costume [name v])\n end\n else\n broadcast (costume [name v])\n end\n else\n broadcast (costume [name v])\n end\n switch costume to ((ID) + (1))\n end\n end\n else\n switch costume to (ID)\n set [brightness v] effect to (0)\n end\n end\n end\nend\n\nwhen I receive [start game v]\nhide\ndelete this clone\n\nwhen I receive [settings v]\nwait (0) seconds\nshow\nclear graphic effects\nswitch costume to (mobile v)\ncreate clone of (_myself_ v)\nswitch costume to (mobile option v)\ncreate clone of (_myself_ v)\nswitch costume to (mobile or not?2 v)\ncreate clone of (_myself_ v)\nswitch costume to (home v)\ncreate clone of (_myself_ v)\nswitch costume to (title v)\n\nwhen I receive [settings v]\nhide\ndelete this clone\n\nwhen flag clicked\nset [mobile mode? v] to [0]\n\nwhen I receive [home v]\nhide\ndelete this clone\n\nwhen I receive [level select v]\nhide\ndelete this clone\n\nwhen I receive [level select v]\nwait (0) seconds\nshow\nclear graphic effects\nswitch costume to (arrow r v)\ncreate clone of (_myself_ v)\nswitch costume to (arrow l v)\ncreate clone of (_myself_ v)\nswitch costume to (level pic 1 v)\ncreate clone of (_myself_ v)\nswitch costume to (start game v)\ncreate clone of (_myself_ v)\nswitch costume to (title v)\nbroadcast (generate records v) and wait\n\nwhen I receive [arrow r v]\nchange [level v] by (0.2)\nif <[6] < (level)> then\n set [level v] to [6]\nend\nbroadcast (generate records v) and wait\nwait (0) seconds\nset [level v] to (round (level))\n\nwhen I receive [arrow l v]\nchange [level v] by (-0.2)\nif <(level) < [1]> then\n broadcast (home v)\nend\nbroadcast (generate records v) and wait\nwait (0) seconds\nset [level v] to (round (level))\n\nwhen I start as a clone\nif <[17] < (ID)> then\n forever\n switch costume to ((level) + (18))\n end\nend\n\n@Chars\n\nwhen flag clicked\nset [message? v] to [0]\nhide\n\ndefine decode (stuff)\nset [timer v] to [0]\nset [decoded v] to []\nset [## v] to [1]\nset [idx v] to []\nrepeat (length of (stuff))\n set [idx v] to (join (letter (##) of (stuff)) (letter ((##) + (1)) of (stuff)))\n if <(idx) = [00]> then\n if <(timer) = [0]> then\n add (decoded) to [records v]\n set [decoded v] to []\n else\n set [decoded v] to []\n set [timer v] to [0]\n end\n else\n set [decoded v] to (join (decoded) (item (idx) of [chars v]))\n if <(item (idx) of [chars v]) = [.]> then\n repeat (2)\n change [## v] by (2)\n set [idx v] to (join (letter (##) of (stuff)) (letter ((##) + (1)) of (stuff)))\n set [decoded v] to (join (decoded) (item (idx) of [chars v]))\n end\n add (decoded) to [records v]\n set [timer v] to [1]\n end\n end\n change [## v] by (2)\nend\n\nwhen I receive [generate records v]\ndelete all of [records v]\ndelete all of [records all v]\ndecode (☁ 1)\ndecode all (☁ 3)\n\ndefine generate (#) (x) (y)\nset [# v] to [1]\ngo to x: (x) y: (y)\nrepeat (length of (item (#) of [records v]))\n switch costume to (letter (#) of (item (#) of [records v]))\n stamp\n change [# v] by (1)\n change x by (15)\n if <[0] < (x)> then\n if <touching (_edge_ v)?> then\n go to x: (x) y: ((y) - (25))\n end\n else\n if <[-100] < (x position)> then\n go to x: (x) y: ((y) - (25))\n end\n end\nend\n\nwhen I receive [records v]\nif <(level) = [6]> then\n set [# v] to [1]\n go to x: (-30) y: (30)\n time (!ALL SPRINGS COLLECTED!)\n set [# v] to [1]\n time [/]\n set [# v] to [1]\n time [25]\n if <[24] < (!ALL SPRINGS COLLECTED!)> then\n set [# v] to [1]\n go to x: (-55) y: (-60)\n time [unlocked]\n else\n set [# v] to [1]\n go to x: (-40) y: (-60)\n time [locked]\n end\nelse\n broadcast (generate records v)\n show\n clear graphic effects\n generate (((level) * (2)) - (1)) [-217] [34]\n generate (((level) * (2)) - (0)) [-217] [-26]\n generate all (((level) * (2)) - (1)) [120] [34]\n generate all (((level) * (2)) - (0)) [120] [-26]\n hide\n if <(message?) = [1]> then\n go to x: (-185) y: (170)\n set [brightness v] effect to (10)\n set [# v] to [1]\n time [you recorded a new record]\n clear graphic effects\n end\nend\n\nwhen I receive [time v]\nshow\ngo to x: (-215) y: (-155)\nset [# v] to [1]\ntime (TIME)\nhide\n\ndefine time (time)\nrepeat (length of (time))\n switch costume to (letter (#) of (time))\n stamp\n change [# v] by (1)\n change x by (15)\n if <(letter (#) of (time)) = [.]> then\n repeat (3)\n switch costume to (letter (#) of (time))\n stamp\n change [# v] by (1)\n change x by (15)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [# of springs v]\nshow\ngo to x: (-215) y: (155)\nset [# v] to [1]\ntime (!SPRINGS COLLECTED!)\nset [# v] to [1]\ntime [/]\nset [# v] to [1]\ntime (!MAX SPRINGS!)\nhide\n\nwhen I receive [new record!!! v]\nset [encoded v] to []\nset [### v] to [1]\nrepeat ((level) - (1))\n repeat (2)\n encode (item (###) of [records v])\n change [### v] by (1)\n end\nend\nencode (username)\nchange [### v] by (1)\nencode (TIME)\nchange [### v] by (1)\nrepeat ((5) - (level))\n repeat (2)\n encode (item (###) of [records v])\n change [### v] by (1)\n end\nend\nset cloud var [1]\nbroadcast (generate records v) and wait\nbroadcast (Congrats Message v)\n\ndefine encode (info)\nset [## v] to [1]\nset [idx v] to []\nrepeat (length of (info))\n set [encoded v] to (join (encoded) (item # of (letter (##) of (info)) in [chars v]))\n change [## v] by (1)\n if <(letter (##) of (info)) = [.]> then\n repeat (3)\n set [encoded v] to (join (encoded) (item # of (letter (##) of (info)) in [chars v]))\n change [## v] by (1)\n end\n set [encoded v] to (join (encoded) [00])\n stop [this script v]\n end\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine set cloud var (#)\nrepeat (10)\n if <(#) = [1]> then\n set [☁ 1 v] to (encoded)\n else\n if <(#) = [2]> then\n set [☁ 2 v] to (encoded)\n else\n set [☁ 3 v] to (encoded)\n end\n end\nend\n\nwhen I receive [new record!!! all v]\nset [encoded v] to []\nset [### v] to [1]\nrepeat ((level) - (1))\n repeat (2)\n encode (item (###) of [records all v])\n change [### v] by (1)\n end\nend\nencode (username)\nchange [### v] by (1)\nencode (TIME)\nchange [### v] by (1)\nrepeat ((5) - (level))\n repeat (2)\n encode (item (###) of [records all v])\n change [### v] by (1)\n end\nend\nset cloud var [3]\nbroadcast (generate records v) and wait\nbroadcast (Congrats Message v)\n\ndefine read cloud var (#)\nrepeat (10)\n if <(#) = [1]> then\n set [val v] to (☁ 1)\n else\n if <(#) = [2]> then\n set [val v] to (☁ 2)\n else\n set [val v] to (☁ 3)\n end\n end\nend\n\nset [level v] to [1]\n\nbroadcast (NEW RECORD!!! v)\n\ndefine decode all (stuff)\nset [timer v] to [0]\nset [decoded v] to []\nset [## v] to [1]\nset [idx v] to []\nrepeat (length of (stuff))\n set [idx v] to (join (letter (##) of (stuff)) (letter ((##) + (1)) of (stuff)))\n if <(idx) = [00]> then\n if <(timer) = [0]> then\n add (decoded) to [records all v]\n set [decoded v] to []\n else\n set [decoded v] to []\n set [timer v] to [0]\n end\n else\n set [decoded v] to (join (decoded) (item (idx) of [chars v]))\n if <(item (idx) of [chars v]) = [.]> then\n repeat (2)\n change [## v] by (2)\n set [idx v] to (join (letter (##) of (stuff)) (letter ((##) + (1)) of (stuff)))\n set [decoded v] to (join (decoded) (item (idx) of [chars v]))\n end\n add (decoded) to [records all v]\n set [timer v] to [1]\n end\n end\n change [## v] by (2)\nend\n\ndefine generate all (#) (x) (y)\nset [# v] to [1]\ngo to x: (x) y: (y)\nrepeat (length of (item (#) of [records all v]))\n switch costume to (letter (#) of (item (#) of [records all v]))\n stamp\n change [# v] by (1)\n change x by (15)\n if <touching (_edge_ v)?> then\n go to x: (x) y: ((y) - (25))\n end\nend\n\nbroadcast (NEW RECORD!!! ALL v)\n\nset [level v] to [4]\n\nset [level v] to [5]\n\nwhen I receive [congrats message v]\nset [message? v] to [1]\n\nwhen I receive [level select v]\nif <(message?) = [1]> then\n wait (5) seconds\n set [message? v] to [0]\nend\n\n@Animation\n\nwhen flag clicked\nhide\n\nwhen I receive [animation v]\ngo to [front v] layer\nswitch costume to (1 v)\nshow\nwait (1) seconds\nrepeat (21)\n next costume\n wait (0.05) seconds\nend\nwait (1) seconds\nhide\ngo to [back v] layer\n\n@Win\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <key (space v) pressed?>\n go to [front v] layer\nend\nbroadcast (home v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Music\n\nwhen flag clicked\nforever\n play sound [Tetris \(1984\) - Main Theme v] until done\nend\n\n | |
❤Season❤ (A platformer) | @Stage\n\n@Blank\n\n@Player\n\ndefine Platform\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change [x velocity v] by (1)\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x velocity v] by (-1)\nend\nset [x velocity v] to ((X Velocity) * (0.9))\nchange x by (X Velocity)\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n end\n end\nend\nif <touching (level v)?> then\n change x by ((X Velocity) * (-1))\n change y by (-4)\n if <key (up arrow v) pressed?> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\nend\nchange [y velocity v] by (-1)\nchange y by (Y Velocity)\nif <touching (level v)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\nend\nchange y by (-1)\nif <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n set [y velocity v] to [15]\n end\nend\nchange y by (1)\nif <(x position) > [238]> then\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n go to x: (-210) y: (54)\n change [level v] by (1)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\nend\nif <(y position) < [-178]> then\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n go to x: (-210) y: (54)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\nend\nif <touching (dangers v)?> then\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n glide (0.3) secs to x: (-210) y: (54)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\nend\n\nwhen I receive [green flag clicked v]\nset rotation style [left-right v]\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [level v] to [1]\ngo to x: (-210) y: (54)\nforever\n Platform\nend\n\nwhen I receive [golden v]\nswitch costume to (golden v)\n\nwhen I receive [blue v]\nswitch costume to (blue v)\n\nwhen I receive [red v]\nswitch costume to (red v)\n\nwhen I receive [green v]\nswitch costume to (green v)\n\nwhen I receive [purple v]\nswitch costume to (purple v)\n\nwhen I receive [super skin v]\nswitch costume to (super skin v)\n\nwhen I receive [green flag clicked v]\ngo to [front v] layer\nswitch costume to (basic v)\nshow\n\n@Level\n\nwhen I receive [green flag clicked v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nshow\n\nshow\nforever\n switch costume to (Level)\nend\n\n@Dangers\n\nwhen I receive [green flag clicked v]\nshow\nforever\n switch costume to (Level)\nend\n\n@words\n\nwhen I receive [green flag clicked v]\ngo [backward v] (1) layers\nshow\nforever\n switch costume to (Level)\n go to [front v] layer\nend\n\nwhen I receive [hide v]\nhide\n\n@Question\n\nwhen I receive [green flag clicked v]\nask [Type a VIP code \( If you have\)] and wait\nif <(answer) = [1000 followers]> then\n broadcast (Super skin v)\nend\nif <(answer) = (username)> then\n ask [What color do you want for the player? \(Red/Blue/Purple/Green/Golden\)] and wait\n if <(answer) = [Red]> then\n broadcast (Red v)\n end\n if <(answer) = [Blue]> then\n broadcast (Blue v)\n end\n if <(answer) = [Green]> then\n broadcast (Green v)\n end\n if <(answer) = [Purple]> then\n broadcast (Purple v)\n end\n if <(answer) = [Golden]> then\n broadcast (Golden v)\n end\nend\n\n@fb\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nbroadcast (End v)\ngo to [front v] layer\ngo [forward v] (100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000) layers\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (375)\nrepeat (30)\n change y by ((y position) / (-5))\nend\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (0) y: (1)\nglide (0.2) secs to x: (0) y: (375)\nhide\n\n@Music\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [wii-music-gaming-background-music-hd v] until done\nend\n\n@Sun\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicked v]\ngo to x: (36) y: (28)\nshow\ngo to [back v] layer\ngo [backward v] (10000000000000) layers\n\n@light\n\nwhen I receive [super skin v]\nshow\nswitch costume to (costume1 v)\nforever\n go to (player v)\nend\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nnext costume\n\n@Notice\n\nwhen I receive [green flag clicked v]\nif <(username) = [Landondaboss259]> then\n go to [front v] layer\n switch costume to (start3 v)\n show\n wait (7) seconds\n switch costume to (start2 v)\n wait (4) seconds\n hide\nend\nif <(username) = [TheDreamyProfessor]> then\n go to [front v] layer\n switch costume to (start1 v)\n show\n wait (7) seconds\n switch costume to (start2 v)\n wait (4) seconds\n hide\nend\nif <(username) = [ dragonswirl]> then\n go to [front v] layer\n switch costume to (start4 v)\n show\n wait (7) seconds\n switch costume to (start2 v)\n wait (4) seconds\n hide\nend\nif <(username) = [QQ1218]> then\n go to [front v] layer\n switch costume to (start5 v)\n show\n wait (7) seconds\n switch costume to (start2 v)\n wait (4) seconds\n hide\nend\n\n@effect\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@Meun\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen I receive [green flag clicked v]\nhide\n\n@Start button\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n end\n if <not <touching (mouse-pointer v)?>> then\n set [ghost v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Green flag clicked v)\nforever\n hide\nend\n\nwhen flag clicked\nforever\n go [forward v] (100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000) layers\n go to [front v] layer\n show\nend\n\n@Sprite1\n\nwhen I start as a clone\nshow\nforever\n next costume\n turn right (3) degrees\n set [brightness v] effect to ((((size) * (-1)) + (100)) * (-1))\nend\n\nwhen I start as a clone\nrepeat until <[-178] > (y position)>\n change y by ((size) / (-20))\n go to [front v] layer\n change x by ([cos v] of ((y position) + ((size) * (10))) )\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n show\n change y by (1)\n change [color v] effect by (50)\n forever\n set size to (pick random (120) to (50)) %\n go to x: (pick random (240) to (-240)) y: (999)\n create clone of (_myself_ v)\n change [color v] effect by (75)\n turn right (pick random (999) to (0)) degrees\n end\n end\nend\n\n@Blank2\n\n | Hi, Welcome to my first platformer.\nUse Arrow keys to move and aviod spike.\nThere are 16 levels\n\nVIP code:\n(It is a secret... Scroll down)\n\nType your username\n\nExample:\nmy VIP code is Francesca321\n\n(Different people have different VIP code)\n(Don't tell others in the comment. It is our secret)\n(❁´◡`❁)\n(If you don't understand, tell me in my profile and I will explain)\n\nThere was a special VVIP code:\nwanna know?\n\n\n\n\n\n\n\n\n |
360° platformer プラットフォーマー | @Stage\n\nwhen flag clicked\nwait (10) seconds\nforever\n play sound [Alan Walker - Fade \[NCS Release\].mp3 v] until done\n play sound [Syn Cole - Feel Good v] until done\nend\n\n@level\n\nwhen flag clicked\nswitch costume to (costume1 v)\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [1 v] to [0]\nset [2 v] to [0]\nforever\n change [2 v] by (1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [1 v] by (-0.2)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [1 v] by (0.2)\n end\n set [1 v] to ((1) * (0.8))\n turn right (1) 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 ((1) * (-1)) degrees\n set [1 v] to [0]\n end\n end\n end\n end\n end\n change y by (2)\n if <touching (player v)?> then\n change y by ((2) * (-1))\n set [2 v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [2 v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [restart v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [1 v] to [0]\nset [2 v] to [0]\n\nwhen I receive [next level v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [1 v] to [0]\nset [2 v] to [0]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\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 (Restart v)\n end\n change y by (5)\nend\n\nwhen flag clicked\nif <(pick random (1) to (2)) = [1]> then\n broadcast (1 v)\nelse\n broadcast (+1 v)\nend\n\nwhen flag clicked\nforever\n change y by (-5)\n if <touching color (#000000)?> then\n broadcast (Next Level v)\n end\n change y by (5)\nend\n\nwhen flag clicked\nforever\n if <touching color (#2aff00)?> then\n broadcast (Next Level v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (player プレイヤー2 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (player プレイヤー v)\n end\nend\n\n@スプライト1\n\nwhen I start as a clone\nif <(雪) = [1]> then\n show\n set [システム v] to (pick random (-0.1) to (0.1))\n go to x: (pick random (-200) to (200)) y: (140)\n set size to (pick random (70) to (150)) %\n repeat until <<[140] < (y position)> or <<(x position) < [-220]> or <(x position) > [220]>>>\n change y by ((size) / (-50))\n change x by ((システム) * ((size) / (-50)))\n if <(y position) = [-180]> then\n delete this clone\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n change y by ((size) / (-50))\n change x by ((システム) * ((size) / (50)))\n if <not <(雪) = [1]>> then\n delete this clone\n end\n end\n delete this clone\nelse\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <(雪) = [1]> then\n wait (0.1) seconds\n hide\n create clone of (_myself_ v)\n go to [back v] layer\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (((size) / (15)) * (-1))\nend\n\nwhen I receive [-1 v]\n\n\n\nset [雪 v] to [1]\n\n@スクリーンショット 2021-02-20 124326\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\ngo to [front v] layer\nwait (10) seconds\nhide\n\nswitch costume to ( v)\n\nshow\n\n@Intro\n\nwhen flag clicked\n\ndefine Clone (id)\nset [id \(2\) v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID \(2\)) = [Fill1]> then\n show\n switch costume to (fill1 v)\n set [color v] effect to (pick random (-10) to (10))\n set [brightness v] effect to (pick random (-25) to (25))\n go to x: (-620) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7.5))\n end\n go to x: (0) y: (0)\n wait (0.5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID \(2\)) = [Fill2]> then\n show\n switch costume to (fill2 v)\n set [color v] effect to (pick random (-10) to (10))\n set [brightness v] effect to (pick random (-25) to (25))\n go to x: (0) y: (500)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (7.5))\n end\n go to x: (0) y: (0)\n wait (0.5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID \(2\)) = [Fill1_2]> then\n show\n switch costume to (fill1 v)\n set [color v] effect to (pick random (-10) to (10))\n set [brightness v] effect to (pick random (-25) to (25))\n point in direction (-90)\n go to x: (620) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7.5))\n end\n go to x: (0) y: (0)\n wait (0.5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID \(2\)) = [Fill2_2]> then\n show\n switch costume to (fill2 v)\n set [color v] effect to (pick random (-7.5) to (7.5))\n set [brightness v] effect to (pick random (-25) to (25))\n point in direction (-90)\n go to x: (0) y: (-500)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (7.5))\n end\n go to x: (0) y: (0)\n wait (0.5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID \(2\)) = [Fill3]> then\n show\n go to [front v] layer\n point in direction (-75)\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\n end\n point in direction (90)\n wait (0.5) seconds\n delete this clone\nend\n\ndefine Fill3\nswitch costume to (fill3 v)\ngo to x: (-192) y: (0)\nrepeat (5)\n Clone [Fill3]\n change x by (96)\nend\n\ndefine Fill3.5\nswitch costume to (fill3.5 v)\ngo to x: (-192) y: (0)\nrepeat (5)\n Clone [Fill3]\n change x by (96)\nend\n\nwhen I start as a clone\nif <(ID \(2\)) = [bg]> then\n show\n switch costume to (bg v)\n go to x: (0) y: (0)\n go to [back v] layer\n wait until <[9] < (timer)>\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID \(2\)) = [logo]> then\n show\n switch costume to (logo v)\n repeat until <[9] < (timer)>\n change [s v] by (1)\n point in direction ((([cos v] of (((s) - (2)) * (350)) ) * (25)) + (90))\n set y to (([abs v] of (([cos v] of (((s) - (2)) * (350)) ) * (75)) ) + (-25))\n end\n delete this clone\nend\n\ndefine p\nrepeat (pick random (50) to (75))\n Clone [p]\nend\n\nwhen I start as a clone\nif <(ID \(2\)) = [p]> then\n show\n switch costume to (join [p] (pick random (1) to (4)))\n set [ghost v] effect to (pick random (25) to (75.0))\n go to (random position v)\n point in direction (pick random (-180) to (180))\n set size to (pick random (25) to (40.0)) %\n repeat until <[9] < (timer)>\n turn right (1) degrees\n move (((27.5) - (size)) / (10)) steps\n if on edge, bounce\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID \(2\)) = [Name]> then\n show\n switch costume to (name v)\n go to x: (0) y: (0)\n repeat until <[9] < (timer)>\n set size to (200) %\n repeat (12)\n change size by (((150) - (size)) / (3))\n end\n wait (0.2) seconds\n end\nend\n\nwhen I start as a clone\nif <(ID \(2\)) = [Name]> then\n repeat until <[9] < (timer)>\n change [s v] by (4)\n set y to ((([sin v] of (s) ) * (10)) + (-110))\n point in direction ((([cos v] of (s) ) * (10)) + (90))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID \(2\)) = [Fill4]> then\n show\n switch costume to (fill4 v)\n go to x: (-620) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7.5))\n end\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID \(2\)) = [wh]> then\n switch costume to (white v)\n show\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\n\nwhen I receive [1 v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [1 v]\nreset timer\nstart sound [Avicii - Broken Arrows v]\nswitch costume to (logo v)\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (0)\nhide\nrepeat (15)\n Clone [Fill1]\nend\nrepeat (15)\n Clone [Fill2]\nend\nrepeat (15)\n Clone [Fill1_2]\nend\nrepeat (15)\n Clone [Fill2_2]\nend\nrepeat (3)\n Fill3.5\n wait (0.1) seconds\n Fill3\n wait (0.1) seconds\nend\ngo to x: (0) y: (0)\nClone [BG]\nwait (0.75) seconds\nClone [wh]\nwait (0.1) seconds\nClone [Name]\nClone [logo]\np\nwait until <[8] < (timer)>\nClone [Fill4]\n\n@intro\n\nwhen I start as a clone\nshow\nif <(ID) = [簡易3D表示用]> then\n go to x: (0) y: (0)\n switch costume to (コスチューム2 v)\n point in direction (pick random (0) to (360))\n set [size v] to (pick random (60) to (100))\n set [ghost v] effect to (100)\n repeat (pick random (8) to (12))\n switch costume to (コスチューム3 v)\n set size to (999999999) %\n switch costume to (コスチューム2 v)\n move (3) steps\n switch costume to (コスチューム3 v)\n set size to (Size) %\n switch costume to (コスチューム2 v)\n change [size v] by (3)\n change [ghost v] effect by (-5)\n end\n repeat until <<(x position) < [-300]> or <<(x position) > [300]> or <<(y position) > [240]> or <(y position) < [-240]>>>>\n switch costume to (コスチューム3 v)\n set size to (999999999) %\n switch costume to (コスチューム2 v)\n move (3) steps\n switch costume to (コスチューム3 v)\n set size to (Size) %\n switch costume to (コスチューム2 v)\n change [size v] by (3)\n change [ghost v] effect by (0.6)\n end\n delete this clone\nend\n\ndefine クローン (id) (数)\nrepeat (数)\n set [id v] to (id)\n create clone of (_myself_ v)\nend\n\nset size to (100) %\n\nchange size by (3)\n\nwhen flag clicked\n\nwhen flag clicked\n\nset size to (200) %\n\nwhen I start as a clone\nif <(ID) = [1]> then\n switch costume to (コスチューム3 v)\n set size to (150) %\n switch costume to (rey_1x2 v)\n go to x: (0) y: (400)\n switch costume to (コスチューム3 v)\n set size to (100) %\n switch costume to (rey_1x2 v)\n repeat (50)\n switch costume to (コスチューム3 v)\n set size to (150) %\n switch costume to (rey_1x2 v)\n change y by (((0) - (y position)) / (8))\n switch costume to (コスチューム3 v)\n set size to (100) %\n switch costume to (rey_1x2 v)\n end\nend\nif <(ID) = [2]> then\n switch costume to (コスチューム3 v)\n set size to (150) %\n switch costume to (rey_1x3 v)\n go to x: (0) y: (400)\n switch costume to (コスチューム3 v)\n set size to (100) %\n switch costume to (rey_1x3 v)\n repeat (50)\n switch costume to (コスチューム3 v)\n set size to (150) %\n switch costume to (rey_1x3 v)\n change y by (((0) - (y position)) / (8))\n switch costume to (コスチューム3 v)\n set size to (100) %\n switch costume to (rey_1x3 v)\n end\nend\nif <(ID) = [3]> then\n switch costume to (コスチューム3 v)\n set size to (150) %\n switch costume to (rey_1x4 v)\n go to x: (0) y: (400)\n switch costume to (コスチューム3 v)\n set size to (100) %\n switch costume to (rey_1x4 v)\n repeat (50)\n switch costume to (コスチューム3 v)\n set size to (150) %\n switch costume to (rey_1x4 v)\n change y by (((0) - (y position)) / (8))\n switch costume to (コスチューム3 v)\n set size to (100) %\n switch costume to (rey_1x4 v)\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(ID) = [4]> then\n go to [front v] layer\n switch costume to (logo2 v)\n set size to (100) %\n point in direction (-90)\n go to x: (0) y: (0)\n repeat until <(timer) > [1]>\n turn right (((90) - (direction)) / (4)) degrees\n change size by (((200) - (size)) / (4))\n end\n set size to (300) %\n point in direction (105)\n repeat (30)\n change y by (((-20) - (y position)) / (3))\n turn right (((90) - (direction)) / (4)) degrees\n change size by (((200) - (size)) / (4))\n end\n switch costume to (logo v)\n forever\n turn right (((90) - (direction)) / (4)) degrees\n change size by (((200) - (size)) / (4))\n end\nend\n\ngo [forward v] (1) layers\n\nwhen I start as a clone\nif <(ID) = [5]> then\n go to [front v] layer\n switch costume to (logo3 v)\n set size to (100) %\n point in direction (-90)\n go to x: (0) y: (0)\n repeat (30)\n change y by (((60) - (y position)) / (3))\n turn right (((90) - (direction)) / (4)) degrees\n change size by (((200) - (size)) / (4))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [府ら修]> then\n go to [front v] layer\n switch costume to (府ら修 v)\n set size to (100) %\n go to x: (0) y: (0)\n point in direction (90)\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(ID) = [4]> then\n wait until <(timer) > [2.25]>\n set size to (300) %\n point in direction (75)\n wait until <(timer) > [3.05]>\n set size to (300) %\n point in direction (105)\n wait until <(timer) > [3.45]>\n set size to (300) %\n point in direction (75)\n wait until <(timer) > [4.25]>\n switch costume to (コスチューム4 v)\n go to x: (0) y: (0)\n set size to (300) %\n point in direction (105)\n wait until <(timer) > [5.05]>\n set size to (300) %\n point in direction (75)\n wait until <(timer) > [5.44]>\n set size to (300) %\n point in direction (105)\n wait until <(timer) > [6.02]>\n set size to (300) %\n point in direction (75)\n wait until <(timer) > [6.25]>\n set size to (300) %\n point in direction (105)\n wait until <(timer) > [6.65]>\n set size to (300) %\n point in direction (75)\n wait until <(timer) > [7.46]>\n set size to (300) %\n point in direction (105)\nend\n\nwhen I start as a clone\nif <not <(ID) = [府ら修]>> then\n wait until <(timer) > [7.46]>\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(timer) > [9.5]>\nstop [this script v]\n\nwhen I receive [+1 v]\nforever\n クローン [簡易3D表示用] [1]\nend\n\nwhen I receive [+1 v]\nwait (0.3) seconds\nクローン [4] [1]\nwait (0.7) seconds\nクローン [5] [1]\nクローン [府ら修] [1]\n\nwhen I receive [+1 v]\nreset timer\nwait until <(timer) > [2.25]>\nクローン [府ら修] [1]\nwait until <(timer) > [3.05]>\nクローン [府ら修] [1]\nwait until <(timer) > [4.25]>\nクローン [府ら修] [1]\nwait until <(timer) > [5.44]>\nクローン [府ら修] [1]\nwait until <(timer) > [6.72]>\nクローン [府ら修] [1]\nwait until <(timer) > [7.46]>\nクローン [府ら修] [1]\n\nwhen I receive [+1 v]\nhide\nstart sound [Julian Calor - Monster \(feat6 v]\nクローン [1] [1]\nwait (0) seconds\nクローン [2] [1]\nwait (0) seconds\nクローン [3] [1]\nwait (0) seconds\nクローン [1] [1]\n\nwait (10) seconds\nhide\ndelete this clone\n\n@スプライト2\n\nwhen flag clicked\nset [アウトロ v] to [0]\nshow list [プロジェクト1 v]\nshow list [プロジェクト2 v]\nhide\nwait (10) seconds\nforever\n set [アウトロ v] to [1]\n reset timer\nend\n\nrepeat (2)\n\nwhen I receive [アウトロ v]\ndelete all of [プロジェクト1 v]\ndelete all of [プロジェクト2 v]\nadd [360° platformer] to [プロジェクト1 v]\nadd [https://scratch.mit.edu/projects/487773285/] to [プロジェクト1 v]\nadd [シャトルラン platformer] to [プロジェクト2 v]\nadd [https://scratch.mit.edu/projects/491000974/] to [プロジェクト2 v]\ngo to x: (0) y: (0)\nwait (0.1) seconds\nset size to (100) %\nstart sound [Time Lapse v]\nshow\nset x to (485)\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\nset x to (-485)\nrepeat (123)\n change x by (4)\nend\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nswitch costume to (thank you for watching v)\nset size to (0) %\nrepeat (100)\n change size by (1)\nend\ncreate clone of (_myself_ v)\nwait (4) seconds\ngo to x: (0) y: (0)\nhide\nshow\nswitch costume to (7278_ade1d45b72b570ce1045dae13f2ace6b v)\ncreate clone of (_myself_ v)\nswitch costume to (ba96a9b0dc5d3c071c5df29d329106df \(1\) v)\ncreate clone of (_myself_ v)\nswitch costume to (スクリーンショット 2021-02-20 124326 v)\ncreate clone of (_myself_ v)\nswitch costume to (スクリーンショット 2021-02-23 141713 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set x to (485)\n repeat (123)\n change x by (-4)\n end\nend\nif <(costume [number v]) = [3]> then\n repeat (100)\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n end\n hide\nend\nif <(costume [number v]) = [4]> then\n forever\n glide (1) secs to x: (0) y: (10)\n wait (0.01) seconds\n glide (1) secs to x: (0) y: (-10)\n end\nend\nforever\n if <touching (mouse-pointer v)?> then\n if <(costume [number v]) = [6]> then\n hide list [プロジェクト1 v]\n else\n show list [プロジェクト1 v]\n end\n if <(costume [number v]) = [7]> then\n hide list [プロジェクト2 v]\n else\n show list [プロジェクト2 v]\n end\n end\nend\n\nshow list [プロジェクト1 v]\n\nwhen [timer v] > (0.01)\nif <(アウトロ) = [1]> then\n broadcast (アウトロ v)\nend\n\n | プロジェクト大会で優勝した作品です!\n\n360° platformer プラットフォーマー \n次のステージに行くには旗の上に乗ってください\n\n久しぶりのプラットフォーマーです!\n冬をイメージして作りました!\n矢印キーで操作⌨\nLEVELは2つあります。\n♡と☆、フォローお願いします!!\n\n2021年2月25日 傾向2ページ目\n2021年2月26日 傾向3ページ目 |
Plain/草原 [Platformer] | @Stage\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nset [スピード v] to [0]\nset [ジャンプ v] to [0]\ngo to x: (-200) y: (0)\nforever\n switch costume to (1 v)\n if <(リセット) = [0]> then\n change [ジャンプ v] by (-0.8)\n change y by (ジャンプ)\n if <touching (stage v)?> then\n change y by ((ジャンプ) * (-1))\n set [ジャンプ v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [ジャンプ v] to [10]\n start sound [ジャンプ v]\n end\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n switch costume to (2 v)\n change [スピード v] by (0.65)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n switch costume to (3 v)\n change [スピード v] by (-0.65)\n end\n set [スピード v] to ((スピード) * (0.9))\n change x by (スピード)\n if <touching (stage v)?> then\n change x by ((スピード) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [ジャンプ v] to [10]\n start sound [ジャンプ v]\n if <[0] < (スピード)> then\n set [スピード v] to [-5]\n else\n set [スピード v] to [5]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <[220] < (x position)> then\n broadcast (次 v)\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n リセット\n end\nend\n\nwhen flag clicked\nset [リセット v] to [0]\nset [ghost v] effect to (0)\nforever\n if <<(y position) < [-150]> or <touching (magma v)?>> then\n set [リセット v] to [1]\n start sound [タヒぬ v]\n change y by (8)\n set [ジャンプ v] to [8]\n repeat until <(y position) < [-170]>\n change y by (ジャンプ)\n change [ジャンプ v] by (-0.5)\n turn right (3.5) degrees\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n point in direction (90)\n リセット\n end\nend\n\ndefine リセット\nset [リセット v] to [0]\nset [ジャンプ v] to [0]\ngo to x: (-200) y: (0)\nchange [スピード v] by (0.3)\nchange [ジャンプ v] by (-0.8)\nchange y by (ジャンプ)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [player v]\nリセット\n\n@Stage\n\nwhen flag clicked\nshow\nswitch costume to (stage1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [次 v]\ngo to [front v] layer\nnext costume\n\n@magma\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (stage1 v)\ngo to x: (0) y: (0)\nset [上下 v] to [0]\nforever\n repeat (30)\n go [forward v] (2) layers\n change [上下 v] by (-0.05)\n set [上下 v] to ((上下) * (0.9))\n change y by (上下)\n end\n repeat (30)\n go [forward v] (2) layers\n change [上下 v] by (0.05)\n set [上下 v] to ((上下) * (0.9))\n change y by (上下)\n end\n go [forward v] (2) layers\nend\n\nwhen I receive [次 v]\ngo to [back v] layer\nnext costume\n\n@light\n\nwhen flag clicked\nswitch costume to (stage1 v)\nforever\n go to (magma v)\nend\n\nwhen I receive [次 v]\ngo to [back v] layer\nnext costume\n\n@clowd\n\nwhen I start as a clone\nset [ghost v] effect to (50)\ngo to [back v] layer\nshow\nif <(乱数) = [1]> then\n glide (pick random (4) to (8)) secs to x: (-300) y: (y position)\nelse\n glide (pick random (4) to (8)) secs to x: (300) y: (y position)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n set [乱数 v] to (pick random (1) to (2))\n if <(乱数) = [1]> then\n go to x: (250) y: (pick random (50) to (120))\n else\n go to x: (-250) y: (pick random (50) to (120))\n end\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (2) to (4)) seconds\nend\n\n@sun\n\nwhen flag clicked\nswitch costume to (sun v)\nset size to (85) %\nforever\n go [backward v] (100) layers\n change size by (([sin v] of ((タイマー) * (200)) ) * (1))\nend\n\nwhen flag clicked\nset [タイマー v] to [0]\nforever\n change [タイマー v] by ((1) / (30))\nend\n\n@music\n\nwhen flag clicked\nforever\n play sound [musics v] until done\nend\n\nwhen flag clicked\nset size to (70) %\nset volume to (100) %\nswitch costume to ( v)\ngo to x: (-100) y: (155)\nforever\n change size by (([sin v] of ((タイマー) * (300)) ) * (0.8))\nend\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n repeat until <(volume) = [0]>\n change volume by (-3)\n switch costume to (ミュート v)\n end\nelse\n repeat until <(volume) = [100]>\n change volume by (3)\n switch costume to ( v)\n end\nend\n\n@skip\n\nwhen flag clicked\nswitch costume to (skip v)\nforever\n change size by (([sin v] of ((タイマー) * (300)) ) * (0.8))\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\nshow\nset [ghost v] effect to (100)\nset size to (70) %\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nrepeat until <([costume # v] of [stage v]) = [8]>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-15)\n else\n set [brightness v] effect to (0)\n end\nend\nhide\n\nwhen this sprite clicked\nif <(リセット) = [0]> then\n broadcast (Player v)\n broadcast (次 v)\nend\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nswitch costume to (サムネ v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n | 草原のPlatformerを作ってみました!\nサムネ頑張って作りました\n❤️と⭐️を押してくれると嬉しいです!\n\nーーー操作方法 / How to playーーー\n <PC>\n矢印キーで移動 / left,right keys to move\n上キーでジャンプ / app keys to jump\n\n <スマホ・タブレット / mobile |tablet>\n左側、右側タップで移動 / tap left | right move\n上側をタップで移動 / Tap the top to jump |
Space Platformer v1 | @Stage\n\n@Sprite1\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\n@Sprite2\n\nwhen flag clicked\nforever\n platform ;gravity [-.7] jump height; [13.5] side movement speed [2] friction [.859759829] slope; [8]\nend\n\ndefine platform ;gravity (gravity) jump height; (jump height) side movement speed (side movement ) friction (friction) slope; (slope)\nswitch costume to (the thing3 v)\nchange [y v v] by (gravity)\nchange y by (Y v)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y v) ) / (Y v)) * (-1))\n end\n set [y v v] to (<<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> and <(([abs v] of (Y v) ) / (Y v)) = [-1]>> * (jump height))\nend\nset [x v v] to (((X v) + (((<<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>> * (side movement )) * (-1)) + (<<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> * (side movement )))) * (friction))\nchange x by (X v)\nset [slope v] to [0]\nrepeat until <<(slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X v) ) / (X v)) * (-1))\n end\nend\nchange [scroll yyyy v] by ((y position) * (-1))\nchange [scroll x v] by ((x position) * (-1))\ngo to x: (0) y: (0)\nswitch costume to (the thing2 v)\n\nwhen flag clicked\nforever\n create clone of (sprite3 v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n play sound [Sub Urban - Cradles \[OFFICIAL MUSIC VIDEO\] \(4\) v] until done\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <mouse down?> then\n point towards (mouse-pointer v)\n end\nend\n\n@level\n\nwhen flag clicked\nset [scroll x v] to [0]\nset [scroll yyyy v] to [0]\nforever\n go to x: (scroll x) y: (scroll yyyy)\n if <key (r v) pressed?> then\n set [scroll x v] to [0]\n set [scroll yyyy v] to [0]\n end\nend\n\n@Sprite3\n\nwhen I start as a clone\nrepeat (15)\n glide (0.6) secs to x: (scroll x) y: (scroll yyyy)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\nend\n\n | NOT COMPLETE DONT ASK WHY I AM LAZY |
Mars Mission-A platformer | @Stage\n\nwhen flag clicked\nhide variable [☁ by v]\nclear graphic effects\nwait (5) seconds\nrepeat (100)\n change [brightness v] effect by (-1)\nend\nbroadcast (Bla bla v)\nset [brightness v] effect to (0)\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (logo v)\nhide\nhide variable [deaths v]\nhide variable [level v]\nhide variable [☁ best time v]\nhide variable [time v]\n\nwhen I receive [start v]\nset [deaths v] to [0]\nset [level v] to [1]\nset rotation style [left-right v]\nshow\nswitch costume to (costume1 v)\nswitch backdrop to (arrière plan1 v)\ngo to [front v] layer\nclear graphic effects\ngo to x: (-216) y: (-2)\nforever\n if <key (right arrow v) pressed?> then\n change [pour aller de gauche a droite v] by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [pour aller de gauche a droite v] by (-1)\n point in direction (-90)\n end\n set [pour aller de gauche a droite v] to ((Pour aller de Gauche a Droite) * (0.9))\n change x by (Pour aller de Gauche a Droite)\n if <touching (terrain v)?> then\n change y by (1)\n if <touching (terrain v)?> then\n change y by (1)\n if <touching (terrain v)?> then\n change y by (1)\n if <touching (terrain v)?> then\n change y by (1)\n end\n if <touching (terrain v)?> then\n change y by (1)\n end\n end\n end\n end\n if <touching (terrain v)?> then\n change x by ((Pour aller de Gauche a Droite) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Pour aller de Gauche a Droite) > [0]> then\n set [pour aller de gauche a droite v] to [-5]\n else\n set [pour aller de gauche a droite v] to [5]\n end\n set [pour aller de haut en bas v] to [10]\n else\n set [pour aller de haut en bas v] to [0]\n end\n end\n change [pour aller de haut en bas v] by (-1)\n change y by (Pour aller de Haut en Bas)\n if <touching (terrain v)?> then\n change y by ((Pour aller de Haut en Bas) * (-1))\n set [pour aller de haut en bas v] to [0]\n end\n change y by (-1)\n if <touching (terrain v)?> then\n if <key (up arrow v) pressed?> then\n set [pour aller de haut en bas v] to [13]\n end\n end\n change y by (1)\n if <<touching (spike v)?> or <(y position) < [-170]>> then\n change [deaths v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-216) y: (-24)\n set [pour aller de gauche a droite v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <(x position) > [240]> then\n go to x: (-216) y: (-24)\n broadcast (Next v)\n change [level v] by (1)\n end\n if <(Level) = [17]> then\n go to x: (-216) y: (-1)\n repeat until <touching (terrain v)?>\n change y by (-6)\n end\n broadcast (End v)\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\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\nwhen I receive [start v]\nforever\n leap\nend\n\ndefine leap\nif <touching (jump v)?> then\n change [pour aller de haut en bas v] by (pick random (20) to (25))\nend\n\ndefine super leap\n\nif <touching (jump v)?> then\n if <key (up arrow v) pressed?> then\n change [pour aller de haut en bas v] by (5)\n end\nend\n\nwhen I receive [start v]\nreset timer\nshow variable [deaths v]\nshow variable [level v]\nshow variable [time v]\nshow variable [☁ best time v]\nrepeat until <(Level) = [17]>\n set [time v] to (timer)\nend\nif <(☁ Best Time) > (Time)> then\n set [☁ best time v] to (Time)\n set [☁ by v] to (username)\nend\n\nwhen I receive [end v]\nsay [Good Game !] for (2) seconds\nbroadcast (NASA v)\nsay [the probe arrives on Mars !] for (5) seconds\nsay [thanks for playing and congratulations for the NASA !] for (2) seconds\n\nwhen [space v] key pressed\n\nbroadcast (Start v)\n\nwhen I receive [bla bla v]\nset rotation style [left-right v]\nset [level v] to [1]\nset [deaths v] to [0]\nswitch costume to (costume1 v)\npoint in direction (90)\nshow\nswitch backdrop to (arrière plan1 v)\ngo to x: (-216) y: (-1)\nrepeat until <touching (terrain v)?>\n if <not <touching (terrain v)?>> then\n change y by (-6)\n end\nend\nsay [Hey, Scratcher !] for (4) seconds\nsay [Are you ready ?] for (4) seconds\nsay [ready to what ?] for (4) seconds\nsay [to pass all the obstacles...] for (4) seconds\nsay [Will you be able to do that?] for (4) seconds\nsay [that's what we're going to see...] for (4) seconds\nsay [Ok ! Let's go !] for (2) seconds\nbroadcast (variables v)\nbroadcast (Start v)\n\n@terrain\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [bla bla v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\n\n@Spike\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\n\n@jump\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\ngo to [back v] layer\n\nwhen I receive [next v]\nshow\nnext costume\n\nwhen I receive [bla bla v]\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\n\n@nasa-insignia-independent-verification-and-validation-facility-logo-clip-art-nasa-23a303501e4b27b60ac364bf09ac9684\n\nwhen flag clicked\ngo to x: (87) y: (37)\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\ngo to x: (87) y: (37)\nhide\ngo to [back v] layer\n\nwhen I receive [nasa v]\nshow\n\n | 6th trend ! thanks\nEnglish is lower↓\nFrançais-----\nFlèches directionnelles pour bouger\néviter les spikes !\n----------------\n\nEnglish-----\narrows keys to move\nAvoid spikes!\n----------------- |
New World A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Blank\n\n@New world\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\nforever\n switch costume to (costume1 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\nend\n\nwhen I receive [hide v]\nhide\n\n@Play\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch backdrop to (backdrop1 v)\nforever\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (HIDE v)\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\n\n@Ground\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop2 v)\nforever\n switch costume to (costume1 v)\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\ngo to x: (-195) y: (19)\ngo to [front v] layer\nshow\nforever\n change y by (y-vel)\n change [y-vel v] by (-1)\n change y by (-1)\n if <touching (levels v)?> then\n set [y-vel v] to ((y-vel) - ((y-vel) * (2)))\n set [y-vel v] to [0]\n if <key (up arrow v) pressed?> then\n set [y-vel v] to [12]\n end\n end\n change y by (1)\n if <key (left arrow v) pressed?> then\n switch costume to (costume1 v)\n change [x-vel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n change [x-vel v] by (1)\n end\n set [x-vel v] to ((x-vel) * (0.9))\n change x by (x-vel)\n if <touching (levels v)?> then\n change x by ((0) - (x-vel))\n end\nend\n\nwhen flag clicked\nset [x v] to (x position)\nset [y v] to (y position)\nforever\n if <touching (levels v)?> then\n go to x: (x) y: (y)\n else\n set [x v] to (x position)\n set [y v] to (y position)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <<touching (laser animation v)?> or <<touching (spike v)?> or <<touching (lava v)?> or <<touching (water v)?> or <<touching (up v)?> or <<touching (spikess v)?> or <<touching (spikes2 v)?> or <<touching (spikes3 v)?> or <<touching (spikes4 v)?> or <<touching (laser2 v)?> or <touching (laser 3 v)?>>>>>>>>>>>> then\n go to x: (-189) y: (15)\n end\n if <touching (flag v)?> then\n broadcast (NEXT LEVEL v)\n end\n if <touching (flag2 v)?> then\n broadcast (Level 3 v)\n end\n if <touching (flag4 v)?> then\n broadcast (level 4 v)\n end\n if <touching (flag3 v)?> then\n broadcast (level5 v)\n end\n if <touching (flag5 v)?> then\n broadcast (level6 v)\n end\n if <touching (flag6 v)?> then\n broadcast (level7 v)\n end\n if <touching (flag7 v)?> then\n broadcast (level8 v)\n end\n if <touching (flag8 v)?> then\n broadcast (level9 v)\n end\n if <touching (flag9 v)?> then\n broadcast (level12 v)\n end\n if <touching (flag10 v)?> then\n broadcast (level 10 v)\n end\nend\n\nwhen I receive [next level v]\nswitch costume to (costume2 v)\ngo to x: (-192) y: (26)\n\nwhen I receive [level 3 v]\nswitch costume to (costume2 v)\ngo to x: (-192) y: (26)\n\nwhen flag clicked\nforever\n play sound [Tobu & Itro - Sunburst v] until done\nend\n\nwhen I receive [level 4 v]\nswitch costume to (costume2 v)\ngo to x: (-192) y: (26)\n\nwhen I receive [level5 v]\nswitch costume to (costume2 v)\ngo to x: (-192) y: (26)\n\nwhen I receive [level6 v]\nswitch costume to (costume2 v)\ngo to x: (-192) y: (26)\n\nwhen I receive [level7 v]\nswitch costume to (costume2 v)\ngo to x: (-192) y: (26)\n\nwhen I receive [level8 v]\nswitch costume to (costume2 v)\ngo to x: (-192) y: (26)\n\nwhen I receive [level9 v]\nswitch costume to (costume2 v)\ngo to x: (-217) y: (45)\n\nwhen I receive [level 10 v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (-3)\n\nwhen I receive [level12 v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (-3)\n\nif <touching (flag10 v)?> then\n broadcast (level 10 v)\nend\n\n@Levels\n\nwhen I receive [hide v]\ngo to x: (36) y: (28)\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to x: (36) y: (28)\nshow\nswitch backdrop to (backdrop2 v)\nswitch costume to (costume2 v)\n\nwhen I receive [level 3 v]\nshow\nswitch backdrop to (backdrop2 v)\nswitch costume to (costume3 v)\n\nwhen I receive [level 4 v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop2 v)\nswitch costume to (costume4 v)\n\nwhen I receive [level5 v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop2 v)\nswitch costume to (costume5 v)\n\nwhen I receive [level6 v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop2 v)\nswitch costume to (costume6 v)\n\nwhen I receive [level7 v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop2 v)\nswitch costume to (costume7 v)\n\nwhen I receive [level8 v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop2 v)\nswitch costume to (costume8 v)\n\nwhen I receive [level9 v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop2 v)\nswitch costume to (costume9 v)\n\nwhen I receive [open v]\nshow\nswitch backdrop to (backdrop2 v)\nswitch costume to (costume10 v)\n\nwhen I receive [level 10 v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop2 v)\nswitch costume to (costume11 v)\n\nwhen I receive [level12 v]\nshow\nswitch backdrop to (backdrop2 v)\nswitch costume to (costume12 v)\n\nwhen I receive [open 2 v]\nshow\nswitch backdrop to (backdrop2 v)\nswitch costume to (costume13 v)\n\n@Laser Animation\n\nwhen I receive [hide v]\nshow\ngo to [front v] layer\nforever\n switch costume to (costume1 v)\n repeat (25)\n wait (0.03) seconds\n next costume\n end\n wait (2) seconds\n switch costume to (costume26 v)\n wait (0.03) seconds\n switch costume to (costume25 v)\n wait (0.03) seconds\n switch costume to (costume24 v)\n wait (0.03) seconds\n switch costume to (costume23 v)\n wait (0.03) seconds\n switch costume to (costume22 v)\n wait (0.03) seconds\n switch costume to (costume21 v)\n wait (0.03) seconds\n switch costume to (costume20 v)\n wait (0.03) seconds\n switch costume to (costume19 v)\n wait (0.03) seconds\n switch costume to (costume18 v)\n wait (0.03) seconds\n switch costume to (costume17 v)\n wait (0.03) seconds\n switch costume to (costume16 v)\n wait (0.03) seconds\n switch costume to (costume15 v)\n wait (0.03) seconds\n switch costume to (costume14 v)\n wait (0.03) seconds\n switch costume to (costume13 v)\n wait (0.03) seconds\n switch costume to (costume12 v)\n wait (0.03) seconds\n switch costume to (costume11 v)\n wait (0.03) seconds\n switch costume to (costume10 v)\n wait (0.03) seconds\n switch costume to (costume9 v)\n wait (0.03) seconds\n switch costume to (costume8 v)\n wait (0.03) seconds\n switch costume to (costume7 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nhide\n\n@Flag\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\nshow\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 10 v]\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nshow\nforever\n switch costume to (costume1 v)\n wait (0.3) seconds\n repeat (12)\n next costume\n wait (0.03) seconds\n end\n wait (0.03) seconds\n switch costume to (costume13 v)\n wait (0.03) seconds\n switch costume to (costume12 v)\n wait (0.03) seconds\n switch costume to (costume11 v)\n wait (0.03) seconds\n switch costume to (costume10 v)\n wait (0.03) seconds\n switch costume to (costume9 v)\n wait (0.03) seconds\n switch costume to (costume8 v)\n wait (0.03) seconds\n switch costume to (costume7 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.3) seconds\nend\n\nwhen I receive [level 3 v]\nhide\n\nwhen I receive [level 10 v]\nhide\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [level 3 v]\nshow\ngo to [front v] layer\nforever\n switch costume to (costume1 v)\n wait (0.3) seconds\n wait (0.4) seconds\n repeat (18)\n wait (0.03) seconds\n next costume\n end\n wait (0.3) seconds\n switch costume to (costume19 v)\n wait (0.03) seconds\n switch costume to (costume18 v)\n wait (0.03) seconds\n switch costume to (costume17 v)\n wait (0.03) seconds\n switch costume to (costume16 v)\n wait (0.03) seconds\n switch costume to (costume15 v)\n wait (0.03) seconds\n switch costume to (costume14 v)\n wait (0.03) seconds\n switch costume to (costume13 v)\n wait (0.03) seconds\n switch costume to (costume12 v)\n wait (0.03) seconds\n switch costume to (costume11 v)\n wait (0.03) seconds\n switch costume to (costume10 v)\n wait (0.03) seconds\n switch costume to (costume9 v)\n wait (0.03) seconds\n switch costume to (costume8 v)\n wait (0.03) seconds\n switch costume to (costume7 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen I receive [level 4 v]\nhide\n\n@Flag2\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to x: (36) y: (28)\nshow\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 10 v]\nhide\n\n@spike\n\nwhen I receive [level 4 v]\nshow\ngo to [front v] layer\nforever\n switch costume to (costume1 v)\n repeat (9)\n wait (0.03) seconds\n next costume\n end\n wait (3) seconds\n switch costume to (costume10 v)\n wait (0.03) seconds\n switch costume to (costume9 v)\n wait (0.03) seconds\n switch costume to (costume8 v)\n wait (0.03) seconds\n switch costume to (costume7 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level5 v]\nhide\n\n@Flag3\n\nwhen flag clicked\nhide\n\nwhen I receive [level 4 v]\ngo to x: (46) y: (182)\nshow\n\nwhen I receive [level5 v]\nhide\n\nwhen I receive [level 10 v]\nhide\n\n@Flag4\n\nwhen flag clicked\nhide\n\nwhen I receive [level 3 v]\ngo to x: (36) y: (28)\nshow\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 10 v]\nhide\n\n@Flag5\n\nwhen flag clicked\nhide\n\nwhen I receive [level5 v]\ngo to x: (64) y: (28)\nshow\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 10 v]\nhide\n\n@water\n\nwhen I receive [level5 v]\nshow\ngo to [back v] layer\nforever\n switch costume to (costume1 v)\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n switch costume to (costume5 v)\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level6 v]\nhide\n\n@up\n\nwhen I receive [level6 v]\nshow\ngo to [front v] layer\nforever\n switch costume to (costume2 v)\n wait (0.03) seconds\n go to x: (38) y: (-90)\n switch costume to (costume1 v)\n wait (0.03) seconds\n glide (1) secs to x: (38) y: (-355)\n glide (1) secs to x: (38) y: (-10)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.9) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level7 v]\nhide\n\nwhen I receive [level 10 v]\nhide\n\n@spikess\n\nwhen I receive [level8 v]\ngo to [front v] layer\nshow\nforever\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level9 v]\nhide\n\nwhen I receive [level 10 v]\nhide\n\n@spikes2\n\nwhen I receive [level9 v]\nshow\ngo to [front v] layer\nforever\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10 v]\nhide\n\nwhen I receive [level12 v]\nhide\n\n@Key\n\nwhen I receive [level9 v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n wait (0.03) seconds\n switch costume to (costume2 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (open v) and wait\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level12 v]\nhide\n\nwhen I receive [level 10 v]\nhide\n\n@Flag6\n\nwhen flag clicked\nhide\n\nwhen I receive [level6 v]\ngo to x: (64) y: (28)\nshow\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 10 v]\nhide\n\n@Flag7\n\nwhen flag clicked\nhide\n\nwhen I receive [level7 v]\ngo to x: (64) y: (28)\nshow\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 10 v]\nhide\n\n@Flag8\n\nwhen flag clicked\nhide\n\nwhen I receive [level8 v]\ngo to x: (64) y: (28)\nshow\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 10 v]\nhide\n\n@Flag9\n\nwhen flag clicked\nhide\n\nwhen I receive [level9 v]\ngo to x: (64) y: (28)\nshow\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 10 v]\nhide\n\n@spikes3\n\nwhen I receive [level7 v]\nshow\ngo to [front v] layer\nforever\n wait (2) seconds\n switch costume to (costume1 v)\n repeat (10)\n wait (0.03) seconds\n next costume\n end\n wait (0.2) seconds\n switch costume to (costume11 v)\n wait (0.03) seconds\n switch costume to (costume10 v)\n wait (0.03) seconds\n switch costume to (costume9 v)\n wait (0.03) seconds\n switch costume to (costume8 v)\n wait (0.03) seconds\n switch costume to (costume7 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level8 v]\nhide\n\nwhen I receive [level 10 v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (.1)\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nhide\n\n@Spikes4\n\nwhen I receive [level12 v]\nshow\ngo to [front v] layer\nforever\n switch costume to (costume1 v)\n repeat (11)\n next costume\n wait (0.03) seconds\n end\n wait (0.1) seconds\n switch costume to (costume12 v)\n wait (0.03) seconds\n switch costume to (costume11 v)\n wait (0.03) seconds\n switch costume to (costume10 v)\n wait (0.03) seconds\n switch costume to (costume9 v)\n wait (0.03) seconds\n switch costume to (costume8 v)\n wait (0.03) seconds\n switch costume to (costume7 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10 v]\nhide\n\n@Key 2\n\nwhen I receive [level12 v]\nshow\ngo to [front v] layer\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n wait (0.03) seconds\n switch costume to (costume2 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (open 2 v) and wait\n end\nend\n\nwhen I receive [level 10 v]\nhide\n\nwhen flag clicked\nhide\n\n@Flag10\n\nwhen flag clicked\nhide\n\nwhen I receive [level12 v]\ngo to x: (64) y: (28)\nshow\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 10 v]\nhide\n\n@Laser2\n\nwhen I receive [level12 v]\nshow\ngo to [front v] layer\nforever\n wait (1) seconds\n switch costume to (costume1 v)\n repeat (8)\n next costume\n wait (0.03) seconds\n end\n wait (1) seconds\n switch costume to (costume9 v)\n wait (0.03) seconds\n switch costume to (costume8 v)\n wait (0.03) seconds\n switch costume to (costume7 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (2) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10 v]\nhide\n\n@Laser 3\n\nwhen flag clicked\nhide\n\nwhen I receive [level12 v]\nshow\ngo to [front v] layer\nforever\n wait (1) seconds\n switch costume to (costume1 v)\n repeat (10)\n wait (0.03) seconds\n next costume\n end\n wait (1) seconds\n switch costume to (costume11 v)\n wait (0.03) seconds\n switch costume to (costume10 v)\n wait (0.03) seconds\n switch costume to (costume9 v)\n wait (0.03) seconds\n switch costume to (costume8 v)\n wait (0.03) seconds\n switch costume to (costume7 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (2) seconds\nend\n\nwhen I receive [level 10 v]\nhide\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\nshow\ngo to [front v] layer\ngo to x: (274) y: (-31)\nforever\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n end\nend\n\nwhen this sprite clicked\nshow\ngo to [front v] layer\nbroadcast (NEXT LEVEL v)\n\n@Skip2\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nshow\ngo to [front v] layer\ngo to x: (274) y: (-31)\nforever\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n end\nend\n\nwhen this sprite clicked\nshow\ngo to [front v] layer\nbroadcast (Level 3 v)\n\n@Skip3\n\nwhen flag clicked\nhide\n\nwhen I receive [level 3 v]\nshow\ngo to [front v] layer\ngo to x: (274) y: (-31)\nforever\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n end\nend\n\ngo to x: (274) y: (-31)\n\nwhen this sprite clicked\nshow\ngo to [front v] layer\nbroadcast (level 4 v)\n\n@Skip4\n\nwhen flag clicked\nhide\n\nwhen I receive [level 4 v]\nshow\ngo to [front v] layer\ngo to x: (274) y: (-31)\nforever\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n end\nend\n\nwhen this sprite clicked\nshow\ngo to [front v] layer\nbroadcast (level5 v)\n\ngo to x: (274) y: (-31)\n\n@Skip5\n\nwhen flag clicked\nhide\n\nwhen I receive [level5 v]\nshow\ngo to [front v] layer\ngo to x: (274) y: (-31)\nforever\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n end\nend\n\nwhen this sprite clicked\nshow\ngo to [front v] layer\nbroadcast (level6 v)\n\ngo to x: (274) y: (-31)\n\n@Skip6\n\nwhen flag clicked\nhide\n\nwhen I receive [level6 v]\nshow\ngo to [front v] layer\ngo to x: (274) y: (-31)\nforever\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n end\nend\n\nwhen this sprite clicked\nshow\ngo to [front v] layer\nbroadcast (level7 v)\n\ngo to x: (274) y: (-31)\n\n@Skip7\n\nwhen flag clicked\nhide\n\nwhen I receive [level7 v]\nshow\ngo to [front v] layer\ngo to x: (274) y: (-31)\nforever\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n end\nend\n\nwhen this sprite clicked\nshow\ngo to [front v] layer\nbroadcast (level8 v)\n\ngo to x: (274) y: (-31)\n\n@Skip8\n\nwhen flag clicked\nhide\n\nwhen I receive [level8 v]\nshow\ngo to [front v] layer\ngo to x: (274) y: (-31)\nforever\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n end\nend\n\nwhen this sprite clicked\nshow\ngo to [front v] layer\nbroadcast (level9 v)\n\ngo to x: (274) y: (-31)\n\n@Skip9\n\nwhen flag clicked\nhide\n\nwhen I receive [level9 v]\nshow\ngo to [front v] layer\ngo to x: (274) y: (-31)\nforever\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n end\nend\n\nwhen this sprite clicked\nshow\ngo to [front v] layer\nbroadcast (level12 v)\n\ngo to x: (274) y: (-31)\n\n@Skip10\n\nwhen flag clicked\nhide\n\nwhen I receive [level12 v]\nshow\ngo to [front v] layer\ngo to x: (274) y: (-31)\nforever\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n end\nend\n\nwhen this sprite clicked\nshow\ngo to [front v] layer\nbroadcast (level 10 v)\n\ngo to x: (274) y: (-31)\n\n | Spam flag a platformer, fullscreen recommended\n\narrow keys to move, up arrow to jump\n\nTry to avoid obstacles\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n |
Among Us || 360 Platformer #all #amongus #games #platformers | @Stage\n\nwhen flag clicked\nforever\n play sound [1234 v] until done\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [favorite v] to [0]\nset [love v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(Love) = [1]> and <(Favorite) = [1]>>\nwait (1) seconds\nbroadcast (Message v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [love v] to [0]\n switch costume to (3 v)\n forever\n set [loved? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [love v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (3 v)\n set [favorite v] to [0]\n forever\n set [favorite? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [favorite v] to [1]\n end\n end\nend\n\n@player\n\nwhen flag clicked\ngo to x: (0) y: (-1)\nhide\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n change y by (-5)\n if <touching color (#f4ff03)?> then\n set [y vel v] to [-20]\n end\n if <touching color (#a4a4a4)?> then\n broadcast (respawn v)\n end\n if <touching color (#a4a4a4)?> then\n broadcast (respawn v)\n end\n if <touching color (#ff0000)?> then\n broadcast (lvl2 v)\n set [lvl v] to [2]\n end\n if <touching color (#1f7600)?> then\n broadcast (Win v)\n stop [other scripts in sprite v]\n end\n if <touching (spikes v)?> then\n broadcast (respawn v)\n end\n change y by (5)\nend\n\nwhen I receive [green flag v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nhide\nbroadcast (Green flag v)\n\n@Platform\n\ndefine SET HACK SIZE TO (number or text)\nswitch costume to (size hack v)\nset size to (number or text) %\nswitch costume to (costume1 v)\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nstop all sounds\nplay sound [Sunshine v] until done\n\nwhen I receive [green flag v]\ngo to [front v] layer\nshow\nbroadcast (respawn v)\nSET HACK SIZE TO [200]\nforever\n change [y vel v] by (1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [d vel v] by (-0.2)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [d vel v] by (0.2)\n end\n set [d vel v] to ((d vel) * (0.8))\n turn right (d vel) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (4)\n turn right ((d vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (player v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nplay sound [Sunshine v] until done\n\nwhen I receive [win v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nstop all sounds\nplay sound [Sunshine v] until done\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nplay sound [Sunshine v] until done\n\nwhen flag clicked\nforever\n if <(lvl) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [lvl2 v]\nswitch costume to (costume2 v)\nset [d vel v] to [0]\nset [y vel v] to [0]\nbroadcast (respawn v)\n\n | AMONG US A 360 PLATFORMER\n\nThis is also mobile friendly.\nLet's get this on trending!!! \nPls like and fav!\nArrow keys to move.\nJump over spikes.\nBounce high on the trampolines.\nGet to red to win!\n\nTAGS:\n#games #fun #all #trentontnt #amongus #art #code #platformer |
Speedrun Platformer - A Scratch competition for all Scratchers! | @Stage\n\n@this reduces lag\n\n@back ground\n\nwhen I receive [play v]\nforever\n go to x: ((ScrollX) / (-5)) y: (0)\nend\n\nwhen flag clicked\n\nwhen I receive [play clicked v]\nforever\n wait until <(level #) = [1]>\n switch costume to (costume2 v)\n set size to (600) %\n switch costume to (costume1 v)\n wait until <(level #) = [2]>\n switch costume to (costume2 v)\n set size to (300) %\n switch costume to (costume3 v)\nend\n\nwhen flag clicked\nclear graphic effects\nset [britness v] to [0]\nset [set b to 0 v] to [1]\nwait (1) seconds\nset [set b to 0 v] to [0]\n\nwhen I receive [q r v]\nclear graphic effects\nset [britness v] to [0]\nset [set b to 0 v] to [1]\nwait (1) seconds\nset [set b to 0 v] to [0]\n\nwhen I receive [back to the menu v]\nclear graphic effects\nset [britness v] to [0]\nset [set b to 0 v] to [1]\nwait (1) seconds\nset [set b to 0 v] to [0]\n\nwhen I receive [eliminated v]\nclear graphic effects\nset [britness v] to [0]\nset [set b to 0 v] to [1]\nwait (1) seconds\nset [set b to 0 v] to [0]\n\nwhen I receive [level 2 started v]\nclear graphic effects\nset [britness v] to [0]\nset [set b to 0 v] to [1]\nwait (1) seconds\nset [set b to 0 v] to [0]\n\nwhen I receive [0 v]\nclear graphic effects\nset [britness v] to [0]\nset [set b to 0 v] to [1]\nwait (1) seconds\nset [set b to 0 v] to [0]\n\nwhen I receive [play clicked v]\nclear graphic effects\nset [britness v] to [0]\nset [set b to 0 v] to [1]\nwait (1) seconds\nset [set b to 0 v] to [0]\n\nwhen I receive [set up play v]\nclear graphic effects\nset [britness v] to [0]\nset [set b to 0 v] to [1]\nwait (1) seconds\nset [set b to 0 v] to [0]\n\nwhen flag clicked\nforever\n if <(level #) = [1]> then\n if <(ScrollX) > [4669]> then\n set [checkpoint x v] to [4669]\n else\n set [checkpoint x v] to [0]\n end\n end\n if <(level #) = [2]> then\n if <(ScrollX) > [5250]> then\n set [checkpoint x v] to [5250]\n else\n set [checkpoint x v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<[7000] < (ScrollX)> and <(level #) = [2]>> then\n if <(britness) > [-60]> then\n wait (0.1) seconds\n repeat until <<(britness) < [-59]> or <(ScrollX) < [5500]>>\n if <(set b to 0) = [1]> then\n set [britness v] to [0]\n set [brightness v] effect to (britness)\n clear graphic effects\n else\n change [britness v] by (-1)\n set [brightness v] effect to (britness)\n end\n end\n end\n else\n if <[0] > (britness)> then\n wait (0.1) seconds\n repeat until <[-1] < (britness)>\n if <(set b to 0) = [1]> then\n set [britness v] to [0]\n set [brightness v] effect to (britness)\n clear graphic effects\n else\n change [britness v] by (1)\n set [brightness v] effect to (britness)\n end\n end\n end\n end\nend\n\n@Level ART\n\nstop [other scripts in sprite v]\n\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\ndefine Create\nrepeat (32)\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\n if <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (1 v)\nCreate\nhide\n\nwhen I start as a clone\nwait until <(level #) = [2]>\nforever\n wait until <(level #) = [2]>\n switch costume to ((costume [number v]) + (33))\n wait until <(level #) = [1]>\n switch costume to ((costume [number v]) + (-33))\nend\n\n@Level HITBOX\n\ndefine Find Costume Number\n\nwhen I start as a clone\nwait until <(level #) = [2]>\nforever\n wait until <(level #) = [2]>\n switch costume to ((costume [number v]) + (33))\n wait until <(level #) = [1]>\n switch costume to ((costume [number v]) + (-33))\nend\n\nwait until <(level #) = [2]>\nswitch costume to ((costume [number v]) + (33))\n\nwhen flag clicked\nhide\n\ndefine Create\nwait (2) seconds\nset [level_x v] to [0]\nrepeat (32)\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\n if <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\nwait (0) seconds\ngo to x: (0) y: (0)\n\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nwhen I start as a clone\n\n@Player\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (level hitbox v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (s)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level hitbox v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (s))\n change y by ((0) - (slope))\n set [s v] to [5]\nend\nchange [frame v] by (0.5)\nif <(s) < (max speed)> then\n change [s v] by (speed acceleration)\nend\nif <((max speed) + (0.2)) < (s)> then\n change [s v] by (-0.1)\nend\n\ndefine Set Costume\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <(falling?) < [6]>> then\n if <(s) = [5]> then\n switch costume to (crouch v)\n else\n switch costume to (slide v)\n end\nelse\n if <(falling?) < [6]> then\n if <<(frame) = [0]> or <(s) = [5.2]>> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((running frames) mod (5))) )\n end\n else\n if <(long jumping) = [1]> then\n switch costume to ([floor v] of ((11) + ((flip frames) mod (17))) )\n else\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\n end\n end\nend\n\ndefine Griffpatch Platforming Engine (speed)\nif <(I can see the character) = [1]> then\n if <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n switch costume to (hitbox y v)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n switch costume to (hitbox x v)\n if <touching color (#ff40e8)?> then\n go to x: (0) y: (-80)\n point in direction (90)\n set [scrollx v] to (checkpoint x)\n set [speed y v] to [0]\n broadcast (eliminated v)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n slide left [-90]\n else\n walk left [-90]\n set [slinding? v] to [0]\n end\n else\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n slide [90]\n else\n Walk (90) (s)\n set [slinding? v] to [0]\n end\n else\n set [s v] to [5]\n set [frame v] to [0]\n set [slide speed v] to [0]\n set [slinding? v] to [0]\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(long jump possible?) = [1]>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [jump v]\n set [speed y v] to [20]\n set [falling? v] to [6]\n set [jump key v] to [1]\n else\n set [jump key v] to [0]\n end\n else\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [jump v]\n set [speed y v] to [14]\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 end\n if <(y position) < [-180]> then\n start sound [fall v]\n go to x: (0) y: (-80)\n point in direction (90)\n set [scrollx v] to (checkpoint x)\n set [speed y v] to [0]\n broadcast (eliminated v)\n end\n Set Costume\n Scrolling Blocks\nend\n\ndefine Reset Player\nshow\nset size to (35) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (-105)\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [scrollx v] to [0]\nhide\n\ndefine Scrolling Blocks\nchange [scrollx v] by (x position)\nset x to (0)\n\nwhen I receive [setup v]\nReset Player\n\ndefine Quick Scroll\nif <key (right arrow v) pressed?> then\n change [scrollx v] by (100)\nend\nif <key (left arrow v) pressed?> then\n change [scrollx v] by (-100)\nend\n\ndefine walk left (number or text)\npoint in direction (number or text)\nchange x by ((s) * (-1))\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level hitbox v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by (s)\n change y by ((0) - (slope))\n set [s v] to [5]\nend\nchange [frame v] by (0.5)\nif <(s) < (max speed)> then\n change [s v] by (speed acceleration)\nend\nif <((max speed) + (0.2)) < (s)> then\n change [s v] by (-0.1)\nend\n\ndefine slide (ok)\nset [slinding? v] to [1]\npoint in direction (ok)\nchange x by (s)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level hitbox v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (s))\n change y by ((0) - (slope))\nend\nif <[6] > (falling?)> then\n if <(slide speed) < [30]> then\n change [slide speed v] by (0.7)\n end\n if <(s) > [2]> then\n set [s v] to ((20) - ((slide speed) / (2)))\n end\nend\n\ndefine slide left (ok)\nset [slinding? v] to [1]\npoint in direction (ok)\nchange x by ((s) * (-1))\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level hitbox v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by (s)\n change y by ((0) - (slope))\nend\nif <[6] > (falling?)> then\n if <(slide speed) < [30]> then\n change [slide speed v] by (0.7)\n end\n if <(s) > [2]> then\n set [s v] to ((20) - ((slide speed) / (2)))\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <(s) < [10]>> then\n set [slide speed v] to [0]\n end\n wait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\nend\n\nwhen flag clicked\nforever\n set [long jump possible? v] to (crouch?)\n if <(long jump possible?) = [1]> then\n wait until <[0] = (crouch?)>\n wait (0.1) seconds\n end\n set [long jump possible? v] to (crouch?)\nend\n\nwhen flag clicked\nforever\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <(falling?) = [0]>> then\n set [crouch? v] to [1]\n else\n set [crouch? v] to [0]\n end\nend\n\nwhen I receive [play v]\nforever\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(long jump possible?) = [1]>> then\n set [long jumping v] to [1]\n wait (0) seconds\n wait until <(speed y) = [0]>\n end\n wait until <(speed y) = [0]>\n set [long jumping v] to [0]\nend\n\nwhen I receive [play v]\nforever\n if <(long jumping) = [1]> then\n change [flip frames v] by (1)\n else\n set [flip frames v] to [0]\n end\nend\n\nwhen I receive [play v]\nforever\n if <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [running frames v] by ((s) / (20))\n else\n set [running frames v] to [0]\n end\nend\n\nwait (0) seconds\n\nwhen flag clicked\nset [max speed v] to [15]\nset [speed acceleration v] to [0.2]\nwait (1) seconds\nforever\n if <<(ScrollX) > [10273]> and <(level #) = [1]>> then\n set [speed acceleration v] to [2]\n set [max speed v] to [20]\n else\n set [max speed v] to [15]\n set [speed acceleration v] to [0.2]\n end\nend\n\nwhen flag clicked\n\nstop [other scripts in sprite v]\n\nwhen I receive [play clicked v]\nhide\nbroadcast (Transition In v) and wait\nbroadcast (Delete All Clones v) and wait\nbroadcast (SetUp v) and wait\nbroadcast (Level Loop v)\nbroadcast (Play v)\nbroadcast (Transition Out v) and wait\nbroadcast (Play BG Music v)\n\nwhen I receive [platformerr v]\nshow\nforever\n Griffpatch Platforming Engine [5]\nend\n\nwhen I receive [cinematic ready v]\nset [in cinematic v] to [0]\nwait (1) seconds\nforever\n if <(ScrollX) > [14750]> then\n set [in cinematic v] to [1]\n broadcast (cinematic v)\n stop [this script v]\n end\nend\n\nwhen I receive [set up play v]\nwait (0.1) seconds\ngo to x: (0) y: (-105)\npoint in direction (90)\nset [speed x v] to [0]\n\nwhen I receive [q r v]\nwait (0.1) seconds\ngo to x: (0) y: (-105)\npoint in direction (90)\nset [speed x v] to [0]\n\nwhen I receive [set up play v]\nbroadcast (cinematic ready v)\nswitch costume to (stand_1 v)\n\nwhen I receive [play clicked v]\nbroadcast (cinematic ready v)\nswitch costume to (stand_1 v)\n\nwhen I receive [q r v]\nbroadcast (cinematic ready v)\nswitch costume to (stand_1 v)\n\n@Transition\n\nwhen I receive [transition in v]\nswitch costume to (costume1 v)\nhide\nshow\nstart sound [Disconnect v]\nrepeat (16)\n next costume\nend\n\nwhen I receive [transition out v]\nswitch costume to (costume17 v)\nstart sound [Connect v]\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\nhide\n\n@foodstep\n\nwhen I receive [cinematic v]\nplay sound [tic toc v] until done\n\nwhen I receive [cinematic v]\nset volume to (0) %\nrepeat (80)\n change volume by (1)\nend\nrepeat (40)\n change volume by (-1)\nend\n\nwhen I receive [black bars v]\nset volume to (70) %\n\nwhen I receive [stop cinematic v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite1\n\nwhen I receive [speed boost animation v]\nclear graphic effects\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<([abs v] of ((ScrollX) - (10270)) ) < [10]> and <(level #) = [1]>> then\n broadcast (speed boost animation v)\n end\nend\n\n@Sprite3\n\nwhen I receive [black bars v]\nshow\nforever\n go to x: (0) y: (0)\n repeat (60)\n change x by (-1.5)\n end\n go to x: (0) y: (0)\nend\n\nwhen I receive [cinematic v]\nshow\nset [i can see the character v] to [0]\n\nwhen I receive [last scene v]\nstop [other scripts in sprite v]\n\nwhen I receive [switching level screen v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [stop cinematic v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite4\n\nwhen I receive [cinematic v]\nforever\n switch costume to (cinematic frame)\nend\n\nwhen I receive [3 scene v]\nset size to (60) %\nshow\ngo to x: (-200) y: (-116)\nrepeat until <(x position) > [260]>\n change x by (cinematic x speed)\nend\nstop [other scripts in sprite v]\nhide\nbroadcast (last scene v)\n\nwhen I receive [cinematic v]\nset size to (50) %\nset [cinematic frame v] to [0]\nforever\n change [cinematic frame v] by (1)\n if <(cinematic frame) = [5]> then\n set [cinematic frame v] to [1]\n end\n wait (0.03) seconds\nend\n\nwhen I receive [cinematic v]\nhide\nwait (3) seconds\ngo to x: (-280) y: (-116)\nshow\nrepeat until <(x position) > [260]>\n change x by (15)\nend\nhide\nwait (0.5) seconds\nstop [other scripts in sprite v]\nbroadcast (black bars v)\n\nwhen I receive [3 scene v]\nset [cinematic x speed v] to [1.1]\nwait (2) seconds\nrepeat (30)\n change [cinematic x speed v] by (-0.02)\nend\nwait (1) seconds\nrepeat (50)\n change [cinematic x speed v] by (0.1)\nend\n\nwhen I receive [3 scene v]\nset [cinematic frame v] to [0]\nforever\n change [cinematic frame v] by (1)\n if <(cinematic frame) = [5]> then\n set [cinematic frame v] to [1]\n end\n wait (0.03) seconds\nend\n\nwhen I receive [3 scene v]\nforever\n switch costume to (cinematic frame)\nend\n\nwhen I receive [last scene v]\nwait (1) seconds\nshow\ngo to x: (-270) y: (-116)\nset size to (35) %\nbroadcast (move v)\nrepeat (4)\n switch costume to (1 v)\n wait (0.05) seconds\n switch costume to (2 v)\n wait (0.05) seconds\n switch costume to (3 v)\n wait (0.05) seconds\n switch costume to (4 v)\n wait (0.05) seconds\n switch costume to (5 v)\n wait (0.05) seconds\nend\nswitch costume to (1 v)\nwait (0.05) seconds\nswitch costume to (2 v)\nwait (0.07) seconds\nswitch costume to (3 v)\nwait (0.08) seconds\nrepeat (1)\n switch costume to (6 v)\n repeat until <(costume [number v]) = [15]>\n next costume\n wait (0.03) seconds\n end\nend\n\nwhen I receive [move v]\nglide (1.8) secs to x: (-60) y: (-116)\nglide (0.2) secs to x: (-24) y: (-85)\nglide (1) secs to x: (19) y: (-48)\nbroadcast (flash v)\nglide (1) secs to x: (55) y: (-23)\n\nwhen I receive [changes v]\nset size to (70) %\ngo to x: (-107) y: (-117)\nswitch costume to (16 v)\nglide (7) secs to x: (54) y: (-60)\n\nwhen I receive [glass scene v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [stop cinematic v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite5\n\nwhen I receive [black bars v]\nforever\n go to x: (0) y: (0)\n repeat (6)\n change x by (-8)\n end\n go to x: (0) y: (0)\nend\n\nwhen I receive [black bars v]\nhide\n\nwhen I receive [cinematic v]\nshow\n\nwhen I receive [3 scene v]\nshow\n\nwhen I receive [cinematic v]\nshow\n\nwhen I receive [last scene v]\nstop [other scripts in sprite v]\n\nwhen I receive [switching level screen v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [stop cinematic v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@black bar\n\nwhen I receive [black bars v]\nshow\n\nwhen I receive [cinematic v]\nhide\n\nwhen I receive [3 scene v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [stop cinematic v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite6\n\nwhen I receive [black bars v]\nshow\nforever\n go to x: (0) y: (-130)\n repeat (6)\n change x by (-15)\n end\nend\n\ngo to x: (0) y: (0)\n\nwhen I receive [3 scene v]\nhide\n\nwhen I receive [go up v]\nstop [other scripts in sprite v]\nset [y run v] to [0]\nrepeat (20)\n change y by (y run)\nend\nrepeat (40)\n change y by (y run)\nend\n\nwhen I receive [cinematic v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [stop cinematic v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite7\n\nwhen I receive [black bars v]\nforever\n switch costume to (cinematic frame)\nend\n\nwhen I receive [cinematic v]\n\nwhen I receive [black bars v]\nshow\nwait (3) seconds\nbroadcast (go up v)\n\nwhen I receive [black bars v]\nset [cinematic frame v] to [0]\ngo to x: (-70) y: (-50)\nforever\n change [cinematic frame v] by (1)\n if <(cinematic frame) = [5]> then\n set [cinematic frame v] to [1]\n end\n wait (0.03) seconds\nend\n\nwhen I receive [3 scene v]\nhide\nstop [other scripts in sprite v]\n\ngo to x: (-70) y: (-50)\n\nwhen I receive [cinematic v]\nhide\n\nwhen I receive [go up v]\ngo to x: (-70) y: (-50)\nset [y run v] to [0]\nrepeat (20)\n change y by (y run)\nend\nrepeat (40)\n change y by (y run)\nend\nhide\n\nwhen flag clicked\nhide\ngo to x: (-70) y: (-50)\n\nwhen I receive [stop cinematic v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite8\n\nwhen I receive [go up v]\nshow\nforever\n switch costume to (cinematic frame)\nend\n\nwhen I receive [go up v]\nwait (3) seconds\nset [x speedd v] to [0]\nrepeat until <(x position) > [260]>\n change [x speedd v] by (0.4)\n change x by (x speedd)\nend\nhide\nwait (0.5) seconds\nbroadcast (3 scene v)\nstop [other scripts in sprite v]\n\nwhen I receive [go up v]\nwait (3) seconds\nrepeat (10)\n turn right ((x speedd) / (7)) degrees\nend\n\nwhen I receive [go up v]\npoint in direction (90)\ngo to x: (-70) y: (-50)\nset [y run v] to [0]\nrepeat (20)\n change [y run v] by (-0.5)\n change y by (y run)\nend\nrepeat (40)\n change [y run v] by (0.25)\n change y by (y run)\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\ngo to x: (-70) y: (-50)\nset [y run v] to [-50]\n\nwhen I receive [stop cinematic v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite9\n\nwhen I receive [last scene v]\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [changes v]\nswitch costume to (costume2 v)\n\nwhen I receive [glass scene v]\nswitch costume to (costume3 v)\n\nwhen I receive [loading v]\nswitch costume to (costume4 v)\nset [deatete clones v] to [1]\n\nwhen flag clicked\nset [deatete clones v] to [0]\n\nwhen I receive [switching level screen v]\nhide\n\nwhen I receive [stop cinematic v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [flash v]\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.7) seconds\nbroadcast (changes v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\nwhen I receive [changes v]\nwait (2.7) seconds\nbroadcast (fast flash v)\nwait (0.3) seconds\nbroadcast (fast flash v)\nwait (0.3) seconds\nbroadcast (fast flash v)\nwait (0.3) seconds\nbroadcast (fast flash v)\nwait (0.3) seconds\nbroadcast (fast flash v)\nwait (0.3) seconds\nbroadcast (fast flash v)\nbroadcast (final flash v)\nwait (0.3) seconds\nbroadcast (fast flash v)\nwait (0.3) seconds\nbroadcast (fast flash v)\nwait (0.3) seconds\nbroadcast (fast flash v)\nwait (0.3) seconds\nbroadcast (fast flash v)\nwait (0.3) seconds\n\nwhen I receive [fast flash v]\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\nclear graphic effects\n\nwhen I receive [stop cinematic v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [final flash v]\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (glass scene v) and wait\nhide\nclear graphic effects\n\nwhen I receive [stop cinematic v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite12\n\nwhen I start as a clone\nset size to (pick random (20) to (50)) %\ngo to x: (-249) y: (pick random (-20) to (60))\nswitch costume to (pick random (1) to (4))\nglide (pick random (3) to (7)) secs to x: (-50) y: (pick random (200) to (-200))\n\nwhen I start as a clone\nforever\n turn right (2) degrees\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nclear graphic effects\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [glass scene v]\nif <(clone number) = [0]> then\n set [clone number v] to [1]\n wait (3) seconds\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [set up play v]\nset [clone number v] to [0]\n\nwhen I receive [q r v]\nset [clone number v] to [0]\n\nwhen I receive [play clicked v]\nset [clone number v] to [0]\n\nwhen I receive [stop cinematic v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite13\n\nwhen I receive [glass scene v]\nwait (3) seconds\nshow\nclear graphic effects\ngo to x: (-299) y: (-2)\nset size to (20) %\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [stop cinematic v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite14\n\nwhen flag clicked\nhide\n\nwhen I receive [glass scene v]\nhide\nclear graphic effects\nwait (3) seconds\ngo to x: (-288) y: (-2)\nshow\nglide (5) secs to x: (-125) y: (9)\n\nwhen I receive [glass scene v]\nwait (5.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (switching level screen v)\n\nwhen I receive [stop cinematic v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite15\n\nset [color v] to [100]\n\nwhen flag clicked\nforever\n if <(mode selected) = [3]> then\n switch costume to (mode selected)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [play clicked v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [back to the menu v]\nshow\n\nwhen I receive [set up play v]\nhide\n\n@Sprite16\n\nchange x by (-2.15)\nchange y by (-0.556)\n\nwhen I receive [color v]\nforever\n set [color v] effect to (color)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (80)\n go to x: ((x position) - (2.15)) y: ((y position) - (0.556))\n end\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n repeat until <([abs v] of ((color) - (color touching)) ) < [3]>\n if <[0] < ((color) - (color touching))> then\n change [color v] by (-6)\n else\n change [color v] by (6)\n end\n end\nend\n\nwhen I receive [play clicked v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [set up play v]\nhide\n\nwhen I receive [back to the menu v]\nshow\n\n@Sprite17\n\nwhen I receive [color v]\nforever\n set [color v] effect to (color)\nend\n\nwhen I receive [play clicked v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [back to the menu v]\nshow\n\nwhen I receive [set up play v]\nhide\n\n@Sprite18\n\nwhen flag clicked\nset [i can see the character v] to [0]\n\nwhen flag clicked\nset [color touching v] to [0]\nset [mode selected v] to [1]\n\nwhen flag clicked\nset [first time clicking on play v] to [0]\n\nwhen I receive [play clicked v]\nhide\nset [level # v] to [1]\nset [scrollx v] to [0]\n\nwhen flag clicked\nforever\n if <<<key (q v) pressed?> and <key (r v) pressed?>> and <(I can see the character) = [1]>> then\n broadcast (q r v)\n set [level # v] to [1]\n set [scrollx v] to [0]\n set [i can see the character v] to [1]\n broadcast (reset timer v)\n wait (1) seconds\n end\nend\n\nwhen I receive [play clicked v]\nbroadcast (reset timer v)\n\nwhen I receive [set up play v]\nbroadcast (reset timer v)\n\nwhen flag clicked\nset [i can click play v] to [1]\n\nwhen I receive [back to the menu v]\nset [i can click play v] to [1]\n\nwhen I receive [play clicked v]\nset [i can click play v] to [0]\n\nwhen I receive [set up play v]\nset [i can click play v] to [0]\n\nwhen I receive [flashhh v]\nforever\n if <<<<<(mouse x) > [-220]> and <(mouse x) < [-150]>> and <<(mouse y) > [50]> and <(mouse y) < [80]>>> and <mouse down?>> and <(i can click play) = [1]>> then\n set [i can click play v] to [0]\n if <(first time clicking on play) = [0]> then\n broadcast (play clicked v)\n set [first time clicking on play v] to [1]\n wait (0.1) seconds\n else\n broadcast (set up play v)\n wait (0.1) seconds\n end\n end\nend\n\nwhen I receive [click leaderboard v]\nset [i can click play v] to [0]\n\nwhen I receive [click info v]\nset [i can click on leaderboard v] to [0]\n\nwhen flag clicked\nforever\n if <<<(mouse x) > [-220]> and <(mouse x) < [-150]>> and <<(mouse y) > [50]> and <(mouse y) < [80]>>> then\n set [color touching v] to [0]\n set [mode selected v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<<(mouse x) > [-220]> and <(mouse x) < [-150]>> and <<(mouse y) > [50]> and <(mouse y) < [80]>>> then\n switch costume to (costume2 v)\n set size to (110) %\n else\n set size to (100) %\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [set up play v]\nhide\nset [level # v] to [1]\nset [scrollx v] to [0]\nset [i can see the character v] to [0]\nbroadcast (3 2 1 go! v)\n\nwhen flag clicked\nshow\n\nwhen I receive [back to the menu v]\nshow\n\n@Sprite19\n\nwhen I receive [flashhh v]\nforever\n if <<<(mouse x) > [-210]> and <(mouse x) < [-30]>> and <<(mouse y) > [-10]> and <(mouse y) < [30]>>> then\n set [color touching v] to [50]\n set [mode selected v] to [2]\n end\nend\n\nwhen I receive [back to the menu v]\nset [i can click on leaderboard v] to [1]\n\nwhen I receive [play clicked v]\nset [i can click on leaderboard v] to [0]\n\nwhen I receive [set up play v]\nset [i can click on leaderboard v] to [0]\n\nwhen I receive [set up play v]\nhide\n\nwhen I receive [flashhh v]\nforever\n if <<<<<<(mouse x) > [-210]> and <(mouse x) < [-30]>> and <<(mouse y) > [-10]> and <(mouse y) < [30]>>> and <mouse down?>> and <(delete clone) = [0]>> and <(i can click on leaderboard) = [1]>> then\n broadcast (click leaderboard v)\n set [i can click on leaderboard v] to [0]\n wait (0.1) seconds\n end\nend\n\nwhen I receive [click leaderboard v]\nset [i can click on leaderboard v] to [0]\n\nwhen flag clicked\nforever\n if <<<(mouse x) > [-210]> and <(mouse x) < [-30]>> and <<(mouse y) > [-10]> and <(mouse y) < [30]>>> then\n switch costume to (costume1 v)\n set size to (110) %\n else\n set size to (100) %\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [play clicked v]\nhide\n\nwhen I receive [back to the menu v]\nshow\n\nwhen flag clicked\nset [i can click on leaderboard v] to [1]\n\nwhen I receive [click info v]\nset [i can click on leaderboard v] to [0]\n\n@Sprite20\n\nwhen flag clicked\nset [i can click info v] to [1]\n\nwhen I receive [back to the menu v]\nset [i can click info v] to [1]\n\nwhen I receive [set up play v]\nset [i can click info v] to [0]\n\nwhen I receive [play clicked v]\nset [i can click info v] to [0]\n\nwhen I receive [click leaderboard v]\nset [i can click info v] to [0]\n\nwhen I receive [flashhh v]\nforever\n if <<<<(mouse x) > [-220]> and <(mouse x) < [-150]>> and <<(mouse y) > [-60]> and <(mouse y) < [-30]>>> and <<mouse down?> and <(i can click info) = [1]>>> then\n broadcast (click info v)\n set [i can click info v] to [0]\n end\nend\n\nwhen I receive [set up play v]\nhide\n\nwhen flag clicked\nforever\n if <<<(mouse x) > [-220]> and <(mouse x) < [-150]>> and <<(mouse y) > [-60]> and <(mouse y) < [-30]>>> then\n set [color touching v] to [90]\n set [mode selected v] to [3]\n end\nend\n\nwhen flag clicked\nforever\n if <<<(mouse x) > [-220]> and <(mouse x) < [-150]>> and <<(mouse y) > [-60]> and <(mouse y) < [-30]>>> then\n switch costume to (costume1 v)\n set size to (110) %\n else\n set size to (100) %\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [play clicked v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [back to the menu v]\nshow\n\n@Sprite21\n\nset [color v] to [100]\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n set [ghost v] effect to (gost 2)\nend\n\nwhen flag clicked\nforever\n if <(mode selected) = [2]> then\n if <[0] < (gost 2)> then\n change [gost 2 v] by (-8)\n end\n else\n if <not <(mode selected) = [2]>> then\n if <(gost 2) < [100]> then\n change [gost 2 v] by (8)\n end\n end\n end\nend\n\nwhen I receive [play clicked v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [back to the menu v]\nshow\n\nwhen I receive [set up play v]\nhide\n\n@Sprite22\n\nset [gost 2 v] to [100]\nset [gost 3 v] to [100]\n\nwhen flag clicked\nforever\n set [ghost v] effect to (gost 3)\nend\n\nwhen flag clicked\nforever\n if <(mode selected) = [3]> then\n if <[0] < (gost 3)> then\n change [gost 3 v] by (-8)\n end\n else\n if <not <(mode selected) = [3]>> then\n if <(gost 3) < [100]> then\n change [gost 3 v] by (8)\n end\n end\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [play clicked v]\nhide\n\nwhen I receive [back to the menu v]\nshow\n\nwhen I receive [set up play v]\nhide\n\n@Sprite23\n\nwhen flag clicked\nshow\n\nwhen I receive [intro changes v]\nhide\n\nwhen I receive [play clicked v]\nhide\n\nwhen I receive [back to the menu v]\nhide\n\n@Sprite24\n\nwhen flag clicked\nshow\nset size to (100) %\nbroadcast (music v)\nclear graphic effects\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nwait (0.2) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (1) seconds\nswitch costume to (costume2 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (costume2 v)\nwait (1) seconds\nswitch costume to (costum3 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset size to (100) %\nset [size v] to [0.1]\nbroadcast (flashhh v)\nrepeat (60)\n change [size v] by ((size) / (8))\n change size by (size)\nend\n\nchange size by (10)\n\nset [ghost v] effect to (-5)\n\nset [ghost v] effect to (-)\n\nwhen I receive [music v]\nforever\n play sound [Tokyo Machine - EPIC v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [transition out v]\nwait (1) seconds\nrepeat (100)\n change volume by (-1)\nend\n\nwhen I receive [play start sog again v]\nforever\n play sound [Tokyo Machine - EPIC2 v] until done\nend\n\nwhen I receive [back to menu for the song v]\nstop [other scripts in sprite v]\nbroadcast (play start sog again v)\nset volume to (0) %\nrepeat (20)\n change volume by (5)\nend\n\nwhen I receive [song first level v]\nstop [other scripts in sprite v]\n\nwhen I receive [intro changes v]\nhide\n\nwhen I receive [play clicked v]\nhide\n\nwhen I receive [back to the menu v]\nhide\n\n@Sprite25\n\nwhen I receive [flashhh v]\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (intro changes v)\nbroadcast (color v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play clicked v]\nhide\n\nwhen I receive [back to the menu v]\nhide\n\n@Sprite26\n\nwhen flag clicked\nhide\n\nwhen I receive [play clicked v]\nshow\nclear graphic effects\n\nwhen I receive [transition out v]\nrepeat until <(ScrollX) > [14000]>\n change [scrollx v] by (100)\nend\nset [scrollx v] to [0]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (platformerr v)\nbroadcast (3 2 1 go! v)\n\nwhen I receive [song first level v]\nset volume to (100) %\nforever\n play sound [HeatleyBros - Dark Alley v] until done\nend\n\nwhen I receive [cinematic v]\nrepeat (50)\n change volume by (-2)\nend\n\nwhen I receive [level 2 started v]\nstop [other scripts in sprite v]\n\nwhen I receive [q r v]\nbroadcast (song first level v)\n\nwhen I receive [back to the menu v]\nhide\n\n@Sprite27\n\nwhen flag clicked\nhide\n\nwhen I receive [switching level screen v]\nset [i can see the character v] to [0]\nshow\nclear graphic effects\nset [scrollx v] to [0]\nset [level # v] to [2]\nrepeat until <(ScrollX) > [10800]>\n change [scrollx v] by (100)\nend\nset [scrollx v] to [0]\nset [ghost v] effect to (0)\nset [i can see the character v] to [1]\nbroadcast (0 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (level 2 started v)\n\nwhen I receive [level 2 started v]\nset volume to (100) %\nforever\n play sound [Hyper Potions - Cozy v] until done\nend\n\nwhen I receive [stop last music v]\nrepeat (20)\n change volume by (-5)\nend\n\nwhen I receive [you won v]\nstop [other scripts in sprite v]\n\nwhen I receive [back to the menu v]\nhide\n\n@Sprite28\n\nwhen I receive [level 2 started v]\nwait until <<(level #) = [2]> and <(ScrollX) > [11473]>>\nbroadcast (stop last music v)\nset [i can see the character v] to [0]\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nbroadcast (you won v)\n\nwhen flag clicked\nhide\n\nwhen I receive [you won v]\nset volume to (100) %\nplay sound [HeatleyBros - 8 Bit Ending v] until done\n\nwhen I receive [back to the menu v]\nwait (0.1) seconds\nstop [other scripts in sprite v]\n\nwhen I receive [back to the menu v]\nhide\n\n@Sprite29\n\nwhen flag clicked\nhide\n\nwhen I receive [you won v]\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nbroadcast (time v)\n\nwhen I receive [back to the menu v]\nhide\n\n@Sprite30\n\nwhen flag clicked\nhide\n\nwhen I receive [time v]\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [back to the menu v]\nhide\n\nwhen I receive [time v]\nset [my final time v] to (my number of mil)\nwait (0.1) seconds\nbroadcast (see if replace score v)\n\n@Sprite31\n\nwhen flag clicked\nhide\n\nwhen I receive [time v]\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen this sprite clicked\nset [i can see the character v] to [0]\nbroadcast (back to the menu v)\nbroadcast (back to menu for the song v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [back to the menu v]\nhide\n\n@Sprite32\n\nwhen I receive [3 2 1 go! v]\nshow\nclear graphic effects\nswitch costume to (costume3 v)\nset size to (50) %\nbroadcast (nimber size v) and wait\nclear graphic effects\nswitch costume to (costume2 v)\nset size to (50) %\nbroadcast (nimber size v) and wait\nclear graphic effects\nswitch costume to (costume1 v)\nset size to (50) %\nbroadcast (nimber size v) and wait\nclear graphic effects\nswitch costume to (costume4 v)\nset size to (50) %\nbroadcast (nimber size v) and wait\nbroadcast (song first level v)\nset [i can see the character v] to [1]\nbroadcast (start timer v)\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I receive [nimber size v]\nrepeat (30)\n change size by (1)\n change [ghost v] effect by (4)\nend\n\n@Sprite33\n\nwhen flag clicked\nset [current name v] to (username)\nset [current letter number v] to [1]\ndelete all of [alphabet v]\nrepeat (length of [#########abcdefghijklmnopqrstuvwxyz0123456789-_])\n add (letter (current letter number) of [#########abcdefghijklmnopqrstuvwxyz0123456789-_]) to [alphabet v]\n change [current letter number v] by (1)\nend\nset [current letter number v] to [1]\nset [my coded name v] to []\nrepeat (length of (current name))\n if < [abcdefghijklmnopqrstuvwxyz0123456789-_] contains (letter (current letter number) of (current name))?> then\n set [my coded name v] to (join (my coded name) (item # of (letter (current letter number) of (current name)) in [alphabet v]))\n end\n change [current letter number v] by (1)\nend\n\nwhen flag clicked\ngo to x: (0) y: (-125)\nswitch costume to (costume2 v)\nset size to (125) %\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to x: (0) y: (-125)\n\nwhen flag clicked\nforever\n go to x: (0) y: ((-125) + ((leaderboard y) * (1)))\nend\n\nwhen flag clicked\n\nforever\n set [time v] to ((10000000) - (timer))\n set [sec v] to (((10000000) - (join (letter (1) of ((10000000) - (timer))) (join (letter (2) of ((10000000) - (timer))) (join (letter (3) of ((10000000) - (timer))) (join (letter (4) of ((10000000) - (timer))) (join (letter (5) of ((10000000) - (timer))) (join (letter (6) of ((10000000) - (timer))) (letter (7) of ((10000000) - (timer)))))))))) - (1))\n set [time in 0,1 v] to (letter (9) of (time))\n if <(time in 0,1) = []> then\n set [real mil v] to []\n else\n set [real mil v] to (((10) - (time in 0,1)) mod (10))\n end\n set [my number of mil v] to ((10000000) - (join (sec) (real mil)))\n if <(time) < [2000000]> then\n stop [this script v]\n end\nend\n\nwhen I receive [see if replace score v]\nif <<(my final time) > (join (letter (1) of (☁ spot11)) (join (letter (2) of (☁ spot11)) (join (letter (3) of (☁ spot11)) (join (letter (4) of (☁ spot11)) (join (letter (5) of (☁ spot11)) (join (letter (6) of (☁ spot11)) (letter (7) of (☁ spot11))))))))> or <(my final time) = (join (letter (1) of (☁ spot11)) (join (letter (2) of (☁ spot11)) (join (letter (3) of (☁ spot11)) (join (letter (4) of (☁ spot11)) (join (letter (5) of (☁ spot11)) (join (letter (6) of (☁ spot11)) (letter (7) of (☁ spot11))))))))>> then\n set [spot fast 7 v] to (☁ spot66)\n set [spot fast 6 v] to (☁ spot55)\n set [spot fast 5 v] to (☁ spot44)\n set [spot fast 4 v] to (☁ spot33)\n set [spot fast 3 v] to (☁ spot22)\n set [spot fast 2 v] to (☁ spot11)\n set [spot fast 1 v] to (join (my final time) (my coded name))\n set [☁ spot11 v] to (spot fast 1)\n wait (0.1) seconds\n set [☁ spot22 v] to (spot fast 2)\n wait (0.1) seconds\n set [☁ spot33 v] to (spot fast 3)\n wait (0.1) seconds\n set [☁ spot44 v] to (spot fast 4)\n wait (0.1) seconds\n set [☁ spot55 v] to (spot fast 5)\n wait (0.1) seconds\n set [☁ spot66 v] to (spot fast 6)\n wait (0.1) seconds\n set [☁ spot77 v] to (spot fast 7)\nelse\n if <<(my final time) > (join (letter (1) of (☁ spot22)) (join (letter (2) of (☁ spot22)) (join (letter (3) of (☁ spot22)) (join (letter (4) of (☁ spot22)) (join (letter (5) of (☁ spot22)) (join (letter (6) of (☁ spot22)) (letter (7) of (☁ spot22))))))))> or <(my final time) = (join (letter (1) of (☁ spot22)) (join (letter (2) of (☁ spot22)) (join (letter (3) of (☁ spot22)) (join (letter (4) of (☁ spot22)) (join (letter (5) of (☁ spot22)) (join (letter (6) of (☁ spot22)) (letter (7) of (☁ spot22))))))))>> then\n set [spot fast 7 v] to (☁ spot66)\n set [spot fast 6 v] to (☁ spot55)\n set [spot fast 5 v] to (☁ spot44)\n set [spot fast 4 v] to (☁ spot33)\n set [spot fast 3 v] to (☁ spot22)\n set [spot fast 2 v] to (join (my final time) (my coded name))\n set [spot fast 1 v] to (☁ spot11)\n set [☁ spot11 v] to (spot fast 1)\n wait (0.1) seconds\n set [☁ spot22 v] to (spot fast 2)\n wait (0.1) seconds\n set [☁ spot33 v] to (spot fast 3)\n wait (0.1) seconds\n set [☁ spot44 v] to (spot fast 4)\n wait (0.1) seconds\n set [☁ spot55 v] to (spot fast 5)\n wait (0.1) seconds\n set [☁ spot66 v] to (spot fast 6)\n wait (0.1) seconds\n set [☁ spot77 v] to (spot fast 7)\n else\n if <<(my final time) > (join (letter (1) of (☁ spot33)) (join (letter (2) of (☁ spot33)) (join (letter (3) of (☁ spot33)) (join (letter (4) of (☁ spot33)) (join (letter (5) of (☁ spot33)) (join (letter (6) of (☁ spot33)) (letter (7) of (☁ spot33))))))))> or <(my final time) = (join (letter (1) of (☁ spot33)) (join (letter (2) of (☁ spot33)) (join (letter (3) of (☁ spot33)) (join (letter (4) of (☁ spot33)) (join (letter (5) of (☁ spot33)) (join (letter (6) of (☁ spot33)) (letter (7) of (☁ spot33))))))))>> then\n set [spot fast 7 v] to (☁ spot66)\n set [spot fast 6 v] to (☁ spot55)\n set [spot fast 5 v] to (☁ spot44)\n set [spot fast 4 v] to (☁ spot33)\n set [spot fast 3 v] to (join (my final time) (my coded name))\n set [spot fast 2 v] to (☁ spot22)\n set [spot fast 1 v] to (☁ spot11)\n set [☁ spot11 v] to (spot fast 1)\n wait (0.1) seconds\n set [☁ spot22 v] to (spot fast 2)\n wait (0.1) seconds\n set [☁ spot33 v] to (spot fast 3)\n wait (0.1) seconds\n set [☁ spot44 v] to (spot fast 4)\n wait (0.1) seconds\n set [☁ spot55 v] to (spot fast 5)\n wait (0.1) seconds\n set [☁ spot66 v] to (spot fast 6)\n wait (0.1) seconds\n set [☁ spot77 v] to (spot fast 7)\n else\n if <<(my final time) > (join (letter (1) of (☁ spot44)) (join (letter (2) of (☁ spot44)) (join (letter (3) of (☁ spot44)) (join (letter (4) of (☁ spot44)) (join (letter (5) of (☁ spot44)) (join (letter (6) of (☁ spot44)) (letter (7) of (☁ spot44))))))))> or <(my final time) = (join (letter (1) of (☁ spot44)) (join (letter (2) of (☁ spot44)) (join (letter (3) of (☁ spot44)) (join (letter (4) of (☁ spot44)) (join (letter (5) of (☁ spot44)) (join (letter (6) of (☁ spot44)) (letter (7) of (☁ spot44))))))))>> then\n set [spot fast 7 v] to (☁ spot66)\n set [spot fast 6 v] to (☁ spot55)\n set [spot fast 5 v] to (☁ spot44)\n set [spot fast 4 v] to (join (my final time) (my coded name))\n set [spot fast 3 v] to (☁ spot33)\n set [spot fast 2 v] to (☁ spot22)\n set [spot fast 1 v] to (☁ spot11)\n set [☁ spot11 v] to (spot fast 1)\n wait (0.1) seconds\n set [☁ spot22 v] to (spot fast 2)\n wait (0.1) seconds\n set [☁ spot33 v] to (spot fast 3)\n wait (0.1) seconds\n set [☁ spot44 v] to (spot fast 4)\n wait (0.1) seconds\n set [☁ spot55 v] to (spot fast 5)\n wait (0.1) seconds\n set [☁ spot66 v] to (spot fast 6)\n wait (0.1) seconds\n set [☁ spot77 v] to (spot fast 7)\n else\n if <<(my final time) > (join (letter (1) of (☁ spot55)) (join (letter (2) of (☁ spot55)) (join (letter (3) of (☁ spot55)) (join (letter (4) of (☁ spot55)) (join (letter (5) of (☁ spot55)) (join (letter (6) of (☁ spot55)) (letter (7) of (☁ spot55))))))))> or <(my final time) = (join (letter (1) of (☁ spot55)) (join (letter (2) of (☁ spot55)) (join (letter (3) of (☁ spot55)) (join (letter (4) of (☁ spot55)) (join (letter (5) of (☁ spot55)) (join (letter (6) of (☁ spot55)) (letter (7) of (☁ spot55))))))))>> then\n set [spot fast 7 v] to (☁ spot66)\n set [spot fast 6 v] to (☁ spot55)\n set [spot fast 5 v] to (join (my final time) (my coded name))\n set [spot fast 4 v] to (☁ spot44)\n set [spot fast 3 v] to (☁ spot33)\n set [spot fast 2 v] to (☁ spot22)\n set [spot fast 1 v] to (☁ spot11)\n set [☁ spot11 v] to (spot fast 1)\n wait (0.1) seconds\n set [☁ spot22 v] to (spot fast 2)\n wait (0.1) seconds\n set [☁ spot33 v] to (spot fast 3)\n wait (0.1) seconds\n set [☁ spot44 v] to (spot fast 4)\n wait (0.1) seconds\n set [☁ spot55 v] to (spot fast 5)\n wait (0.1) seconds\n set [☁ spot66 v] to (spot fast 6)\n wait (0.1) seconds\n set [☁ spot77 v] to (spot fast 7)\n else\n if <<(my final time) > (join (letter (1) of (☁ spot66)) (join (letter (2) of (☁ spot66)) (join (letter (3) of (☁ spot66)) (join (letter (4) of (☁ spot66)) (join (letter (5) of (☁ spot66)) (join (letter (6) of (☁ spot66)) (letter (7) of (☁ spot66))))))))> or <(my final time) = (join (letter (1) of (☁ spot66)) (join (letter (2) of (☁ spot66)) (join (letter (3) of (☁ spot66)) (join (letter (4) of (☁ spot66)) (join (letter (5) of (☁ spot66)) (join (letter (6) of (☁ spot66)) (letter (7) of (☁ spot66))))))))>> then\n set [spot fast 7 v] to (☁ spot66)\n set [spot fast 6 v] to (join (my final time) (my coded name))\n set [spot fast 5 v] to (☁ spot55)\n set [spot fast 4 v] to (☁ spot44)\n set [spot fast 3 v] to (☁ spot33)\n set [spot fast 2 v] to (☁ spot22)\n set [spot fast 1 v] to (☁ spot11)\n set [☁ spot11 v] to (spot fast 1)\n wait (0.1) seconds\n set [☁ spot22 v] to (spot fast 2)\n wait (0.1) seconds\n set [☁ spot33 v] to (spot fast 3)\n wait (0.1) seconds\n set [☁ spot44 v] to (spot fast 4)\n wait (0.1) seconds\n set [☁ spot55 v] to (spot fast 5)\n wait (0.1) seconds\n set [☁ spot66 v] to (spot fast 6)\n wait (0.1) seconds\n set [☁ spot77 v] to (spot fast 7)\n else\n if <<(my final time) > (join (letter (1) of (☁ spot77)) (join (letter (2) of (☁ spot77)) (join (letter (3) of (☁ spot77)) (join (letter (4) of (☁ spot77)) (join (letter (5) of (☁ spot77)) (join (letter (6) of (☁ spot77)) (letter (7) of (☁ spot77))))))))> or <(my final time) = (join (letter (1) of (☁ spot77)) (join (letter (2) of (☁ spot77)) (join (letter (3) of (☁ spot77)) (join (letter (4) of (☁ spot77)) (join (letter (5) of (☁ spot77)) (join (letter (6) of (☁ spot77)) (letter (7) of (☁ spot77))))))))>> then\n set [spot fast 7 v] to (join (my final time) (my coded name))\n set [spot fast 6 v] to (☁ spot66)\n set [spot fast 5 v] to (☁ spot55)\n set [spot fast 4 v] to (☁ spot44)\n set [spot fast 3 v] to (☁ spot33)\n set [spot fast 2 v] to (☁ spot22)\n set [spot fast 1 v] to (☁ spot11)\n set [☁ spot11 v] to (spot fast 1)\n wait (0.1) seconds\n set [☁ spot22 v] to (spot fast 2)\n wait (0.1) seconds\n set [☁ spot33 v] to (spot fast 3)\n wait (0.1) seconds\n set [☁ spot44 v] to (spot fast 4)\n wait (0.1) seconds\n set [☁ spot55 v] to (spot fast 5)\n wait (0.1) seconds\n set [☁ spot66 v] to (spot fast 6)\n wait (0.1) seconds\n set [☁ spot77 v] to (spot fast 7)\n end\n end\n end\n end\n end\n end\nend\n\nset [☁ spot11 v] to (join [9999999] (my coded name))\n\nset [☁ spot33 v] to [9999]\n\nset [☁ spot44 v] to [9999]\n\nset [☁ spot55 v] to [9999]\n\nset [☁ spot66 v] to [9999]\n\nset [☁ spot77 v] to [9999]\n\nwhen flag clicked\nhide\n\nwhen I receive [click leaderboard v]\nwait (0.5) seconds\nshow\n\nwhen I receive [back to the menu v]\nhide\n\n@Sprite34\n\nwhen flag clicked\nforever\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\nend\n\nwhen flag clicked\ngo to x: (232) y: (64)\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n if <(y position) > [64]> then\n set y to (64)\n else\n if <[-199] > (y position)> then\n set y to (-199)\n else\n if <<[65] > (mouse y)> and <(mouse y) > [-200]>> then\n set y to (mouse y)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set [leaderboard y v] to ((64) - (y position))\nend\n\nwhen [down arrow v] key pressed\nchange y by (-7)\n\nwhen [up arrow v] key pressed\nif <(y position) < [62]> then\n change y by (7)\nend\n\nwhen I receive [click leaderboard v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [back to the menu v]\nhide\n\n@timer\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen I receive [start timer v]\nforever\n change [time v] by ((10) / (30))\n set [my number of mil v] to ((10000000) - (round (time)))\n set [time in 0,1 v] to (round (time))\n go to x: (0) y: (0)\nend\n\nwhen I receive [reset timer v]\nset [time v] to [0]\n\nwhen I receive [stop timer v]\nstop [other scripts in sprite v]\n\nwhen I receive [cinematic v]\nbroadcast (stop timer v)\n\nwhen I receive [level 2 started v]\nbroadcast (start timer v)\n\nwhen I receive [you won v]\nbroadcast (stop timer v)\n\n@Sprite35\n\nwhen flag clicked\nforever\n set [green min v] to ([floor v] of (((time in 0,1) / (10)) / (60)) )\n set [green sec v] to (([floor v] of ((time in 0,1) / (10)) ) mod (60))\n set [green mil v] to ((time in 0,1) mod (10))\nend\n\n@min 2\n\nwhen flag clicked\nforever\n if <<(1) = [1]> and <(I can see the character) = [1]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(green min) < [10]> then\n set [1 v] to [0]\n else\n if <(length of (green min)) = [2]> then\n switch costume to (letter (1) of (green min))\n set [1 v] to [1]\n end\n if <(length of (green min)) = [3]> then\n switch costume to (letter (2) of (green min))\n set [1 v] to [1]\n end\n end\nend\n\n@sec 1\n\nwhen flag clicked\nforever\n if <(length of (green min)) = [1]> then\n switch costume to (letter (1) of (green min))\n end\n if <(length of (green min)) = [2]> then\n switch costume to (letter (2) of (green min))\n end\n if <(length of (green min)) = [3]> then\n switch costume to (letter (3) of (green min))\n end\nend\n\nwhen flag clicked\nforever\n if <(I can see the character) = [1]> then\n show\n else\n hide\n end\nend\n\n@10 seconde\n\nwhen flag clicked\nforever\n if <(green sec) < [10]> then\n switch costume to (0 v)\n else\n if <(length of (green sec)) = [2]> then\n switch costume to (letter (1) of (green sec))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(I can see the character) = [1]> then\n show\n else\n hide\n end\nend\n\n@seconde\n\nwhen flag clicked\nforever\n if <(length of (green sec)) = [1]> then\n switch costume to (letter (1) of (green sec))\n end\n if <(length of (green sec)) = [2]> then\n switch costume to (letter (2) of (green sec))\n end\nend\n\nwhen flag clicked\nforever\n if <(I can see the character) = [1]> then\n show\n else\n hide\n end\nend\n\n@dixième\n\nwhen flag clicked\nforever\n if <(length of (green mil)) = [1]> then\n switch costume to (letter (1) of (green mil))\n end\nend\n\nwhen flag clicked\nforever\n if <(I can see the character) = [1]> then\n show\n else\n hide\n end\nend\n\n@Sprite36\n\nwhen flag clicked\nforever\n if <(I can see the character) = [1]> then\n show\n else\n hide\n end\nend\n\n@100 minute\n\nwhen flag clicked\nforever\n if <(green min) < [100]> then\n set [2 v] to [0]\n else\n if <(length of (green min)) = [3]> then\n switch costume to (letter (1) of (green min))\n set [2 v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(2) = [1]> and <(I can see the character) = [1]>> then\n show\n else\n hide\n end\nend\n\n@Sprite37\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (6))\nset size to (pick random (100) to (130)) %\nset [ghost v] effect to (pick random (0) to (20))\ngo to x: (-200) y: (-169)\nset [confetie y v] to (pick random (15) to (10))\nset [confeti x v] to (pick random (-2) to (2))\nset [confeti turn v] to (pick random (10) to (10))\nrepeat until <touching (_edge_ v)?>\n change x by (confeti x)\n change y by (confetie y)\n change [confetie y v] by (-0.4)\n turn right (confeti turn) degrees\n if <(back to menu?) = [1]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [you won v]\nset [back to menu? v] to [0]\nforever\n if <(back to menu?) = [0]> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite38\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (6))\nset size to (pick random (100) to (130)) %\nset [ghost v] effect to (pick random (0) to (20))\ngo to x: (200) y: (-169)\nset [confetie y v] to (pick random (15) to (10))\nset [confeti x v] to (pick random (-2) to (2))\nset [confeti turn v] to (pick random (10) to (10))\nrepeat until <touching (_edge_ v)?>\n change x by (confeti x)\n change y by (confetie y)\n change [confetie y v] by (-0.4)\n turn right (confeti turn) degrees\n if <(back to menu?) = [1]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [you won v]\nset [back to menu? v] to [0]\nforever\n if <(back to menu?) = [0]> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n else\n stop [this script v]\n end\nend\n\nwhen I receive [back to the menu v]\nset [back to menu? v] to [1]\nwait (1) seconds\nset [back to menu? v] to [0]\n\nwhen flag clicked\nhide\n\n@minute\n\nwhen I receive [time v]\nif <(green min) < [100]> then\n hide\nelse\n if <(length of (green min)) = [3]> then\n switch costume to (letter (1) of (green min))\n show\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [back to the menu v]\nhide\n\n@minute2\n\nwhen I receive [time v]\nif <(green min) < [10]> then\n hide\nelse\n if <(length of (green min)) = [2]> then\n switch costume to (letter (1) of (green min))\n show\n end\n if <(length of (green min)) = [3]> then\n switch costume to (letter (2) of (green min))\n show\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [back to the menu v]\nhide\n\n@minute3\n\nwhen I receive [time v]\nshow\nif <(length of (green min)) = [1]> then\n switch costume to (letter (1) of (green min))\nend\nif <(length of (green min)) = [2]> then\n switch costume to (letter (2) of (green min))\nend\nif <(length of (green min)) = [3]> then\n switch costume to (letter (3) of (green min))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [back to the menu v]\nhide\n\n@sec\n\nwhen I receive [time v]\nshow\nif <(green sec) < [10]> then\n switch costume to (0 v)\nelse\n if <(length of (green sec)) = [2]> then\n switch costume to (letter (1) of (green sec))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [back to the menu v]\nhide\n\n@sec2\n\nwhen I receive [time v]\nshow\nif <(length of (green sec)) = [1]> then\n switch costume to (letter (1) of (green sec))\nend\nif <(length of (green sec)) = [2]> then\n switch costume to (letter (2) of (green sec))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [back to the menu v]\nhide\n\n@sec3\n\nwhen I receive [time v]\nshow\nif <(length of (green mil)) = [1]> then\n switch costume to (letter (1) of (green mil))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [back to the menu v]\nhide\n\n@Sprite39\n\nwhen I receive [time v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [back to the menu v]\nhide\n\n@Sprite40\n\nwhen flag clicked\nhide\n\nwhen I receive [time v]\nshow\n\nwhen I receive [back to the menu v]\nhide\n\n@Sprite41\n\nwhen flag clicked\nhide\n\nwhen I receive [time v]\nshow\n\nwhen I receive [back to the menu v]\nhide\n\n@Sprite42\n\nwhen I receive [click leaderboard v]\nset [letter y v] to [72]\nset [spot decoded v] to [1]\nset [% v] to [0]\nrepeat (7)\n set [hide this spot v] to [0]\n set [letter x v] to [-173]\n set [# letter v] to [0]\n if <(spot decoded) = [1]> then\n set [lenth of decoded spot v] to (length of (☁ spot11))\n end\n if <(spot decoded) = [2]> then\n set [lenth of decoded spot v] to (length of (☁ spot22))\n end\n if <(spot decoded) = [3]> then\n set [lenth of decoded spot v] to (length of (☁ spot33))\n end\n if <(spot decoded) = [4]> then\n set [lenth of decoded spot v] to (length of (☁ spot44))\n end\n if <(spot decoded) = [5]> then\n set [lenth of decoded spot v] to (length of (☁ spot55))\n end\n if <(spot decoded) = [6]> then\n set [lenth of decoded spot v] to (length of (☁ spot66))\n end\n if <(spot decoded) = [7]> then\n set [lenth of decoded spot v] to (length of (☁ spot77))\n end\n repeat (((lenth of decoded spot) - (7)) / (2))\n if <(spot decoded) = [1]> then\n switch costume to (join (letter ((# letter) + (8)) of (☁ spot11)) (letter ((# letter) + (9)) of (☁ spot11)))\n if <(☁ spot11) = [11111112323]> then\n set [hide this spot v] to [1]\n end\n end\n if <(spot decoded) = [2]> then\n switch costume to (join (letter ((# letter) + (8)) of (☁ spot22)) (letter ((# letter) + (9)) of (☁ spot22)))\n if <(☁ spot22) = [11111112323]> then\n set [hide this spot v] to [1]\n end\n end\n if <(spot decoded) = [3]> then\n switch costume to (join (letter ((# letter) + (8)) of (☁ spot33)) (letter ((# letter) + (9)) of (☁ spot33)))\n if <(☁ spot33) = [11111112323]> then\n set [hide this spot v] to [1]\n end\n end\n if <(spot decoded) = [4]> then\n switch costume to (join (letter ((# letter) + (8)) of (☁ spot44)) (letter ((# letter) + (9)) of (☁ spot44)))\n if <(☁ spot44) = [11111112323]> then\n set [hide this spot v] to [1]\n end\n end\n if <(spot decoded) = [5]> then\n switch costume to (join (letter ((# letter) + (8)) of (☁ spot55)) (letter ((# letter) + (9)) of (☁ spot55)))\n if <(☁ spot55) = [11111112323]> then\n set [hide this spot v] to [1]\n end\n end\n if <(spot decoded) = [6]> then\n switch costume to (join (letter ((# letter) + (8)) of (☁ spot66)) (letter ((# letter) + (9)) of (☁ spot66)))\n if <(☁ spot66) = [11111112323]> then\n set [hide this spot v] to [1]\n end\n end\n if <(spot decoded) = [7]> then\n switch costume to (join (letter ((# letter) + (8)) of (☁ spot77)) (letter ((# letter) + (9)) of (☁ spot77)))\n if <(☁ spot77) = [11111112323]> then\n set [hide this spot v] to [1]\n end\n end\n go to x: (letter x) y: (letter y)\n set size to (100) %\n create clone of (_myself_ v)\n change [# letter v] by (2)\n change [letter x v] by (14)\n end\n if <(spot decoded) = [1]> then\n set [number to write v] to ((10000000) - (join (letter (1) of (☁ spot11)) (join (letter (2) of (☁ spot11)) (join (letter (3) of (☁ spot11)) (join (letter (4) of (☁ spot11)) (join (letter (5) of (☁ spot11)) (join (letter (6) of (☁ spot11)) (letter (7) of (☁ spot11)))))))))\n end\n if <(spot decoded) = [2]> then\n set [number to write v] to ((10000000) - (join (letter (1) of (☁ spot22)) (join (letter (2) of (☁ spot22)) (join (letter (3) of (☁ spot22)) (join (letter (4) of (☁ spot22)) (join (letter (5) of (☁ spot22)) (join (letter (6) of (☁ spot22)) (letter (7) of (☁ spot22)))))))))\n end\n if <(spot decoded) = [3]> then\n set [number to write v] to ((10000000) - (join (letter (1) of (☁ spot33)) (join (letter (2) of (☁ spot33)) (join (letter (3) of (☁ spot33)) (join (letter (4) of (☁ spot33)) (join (letter (5) of (☁ spot33)) (join (letter (6) of (☁ spot33)) (letter (7) of (☁ spot33)))))))))\n end\n if <(spot decoded) = [4]> then\n set [number to write v] to ((10000000) - (join (letter (1) of (☁ spot44)) (join (letter (2) of (☁ spot44)) (join (letter (3) of (☁ spot44)) (join (letter (4) of (☁ spot44)) (join (letter (5) of (☁ spot44)) (join (letter (6) of (☁ spot44)) (letter (7) of (☁ spot44)))))))))\n end\n if <(spot decoded) = [5]> then\n set [number to write v] to ((10000000) - (join (letter (1) of (☁ spot55)) (join (letter (2) of (☁ spot55)) (join (letter (3) of (☁ spot55)) (join (letter (4) of (☁ spot55)) (join (letter (5) of (☁ spot55)) (join (letter (6) of (☁ spot55)) (letter (7) of (☁ spot55)))))))))\n end\n if <(spot decoded) = [6]> then\n set [number to write v] to ((10000000) - (join (letter (1) of (☁ spot66)) (join (letter (2) of (☁ spot66)) (join (letter (3) of (☁ spot66)) (join (letter (4) of (☁ spot66)) (join (letter (5) of (☁ spot66)) (join (letter (6) of (☁ spot66)) (letter (7) of (☁ spot66)))))))))\n end\n if <(spot decoded) = [7]> then\n set [number to write v] to ((10000000) - (join (letter (1) of (☁ spot77)) (join (letter (2) of (☁ spot77)) (join (letter (3) of (☁ spot77)) (join (letter (4) of (☁ spot77)) (join (letter (5) of (☁ spot77)) (join (letter (6) of (☁ spot77)) (letter (7) of (☁ spot77)))))))))\n end\n set [lea min v] to ([floor v] of (((number to write) / (10)) / (60)) )\n set [lea sec v] to (([floor v] of ((number to write) / (10)) ) mod (60))\n set [lea 0.1 v] to ((number to write) mod (10))\n set [letter x v] to ((136) - ((length of (lea min)) * (14)))\n set [# letter v] to [1]\n repeat (length of (lea min))\n switch costume to ((letter (# letter) of (lea min)) + (36))\n go to x: (letter x) y: (letter y)\n set size to (100) %\n create clone of (_myself_ v)\n change [# letter v] by (1)\n change [letter x v] by (14)\n end\n set [letter x v] to [150]\n if <(length of (lea sec)) = [1]> then\n go to x: (letter x) y: (letter y)\n switch costume to (36 v)\n create clone of (_myself_ v)\n change [letter x v] by (14)\n go to x: (letter x) y: (letter y)\n switch costume to ((letter (1) of (lea sec)) + (36))\n create clone of (_myself_ v)\n end\n if <(length of (lea sec)) = [2]> then\n switch costume to ((letter (1) of (lea sec)) + (36))\n go to x: (letter x) y: (letter y)\n set size to (100) %\n create clone of (_myself_ v)\n change [# letter v] by (1)\n change [letter x v] by (14)\n switch costume to ((letter (2) of (lea sec)) + (36))\n go to x: (letter x) y: (letter y)\n set size to (100) %\n create clone of (_myself_ v)\n change [# letter v] by (1)\n end\n set [letter x v] to [190]\n switch costume to ((letter (1) of (lea 0.1)) + (36))\n go to x: (letter x) y: (letter y)\n set size to (100) %\n create clone of (_myself_ v)\n change [# letter v] by (1)\n wait (0.2) seconds\n change [letter y v] by (-55)\n change [spot decoded v] by (1)\n change [% v] by (14)\nend\nbroadcast (done v)\n\nwhen I start as a clone\nshow\nset [text scroll v] to (letter y)\nif <(hide this spot) = [1]> then\n hide\nelse\n show\nend\nforever\n set y to ((text scroll) + (leaderboard y))\n if <(delete clone) = [1]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nset [☁ spot11 v] to [11111112323]\n\nwhen flag clicked\n\nforever\n if <<(username) = [alexandretherrien]> and <key (9 v) pressed?>> then\nend\n\nwhen I receive [click leaderboard v]\n\nset [letter y v] to [72]\nset [spot decoded v] to [1]\nset [% v] to [0]\nrepeat (7)\n set [hide this spot v] to [0]\n set [letter x v] to [-173]\n set [# letter v] to [0]\n repeat (((length of (☁ spot11)) - (7)) / (2))\n if <(spot decoded) = [1]> then\n switch costume to (join (letter ((# letter) + (8)) of (☁ spot11)) (letter ((# letter) + (9)) of (☁ spot11)))\n if <(☁ spot11) = [11111112323]> then\n set [hide this spot v] to [1]\n end\n end\n if <(spot decoded) = [2]> then\n switch costume to (join (letter ((# letter) + (8)) of (☁ spot22)) (letter ((# letter) + (9)) of (☁ spot22)))\n if <(☁ spot22) = [11111112323]> then\n set [hide this spot v] to [1]\n end\n end\n if <(spot decoded) = [3]> then\n switch costume to (join (letter ((# letter) + (8)) of (☁ spot33)) (letter ((# letter) + (9)) of (☁ spot33)))\n if <(☁ spot33) = [11111112323]> then\n set [hide this spot v] to [1]\n end\n end\n if <(spot decoded) = [4]> then\n switch costume to (join (letter ((# letter) + (8)) of (☁ spot44)) (letter ((# letter) + (9)) of (☁ spot44)))\n if <(☁ spot44) = [11111112323]> then\n set [hide this spot v] to [1]\n end\n end\n if <(spot decoded) = [5]> then\n switch costume to (join (letter ((# letter) + (8)) of (☁ spot55)) (letter ((# letter) + (9)) of (☁ spot55)))\n if <(☁ spot55) = [11111112323]> then\n set [hide this spot v] to [1]\n end\n end\n if <(spot decoded) = [6]> then\n switch costume to (join (letter ((# letter) + (8)) of (☁ spot66)) (letter ((# letter) + (9)) of (☁ spot66)))\n if <(☁ spot66) = [11111112323]> then\n set [hide this spot v] to [1]\n end\n end\n if <(spot decoded) = [7]> then\n switch costume to (join (letter ((# letter) + (8)) of (☁ spot77)) (letter ((# letter) + (9)) of (☁ spot77)))\n if <(☁ spot77) = [11111112323]> then\n set [hide this spot v] to [1]\n end\n end\n go to x: (letter x) y: (letter y)\n set size to (100) %\n create clone of (_myself_ v)\n change [# letter v] by (2)\n change [letter x v] by (14)\n end\n if <(spot decoded) = [1]> then\n set [number to write v] to ((10000000) - (join (letter (1) of (☁ spot11)) (join (letter (2) of (☁ spot11)) (join (letter (3) of (☁ spot11)) (join (letter (4) of (☁ spot11)) (join (letter (5) of (☁ spot11)) (join (letter (6) of (☁ spot11)) (letter (7) of (☁ spot11)))))))))\n end\n if <(spot decoded) = [2]> then\n set [number to write v] to ((10000000) - (join (letter (1) of (☁ spot22)) (join (letter (2) of (☁ spot22)) (join (letter (3) of (☁ spot22)) (join (letter (4) of (☁ spot22)) (join (letter (5) of (☁ spot22)) (join (letter (6) of (☁ spot22)) (letter (7) of (☁ spot22)))))))))\n end\n if <(spot decoded) = [3]> then\n set [number to write v] to ((10000000) - (join (letter (1) of (☁ spot33)) (join (letter (2) of (☁ spot33)) (join (letter (3) of (☁ spot33)) (join (letter (4) of (☁ spot33)) (join (letter (5) of (☁ spot33)) (join (letter (6) of (☁ spot33)) (letter (7) of (☁ spot33)))))))))\n end\n if <(spot decoded) = [4]> then\n set [number to write v] to ((10000000) - (join (letter (1) of (☁ spot44)) (join (letter (2) of (☁ spot44)) (join (letter (3) of (☁ spot44)) (join (letter (4) of (☁ spot44)) (join (letter (5) of (☁ spot44)) (join (letter (6) of (☁ spot44)) (letter (7) of (☁ spot44)))))))))\n end\n if <(spot decoded) = [5]> then\n set [number to write v] to ((10000000) - (join (letter (1) of (☁ spot55)) (join (letter (2) of (☁ spot55)) (join (letter (3) of (☁ spot55)) (join (letter (4) of (☁ spot55)) (join (letter (5) of (☁ spot55)) (join (letter (6) of (☁ spot55)) (letter (7) of (☁ spot55)))))))))\n end\n if <(spot decoded) = [6]> then\n set [number to write v] to ((10000000) - (join (letter (1) of (☁ spot66)) (join (letter (2) of (☁ spot66)) (join (letter (3) of (☁ spot66)) (join (letter (4) of (☁ spot66)) (join (letter (5) of (☁ spot66)) (join (letter (6) of (☁ spot66)) (letter (7) of (☁ spot66)))))))))\n end\n if <(spot decoded) = [7]> then\n set [number to write v] to ((10000000) - (join (letter (1) of (☁ spot77)) (join (letter (2) of (☁ spot77)) (join (letter (3) of (☁ spot77)) (join (letter (4) of (☁ spot77)) (join (letter (5) of (☁ spot77)) (join (letter (6) of (☁ spot11)) (letter (7) of (☁ spot77)))))))))\n end\n set [lea min v] to ([floor v] of (((number to write) / (10)) / (60)) )\n set [lea sec v] to (([floor v] of ((number to write) / (10)) ) mod (60))\n set [lea 0.1 v] to ((number to write) mod (10))\n set [letter x v] to ((136) - ((length of (lea min)) * (14)))\n set [# letter v] to [1]\n repeat (length of (lea min))\n switch costume to ((letter (# letter) of (lea min)) + (36))\n go to x: (letter x) y: (letter y)\n set size to (100) %\n create clone of (_myself_ v)\n change [# letter v] by (1)\n change [letter x v] by (14)\n end\n set [letter x v] to [150]\n if <(length of (lea sec)) = [1]> then\n go to x: (letter x) y: (letter y)\n switch costume to (36 v)\n create clone of (_myself_ v)\n change [letter x v] by (14)\n go to x: (letter x) y: (letter y)\n switch costume to ((letter (2) of (lea sec)) + (36))\n create clone of (_myself_ v)\n end\n if <(length of (lea sec)) = [2]> then\n switch costume to ((letter (1) of (lea sec)) + (36))\n go to x: (letter x) y: (letter y)\n set size to (100) %\n create clone of (_myself_ v)\n change [# letter v] by (1)\n change [letter x v] by (14)\n switch costume to ((letter (2) of (lea sec)) + (36))\n go to x: (letter x) y: (letter y)\n set size to (100) %\n create clone of (_myself_ v)\n change [# letter v] by (1)\n end\n set [letter x v] to [190]\n switch costume to ((letter (1) of (lea 0.1)) + (36))\n go to x: (letter x) y: (letter y)\n set size to (100) %\n create clone of (_myself_ v)\n change [# letter v] by (1)\n wait (0.2) seconds\n change [letter y v] by (-55)\n change [spot decoded v] by (1)\n change [% v] by (14)\nend\nbroadcast (done v)\n\n@Sprite43\n\nwhen flag clicked\nreset timer\nset [privious timer v] to [0]\nforever\n set [fps v] to (round ((1) / ((timer) - (privious timer))))\n set [privious timer v] to (timer)\nend\n\nwhen flag clicked\nforever\n if <(%) = [0]> then\n switch costume to (0 v)\n end\n if <(%) = [14]> then\n switch costume to (14 v)\n end\n if <(%) = [28]> then\n switch costume to (28 v)\n end\n if <(%) = [42]> then\n switch costume to (42 v)\n end\n if <(%) = [56]> then\n switch costume to (56 v)\n end\n if <(%) = [70]> then\n switch costume to (70 v)\n end\n if <(%) = [84]> then\n switch costume to (84 v)\n end\n if <(%) = [98]> then\n switch costume to (98 v)\n end\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [click leaderboard v]\nshow\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [done v]\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\n@Sprite44\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (back to the menu v)\nset [# letter v] to [0]\nset [delete clone v] to [1]\nwait (0.1) seconds\nset [delete clone v] to [0]\n\nwhen I receive [click leaderboard v]\nwait (0.5) seconds\nshow\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [back to the menu v]\nhide\n\n@Sprite45\n\nwhen flag clicked\nhide\n\nwhen I receive [click info v]\nshow\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [back to the menu v]\nhide\n\n@Sprite46\n\nwhen this sprite clicked\nbroadcast (controls v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (102) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [click info v]\nwait (0.1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [back to the menu v]\nhide\n\n@Sprite47\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (102) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [click info v]\nwait (0.1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [back to the menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (what is a speed run v)\n\n@Sprite48\n\nwhen I receive [click info v]\nwait (0.15) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen this sprite clicked\nbroadcast (back to the menu v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (102) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [back to the menu v]\nhide\n\n@Sprite49\n\nwhen flag clicked\nhide\n\nwhen I receive [controls v]\nwait (0.1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [back to the menu v]\nhide\n\n@Sprite50\n\nwhen flag clicked\nhide\n\nwhen I receive [what is a speed run v]\nwait (0.1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [back to the menu v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [cinematic v]\nwait (0.1) seconds\nshow\nset [ghost v] effect to (0)\nset [ghost skip v] to [0]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change [ghost skip v] by (10)\nend\nforever\n set [old v] to (mouse x)\n wait (0.1) seconds\n set [new v] to (mouse x)\n if <[5] < ([abs v] of ((new) - (old)) )> then\n repeat (10)\n change [ghost v] effect by (-10)\n change [ghost skip v] by (-10)\n clear graphic effects\n change [ghost skip v] by (0)\n end\n wait (2) seconds\n else\n repeat until <(ghost skip) > [95]>\n change [ghost v] effect by (10)\n change [ghost skip v] by (10)\n end\n end\nend\n\nwhen I receive [cinematic v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nhide\nset [stop cinematic v] to [1]\nbroadcast (switching level screen v)\nbroadcast (stop cinematic v)\nwait (1) seconds\nset [stop cinematic v] to [0]\nwait (0) seconds\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [stop cinematic v] to [0]\n\nwhen I receive [switching level screen v]\nhide\nstop [other scripts in sprite v]\n\n@song\n\nwhen I receive [black bars v]\nwait (1) seconds\nplay sound [pop v] until done\n\nwhen I receive [stop cinematic v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite51\n\nwhen I receive [checkpoint animation v]\nshow\nset [size check v] to [10]\nset size to (1) %\nrepeat (20)\n change [size check v] by (-0.50)\n change size by (size check)\nend\nwait (2) seconds\nrepeat (20)\n change [size check v] by (-0.50)\n change size by (size check)\nend\nhide\n\nwhen flag clicked\nforever\n if <(level #) = [1]> then\n if <([abs v] of ((ScrollX) - (4655)) ) < [10]> then\n broadcast (checkpoint animation v)\n end\n end\n if <(level #) = [2]> then\n if <([abs v] of ((ScrollX) - (5235)) ) < [10]> then\n broadcast (checkpoint animation v)\n end\n end\nend\n\n@Sprite52\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\n\nwhen [v v] key pressed\nshow variable [☁ spot11 v]\nshow variable [☁ spot22 v]\nshow variable [☁ spot33 v]\nshow variable [☁ spot44 v]\nshow variable [☁ spot55 v]\nshow variable [☁ spot66 v]\nshow variable [☁ spot77 v]\nwait until <not <key (v v) pressed?>>\nhide variable [☁ spot11 v]\nhide variable [☁ spot22 v]\nhide variable [☁ spot33 v]\nhide variable [☁ spot44 v]\nhide variable [☁ spot55 v]\nhide variable [☁ spot66 v]\nhide variable [☁ spot77 v]\n\nwhen flag clicked\nset [hello v] to [0]\nforever\n change [hello v] by (1)\n wait (1) seconds\n if <(hello) > [800000]> then\n stop [all v]\n end\nend\n\nset [☁ spot11 v] to [99994001930132524222214]\nwait (0.1) seconds\nset [☁ spot22 v] to [99993991930132524222214]\nwait (0.1) seconds\nset [☁ spot33 v] to [99993951930132524222214]\nwait (0.1) seconds\nset [☁ spot44 v] to [99993791930132524222214]\nwait (0.1) seconds\nset [☁ spot55 v] to [99993791930132524222214]\nwait (0.1) seconds\nset [☁ spot66 v] to [99993771930132524222214]\nwait (0.1) seconds\nset [☁ spot77 v] to [99993741930132524222214]\nwait (0.1) seconds\n\n | The competition is now over and the winner is.....\n @KlimbRio1 !!!\n\n His speedrun video: \n\nhttps://scratch.mit.edu/discuss/youtube/hge16vLTJu4/\n\nI also want to thank of few people who, even though they did not win, speedrun this games for hours to dominate the leaderboard.\n- @Judpomme\n- @bearbro10\n- @jojoinpurple\n\n\n\n\nHello everyone, this is not an ordinary platformer... it's a speedrun platformer! This means that the goal is to complete it as fast as possible. Check the in-game leaderboard to see who as the fastest times!\n\nCONTROLS (also presented in the game in ''info'')\n-restart q+r\n-move left/right arrows or A/D\n-jump up/down arrows or W/S\n-Long jump down arrow and quickly after up arrow\n-slide down arrow while moving\n\n\n\nGood luck! |
CAVE | A mobile friendly platformer | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (level)\nend\n\n@player\n\nwhen flag clicked\nhide\nswitch costume to (normal v)\nset size to (100) %\nclear graphic effects\n\ndefine reset\ngo to x: (-200) y: (35)\nset [xv v] to [0]\nset [yv v] to [0]\nset [jumping? v] to [0]\nset [killedenemy? v] to [0]\nswitch costume to (normal v)\nbroadcast (reset v)\n\nwhen I receive [newlevel v]\nreset\n\nwhen [r v] key pressed\nreset\n\ndefine platform\nchange y by (1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n change y by (1)\n if <touching (water v)?> then\n set [jumping? v] to [1]\n set [yv v] to [2]\n change y by (yv)\n if <touching (level v)?> then\n set [yv v] to [0]\n repeat until <not <touching (level v)?>>\n change y by (-0.3)\n end\n end\n else\n change y by (-2)\n if <<<touching (level v)?> or <touching (water v)?>> and <(jumping?) = [0]>> then\n set [yv v] to [11]\n set [jumping? v] to [1]\n if <touching (water v)?> then\n change y by (2)\n end\n end\n change y by (1)\n end\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [xv v] by (-1)\n if <touching (water v)?> then\n set [xv v] to [-1.5]\n change x by (xv)\n if <touching (level v)?> then\n set [xv v] to [0]\n repeat until <not <touching (level v)?>>\n change x by (0.1)\n end\n end\n end\n switch costume to (left v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [xv v] by (1)\n if <touching (water v)?> then\n set [xv v] to [1.5]\n change x by (xv)\n if <touching (level v)?> then\n set [xv v] to [0]\n repeat until <not <touching (level v)?>>\n change x by (-0.1)\n end\n end\n end\n switch costume to (right v)\nend\nif <touching (water v)?> then\n set [yv v] to [2]\nend\nset [xv v] to ((xv) * (0.85))\nif <touching (level v)?> then\n change x by (xv)\nelse\n change x by (xv)\n if <touching (level v)?> then\n if <touching (water v)?> then\n repeat until <not <touching (level v)?>>\n change x by (((xv) / ([abs v] of (round (xv)) )) * (-1))\n end\n else\n change y by (8)\n if <touching (level v)?> then\n change y by (-8)\n change x by ((xv) * (-1))\n repeat until <touching (level v)?>\n change x by ((xv) / ([abs v] of (round (xv)) ))\n end\n repeat until <not <touching (level v)?>>\n change x by (((xv) / ([abs v] of (round (xv)) )) * (-1))\n end\n if <<<mouse down?> and <(mouse y) > [0]>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [xv v] to (((xv) / ([abs v] of (round (xv)) )) * (-16))\n set [yv v] to [15]\n end\n else\n repeat until <touching (level v)?>\n change y by (-1)\n end\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\n end\n end\n end\nend\nif <(yv) < [1]> then\n set [jumping? v] to [0]\nend\nif <<(jumping?) = [1]> and <not <touching (water v)?>>> then\n if <not <touching (level v)?>> then\n change y by (yv)\n if <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by (-1)\n end\n set [yv v] to [1]\n set [jumping? v] to [0]\n end\n else\n change y by (yv)\n end\n change [yv v] by (-1)\nelse\n change y by (-1)\n if <not <touching (level v)?>> then\n change y by (yv)\n change [yv v] by (-1)\n if <touching (enemy v)?> then\n broadcast (killEnemy v)\n set [killedenemy? v] to [1]\n end\n end\n if <<not <touching (level v)?>> and <touching (water v)?>> then\n change y by (-2)\n end\nend\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching (jump potion v)?> then\n set [jumping? v] to [1]\n set [yv v] to [17]\nend\nif <<(round (xv)) = [0]> and <not <[] = [1]>>> then\n switch costume to (normal v)\nend\nif <[] = [1]> then\n switch costume to (squished v)\nend\nif <<touching (danger v)?> or <<touching (enemy v)?> and <(killedEnemy?) = [0]>>> then\n reset\n stop [this script v]\nend\n\nwhen I receive [start v]\nbroadcast (newLevel v) and wait\ngo to [front v] layer\nforever\n platform\n show\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (end v)?> then\n delete this clone\n end\nend\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\n@level\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nset [level v] to [1]\nbroadcast (start v)\n\nwhen I receive [newlevel v]\nswitch costume to (level)\nshow\n\n@end\n\nwhen flag clicked\nforever\n switch costume to (hasKey?)\n if <<touching (player v)?> and <(hasKey?) = [1]>> then\n if <(level) = [4]> then\n set [level v] to [end]\n broadcast (newLevel v)\n broadcast (end v)\n stop [this script v]\n end\n change [level v] by (1)\n broadcast (newLevel v) and wait\n end\nend\n\nwhen I receive [newlevel v]\nif <(level) = [1]> then\n go to x: (137) y: (-40)\nend\nif <(level) = [2]> then\n go to x: (200) y: (-40)\nend\nif <(level) = [3]> then\n go to x: (200) y: (-45)\nend\nif <(level) = [4]> then\n go to x: (200) y: (8)\nend\nshow\n\nwhen I receive [end v]\nhide\n\n@directions\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n set size to (75) %\n go to x: (0) y: (120)\n go to [front v] layer\n wait (0.2) seconds\nend\n\nwhen I receive [newlevel v]\nswitch costume to (level)\nshow\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\n\n@jump potion\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [newlevel v]\nif <(level) = [end]> then\n hide\nelse\n switch costume to (level)\n show\nend\n\n@danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [newlevel v]\nif <(level) = [end]> then\n hide\nelse\n switch costume to (level)\n show\nend\n\n@key\n\ndefine reset\nswitch costume to (collectible v)\nif <(level) = [1]> then\n go to x: (200) y: (60)\nend\nif <(level) = [2]> then\n go to x: (-80) y: (120)\nend\nif <(level) = [3]> then\n go to x: (0) y: (100)\nend\nif <(level) = [4]> then\n go to x: (180) y: (135)\nend\nbroadcast (hasKey? v)\nbroadcast (hoverKey v)\nshow\n\nwhen I receive [reset v]\nset [haskey? v] to [0]\nreset\n\nwhen I receive [hoverkey v]\nrepeat until <(hasKey?) = [1]>\n repeat (30)\n change y by (0.2)\n end\n repeat (30)\n change y by (-0.2)\n end\nend\n\nwhen I receive [haskey? v]\nshow\nforever\n switch costume to (collectible v)\n point in direction (90)\n if <touching (player v)?> then\n broadcast (keyStaysWithPlayer v)\n stop [this script v]\n end\nend\n\nwhen I receive [keystayswithplayer v]\nset [haskey? v] to [1]\nrepeat until <(hasKey?) = [0]>\n switch costume to (held v)\n go to (player v)\n if <([costume name v] of [player v]) = [left]> then\n change x by (-15)\n point in direction (-90)\n else\n point in direction (90)\n change x by (15)\n end\nend\n\nwhen I receive [newlevel v]\ngo to [front v] layer\n\n@raindrop\n\nwhen flag clicked\nhide\nforever\n if <(level) = [1]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (75)\ngo to x: (pick random (-240) to (240)) y: (186)\nshow\nrepeat until <(y position) = [-186]>\n change x by (pick random (-1) to (5))\n change y by (-10)\nend\ndelete this clone\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n wait (0.01) seconds\n show\nend\n\nwhen I receive [done v]\nset [vel v] to [-1]\ngo to x: (0) y: (500)\nclear graphic effects\nrepeat until <(y position) < [1]>\n change y by (vel)\n change [vel v] by (-1)\nend\nset [vel v] to [10]\nrepeat (10)\n change y by (vel)\n change [vel v] by (-1)\nend\nrepeat (10)\n change y by (vel)\n change [vel v] by (-1)\nend\nset [vel v] to [5]\nrepeat (5)\n change y by (vel)\n change [vel v] by (-1)\nend\nrepeat (5)\n change y by (vel)\n change [vel v] by (-1)\nend\ngo to x: (0) y: (0)\nwait (1) seconds\nbroadcast (comment v) and wait\nstop [other scripts in sprite v]\nstop [all v]\n\nwhen I receive [end v]\nwait (10) seconds\nbroadcast (done v)\n\n | PART 2: https://scratch.mit.edu/projects/501869601/\n\nPlease read ↓\n ◈ CAVE ◈\nHappy late Valentines Day everyone! <3\n\nWelcome to CAVE, a mobile friendly platformer. Survive the mysterious, scary traps and tricks in the cave, and collect the key to escape through the door . . . or you will be stuck in the cave forever . . .\n\nCAVE 2 is in development!\nIf it lags, press R to reset :)\n\nMake your own platformer easily here!:\nhttps://scratch.mit.edu/projects/477574444/\nPropose this to be featured here!:\nhttps://scratch.mit.edu/studios/28715018/\n\nMake sure to ❤️, ⭐️, and follow for a part 2!!\n\nControls:\nmovement - ←↕→, WAD, or mobile\nreset - R\n\nCan you beat the highscore??\nHave a nice day!\n\nBye! <3 |
100% 3D Pen Platformer | @Stage\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen I receive [start v]\nforever\n play sound [TheFatRat - Windfall \(1\) v] until done\nend\n\nwhen I receive [start v]\nforever\n if <(cam y) < [-200]> then\n switch backdrop to (bellow v)\n else\n if <(cam y) > [800]> then\n switch backdrop to (above v)\n else\n switch backdrop to (midle v)\n end\n end\nend\n\n@Blank\n\n@3D Engine\n\nwhen flag clicked\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nswitch costume to (blank v)\nset size to (9999999999999999999) %\nswitch costume to (size hack v)\nreset timer\nerase all\nset [level v] to [1]\nset [rot x v] to [0]\nset [rot y v] to [0]\nDraw Level\nReset\nforever\n erase all\n Turn and Move\n if <<(Touching end) = [yes]> or <key (o v) pressed?>> then\n wait until <not <key (o v) pressed?>>\n change [level v] by (1)\n Draw Level\n Reset\n end\nend\n\nwhen I receive [start v]\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 Create Blocks (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)\nVal\nSet Colour (platform type)\nset pen (transparency v) to (((10) - (item (ii) of [block distances v])) / (4))\nset pen size to (((1000) - (item (ii) of [block distances v])) / (100))\nset pen (brightness v) to (80)\nif <(((1000) - (item (ii) of [block distances v])) / (4)) > [10]> then\n rect (x) (y) ((50) + (z))\n Trace of block ((50) + (x)) ((50) + (y)) ((50) + (z)) to ((50) + (x)) ((50) + (y)) ((-50) + (z))\n Trace of block ((50) + (x)) ((-50) + (y)) ((50) + (z)) to ((50) + (x)) ((-50) + (y)) ((-50) + (z))\n Trace of block ((-50) + (x)) ((-50) + (y)) ((50) + (z)) to ((-50) + (x)) ((-50) + (y)) ((-50) + (z))\n Trace of block ((-50) + (x)) ((50) + (y)) ((50) + (z)) to ((-50) + (x)) ((50) + (y)) ((-50) + (z))\n rect (x) (y) ((-50) + (z))\nend\n\nlevel renderer [0] [3] [7] [Platform]\n\nlevel renderer [Left or Right] [Up or Down] [Front or back] [Block type]\n\nwhen I receive [start v]\nforever\n if <(level) > [5]> then\n erase all\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\ndefine Val\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 Turn and Move\nif <key (up arrow v) pressed?> then\n change [rot y v] by (4)\nend\nif <key (left arrow v) pressed?> then\n change [rot x v] by (4)\nend\nif <key (right arrow v) pressed?> then\n change [rot x v] by (-4)\nend\nif <key (down arrow v) pressed?> then\n change [rot y v] by (-4)\nend\nif <key (w v) pressed?> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\nend\nif <key (s v) pressed?> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\nend\nif <key (a v) pressed?> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\nend\nif <key (d v) pressed?> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\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 collision\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]) = [Platform]> then\n set [touching platform? v] to [yes]\n else\n if <(item (i) of [platform type v]) = [Lava]> then\n Reset\n else\n if <(item (i) of [platform type v]) = [Trampoline]> then\n set [y vel v] to [30]\n set [!touch trampoline v] to [1]\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)\ncollision\nif <(Touching platform?) = [yes]> then\n Y collision (Y vel)\nend\nchange [cam z v] by (Zvel)\ncollision\nif <(Touching platform?) = [yes]> then\n Z Collision (Zvel)\nend\nchange [cam x v] by (Xvel)\ncollision\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 <(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 collision\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 collision\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 collision\nend\n\ndefine Reset\nset [view factor v] to [150]\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 [near plane v] to [1]\nset [y vel v] to [0]\nset [rot x v] to [0]\nset [rot y v] to [0]\n\ndefine Draw 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 renderer [-1] [0] [-1] [Platform]\n level renderer [0] [0] [-1] [Platform]\n level renderer [1] [0] [-1] [Platform]\n level renderer [-1] [0] [0] [Platform]\n level renderer [0] [0] [0] [Platform]\n level renderer [1] [0] [0] [Platform]\n level renderer [-1] [0] [1] [Platform]\n level renderer [0] [0] [1] [Trampoline]\n level renderer [1] [0] [1] [Platform]\n level renderer [0] [0] [3] [Lava]\n level renderer [0] [1] [4] [Platform]\n level renderer [0] [1] [5] [Platform]\n level renderer [1] [2] [7] [Lava]\n level renderer [2] [2] [7] [Platform]\n level renderer [3] [2] [7] [Platform]\n level renderer [4] [2] [7] [Lava]\n level renderer [5] [2] [7] [Platform]\n level renderer [5] [3] [7] [Platform]\n level renderer [6] [4] [7] [Platform]\n level renderer [7] [5] [7] [Platform]\n level renderer [11] [0] [7] [Platform]\n level renderer [8] [0] [7] [Lava]\n level renderer [9] [0] [7] [Lava]\n level renderer [10] [0] [7] [Lava]\n level renderer [11] [0] [7] [Platform]\n level renderer [12] [0] [7] [Platform]\n level renderer [13] [0] [7] [End]\nelse\n if <(level) = [2]> then\n level renderer [-1] [0] [-1] [Platform]\n level renderer [0] [0] [-1] [Platform]\n level renderer [1] [0] [-1] [Platform]\n level renderer [-1] [0] [0] [Platform]\n level renderer [0] [0] [0] [Platform]\n level renderer [1] [0] [0] [Platform]\n level renderer [-1] [0] [1] [Platform]\n level renderer [0] [0] [1] [Platform]\n level renderer [1] [0] [1] [Platform]\n level renderer [0] [0] [3] [Lava]\n level renderer [-2] [1] [3] [Platform]\n level renderer [-2] [2] [1] [Platform]\n level renderer [-2] [2] [0] [Trampoline]\n level renderer [-1] [5] [-1] [Lava]\n level renderer [0] [5] [-1] [Lava]\n level renderer [1] [5] [-1] [Lava]\n level renderer [-1] [5] [0] [Platform]\n level renderer [0] [5] [0] [Lava]\n level renderer [1] [5] [0] [Platform]\n level renderer [-1] [5] [1] [Platform]\n level renderer [0] [5] [1] [Platform]\n level renderer [1] [5] [1] [Platform]\n level renderer [0] [5] [3] [Platform]\n level renderer [1] [5] [5] [Platform]\n level renderer [-1] [5] [7] [Platform]\n level renderer [1] [5] [9] [Platform]\n level renderer [-1] [5] [11] [Lava]\n level renderer [0] [5] [12] [Platform]\n level renderer [0] [5] [13] [Lava]\n level renderer [0] [5] [14] [Platform]\n level renderer [0] [5] [15] [Lava]\n level renderer [0] [5] [16] [Platform]\n level renderer [0] [5] [17] [End]\n else\n if <(level) = [3]> then\n level renderer [-1] [0] [-1] [Platform]\n level renderer [0] [0] [-1] [Platform]\n level renderer [1] [0] [-1] [Platform]\n level renderer [-1] [0] [0] [Platform]\n level renderer [0] [0] [0] [Platform]\n level renderer [1] [0] [0] [Platform]\n level renderer [-1] [0] [1] [Platform]\n level renderer [0] [0] [1] [Platform]\n level renderer [1] [0] [1] [Platform]\n level renderer [0] [0] [2] [Trampoline]\n level renderer [0] [5] [2] [Trampoline]\n level renderer [0] [0] [7] [Platform]\n level renderer [0] [0] [8] [Platform]\n level renderer [0] [0] [9] [Platform]\n level renderer [1] [0] [9] [Lava]\n level renderer [2] [0] [9] [Trampoline]\n level renderer [3] [0] [9] [Lava]\n level renderer [4] [0] [9] [Trampoline]\n level renderer [5] [0] [9] [Lava]\n level renderer [6] [0] [9] [Trampoline]\n level renderer [7] [0] [9] [End]\n else\n if <(level) = [4]> then\n level renderer [-1] [0] [-1] [Platform]\n level renderer [0] [0] [-1] [Platform]\n level renderer [1] [0] [-1] [Platform]\n level renderer [-1] [0] [0] [Platform]\n level renderer [0] [0] [0] [Platform]\n level renderer [1] [0] [0] [Platform]\n level renderer [-1] [0] [1] [Platform]\n level renderer [0] [0] [1] [Platform]\n level renderer [1] [0] [1] [Platform]\n level renderer [0] [0] [2] [Platform]\n level renderer [0] [1] [3] [Platform]\n level renderer [0] [2] [4] [Platform]\n level renderer [0] [3] [5] [Platform]\n level renderer [0] [3] [6] [Lava]\n level renderer [0] [3] [7] [Platform]\n level renderer [0] [0] [7] [Platform]\n level renderer [0] [0] [6] [End]\n level renderer [1] [3] [7] [Lava]\n level renderer [1] [4] [7] [Lava]\n level renderer [1] [5] [7] [Lava]\n level renderer [0] [3] [8] [Lava]\n level renderer [0] [4] [8] [Lava]\n level renderer [0] [5] [8] [Lava]\n else\n if <(level) = [5]> then\n level renderer [-1] [0] [-1] [Platform]\n level renderer [0] [0] [-1] [Platform]\n level renderer [1] [0] [-1] [Platform]\n level renderer [-1] [0] [0] [Platform]\n level renderer [0] [0] [0] [Platform]\n level renderer [1] [0] [0] [Platform]\n level renderer [-1] [0] [1] [Platform]\n level renderer [0] [0] [1] [Platform]\n level renderer [1] [0] [1] [Platform]\n level renderer [0] [0] [3] [Lava]\n level renderer [0] [1] [5] [Lava]\n level renderer [0] [2] [7] [Lava]\n level renderer [0] [3] [9] [Lava]\n level renderer [0] [4] [11] [Lava]\n level renderer [0] [4] [12] [End]\n level renderer [2] [0] [0] [Lava]\n level renderer [3] [0] [0] [Platform]\n level renderer [4] [0] [0] [Lava]\n level renderer [5] [0] [0] [Platform]\n level renderer [6] [0] [0] [Trampoline]\n level renderer [6] [4] [1] [Platform]\n level renderer [6] [4] [3] [Platform]\n level renderer [6] [4] [5] [Platform]\n level renderer [6] [4] [6] [Lava]\n level renderer [6] [4] [7] [Platform]\n level renderer [6] [4] [8] [Platform]\n level renderer [6] [4] [9] [Platform]\n level renderer [6] [4] [11] [Trampoline]\n level renderer [6] [4] [12] [Lava]\n level renderer [3] [4] [12] [Platform]\n end\n end\n end\n end\nend\n\ndefine Render\ndistance\nSort Lists\nset [ii v] to [0]\nrepeat (length of [cube x pos v])\n change [ii v] by (1)\n if <(item (ii) of [block distances v]) < [1100]> then\n Put Cube at (item (ii) of [cube x pos v]) (item (ii) of [cube y pos v]) (item (ii) of [cube z pos v]) (item (ii) of [platform type v])\n end\nend\n\ndefine Set Colour (colour of)\nif <(colour of) = [Platform]> then\n set pen color to (#3fff00)\nelse\n if <(colour of) = [Lava]> then\n set pen color to (#ff0000)\n else\n if <(colour of) = [Trampoline]> then\n set pen color to (#ffe900)\n else\n set pen color to (#ca00e6)\n end\n end\nend\n\ndefine level renderer (x) (y) (z) (block type)\nadd ((x) * (100)) to [cube x pos v]\nadd ((y) * (100)) to [cube y pos v]\nadd ((z) * (100)) to [cube z pos v]\nadd (block type) to [platform type v]\n\ndefine rect (x) (y) (z)\nTrace of block ((50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((-50) + (y)) (z)\nTrace of block ((50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((-50) + (y)) (z)\nTrace of block ((-50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((50) + (y)) (z)\nTrace of block ((-50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((50) + (y)) (z)\n\nwhen [o v] key pressed\nset [!skip v] to [1]\n\nwhen [r v] key pressed\nReset\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 Trace of block (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 Create Blocks ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2 ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\nlevel renderer [2] [0] [0] [Lava]\nlevel renderer [3] [0] [0] [Platform]\nlevel renderer [4] [0] [0] [Lava]\nlevel renderer [5] [0] [0] [Platform]\nlevel renderer [6] [0] [0] [Trampoline]\nlevel renderer [6] [4] [1] [Platform]\nlevel renderer [6] [4] [3] [Platform]\nlevel renderer [6] [4] [5] [Platform]\nlevel renderer [6] [4] [6] [Lava]\nlevel renderer [6] [4] [7] [Platform]\nlevel renderer [6] [4] [8] [Platform]\nlevel renderer [6] [4] [9] [Platform]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (5000)\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (Stop Timer)\nhide variable [level v]\nhide variable [fps v]\ngo to x: (0) y: (5000)\nshow\ngo to [front v] layer\nswitch costume to (thumb v)\nforever\n change y by (((0) - (y position)) / (7))\nend\n\nwhen flag clicked\nset [stop timer v] to [0]\nforever\n set [stop timer v] to ((timer) + (0.1))\nend\n\n@End screen 1\n\ndefine len (text)\nset [lentext v] to (text)\n\nwhen I receive [start v]\nshow variable [fps v]\nshow variable [level v]\npoint in direction (90)\nset [lentext v] to [0]\nlen [abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890!@#$%^&*\(\)-+]\nswitch costume to (blank v)\nhide\ngo to [front v] layer\nwait (1) seconds\nforever\n if <(level) > [5]> then\n hide variable [fps v]\n hide variable [level v]\n Win\n stop [this script v]\n end\nend\n\nshow\nrepeat (10)\n turn right ((([sin v] of ((timer) * (1)) ) * (1)) + (1)) degrees\nend\nrepeat (10)\n turn right ((-1) * ((([sin v] of ((timer) * (1)) ) * (1)) + (1))) degrees\nend\n\nwhen flag clicked\nhide\nstop [other scripts in sprite v]\n\ndefine Win\nswitch costume to (win v)\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\nshow\ngo to x: (0) y: (200)\nrepeat (10)\n change y by (-20)\nend\nrepeat (10)\n change [brightness v] effect by (1)\nend\nrepeat (10)\n change [brightness v] effect by (-1)\nend\n\n@detector\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [clone id #d v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id #d v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__ #D) = [1]> and <(FAVED___ #D) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\ngo [forward v] (2000) layers\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id #D) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ #d v] to [0]\n switch costume to (love v)\n forever\n set [love? #d 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__ #d v] to [1]\n end\n end\n end\nend\nif <(clone id #D) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ #d v] to [0]\n forever\n set [fav? #d 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___ #d v] to [1]\n end\n end\n end\nend\n\npoint in direction (90)\nhide\nset [clone id #d v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id #d v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__ #D) = [1]> and <(FAVED___ #D) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\ngo [forward v] (2000) layers\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen [timer v] > (Timer)\ndelete this clone\n\nwhen [timer v] > (Timer)\n\n | Pen Platformer\n\nPen platformer is a 3D non-generic platformer, it doesn't supports mobile, also this a first person camera platformer . The Engine itself is 100% pen except for the win screen and thumbnail. \n\nBeta testers:\n@quicslives\n@bashibazouksbobo\n@ILikeAnimationz\n\n-----------------------l Instructions l------------------------\nPro tip: Jump at the very edge\n\nWASD to move.\nArrow keys or mousedown and drag your mouse to look around.\nSpace to jump.\n\nPlatform type:\nGreen = Platform\nRed = Lava\nYellow = Trampoline\nPurple = Portal\n |
scooter#//#hulajnoga Platformer/:) | @Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [Xaf - Treenan \(320 kbps\) v] until done\nend\n\nchange volume by (-10)\n\n@Player\n\nwhen flag clicked\nset [hajs v] to [0]\nset [level v] to [1]\nbroadcast (start v)\n\nwhen I receive [start v]\nGO: [0] : [-207]\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <touching (danger's v)?> then\n stop [other scripts in sprite v]\n point in direction (90)\n repeat (3)\n change [ghost v] effect by (40)\n wait (00.1) seconds\n end\n broadcast (start v)\n go to x: (-209) y: (18)\n end\nend\n\nset [☁ time v] to [0]\n\nwhen I receive [start v]\nforever\n if <<mouse down?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n broadcast (trik v)\n if <(costume [number v]) = [1]> then\n repeat (20)\n turn right (18) degrees\n end\n end\n if <(costume [number v]) = [2]> then\n repeat (20)\n turn left (18) degrees\n end\n end\n end\n if <[50] < (y position)> then\n if <<mouse down?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n broadcast (super trik v)\n end\n end\nend\n\nwhen flag clicked\nset [danger's v] to [1]\n\ndefine GO: (y) : (x)\ngo to x: (x) y: (y)\nshow\nset [ghost v] effect to (0)\nset [danger's v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n switch costume to (kostium2 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n switch costume to (kostium3 v)\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 if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change x by ((x) * (-1))\n change y by (-4)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (platforms v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (platforms v)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [15]\n switch costume to (kostium4 v)\n end\n end\n change y by (1)\n if <touching (flag v)?> then\n broadcast (next v)\n go to x: (-207) y: (-55)\n end\nend\n\n@platforms\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\ngo to x: (36) y: (28)\nshow\n\nset [level v] to [8]\n\nchange [level v] by (1)\n\nwhen flag clicked\nset [☁ time v] to [0]\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [☁ time v] by (1)\n if <(Level) = [10]> then\n stop [this script v]\n end\nend\n\n@danger's\n\nwhen flag clicked\nset [danger's v] to [1]\nforever\n switch costume to (Level)\n if <(Level) = [10]> then\n hide\n stop [this script v]\n end\n if <(Level) = [8]> then\n go to x: (67) y: (-11)\n wait (0.05) seconds\n switch costume to (pick random (8) to (11))\n wait (1) seconds\n end\nend\n\nset [danger's v] to [0]\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\ngo to x: (20) y: (-23)\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n stop [other scripts in sprite v]\n go to x: (12) y: (-65)\n wait (0.05) seconds\n switch costume to (pick random (12) to (15))\n wait (00.7) seconds\n end\n if <(Level) = [10]> then\n hide\n end\nend\n\n@clouds\n\nwhen I receive [start2 v]\nhide\nforever\n change [brightness v] effect by (-10)\n wait (3) seconds\n set [brightness v] effect to (0)\n create clone of (_myself_ v)\n set [brightness v] effect to (30)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (30)\ngo to [back v] layer\ngo to x: (200) y: (pick random (50) to (180))\nshow\nrepeat until <(x position) < [-200]>\n change x by (-2)\n if <<([costume name v] of [platforms v]) < [11]> and <([costume name v] of [platforms v]) > [6]>> then\n hide\n delete this clone\n end\nend\nrepeat (10)\n hide\n delete this clone\nend\nif <(Level) = [8]> then\n\nwhen flag clicked\nbroadcast (start2 v)\n\n@FLAg\n\nwhen flag clicked\nswitch backdrop to (tło1 v)\nshow\ngo to x: (177) y: (57)\nforever\n next costume\n wait (000.1) seconds\nend\n\nwhen I receive [next v]\ngo to x: (179) y: (50)\nchange [level v] by (1)\nchange [danger's v] by (1)\nforever\n if <(Level) = [3]> then\n go to x: (173) y: (58)\n end\n if <(Level) = [4]> then\n go to x: (173) y: (58)\n end\n if <(Level) = [5]> then\n go to x: (173) y: (58)\n end\n if <(Level) = [6]> then\n go to x: (173) y: (58)\n end\n if <(Level) = [7]> then\n go to x: (173) y: (58)\n end\n if <(Level) = [8]> then\n go to x: (94) y: (61)\n end\n if <(Level) = [9]> then\n go to x: (173) y: (58)\n end\n if <(Level) = [10]> then\n hide\n switch backdrop to (tło2 v)\n end\nend\n\nset [danger's v] to [1]\n\n@blank\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n set [ghost v] effect to (100)\nend\n\nhide\n\n@Duszek1\n\nwhen flag clicked\nset [☁ złoto v] to [0]\nshow\ngo to x: (-44) y: (-16)\ncreate clone of (_myself_ v)\nforever\n if <touching (player v)?> then\n hide\n change [☁ złoto v] by (pick random (1) to (3))\n start sound [pop v]\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (95) y: (-12)\nforever\n if <touching (player v)?> then\n hide\n change [☁ złoto v] by (pick random (1) to (3))\n start sound [pop v]\n end\n if <(Level) = [4]> then\n go to x: (-2) y: (27)\n end\n if <(Level) = [7]> then\n go to x: (10) y: (27)\n end\n if <(Level) = [6]> then\n go to x: (2) y: (110)\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\nset [hajs v] to [0]\n\nwhen I receive [next v]\nshow\ngo to x: (194) y: (10)\n\n@Duszek2\n\nwhen flag clicked\ngo to x: (223) y: (158)\n\nwhen I receive [kasa v]\nrepeat (5)\n change size by (10)\nend\nwait (0.05) seconds\nrepeat (5)\n change size by (-10)\nend\nset size to (180) %\n\n@ptaki\n\nwhen flag clicked\ngo to x: (196) y: (162)\nforever\n glide (3) secs to x: (pick random (100) to (150)) y: (pick random (100) to (150))\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set size to (100) %\n go to x: (196) y: (162)\nend\n\nstart sound [salamisound-6997514-two-falcons-are-courtshiping v]\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen I start as a clone\nforever\n wait (1) seconds\n glide (3) secs to x: (-56) y: (82)\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set size to (100) %\n go to x: (-56) y: (82)\n delete this clone\nend\n\nwhen flag clicked\nforever\n wait (10) seconds\n create clone of (_myself_ v)\nend\n\ndelete this clone\n\nwhen I start as a clone\nforever\n wait (0.1) seconds\n next costume\nend\n\n@Duszek3\n\n@dekoracje\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [1]> then\n go to x: (-60) y: (17)\n show\n switch costume to (kostium2 v)\n end\n if <(Level) = [2]> then\n go to x: (100) y: (12)\n switch costume to (kostium2 v)\n end\n if <(Level) = [3]> then\n switch costume to (kostium2 v)\n go to x: (129) y: (212)\n end\n if <(Level) = [4]> then\n go to x: (83) y: (11)\n switch costume to (kostium1 v)\n show\n end\n if <(Level) = [5]> then\n switch costume to (kostium2 v)\n hide\n end\nend\n\nhide\n\n@Duszek4\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset size to (0) %\n\nwhen I receive [trik v]\nshow\nswitch costume to ((pick random (1) to (2)) * (1))\nstart sound [:0 v]\nrepeat (10)\n change [ghost v] effect by (-10)\n change size by (10)\nend\nwait (1) seconds\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\nset size to (0) %\nwait (2) seconds\n\nwhen I receive [super trik v]\n\nstart sound [pop v]\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Duszek5\n\nwhen I receive [trik v]\ngo to x: (208) y: (81)\nshow\nglide (0.5) secs to (duszek2 v)\nhide\nbroadcast (kasa v)\n\nwhen flag clicked\nhide\n\ndefine los (los)\nchange [☁ złoto v] by (pick random (pick random (pick random (pick random (pick random (pick random (LOS. %) to ()) to ()) to ()) to ()) to ()) to ())\n\nwhen I receive [trik v]\ngo to x: (208) y: (81)\nshow\nglide (0.5) secs to (duszek2 v)\nhide\nbroadcast (kasa v)\ngo to x: (208) y: (81)\nlos (los)\n\ndefine losuj sz. (1) (2) (3) (4) (5) (6) (7) (8) (9) (10)\nlos (LOS. %)\nset [los. % v] to (pick random (1) to (LOS. %))\nset [los. % v] to (pick random (2) to (LOS. %))\nset [los. % v] to (pick random (3) to (LOS. %))\nset [los. % v] to (pick random (4) to (LOS. %))\nset [los. % v] to (pick random (5) to (LOS. %))\nset [los. % v] to (pick random (6) to (LOS. %))\nset [los. % v] to (pick random (7) to (LOS. %))\nset [los. % v] to (pick random (8) to (LOS. %))\nset [los. % v] to (pick random (9) to (LOS. %))\nset [los. % v] to (pick random (10) to (LOS. %))\n\nwhen I receive [trik v]\ngo to x: (208) y: (81)\nshow\nglide (0.5) secs to (duszek2 v)\nhide\nbroadcast (kasa v)\nlosuj sz. (length of (1)) (length of (2)) (length of (3)) (length of (4)) (length of (5)) (length of (6)) (length of (7)) (length of (8)) (length of (9)) (length of (10))\n\ndefine procent () ()\nlos < () contains < (LOS. %) contains (los)?>?>\nlos < () contains < (LOS. %) contains (los)?>?>\nlos < () contains < (LOS. %) contains (los)?>?>\nlos < () contains < (LOS. %) contains (los)?>?>\nlos < () contains < (LOS. %) contains (los)?>?>\nlos < () contains < (LOS. %) contains (los)?>?>\nlos < () contains < (LOS. %) contains (los)?>?>\nlos < () contains < (LOS. %) contains (los)?>?>\nlos < () contains < (LOS. %) contains (los)?>?>\nlos < () contains < (LOS. %) contains (los)?>?>\nustaw: (LOS. %) na: [100]\n\ndefine ustaw: () na: ()\nustaw: (LOS. %) na: (pick random () to ())\nset [los. % v] to ()\n\nwhen I receive [trik v]\ngo to x: (208) y: (81)\nshow\nglide (0.5) secs to (duszek2 v)\nhide\nbroadcast (kasa v)\nprocent () ()\nsay () for (los) seconds\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n | poruszanie się strzałki i wasd kiedy W lub strzałka w górę i klikniesz mysz robisz triki kiedy chcesz |
Darkness II A Platformer | @Stage\n\n@player \n\nwhen flag clicked\nhide\nset [menu v] to [0]\nset size to (100) %\nset [ghost v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\nbroadcast (green flag v) and wait\nbroadcast (play. game v) and wait\n\nwhen I receive [play. game v]\nhide variable [collected v]\nset [hj v] to [0]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game on\n repeat until <(Exit) > []>\n tick\n broadcast (tick v) and wait\n end\n if <(Exit) = [win]> then\n Game win\n else\n Game-Die\n end\nend\n\ndefine Game on\nif <(LEVEL) = [2]> then\n switch backdrop to (backdrop2 v)\nend\nif <(LEVEL) = [1]> then\n switch backdrop to (savanna v)\nend\nif <(LEVEL) = [3]> then\n switch backdrop to (backdrop1 \(2\) v)\nend\nif <(LEVEL) = [4]> then\n switch backdrop to (backdrop1 \(3\) v)\nend\nset [x v] to [-220]\nset [y v] to [-100]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [sx v] to [0]\nshow\n\ndefine tick\nif <key (left arrow v) pressed?> then\n change [sx v] by (-1.5)\n point in direction (-90)\nend\nif <key (right arrow v) pressed?> then\n change [sx v] by (1.5)\n point in direction (90)\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 <key (up arrow v) pressed?> then\n if <(In air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <[-20] < (sy)> then\n change [sy v] by (-2)\nend\nChange player y by (sy)\nset [scroll x v] to (X)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nchange [scroll y v] by (round (((Y) - (SCROLL Y)) / (10)))\nPosition\nif <(LEVEL) = [2]> then\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest die\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((X) - (SCROLL X)) y: ((Y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nTest die\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Test die\nif then\n set [exit v] to [die]\nend\n\ndefine Game win\nset rotation style [left-right v]\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (5)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nshow\nset size to (100) %\nset [ghost v] effect to (0)\nset rotation style [left-right v]\n\ndefine Game-Die\nhide variable [collected v]\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\nwhen flag clicked\nset [tim v] to [.1]\nforever\n set [tim v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (tim)\nbroadcast (k v)\nbroadcast (thum v)\n\nwhen I receive [k v]\nhide\n\nwhen [s v] key pressed\nset [in v] to [1]\n\nwhen I receive [thum v]\nhide\n\nwhen I receive [reset v]\n\n@spikes\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [-11]\nset [y v] to [-50]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n else\n if <(LEVEL) = [6]> then\n switch costume to (costume1 v)\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [k v]\nhide\n\n@platform3\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [-11]\nset [y v] to [-50]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 2 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [4]> then\n else\n if <(LEVEL) = [5]> then\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: ((y) + (lr))\nif <<(x) = (x position)> and <((y) + (lr)) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [k v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<(LEVEL) = [2]> or <<<(LEVEL) = [4]> or <(LEVEL) = [5]>> or <<(LEVEL) = [3]> or <(LEVEL) = [1]>>>> then\n set [lr v] to [4]\n forever\n repeat (10)\n change [lr v] by (2)\n end\n wait (0.1) seconds\n repeat (10)\n change [lr v] by (-2)\n end\n wait (0.1) seconds\n end\n end\nend\n\n@portal\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [name v]) = [open]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide variable [mouse v]\nset [collected max v] to [0]\nset [collected v] to [0]\nhide\nset [y v] to [-16]\nif <(LEVEL) = [1]> then\n switch costume to (open2 v)\n Clone at x: [700] y: [28]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (open2 v)\n Clone at x: [155] y: [91]\n else\n if <(LEVEL) = [3]> then\n switch costume to (open2 v)\n Clone at x: [625] y: [37]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [289] y: [-2]\n else\n if <(LEVEL) = [6]> then\n Clone at x: [10000000] y: [1000000000]\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: ((y) + (pr))\nif <<(x) = (x position)> and <((y) + (pr)) = (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 [op v]\nswitch costume to (open v)\n\nwhen I receive [k v]\nhide\n\nwhen flag clicked\nforever\n set [pr v] to [7]\n forever\n repeat (15)\n change [pr v] by (1)\n end\n wait (0.1) seconds\n repeat (15)\n change [pr v] by (-1)\n end\n wait (0.1) seconds\n end\nend\n\n@coins\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED MAX) = (collected)> then\n broadcast (op v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide variable [mouse v]\nset [collected v] to [0]\nhide\nset [y v] to [-16]\nif <(LEVEL) = [1]> then\n Clone at x: [-68] y: [1]\n Clone at x: [25] y: [1]\n Clone at x: [116] y: [1]\n Clone at x: [215] y: [1]\n Clone at x: [302] y: [16]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [-93] y: [-21]\n Clone at x: [1] y: [95]\n Clone at x: [17] y: [-48]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [286] y: [-62]\n Clone at x: [166] y: [-62]\n Clone at x: [47] y: [-62]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 1 1 \(1\) v)\n Clone at x: [-66] y: [124]\n Clone at x: [-167] y: [329]\n Clone at x: [17] y: [259]\n Clone at x: [163] y: [203]\n end\n end\n end\nend\nset [x v] to [6656446455455645]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nchange [collected max v] by (1)\n\nwhen I receive [k v]\nhide\n\nwhen [r v] key pressed\nbroadcast (reset v)\nbroadcast (setup v)\nbroadcast (play. game v)\n\nwhen I receive [play. game v]\nforever\n hide variable [collected v]\nend\n\n@platform\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [-11]\nset [y v] to [-50]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: []\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [400] y: []\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n else\n if <(LEVEL) = [6]> then\n switch costume to (the end v)\n end\n end\n end\n end\n end\nend\n\nswitch costume to (level 5 1 v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [play. game v]\nforever\n if <(costume [number v]) = [29]> then\n broadcast (game done.com v)\n end\nend\n\n@Sprite1\n\nwhen [m v] key pressed\nset [mouse v] to (join ((SCROLL X) + (mouse x)) (join [, ] ((SCROLL Y) + (mouse y))))\nshow variable [mouse v]\n\nwhen flag clicked\nset [in v] to [0]\nhide variable [mouse v]\nhide variable [collected max v]\nhide variable [e v]\nhide variable [collected v]\n\nwhen I receive [play. game v]\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n hide\nend\n\n | ✯ Darkness II A Platformer ✯\n\n ~STORY~\n-----------------------------------------------------------------\nDark was just living his normal life when suddenly he was sucked into a hole of darkness.Now, he travels through this abandoned world and is desperately looking for light. Will he survive...... \n-----------------------------------------------------------------\n \n \n\n\n INSTRUCTIONS \n-----------------------------------------------------------------\nUse arrow keys to move\nAvoid spikes and lava\nCollect the coins to open the portal\nHave fun!\n\n\n |
Factory ~platformer~ 2!! | @Stage\n\nwhen I receive [start! v]\nswitch backdrop to (背景1 v)\nwait (1) seconds\nforever\n play sound [Different Heaven - Safe And Sound NCS Release.mp3 v] until done\nend\n\nwhen I receive [start! v]\nset [sin v] to [0]\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nbroadcast (start! v)\n\nwhen [timer v] > (0)\nif <(sin) = [0]> then\n broadcast (Outro v)\n change [sin v] by (4545)\nend\n\n@ \n\n@chara\n\nwhen flag clicked\nhide\ngo to x: (-200) y: (0)\n\nwhen I receive [ステージかえる v]\nstop [other scripts in sprite v]\nrepeat until <(round (x position)) = [-200]>\n change x by (((-200) - (x position)) / (speed))\n change y by (((-70) - (y position)) / (speed))\nend\n移動\n\ndefine 移動\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n switch costume to (コスチューム2 v)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n switch costume to (コスチューム1 v)\n end\n change y by (-1)\n if <touching (stage v)?> then\n set [x v] to ((x) * (0.93))\n else\n set [x v] to ((x) * (0.9))\n end\n change y by (1)\n change x by (x)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(x) > [0]> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n set [y v] to [10]\n start sound [Basketball Bounce v]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> or <touching (jump v)?>> then\n if <touching (stage v)?> then\n start sound [Jump v]\n set [y v] to [15]\n end\n end\n change y by (Y)\n change [y v] by (-1)\n if <<touching (stage v)?> or <touching (stage v)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n if <[235] < (x position)> then\n broadcast (ステージかえる v)\n end\n if <touching (jump v)?> then\n start sound [Big Boing v]\n set [y v] to [20]\n broadcast (jump v)\n end\n if <<(y position) < [-180]> or <<touching color (#ff0000)?> or <touching color (#ab0000)?>>> then\n go to x: (-200) y: (0)\n start sound [Rip v]\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching color (#00cdff)?> then\n start sound [Zoop v]\n set y to (220)\n end\n if <<touching (red v)?> and <touching color (#ffffff)?>> then\n broadcast (ステージかえる v)\n end\nend\n\nwhen I receive [start! v]\nshow\nwait (1) seconds\n移動\n\n@stage\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nset [ステージ v] to [1]\ncreate clone of (_myself_ v)\nswitch costume to (0 v)\n\nwhen I start as a clone\nshow\nswitch costume to ((ステージ) + (1))\nif <(ステージ) = [1]> then\n go to x: (0) y: (0)\nelse\n go to x: (500) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (speed))\n end\nend\n\nwhen I receive [ステージかえる v]\nif <(costume [number v]) = [1]> then\n change [ステージ v] by (1)\n create clone of (_myself_ v)\n switch costume to (0 v)\nelse\n 限度を測る\n repeat until <(round (x position)) = (限度)>\n go to [back v] layer\n change x by (((限度) - (x position)) / (speed))\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine 限度を測る\ngo to x: (-500) y: (0)\nset [限度 v] to (x position)\ngo to x: (0) y: (0)\n\n@red\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nwait () seconds\ncreate clone of (_myself_ v)\nswitch costume to (0 v)\n\nwhen I start as a clone\nshow\nswitch costume to ((ステージ) + (1))\nif <(ステージ) = [1]> then\n go to x: (0) y: (0)\nelse\n go to x: (500) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (speed))\n end\nend\n\nwhen I receive [ステージかえる v]\nif <(costume [number v]) = [1]> then\n wait () seconds\n create clone of (_myself_ v)\n switch costume to (0 v)\nelse\n 限度を測る\n repeat until <(round (x position)) = (限度)>\n go to [back v] layer\n change x by (((限度) - (x position)) / (speed))\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine 限度を測る\ngo to x: (-500) y: (0)\nset [限度 v] to (x position)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@tumbnail\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [start! v]\nforever\n reset timer\nend\n\n@Outro\n\nchange size by (10)\n\nwhen I start as a clone\nshow\nif <(ID) = [1]> then\n go to x: (0) y: (0)\n switch costume to (背景 v)\n set size to (0) %\n switch costume to (アイコン3 v)\n repeat (13)\n switch costume to (背景 v)\n change size by (((100) - (size)) / (4))\n switch costume to (アイコン3 v)\n end\n repeat (13)\n switch costume to (無 v)\n change size by (((1000) - (size)) / (4))\n switch costume to (アイコン3 v)\n end\n repeat (13)\n switch costume to (無 v)\n change size by (((4000) - (size)) / (4))\n switch costume to (アイコン3 v)\n end\n くろーん [Thanks for watching!]\n repeat (14)\n switch costume to (無 v)\n change size by (((4000) - (size)) / (4))\n switch costume to (アイコン3 v)\n end\n set [brightness v] effect to (-100)\n switch costume to (背景 v)\n show\n wait until <(A) = [1]>\n set [a v] to [2]\n set [1 v] to [100]\n くろーん [枠]\n くろーん [icon]\n forever\n set size to (110) %\n set [brightness v] effect to (1)\n change [1 v] by (((0) - (1)) / (5))\n go to x: ((([sin v] of (((timer) - (5)) * (100)) ) * (15)) + (0)) y: ((([sin v] of (((timer) - (3)) * (90)) ) * (15)) + (0))\n point in direction ((([sin v] of (((timer) - (1)) * (70)) ) * (5)) + (90))\n end\nend\n\ndefine くろーん (あいでぃー)\nset [id記録用 v] to (ID)\nset [id v] to (あいでぃー)\ncreate clone of (_myself_ v)\nset [id v] to (ID記録用)\n\nwhen flag clicked\nhide\n\nwait (0) seconds\n\nwhen I receive [outro v]\nset [a v] to [0]\nclear graphic effects\nくろーん [1]\n\nwhen I start as a clone\nif <(ID) = [Thanks for watching!]> then\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (背景 v)\n set size to (0) %\n switch costume to (thanks for watching! v)\n repeat (14)\n switch costume to (背景 v)\n change size by (((130) - (size)) / (4))\n switch costume to (thanks for watching! v)\n end\n set [brightness v] effect to (100)\n くろーん [☆]\n くろーん [♡]\n くろーん [コメント]\n くろーん [フォロー]\n repeat (14)\n switch costume to (背景 v)\n change size by (((130) - (size)) / (4))\n change y by (((30) - (y position)) / (4))\n switch costume to (thanks for watching! v)\n end\n set [a v] to [1]\nend\n\nwhen I start as a clone\nif <(ID) = [☆]> then\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (背景 v)\n set [1 v] to [0]\n set size to (0) %\n switch costume to (星 v)\n set [brightness v] effect to (100)\n repeat (40)\n switch costume to (背景 v)\n set [1 v] to (((1) * (0.75)) + (((130) - (size)) * (0.3)))\n change size by (1)\n change y by (((-30) - (y position)) / (4))\n change x by (((-120) - (x position)) / (4))\n switch costume to (星 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [♡]> then\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (背景 v)\n set [1 v] to [0]\n set size to (0) %\n switch costume to (ハート v)\n set [brightness v] effect to (100)\n repeat (40)\n switch costume to (背景 v)\n set [1 v] to (((1) * (0.75)) + (((130) - (size)) * (0.3)))\n change size by (1)\n change y by (((-30) - (y position)) / (4))\n change x by (((-40) - (x position)) / (4))\n switch costume to (ハート v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [コメント]> then\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (背景 v)\n set size to (0) %\n set [1 v] to [0]\n switch costume to (コメント v)\n set [brightness v] effect to (100)\n repeat (40)\n switch costume to (背景 v)\n set [1 v] to (((1) * (0.75)) + (((130) - (size)) * (0.3)))\n change size by (1)\n change y by (((-30) - (y position)) / (4))\n change x by (((40) - (x position)) / (4))\n switch costume to (コメント v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [フォロー]> then\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (背景 v)\n set [1 v] to [0]\n set size to (0) %\n switch costume to (フォロー v)\n set [brightness v] effect to (100)\n repeat (40)\n switch costume to (背景 v)\n set [1 v] to (((1) * (0.75)) + (((130) - (size)) * (0.3)))\n change size by (1)\n change y by (((-30) - (y position)) / (4))\n change x by (((120) - (x position)) / (4))\n switch costume to (フォロー v)\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(ID) = [1]>> then\n if <(A) = [1]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nshow\nif <(ID) = [枠]> then\n go to [front v] layer\n switch costume to (無 v)\n set size to (100) %\n switch costume to (コスチューム1 v)\n set [1 v] to [100]\n forever\n switch costume to (無 v)\n set size to (((1) / (1.5)) + (150)) %\n switch costume to (コスチューム1 v)\n set [brightness v] effect to (1)\n change [1 v] by (((0) - (1)) / (5))\n go to x: ((([sin v] of (((timer) - (5)) * (100)) ) * (7.5)) + (0)) y: ((([sin v] of (((timer) - (3)) * (90)) ) * (7.5)) + (0))\n point in direction ((([sin v] of (((timer) - (1)) * (70)) ) * (2.5)) + (90))\n end\nend\n\nstop [all v]\n\nwhen I start as a clone\nshow\nif <(ID) = [icon]> then\n go to [front v] layer\n switch costume to (無 v)\n set size to (100) %\n switch costume to (アイコン2 v)\n set [1 v] to [100]\n clear graphic effects\n forever\n repeat (14)\n switch costume to (無 v)\n set size to (((1) / (1.5)) + (100)) %\n switch costume to (アイコン2 v)\n set [brightness v] effect to ((1) * (2))\n change [1 v] by (((0) - (1)) / (5))\n go to x: ((([sin v] of (((timer) - (5)) * (100)) ) * (7.5)) + (0)) y: ((([sin v] of (((timer) - (3)) * (90)) ) * (7.5)) + (0))\n point in direction ((([sin v] of (((timer) - (1)) * (70)) ) * (2.5)) + (90))\n end\n set [1 v] to [50]\n end\nend\n\nwhen I receive [outro v]\nplay sound [Raven & Kreyn - So Happy \[NCS Release\]2 v] until done\nforever\n play sound [Raven & Kreyn - So Happy \[NCS Release\]\(FULL\) v] until done\nend\n\n | <English>\nOperate with the arrow keys! If you touch red, it is out!\n<日本語>\n矢印キーで操作します!赤色に触れてしまうとアウトです!\n赤い六角形を押すと…? |
Among us || Character platformer 2 | @Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [title v]\nswitch backdrop to (背景1 v)\nforever\n play sound [Block by bubblebee3 v] until done\nend\n\n@hero\n\nwhen flag clicked\nhide\n\ndefine 動作\nchange [yの力 v] by (-1)\nset rotation style [left-right v]\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 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 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (spike 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) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [0]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [title v]\nshow\npoint in direction (90)\nset size to (55) %\ngo to x: (0) y: (-20)\nset [ghost v] effect to (0)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\n@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 [title v]\nステージ配置 [-100] [0] [1]\nステージ配置 [430] [0] [2]\nステージ配置 [960] [100] [3]\nステージ配置 [1490] [200] [4]\nステージ配置 [2020] [300] [5]\nステージ配置 [2550] [400] [6]\nステージ配置 [3080] [500] [7]\nステージ配置 [3610] [600] [8]\nステージ配置 [3310] [800] [9]\nステージ配置 [2880] [1050] [10]\nステージ配置 [3200] [1500] [11]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@Spike\n\nwhen flag clicked\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [title v]\nステージ配置 [80] [-68] [1]\nステージ配置 [435] [-68] [2]\nステージ配置 [2010] [232] [3]\nステージ配置 [2080] [232] [4]\nswitch costume to (none v)\n\n@スプライト1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@Intro\n\nwhen I start as a clone\npoint in direction (90)\nshow\nif <(costume [number v]) = [1]> then\n set size to (0) %\n point in direction (0)\n hide\n wait (((((x position) + (240)) / (240)) + (((y position) + (180)) / (180))) / (5)) seconds\n show\n repeat (30)\n change size by (((105) - (size)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n wait until <[5] < (timer)>\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n set size to (0) %\n set [variable v] to [0]\n repeat (55)\n set [variable v] to (((variable) * (0.75)) + (((100) - (size)) / (3)))\n change size by (variable)\n end\n point in direction (180)\n change x by (150)\n repeat (20)\n turn right (((90) - (direction)) / (3)) degrees\n change x by (((0) - (x position)) / (3))\n end\n wait until <[4.5] < (timer)>\n hide\n go to x: (0) y: (500)\n go to [front v] layer\n wait until <[7] < (timer)>\n show\n set [variable v] to [0]\n repeat (60)\n set [variable v] to (((variable) * (0.75)) + (((25) - (y position)) / (3)))\n change y by (variable)\n end\n wait until <[11] < (timer)>\n broadcast (title v)\n delete this clone\n else\n if <(costume [number v]) = [3]> then\n go to [front v] layer\n if <(variable) = [3.14]> then\n go to x: (0) y: (-500)\n repeat (50)\n change y by (((0) - (y position)) / (6))\n end\n wait until <[11] < (timer)>\n delete this clone\n else\n go to x: (0) y: (-500)\n repeat (50)\n change y by (((0) - (y position)) / (6))\n end\n wait until <[11] < (timer)>\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n if <(costume [number v]) = [4]> then\n go to [front v] layer\n go to x: (0) y: (0)\n set size to (0) %\n repeat (50)\n change size by (((100) - (size)) / (6))\n end\n wait until <[7] < (timer)>\n set [variable v] to [0]\n repeat (60)\n set [variable v] to (((variable) * (0.75)) + (((-100) - (y position)) / (3)))\n change y by (variable)\n end\n wait until <[11] < (timer)>\n delete this clone\n else\n if <<[4] < (costume [number v])> and <[10] > (costume [number v])>> then\n if <(variable) = [1]> then\n go to x: (0) y: (0)\n set size to (pick random (80) to (150)) %\n set [ghost v] effect to (pick random (0) to (30))\n set [variable v] to (pick random (-20) to (20))\n set [?/? v] to (pick random (1) to (360))\n set [? v] to [0]\n repeat (60)\n go to [front v] layer\n point in direction (?/?)\n move (variable) steps\n change [? v] by (variable)\n point in direction ((?) + (?/?))\n if <touching (_edge_ v)?> then\n if on edge, bounce\n set [?/? v] to (direction)\n end\n set [variable v] to ((variable) * (0.95))\n change [ghost v] effect by (3.4)\n end\n delete this clone\n else\n go to (random position v)\n set size to (pick random (80) to (150)) %\n set [ghost v] effect to (100)\n point in direction (pick random (1) to (360))\n repeat until <[6] < (timer)>\n move (0.2) steps\n if <(pick random (1) to (2)) = [1]> then\n turn right (2) degrees\n else\n turn left (2) degrees\n end\n change [ghost v] effect by (-4)\n end\n delete this clone\n end\n end\n end\n end\n end\nend\n\ndefine ◇\ngo to x: (-240) y: (180)\nswitch costume to (正方形 v)\nrepeat (11)\n repeat (13)\n create clone of (_myself_ v)\n change x by (40)\n end\n set x to (-240)\n change y by (-36)\nend\n\ndefine Dust\nset [variable v] to [1]\nrepeat (20)\n switch costume to (pick random (5) to (9))\n create clone of (_myself_ v)\nend\n\ndefine Back Dust\nset [variable v] to [29]\nrepeat (40)\n switch costume to (pick random (5) to (9))\n create clone of (_myself_ v)\nend\n\nwhen I receive [intro v]\nreset timer\nstart sound [Lensko - Cetus \[NCS Release\] v]\n◇\nwait until <[1.8] < (timer)>\nBack Dust\nset [brightness v] effect to (-100)\nDust\nclear graphic effects\nswitch costume to (icon v)\ncreate clone of (_myself_ v)\nwait until <[4] < (timer)>\nset [variable v] to [3.14]\nswitch costume to ( v)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-25)\n wait (0.1) seconds\nend\nwait until <[5.25] < (timer)>\nclear graphic effects\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nDust\nDust\nwait until <[9] < (timer)>\nset [variable v] to [8.97]\nswitch costume to ( v)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-25)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\nbroadcast (intro v)\n\n | |
Grassy Valley A Multiplayer Platformer | @Stage\n\nwhen flag clicked\nif <(username) = [l]> then\n set [coins v] to [500]\nelse\n set [coins v] to [0]\nend\n\nwhen [n v] key pressed\n\nwhen flag clicked\nforever\n if <key (n v) pressed?> then\n set [names v] to ((1) - (names))\n \n end\nend\n\n@Blank\n\nmove (10) steps\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] [195]\nswitch costume to (2e v)\nClone [300] [195]\nswitch costume to (2f v)\nClone [300] [195]\nswitch costume to (2g v)\nClone [350] [100]\nswitch costume to (2h v)\nClone [350] [20]\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] [195]\nswitch costume to (2e v)\nClone [300] [195]\nswitch costume to (2f v)\nClone [300] [195]\nswitch costume to (2g v)\nClone [350] [100]\nswitch costume to (2h v)\nClone [350] [20]\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 [c v] key pressed\nif <<<(username) = [player47294]> or <(username) = [babichtouk]>> or <(username) = [player2504]>> then\n set [yv v] to [10]\nend\nwait until <not <key (c v) pressed?>>\n\nwhen flag clicked\ngo to [front v] layer\nset size to (60) %\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 <(Boncc) = [1]> then\n if <(in air) < [4]> then\n set [yv v] to [20]\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 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 I receive [reset v]\nreset\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@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 else\n if <(costume [name v]) = [blue coin]> then\n change [coins v] by (10)\n end\n end\n end\n if <<(costume [number v]) = [2]> or <(costume [number v]) = [4]>> then\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 else\n if <(costume [number v]) = [6]> then\n set size to (110) %\n switch costume to (+10 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\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]\nswitch costume to (coin v)\nClone [68] [0]\nClone [34] [-100]\nClone [33] [0]\nClone [33] [0]\nClone [33] [0]\nswitch costume to (blank v)\nClone [360] [-10]\nClone [34] [0]\nClone [0] [34]\nClone [-34] [0]\nswitch costume to (coin v)\nClone [-34] [180]\nClone [68] [0]\nClone [60] [80]\nClone [0] [68]\nClone [50] [68]\nClone [68] [0]\nClone [68] [0]\nClone [68] [0]\nClone [68] [0]\nswitch costume to (coin v)\nClone [68] [0]\nClone [68] [0]\nClone [68] [0]\nClone [68] [68]\nClone [68] [68]\nClone [68] [68]\nClone [68] [68]\nswitch costume to (coin v)\nClone [68] [0]\nClone [68] [-68]\nClone [68] [-68]\nClone [68] [0]\nClone [68] [0]\nClone [34] [0]\nClone [34] [0]\nswitch costume to (coin v)\nClone [100] [200]\nClone [68] [0]\nClone [68] [0]\nClone [68] [0]\nswitch costume to (coin v)\nClone [68] [0]\nClone [68] [0]\nClone [68] [0]\nClone [68] [-60]\nClone [60] [60]\nClone [60] [-60]\nClone [60] [60]\nClone [60] [-60]\nClone [60] [60]\nClone [68] [0]\nClone [68] [0]\nClone [68] [0]\nClone [68] [0]\nswitch costume to (coin v)\nswitch costume to (star v)\nClone [182] [265]\nswitch costume to (blank v)\nset [offsetx v] to [null]\nswitch costume to (blank v)\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\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\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 (70)\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 @ [40] [-86] [red1] [60]\nCLONE @ [150] [-86] [bot1] [60]\nCLONE @ [400] [126] [bot1] [60]\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]\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) %\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 else\n if <(@id) = [friend]> then\n go to x: (0) y: (0)\n show\n switch costume to (friends 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\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 [tu es un de mes friends v]\nset [@id v] to [friend]\ncreate clone of (_myself_ v)\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\nif <not <<<(username) = [player472946]> or <(username) = [babichtouk]>> or <(username) = [player2504]>>> then\n broadcast (alert v)\nelse\n broadcast (tu es un de mes friends v)\nend\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\nwhen flag clicked\nshow variable [active check v]\nforever\n if <<(Stared?) = [1]> and <(Loved?) = [1]>> then\n set [boncc v] to [1]\n else\n set [boncc v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<<(username) = [player472946]> or <(username) = [babichtouk]>> or <(username) = [player2504]>> then\n set [stared? v] to [1]\n set [loved? v] to [1]\n end\nend\n\n@moon\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\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@Sprite1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nforever\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\nend\n\nwhen flag clicked\n\nforever\nend\n\nrepeat until <<(Loved?) = [1]> and <(Stared?) = [1]>>\nend\nhide\n\n | Like and fav for more!\nGet to the star at the finish line. |
⁂Platformer⁂ | @Stage\n\nwhen flag clicked\nswitch backdrop to (bühnenbild2 v)\n\nwhen I receive [finished intro v]\nswitch backdrop to (front picture v)\n\nwhen I receive [start game v]\nswitch backdrop to (bühnenbild2 v)\n\n@layer\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (finished Intro v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (kostüm3 v)\n\nwhen I receive [next level v]\nnext costume\nset [ghost v] effect to (0)\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\nset [ghost v] effect to (0)\n\n@moving_platforms\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (finished Intro v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [next level v]\nnext costume\nset [ghost v] effect to (0)\ngo to x: (-36) y: (-22)\nif <<(costume [number v]) = [7]> or <(costume [number v]) = [11]>> then\n forever\n repeat (40)\n change x by (5)\n end\n repeat (40)\n change x by (-5)\n end\n end\nend\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\nset [ghost v] effect to (0)\ngo to x: (-36) y: (-22)\nif <<(costume [number v]) = [7]> or <(costume [number v]) = [11]>> then\n forever\n repeat (40)\n change x by (5)\n end\n repeat (40)\n change x by (-5)\n end\n end\nend\n\n@trampolines\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nswitch costume to (kostüm1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\n\n@transformer\n\nwhen I receive [start game v]\ngo to x: (127) y: (-23)\nswitch costume to (kostüm3 v)\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [next level v]\nshow\nset [knife? v] to [No]\ngo to x: (127) y: (-23)\nset [ghost v] effect to (0)\nnext costume\n\nwhen I receive [previous level v]\nshow\ngo to x: (127) y: (-23)\nset [ghost v] effect to (0)\nswitch costume to ((costume [number v]) - (1))\nif <(costume [number v]) = [11]> then\n switch costume to ((costume [number v]) - (1))\nend\nset [knife? v] to [No]\n\nwhen flag clicked\nset [knife? v] to [No]\nhide\nforever\n if <<touching (player v)?> and <(Knife?) = [Yes]>> then\n switch costume to (kostüm2 v)\n forever\n repeat (15)\n change y by (-5)\n end\n if <touching (danger v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n change y by (-2)\n end\n end\n end\n end\nend\n\nwhen I receive [knife caught v]\nset [knife? v] to [Yes]\n\nwhen I receive [random v]\nhide\n\n@knife\n\nwhen I receive [next level v]\nshow\nset [ghost v] effect to (0)\nnext costume\nrepeat until <touching (player v)?>\n go to x: (106) y: (134)\nend\n\nwhen I receive [previous level v]\nshow\nset [ghost v] effect to (0)\nswitch costume to ((costume [number v]) - (1))\nrepeat until <touching (player v)?>\n go to x: (106) y: (134)\nend\n\nwhen I receive [start game v]\nset [ghost v] effect to (0)\nswitch costume to (kostüm2 v)\nshow\n\nwhen flag clicked\nhide\nforever\n set size to (25) %\n if <touching (player v)?> then\n forever\n go to (player v)\n if <touching (player v)?> then\n set [knife? v] to [Yes]\n else\n set [knife? v] to [No]\n end\n end\n end\nend\n\n@trampolines_2\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nswitch costume to (kostüm1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\n\n@water\n\nwhen I receive [start game v]\nset [color v] effect to (110)\nswitch costume to (beginning v)\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\nhide\n\nwhen I receive [next level v]\nnext costume\nhide\n\nwhen flag clicked\nhide\nswitch costume to (beginning v)\n\nwhen I receive [show water v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Speech\n\nwhen flag clicked\nhide\nswitch costume to (beginning v)\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [9]> then\n next costume\nend\nif <(costume [number v]) = [14]> then\n broadcast (Game completed! v)\nend\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\nif <(costume [number v]) = [8]> then\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [start game v]\nswitch costume to (beginning v)\nshow\n\nwhen I receive [remove wall v]\nswitch costume to (kostüm4 v)\n\n@Figur1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [150]>\n repeat (5)\n change size by (10)\n end\n end\n else\n repeat until <(size) = [100]>\n repeat (5)\n change size by (-10)\n end\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start game v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Player\n\nwhen flag clicked\nhide\ngo to x: (-200) y: (-96)\nset [x vel. v] to [0]\nset [y vel. v] to [0]\nforever\n change [y vel. v] by (-1)\n Controls\n React to surroundings\n React to Death\n Jumping\n Level Generator\nend\n\ndefine Controls\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x vel. v] by (1)\n switch costume to (player_right v)\nelse\n switch costume to (player_normal v)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x vel. v] by (-1)\n switch costume to (player_left v)\nend\nset [x vel. v] to ((X vel.) * (0.9))\nchange x by (X vel.)\n\ndefine Jumping\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <<<touching (platform v)?> or <touching (moving_platforms v)?>> or <touching (water v)?>>> then\n switch costume to (player_jumping v)\n set [y vel. v] to [9]\nend\nchange y by (1)\n\ndefine React to Death\nif <<<touching (danger v)?> or <(y position) < [-170]>> or <touching (bad guy v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (player_dead v)\n set [ghost v] effect to (50)\n repeat (5)\n change y by (5)\n end\n repeat (7)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (-96)\n broadcast (Bad Guys Back v)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [x vel. v] to [0]\n set [y vel. v] to [5]\nend\n\ndefine Level Generator\nif <<(x position) = [240]> or <(x position) > [240]>> then\n broadcast (Next Level v)\n go to x: (-200) y: (-96)\nend\n\nwhen I receive [start game v]\ngo to x: (-200) y: (-96)\nshow\n\ndefine React to surroundings\nchange [y vel. v] by (0.5)\nif <<touching (platform v)?> or <touching (moving_platforms v)?>> then\n change x by ((X vel.) * (-1))\n set [x vel. v] to [0]\nend\nchange y by (Y vel.)\nif <<touching (platform v)?> or <touching (moving_platforms v)?>> then\n change y by ((Y vel.) * (-1))\n set [y vel. v] to [0]\nend\nif <touching (layer v)?> then\n broadcast (remove wall v)\nend\nif <touching (knife v)?> then\n broadcast (Knife caught v)\nend\nif <touching (water v)?> then\n change y by ((Y vel.) + (0.4))\n set [y vel. v] to [0]\nend\nif <touching (trampolines v)?> then\n set [y vel. v] to [15]\nend\nif <touching (trampolines_2 v)?> then\n set [y vel. v] to [10]\nend\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [12]> then\n broadcast (random v)\nend\nif <(costume [number v]) = [13]> then\n broadcast (End v)\nend\nif <(costume [number v]) = [9]> then\n next costume\nend\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\nif <(costume [number v]) = [8]> then\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [start game v]\nswitch costume to (kostüm6 v)\nshow\n\nwhen I receive [remove wall v]\nswitch costume to (kostüm9 v)\n\n@Bad Guy\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nswitch costume to (kostüm2 v)\nshow\n\nwhen I receive [next level v]\ngo to x: (133) y: (-128)\nnext costume\nforever\n if <(costume [number v]) = [12]> then\n forever\n React to Platform\n set rotation style [left-right v]\n point towards (player v)\n move (2) steps\n end\n end\nend\n\nwhen I receive [previous level v]\ngo to x: (133) y: (-128)\nswitch costume to ((costume [number v]) - (1))\nforever\n if <(costume [number v]) = [12]> then\n React to Platform\n set rotation style [left-right v]\n point towards (player v)\n end\nend\n\ndefine React to Platform\nchange [y vel v] by (-0.5)\nif <<touching (platform v)?> or <touching (moving_platforms v)?>> then\n change x by ((x vel) * (-1))\n set [x vel v] to [0]\nend\nchange y by (y vel)\nif <<touching (platform v)?> or <touching (moving_platforms v)?>> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\nend\nif <touching (layer v)?> then\n broadcast (remove wall v)\nend\nif <touching (knife v)?> then\n broadcast (Knife caught v)\nend\nif <touching (water v)?> then\n change y by ((y vel) + (0.4))\n set [y vel v] to [0]\nend\nif <touching (trampolines v)?> then\n set [y vel v] to [15]\nend\nif <touching (trampolines_2 v)?> then\n set [y vel v] to [10]\nend\n\nmove (2) steps\n\nwhen I receive [bad guys back v]\ngo to x: (133) y: (-128)\n\n@Danger\n\nwhen flag clicked\nhide\nswitch costume to (beginning v)\nforever\n if <touching (transformer v)?> then\n broadcast (Show water v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\nwhen I receive [next level v]\nshow\nset [ghost v] effect to (0)\nnext costume\n\nwhen I receive [previous level v]\nshow\nset [ghost v] effect to (0)\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [start game v]\nset [color v] effect to (0)\nswitch costume to (beginning v)\nshow\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-195) y: (160)\nhide\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [game completed! v]\nhide\n\n | -------------------------------Controls-------------------------------\nControl the player with the arrows:\nup arrow or w --> jump\nleft arrow or a --> left\nright arrow or d --> right.\n-------------------------------------------------------------------------\nEasy isn't it?\nWell then I won't hold you back!\nHave fun!!! |
Mega Man: Phantom Challenger - The Second Chapter [DEMO] /// Scrolling Platformer #games | @Stage\n\nwhen I receive [die v]\nset volume to (0) %\nwait (4) seconds\nset [music v] to [1]\nstop all sounds\nwait (0) seconds\nset volume to (100) %\nset [scroll x v] to [15]\nset [scroll y v] to [15]\nbroadcast (SetUp v)\nbroadcast (READY v)\nwait (1) seconds\nbroadcast (Teleportin v)\n\nwhen flag clicked\nset [@i am speed v] to [.68]\nset [size v] to [200]\nset [megaman costume v] to [1]\nbroadcast (Disable Movement v)\n\nwhen I receive [take dmg v]\nset [dmg thingy v] to [1]\ncreate clone of (ready v)\nwait (0) seconds\nset [dmg thingy v] to [2]\ncreate clone of (ready v)\nwait (0) seconds\nset [dmg thingy v] to [3]\ncreate clone of (ready v)\nwait (0) seconds\nset [dmg thingy v] to [4]\ncreate clone of (ready v)\nwait (0) seconds\n\nwhen flag clicked\nset [@mega man: special weapon v] to [0]\nset volume to (80) %\nset [music v] to [5]\nforever\n play sound (Music) until done\nend\n\nwhen I receive [bosscutscene v]\nbroadcast (Disable Movement v)\nset [music v] to [3]\nrepeat (10)\n wait (0) seconds\n change volume by (-10)\nend\nstop all sounds\nrepeat (10)\n wait (0) seconds\n change volume by (10)\nend\n\nwhen I receive [battle begin v]\nbroadcast (Disable Movement v)\nset [music v] to [4]\nrepeat (10)\n wait (0) seconds\n change volume by (-10)\nend\nstop all sounds\nrepeat (10)\n wait (0) seconds\n change volume by (10)\nend\nbroadcast (Enable Movement v)\n\nwhen I receive [bossdie v]\nrepeat (10)\n change volume by (-10)\n wait (0) seconds\nend\nset volume to (0) %\n\nbroadcast (READY v)\nbroadcast (SetUp v)\nbroadcast (Teleportin v)\n\nwhen I receive [menu start v]\nrepeat (10)\n wait (.05) seconds\n change volume by (-10)\nend\n\nwhen I receive [transition fade out v]\nwait (2) seconds\nset volume to (0) %\nset [music v] to [1]\nstop all sounds\nrepeat (10)\n wait (0) seconds\n change volume by (10)\nend\n\n@hitbox\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [using gun? v] to [1]\n else\n set [using gun? v] to [0]\n end\nend\n\nwhen I receive [teleportin v]\nset [falling? v] to [0]\nforever\n wait until <(falling?) > [3]>\n wait until <(falling?) < [2]>\n start sound [Mega Man 5 SFX \(5\) v]\nend\n\nwhen I receive [take dmg v]\nstart sound [Mega Man 5 SFX \(6\) v]\nset [takingdmg v] to [1]\nwait (.6) seconds\nset [takingdmg v] to [0]\n\nwhen flag clicked\nset [sliding?2 v] to [0]\n\nwhen flag clicked\nforever\n if <(SLIDING?2) = [1]> then\n switch costume to (idle4 v)\n else\n switch costume to (idle3 v)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [slide v]\nif <(falling?) < [3]> then\n reset timer\n create clone of (hpbar v)\n repeat (10)\n slide\n end\n repeat until <<<<<not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> or <(falling?) > [3]>> and <not <(Megaman Costume) = [3]>>> or <(timer) > [.5]>> and <(STAY SLIDING) = [0]>>\n slide\n end\nend\nset [sliding?2 v] to [0]\nwait (.25) seconds\nset [slide time2 v] to [1]\n\nwhen I receive [die v]\nset [canmove? v] to [0]\n\nwhen I receive [die v]\nrepeat (10)\n set [canmove? v] to [0]\nend\n\nwhen I receive [bossdie v]\nset [canmove? v] to [0]\n\nwhen I receive [bossdie v]\nrepeat (50)\n set [canmove? v] to [0]\nend\n\nwhen flag clicked\nset [slide time2 v] to [1]\n\nwhen I receive [stuncheck v]\nif <(falling?) < [2]> then\n broadcast (STUNNED v)\nend\n\nwhen I receive [stunned v]\nset [canmove? v] to [0]\nwait (2) seconds\nset [canmove? v] to [1]\n\nwhen I receive [hitboxsnap v]\ngo to (mega man/protoman/bass v)\nchange y by (-15)\nfindground\n\ndefine Tick <<> <^> <>> <v>\nif <(CanMove?) = [1]> then\n if <(Collide with ladder) = [1]> then\n if <<(Scroll X) = (Scroll X Min)> or <(Scroll X) = (Scroll X Max)>> then\n set x to (((LADDER_SNP) - (Scroll X)) + (12))\n set [scroll x v] to (LADDER_SNP)\n else\n set [scroll x v] to ((LADDER_SNP) + (12))\n end\n if <<not <mouse down?>> and <not <key (space v) pressed?>>> then\n if <([animations: using gun?2 v] of [mega man/protoman/bass v]) = [0]> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>> then\n change y by (6)\n end\n if <v> then\n if <mouse down?> then\n change y by (6)\n else\n change y by (-6)\n end\n end\n end\n end\n else\n if <(@QuickDash?) = [1]> then\n if <(takingdmg) = [1]> then\n set [@quickdash? v] to [0]\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [speed y v] to [5]\n else\n if <v> then\n set [speed y v] to [-5]\n else\n set [speed y v] to [0]\n end\n end\n change [speed y v] by (-.16)\n change y by (speed y)\n if <<> then\n point in direction (-90)\n end\n if <>> then\n point in direction (90)\n end\n if <(direction) = [90]> then\n set [speed x v] to [10]\n else\n set [speed x v] to [-10]\n end\n Touch Ground <(speed y) > [0]>\n change y by (speed y)\n Walk (direction) (speed x)\n else\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>> then\n if <(Antigravity?) = [1]> then\n change [speed y v] by (-.16)\n change y by (speed y)\n else\n change [speed y v] by (-.4)\n change y by (speed y)\n end\n else\n if <(Antigravity?) = [1]> then\n change [speed y v] by (-.16)\n change y by (speed y)\n else\n change [speed y v] by (-.4)\n change y by (speed y)\n end\n end\n Touch Ground <(speed y) > [0]>\n if <<> then\n if <(getting ouched ?) = [0]> then\n change [htbx_frme v] by (.4)\n if <(Megaman Costume) = [3]> then\n point in direction (-90)\n if <<<<not <key (space v) pressed?>> and <not <mouse down?>>> or <not <(falling?) < [3]>>> or <(TrebleBoostTimer) > [0]>> then\n if <(HTBX_FRME) < [1]> then\n change [speed x v] by (([abs v] of ((@i am speed) - (2)) ) * (-2))\n else\n change [speed x v] by (([abs v] of ((@i am speed) - (2)) ) * (-5))\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <(slide time2) = [1]> then\n broadcast (slide v)\n end\n end\n end\n else\n if <(HTBX_FRME) < [1]> then\n change [speed x v] by (([abs v] of ((@i am speed) - (2)) ) * (-2))\n else\n change [speed x v] by (([abs v] of ((@i am speed) - (2)) ) * (-5))\n end\n point in direction (-90)\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <(slide time2) = [1]> then\n broadcast (slide v)\n end\n end\n end\n end\n end\n if <>> then\n change [htbx_frme v] by (.4)\n if <(getting ouched ?) = [0]> then\n if <(Megaman Costume) = [3]> then\n point in direction (90)\n if <<<<not <key (space v) pressed?>> and <not <mouse down?>>> or <not <(falling?) < [3]>>> or <(TrebleBoostTimer) > [0]>> then\n if <(HTBX_FRME) < [1]> then\n change [speed x v] by (([abs v] of ((@i am speed) - (2)) ) * (2))\n else\n change [speed x v] by (([abs v] of ((@i am speed) - (2)) ) * (5))\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <(slide time2) = [1]> then\n broadcast (slide v)\n end\n end\n end\n else\n if <(HTBX_FRME) < [1]> then\n change [speed x v] by (([abs v] of ((@i am speed) - (2)) ) * (2))\n else\n change [speed x v] by (([abs v] of ((@i am speed) - (2)) ) * (5))\n end\n point in direction (90)\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <(slide time2) = [1]> then\n broadcast (slide v)\n end\n end\n end\n end\n end\n if <<(Ice Physics?) = [1]> and <(falling?) < [3]>> then\n set [speed x v] to ((speed x) * (.6))\n change [htbx_frme v] by (-.1)\n else\n set [speed x v] to ((speed x) * (.5))\n change [htbx_frme v] by (-.1)\n end\n if <(round (speed x)) = [0]> then\n set [htbx_frme v] to [0]\n end\n change y by (speed y)\n Walk (direction) (speed x)\n Touch Ground <(speed y) > [0]>\n if <<^> and <(falling?) < [3]>> then\n if <(getting ouched ?) = [0]> then\n set [speed y v] to [8]\n end\n end\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) < (y position)>>>> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>> then\n if <(getting ouched ?) = [0]> then\n if <(falling?) < [3]> then\n if <(JUMP KEY) = [1]> then\n change [speed y v] by (([abs v] of ((@i am speed) - (.9)) ) * (-1))\n end\n else\n change [speed y v] by (([abs v] of ((@i am speed) - (.9)) ) * (-1))\n end\n end\n else\n change [speed y v] by (([abs v] of ((@i am speed) - (1.9)) ) * (-1.1))\n end\n end\n end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nif <(Collide with ladder) = [2]> then\n repeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <(slope) = [8]> then\n set [speed x v] to [0]\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n end\nelse\n repeat until <<(slope) = [8]> or <<not <touching (ground v)?>> and <<not <touching (misc objects v)?>> and <(Collide with ladder) = [0]>>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <(slope) = [8]> then\n set [speed x v] to [0]\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n end\nend\n\nwhen flag clicked\nswitch costume to (idle v)\nset size to (200) %\nset size to (200) %\nset [falling v] to [0]\nset [speed y v] to [0]\nset [canmove? v] to [0]\nset [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\nhide\nforever\n if <<(CanMove?) = [1]> and <(TRANSITION2) = [0]>> then\n Tick <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> <(JUMP KEY) = [1]> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) < (y position)>>>>\n end\nend\n\nwhen flag clicked\nset volume to (60) %\nset [canmove? v] to [0]\n\nwhen flag clicked\nset rotation style [left-right v]\nset [speed v] to [3]\n\nwhen flag clicked\nset size to (SIZE) %\nset [speed v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n set [speed v] to [-3]\n end\n if <key (right arrow v) pressed?> then\n set [speed v] to [-3]\n end\nend\n\nwhen I receive [die v]\nset [speed v] to [1]\n\ndefine Touch Ground <up?>\nchange [falling? v] by (.5)\nrepeat until <<not <touching (ground v)?>> and <not <<touching (misc objects v)?> and <(Collide with ladder) = [0]>>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen I receive [die v]\nset [canmove? v] to [0]\n\nwhen I receive [knockback v]\nset [knock v] to [10]\nif <(direction) = [90]> then\n repeat (10)\n change [knock v] by (-1)\n Walk [90] ((knock) * (-1))\n end\nelse\n repeat (10)\n change [knock v] by (-1)\n Walk [-90] (knock)\n end\nend\n\ndefine Scrolling Blocks\nchange [scroll x v] by (x position)\nif <(Scroll X) < (Scroll X Min)> then\n set [scroll x v] to (Scroll X Min)\nelse\n if <(Scroll X) > (Scroll X Max)> then\n set [scroll x v] to (Scroll X Max)\n else\n set x to (0)\n end\nend\nchange [scroll y v] by (y position)\nif <(Scroll Y) < (Scroll Y Min)> then\n set [scroll y v] to (Scroll Y Min)\nelse\n if <(Scroll Y) > (Scroll Y Max)> then\n set [scroll y v] to (Scroll Y Max)\n else\n set y to (0)\n end\nend\n\nwhen flag clicked\nforever\n Scrolling Blocks\nend\n\nwhen I receive [teleportin v]\nset [a v] to [0]\nhide\npoint in direction (90)\nset [speed y v] to [0]\nset [canmove? v] to [0]\ngo to [front v] layer\ngo to x: (0) y: (150)\nchange y by (300)\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nif <(Section At) = (() + (-1))> then\n repeat (14)\n change y by (-20)\n end\nelse\n repeat (8)\n change y by (-20)\n end\nend\nrepeat until <touching (ground v)?>\n change y by (-20)\nend\nset x to (0)\nchange y by (-15)\nfindground\nstart sound [Mega Man 5 SFX \(21\) v]\nset [a v] to [1]\n\nwhen flag clicked\nset [checkpoint # v] to [0]\n\nwhen I receive [transition effect v]\nrepeat (15)\n reset timer\nend\n\nwhen I receive [rush_jump v]\nset [speed y v] to [15]\n\nwhen I receive [battle begin v]\nset [canmove? v] to [0]\nwait (2) seconds\nset [canmove? v] to [1]\n\nwhen I receive [ready v]\nset [canmove? v] to [0]\nhide\n\nwhen I receive [fwd_10 v]\nWalk (direction) [10]\n\nwhen I receive [bck_10 v]\nWalk (direction) [-10]\n\nwhen I receive [teleportin v]\nset [jump key v] to [0]\nforever\n set [jump key v] to [0]\n wait until <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(y position) < (mouse y)>>>>\n set [jump key v] to [1]\n wait (.05) seconds\n set [jump key v] to [0]\n wait until <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(y position) < (mouse y)>>>>>\nend\n\nwhen I receive [teleportin v]\nforever\n if <(CanMove?) = [1]> then\n Walk (direction) (() * (.2))\n end\nend\n\nwhen I receive [teleportin v]\nset [ladder climb alternate v] to [1]\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(y position) < (mouse y)>>>> or <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) < (y position)>>>>> then\n if <([animations: using gun?2 v] of [mega man/protoman/bass v]) = [0]> then\n if <(Ladder Climb Alternate) = [4]> then\n set [ladder climb alternate v] to [1]\n else\n if <(Ladder Climb Alternate) = [3]> then\n set [ladder climb alternate v] to [4]\n else\n if <(Ladder Climb Alternate) = [2]> then\n set [ladder climb alternate v] to [3]\n else\n set [ladder climb alternate v] to [2]\n end\n end\n end\n wait (.05) seconds\n end\n end\nend\n\nwhen I receive [player_moveup v]\nchange y by (8)\n\nwhen I receive [player_movedown v]\nchange y by (-8)\n\nwhen I receive [disable movement v]\nset [canmove? v] to [0]\n\nwhen I receive [enable movement v]\nset [canmove? v] to [1]\n\nwhen I receive [teleportin v]\nforever\n wait (.1) seconds\n wait until <<(y position) < [-155]> or <(y position) > [190]>>\n if <(y position) > [190]> then\n if <(CanMove?) = [1]> then\n if <<(Collide with ladder) = [1]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(y position) < (mouse y)>>>>> then\n Transition [up]\n end\n end\n end\n if <(y position) < [-155]> then\n if <(CanMove?) = [1]> then\n if <(Collide with ladder) = [1]> then\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) < (y position)>>>> then\n Transition [down]\n end\n else\n if <<(Scroll X) = [9696]> or <<<(Scroll X) > [5589]> and <(Scroll X) < [5600]>> or <<(Scroll X) > [5090]> and <(Scroll X) < [5125]>>>> then\n Transition [down]\n else\n set [health v] to [15]\n set [sliding?2 v] to [0]\n end\n end\n end\n end\nend\n\nwhen I receive [player_moveleft v]\nchange x by (-10)\n\nwhen I receive [teleportin v]\nforever\n if <(FIGHTSTART?) = [1]> then\n if <(x position) < [-200]> then\n set x to (-200)\n end\n end\nend\n\ndefine findground\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nwhen I receive [boss battle v]\nwait (.2) seconds\nrepeat (10)\n if <(x position) < [-200]> then\n set x to (-200)\n end\nend\n\nwhen I receive [bacc v]\nchange x by (-2)\n\ndefine slide\nif <(Megaman Costume) = [3]> then\n set [slide time2 v] to [0]\n set [sliding?2 v] to [1]\n if <(direction) = [90]> then\n if <(CanMove?) = [1]> then\n change [speed x v] by (6)\n end\n else\n if <(CanMove?) = [1]> then\n change [speed x v] by (-6)\n end\n end\nelse\n set [slide time2 v] to [0]\n set [sliding?2 v] to [1]\n if <(direction) = [90]> then\n if <(falling?) < [3]> then\n set [speed x v] to [17]\n end\n else\n if <(falling?) < [3]> then\n set [speed x v] to [-17]\n end\n end\nend\n\nwhen I receive [teleportin v]\nforever\n wait (1) seconds\n wait until <(x position) > [220]>\n if <<(Scroll X) = [9696]> and <(Scroll Y) = [4032]>> then\n Transition [right]\n set [scroll x max v] to [11232]\n set [checkpoint # v] to [4]\n else\n if <<(Scroll X) = [5600]> or <<(Scroll X) = [5100]> and <(Scroll Y) = [896]>>> then\n if <(Scroll X) = [5600]> then\n Transition [right]\n set [scroll x max v] to [9196]\n broadcast (@Load New set of enemies v)\n else\n Transition [right]\n wait (1) seconds\n wait until <(x position) > [-180]>\n set [scroll y max v] to [925]\n end\n else\n if <(Scroll X) = [9196]> then\n Transition [right]\n set [checkpoint # v] to [3]\n broadcast (@Load Final Wave of Enemies v)\n wait (1) seconds\n set [scroll y max v] to [896]\n else\n if <(Scroll X) = [4600]> then\n Transition [right]\n set [checkpoint # v] to [2]\n set [scroll y max v] to [0]\n end\n end\n end\n end\nend\n\ndefine Transition (direction)\nbroadcast (Transition Effect v)\nif <(direction) = [right]> then\n set [scroll x min v] to (Scroll X)\n set [scroll x max v] to (Scroll X)\n broadcast (Disable Movement v)\n repeat (50)\n if <not <(x position) < [-220]>> then\n broadcast (bck_10 v)\n end\n change [scroll x max v] by (10)\n change [scroll x min v] by (10)\n end\n broadcast (Enable Movement v)\nend\nif <(direction) = [down]> then\n broadcast (Disable Movement v)\n repeat (44)\n if <not <(y position) > [190]>> then\n broadcast (Player_MoveUp v)\n end\n change [scroll y max v] by (-10)\n change [scroll y min v] by (-10)\n end\n if <not <(y position) > [190]>> then\n broadcast (Player_MoveUp v)\n end\n change [scroll y max v] by (-8)\n change [scroll y min v] by (-8)\n broadcast (Enable Movement v)\nend\nif <(direction) = [up]> then\n broadcast (Disable Movement v)\n repeat (44)\n if <not <(y position) < [-190]>> then\n broadcast (Player_MoveDown v)\n end\n change [scroll y max v] by (10)\n change [scroll y min v] by (10)\n end\n if <not <(y position) < [-190]>> then\n broadcast (Player_MoveDown v)\n end\n change [scroll y max v] by (8)\n change [scroll y min v] by (8)\n broadcast (Enable Movement v)\nend\n\nwhen I receive [change player x by a v]\nif <<(HEALTH) < [15]> and <not <(x position) > [180]>>> then\n if <not <<<(Scroll X) = [9696]> and <(Scroll Y) = [2688]>> and <<(x position) > [-60]> and <(x position) < [-31]>>>> then\n change x by (a)\n end\nend\n\nwhen I receive [teleportin v]\nforever\n set [scroll y v] to (round (Scroll Y))\nend\n\nwhen I receive [bossgate transition right v]\nif <(clone) = [0]> then\n Transition [right]\nend\n\n@READY\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [ready v]\nswitch costume to (costume2 v)\ngo to x: (10) y: (15)\nif <(Megaman Costume) = [2]> then\n broadcast (MuteMusic v)\n start sound [whistle v]\nend\nrepeat (8)\n go to [front v] layer\n show\n wait (.02) seconds\n hide\n wait (0.02) seconds\nend\n\nwhen I start as a clone\nif <(Dmg thingy) = [1]> then\n switch costume to (dmg v)\n go to [front v] layer\n repeat (3)\n go to [front v] layer\n show\n wait (.05) seconds\n hide\n wait (.05) seconds\n end\n delete this clone\nelse\n if <(Dmg thingy) = [2]> then\n switch costume to (slide1 v)\n go to (mega man/protoman/bass v)\n change y by (40)\n change x by (-35)\n go to [front v] layer\n go to [front v] layer\n show\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n delete this clone\n else\n if <(Dmg thingy) = [3]> then\n switch costume to (slide1 v)\n go to (mega man/protoman/bass v)\n change y by (40)\n change x by (0)\n go to [front v] layer\n go to [front v] layer\n show\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n delete this clone\n else\n if <(Dmg thingy) = [4]> then\n switch costume to (slide1 v)\n go to (mega man/protoman/bass v)\n change y by (40)\n change x by (35)\n go to [front v] layer\n go to [front v] layer\n show\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n delete this clone\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Dmg thingy) = [1]> then\n forever\n go to (mega man/protoman/bass v)\n end\nelse\nend\n\n@ground\n\nwhen I receive [setup v]\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nif <[1] = [1]> then\n delete this clone\nend\nCreate\n\ndefine Create\nset [scroll x v] to [0]\nset [level_y v] to [15]\nset [level_x v] to [0]\nswitch costume to (phantom1 v)\nset size to (200) %\nrepeat (11)\n create clone of (_myself_ v)\n next costume\n change [level_x v] by (510)\nend\nchange [level_x v] by (-510)\nrepeat (2)\n change [level_y v] by (448)\n create clone of (_myself_ v)\n next costume\nend\nrepeat (9)\n change [level_x v] by (510)\n create clone of (_myself_ v)\n next costume\nend\nrepeat (7)\n change [level_y v] by (448)\n create clone of (_myself_ v)\n next costume\nend\nrepeat (4)\n change [level_x v] by (510)\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (phantom9 v)\nchange [level_x v] by (450)\ncreate clone of (_myself_ v)\n\nswitch costume to (costume20 v)\n\nwhen flag clicked\nset [clone v] to [0]\nhide\n\nwhen I start as a clone\nset [clone v] to [1]\ngo to [front v] layer\nforever\n set [brightness v] effect to (10)\n set [ghost v] effect to (0)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [489]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [450]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nset [scroll x v] to [4000]\n\nset [scroll x max v] to [0]\n\nwhen I receive [begin autoscroller v]\nif <(clone) = [1]> then\n forever\n change [level_x v] by (-2)\n end\nend\n\nrepeat (6)\n change [level_x v] by (510)\n create clone of (_myself_ v)\n next costume\nend\nset [level_y v] to [2120]\nset [level_x v] to [5570]\nswitch costume to (costume19 v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\n change [level_y v] by (510)\nend\nchange [level_y v] by (-850)\nchange [level_x v] by (510)\ncreate clone of (_myself_ v)\n\n@hpbar\n\nwhen flag clicked\nset [i_frames v] to [0]\nwait (1) seconds\nforever\n wait until <(HEALTH) > [14]>\n if <([costume # v] of [boss hp v]) > [28]> then\n set [health v] to [13]\n else\n broadcast (die v)\n wait (5) seconds\n set [health v] to [1]\n end\n wait (.05) seconds\nend\n\nwhen I receive [take dmg v]\nif <(INVINCIBILITY) = [0]> then\n set [brightness v] effect to (60)\n wait (.2) seconds\nend\nclear graphic effects\nwait (.2) seconds\n\nwhen flag clicked\nhide\nrepeat (50)\n go to [front v] layer\nend\n\nwhen I receive [teleportin v]\nset [i_frames v] to [0]\nset [health v] to [1]\npoint in direction (90)\ngo to x: (-205) y: (90)\nclear graphic effects\nset size to (250) %\nshow\nforever\n switch costume to (HEALTH)\nend\n\nwhen I receive [heal v]\nstart sound [Mega Man 5 SFX \(16\) v]\nrepeat (5)\n set [ghost v] effect to (100)\n wait (0) seconds\n clear graphic effects\n wait (0) seconds\nend\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [die v]\nset [@mega man: special weapon v] to [0]\nhide\nwait (6) seconds\nset [health v] to [1]\n\nwhen I start as a clone\nstart sound [propeller_dagger_flip v]\nclear graphic effects\ngo to [front v] layer\nset size to (200) %\nif <([direction v] of [hitbox v]) = [90]> then\n set [level_x v] to (((Scroll X) + ([x position v] of [hitbox v])) + (-35))\nelse\n set [level_x v] to (((Scroll X) + ([x position v] of [hitbox v])) + (35))\nend\nset [level_y v] to (((Scroll Y) + ([y position v] of [hitbox v])) + (-24))\nshow\nswitch costume to (slide1 v)\nrepeat (2)\n wait (.05) seconds\n next costume\nend\nwait (.05) seconds\ndelete this clone\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I receive [teleportin v]\nset [invincibility v] to [0]\n\nwhen I receive [take dmg v]\nset [invincibility v] to [1]\nwait (.8) seconds\nset [invincibility v] to [0]\n\nwhen I receive [battle begin v]\ngo to [front v] layer\n\nwhen I receive [set up stage v]\nrepeat (10)\n set [health v] to [1]\nend\nshow\n\nwhen I receive [stage intro v]\nhide\n\nwhen I receive [teleportin v]\nrepeat (50)\n go to [front v] layer\nend\n\nwhen I receive [enable movement v]\nshow\n\nwhen I start as a clone\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [400]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [300]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [@load new set of enemies v]\nrepeat (20)\n go to [front v] layer\nend\n\nwhen I receive [@load final wave of enemies v]\nrepeat (20)\n go to [front v] layer\nend\n\n@ladder downward collision\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to (hitbox v)\nend\n\nwhen flag clicked\nforever\n if <touching (misc objects v)?> then\n set [leg_collidew/ladder v] to [1]\n else\n set [leg_collidew/ladder v] to [0]\n end\nend\n\n@slide checker\n\nwhen flag clicked\nset [ghost v] effect to (99)\nshow\nforever\n go to (hitbox v)\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n set [stay sliding v] to [1]\n else\n set [stay sliding v] to [0]\n end\nend\n\n@Player_Head\n\nwhen flag clicked\nset [ghost v] effect to (99)\nshow\nforever\n go to (hitbox v)\nend\n\nwhen flag clicked\nforever\n if <touching (misc objects v)?> then\n set [head_collidingw/ladder v] to [1]\n else\n set [head_collidingw/ladder v] to [0]\n end\nend\n\n@misc objects\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I start as a clone\nset [active v] to [1]\nset [clone v] to [1]\ngo to [front v] layer\nclear graphic effects\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <(letter (3) of (costume [name v])) = [v]> then\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [300]>> then\n hide\n else\n go to [front v] layer\n if <touching (ladder downward collision v)?> then\n set [ghost v] effect to (pick random (60) to (70))\n else\n set [ghost v] effect to (99)\n end\n show\n end\n else\n if <(costume [number v]) = [17]> then\n forever\n set [ghost v] effect to (99)\n show\n end\n else\n if <(letter (1) of (costume [name v])) = [j]> then\n if <<(active) = [0]> or <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [180]>>> then\n hide\n else\n show\n end\n else\n if <(costume [number v]) = [1]> then\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [466]>> then\n hide\n else\n show\n end\n else\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n hide\n else\n show\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup v]\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (ld1 v)\nif <[1] = [1]> then\n delete this clone\nend\nCreate\n\ndefine Create\nset [l_dist# v] to [100]\nclear graphic effects\nset size to (200) %\nset [mscobj_prop v] to [2]\nset [level_y v] to [-182]\nset [level_x v] to [928]\nswitch costume to (jspawner v)\ncreate clone of (_myself_ v)\nset [mscobj_prop v] to [2]\nset [level_y v] to [-182]\nset [level_x v] to [4343]\nswitch costume to (jspawner v)\ncreate clone of (_myself_ v)\nset [mscobj_prop v] to [2]\nset [level_y v] to [-182]\nset [level_x v] to [4523]\nswitch costume to (jspawner2 v)\ncreate clone of (_myself_ v)\nset [mscobj_prop v] to [2]\nset [level_y v] to [50]\nset [level_x v] to [5200]\nswitch costume to (ld1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [600]\nset [level_x v] to [4980]\nswitch costume to (ld2 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [830]\nset [level_x v] to [5160]\nswitch costume to (invisplat1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [742]\nset [level_x v] to [5660]\nswitch costume to (invisplat1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [830]\nset [level_x v] to [5725]\nswitch costume to (invisplat2 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [915]\nset [level_x v] to [5660]\nswitch costume to (invisplat1 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(letter (1) of (costume [name v])) = [l]> then\n wait until <<<not <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [466]>>> and <<(distance to [hitbox v]) < (L_Dist#)> or <not <([y position v] of [hitbox v]) < (y position)>>>> and <not <<((Scroll X) + ([x position v] of [hitbox v])) < ((Level_X) + (-250))> or <((Scroll X) + ([x position v] of [hitbox v])) > ((Level_X) + (250))>>>>\n if <([y position v] of [hitbox v]) < (y position)> then\n set [collide with ladder v] to [2]\n end\n if <<<touching (ladder downward collision v)?> and <<key (s v) pressed?> or <key (down arrow v) pressed?>>> or <<<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (s v) pressed?>> or <key (down arrow v) pressed?>> and <touching (ladder collision checker v)?>>> then\n set [ladder_snp v] to ((Level_X) + (-12))\n set [collide with ladder v] to [1]\n wait until <<not <touching (ladder downward collision v)?>> or <<((Scroll X) + ([x position v] of [hitbox v])) < ((Level_X) + (-50))> or <((Scroll X) + ([x position v] of [hitbox v])) > ((Level_X) + (50))>>>\n wait until <<not <touching (ladder collision checker v)?>> or <<((Scroll X) + ([x position v] of [hitbox v])) < ((Level_X) + (-50))> or <((Scroll X) + ([x position v] of [hitbox v])) > ((Level_X) + (50))>>>\n if <<([y position v] of [hitbox v]) < (y position)> and <not <<((Scroll X) + ([x position v] of [hitbox v])) < ((Level_X) + (-50))> or <((Scroll X) + ([x position v] of [hitbox v])) > ((Level_X) + (50))>>>> then\n set [collide with ladder v] to [2]\n else\n set [collide with ladder v] to [0]\n broadcast (Player_MoveUp v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen I receive [blink v]\nif <(username) = [legobuzz12]> then\n delete this clone\nend\n\nbroadcast (blink v)\n\nwhen I receive [teleportin v]\nset [collide with ladder v] to [0]\n\nwhen flag clicked\nset [clone v] to [0]\n\nwhen I receive [ready v]\nset [collide with ladder v] to [0]\n\nwhen I start as a clone\nif <(letter (1) of (costume [name v])) = [l]> then\n forever\n wait until <<touching (ladder collision checker v)?> and <(Collide with ladder) = [1]>>\n wait until <<<((([y position v] of [hitbox v]) + (Scroll Y)) + ((L_Dist#) * (.8))) < (Level_Y)> and <(Collide with ladder) = [2]>> and <<not <touching (ladder downward collision v)?>> and <not <touching (mega man/protoman/bass v)?>>>>\n if <(Collide with ladder) = [2]> then\n set [collide with ladder v] to [0]\n end\n end\nend\nif <<(costume [number v]) = [17]> or <(costume [number v]) = [18]>> then\n forever\n if <not <<([abs v] of ((Level_X) - (Scroll X)) ) > [300]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [600]>>> then\n if <(MscObj_Prop) = [4]> then\n wait (2) seconds\n switch costume to (jetplatform v)\n create clone of (_myself_ v)\n end\n if <(MscObj_Prop) = [2]> then\n if <(costume [number v]) = [18]> then\n wait (2) seconds\n else\n wait (1) seconds\n end\n switch costume to (jetplatform13 v)\n create clone of (_myself_ v)\n end\n end\n end\nend\n\nbroadcast (blink v)\n\nwhen I start as a clone\ndelete all of [xyz v]\nadd [0] to [xyz v]\nadd [0] to [xyz v]\nadd [0] to [xyz v]\nif <(costume [number v]) = [4]> then\n go to [front v] layer\n clear graphic effects\n if <(Level_X) > [9400]> then\n replace item (1) of [xyz v] with (Level_X)\n replace item (2) of [xyz v] with (Level_Y)\n replace item (3) of [xyz v] with [1]\n wait until <<<touching (ladder downward collision v)?> and <(HEALTH) < [15]>> or <(y) > [38]>>\n else\n repeat until <<<touching (ladder downward collision v)?> and <(HEALTH) < [15]>> or <(y) > [38]>>\n change [y v] by (.5)\n change [level_y v] by (5)\n end\n end\n if <(y) > [38]> then\n delete this clone\n else\n start sound [missile_platform_launch v]\n set [x v] to [4]\n set [y v] to [0]\n set [z v] to [0]\n repeat (125)\n change [y v] by (.25)\n if <(y) > [3]> then\n change [level_x v] by (y)\n set [a v] to (y)\n else\n change [level_x v] by (4)\n set [a v] to [4]\n end\n if <touching (ladder downward collision v)?> then\n broadcast (Change Player X by A v)\n end\n if <((y) mod (5)) = [0]> then\n start sound [2xgravelblock_damage v]\n change [x v] by (-1)\n end\n if <(x) < [0]> then\n set [proj direction v] to [90]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [explo]\n broadcast (CREATE PROJECTILE v)\n if <(item (3) of [xyz v]) = [1]> then\n set [level_x v] to (item (1) of [xyz v])\n set [active v] to [0]\n set [level_y v] to (item (2) of [xyz v])\n set [ghost v] effect to (100)\n wait until <([canmove? v] of [hitbox v]) = [0]>\n wait until <([canmove? v] of [hitbox v]) = [1]>\n wait (.5) seconds\n set [ghost v] effect to (0)\n set [active v] to [1]\n repeat [2]\n else\n delete this clone\n end\n end\n if <(z) = [0]> then\n set [z v] to [1]\n else\n set [z v] to [0]\n end\n if <(x) = [4]> then\n switch costume to ((z) + (6))\n end\n if <(x) = [3]> then\n switch costume to ((z) + (8))\n end\n if <(x) = [2]> then\n switch costume to ((z) + (11))\n end\n if <(x) = [1]> then\n switch costume to ((z) + (13))\n end\n if <(x) = [0]> then\n switch costume to ((z) + (15))\n end\n end\n set [proj direction v] to [90]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [explo]\n broadcast (CREATE PROJECTILE v)\n if <(item (3) of [xyz v]) = [1]> then\n set [level_x v] to (item (1) of [xyz v])\n set [active v] to [0]\n set [level_y v] to (item (2) of [xyz v])\n set [ghost v] effect to (100)\n wait until <([canmove? v] of [hitbox v]) = [0]>\n wait until <([canmove? v] of [hitbox v]) = [1]>\n wait (.5) seconds\n set [ghost v] effect to (0)\n set [active v] to [1]\n repeat [2]\n else\n delete this clone\n end\n end\nend\nif <(costume [number v]) = [10]> then\n go to [front v] layer\n clear graphic effects\n if <(Level_X) > [9400]> then\n replace item (1) of [xyz v] with (Level_X)\n replace item (2) of [xyz v] with (Level_Y)\n replace item (3) of [xyz v] with [1]\n wait until <<<touching (ladder downward collision v)?> and <(HEALTH) < [15]>> or <(y) > [38]>>\n else\n repeat until <<<touching (ladder downward collision v)?> and <(HEALTH) < [15]>> or <(y) > [38]>>\n change [y v] by (1)\n change [level_y v] by (10)\n end\n end\n if <(y) > [38]> then\n delete this clone\n else\n start sound [missile_platform_launch v]\n set [x v] to [2]\n set [y v] to [0]\n set [z v] to [0]\n repeat (50)\n change [y v] by (.5)\n change [level_x v] by (y)\n set [a v] to (y)\n if <touching (ladder downward collision v)?> then\n broadcast (Change Player X by A v)\n end\n if <((y) mod (5)) = [0]> then\n start sound [2xgravelblock_damage v]\n change [x v] by (-1)\n end\n if <(x) < [0]> then\n set [proj direction v] to [90]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [explo]\n broadcast (CREATE PROJECTILE v)\n if <(item (3) of [xyz v]) = [1]> then\n set [level_x v] to (item (1) of [xyz v])\n set [active v] to [0]\n set [level_y v] to (item (2) of [xyz v])\n set [ghost v] effect to (100)\n wait until <([canmove? v] of [hitbox v]) = [0]>\n wait until <([canmove? v] of [hitbox v]) = [1]>\n wait (.5) seconds\n set [ghost v] effect to (0)\n set [active v] to [1]\n repeat [1]\n else\n delete this clone\n end\n end\n if <(z) = [0]> then\n set [z v] to [1]\n else\n set [z v] to [0]\n end\n if <(x) = [2]> then\n switch costume to ((z) + (11))\n end\n if <(x) = [1]> then\n switch costume to ((z) + (13))\n end\n if <(x) = [0]> then\n switch costume to ((z) + (15))\n end\n end\n set [proj direction v] to [90]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [explo]\n broadcast (CREATE PROJECTILE v)\n if <(item (3) of [xyz v]) = [1]> then\n set [level_x v] to (item (1) of [xyz v])\n set [level_y v] to (item (2) of [xyz v])\n set [active v] to [0]\n set [ghost v] effect to (100)\n wait until <([canmove? v] of [hitbox v]) = [0]>\n wait until <([canmove? v] of [hitbox v]) = [1]>\n wait (.5) seconds\n set [active v] to [1]\n set [ghost v] effect to (0)\n repeat [1]\n else\n delete this clone\n end\n end\nend\n\nwhen I receive [@load new set of enemies v]\nset [l_dist# v] to [100]\nif <[1] = [1]> then\n delete this clone\nend\nset [level_y v] to [830]\nset [level_x v] to [6758]\nswitch costume to (spikes1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [961]\nset [level_x v] to [6758]\nswitch costume to (spikes2 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [830]\nset [level_x v] to [6947]\nswitch costume to (spikes1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [961]\nset [level_x v] to [6947]\nswitch costume to (spikes2 v)\ncreate clone of (_myself_ v)\nset [mscobj_prop v] to [4]\nset [level_y v] to [714]\nset [level_x v] to [6631]\nswitch costume to (jspawner v)\ncreate clone of (_myself_ v)\nset [level_y v] to [805]\nset [level_x v] to [7745]\nswitch costume to (invisplat3 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [714]\nset [level_y v] to [850]\nset [level_x v] to [8060]\nswitch costume to (invisplat3 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [780]\nset [level_x v] to [8400]\nswitch costume to (invisplat3 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [800]\nset [level_x v] to [8750]\nswitch costume to (invisplat1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [@load final wave of enemies v]\nif <[1] = [1]> then\n delete this clone\nend\nset [l_dist# v] to [100]\nset [level_y v] to [922]\nset [level_x v] to [9882]\nswitch costume to (ld1 v)\ncreate clone of (_myself_ v)\nset [l_dist# v] to [118]\nset [level_y v] to [1450]\nset [level_x v] to [9495]\nswitch costume to (ld1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [1270]\nset [level_x v] to [9550]\nswitch costume to (jetplatform13 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [1760]\nset [level_x v] to [9755]\nswitch costume to (jetplatform13 v)\ncreate clone of (_myself_ v)\nset [l_dist# v] to [100]\nset [level_y v] to [1919]\nset [level_x v] to [9882]\nswitch costume to (ld1 v)\ncreate clone of (_myself_ v)\nset [l_dist# v] to [110]\nset [level_y v] to [2350]\nset [level_x v] to [9500]\nswitch costume to (ld1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [2688]\nset [level_x v] to [9600]\nswitch costume to (jetplatform v)\ncreate clone of (_myself_ v)\nset [level_y v] to [2166]\nset [level_x v] to [9700]\nswitch costume to (jetplatform13 v)\ncreate clone of (_myself_ v)\nset [l_dist# v] to [90]\nset [level_y v] to [2800]\nset [level_x v] to [9882]\nswitch costume to (ld1 v)\ncreate clone of (_myself_ v)\nset [l_dist# v] to [200]\nset [level_y v] to [3250]\nset [level_x v] to [9500]\nswitch costume to (ld1 v)\ncreate clone of (_myself_ v)\nset [l_dist# v] to [75]\nset [level_y v] to [3680]\nset [level_x v] to [9882]\nswitch costume to (ld1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [3500]\nset [level_x v] to [9760]\nswitch costume to (invisplat1 v)\ncreate clone of (_myself_ v)\n\ndefine repeat (e)\ngo to [front v] layer\nclear graphic effects\nif <(e) = [2]> then\n switch costume to (jetplatform v)\n wait until <<<touching (ladder downward collision v)?> and <(HEALTH) < [15]>> or <(y) > [38]>>\n if <(y) > [38]> then\n delete this clone\n else\n start sound [missile_platform_launch v]\n set [x v] to [4]\n set [y v] to [0]\n set [z v] to [0]\n repeat (125)\n change [y v] by (.25)\n if <(y) > [3]> then\n change [level_x v] by (y)\n set [a v] to (y)\n else\n change [level_x v] by (4)\n set [a v] to [4]\n end\n if <touching (ladder downward collision v)?> then\n broadcast (Change Player X by A v)\n end\n if <((y) mod (5)) = [0]> then\n start sound [2xgravelblock_damage v]\n change [x v] by (-1)\n end\n if <(x) < [0]> then\n set [proj direction v] to [90]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [explo]\n broadcast (CREATE PROJECTILE v)\n set [level_x v] to (item (1) of [xyz v])\n set [active v] to [0]\n set [level_y v] to (item (2) of [xyz v])\n set [ghost v] effect to (100)\n wait until <([canmove? v] of [hitbox v]) = [0]>\n wait until <([canmove? v] of [hitbox v]) = [1]>\n wait (.5) seconds\n set [ghost v] effect to (0)\n set [active v] to [1]\n repeat [2]\n end\n if <(z) = [0]> then\n set [z v] to [1]\n else\n set [z v] to [0]\n end\n if <(x) = [4]> then\n switch costume to ((z) + (6))\n end\n if <(x) = [3]> then\n switch costume to ((z) + (8))\n end\n if <(x) = [2]> then\n switch costume to ((z) + (11))\n end\n if <(x) = [1]> then\n switch costume to ((z) + (13))\n end\n if <(x) = [0]> then\n switch costume to ((z) + (15))\n end\n end\n set [proj direction v] to [90]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [explo]\n broadcast (CREATE PROJECTILE v)\n set [level_x v] to (item (1) of [xyz v])\n set [active v] to [0]\n set [level_y v] to (item (2) of [xyz v])\n set [ghost v] effect to (100)\n wait until <([canmove? v] of [hitbox v]) = [0]>\n wait until <([canmove? v] of [hitbox v]) = [1]>\n wait (.5) seconds\n set [ghost v] effect to (0)\n set [active v] to [1]\n repeat [2]\n end\nend\nif <(e) = [1]> then\n switch costume to (jetplatform13 v)\n wait until <<<touching (ladder downward collision v)?> and <(HEALTH) < [15]>> or <(y) > [38]>>\n if <(y) > [38]> then\n delete this clone\n else\n start sound [missile_platform_launch v]\n set [x v] to [2]\n set [y v] to [0]\n set [z v] to [0]\n repeat (50)\n change [y v] by (.5)\n change [level_x v] by (y)\n set [a v] to (y)\n if <touching (ladder downward collision v)?> then\n broadcast (Change Player X by A v)\n end\n if <((y) mod (5)) = [0]> then\n start sound [2xgravelblock_damage v]\n change [x v] by (-1)\n end\n if <(x) < [0]> then\n set [proj direction v] to [90]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [explo]\n broadcast (CREATE PROJECTILE v)\n set [level_x v] to (item (1) of [xyz v])\n set [level_y v] to (item (2) of [xyz v])\n set [active v] to [0]\n set [ghost v] effect to (100)\n wait until <([canmove? v] of [hitbox v]) = [0]>\n wait until <([canmove? v] of [hitbox v]) = [1]>\n wait (.5) seconds\n set [active v] to [1]\n set [ghost v] effect to (0)\n repeat [1]\n end\n if <(z) = [0]> then\n set [z v] to [1]\n else\n set [z v] to [0]\n end\n if <(x) = [2]> then\n switch costume to ((z) + (11))\n end\n if <(x) = [1]> then\n switch costume to ((z) + (13))\n end\n if <(x) = [0]> then\n switch costume to ((z) + (15))\n end\n end\n set [proj direction v] to [90]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [explo]\n broadcast (CREATE PROJECTILE v)\n set [level_x v] to (item (1) of [xyz v])\n set [level_y v] to (item (2) of [xyz v])\n set [active v] to [0]\n set [ghost v] effect to (100)\n wait until <([canmove? v] of [hitbox v]) = [0]>\n wait until <([canmove? v] of [hitbox v]) = [1]>\n wait (.5) seconds\n set [active v] to [1]\n set [ghost v] effect to (0)\n repeat [1]\n end\nend\n\nwhen I start as a clone\nif <(letter (1) of (costume [name v])) = [s]> then\n forever\n wait until <<touching (ladder collision checker v)?> or <touching (hitbox v)?>>\n set [health v] to [15]\n wait (5) seconds\n end\nend\n\n@Boss\n\nwhen I receive [bass appear v]\npoint in direction (-90)\ngo to x: (173) y: (-113)\nshow\nswitch costume to (bassdiveland2 v)\nwait (1) seconds\nswitch costume to (bassdiveland1 v)\nwait (.2) seconds\nswitch costume to (bass2 v)\nwait (.05) seconds\nswitch costume to (bass1 v)\nset [showbasswings? v] to [1]\nwait (.5) seconds\nbroadcast (bATTLE begin v)\nswitch costume to (basssmirk v)\nwait (1) seconds\nset y to (-113)\nswitch costume to (basssmirkfly v)\nset [y v] to [0]\nrepeat (15)\n switch costume to (((round ((timer) * (22222))) mod (2)) + (4))\n change y by (y)\n change [y v] by (1)\nend\nrepeat (15)\n switch costume to (((round ((timer) * (22222))) mod (2)) + (4))\n change y by (y)\n change [y v] by (-1)\nend\nswitch costume to (bassflytaunt v)\nwait (.3) seconds\nforever\n repeat (pick random (1) to (2))\n Act [1] (pick random (15) to (30))\n if <(pick random (1) to (2)) = [1]> then\n Act [3] [35]\n Act [4] [35]\n else\n Act [2] [35]\n end\n end\n Act [3] [35]\n Act [5] [35]\n wait (.4) seconds\n Act [6] [35]\n wait (3.5) seconds\n repeat (pick random (1) to (3))\n Act [7] [35]\n end\n Act [3] [35]\n Act [1] [35]\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [die v]\nwait (4) seconds\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ndefine Act (pattern) (#)\nif <(pattern) = [7]> then\n switch costume to (bassjet3 v)\n point towards (hitbox v)\n set [showbasswings? v] to [1]\n start sound [joustus_boss_windup v]\n set [x v] to [-20]\n set [y v] to [0]\n repeat (25)\n show\n change [y v] by (.6)\n change x by (([sin v] of (direction) ) * (y))\n change y by (x)\n change [x v] by (.8)\n if <(y position) < [-100]> then\n set y to (-100)\n end\n end\n repeat (15)\n change [y v] by (-.4)\n change x by (([sin v] of (direction) ) * (y))\n change y by (x)\n change [x v] by (.2)\n if <(y position) < [-100]> then\n set y to (-100)\n end\n end\n repeat (15)\n change [y v] by (-.1)\n change x by (([sin v] of (direction) ) * (y))\n change y by (x)\n change [x v] by (1)\n if <(y position) < [-100]> then\n set y to (-100)\n end\n end\n repeat (4)\n switch costume to (basshandscrossedfly1 v)\n wait (0) seconds\n switch costume to (basshandscrossedfly2 v)\n wait (0) seconds\n end\nend\nif <(pattern) = [6]> then\n if <(pick random (1) to (3)) = [1]> then\n set [a v] to [200]\n broadcast (BassLaserAlert v)\n wait (.2) seconds\n set [a v] to [-200]\n broadcast (BassLaserAlert v)\n wait (.2) seconds\n set [a v] to [150]\n broadcast (BassLaserAlert v)\n wait (.2) seconds\n set [a v] to [-150]\n broadcast (BassLaserAlert v)\n wait (.2) seconds\n set [a v] to [100]\n broadcast (BassLaserAlert v)\n wait (.2) seconds\n set [a v] to [-100]\n broadcast (BassLaserAlert v)\n else\n if <(pick random (1) to (2)) = [1]> then\n set [a v] to [200]\n broadcast (BassLaserAlert v)\n repeat (4)\n wait (.2) seconds\n change [a v] by (-80)\n broadcast (BassLaserAlert v)\n end\n else\n set [a v] to [-200]\n broadcast (BassLaserAlert v)\n repeat (4)\n wait (.2) seconds\n change [a v] by (80)\n broadcast (BassLaserAlert v)\n end\n end\n end\nend\nif <(pattern) = [5]> then\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n switch costume to (basshandscrossedfly1 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n switch costume to (bassjet1 v)\n wait (.1) seconds\n repeat (2)\n next costume\n wait (.05) seconds\n end\n set [showbasswings? v] to [1]\n start sound [joustus_boss_windup v]\n set [y v] to [0]\n show\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n repeat until <(x position) < [-250]>\n change [y v] by (-.5)\n change x by (y)\n change y by (([sin v] of ((y) * (10)) ) * (6))\n end\n set [showbasswings? v] to [0]\n hide\n else\n point in direction (90)\n repeat until <(x position) > [250]>\n change [y v] by (-.5)\n change x by ((y) * (-1))\n change y by (([sin v] of ((y) * (10)) ) * (6))\n end\n set [showbasswings? v] to [0]\n hide\n end\nend\nif <(pattern) = [4]> then\n set [y v] to [0]\n repeat until <<(y position) > [55]> and <(y position) < [70]>>\n switch costume to (((round ((timer) * (22222))) mod (2)) + (6))\n point towards (hitbox v)\n if <(y position) > [70]> then\n change [y v] by (-.5)\n change y by (y)\n else\n change [y v] by (.5)\n change y by (y)\n end\n end\n set y to (64)\n switch costume to (bassdive1 v)\n repeat (50)\n point towards (hitbox v)\n change x by (([sin v] of (direction) ) * (15))\n end\n repeat (2)\n wait (.05) seconds\n next costume\n end\n set y to (64)\n set [y v] to [0]\n repeat (5)\n change [y v] by (1)\n change y by (y)\n end\n next costume\n repeat (5)\n change [y v] by (-15)\n change y by (y)\n end\n start sound [explode_large v]\n broadcast (STUNCHECK v)\n set y to (-106)\n repeat (3)\n set [proj direction v] to [90]\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to ((Scroll Y) + (-100))\n set [projectile name v] to [commx]\n broadcast (CREATE PROJECTILE v)\n wait (0) seconds\n set [proj direction v] to [-90]\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to ((Scroll Y) + (-100))\n set [projectile name v] to [commx]\n broadcast (CREATE PROJECTILE v)\n wait (0) seconds\n end\n switch costume to (bassdiveland1 v)\n set y to (-112)\n wait (0.05) seconds\n switch costume to (bassdiveland2 v)\n wait (.5) seconds\nend\nif <(pattern) = [3]> then\n set [y v] to [0]\n repeat until <<(y position) > [55]> and <(y position) < [70]>>\n switch costume to (((round ((timer) * (22222))) mod (2)) + (6))\n point towards (hitbox v)\n if <(y position) > [70]> then\n change [y v] by (-.5)\n change y by (y)\n else\n change [y v] by (.5)\n change y by (y)\n end\n end\n set y to (64)\nend\nif <(pattern) = [1]> then\n set [y v] to [0]\n repeat (#)\n point towards (hitbox v)\n switch costume to (((round ((timer) * (22222))) mod (2)) + (6))\n change [y v] by (5)\n move (([sin v] of (y) ) * ((distance to [hitbox v]) / (35))) steps\n if <(x position) < [-200]> then\n set x to (-200)\n end\n if <(x position) > [200]> then\n set x to (200)\n end\n end\nend\nif <(pattern) = [2]> then\n set [y v] to [5]\n repeat (10)\n change [y v] by (-.5)\n change y by (y)\n end\n set [y v] to [-1]\n if <([x position v] of [hitbox v]) < (x position)> then\n repeat until <(x position) < [0]>\n point towards (hitbox v)\n change [y v] by (-.5)\n change x by (y)\n end\n set [y v] to [0]\n repeat until <<(y position) > [55]> and <(y position) < [70]>>\n point towards (hitbox v)\n if <(y position) > [70]> then\n change [y v] by (-.5)\n change y by (y)\n else\n change [y v] by (.5)\n change y by (y)\n end\n end\n set y to (64)\n point in direction (-90)\n wait (.2) seconds\n set [y v] to [0]\n set [proj direction v] to (direction)\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to ((Scroll Y) + ((y position) + (-23)))\n set [projectile name v] to [basslaser]\n broadcast (CREATE PROJECTILE v)\n switch costume to (basslaser1 v)\n broadcast (BassLaser v)\n repeat (3)\n repeat (4)\n change [y v] by (1)\n change x by (y)\n end\n next costume\n end\n repeat (5)\n change [y v] by (-3)\n change x by (y)\n end\n else\n repeat until <(x position) > [0]>\n point towards (hitbox v)\n change [y v] by (.5)\n change x by (y)\n end\n set [y v] to [0]\n repeat until <<(y position) > [55]> and <(y position) < [70]>>\n point towards (hitbox v)\n if <(y position) > [70]> then\n change [y v] by (-.5)\n change y by (y)\n else\n change [y v] by (.5)\n change y by (y)\n end\n end\n set y to (64)\n point in direction (90)\n wait (.2) seconds\n set [y v] to [0]\n set [proj direction v] to (direction)\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to ((Scroll Y) + ((y position) + (-23)))\n set [projectile name v] to [basslaser]\n broadcast (CREATE PROJECTILE v)\n switch costume to (basslaser1 v)\n broadcast (BassLaser v)\n repeat (3)\n repeat (4)\n change [y v] by (-1)\n change x by (y)\n end\n next costume\n end\n repeat (5)\n change [y v] by (3)\n change x by (y)\n end\n end\nend\n\nwhen I receive [battle begin v]\nwait (.05) seconds\nforever\n wait until <<touching (hitbox v)?> and <(I_FRAMES) = [0]>>\n broadcast (KNOCKBACK v)\n change [health v] by (4)\n broadcast (TAKE DMG v)\n wait (1) seconds\nend\n\nwhen I receive [battle begin v]\nwait (.05) seconds\nforever\n wait until <<<<touching (mega man/protoman/bass v)?> and <touching color (#fae0c1)?>> and <not <touching (hitbox v)?>>> or <touching (chargeshot v)?>>\n if <touching (chargeshot v)?> then\n if <(@Mega Man: Special Weapon) = [0]> then\n if <(@Chargeshot type) = [2]> then\n start sound [09 - EnemyDamage v]\n broadcast (BossLvl2chargedmg v)\n else\n start sound [09 - EnemyDamage v]\n broadcast (@BossLvl1chargedmg v)\n end\n end\n else\n start sound [09 - EnemyDamage v]\n broadcast (BossDMG v)\n end\n wait (.5) seconds\nend\n\nwhen I receive [bossdie v]\nstop [other scripts in sprite v]\nset [y v] to [0]\nrepeat (10)\n switch costume to (bassinjured1 v)\n point towards (hitbox v)\n change y by (y)\n change [y v] by (-.4)\nend\nset [y v] to [0]\nrepeat until <(y position) > [0]>\n switch costume to (bassinjured1 v)\n point towards (hitbox v)\n change y by (y)\n change [y v] by (.4)\nend\nset [y v] to [0]\nrepeat until <(x position) > [150]>\n point towards (hitbox v)\n change x by (2)\n change y by (([sin v] of (y) ) * (5))\n switch costume to (((round ((timer) * (22222))) mod (2)) + (14))\n change [y v] by (5)\nend\nswitch costume to (bassinjured1 v)\nwait (1) seconds\nswitch costume to (bassflytaunt v)\nstart sound [fanfare v]\nsay [congrats! you beat the prototype stage! Good job!] for (3) seconds\nsay [remember to love and favorite this game if you enjoyed it!] for (5) seconds\n\n@mega man/protoman/bass\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [health v] to [1]\nset [health v] to [1]\n\nwhen flag clicked\n\nwhen I receive [die v]\nset [speed v] to [1]\nset [canmove? v] to [0]\n\nwhen I start as a clone\nset rotation style [left-right v]\ngo to [front v] layer\nshow\nif <(HEALTH) > [14]> then\n set size to (250) %\n switch costume to (death v)\n wait (0) seconds\n switch costume to (death2 v)\n wait (0) seconds\n switch costume to (death3 v)\n wait (0) seconds\nelse\n if <(Megaman Costume) = [3]> then\n start sound [Mega Man 5 SFX \(4\) v]\n switch costume to (bassshot v)\n else\n if <(hold) = [60]> then\n forever\n switch costume to (shot1 v)\n wait (0) seconds\n next costume\n wait (0) seconds\n next costume\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n else\n start sound [Mega Man 5 SFX \(4\) v]\n switch costume to (laser v)\n end\n end\nend\n\nwhen flag clicked\nset [@chargeeffect v] to [0]\nset [sliding? v] to [0]\nforever\n if <<<(CanMove?) = [1]> and <<<key (space v) pressed?> or <mouse down?>> and <(Onscreen Bullets) < [3]>>> and <(Using Special Weapon) = [0]>> then\n if <(@Mega Man: Special Weapon) < [2]> then\n if <(SLIDING?) = [0]> then\n set [hold v] to [0]\n change y by (5)\n create clone of (_myself_ v)\n broadcast (Fire Effect v)\n if <not <(@Mega Man: Special Weapon) = [1]>> then\n repeat until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n change [hold v] by (1)\n if <(hold) > [15]> then\n start sound [Mega Man 5 SFX \(12\) v]\n if <(hold) > [30]> then\n set [@chargeeffect v] to [2]\n else\n set [@chargeeffect v] to [1]\n end\n if <(hold) > [30]> then\n set [brightness v] effect to (80)\n else\n set [brightness v] effect to (25)\n end\n repeat (2)\n if <<key (space v) pressed?> or <mouse down?>> then\n wait (0) seconds\n end\n end\n change [hold v] by (4)\n set [brightness v] effect to (0)\n repeat (2)\n if <<key (space v) pressed?> or <mouse down?>> then\n wait (0) seconds\n end\n end\n end\n end\n set [@chargeeffect v] to [0]\n if <(hold) > [15]> then\n if <(hold) > [30]> then\n if <(SLIDING?) = [0]> then\n if <not <(HEALTH) > [14]>> then\n set [@chargeshot type v] to [2]\n set [@fire key v] to [1]\n broadcast (Fire Effect v)\n create clone of (chargeshot v)\n start sound [Mega Man 5 SFX \(21\) v]\n wait (.1) seconds\n set [@fire key v] to [0]\n end\n end\n else\n if <(SLIDING?) = [0]> then\n if <not <(HEALTH) > [14]>> then\n set [@chargeshot type v] to [1]\n set [@fire key v] to [1]\n create clone of (chargeshot v)\n broadcast (Fire Effect v)\n start sound [Mega Man 5 SFX \(21\) v]\n wait (.1) seconds\n set [@fire key v] to [0]\n end\n end\n end\n end\n end\n wait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n end\n else\n broadcast (@MegaMan_Fire Special Weapon v)\n wait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset [speed v] to [3]\n\nwhen flag clicked\nforever\n if <(@Fire Key) = [1]> then\n set [animations: using gun?2 v] to [1]\n repeat (2)\n repeat until <(@Fire Key) = [0]>\n wait (.5) seconds\n end\n end\n set [animations: using gun?2 v] to [0]\n else\n set [animations: using gun?2 v] to [0]\n end\nend\n\ndefine Do (what?)\nif <<(CanMove?) = [1]> and <(SLIDING?) = [0]>> then\n if <(what?) = [Walk]> then\n if <not <(dead:) = [1]>> then\n if <(HTBX_FRME) < [1]> then\n if <(animations: using gun?2) = [1]> then\n switch costume to (mshootstep v)\n else\n switch costume to (mstep v)\n end\n set [animcounter v] to [1]\n else\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(animations: using gun?2) = [1]> then\n if <(SLIDING?) = [0]> then\n switch costume to ((animcounter) + (38))\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to ((animcounter) + (23))\n end\n end\n if <(SLIDING?) = [0]> then\n wait ((@i am speed) * (.02)) seconds\n end\n change [animcounter v] by (1)\n if <(animcounter) > [8]> then\n set [animcounter v] to [1]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(getting ouched ?) = [1]> then\n if <([falling? v] of [hitbox v]) > [3]> then\n switch costume to (mhurt1 v)\n else\n switch costume to (mhurt2 v)\n end\n else\n if <(SLIDING?) = [1]> then\n end\nend\n\nwhen I start as a clone\nif <not <(HEALTH) > [14]>> then\n move (20) steps\n change y by (-8)\n repeat until <<(x position) < [-235]> or <(x position) > [235]>>\n move (14) steps\n end\nend\nif <(HEALTH) > [14]> then\n set size to (100) %\n repeat until <touching (_edge_ v)?>\n move (5) steps\n end\n delete this clone\nend\n\ndefine death\nif <(clone) = [0]> then\n hide\n start sound [Mega Man 5 SFX \(7\) v]\n switch costume to (death v)\n point in direction (0)\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n point in direction (90)\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nset volume to (100) %\nset size to (SIZE) %\nclear graphic effects\nset [falling v] to [0]\nset [speed y v] to [0]\nset [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\npoint in direction (90)\nset volume to (100) %\n\nwhen I receive [die v]\nset [canmove? v] to [0]\nhide\ndeath\nwait (1) seconds\nswitch costume to (idle v)\n\nwhen I receive [take dmg v]\nstart sound [Mega Man 2 SFX \(5\) v]\nset [i_frames v] to [1]\nset [takingdmg v] to [1]\nset [canmove? v] to [0]\nset [getting ouched ? v] to [1]\nrepeat (8)\n set [ghost v] effect to (100)\n wait (0) seconds\n set [ghost v] effect to (0)\n wait (0) seconds\nend\nset [getting ouched ? v] to [0]\nset [canmove? v] to [1]\nset [takingdmg v] to [0]\nrepeat (8)\n set [ghost v] effect to (100)\n wait (0) seconds\n set [ghost v] effect to (0)\n wait (0) seconds\nend\nset [i_frames v] to [0]\n\nwhen flag clicked\nset [getting ouched ? v] to [0]\nset [takingdmg v] to [0]\n\nwhen I receive [blink v]\nif <(clone?) = [0]> then\n repeat (3)\n set [ghost v] effect to (100)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.05) seconds\n end\nend\n\nwhen I receive [teleportin v]\nif <(clone?) = [0]> then\n hide\n set [canmove? v] to [-1]\n go to [front v] layer\n switch costume to (mtele1 v)\n wait (1) seconds\n go to x: (0) y: (899)\n set [y v] to [-4]\n show\n repeat (15)\n go to [front v] layer\n change y by (y)\n change [y v] by (-1)\n end\n repeat until <touching (ground v)?>\n change y by (y)\n change [y v] by (-2)\n end\n if <<(Checkpoint #) = [1]> and <(STAGE #) = [4]>> then\n change y by (-48)\n else\n change y by (-28)\n end\n start sound [Mega Man 2 SFX \(16\) v]\n switch costume to (mtele1 v)\n repeat (5)\n wait (0) seconds\n next costume\n end\n change [scroll x v] by (0)\n set [canmove? v] to [1]\n broadcast (Enable Movement v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [teleportin v]\nclear graphic effects\n\nwhen I start as a clone\nclear graphic effects\n\nwhen I receive [teleportin v]\nrepeat (10)\n clear graphic effects\nend\n\nwhen I receive [battle begin v]\nset [canmove? v] to [1]\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n if <(Collide with ladder) = [1]> then\n if <(animations: using gun?2) = [1]> then\n if <<(Ladder Climb Alternate) = [2]> or <(Ladder Climb Alternate) = [4]>> then\n switch costume to (mladdershoot2 v)\n else\n switch costume to (mladdershoot1 v)\n end\n else\n if <<(Head_collidingw/ladder) = [0]> and <(Leg_collidew/ladder) = [1]>> then\n switch costume to (mclimb6 v)\n else\n if <(Ladder Climb Alternate) = [4]> then\n switch costume to (mclimb4 v)\n else\n if <(Ladder Climb Alternate) = [3]> then\n switch costume to (mclimb3 v)\n else\n if <(Ladder Climb Alternate) = [2]> then\n switch costume to (mclimb2 v)\n else\n switch costume to (mclimb1 v)\n end\n end\n end\n end\n end\n else\n if <<([falling? v] of [hitbox v]) > [.5]> and <(CanMove?) = [1]>> then\n if <([falling? v] of [hitbox v]) > [17]> then\n if <(animations: using gun?2) = [25]> then\n switch costume to (mshootjump5 v)\n else\n switch costume to (mjump5 v)\n end\n else\n if <([falling? v] of [hitbox v]) > [15]> then\n if <(animations: using gun?2) = [1]> then\n switch costume to (mshootjump4 v)\n else\n switch costume to (mjump4 v)\n end\n else\n if <([falling? v] of [hitbox v]) > [4]> then\n if <(animations: using gun?2) = [1]> then\n switch costume to (mshootjump3 v)\n else\n switch costume to (mjump3 v)\n end\n else\n if <([falling? v] of [hitbox v]) > [3]> then\n if <(animations: using gun?2) = [1]> then\n switch costume to (mshootjump2 v)\n else\n switch costume to (mjump2 v)\n end\n else\n end\n end\n end\n end\n else\n if <(SLIDING?) = [1]> then\n if <(timer) < [.15]> then\n switch costume to (mslide1 v)\n else\n switch costume to (mslide2 v)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I start as a clone\nif <(HEALTH) > [14]> then\n forever\n set size to (250) %\n switch costume to (enemeexp1 v)\n wait (0) seconds\n switch costume to (enemyexp2 v)\n wait (0) seconds\n switch costume to (enemyxp3 v)\n wait (0) seconds\n switch costume to (enemyxp4 v)\n wait (0) seconds\n switch costume to (enemyexp5 v)\n wait (0) seconds\n end\nend\n\nwhen I start as a clone\nset [clone? v] to [1]\n\nwhen I receive [die v]\nset [health v] to [15]\n\nwhen I start as a clone\nset [clone v] to [1]\n\nwhen I receive [die v]\nset [canmove? v] to [0]\n\nwhen I receive [die v]\nrepeat (50)\n set [canmove? v] to [0]\nend\n\nwhen I receive [back to select v]\nrepeat (25)\n set [canmove? v] to [0]\nend\n\nwhen I receive [bossdie v]\nset [canmove? v] to [0]\n\nwhen I receive [bossdie v]\nset [onscreen bullets v] to [0]\ndelete this clone\n\nwhen I start as a clone\nwait until <<touching (boss v)?> or <touching (enemies v)?>>\nif <not <(HEALTH) > [14]>> then\n wait (.05) seconds\n change [onscreen bullets v] by (-1)\n delete this clone\nend\n\nwhen I receive [teleportin v]\nset [onscreen bullets v] to [0]\nset size to (SIZE) %\nset [speed v] to [1]\nforever\n if <(CanMove?) = [1]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n set [speed v] to [-4]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n set [speed v] to [-4]\n end\n end\nend\n\nwhen I receive [teleportin v]\nforever\n if <<not <(HEALTH) > [14]>> and <not <(CanMove?) = [-1]>>> then\n go to x: (([x position v] of [hitbox v]) + (item (1) of [visgroundshake v])) y: ((([y position v] of [hitbox v]) + (-5)) + (item (2) of [visgroundshake v]))\n end\nend\n\nwhen I receive [stunned v]\nbroadcast (Disable Movement v)\nset [canmove? v] to [-1]\nrepeat (10)\n change x by (5)\n wait (0) seconds\n repeat (2)\n change x by (-5)\n end\n change x by (5)\n wait (0) seconds\nend\nset [canmove? v] to [1]\nbroadcast (Enable Movement v)\n\nwhen flag clicked\nforever\n set [sliding? v] to ([sliding?2 v] of [hitbox v])\nend\n\nwhen I start as a clone\nif <not <(HEALTH) > [14]>> then\n change [onscreen bullets v] by (1)\n wait until <touching (boss v)?>\n if <(@Boss Invincible?) = [1]> then\n stop [other scripts in sprite v]\n start sound [SE \[12\] v]\n go to (boss v)\n if <(direction) = [90]> then\n point in direction (-45)\n else\n point in direction (45)\n end\n repeat until <touching (_edge_ v)?>\n move (15) steps\n end\n change [onscreen bullets v] by (-1)\n delete this clone\n else\n wait (.05) seconds\n change [onscreen bullets v] by (-1)\n delete this clone\n end\nend\n\nwhen I receive [battle begin v]\nset [canmove? v] to [0]\nwait (2) seconds\nset [canmove? v] to [1]\n\nwhen I receive [ready v]\nset [canmove? v] to [0]\nhide\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I receive [take dmg v]\nrepeat (45)\n set [invincibility v] to [1]\nend\nset [invincibility v] to [0]\n\nwhen I receive [die v]\nwait (1) seconds\nrepeat (10)\n hide\nend\n\nwhen I start as a clone\nwait until <touching (_edge_ v)?>\nif <not <(HEALTH) > [14]>> then\n change [onscreen bullets v] by (-1)\nend\ndelete this clone\n\nwhen I receive [teleportin v]\nforever\n if <(TrebleBoostTimer) = [1]> then\n set [ghost v] effect to (100)\n wait (.05) seconds\n clear graphic effects\n wait (.05) seconds\n end\nend\n\nwhen I receive [ready v]\nset [hold v] to [0]\n\nwhen I receive [disable movement v]\nset [canmove? v] to [0]\n\nwhen I receive [enable movement v]\nset [canmove? v] to [1]\n\nwait (.1) seconds\n\nwhen I start as a clone\nif <(Collide with ladder) = [1]> then\n change y by (9)\nend\n\nwhen I receive [reset dir v]\npoint in direction (90)\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Megaman Costume) = [3]> then\n if <<key (space v) pressed?> or <mouse down?>> then\n set [@fire key v] to [1]\n else\n set [@fire key v] to [0]\n end\n else\n if <<key (space v) pressed?> or <mouse down?>> then\n set [@fire key v] to [1]\n wait (.1) seconds\n set [@fire key v] to [0]\n wait until <not <<key (space v) pressed?> or <mouse down?>>>\n end\n end\nend\n\nwhen I receive [teleportin v]\nforever\n set [universal hold v] to (hold)\nend\n\nwhen I receive [teleportin v]\nforever\n wait until <(Collide with ladder) = [1]>\n wait until <not <(Collide with ladder) = [1]>>\n point in direction ([direction v] of [hitbox v])\nend\n\ndefine findground\nrepeat until <not <touching (ground v)?>>\n change y by (.5)\nend\n\nwhen I receive [@load final wave of enemies v]\nrepeat (20)\n go to [front v] layer\nend\n\nwhen I receive [@load new set of enemies v]\nrepeat (20)\n go to [front v] layer\nend\n\nwhen I receive [bosscutscene v]\nwait (.05) seconds\nset [canmove? v] to [-1]\nset [y v] to [0]\nswitch costume to (mjump3 v)\nrepeat until <(y position) < [-100]>\n change [y v] by (-1)\n change y by (y)\nend\nset y to (-118)\nswitch costume to (mtele6 v)\nwait (1) seconds\nswitch costume to (mstep v)\npoint in direction (90)\nset [scroll x max v] to [11905]\nwait (.05) seconds\nset [# v] to [1]\nbroadcast (MegamanCutscene- run animation v)\nrepeat until <(Scroll X) > [11900]>\n set [a v] to [6]\n broadcast (Change Player X by A v)\nend\nset [# v] to [0]\nset [scroll x min v] to (Scroll X Max)\nbroadcast (hitboxsnap v)\nwait (.5) seconds\nbroadcast (Boss Fight v)\n\nwhen I receive [megamancutscene- run animation v]\nrepeat until <(#) = [0]>\n switch costume to (mrun1 v)\n repeat (7)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\nend\nswitch costume to (mtele6 v)\n\nwhen I receive [bossdie v]\nwait (.05) seconds\nset [canmove? v] to [-1]\nset [y v] to [0]\nswitch costume to (mjump3 v)\nrepeat until <(y position) < [-100]>\n change [y v] by (-1)\n change y by (y)\nend\nset y to (-118)\nswitch costume to (mtele6 v)\nset [# v] to [1]\nbroadcast (MegamanCutscene- run animation v)\nrepeat until <(x position) < [-150]>\n set [a v] to [6]\n change x by (-5)\nend\nset [# v] to [0]\nset [scroll x min v] to (Scroll X Max)\nbroadcast (hitboxsnap v)\npoint towards (boss v)\n\n@chargeshot\n\nwhen I start as a clone\nrepeat (2)\n point in direction ([direction v] of [mega man/protoman/bass v])\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I start as a clone\nif <(@Mega Man: Special Weapon) = [0]> then\n repeat (1)\n change [level_x v] by (([sin v] of (direction) ) * (15))\n end\n repeat until <([abs v] of ((Level_X) - (Scroll X)) ) > [250]>\n change [level_x v] by (([sin v] of (direction) ) * (15))\n end\n change [onscreen bullets v] by (-1)\n delete this clone\nend\nif <(@Mega Man: Special Weapon) = [6]> then\n switch costume to (crash1 v)\n start sound [SE \[28\] v]\n repeat (1)\n change [level_x v] by (([sin v] of (direction) ) * (15))\n change [level_y v] by (y)\n change [y v] by (-2)\n end\n repeat until <<touching (ground v)?> or <(y position) < [-180]>>\n change [level_x v] by (([sin v] of (direction) ) * (15))\n change [level_y v] by (y)\n change [y v] by (-2)\n end\n if <(y position) < [-180]> then\n change [onscreen bullets v] by (-1)\n delete this clone\n else\n set [x v] to [0]\n start sound [SE \[90\] v]\n switch costume to (crash2 v)\n repeat until <<not <touching (ground v)?>> or <(x) > [4]>>\n change [x v] by (1)\n change [level_y v] by (3)\n end\n wait (0) seconds\n next costume\n wait (0) seconds\n repeat (5)\n switch costume to (crash3 v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n start sound [SE \[83\] v]\n switch costume to (explmk1 v)\n repeat (6)\n next costume\n end\n wait (0) seconds\n change [onscreen bullets v] by (-1)\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(@Mega Man: Special Weapon) = [0]> then\n if <(@Chargeshot type) = [1]> then\n set [chargeshot_type v] to [1]\n forever\n switch costume to (chargeshot1 v)\n wait (.02) seconds\n next costume\n wait (.02) seconds\n end\n end\n if <(@Chargeshot type) = [2]> then\n set [chargeshot_type v] to [2]\n switch costume to (chargeshot3 v)\n wait (.05) seconds\n forever\n switch costume to (chargeshot4 v)\n wait (.02) seconds\n repeat (3)\n next costume\n wait (.02) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nset [@clone v] to [1]\nchange [onscreen bullets v] by (1)\nwait until <<touching (enemies v)?> or <touching (boss v)?>>\nif <(@Boss Invincible?) = [1]> then\n stop [other scripts in sprite v]\n start sound [SE \[12\] v]\n go to (boss v)\n if <(direction) = [90]> then\n point in direction (-45)\n else\n point in direction (45)\n end\n repeat until <touching (_edge_ v)?>\n move (15) steps\n end\n change [onscreen bullets v] by (-1)\n delete this clone\nelse\n if <(@Mega Man: Special Weapon) = [6]> then\n start sound [SE \[83\] v]\n switch costume to (explmk1 v)\n repeat (6)\n next costume\n end\n wait (0) seconds\n change [onscreen bullets v] by (-1)\n delete this clone\n else\n wait (1) seconds\n change [onscreen bullets v] by (-1)\n delete this clone\n end\nend\n\nwhen I receive [@megaman_fire special weapon v]\nif <not <(@Mega Man: Special Weapon) = [0]>> then\n set [using special weapon v] to [1]\nend\nif <(@clone) = [0]> then\n if <(@Mega Man: Special Weapon) = [7]> then\n if <(item (@Mega Man: Special Weapon) of [special weapon energy v]) < [24]> then\n replace item (@Mega Man: Special Weapon) of [special weapon energy v] with ((item (@Mega Man: Special Weapon) of [special weapon energy v]) + (5))\n broadcast (Flashbang v)\n start sound [SE \[46\] v]\n wait (.4) seconds\n start sound [SE \[56\] v]\n broadcast (Flash v)\n wait (1) seconds\n set [using special weapon v] to [0]\n end\n end\n if <(@Mega Man: Special Weapon) = [6]> then\n if <(item (@Mega Man: Special Weapon) of [special weapon energy v]) < [26]> then\n replace item (@Mega Man: Special Weapon) of [special weapon energy v] with ((item (@Mega Man: Special Weapon) of [special weapon energy v]) + (3))\n set [y v] to [0]\n repeat (3)\n create clone of (_myself_ v)\n change [y v] by (4)\n end\n set [using special weapon v] to [0]\n end\n end\n if <<<(@Mega Man: Special Weapon) = [4]> and <not <(Collide with ladder) = [1]>>> and <(@QuickDash?) = [0]>> then\n if <(item (@Mega Man: Special Weapon) of [special weapon energy v]) < [27]> then\n start sound [SE \[84\] v]\n replace item (@Mega Man: Special Weapon) of [special weapon energy v] with ((item (@Mega Man: Special Weapon) of [special weapon energy v]) + (2))\n set [@quickdash? v] to [1]\n wait (.3) seconds\n set [@quickdash? v] to [0]\n set [using special weapon v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset [@clone v] to [0]\n\nwhen I start as a clone\nwait until <<touching (enemies v)?> or <touching (boss v)?>>\nwait (.05) seconds\nchange [onscreen bullets v] by (-1)\ndelete this clone\n\nwhen I start as a clone\nset [level_x v] to ((([x position v] of [hitbox v]) + (Scroll X)) + (([sin v] of (direction) ) * (35)))\nset [level_y v] to ((([y position v] of [hitbox v]) + (Scroll Y)) + (-6))\nset [clone v] to [1]\ngo [forward v] (3333) layers\nforever\n set x to (((Level_X) - (Scroll X)) + (item (1) of [visgroundshake v]))\n set y to (((Level_Y) - (Scroll Y)) + (item (1) of [visgroundshake v]))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [450]>> then\n hide\n else\n show\n end\nend\n\n@Level_Art\n\nwhen I receive [setup v]\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nif <[1] = [1]> then\n delete this clone\nend\nCreate\n\ndefine Create\nset [antigravity? v] to [0]\nset [level_x v] to [0]\nset [level_y v] to [15]\nswitch costume to (bgmm9wily1_4 v)\nset size to (200) %\ncreate clone of (_myself_ v)\nswitch costume to (nitro2 v)\nset [level_x v] to [150]\nset size to (200) %\nrepeat (4)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n switch costume to (nitro v)\nend\nswitch costume to (nitro3 v)\ncreate clone of (_myself_ v)\nrepeat (2)\n change [level_x v] by (510)\nend\nswitch costume to (bgmagma4 v)\nset size to (200) %\nrepeat (4)\n create clone of (_myself_ v)\n change [level_x v] by (510)\nend\nset [level_x v] to [5100]\nset [level_y v] to [448]\nswitch costume to (bgmagma4 v)\nset size to (200) %\ncreate clone of (_myself_ v)\nchange [level_y v] by (448)\ncreate clone of (_myself_ v)\nset [level_x v] to [4900]\nset [level_y v] to [896]\nswitch costume to (nitro2 v)\nset size to (200) %\nrepeat (4)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n switch costume to (nitro v)\nend\nswitch costume to (nitro3 v)\ncreate clone of (_myself_ v)\nset [level_x v] to [8780]\nset [level_y v] to [4032]\nswitch costume to (nitro2 v)\nset size to (200) %\nrepeat (2)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n switch costume to (nitro v)\nend\nswitch costume to (nitro3 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [brightness v] effect to (0)\nif <(costume [number v]) = [3]> then\n forever\n wait (.1) seconds\n if <(Scroll X) < [500]> then\n set [brightness v] effect to (0)\n switch costume to (bgmm9wily1_4 v)\n wait (pick random (3) to (4.5)) seconds\n start sound (pick random (2) to (4))\n switch costume to (bgmm9wily1_42 v)\n wait (0) seconds\n else\n switch costume to (bgmm9wily1_4 v)\n end\n end\nend\nif <(costume [number v]) = [6]> then\n forever\n go to [back v] layer\n set [brightness v] effect to (0)\n switch costume to (bgmagma4 v)\n repeat (5)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [5]> then\n if <<<(x position) < [-80]> or <(x position) > [480]>> or <([abs v] of (y position) ) > [350]>> then\n hide\n else\n show\n end\n else\n if <(costume [number v]) = [2]> then\n if <<<(x position) < [-480]> or <(x position) > [80]>> or <([abs v] of (y position) ) > [350]>> then\n hide\n else\n show\n end\n else\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>>> then\n if <<<(x position) < [-480]> or <(x position) > [480]>> or <([abs v] of (y position) ) > [350]>> then\n hide\n else\n show\n end\n else\n set x to ((Level_X) - (Scroll X))\n set y to (((Level_Y) - (Scroll Y)) + (YPos Offset))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [500]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n hide\n else\n show\n end\n end\n end\n end\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I receive [ready v]\nif <(Checkpoint #) = [1]> then\n repeat (15)\n set [scroll y min v] to [0]\n set [scroll x min v] to [0]\n set [scroll x max v] to [4600]\n set [scroll y max v] to [50]\n end\nend\nif <(Checkpoint #) = [2]> then\n repeat (15)\n set [scroll y min v] to [0]\n set [scroll y max v] to [0]\n set [scroll x min v] to [5100]\n set [scroll x max v] to [5100]\n end\nend\nif <(Checkpoint #) = [3]> then\n repeat (10)\n set [scroll y min v] to [896]\n set [scroll y max v] to [896]\n set [scroll x min v] to [9696]\n set [scroll x max v] to [9696]\n end\n broadcast (@Load Final Wave of Enemies v)\nend\nif <(Checkpoint #) = [4]> then\n repeat (30)\n set [scroll y min v] to [4032]\n set [scroll y max v] to [4032]\n set [scroll x min v] to [9696]\n set [scroll x max v] to [9696]\n end\n broadcast (@Load Final Wave of Enemies v)\nend\n\nwhen flag clicked\nset [checkpoint # v] to [1]\n\nwhen I receive [blink v]\n\nbroadcast (blink v)\n\nwhen I start as a clone\nset [ogx v] to (Level_X)\nforever\n if <<(costume [number v]) < [3]> or <(costume [number v]) = [5]>> then\n forever\n set x to (((Scroll X) * (-.9)) + (OGX))\n set y to ((Level_Y) - (Scroll Y))\n end\n end\n if <(costume [number v]) = [3]> then\n forever\n set x to (((Scroll X) * (-.4)) + (OGX))\n set y to ((Level_Y) - (Scroll Y))\n end\n end\nend\n\ndelete this clone\n\nif <(costume [number v]) = [4]> then\n\nif <<<((Level_X) - (Scroll X)) < [-200]> or <((Level_X) - (Scroll X)) > [500]>> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n hide\nelse\n show\nend\n\nset [antigravity? v] to [1]\n\nset [antigravity? v] to [0]\n\nchange [level_x v] by (-510)\nrepeat (5)\n change [level_y v] by (-448)\n create clone of (_myself_ v)\nend\nrepeat (4)\n change [level_x v] by (-510)\n create clone of (_myself_ v)\nend\n\nset [scroll x max v] to [4600]\n\n@Rain\n\nwhen I start as a clone\nforever\n set x to ((Level_X) - (Scroll X))\n set y to (((Level_Y) - (Scroll Y)) + (YPos Offset))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [400]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (35) layers\nswitch costume to (costume1 v)\nrepeat until <<(y position) < [-175]> or <touching (ground v)?>>\n change [level_x v] by (-2)\n change [level_y v] by (-20)\nend\nif <(y position) < [-175]> then\n delete this clone\nelse\n change [level_y v] by (([abs v] of (y position) ) * (.10))\n repeat (2)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n delete this clone\nend\n\nwhen I start as a clone\nwait (2) seconds\ndelete this clone\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <<(Scroll X) < [400]> and <([canmove? v] of [hitbox v]) = [1]>> then\n set [level_x v] to ((Scroll X) + (pick random (-200) to (250)))\n set [level_y v] to ((Scroll Y) + (200))\n create clone of (_myself_ v)\n wait (.02) seconds\n end\nend\n\n@ladder collision checker\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to (hitbox v)\nend\n\nwhen flag clicked\n\nforever\n if <touching (misc objects v)?> then\n set [collide with ladder v] to [1]\n else\n set [collide with ladder v] to [0]\n end\nend\n\n@enemies\n\nwhen flag clicked\nhide\n\ndefine Create Enemy (what enemy ) (x) (y) (prop1) (prop2)\ngo to [front v] layer\nset size to (200) %\nset rotation style [left-right v]\nswitch costume to (what enemy )\nset [@eprop1 v] to (prop1)\nset [@eprop2 v] to (prop2)\nset [level_x v] to (x)\nset [level_y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset rotation style [left-right v]\n\nwhen I receive [die v]\nwait (1) seconds\ndelete this clone\n\nwhen I start as a clone\nset [y v] to [0]\nset [x v] to [0]\ngo to [front v] layer\nif <(costume [number v]) = [74]> then\n set [hp v] to [2]\n forever\n if <not <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [300]>>> then\n point in direction (90)\n set [y v] to [0]\n set [x v] to [1]\n set [proj direction v] to (direction)\n set [proj x v] to (Level_X)\n set [proj y v] to ((Level_Y) + (-70))\n start sound [laser v]\n set [projectile name v] to (join [x] (@EProp1))\n broadcast (CREATE PROJECTILE v)\n repeat (@EProp1)\n change [level_x v] by (y)\n change [y v] by (1)\n end\n set [x v] to [0]\n set [y v] to [0]\n wait (pick random (.19) to (.21)) seconds\n repeat (@EProp1)\n change [level_x v] by (y)\n change [y v] by (-1)\n end\n end\n end\nend\nif <(costume [number v]) = [71]> then\n set [hp v] to [1]\n point in direction (pick random (-180) to (180))\n set [y v] to [10]\n repeat (10)\n change [level_x v] by (([sin v] of (direction) ) * (y))\n change [level_y v] by (([cos v] of (direction) ) * (y))\n change [y v] by (-1)\n end\n set [y v] to [0]\n set [x v] to (Level_Y)\n point towards (hitbox v)\n forever\n set [level_y v] to ((x) + (([sin v] of (y) ) * (25)))\n change [y v] by (5)\n change [level_x v] by (([sin v] of (direction) ) * (2))\n if <<touching (mega man/protoman/bass v)?> or <touching (chargeshot v)?>> then\n point towards (hitbox v)\n set [proj direction v] to (direction)\n set [proj x v] to (Level_X)\n set [proj y v] to ((Level_Y) + (5))\n set [projectile name v] to [bullet]\n broadcast (CREATE PROJECTILE v)\n repeat (2)\n set [level_y v] to ((x) + (([sin v] of (y) ) * (25)))\n change [y v] by (5)\n switch costume to (dev5 v)\n end\n repeat (2)\n set [level_y v] to ((x) + (([sin v] of (y) ) * (25)))\n change [y v] by (5)\n switch costume to (dev8 v)\n end\n repeat (2)\n set [level_y v] to ((x) + (([sin v] of (y) ) * (25)))\n change [y v] by (5)\n switch costume to (dev5 v)\n end\n repeat (2)\n set [level_y v] to ((x) + (([sin v] of (y) ) * (25)))\n change [y v] by (5)\n switch costume to (dev4 v)\n end\n end\n end\nend\nif <(costume [number v]) = [68]> then\n set [hp v] to [4]\n set [x v] to (Level_Y)\n set [y v] to [0]\n forever\n switch costume to (dev v)\n set [level_y v] to ((x) + (([sin v] of (y) ) * (25)))\n change [y v] by (5)\n if <<touching (mega man/protoman/bass v)?> or <touching (chargeshot v)?>> then\n point towards (hitbox v)\n set [proj direction v] to (direction)\n set [proj x v] to (Level_X)\n set [proj y v] to ((Level_Y) + (5))\n set [projectile name v] to [bullet]\n broadcast (CREATE PROJECTILE v)\n repeat (2)\n set [level_y v] to ((x) + (([sin v] of (y) ) * (25)))\n change [y v] by (5)\n switch costume to (dev2 v)\n end\n repeat (2)\n set [level_y v] to ((x) + (([sin v] of (y) ) * (25)))\n change [y v] by (5)\n switch costume to (dev3 v)\n end\n repeat (2)\n set [level_y v] to ((x) + (([sin v] of (y) ) * (25)))\n change [y v] by (5)\n switch costume to (dev2 v)\n end\n repeat (2)\n set [level_y v] to ((x) + (([sin v] of (y) ) * (25)))\n change [y v] by (5)\n switch costume to (dev v)\n end\n end\n end\nend\nif <(costume [number v]) = [65]> then\n set [hp v] to [1]\n set [x v] to (Level_Y)\n set [y v] to [0]\n point in direction (-90)\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n change [level_x v] by (([sin v] of (direction) ) * (@EProp2))\n if <(@EProp1) = [0]> then\n set [level_y v] to ((x) + (([sin v] of (y) ) * (100)))\n else\n set [level_y v] to ((x) + (([sin v] of (y) ) * (-100)))\n end\n change [y v] by (7)\n if <((Level_X) - (Scroll X)) < [-250]> then\n delete this clone\n end\n end\n end\nend\nif <(costume [number v]) = [60]> then\n set [hp v] to [10]\n point in direction (@EProp1)\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n switch costume to (skor v)\n repeat (3)\n repeat (3)\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n repeat (2)\n change [level_x v] by ([sin v] of ((direction) * (-15)) )\n end\n next costume\n end\n repeat (2)\n change [level_x v] by ([sin v] of ((direction) * (-15)) )\n end\n switch costume to (skor v)\n end\n repeat (3)\n repeat (3)\n repeat (2)\n change [level_x v] by ([sin v] of ((direction) * (15)) )\n end\n next costume\n end\n repeat (2)\n change [level_x v] by ([sin v] of ((direction) * (15)) )\n end\n switch costume to (skor v)\n end\n switch costume to (skor5 v)\n set [proj direction v] to (direction)\n set [proj x v] to ((Level_X) + (([sin v] of (direction) ) * (-15)))\n set [proj y v] to ((Level_Y) + (50))\n set [projectile name v] to [skorprok]\n broadcast (CREATE PROJECTILE v)\n wait (.2) seconds\n set [proj direction v] to (direction)\n set [proj x v] to ((Level_X) + (([sin v] of (direction) ) * (-15)))\n set [proj y v] to ((Level_Y) + (50))\n set [projectile name v] to [skorprok2]\n broadcast (CREATE PROJECTILE v)\n switch costume to (skor v)\n wait (.2) seconds\n end\n end\nend\nif <(costume [number v]) = [57]> then\n set [hp v] to [2]\nend\nif <(costume [number v]) = [51]> then\n set [hp v] to [4]\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n repeat (pick random (4) to (7))\n point towards (hitbox v)\n if <(([sin v] of ([y position v] of [hitbox v]) ) * ([tan v] of (distance to [hitbox v]) )) > [1]> then\n switch costume to (crazy v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n else\n if <(([sin v] of ([y position v] of [hitbox v]) ) * ([tan v] of (distance to [hitbox v]) )) > [0]> then\n switch costume to (sprcrazycannonred_2 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n else\n switch costume to (sprcrazycannonred_4 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\n end\n end\n end\n set [proj direction v] to (direction)\n set [proj x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [proj y v] to (Level_Y)\n set [projectile name v] to [bullet2]\n broadcast (CREATE PROJECTILE v)\n end\nend\nif <(costume [number v]) = [47]> then\n set [hp v] to [4]\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n repeat (15)\n switch costume to (hothead v)\n wait (.02) seconds\n switch costume to (sprhothead_1 v)\n wait (.02) seconds\n end\n switch costume to (sprhothead_1 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n next costume\n set [proj direction v] to (direction)\n set [proj x v] to ((Level_X) + (([sin v] of (direction) ) * (25)))\n set [proj y v] to ((Level_Y) + (5))\n set [projectile name v] to [fireball]\n broadcast (CREATE PROJECTILE v)\n end\n end\nend\nif <(costume [number v]) = [40]> then\n set [hp v] to [15]\n switch costume to (sprhotdogteleport_0 v)\n set [enemy_prop1 v] to (Level_Y)\n change [level_y v] by (100)\n wait until <(ENEMY ONSCREEN?) = [1]>\n forever\n set [y v] to [0]\n repeat until <((Level_Y) + (-20)) < (Enemy_Prop1)>\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n change [level_y v] by (y)\n change [y v] by (-2)\n end\n set [level_y v] to (Enemy_Prop1)\n repeat (2)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n switch costume to (sprhotdog_1 v)\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n switch costume to (hotdog v)\n wait (.6) seconds\n start sound [SE \[59\] v]\n repeat (3)\n wait (.05) seconds\n next costume\n end\n repeat (4)\n wait (.05) seconds\n point towards (hitbox v)\n set [proj direction v] to (direction)\n set [proj x v] to ((Level_X) + (([sin v] of (direction) ) * (25)))\n set [proj y v] to ((Level_Y) + (-15))\n set [projectile name v] to [hotfire]\n broadcast (CREATE PROJECTILE v)\n end\n wait (.5) seconds\n end\n end\n end\nend\nif <(costume [number v]) = [35]> then\n set [hp v] to [1]\n forever\n repeat until <(Level_X) > (@EProp2)>\n point in direction (90)\n if <<([y position v] of [hitbox v]) > ((y position) + (-5))> and <([y position v] of [hitbox v]) < ((y position) + (25))>> then\n change [level_x v] by (10)\n else\n change [level_x v] by (4)\n end\n if <<touching (mega man/protoman/bass v)?> or <touching (chargeshot v)?>> then\n EnemyAct [3]\n end\n end\n repeat until <(Level_X) < (@EProp1)>\n point in direction (-90)\n if <<([y position v] of [hitbox v]) > ((y position) + (-5))> and <([y position v] of [hitbox v]) < ((y position) + (25))>> then\n change [level_x v] by (-10)\n else\n change [level_x v] by (-4)\n end\n if <<touching (mega man/protoman/bass v)?> or <touching (chargeshot v)?>> then\n EnemyAct [3]\n end\n end\n end\nend\nif <(costume [number v]) = [30]> then\n point in direction (90)\n set [hp v] to [2]\n forever\n wait until <<(distance to [hitbox v]) < [150]> and <(ENEMY ONSCREEN?) = [1]>>\n switch costume to (bat v)\n wait (0) seconds\n switch costume to (bat2 v)\n wait (.05) seconds\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n repeat (4)\n switch costume to (bat3 v)\n point towards (hitbox v)\n change [level_x v] by (([sin v] of (direction) ) * (3))\n change [level_y v] by (([cos v] of (direction) ) * (3))\n end\n repeat (4)\n switch costume to (bat4 v)\n point towards (hitbox v)\n change [level_x v] by (([sin v] of (direction) ) * (3))\n change [level_y v] by (([cos v] of (direction) ) * (3))\n end\n repeat (4)\n switch costume to (bat5 v)\n point towards (hitbox v)\n change [level_x v] by (([sin v] of (direction) ) * (3))\n change [level_y v] by (([cos v] of (direction) ) * (3))\n end\n repeat (4)\n switch costume to (bat4 v)\n point towards (hitbox v)\n change [level_x v] by (([sin v] of (direction) ) * (3))\n change [level_y v] by (([cos v] of (direction) ) * (3))\n end\n end\n end\n end\nend\nif <(costume [number v]) = [27]> then\n set [@enemy_timer v] to [0]\n set [hp v] to [5]\n set [enemy_prop1 v] to (Level_Y)\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n if <(@EProp1) = [na]> then\n EnemyAct [2]\n else\n switch costume to (mech v)\n change [@enemy_timer v] by (1)\n end\n if <<(@Enemy_Timer) > [19]> and <(@Enemy_Timer) < [23]>> then\n if <(@EProp1) = [na]> then\n EnemyAct [2]\n else\n switch costume to (sprmm2sniperjoemech_1 v)\n change [@enemy_timer v] by (1)\n end\n end\n if <(@Enemy_Timer) > [22]> then\n if <(@EProp1) = [na]> then\n EnemyAct [2]\n else\n switch costume to (sprmm2sniperjoemech_2 v)\n set [@enemy_timer v] to [0]\n set [y v] to [15]\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n repeat (3)\n change [level_x v] by (([sin v] of (direction) ) * (10))\n change [level_y v] by (y)\n change [y v] by (-2)\n if <(Level_X) > (@EProp2)> then\n set [level_x v] to (@EProp2)\n end\n if <(Level_X) < (@EProp1)> then\n set [level_x v] to (@EProp1)\n end\n end\n end\n end\n if <(y) > [0]> then\n repeat until <<(@EProp1) = [na]> or <(Level_Y) < ((Enemy_Prop1) + (15))>>\n change [level_x v] by (([sin v] of (direction) ) * (10))\n change [level_y v] by (y)\n change [y v] by (-2)\n if <(Level_X) > (@EProp2)> then\n set [level_x v] to (@EProp2)\n end\n if <(Level_X) < (@EProp1)> then\n set [level_x v] to (@EProp1)\n end\n end\n if <(@EProp1) = [na]> then\n EnemyAct [2]\n else\n set [y v] to [0]\n set [level_y v] to (Enemy_Prop1)\n start sound [Mega Man 5 SFX \(34\) v]\n point towards (hitbox v)\n set [proj direction v] to (direction)\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [bullet]\n broadcast (CREATE PROJECTILE v)\n end\n end\n end\n end\nend\nif <(costume [number v]) = [19]> then\nend\nif <(costume [number v]) = [15]> then\n set [hp v] to [2]\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n switch costume to (hmm v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n set [proj direction v] to [90]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [hmmproj]\n broadcast (CREATE PROJECTILE v)\n switch costume to (hmm v)\n wait (1) seconds\n end\n end\nend\n\nwhen I start as a clone\nwait (.05) seconds\nforever\n wait until <<touching (hitbox v)?> and <(I_FRAMES) = [0]>>\n broadcast (KNOCKBACK v)\n if <<(costume [number v]) > [26]> and <(costume [number v]) < [30]>> then\n change [health v] by (5)\n else\n change [health v] by (2)\n end\n broadcast (TAKE DMG v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nset [clone v] to [1]\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>> then\n set [enemy onscreen? v] to [0]\n hide\n else\n set [enemy onscreen? v] to [1]\n show\n end\nend\n\nwhen I start as a clone\nforever\n wait until <<<<touching (mega man/protoman/bass v)?> and <touching color (#fae0c1)?>> and <not <touching (hitbox v)?>>> or <touching (chargeshot v)?>>\n if <<(costume [number v]) > [34]> and <(costume [number v]) < [40]>> then\n if <<touching (chargeshot v)?> and <(@Mega Man: Special Weapon) = [6]>> then\n stop [other scripts in sprite v]\n switch costume to (enemeexp1 v)\n start sound [09 - EnemyDamage v]\n set [brightness v] effect to (100)\n wait (.05) seconds\n clear graphic effects\n wait (.05) seconds\n repeat (4)\n wait (0) seconds\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n next costume\n end\n wait (0) seconds\n delete this clone\n else\n start sound [cling v]\n set [ghost v] effect to (100)\n wait (0) seconds\n clear graphic effects\n wait (.1) seconds\n end\n else\n if <<(costume [number v]) = [64]> or <<<<<(costume [number v]) > [26]> and <(costume [number v]) < [30]>> and <not <<color (#ff7858) is touching (#fbe3c2)?> or <color (#ffffff) is touching (#fbe3c2)?>>>> and <not <<(@Mega Man: Special Weapon) = [6]> or <(@Mega Man: Special Weapon) = [4]>>>> or <<<(costume [number v]) > [22]> and <(costume [number v]) < [25]>> or <<(costume [number v]) = [25]> or <(costume [number v]) = [30]>>>>> then\n start sound [cling v]\n set [ghost v] effect to (100)\n wait (0) seconds\n clear graphic effects\n wait (.1) seconds\n else\n if <touching (chargeshot v)?> then\n if <(Chargeshot_type) = [1]> then\n change [hp v] by (-3)\n else\n change [hp v] by (-5)\n end\n else\n change [hp v] by (-1)\n end\n if <(HP) < [1]> then\n if <<(costume [number v]) > [56]> and <(costume [number v]) < [60]>> then\n set [proj direction v] to (direction)\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [explo]\n broadcast (CREATE PROJECTILE v)\n wait (0) seconds\n set [proj direction v] to (direction)\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [spreadmine]\n broadcast (CREATE PROJECTILE v)\n delete this clone\n else\n if <<(costume [number v]) > [26]> and <(costume [number v]) < [30]>> then\n set [@eprop1 v] to [na]\n set [hp v] to [3]\n else\n if <<(costume [number v]) > [39]> and <(costume [number v]) < [47]>> then\n stop [other scripts in sprite v]\n repeat (10)\n set [proj direction v] to [90]\n set [proj x v] to ((Level_X) + (pick random (-25) to (25)))\n set [proj y v] to ((Level_Y) + (pick random (-25) to (25)))\n set [projectile name v] to [explo]\n broadcast (CREATE PROJECTILE v)\n change [ghost v] effect by (5)\n change [brightness v] effect by (10)\n repeat (2)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n end\n end\n set [hpx v] to (Level_X)\n set [hpy v] to (Level_Y)\n set [projectile name v] to [health3]\n create clone of (hp drops v)\n delete this clone\n else\n if <<(costume [number v]) > [67]> and <(costume [number v]) < [71]>> then\n stop [other scripts in sprite v]\n start sound [09 - EnemyDamage v]\n switch costume to (enemeexp1 v)\n repeat (3)\n switch costume to (dev4 v)\n create clone of (_myself_ v)\n end\n switch costume to (enemeexp1 v)\n repeat (4)\n wait (0) seconds\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n next costume\n end\n wait (0) seconds\n delete this clone\n else\n stop [other scripts in sprite v]\n start sound [09 - EnemyDamage v]\n switch costume to (enemeexp1 v)\n if <(pick random (1) to (2)) = [1]> then\n set [hpx v] to (Level_X)\n set [hpy v] to (Level_Y)\n if <(pick random (1) to (10)) = [1]> then\n set [projectile name v] to [1up]\n else\n if <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (4)) = [1]> then\n set [projectile name v] to [wen3]\n else\n set [projectile name v] to [wen]\n end\n else\n if <(pick random (1) to (4)) = [1]> then\n set [projectile name v] to [health3]\n else\n set [projectile name v] to [health]\n end\n end\n end\n create clone of (hp drops v)\n end\n repeat (4)\n wait (0) seconds\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n next costume\n end\n wait (0) seconds\n delete this clone\n end\n end\n end\n end\n else\n start sound [09 - EnemyDamage v]\n set [brightness v] effect to (100)\n wait (.05) seconds\n clear graphic effects\n wait (.05) seconds\n end\n end\n end\nend\n\ndefine findground\nif <touching (ground v)?> then\n change [level_y v] by (.5)\nend\n\nwhen I start as a clone\nforever\n if <touching (ground v)?> then\n set [touch_floor_cooldown v] to [0]\n else\n change [touch_floor_cooldown v] by (1)\n end\nend\n\nwhen I receive [teleportin v]\nif <(Checkpoint #) < [3]> then\n if <[1] = [1]> then\n delete this clone\n end\n Create Enemy [annoying] [1095] [-103] [1038] [1160]\n Create Enemy [spreadmine] [1200] [115] [100] [300]\n Create Enemy [spreadmine] [1200] [45] [100] [300]\n Create Enemy [spreadmine] [2310] [150] [100] [300]\n Create Enemy [spreadmine] [2310] [80] [100] [300]\n Create Enemy [skor] [1950] [105] [-90] [0]\n Create Enemy [dev] [2125] [-80] [100] [300]\n Create Enemy [birdo] [2700] [100] [0] [5]\n Create Enemy [birdo] [2700] [100] [1] [5]\n Create Enemy [birdo] [3200] [100] [1] [5]\n Create Enemy [birdo] [3500] [80] [0] [5]\n Create Enemy [birdo] [3600] [80] [0] [5]\n Create Enemy [birdo] [3700] [80] [0] [5]\n Create Enemy [dev] [2950] [70] [100] [300]\n Create Enemy [hotdog] [3860] [107] [100] [300]\n Create Enemy [birdo] [4300] [130] [0] [5]\n Create Enemy [birdo] [4300] [130] [1] [5]\n Create Enemy [dev] [4975] [480] [100] [300]\n Create Enemy [kaminari] [5050] [1020] [15] [300]\n Create Enemy [kaminari] [5680] [1020] [12] [300]\n Create Enemy [kaminari] [5545] [1104] [12] [300]\nend\n\ndefine EnemyAct (act)\nif <(act) = [3]> then\n repeat (2)\n start sound [SE \[100\] v]\n switch costume to (annoying v)\n repeat (4)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n end\n switch costume to (annoyingthin4 v)\n wait (.02) seconds\n switch costume to (annoying v)\n wait (.4) seconds\nend\nif <(act) = [2]> then\n switch costume to (enemeexp1 v)\n start sound [09 - EnemyDamage v]\n repeat (4)\n next costume\n end\n switch costume to (sprmm2sniperjoe_0 v)\n set [y v] to [0]\n repeat until <(Level_Y) < ((Enemy_Prop1) + (-30))>\n change [y v] by (-1)\n change [level_y v] by (y)\n end\n set [level_y v] to ((Enemy_Prop1) + (-38))\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n switch costume to (sprmm2sniperjoe_0 v)\n wait (pick random (1) to (2.5)) seconds\n if <not <touching (mega man/protoman/bass v)?>> then\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n switch costume to (sprmm2sniperjoe_1 v)\n end\n end\n end\nend\nif <(act) = [1]> then\n start sound [Mega Man 6 SRX \(32\) v]\n switch costume to (sprbyouz_3 v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait until <not <<key (space v) pressed?> or <mouse down?>>>\n wait (1) seconds\n if <<key (space v) pressed?> or <mouse down?>> then\n EnemyAct [1]\n end\n switch costume to (sprbyouz_3 v)\n wait (.05) seconds\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [57]> then\n forever\n switch costume to (spreadmine v)\n repeat (2)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n end\nend\nif <(costume [number v]) = [65]> then\n forever\n switch costume to (birdo v)\n repeat (2)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n end\nend\nif <(costume [number v]) = [74]> then\n forever\n if <(x) = [1]> then\n switch costume to (kaminari v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n switch costume to (kaminari v)\n end\n end\nend\n\nset [using special weapon v] to [0]\nset [@mega man: special weapon v] to [1]\n\nrepeat (10)\n\nwhen I receive [@load new set of enemies v]\nif <[1] = [1]> then\n delete this clone\nend\nCreate Enemy [hotdog] [6345] [810] [100] [300]\nCreate Enemy [birdo] [7780] [860] [0] [5]\nCreate Enemy [birdo] [7780] [860] [1] [5]\nCreate Enemy [kaminari] [7637] [994] [20] [300]\nCreate Enemy [kaminari] [7959] [1040] [20] [300]\nCreate Enemy [birdo] [8600] [860] [0] [5]\nCreate Enemy [birdo] [8600] [860] [1] [5]\nCreate Enemy [kaminari] [8291] [969] [20] [300]\nCreate Enemy [kaminari] [8655] [990] [12] [300]\nCreate Enemy [skor] [9300] [876] [12] [300]\n\nwhen I receive [delete all enemies v]\ndelete this clone\n\nbroadcast (Delete All Enemies v)\n\nwhen I receive [@load final wave of enemies v]\nif <[1] = [1]> then\n delete this clone\nend\nCreate Enemy [dev] [9800] [1270] [100] [300]\nCreate Enemy [annoying] [9500] [2200] [9488] [9570]\nCreate Enemy [skor] [9680] [3260] [12] [300]\nCreate Enemy [dev] [9550] [3200] [100] [300]\nif <not <(Checkpoint #) = [4]>> then\n Create Enemy [kaminari] [9670] [3690] [12] [300]\nend\nCreate Enemy [dev] [9600] [1792] [100] [300]\nCreate Enemy [dev] [9734] [1835] [100] [300]\nCreate Enemy [spreadmine] [10434] [4048] [100] [300]\nCreate Enemy [spreadmine] [10434] [4016] [100] [300]\nCreate Enemy [spreadmine] [10434] [3984] [100] [300]\nCreate Enemy [spreadmine] [10434] [4080] [100] [300]\nCreate Enemy [birdo] [10700] [4032] [0] [5]\nCreate Enemy [birdo] [10700] [4032] [1] [5]\nCreate Enemy [dev] [10908] [4032] [100] [300]\nCreate Enemy [dev] [11170] [4000] [100] [300]\n\nwhen I receive [bosscutscene v]\ndelete this clone\n\n@Projectiles\n\nwhen flag clicked\nset [clone v] to [0]\nset size to (200) %\nhide\n\nwhen I receive [create projectile v]\nif <(clone) = [0]> then\n if <(PROJECTILE NAME) = [spreadmine]> then\n Spreadmine explosion\n else\n clear graphic effects\n switch costume to (PROJECTILE NAME)\n set [level_x v] to (PROJ X)\n set [level_y v] to (PROJ Y)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [clone v] to [1]\nshow\n\nwhen I start as a clone\nset [clone v] to [1]\nif <not <(PROJECTILE NAME) = [spreadmine]>> then\n point in direction (PROJ DIRECTION)\nend\ngo to [front v] layer\nshow\nif <(costume [number v]) = [40]> then\n start sound (pick random (22) to (24))\n repeat (35)\n set [ghost v] effect to (pick random (0) to (50))\n end\n delete this clone\nend\nif <(costume [number v]) = [36]> then\n set [x v] to [0]\n repeat (15)\n change [x v] by (2)\n change [level_x v] by (([sin v] of (direction) ) * (x))\n end\n delete this clone\nend\nif <(costume [number v]) = [30]> then\n start sound [sfxBlockDevilLaser v]\n set [x v] to [0]\n repeat (10)\n change [x v] by (-1)\n change [level_x v] by (([sin v] of (direction) ) * (x))\n end\n repeat (10)\n change [x v] by (1)\n change [level_x v] by (([sin v] of (direction) ) * (x))\n end\n delete this clone\nend\nif <(letter (1) of (PROJECTILE NAME)) = [x]> then\n set [x v] to [0]\n set [y v] to (PROJECTILE NAME)\n repeat until <(x) > (join (join (letter (2) of (y)) (letter (3) of (y))) (letter (4) of (y)))>\n change [x v] by (1)\n change [level_x v] by ((x) * (.9))\n end\n delete this clone\nelse\n if <<(costume [number v]) = [21]> or <(PROJECTILE NAME) = [skorprok2]>> then\n start sound [shovel_upgrade_groundspark v]\n set [y v] to [0]\n repeat (2)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n change [y v] by (1)\n point towards (hitbox v)\n end\n if <(PROJECTILE NAME) = [skorprok2]> then\n repeat until <(distance to [hitbox v]) < [100]>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n change [y v] by (1)\n point towards (hitbox v)\n end\n set [y v] to ((([sin v] of (Level_X) ) * (80)) - (([cos v] of (Level_Y) ) * (80)))\n repeat (15)\n change [y v] by (-15)\n set [level_x v] to (((Scroll X) + (([x position v] of [hitbox v]) + (0))) + (([sin v] of (y) ) * (80)))\n set [level_y v] to (((Scroll Y) + (([y position v] of [hitbox v]) + (0))) + (([cos v] of (y) ) * (80)))\n end\n repeat (3)\n change [y v] by (-15)\n set [brightness v] effect to (((round (y)) mod (3)) * (100))\n point towards (hitbox v)\n set [level_x v] to (((Scroll X) + (([x position v] of [hitbox v]) + (0))) + (([sin v] of (y) ) * (80)))\n set [level_y v] to (((Scroll Y) + (([y position v] of [hitbox v]) + (0))) + (([cos v] of (y) ) * (80)))\n end\n repeat (3)\n change [y v] by (-5)\n set [brightness v] effect to (((round (y)) mod (3)) * (100))\n point towards (hitbox v)\n set [level_x v] to (((Scroll X) + (([x position v] of [hitbox v]) + (0))) + (([sin v] of (y) ) * (80)))\n set [level_y v] to (((Scroll Y) + (([y position v] of [hitbox v]) + (0))) + (([cos v] of (y) ) * (80)))\n end\n start sound [shovel_upgrade_charge_slash v]\n set [brightness v] effect to (0)\n set [y v] to [0]\n repeat (25)\n change [level_y v] by (([cos v] of (direction) ) * (y))\n change [level_x v] by (([sin v] of (direction) ) * (y))\n change [y v] by (1)\n end\n delete this clone\n else\n repeat until <(distance to [hitbox v]) < [100]>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n change [y v] by (1)\n point towards (hitbox v)\n end\n set [y v] to ((([sin v] of (Level_X) ) * (80)) - (([cos v] of (Level_Y) ) * (80)))\n repeat (15)\n change [y v] by (15)\n set [level_x v] to (((Scroll X) + (([x position v] of [hitbox v]) + (0))) + (([sin v] of (y) ) * (80)))\n set [level_y v] to (((Scroll Y) + (([y position v] of [hitbox v]) + (0))) + (([cos v] of (y) ) * (80)))\n end\n repeat (3)\n change [y v] by (10)\n set [brightness v] effect to (((round (y)) mod (3)) * (100))\n point towards (hitbox v)\n set [level_x v] to (((Scroll X) + (([x position v] of [hitbox v]) + (0))) + (([sin v] of (y) ) * (80)))\n set [level_y v] to (((Scroll Y) + (([y position v] of [hitbox v]) + (0))) + (([cos v] of (y) ) * (80)))\n end\n repeat (8)\n change [y v] by (5)\n set [brightness v] effect to (((round (y)) mod (3)) * (100))\n point towards (hitbox v)\n set [level_x v] to (((Scroll X) + (([x position v] of [hitbox v]) + (0))) + (([sin v] of (y) ) * (80)))\n set [level_y v] to (((Scroll Y) + (([y position v] of [hitbox v]) + (0))) + (([cos v] of (y) ) * (80)))\n end\n start sound [shovel_upgrade_charge_slash v]\n set [brightness v] effect to (0)\n set [y v] to [0]\n repeat (25)\n change [level_y v] by (([cos v] of (direction) ) * (y))\n change [level_x v] by (([sin v] of (direction) ) * (y))\n change [y v] by (1)\n end\n delete this clone\n end\n end\n if <(costume [number v]) = [3]> then\n start sound [SE \[83\] v]\n switch costume to (explmk1 v)\n wait (0) seconds\n next costume\n wait (0) seconds\n switch costume to (explo v)\n repeat (4)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n delete this clone\n end\n if <(costume [number v]) = [2]> then\n start sound [SE \[6\] v]\n set rotation style [left-right v]\n set [y v] to ((([sin v] of ([y position v] of [hitbox v]) ) * (-100)) + (((distance to [hitbox v]) / (2)) * (1.5)))\n repeat (50)\n change [y v] by (-1.5)\n change [level_y v] by (y)\n change [level_x v] by (([sin v] of (direction) ) * (10))\n end\n delete this clone\n end\n if <(costume [number v]) = [19]> then\n start sound [SE \[67\] v]\n set rotation style [left-right v]\n set [y v] to ((distance to [hitbox v]) * (.17))\n repeat (50)\n change [y v] by (-2)\n change [level_y v] by (y)\n change [level_x v] by (([sin v] of (direction) ) * (10))\n end\n delete this clone\n end\n if <(costume [number v]) = [17]> then\n set rotation style [left-right v]\n set [y v] to ((([sqrt v] of (((distance to [hitbox v]) * (.15)) * ((distance to [hitbox v]) * (.15))) ) * (-1)) + ((((([y position v] of [hitbox v]) - (y position)) * (-.1)) + ((([x position v] of [hitbox v]) - (x position)) * (-.1))) + (0)))\n repeat (50)\n change [y v] by (2)\n change [level_y v] by (y)\n change [level_x v] by (([sin v] of (direction) ) * (15))\n end\n delete this clone\n end\n if <(costume [number v]) = [10]> then\n set rotation style [left-right v]\n set [y v] to [15]\n repeat (2)\n point towards (hitbox v)\n turn right (pick random (-35) to (35)) degrees\n change [y v] by (-2)\n change [level_y v] by (y)\n change [level_x v] by (([sin v] of (direction) ) * (8))\n end\n repeat until <touching (ground v)?>\n change [y v] by (-1)\n change [level_y v] by (y)\n change [level_x v] by (([sin v] of (direction) ) * (4))\n end\n change [level_y v] by (2)\n repeat (10)\n if <touching (ground v)?> then\n change [level_y v] by (3)\n end\n end\n repeat (5)\n set [ghost v] effect to (100)\n wait (0) seconds\n set [ghost v] effect to (0)\n wait (0) seconds\n end\n delete this clone\n end\n if <(costume [number v]) = [1]> then\n start sound [SE \[6\] v]\n set rotation style [left-right v]\n repeat until <touching (_edge_ v)?>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (15)))\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [300]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nset [internal timer v] to [0]\nrepeat until <(internal timer) > [1]>\n wait (3) seconds\n change [internal timer v] by (1)\nend\ndelete this clone\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I receive [bossdie v]\ndelete this clone\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I receive [bossdie v]\ndelete this clone\n\nwhen I start as a clone\nif <(PROJECTILE NAME) = [basslaser]> then\n forever\n if <touching (hitbox v)?> then\n if <<(INVINCIBILITY) = [0]> and <(HEALTH) < [15]>> then\n change [health v] by (3)\n broadcast (TAKE DMG v)\n broadcast (KNOCKBACK v)\n end\n end\n end\nelse\n forever\n if <touching (hitbox v)?> then\n if <<(INVINCIBILITY) = [0]> and <(HEALTH) < [15]>> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n broadcast (KNOCKBACK v)\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (200) %\nif <(costume [number v]) = [36]> then\n forever\n switch costume to (commx v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n end\nend\nif <(costume [number v]) = [30]> then\n switch costume to (basslaser v)\n repeat (4)\n wait (.1) seconds\n next costume\n end\nend\nif <(costume [number v]) = [10]> then\n forever\n switch costume to (hmmproj v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [17]> then\n forever\n switch costume to (hotfire v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\nend\nif <(costume [number v]) = [19]> then\n forever\n switch costume to (fireball v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\nend\nif <<(costume [number v]) = [21]> or <(PROJECTILE NAME) = [skorprok2]>> then\n forever\n switch costume to (skorprok v)\n wait (0) seconds\n repeat (3)\n next costume\n wait (0) seconds\n end\n end\nend\nif <(costume [number v]) = [40]> then\n forever\n switch costume to (lightning v)\n point in direction (pick random (-90) to (90))\n wait (0) seconds\n point in direction (pick random (-90) to (90))\n next costume\n wait (0) seconds\n end\nend\n\nwhen I receive [flash v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\nwait (pick random (0) to (.1)) seconds\nstart sound [SE \[67\] v]\nset [hpx v] to (Level_X)\nset [hpy v] to (Level_Y)\nif <(pick random (1) to (4)) = [1]> then\n set [projectile name v] to [health3]\nelse\n set [projectile name v] to [health]\nend\ncreate clone of (hp drops v)\nset [ghost v] effect to (0)\nswitch costume to (enemeexp1 v)\nrepeat (5)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n next costume\nend\ndelete this clone\n\ndefine Spreadmine explosion\npoint in direction (0)\nswitch costume to (bullet v)\nset [level_x v] to (PROJ X)\nset [level_y v] to (PROJ Y)\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(letter (1) of (PROJECTILE NAME)) = [x]> then\n forever\n switch costume to (thunder1 v)\n wait (0) seconds\n switch costume to (thunder2 v)\n wait (0) seconds\n end\nend\n\nwhen I start as a clone\nwait (4) seconds\ndelete this clone\n\n@HP drops\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I start as a clone\npoint in direction (90)\nset [level_x v] to (HPX)\nset [level_y v] to (HPY)\nswitch costume to (PROJECTILE NAME)\ngo to [front v] layer\nshow\nif <(costume [number v]) = [9]> then\n switch costume to (health v)\nend\nif <(costume [number v]) = [1]> then\n forever\n switch costume to (health v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [3]> then\n forever\n switch costume to (health3 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [6]> then\n forever\n switch costume to (wen v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [8]> then\n forever\n switch costume to (wen3 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\n\nwhen I start as a clone\nwait (5) seconds\nrepeat (3)\n clear graphic effects\n wait (.1) seconds\n set [ghost v] effect to (100)\n wait (.1) seconds\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>> then\n hide\n delete this clone\n else\n show\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nwait (.1) seconds\nwait until <touching (hitbox v)?>\nif <(costume [number v]) < [3]> then\n set [ghost v] effect to (100)\n repeat (1)\n if <(HEALTH) > [1]> then\n broadcast (Heal v)\n change [health v] by (-1)\n end\n end\nelse\n if <(costume [number v]) < [5]> then\n set [ghost v] effect to (100)\n repeat (3)\n if <(HEALTH) > [1]> then\n broadcast (Heal v)\n change [health v] by (-1)\n end\n end\n else\n if <(costume [number v]) < [6]> then\n set [ghost v] effect to (100)\n if <(LIVES) < [8]> then\n change [lives v] by (1)\n end\n start sound [25 - 1up v]\n else\n if <(costume [number v]) < [8]> then\n set [ghost v] effect to (100)\n repeat (4)\n if <<not <(@Mega Man: Special Weapon) = [1]>> and <(item ((@Mega Man: Special Weapon) + (0)) of [special weapon energy v]) > [1]>> then\n broadcast (Spec_Weap_Replenish v)\n replace item ((@Mega Man: Special Weapon) + (0)) of [special weapon energy v] with ((item ((@Mega Man: Special Weapon) + (0)) of [special weapon energy v]) + (-1))\n end\n end\n else\n set [ghost v] effect to (100)\n repeat (10)\n if <<not <(@Mega Man: Special Weapon) = [1]>> and <(item ((@Mega Man: Special Weapon) + (0)) of [special weapon energy v]) > [1]>> then\n broadcast (Spec_Weap_Replenish v)\n replace item ((@Mega Man: Special Weapon) + (0)) of [special weapon energy v] with ((item ((@Mega Man: Special Weapon) + (0)) of [special weapon energy v]) + (-1))\n end\n end\n end\n end\n end\nend\ndelete this clone\n\nwhen I start as a clone\nset [y v] to [0]\nrepeat until <<touching (ground v)?> or <touching (misc objects v)?>>\n change [level_y v] by (y)\n change [y v] by (-2)\nend\nrepeat until <<not <touching (ground v)?>> and <not <touching (misc objects v)?>>>\n change [level_y v] by (3)\nend\n\nwhen I start as a clone\nwait until <(HEALTH) > [14]>\ndelete this clone\n\n@SpcBar1\n\nwhen flag clicked\nhide\nrepeat (25)\n go to [front v] layer\nend\n\nwhen I receive [teleportin v]\npoint in direction (90)\ngo to x: (-175) y: (90)\nclear graphic effects\nset size to (250) %\nforever\n switch costume to (item (@Mega Man: Special Weapon) of [special weapon energy v])\nend\n\nwhen I receive [stage intro v]\nhide\n\nwhen I receive [teleportin v]\nrepeat (50)\n go to [front v] layer\nend\nforever\n if <(@Mega Man: Special Weapon) > [0]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ndelete all of [special weapon energy v]\nrepeat (9)\n add [1] to [special weapon energy v]\nend\n\nwhen I receive [die v]\nhide\n\nwhen flag clicked\nforever\n if <(@Mega Man: Special Weapon) = [0]> then\n set [color v] effect to (0)\n end\n if <(@Mega Man: Special Weapon) = [1]> then\n set [color v] effect to (80)\n set [brightness v] effect to (0)\n end\n if <(@Mega Man: Special Weapon) = [2]> then\n set [color v] effect to (150)\n set [brightness v] effect to (-20)\n end\n if <(@Mega Man: Special Weapon) = [3]> then\n set [color v] effect to (4)\n set [brightness v] effect to (0)\n end\n if <(@Mega Man: Special Weapon) = [4]> then\n set [color v] effect to (70)\n set [brightness v] effect to (15)\n end\n if <(@Mega Man: Special Weapon) = [5]> then\n set [color v] effect to (140)\n set [brightness v] effect to (-25)\n end\n if <(@Mega Man: Special Weapon) = [6]> then\n set [color v] effect to (90)\n set [brightness v] effect to (15)\n end\n if <(@Mega Man: Special Weapon) = [7]> then\n set [color v] effect to (25)\n set [brightness v] effect to (15)\n end\n if <(@Mega Man: Special Weapon) = [8]> then\n set [color v] effect to (100)\n set [brightness v] effect to (-5)\n end\n if <(@Mega Man: Special Weapon) = [9]> then\n set [color v] effect to (80)\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [spec_weap_replenish v]\nstart sound [Mega Man 5 SFX \(16\) v]\n\nwhen I receive [@load new set of enemies v]\nrepeat (20)\n go to [front v] layer\nend\n\n@SpcBar2\n\nwhen flag clicked\nhide\nrepeat (50)\n go to [front v] layer\nend\n\nwhen I receive [teleportin v]\npoint in direction (90)\ngo to x: (-175) y: (90)\nclear graphic effects\nset size to (250) %\nforever\n switch costume to (item (@Mega Man: Special Weapon) of [special weapon energy v])\nend\n\nwhen I receive [stage intro v]\nhide\n\nwhen I receive [teleportin v]\nrepeat (50)\n go to [front v] layer\nend\nforever\n if <(@Mega Man: Special Weapon) > [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [die v]\nhide\n\nwhen flag clicked\nforever\n if <(@Mega Man: Special Weapon) = [0]> then\n set [color v] effect to (0)\n end\n if <<(@Mega Man: Special Weapon) = [1]> or <(@Mega Man: Special Weapon) = [3]>> then\n set [brightness v] effect to (100)\n end\n if <(@Mega Man: Special Weapon) = [2]> then\n set [color v] effect to (-25)\n set [brightness v] effect to (70)\n end\n if <(@Mega Man: Special Weapon) = [4]> then\n set [color v] effect to (70)\n set [brightness v] effect to (44)\n end\n if <(@Mega Man: Special Weapon) = [5]> then\n set [color v] effect to (1)\n set [brightness v] effect to (80)\n end\n if <(@Mega Man: Special Weapon) = [6]> then\n set [color v] effect to (110)\n set [brightness v] effect to (55)\n end\n if <(@Mega Man: Special Weapon) = [7]> then\n set [color v] effect to (2)\n set [brightness v] effect to (75)\n end\n if <(@Mega Man: Special Weapon) = [8]> then\n set [color v] effect to (110)\n set [brightness v] effect to (50)\n end\n if <(@Mega Man: Special Weapon) = [9]> then\n set [color v] effect to (105)\n set [brightness v] effect to (35)\n end\nend\n\nwhen I receive [@load final wave of enemies v]\nrepeat (20)\n go to [front v] layer\nend\n\n@Transition\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [flashbang v]\nswitch costume to (costume1 v)\nclear graphic effects\nset [brightness v] effect to (100)\nset [ghost v] effect to (50)\ngo to [front v] layer\nshow\nrepeat (4)\n set [ghost v] effect to (50)\n wait (.02) seconds\n set [ghost v] effect to (67)\n wait (.02) seconds\nend\nhide\n\nwhen I receive [boss fight v]\nswitch costume to (costume1 v)\nclear graphic effects\nset [brightness v] effect to (100)\nset [ghost v] effect to (50)\ngo to [front v] layer\nshow\nrepeat (4)\n set [ghost v] effect to (50)\n wait (.02) seconds\n set [ghost v] effect to (67)\n wait (.02) seconds\nend\nset [ghost v] effect to (100)\nbroadcast (Bass Appear v)\nrepeat (3)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-25)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [stuncheck v]\nswitch costume to (costume1 v)\nclear graphic effects\nset [brightness v] effect to (100)\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\nwait (.02) seconds\nset [ghost v] effect to (50)\nwait (0) seconds\nset [ghost v] effect to (35)\nwait (0) seconds\nhide\n\nwhen I receive [show instructions v]\nclear graphic effects\nswitch costume to (costume2 v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (8)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [hide instructions v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nswitch costume to (costume1 v)\n\nwhen I receive [menu start v]\nwait (.4) seconds\nclear graphic effects\nswitch costume to (costume1 v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (.05) seconds\nend\n\nwhen I receive [transition fade out v]\nclear graphic effects\nswitch costume to (costume1 v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (.05) seconds\nend\nwait (1) seconds\nbroadcast (SetUp v)\nbroadcast (READY v)\nbroadcast (Teleportin v)\ngo to [front v] layer\nshow\nrepeat (10)\n go to [front v] layer\n set [ghost v] effect to (0)\nend\nrepeat (10)\n wait (.05) seconds\n go to [front v] layer\n change [ghost v] effect by (10)\nend\n\n@Sprite1\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [fire effect v]\npoint in direction ([direction v] of [mega man/protoman/bass v])\ngo to (hitbox v)\nmove (35) steps\nif <(Collide with ladder) = [1]> then\n change y by (0)\nelse\n change y by (-8)\nend\ngo to [front v] layer\nshow\nswitch costume to (enemeexp1 v)\nrepeat (4)\n next costume\nend\nhide\nwait until <not <key (space v) pressed?>>\n\n@foreground\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I start as a clone\nset [active v] to [1]\nset [clone v] to [1]\ngo to [front v] layer\ngo [backward v] (25) layers\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [500]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [setup v]\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (r1 v)\nif <[1] = [1]> then\n delete this clone\nend\nCreate\n\ndefine Create\nclear graphic effects\nset size to (200) %\nset [level_y v] to [0]\nset [level_x v] to [955]\nswitch costume to (r1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [0]\nset [level_x v] to [4370]\nswitch costume to (r1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [0]\nset [level_x v] to [4550]\nswitch costume to (r1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [-130]\nset [level_x v] to [2200]\nswitch costume to (1up v)\ncreate clone of (_myself_ v)\nset [level_y v] to [94]\nset [level_x v] to [410]\nswitch costume to (1up v)\ncreate clone of (_myself_ v)\nset [level_y v] to [896]\nset [level_x v] to [6655]\nswitch costume to (r1 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [blink v]\nif <(username) = [legobuzz12]> then\n delete this clone\nend\n\nbroadcast (blink v)\n\nwhen flag clicked\nset [clone v] to [0]\n\nbroadcast (blink v)\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n wait (1) seconds\n wait until <touching (hitbox v)?>\n change [lives v] by (1)\n start sound [25 - 1up v]\n delete this clone\nend\n\n@boss door\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n set [ghost v] effect to (0)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [265]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [300]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [ready v]\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (bossdoor1 v)\nif <[1] = [1]> then\n delete this clone\nend\nCreate\n\ndefine Create\nif <(STAGE #) = [4]> then\n switch costume to (bossdoortall v)\n set size to (200) %\n set [level_y v] to [4032]\n set [level_x v] to [11425]\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nset [scroll x min v] to [0]\n\nwhen I receive [blink v]\nif <(username) = [legobuzz12]> then\n delete this clone\nend\n\nwhen I receive [stage select v]\nhide\ndelete this clone\n\nbroadcast (blink v)\n\nwhen I start as a clone\nif <(STAGE #) = [4]> then\n if <(Level_X) = [11425]> then\n wait until <touching (hitbox v)?>\n start sound [SE \[16\]2 v]\n set [scroll x max v] to (Scroll X Min)\n broadcast (Bossgate Transition Right v)\n switch costume to (bossdoortall v)\n repeat (6)\n wait (.05) seconds\n next costume\n end\n wait (.5) seconds\n repeat (6)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n wait (1) seconds\n broadcast (Bosscutscene v)\n end\nend\n\n@Basswings\n\nwhen I receive [boss fight v]\nrepeat (7)\n clear graphic effects\n set [x# v] to [1]\n create clone of (_myself_ v)\n wait (0) seconds\nend\n\nwhen flag clicked\nset [clone v] to [0]\nset rotation style [left-right v]\nhide\n\nwhen I start as a clone\nset [clone v] to [1]\ngo to [front v] layer\nshow\nif <(X#) = [1]> then\n set y to (-90)\n start sound (pick random (1) to (3))\n repeat (10)\n set [ghost v] effect to (pick random (-90) to (90))\n point in direction (pick random (-90) to (90))\n switch costume to (lightning2 v)\n wait (0) seconds\n switch costume to (lightning1 v)\n set [ghost v] effect to (pick random (-90) to (90))\n point in direction (pick random (-90) to (90))\n wait (0) seconds\n end\n delete this clone\nend\nif <(X#) = [2]> then\n forever\n set [ghost v] effect to (pick random (-90) to (90))\n point in direction (pick random (-90) to (90))\n switch costume to (basslaser v)\n wait (0) seconds\n set [ghost v] effect to (pick random (-90) to (90))\n point in direction (pick random (-90) to (90))\n wait (0) seconds\n end\nend\nif <(X#) = [3]> then\n set [ghost v] effect to (100)\n go to x: (a) y: (-100)\n repeat (4)\n start sound [mirror_warning v]\n change [ghost v] effect by (-25)\n end\n wait (1) seconds\n set [proj direction v] to [-90]\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to ((Scroll Y) + (-90))\n set [projectile name v] to [lightning]\n broadcast (CREATE PROJECTILE v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nset [x v] to [0]\nif <(X#) = [1]> then\n forever\n set x to ((150) + (([sin v] of (X) ) * (55)))\n change [x v] by (15)\n end\nend\nif <(X#) = [2]> then\n go to x: (([x position v] of [boss v]) + (([sin v] of (PROJ DIRECTION) ) * (170))) y: (-88)\n repeat (10)\n if <(PROJ DIRECTION) = [90]> then\n change x by (X)\n change [x v] by (-3.5)\n else\n change x by (X)\n change [x v] by (3.5)\n end\n end\n repeat (10)\n if <(PROJ DIRECTION) = [90]> then\n change x by (X)\n change [x v] by (3.5)\n else\n change x by (X)\n change [x v] by (-3.5)\n end\n end\n delete this clone\nend\nif <(X#) = [3]> then\n forever\n switch costume to (costume1 v)\n wait (0) seconds\n switch costume to (costume2 v)\n wait (0) seconds\n end\nend\n\nwhen I receive [battle begin v]\ngo to [back v] layer\nswitch costume to (wings1 v)\nset [ghost v] effect to (100)\nset [brightness v] effect to (100)\nset rotation style [left-right v]\ngo to x: (([x position v] of [boss v]) + (([sin v] of ([direction v] of [boss v]) ) * (-10))) y: ([y position v] of [boss v])\nshow\nrepeat (10)\n change [ghost v] effect by (-15)\nend\nrepeat (4)\n change [brightness v] effect by (-25)\nend\nforever\n point in direction ([direction v] of [boss v])\n go to x: (([x position v] of [boss v]) + (([sin v] of ([direction v] of [boss v]) ) * (-5))) y: ([y position v] of [boss v])\n if <<([costume # v] of [boss v]) > [8]> and <([costume # v] of [boss v]) < [11]>> then\n switch costume to (((round ((timer) * (22222))) mod (2)) + (5))\n go to [front v] layer\n else\n switch costume to (((round ((timer) * (22222))) mod (2)) + (2))\n go to [back v] layer\n end\n if <(ShowBassWings?) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [die v]\nwait (4) seconds\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [basslaser v]\nif <(clone) = [0]> then\n clear graphic effects\n set [x# v] to [2]\n create clone of (_myself_ v)\nend\n\nset y to (-90)\n\nwhen I receive [basslaseralert v]\nif <(clone) = [0]> then\n clear graphic effects\n set [x# v] to [3]\n create clone of (_myself_ v)\nend\n\n@boss hp\n\nwhen flag clicked\nset [clone v] to [0]\nclear graphic effects\nhide\n\nwhen I receive [battle begin v]\npoint in direction (90)\nset [fightstart? v] to [1]\ngo to x: (-180) y: (90)\nset size to (250) %\ngo to [front v] layer\nshow\nset [brightness v] effect to (0)\nswitch costume to (hpbar29 v)\nrepeat (28)\n start sound [Mega Man 5 SFX \(16\) v]\n switch costume to ((costume [number v]) + (-1))\nend\nbroadcast (@Boss Battle Start v)\n\nwhen I receive [bossdmg v]\nif <(clone) = [0]> then\n create clone of (_myself_ v)\n repeat (3)\n set [brightness v] effect to (60)\n wait (.1) seconds\n set [brightness v] effect to (0)\n wait (.1) seconds\n end\nend\n\nwhen I receive [bossdmg v]\nif <(clone) = [0]> then\n next costume\n if <(costume [number v]) > [27]> then\n broadcast (BOSSDIE v)\n wait (5) seconds\n end\nend\n\nwhen I receive [bossdie v]\nhide\nswitch costume to (hpbar v)\n\nwhen I receive [die v]\nhide\n\nwhen I start as a clone\nset [clone v] to [1]\nset [ghost v] effect to (5)\nswitch costume to (dmg v)\ngo to [front v] layer\nshow\nrepeat (6)\n go to (boss v)\nend\ndelete this clone\n\nwhen I receive [back to select v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [defeated tank sqaud v]\nhide\n\nwhen I receive [@bosslvl1chargedmg v]\nif <(clone) = [0]> then\n next costume\n next costume\n if <(costume [number v]) > [27]> then\n broadcast (BOSSDIE v)\n wait (5) seconds\n end\nend\n\nwhen I receive [bosslvl2chargedmg v]\nif <(clone) = [0]> then\n next costume\n next costume\n next costume\n if <(costume [number v]) > [27]> then\n broadcast (BOSSDIE v)\n wait (5) seconds\n end\nend\n\nwhen I receive [@bosslvl1chargedmg v]\nif <(clone) = [0]> then\n create clone of (_myself_ v)\n repeat (3)\n set [brightness v] effect to (60)\n wait (.1) seconds\n set [brightness v] effect to (0)\n wait (.1) seconds\n end\nend\n\nwhen I receive [bosslvl2chargedmg v]\nif <(clone) = [0]> then\n create clone of (_myself_ v)\n repeat (3)\n set [brightness v] effect to (60)\n wait (.1) seconds\n set [brightness v] effect to (0)\n wait (.1) seconds\n end\nend\n\n@menu\n\nwhen flag clicked\nset [menu:able to select? v] to [1]\nset [menu:selection v] to [1]\nclear graphic effects\nset size to (100) %\nhide\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nset size to (200) %\nswitch costume to (bg1 v)\ncreate clone of (_myself_ v)\nswitch costume to (bg2 v)\ncreate clone of (_myself_ v)\nrepeat (8)\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n switch costume to (costume3 v)\n create clone of (_myself_ v)\nend\nswitch costume to (start1 v)\ncreate clone of (_myself_ v)\nswitch costume to (instructions1 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [8]> then\n go to x: (0) y: (0)\n go to [front v] layer\n show\n forever\n if <(Menu:Selection) = [1]> then\n switch costume to (start1 v)\n wait (.1) seconds\n switch costume to (start2 v)\n wait (0) seconds\n else\n switch costume to (start2 v)\n end\n end\nend\nif <(costume [number v]) = [10]> then\n go to x: (0) y: (-50)\n go to [front v] layer\n show\n forever\n if <(Menu:Selection) = [2]> then\n switch costume to (instructions1 v)\n wait (.1) seconds\n switch costume to (instructions2 v)\n wait (0) seconds\n else\n switch costume to (instructions2 v)\n end\n end\nend\nif <(costume [number v]) = [1]> then\n go to x: (10) y: (100)\n repeat (10)\n go to [front v] layer\n show\n end\nend\nif <(costume [number v]) = [2]> then\n show\n forever\n go to x: (0) y: ((-175) + (([sin v] of ((timer) * (50)) ) * (-5)))\n set [ghost v] effect to (pick random (20) to (30))\n end\nend\nif <(costume [number v]) = [3]> then\n show\n forever\n go to x: (0) y: ((175) + (([sin v] of ((timer) * (50)) ) * (5)))\n set [ghost v] effect to (pick random (20) to (30))\n end\nend\nif <(costume [number v]) = [14]> then\n go to x: (-55) y: (13)\n clear graphic effects\n set [ghost v] effect to (100)\n go to [front v] layer\n show\n repeat (10)\n wait (.02) seconds\n change [ghost v] effect by (-10)\n end\nend\nif <(costume [number v]) = [5]> then\n go to x: (pick random (-250) to (250)) y: (pick random (-180) to (180))\n set [color v] effect to (pick random (0) to (555))\n show\n forever\n go to [back v] layer\n switch costume to (costume3 v)\n wait (.05) seconds\n switch costume to (costume4 v)\n wait (.05) seconds\n set [ghost v] effect to (pick random (20) to (30))\n end\nend\n\nwhen flag clicked\nforever\n if <(Menu:Able to Select?) = [1]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Menu:Selection) = [2]>> then\n start sound [menu_file_cursor_move v]\n set [menu:selection v] to [1]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <(Menu:Selection) = [1]>> then\n start sound [menu_file_cursor_move v]\n set [menu:selection v] to [2]\n end\n if <key (space v) pressed?> then\n set [menu:able to select? v] to [0]\n if <(Menu:Selection) = [2]> then\n start sound [menu_file_cursor_prompt v]\n broadcast (Show Instructions v)\n wait (1) seconds\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n start sound [menu_back v]\n broadcast (Hide instructions v)\n broadcast (Delete Text v)\n wait (1) seconds\n wait until <not <key (space v) pressed?>>\n set [menu:able to select? v] to [1]\n end\n if <(Menu:Selection) = [1]> then\n start sound [menu_file_cursor_prompt v]\n start sound [menu_nameentry_save v]\n broadcast (MENU START v)\n set [menu:able to select? v] to [0]\n end\n end\n end\nend\n\nwhen I receive [menu start v]\nrepeat (10)\n set [brightness v] effect to (50)\n wait (0) seconds\n set [brightness v] effect to (100)\n wait (0) seconds\nend\nwait (1) seconds\nif <not <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>> then\n delete this clone\nend\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>> then\n go to [front v] layer\n set [brightness v] effect to (0)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n wait (0) seconds\n end\nend\nif <not <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>> then\n wait (.5) seconds\n switch costume to (forticon v)\n create clone of (_myself_ v)\n clear graphic effects\n go to x: (143) y: (-24)\n set [ghost v] effect to (100)\n go to [front v] layer\n switch costume to (drphantom1 v)\n start sound [jingle v]\n show\n repeat (10)\n change [ghost v] effect by (-10)\n switch costume to ((round (((timer) * (.5)) mod (1))) + (12))\n wait (0) seconds\n end\n repeat (115)\n switch costume to ((round (((timer) * (.5)) mod (1))) + (12))\n wait (0) seconds\n end\n broadcast (Transition Fade out v)\nend\n\nwhen I receive [transition fade out v]\nwait (2) seconds\nbroadcast (Delete Text v)\nhide\ndelete this clone\n\n@Dialogue\n\nwhen flag clicked\nset size to (150) %\nhide\n\ndefine Write Text (text) (x) (y) (delay) (effect) (color) (brightness)\nset [# v] to [1]\nset [brightness v] effect to (brightness)\nset [color v] effect to (color)\nset [effect v] to (effect)\ngo to x: (x) y: (y)\nrepeat (length of (text))\n if <not <(letter (#) of (text)) = [ ]>> then\n if <(letter (#) of (text)) = [@]> then\n set x to ((x) + (-10))\n change y by (-15)\n else\n switch costume to (letter (#) of (text))\n start sound [SND_TXT1 v]\n create clone of (_myself_ v)\n if <(delay) > [0]> then\n wait (delay) seconds\n end\n end\n end\n change x by (10)\n change [# v] by (1)\nend\n\nwhen I start as a clone\ndelete all of [xy v]\nadd (x position) to [xy v]\nadd (y position) to [xy v]\ngo to [front v] layer\nshow\nif <(Effect) = [shake]> then\n forever\n go to x: ((item (1) of [xy v]) + (pick random (-2) to (2))) y: ((item (2) of [xy v]) + (pick random (-2) to (2)))\n end\nend\n\nwhen I receive [delete text v]\ndelete this clone\n\nbroadcast (Delete Text v)\n\ndefine Instant Text (text) (x) (y) (color) (brightness)\nset [# v] to [1]\nset [brightness v] effect to (brightness)\nset [color v] effect to (color)\nset [effect v] to [0]\ngo to x: (x) y: (y)\nrepeat (length of (text))\n if <not <(letter (#) of (text)) = [ ]>> then\n if <(letter (#) of (text)) = [@]> then\n set x to ((x) + (-10))\n change y by (-15)\n else\n switch costume to (letter (#) of (text))\n create clone of (_myself_ v)\n end\n end\n change x by (10)\n change [# v] by (1)\nend\n\nwhen I receive [show instructions v]\nwait (.2) seconds\ngo to [front v] layer\nInstant Text [use arrow@keys or@wasd to@move] [-215] [-25] [] [100]\nInstant Text [press space@to shoot] [-110] [-25] [] [100]\nInstant Text [press down or@s while@running to@slide] [10] [-25] [] [100]\nInstant Text [use up@or w@to climb@ladders] [155] [-25] [] [100]\nInstant Text [press space to exit] [-80] [-150] [] [100]\n\nwhen I receive [menu start v]\nwait (2.5) seconds\nWrite Text [dr. phantom's fortress@stage 4] [-206] [100] [0] [0] [0] [100]\nwait (.2) seconds\nWrite Text [stage boss: bass] [-206] [-40] [0] [0] [0] [100]\nwait (.2) seconds\nWrite Text [difficulty:] [-206] [-55] [0] [0] [0] [100]\nwait (.4) seconds\nWrite Text [pretty hard] [-86] [-55] [0] [0] [0] [100]\n\n@toenail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\nend\n\n | ★★★★★★★INSTRUCTIONS★★★★★★★\n\n- Arrow keys or WASD to move and jump\n- Space to fire your blaster\n- Press Down while running to perform a Slide\n- Hold Up or W on ladders to climb them\n- Hold Up or W during a jump to stay airborne longer\n\n- Use Arrow Keys / WASD and Space to navigate and select on the Menu screen\n\n★★★★★★★★★★★★★★★★★★★★★★\n\nSTORY: An evil scientist named Dr. Phantom is turning innocent robots into his own war machines in order to rule the world. Mega Man's arch nemesis, Dr. Wily, sends an army of his own powerful robots to fight Dr. Phantom, but they fail and get turned into war machines.\n\nMega Man's creator, Dr. Light sends Mega Man on an adventure to destroy these evil robots and stop Dr. Phantom, once and for all.\n\nThis game includes 1 out of the 4 levels that will be present in the final version of this game.\n\n--\nIf you have a suggestion or see a problem in this game, please contact me on my profile.\n--\n\n★★★★★★★★★CREDITS★★★★★★★★★\n\n-All sprites and all sound effects belong to Capcom, the original creator of Mega Man, as well as Yacht Club games for Shovel Knight SFX.\n\n- Credit to Spriters Resource, MegaPhilX, RRThiel, Mega Man Y+1, BBLIR, Sprites Inc, Cyber Shadow, and Earthbound\n\n- Credit to Mega Man Maker for the backgrounds and tilesets |
Adventure|| A platformer game | @Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\npoint in direction (90)\nset [x spawn v] to [-200]\nset [y spawn v] to [-55]\ngo to x: (X spawn) y: (Y spawn)\nshow\nset size to (25) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer Engine\nend\n\ndefine Platformer Engine\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n change [x v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [x v] by (1)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nif <touching color (#53ff25)?> then\n change y by (1)\n if <touching color (#53ff25)?> then\n change y by (1)\n if <touching color (#53ff25)?> then\n change y by (1)\n if <touching color (#53ff25)?> then\n change y by (1)\n if <touching color (#53ff25)?> then\n change y by (1)\n if <touching color (#53ff25)?> then\n change y by (1)\n if <touching color (#53ff25)?> then\n change y by (-6)\n change x by ((X) * (-1))\n if <key (space v) pressed?> then\n set [y v] to [10]\n if <(X) > [50]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (Y)\nif <touching color (#53ff25)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#53ff25)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <(x position) > [215]> then\n change [level v] by (1)\n go to x: (X spawn) y: (Y spawn)\nend\nif <touching (spike v)?> then\n go to x: (X spawn) y: (Y spawn)\nend\nif <touching (trampolinesprite2\\ v)?> then\n change [y v] by (10)\nend\n\nwhen backdrop switches to [backdrop13 v]\nhide\nstop [all v]\n\nwhen [space v] key pressed\ngo to x: (-197) y: (-194)\n\nwhen flag clicked\nforever\n play sound [Lights \[Dream Trance\] v] until done\nend\n\nset y to (2)\nset x to (-18)\n\n@spike\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@TrampolineSprite2\\\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\nwhen flag clicked\nshow\n\n | Heres my second platformer \nhttps://scratch.mit.edu/projects/490380697/\n3/10/21 unshared for 3 more levels.\nUse arrow to move\n The trampolines can help you, or perhaps lead to death, who knows??\nDon't touch spikes\n100% possible This my first platformer.\n\n\n\n\n\n\n\n\n\n\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 e? |
jumpyland || a platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [lvl 5 v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [lvl 6 v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [lvl 14 v]\nswitch backdrop to (2 v)\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nswitch costume to (lvl 1 v)\n\nforever\n if <touching (player v)?> then\n broadcast (move v)\n end\nend\n\nwhen I receive [lvl 2 v]\nswitch costume to (lvl2 v)\n\nwhen flag clicked\nforever\n play sound [Block by bubblebee3 v] until done\nend\n\nwhen I receive [lvl 8 v]\nswitch costume to (lvl8 v)\n\nwhen I receive [lvl 9 v]\nswitch costume to (lvl9 v)\n\nwhen I receive [lvl 10 v]\nswitch costume to (lvl10 v)\n\nwhen I receive [lvl 11 v]\nswitch costume to (lvl11 v)\n\nwhen I receive [lvl 13 v]\nswitch costume to (lvl13 v)\n\nwhen I receive [lvl 13 v]\nswitch costume to (lvl13 v)\n\nwhen I receive [lvl 14 v]\nswitch costume to (lvl14 v)\n\n@text\n\nwhen flag clicked\ngo to x: (0) y: (120)\n\nwhen I receive [lvl 2 v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [lvl 3 v]\nswitch costume to (costume3 v)\n\nwhen I receive [lvl4 v]\nswitch costume to (costume4 v)\n\nwhen I receive [lvl 5 v]\nswitch costume to (costume5 v)\n\nwhen I receive [lvl 6 v]\nswitch costume to (costume6 v)\n\nwhen I receive [lvl 7 v]\nswitch costume to (costume7 v)\n\nwhen I receive [lvl 8 v]\nswitch costume to (costume8 v)\n\nwhen I receive [lvl 9 v]\nswitch costume to (costume9 v)\n\nwhen I receive [lvl 10 v]\nswitch costume to (costume10 v)\n\nwhen I receive [lvl 11 v]\nswitch costume to (costume11 v)\n\nwhen I receive [lvl 13 v]\nswitch costume to (costume13 v)\n\nwhen I receive [lvl 12 v]\nswitch costume to (costume12 v)\n\nwhen I receive [lvl 14 v]\nswitch costume to (costume14 v)\n\n@player\n\nwhen flag clicked\nforever\n if <<touching (ground 2 v)?> or <touching (ground v)?>> then\n if <key (up arrow v) pressed?> then\n repeat (10)\n change y by (15)\n end\n end\n else\n if <touching (water v)?> then\n change y by (-3)\n else\n change y by (-5)\n end\n end\nend\n\nwhen I receive [move v]\nchange y by (1)\n\ngo to x: (0) y: (0)\n\nwhen I receive [lvl 2 v]\ngo to x: (-221) y: (-30)\n\nwhen I receive [lvl 3 v]\ngo to x: (-221) y: (-51)\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [lvl4 v]\ngo to x: (-221) y: (-51)\n\nwhen I receive [lvl 5 v]\ngo to x: (-221) y: (-51)\n\nwhen I receive [lvl 6 v]\ngo to x: (-221) y: (-51)\n\nwhen I receive [away!! v]\n\nwhen I receive [lvl 7 v]\ngo to x: (-221) y: (-51)\n\nwhen flag clicked\ngo to x: (-221) y: (-51)\nforever\n if <key (right arrow v) pressed?> then\n change x by (10)\n end\n if <key (left arrow v) pressed?> then\n change x by (-10)\n end\n if <touching (death v)?> then\n go to x: (-221) y: (-51)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n if <key (up arrow v) pressed?> then\n repeat (10)\n change y by (15)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [lvl 8 v]\ngo to x: (-221) y: (-30)\n\nwhen I receive [lvl 9 v]\ngo to x: (-221) y: (-30)\n\nwhen I receive [lvl 10 v]\ngo to x: (-221) y: (-30)\n\nwhen I receive [lvl 11 v]\ngo to x: (-221) y: (-30)\n\nwhen I receive [lvl 12 v]\ngo to x: (-221) y: (-30)\n\nwhen I receive [lvl 13 v]\ngo to x: (-221) y: (-30)\n\n@death\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [lvl 2 v]\nshow\nswitch costume to (lvl2 v)\n\nwhen I receive [lvl 3 v]\nshow\nswitch costume to (lvl3 v)\n\nwhen I receive [lvl4 v]\nswitch costume to (lvl4 v)\n\nwhen I receive [lvl 5 v]\nshow\nswitch costume to (lvl5 v)\n\nwhen I receive [lvl 6 v]\nshow\nswitch costume to (lvl6 v)\n\nwhen I receive [lvl 7 v]\nshow\nswitch costume to (lvl7 v)\n\nwhen I receive [lvl 8 v]\nshow\nswitch costume to (lvl8 v)\ngo to [front v] layer\n\nwhen I receive [lvl 9 v]\nshow\nswitch costume to (lvl9 v)\ngo to [front v] layer\n\nwhen I receive [lvl 11 v]\nswitch costume to (lvl11 v)\n\nwhen I receive [lvl 12 v]\nswitch costume to (lvl12 v)\n\nwhen I receive [lvl 13 v]\nswitch costume to (lvl13 v)\n\nwhen I receive [lvl 13 v]\nswitch costume to (lvl13 v)\n\nwhen I receive [lvl 14 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (lvl 1 v)\nshow\nforever\n if <touching (player v)?> then\n broadcast (lvl 2 v)\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n broadcast (lvl 3 v)\n hide\n end\nend\n\nwhen I receive [lvl 2 v]\nshow\n\n@Sprite3\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <touching (player v)?> then\n broadcast (lvl4 v)\n hide\n end\nend\n\nwhen I receive [lvl 3 v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\n@Sprite4\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <touching (player v)?> then\n broadcast (lvl 5 v)\n hide\n end\nend\n\nwhen I receive [lvl4 v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\n@ground 2\n\nwhen flag clicked\nswitch costume to (lvl 1 v)\ngo to x: (-75) y: (-30)\nhide\nforever\n\nwhen I receive [lvl 6 v]\nshow\nswitch costume to (lvl 6 v)\n\nwhen I receive [lvl 7 v]\nshow\nswitch costume to (lvl 7 v)\n\nwhen I receive [lvl 8 v]\nhide\n\nwhen I receive [lvl 11 v]\nshow\nswitch costume to (lvl 11 v)\n\nwhen I receive [lvl 12 v]\nshow\nswitch costume to (lvl 12 v)\n\nwhen I receive [lvl 13 v]\nshow\nswitch costume to (lvl 13 v)\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (15) y: (28)\ngo to [back v] layer\nhide\nforever\n if <touching (player v)?> then\n broadcast (lvl 6 v)\n hide\n end\nend\n\nwhen I receive [lvl 5 v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\ngo to x: (49) y: (66)\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (15) y: (28)\ngo to [back v] layer\nhide\nforever\n if <touching (player v)?> then\n broadcast (lvl 7 v)\n hide\n end\nend\n\nwhen I receive [lvl 6 v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\ngo to x: (49) y: (66)\n\n@water\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (-116)\n\nwhen I receive [lvl 8 v]\nshow\nswitch costume to (lvl8 v)\n\nwhen I receive [lvl 9 v]\nhide\n\nwhen I receive [lvl 11 v]\nshow\nswitch costume to (lvl11 v)\ngo to [back v] layer\n\nwhen I receive [lvl 12 v]\nhide\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (15) y: (28)\ngo to [back v] layer\nhide\nforever\n if <touching (player v)?> then\n broadcast (lvl 8 v)\n hide\n end\nend\n\nwhen I receive [lvl 7 v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\ngo to x: (49) y: (66)\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (15) y: (28)\ngo to [back v] layer\nhide\nforever\n if <touching (player v)?> then\n broadcast (lvl 9 v)\n hide\n end\nend\n\nwhen I receive [lvl 8 v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\ngo to x: (49) y: (66)\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (15) y: (28)\ngo to [back v] layer\nhide\nforever\n if <touching (player v)?> then\n broadcast (lvl 10 v)\n hide\n end\nend\n\nwhen I receive [lvl 9 v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\ngo to x: (49) y: (66)\n\n@Sprite10\n\nwhen flag clicked\ngo to x: (15) y: (28)\ngo to [back v] layer\nhide\nforever\n if <touching (player v)?> then\n broadcast (lvl 11 v)\n hide\n end\nend\n\nwhen I receive [lvl 10 v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\ngo to x: (49) y: (66)\n\n@Sprite11\n\nwhen flag clicked\ngo to x: (15) y: (28)\ngo to [back v] layer\nhide\nforever\n if <touching (player v)?> then\n broadcast (lvl 12 v)\n hide\n end\nend\n\nwhen I receive [lvl 11 v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\ngo to x: (49) y: (66)\n\n@Sprite12\n\nwhen flag clicked\ngo to x: (15) y: (28)\ngo to [back v] layer\nhide\nforever\n if <touching (player v)?> then\n broadcast (lvl 13 v)\n hide\n end\nend\n\nwhen I receive [lvl 12 v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\ngo to x: (49) y: (66)\n\n@Sprite13\n\nwhen flag clicked\ngo to x: (15) y: (28)\ngo to [back v] layer\nhide\nforever\n if <touching (player v)?> then\n broadcast (lvl 14 v)\n hide\n end\nend\n\nwhen I receive [lvl 13 v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\ngo to x: (49) y: (66)\n\n@Sprite14\n\nwhen flag clicked\nforever\n wait (0.0001) seconds\n create clone of (_myself_ v)\nend\n\ndelete this clone\n\nwhen I start as a clone\ngo to x: (pick random (-250) to (-100)) y: (pick random (-50) to (150))\nrepeat (130)\n change x by (3)\nend\ndelete this clone\n\ngo to (random position v)\n\nhide\n\nwhen flag clicked\nforever\n go to x: (pick random (-250) to (-100)) y: (pick random (-50) to (150))\n repeat (130)\n change x by (3)\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n | arrow kees to steer\nLike and favourite for more updates!\nif im getting 50 loves and favs i will make a part 2.\nI REALLY GOT 50 LIKES AND FAVS!!!!!!!!!!\nim making a new platformer now!!!!!\n2021/2/25 #5 on trending THANKS SO MUCH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
Pen Platformer Generator #all #games | @Stage\n\n@pen\n\ndefine map creator\npen up\nerase all\nset pen size to (5)\nset [i v] to [0]\nrepeat (length of [level xs v])\n change [i v] by (1)\n if <<<((Scroll Y) + (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5))) > [-180]> and <((Scroll Y) + ((item (i) of [level ys v]) + (5))) < [240]>> and <<((Scroll X) + (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5))) > [-240]> and <((Scroll X) + ((item (i) of [level xs v]) + (5))) < [240]>>> then\n Go To ((item (i) of [level xs v]) + (5)) ((item (i) of [level ys v]) + (5))\n set pen color to (#000000)\n if <(item (i) of [level types v]) = [2]> then\n set pen color to (#2ca5e2)\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 if <(i) = (test touching)> then\n set pen color to (#00ffbf)\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 Go To (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5)) ((item (i) of [level ys v]) + (5))\n pen up\n set pen size to (8)\n set pen color to (#e1e1e1)\n pen down\n set pen size to (5)\n pen up\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 pen up\n set pen size to (8)\n set pen color to (#e1e1e1)\n pen down\n set pen size to (5)\n pen up\n Go To ((item (i) of [level xs v]) + (5)) (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5))\n pen up\n set pen size to (8)\n set pen color to (#e1e1e1)\n pen down\n set pen size to (5)\n pen up\n Go To ((item (i) of [level xs v]) + (5)) ((item (i) of [level ys v]) + (5))\n pen up\n set pen size to (8)\n set pen color to (#e1e1e1)\n pen down\n set pen size to (5)\n pen up\n else\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 end\n pen up\n end\nend\nset pen color to (#ee7d16)\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 touching #\nset [# v] to [0]\nchange [## v] by (1)\nrepeat (length of [level xs v])\n change [# v] by (1)\n if <not <<([abs v] of (((item (#) of [level xs v]) + (5)) + (Scroll X)) ) > [240]> or <([abs v] of (((item (#) of [level ys v]) + (5)) + (Scroll Y)) ) > [180]>>> then\n if <<<(mouse x) > ((item (#) of [level xs v]) + (Scroll X))> and <(mouse x) < (((item (#) of [level xs v]) + (Scroll X)) + (item (#) of [level widths v]))>> and <<(mouse y) > ((item (#) of [level ys v]) + (Scroll Y))> and <(mouse y) < (((item (#) of [level ys v]) + (Scroll Y)) + (item (#) of [level heights v]))>>> then\n if <<<mouse down?> and <[5] < (##)>> and > then\n if <(test touching) = (#)> then\n set [test touching v] to [0]\n set [## v] to [0]\n else\n set [test touching v] to (#)\n set [## v] to [0]\n end\n end\n end\n end\nend\n\nwhen I receive [map creator v]\nforever\n touching #\n map creator\n Update\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(right) = [1]>> then\n change [scroll x v] by (-15)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(left) = [1]>> then\n change [scroll x v] by (15)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <(up) = [1]>> then\n change [scroll y v] by (15)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(up) = [1]>> then\n change [scroll y v] by (-15)\n end\nend\n\nwhen I receive [map creator v]\nshow variable [recording? v]\nbroadcast (map creator v)\n\nset pen color to (#00ffbf)\n\nset pen color to (#00ffbf)\n\ngo to x: (180) y: (-64)\n\ndefine Go To (x) (y)\ngo to x: ((x) + (Scroll X)) y: ((y) + (Scroll Y))\n\ndefine Scrolling\nchange [scroll x v] by (() - (round ((x position) / (10))))\nchange [x position v] by (() - (round ((x position) / (10))))\nchange [scroll y v] by (() - (round ((y position) / (10))))\nchange [y position v] by (() - (round ((y position) / (10))))\nset [recorded data v] to (join (recorded data) (join (Scroll X) (join [*] (join (join (Scroll Y) [*]) (join (x position) (join [*] (join (y position) [#])))))))\n\ndefine Update\ndelete (all) of [touching v]\nset [i v] to [0]\nrepeat (length of [level xs v])\n change [i v] by (1)\n if <<<(x position) < (((item (i) of [level xs v]) + (Scroll X)) + (item (i) of [level widths v]))> and <((x position) + (20)) > ((item (i) of [level xs v]) + (Scroll X))>> and <<(y position) < (((item (i) of [level ys v]) + (Scroll Y)) + (item (i) of [level heights v]))> and <((y position) + (20)) > ((item (i) of [level ys v]) + (Scroll Y))>>> then\n if <not <[touching v] contains (item (i) of [level types v])?>> then\n add (item (i) of [level types v]) to [touching v]\n end\n end\nend\n\ndefine Create Level\ndelete (all) of [level xs v]\ndelete (all) of [level ys v]\ndelete (all) of [level widths v]\ndelete (all) of [level heights v]\ndelete (all) of [level types v]\nAdd Rectangle (-150) (-50) (300) (25) (1)\nset [x v] to [-200]\npre gen\nup or down\ngenerate map \n\ndefine Draw\npen up\nerase all\nset pen size to (5)\nset [i v] to [0]\nrepeat (length of [level xs v])\n change [i v] by (1)\n if <<<((Scroll Y) + (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5))) > [-180]> and <((Scroll Y) + ((item (i) of [level ys v]) + (5))) < [240]>> and <<((Scroll X) + (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5))) > [-240]> and <((Scroll X) + ((item (i) of [level xs v]) + (5))) < [240]>>> then\n Go To ((item (i) of [level xs v]) + (5)) ((item (i) of [level ys v]) + (5))\n set pen color to (#000000)\n if <(item (i) of [level types v]) = [2]> then\n set pen color to (#2ca5e2)\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 (#ee7d16)\ngo to x: (x position) y: (y position)\npen down\ngo to x: (x position) y: ((y position) + (20))\ngo to x: ((x position) + (20)) y: ((y position) + (20))\ngo to x: ((x position) + (20)) y: (y position)\ngo to x: (x position) y: (y position)\npen up\n\ndefine Add Rectangle (x) (y) (width) (height) (tyoe)\nadd (x) to [level xs v]\nadd (y) to [level ys v]\nadd (width) to [level widths v]\nadd (height) to [level heights v]\nadd (tyoe) to [level types v]\n\ndefine pre gen\ndelete all of [types gen v]\nadd (pick random (1) to (2)) to [types gen v]\nrepeat (300)\n if <(item (length of [types gen v]) of [types gen v]) = [2]> then\n if <(pick random (1) to (2)) = [1]> then\n add [4] to [types gen v]\n else\n add [3] to [types gen v]\n end\n else\n if <(item (length of [types gen v]) of [types gen v]) = [3]> then\n add [1] to [types gen v]\n else\n if <<(item ((length of [types gen v]) - (1)) of [types gen v]) = [2]> or <(item ((length of [types gen v]) - (1)) of [types gen v]) = [3]>> then\n add [1] to [types gen v]\n else\n add (pick random (1) to (3)) to [types gen v]\n end\n end\n end\nend\n\ndefine up or down\nset [up or down # v] to [0]\ndelete all of [up or down v]\nrepeat (100)\n change [up or down # v] by (1)\n add (pick random (1) to (2)) to [up or down v]\nend\n\ndefine generate map \ndelete all of [test v]\ndelete all of [test 2 v]\ndelete all of [test 3 v]\nset [clone # v] to [0]\nrepeat (301)\n change [clone # v] by (1)\n //\n set [cur v] to [0]\n set [block x v] to [0]\n repeat (length of [level widths v])\n change [cur v] by (1)\n set [block x v] to ((block X) + (item (cur) of [level widths v]))\n end\n set [block x v] to ((block X) - (155))\n //\n set [total v] to ([abs v] of (pick random (50) to (((<(item ((clone #) - (1)) of [types gen v]) = [1]> * (200)) + (<(item ((clone #) - (1)) of [types gen v]) = [2]> * (230))) + (<<(item ((clone #) - (1)) of [types gen v]) = [3]> or <(item ((clone #) - (1)) of [types gen v]) = [4]>> * (150)))) )\n add (Total) to [test v]\n set [type v] to (pick random (1) to (3))\n set [block x v] to (block X)\n set [block height v] to ((<(type) = [1]> * ((pick random (50) to ((Total) / (2))) + (10))) + ((<(type) = [2]> * ((pick random (20) to ((Total) / (2))) + (10))) + (<(type) = [3]> * (pick random (50) to ((Total) / (2))))))\n set [block y v] to ((Total) - ((Block Height) + (pick random (5) to (20))))\n add (Block Height) to [test 2 v]\n add (block Y) to [test 3 v]\n set [block width v] to [50]\n Add Rectangle (block X) ((block Y) + ((item (length of [level ys v]) of [level ys v]) - (item (clone #) of [level heights v]))) ([abs v] of (Block Width) ) ([abs v] of (Block Height) ) (item (clone #) of [types gen v])\nend\nset [recorded data v] to (join (Level Xs) (join [,] (join (Level Ys) (join [,] (join (Level Widths) (join [,] (join (Level Heights) (join (join [,] (Level Types)) [:]))))))))\n\ndefine //\n\nwhen I receive [game start v]\nCreate Level\nset [xv v] to [0]\nset [yv v] to [0]\nset [x position v] to [0]\nset [y position v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nforever\n Draw\n Update\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(right) = [1]>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(left) = [1]>> 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?>> or <(up) = [1]>> 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) > [1000]> and <<not <[touching v] contains [1]?>> or <not <[touching v] contains [2]?>>>>> then\n if <(recording?) = [0]> then\n show list [click 3 times to copy\[replay data\] v]\n Create Level\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\nwhen I receive [game start v]\nforever\n Update\nend\n\nwhen flag clicked\nhide variable [recording? v]\nforever\n decode recorded playlist (pick random (1) to (length of [recorded playlists v]))\n set [run recorded playlist # v] to [0]\n repeat (length of [scroll x v])\n change [run recorded playlist # v] by (1)\n set [scroll x v] to (item (run recorded playlist #) of [scroll x v])\n set [scroll y v] to (item (run recorded playlist #) of [scroll y v])\n set [x position v] to (item (run recorded playlist #) of [x position v])\n set [y position v] to (item (run recorded playlist #) of [y position v])\n Draw\n Update\n if <(ttty) = [1]> then\n stop [this script v]\n end\n end\nend\n\ndefine decode recorded playlist (#)\ndelete all of [x position v]\ndelete all of [y position v]\ndelete all of [level widths v]\ndelete all of [level heights v]\ndelete all of [level xs v]\ndelete all of [level ys v]\ndelete all of [level types v]\ndelete all of [scroll x v]\ndelete all of [scroll y v]\nset [d.r.p v] to [0]\nrepeat (302)\n change [d.r.p v] by (1)\n set [temp rec play v] to []\n repeat until <<(letter (D.R.P) of (item (#) of [recorded playlists v])) = [ ]> or <(letter (D.R.P) of (item (#) of [recorded playlists v])) = [,]>>\n set [temp rec play v] to (join (TEMP REC PLAY) (letter (D.R.P) of (item (#) of [recorded playlists v])))\n change [d.r.p v] by (1)\n end\n add (TEMP REC PLAY) to [level xs v]\nend\nrepeat (302)\n change [d.r.p v] by (1)\n set [temp rec play v] to []\n repeat until <<(letter (D.R.P) of (item (#) of [recorded playlists v])) = [ ]> or <(letter (D.R.P) of (item (#) of [recorded playlists v])) = [,]>>\n set [temp rec play v] to (join (TEMP REC PLAY) (letter (D.R.P) of (item (#) of [recorded playlists v])))\n change [d.r.p v] by (1)\n end\n add (TEMP REC PLAY) to [level ys v]\nend\nrepeat (302)\n change [d.r.p v] by (1)\n set [temp rec play v] to []\n repeat until <<(letter (D.R.P) of (item (#) of [recorded playlists v])) = [ ]> or <(letter (D.R.P) of (item (#) of [recorded playlists v])) = [,]>>\n set [temp rec play v] to (join (TEMP REC PLAY) (letter (D.R.P) of (item (#) of [recorded playlists v])))\n change [d.r.p v] by (1)\n end\n add (TEMP REC PLAY) to [level widths v]\nend\nrepeat (302)\n change [d.r.p v] by (1)\n set [temp rec play v] to []\n repeat until <<(letter (D.R.P) of (item (#) of [recorded playlists v])) = [ ]> or <(letter (D.R.P) of (item (#) of [recorded playlists v])) = [,]>>\n set [temp rec play v] to (join (TEMP REC PLAY) (letter (D.R.P) of (item (#) of [recorded playlists v])))\n change [d.r.p v] by (1)\n end\n add (TEMP REC PLAY) to [level heights v]\nend\nrepeat (302)\n change [d.r.p v] by (1)\n set [temp rec play v] to []\n repeat until <<(letter (D.R.P) of (item (#) of [recorded playlists v])) = [ ]> or <(letter (D.R.P) of (item (#) of [recorded playlists v])) = [:]>>\n set [temp rec play v] to (join (TEMP REC PLAY) (letter (D.R.P) of (item (#) of [recorded playlists v])))\n change [d.r.p v] by (1)\n end\n add (TEMP REC PLAY) to [level types v]\nend\nrepeat until <(D.R.P) = (length of (item (#) of [recorded playlists v]))>\n change [d.r.p v] by (1)\n set [temp rec play v] to []\n repeat until <(letter (D.R.P) of (item (#) of [recorded playlists v])) = [*]>\n set [temp rec play v] to (join (TEMP REC PLAY) (letter (D.R.P) of (item (#) of [recorded playlists v])))\n change [d.r.p v] by (1)\n end\n add (TEMP REC PLAY) to [scroll x v]\n change [d.r.p v] by (1)\n set [temp rec play v] to []\n repeat until <(letter (D.R.P) of (item (#) of [recorded playlists v])) = [*]>\n set [temp rec play v] to (join (TEMP REC PLAY) (letter (D.R.P) of (item (#) of [recorded playlists v])))\n change [d.r.p v] by (1)\n end\n add (TEMP REC PLAY) to [scroll y v]\n change [d.r.p v] by (1)\n set [temp rec play v] to []\n repeat until <(letter (D.R.P) of (item (#) of [recorded playlists v])) = [*]>\n set [temp rec play v] to (join (TEMP REC PLAY) (letter (D.R.P) of (item (#) of [recorded playlists v])))\n change [d.r.p v] by (1)\n end\n add (TEMP REC PLAY) to [x position v]\n change [d.r.p v] by (1)\n set [temp rec play v] to []\n repeat until <(letter (D.R.P) of (item (#) of [recorded playlists v])) = [#]>\n set [temp rec play v] to (join (TEMP REC PLAY) (letter (D.R.P) of (item (#) of [recorded playlists v])))\n change [d.r.p v] by (1)\n end\n add (TEMP REC PLAY) to [y position v]\nend\n\nadd (recorded data) to [recorded playlists v]\n\ndelete all of [recorded playlists v]\n\nwhen flag clicked\nshow list [click 3 times to copy\[replay data\] v]\n\nwhen I receive [play v]\nshow variable [recording? v]\nstop [other scripts in sprite v]\nset [recording? v] to [1]\nset [recorded data v] to []\nif <key (space v) pressed?> then\n set [recording? v] to [0]\nend\nbroadcast (game start v)\nbroadcast (activate v)\n\nwhen I receive [replay v]\nstop [other scripts in sprite v]\nask [recording data?] and wait\nif <(answer) = []> then\n stop [all v]\nelse\n add (answer) to [recorded playlists v]\n decode recorded playlist (length of [recorded playlists v])\n set [run recorded playlist # v] to [0]\n repeat (length of [scroll x v])\n change [run recorded playlist # v] by (1)\n set [scroll x v] to (item (run recorded playlist #) of [scroll x v])\n set [scroll y v] to (item (run recorded playlist #) of [scroll y v])\n set [x position v] to (item (run recorded playlist #) of [x position v])\n set [y position v] to (item (run recorded playlist #) of [y position v])\n Draw\n Update\n switch costume to (replay v)\n go to x: (0) y: (-5)\n show\n stamp\n hide\n switch costume to (costume1 v)\n end\nend\n\nforever\n set [ww v] to <<<([abs v] of ((item (1) of [level xs v]) + (Scroll X)) ) > ([abs v] of (mouse x) )> and <([abs v] of ((item (1) of [level xs v]) + (Scroll X)) ) < (([abs v] of (mouse x) ) + (10))>> or <<([abs v] of ((item (1) of [level ys v]) + (Scroll X)) ) > ([abs v] of (mouse y) )> and <([abs v] of ((item (1) of [level ys v]) + (Scroll X)) ) < (([abs v] of (mouse y) ) + (2))>>>\nend\n\n@main-menu\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nset [type v] to [0]\nset size to (100) %\nswitch costume to (new2 v)\ncreate clone of (_myself_ v)\nswitch costume to (new v)\ncreate clone of (_myself_ v)\n\nswitch costume to (load2 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n show\n go to [front v] layer\n go [backward v] (1) layers\n change y by (((0) - (y position)) / (5))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [1]> then\n switch backdrop to (backdrop1 v)\n broadcast (play v)\n else\n if <(costume [number v]) = [2]> then\n broadcast (replay v)\n end\n end\n else\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (13)\n change size by (((110) - (size)) / (8))\n else\n set [brightness v] effect to (0)\n change size by (((100) - (size)) / (8))\n end\n end\nend\n\nwhen I receive [play v]\ndelete this clone\n\nwhen I receive [replay v]\ndelete this clone\n\nwhen I receive [map creator v]\ndelete this clone\n\nwhen flag clicked\nset [ttty v] to [0]\n\nbroadcast (map creator v)\nset [ttty v] to [1]\n\n@mobile circle\n\nwhen flag clicked\nhide\nset [ghost v] effect to (30)\n\nwhen I receive [activate v]\nforever\n go to (mouse-pointer v)\n if <mouse down?> then\n show\n go to [back v] layer\n wait until <not <mouse down?>>\n hide\n end\nend\n\n@mobile outline\n\nwhen flag clicked\nhide\nset [ghost v] effect to (30)\n\nwhen I receive [activate v]\nforever\n go to (mouse-pointer v)\n show\n go to [front v] layer\n wait until <not <mouse down?>>\n hide\nend\n\n@mobile joystick\n\nwhen I receive [activate v]\nforever\n if <<<mouse down?> and <(x position) > ((initmousex) + (5))>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [right v] to [1]\n else\n set [right v] to [0]\n end\n if <<<mouse down?> and <(initmousex) > ((x position) + (5))>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n set [left v] to [1]\n else\n set [left v] to [0]\n end\n if <<<mouse down?> and <(y position) > ((initmousey) + (5))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [up v] to [1]\n else\n set [up v] to [0]\n end\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (30)\n\ndefine gotomouse (centerx) (centery)\ngo to x: (centerx) y: (centery)\npoint towards (mouse-pointer v)\nif <not <touching (mouse-pointer v)?>> then\n move (35) steps\nend\n\nwhen flag clicked\nset [left v] to [0]\nset [right v] to [0]\nset [up v] to [0]\n\nwhen I receive [activate v]\nforever\n go to (mouse-pointer v)\n if <mouse down?> then\n set [initmousex v] to (mouse x)\n set [initmousey v] to (mouse y)\n show\n go to [front v] layer\n repeat until <not <<mouse down?> and <(inventoryopen) = [0]>>>\n gotomouse (initmousex) (initmousey)\n end\n hide\n else\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\nhide variable [recording? v]\nshow\n\n | Share your replay codes here: https://scratch.mit.edu/discuss/topic/503257/\n\nAre you tired of generic platformers? If you are then this project is for you! This project creates a platformer everytime you play! Not only that but it is equipped with a replay feature. \n\n\n\n\n\n---CHANGES---\nNone\n\n---HISTORY---\n4/7/2021 - Basically done\n4/8/2021 - shared!\n4/13/2021 - Top Loved!!!\n---HOW TO PLAY---\nJust like a normal platformer ;)\n\n---CONTROLS---\nArrow keys or WASD: movement\nJoystick: Mobile movement\n\n---CREDITS---\nThanks to @Maxybrian for the joystick\nThanks to @04tmoody for the pen engine\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#all #games #cool #titanium #titanium01 #pen #100 #PPG #AI #generator #platformer #non-generic #trending #wow #awesome #replay #generate |
Strange III [Platformer] | @Stage\n\nwhen flag clicked\nswitch backdrop to (wait v)\n\nwhen I receive [start v]\nswitch backdrop to (lab v)\n\nbroadcast (Start v)\nbroadcast (Player Start v)\n\nwhen I receive [start2 v]\nswitch backdrop to (exitlab1 v)\n\nwhen I receive [next level v]\nif <(Level) < [16]> then\n switch backdrop to (lab v)\nelse\n if <(Level) = [16]> then\n switch backdrop to (exitlab1 v)\n else\n if <(backdrop [name v]) = [Exit Lab]> then\n switch backdrop to (outside1 v)\n else\n if <(backdrop [name v]) = [Outside1]> then\n switch backdrop to (outside2 v)\n else\n if <(backdrop [name v]) = [Outside2]> then\n if <(Level) = [22]> then\n switch backdrop to (outside1 v)\n else\n switch backdrop to (outside3 v)\n end\n else\n switch backdrop to (outside1 v)\n end\n end\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n@Player\n\nwhen I receive [bounce v]\nset [controlbounce v] to [1]\nwait (0.1) seconds\nwait until <<touching (ground v)?> or <<touching (mushrooms v)?> or <touching (moving ground v)?>>>\nset [controlbounce v] to [0]\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (ground v)?> or <touching (moving ground v)?>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <<touching (ground v)?> or <touching (moving ground v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (Slope))\nend\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 (costume1 v)\n else\n switch costume to ([floor v] of ((5) + ((Frame) mod (5))) )\n end\nelse\n if <(Speed Y) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\nend\n\nwhen I receive [start v]\nset [level v] to [1]\nbroadcast (Player Start v)\n\nwhen I receive [teleport v]\ngo to (portal2 v)\n\nwhen I receive [teleport2 v]\ngo to (portal1 v)\n\nwhen I receive [start2 v]\nset [level v] to [16]\nbroadcast (Player Start v)\n\nwhen I receive [player start v]\ngo to x: (-226) y: (-95)\npoint in direction (90)\nshow\nset [falling? v] to [0]\nset [speed y v] to [0]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (hitbox v)\n change y by (Speed Y)\n if <(ControlBounce) = [1]> then\n change [speed y v] by (-2)\n else\n if <<(Falling?) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n end\n Touch Ground <(Speed Y) > [1]>\n set [speed x v] to ((Speed X) * (0.7))\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 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?>> then\n if <<(Jump Key) = [0]> and <(Falling?) < [4]>> then\n set [speed y v] to [12]\n set [jump key v] to [1]\n set [falling? v] to [6]\n end\n else\n set [jump key v] to [0]\n end\n if <<(x position) > [239]> or <key (p v) pressed?>> then\n if <(Level) = [15]> then\n broadcast (Cut-Scene2 v)\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n else\n if <(Level) = [30]> then\n broadcast (Cut-Scene3 v)\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n else\n if <key (p v) pressed?> then\n switch costume to (costume1 v)\n wait until <not <key (p v) pressed?>>\n end\n change [level v] by (1)\n broadcast (Next Level v)\n if <<(Level) = [2]> or <<(Level) = [6]> or <(Level) = [8]>>> then\n go to x: (-226) y: (127)\n else\n if <(Level) = [12]> then\n go to x: (-226) y: (150)\n else\n go to x: (-226) y: (-95)\n end\n end\n point in direction (90)\n end\n end\n end\n if <touching (bad v)?> then\n if <not <touching (mushrooms v)?>> then\n broadcast (Die v)\n if <<(Level) = [2]> or <<(Level) = [6]> or <(Level) = [8]>>> then\n go to x: (-226) y: (135)\n else\n if <(Level) = [12]> then\n go to x: (-226) y: (150)\n else\n go to x: (-226) y: (-95)\n end\n end\n set [speed y v] to [0]\n end\n end\n Set Costume\nend\n\nwhen I receive [start v]\nforever\n play sound [404 - Strange III soundtrack v] until done\n wait (1) seconds\nend\n\nwhen I receive [start2 v]\nforever\n play sound [404 - Strange III soundtrack v] until done\n wait (1) seconds\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (level1 v)\nshow\n\nwhen I receive [next level v]\nswitch costume to (join [Level] (Level))\n\nwhen I receive [start2 v]\nswitch costume to (join [Level] (Level))\nshow\n\n@Moving Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\nbroadcast (Start For MG v)\n\nwhen I receive [next level v]\nif <not <(Level) = [13]>> then\n if <not <(Level) = [14]>> then\n if <not <(Level) = [15]>> then\n if <not <(Level) = [20]>> then\n if <not <(Level) = [22]>> then\n if <not <(Level) = [25]>> then\n if <not <(Level) = [28]>> then\n if <not <(Level) = [30]>> then\n hide\n stop [other scripts in sprite v]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [cut-scene2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start for mg v]\nif <(Level) = [13]> then\n switch costume to (level13 v)\n show\n go to x: (-75) y: (-125)\n wait until <touching (player v)?>\n repeat until <not <(Level) = [13]>>\n repeat (70)\n change x by (2)\n end\n repeat (70)\n change x by (-2)\n end\n end\nelse\n if <(Level) = [14]> then\n switch costume to (level14 v)\n show\n go to x: (0) y: (0)\n wait until <touching (player v)?>\n repeat until <not <(Level) = [14]>>\n repeat (106)\n change y by (2)\n end\n repeat (106)\n change y by (-2)\n end\n end\n else\n if <(Level) = [15]> then\n switch costume to (level15 v)\n show\n go to x: (-145) y: (-153)\n wait until <touching (player v)?>\n repeat until <not <(Level) = [15]>>\n repeat (150)\n change x by (2)\n end\n repeat (150)\n change x by (-2)\n end\n end\n else\n if <(Level) = [20]> then\n switch costume to (level20 v)\n show\n go to x: (-210) y: (80)\n wait until <touching (player v)?>\n repeat until <not <(Level) = [20]>>\n repeat (420)\n change x by (1)\n end\n repeat (420)\n change x by (-1)\n end\n end\n else\n if <(Level) = [22]> then\n switch costume to (level22/25/28 v)\n show\n go to x: (-21) y: (-122)\n wait until <touching (player v)?>\n repeat until <not <(Level) = [22]>>\n change x by (3)\n if <(x position) > [240]> then\n hide\n stop [this script v]\n end\n end\n else\n if <(Level) = [25]> then\n switch costume to (level22/25/28 v)\n show\n go to x: (-120) y: (40)\n wait until <touching (player v)?>\n repeat until <not <(Level) = [25]>>\n repeat (120)\n change x by (2)\n end\n repeat (120)\n change x by (-2)\n end\n end\n else\n if <(Level) = [28]> then\n switch costume to (level22/25/28 v)\n show\n go to x: (15) y: (-136)\n wait until <touching (player v)?>\n repeat until <not <(Level) = [28]>>\n repeat (70)\n change y by (2)\n end\n repeat (70)\n change y by (-2)\n end\n end\n else\n if <(Level) = [30]> then\n switch costume to (level30 v)\n show\n go to x: (1) y: (-128)\n wait until <touching (player v)?>\n repeat until <not <(Level) = [30]>>\n repeat (80)\n change y by (2)\n end\n repeat (80)\n change y by (-2)\n end\n end\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\nbroadcast (Start For MG v)\n\n@Bad\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (level1 v)\nshow\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\nswitch costume to (join [Level] (Level))\nshow\n\nwhen I receive [start2 v]\ngo to x: (0) y: (0)\nswitch costume to (join [Level] (Level))\nshow\n\n@Portal1\n\nwhen flag clicked\nhide\n\nwhen I receive [player start v]\nset [teleportable? v] to [yes]\ngo to [back v] layer\nforever\n if <<(Level) = [3]> or <<(Level) = [5]> or <<(Level) = [7]> or <<(Level) = [8]> or <<(Level) = [9]> or <<(Level) = [10]> or <<(Level) = [11]> or <<(Level) = [13]> or <<(Level) = [13]> or <<(Level) = [15]> or <<(Level) = [17]> or <<(Level) = [18]> or <<(Level) = [20]> or <<(Level) = [22]> or <<(Level) = [24]> or <<(Level) = [26]> or <<(Level) = [28]> or <<(Level) = [29]> or <(Level) = [30]>>>>>>>>>>>>>>>>>>> then\n show\n if <(Level) = [3]> then\n go to x: (-120) y: (-110)\n else\n if <(Level) = [5]> then\n go to x: (-190) y: (50)\n else\n if <(Level) = [7]> then\n go to x: (115) y: (60)\n else\n if <(Level) = [8]> then\n go to x: (-120) y: (-20)\n else\n if <(Level) = [9]> then\n if <<(x position) = [-50]> and <(y position) = [85]>> then\n go to x: (-50) y: (85)\n else\n go to x: (-50) y: (-85)\n end\n else\n if <(Level) = [10]> then\n go to x: (125) y: (50)\n else\n if <(Level) = [11]> then\n if <<(x position) = [49]> and <(y position) = [-70]>> then\n go to x: (49) y: (-70)\n else\n go to x: (-43) y: (100)\n end\n else\n if <(Level) = [13]> then\n go to x: (200) y: (-50)\n else\n if <(Level) = [15]> then\n go to x: (70) y: (-30)\n else\n if <(Level) = [17]> then\n go to x: (-100) y: (-70)\n else\n if <(Level) = [18]> then\n if <<(x position) = [-80]> and <(y position) = [20]>> then\n go to x: (-80) y: (20)\n else\n go to x: (-80) y: (-100)\n end\n else\n if <(Level) = [20]> then\n go to x: (-210) y: (15)\n else\n if <(Level) = [22]> then\n go to x: (-50) y: (80)\n else\n if <(Level) = [24]> then\n go to x: (20) y: (140)\n else\n if <(Level) = [26]> then\n if <<(x position) = [50]> and <(y position) = [50]>> then\n go to x: (50) y: (50)\n else\n go to x: (130) y: (-70)\n end\n else\n if <(Level) = [28]> then\n go to x: (-70) y: (70)\n else\n if <(Level) = [30]> then\n if <<(x position) = [-50]> and <(y position) = [150]>> then\n go to x: (-50) y: (150)\n else\n go to x: (-200) y: (130)\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 if <(Teleportable?) = [yes]> then\n if <touching (player v)?> then\n if <not <<(x position) = [49]> and <(y position) = [-70]>>> then\n wait (0.2) seconds\n end\n set [teleportable? v] to [no]\n broadcast (Teleport v)\n if <(Level) = [9]> then\n if <not <<(x position) = [-50]> and <(y position) = [85]>>> then\n repeat (5)\n change size by (-20)\n end\n go to x: (-50) y: (85)\n repeat (5)\n change size by (18)\n end\n end\n else\n if <(Level) = [11]> then\n if <not <<(x position) = [49]> and <(y position) = [-70]>>> then\n repeat (5)\n change size by (-20)\n end\n go to x: (49) y: (-70)\n repeat (5)\n change size by (18)\n end\n end\n else\n if <(Level) = [18]> then\n if <not <<(x position) = [-80]> and <(y position) = [20]>>> then\n repeat (5)\n change size by (-20)\n end\n go to x: (-80) y: (20)\n repeat (5)\n change size by (18)\n end\n end\n else\n if <(Level) = [26]> then\n if <not <<(x position) = [50]> and <(y position) = [50]>>> then\n repeat (5)\n change size by (-20)\n end\n go to x: (50) y: (50)\n repeat (5)\n change size by (18)\n end\n end\n else\n if <(Level) = [30]> then\n if <not <<(x position) = [-50]> and <(y position) = [150]>>> then\n repeat (5)\n change size by (-20)\n end\n go to x: (-50) y: (150)\n repeat (5)\n change size by (18)\n end\n set [teleportable? v] to [no]\n wait (3) seconds\n set [teleportable? v] to [yes]\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [teleport2 v]\nwait until <not <touching (player v)?>>\nset [teleportable? v] to [yes]\n\nwhen I receive [die v]\nif <(Level) = [9]> then\n go to x: (-50) y: (-85)\nelse\n if <(Level) = [11]> then\n go to x: (-43) y: (100)\n else\n if <(Level) = [18]> then\n go to x: (-80) y: (-100)\n else\n if <(Level) = [26]> then\n go to x: (130) y: (-70)\n else\n if <(Level) = [30]> then\n go to x: (-200) y: (130)\n end\n end\n end\n end\nend\n\nwhen I receive [cut-scene2 v]\nhide\nstop [other scripts in sprite v]\n\n\n\ngo to x: (-50) y: (150)\n\ngo to x: (-180) y: (100)\n\n@Portal2\n\nwhen I receive [cut-scene2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [player start v]\ngo to [back v] layer\nforever\n if <<(Level) = [3]> or <<(Level) = [5]> or <<(Level) = [7]> or <<(Level) = [8]> or <<(Level) = [9]> or <<(Level) = [10]> or <<(Level) = [11]> or <<(Level) = [13]> or <<(Level) = [15]> or <<(Level) = [17]> or <<(Level) = [18]> or <<(Level) = [20]> or <<(Level) = [22]> or <<(Level) = [24]> or <<(Level) = [26]> or <<(Level) = [28]> or <<(Level) = [29]> or <(Level) = [30]>>>>>>>>>>>>>>>>>> then\n show\n if <(Level) = [3]> then\n go to x: (-70) y: (65)\n else\n if <(Level) = [5]> then\n go to x: (0) y: (130)\n else\n if <(Level) = [7]> then\n go to x: (-160) y: (40)\n else\n if <(Level) = [8]> then\n go to x: (-10) y: (130)\n else\n if <(Level) = [9]> then\n if <<(x position) = [190]> and <(y position) = [20]>> then\n go to x: (190) y: (20)\n else\n go to x: (60) y: (140)\n end\n else\n if <(Level) = [10]> then\n go to x: (0) y: (150)\n else\n if <(Level) = [11]> then\n if <<(x position) = [140]> and <(y position) = [100]>> then\n go to x: (140) y: (100)\n else\n go to x: (49) y: (100)\n end\n else\n if <(Level) = [13]> then\n go to x: (-20) y: (100)\n else\n if <(Level) = [15]> then\n go to x: (-70) y: (55)\n else\n if <(Level) = [17]> then\n go to x: (-50) y: (0)\n else\n if <(Level) = [18]> then\n if <<(x position) = [-220]> and <(y position) = [140]>> then\n go to x: (-220) y: (140)\n else\n go to x: (-220) y: (20)\n end\n else\n if <(Level) = [20]> then\n go to x: (-210) y: (140)\n else\n if <(Level) = [22]> then\n go to x: (100) y: (120)\n else\n if <(Level) = [24]> then\n go to x: (50) y: (-70)\n else\n if <(Level) = [26]> then\n if <<(x position) = [200]> and <(y position) = [55]>> then\n go to x: (200) y: (55)\n else\n go to x: (-115) y: (120)\n end\n else\n if <(Level) = [28]> then\n go to x: (15) y: (-90)\n else\n if <(Level) = [29]> then\n go to x: (70) y: (70)\n else\n if <(Level) = [30]> then\n if <<(x position) = [102]> and <(y position) = [100]>> then\n go to x: (102) y: (100)\n else\n go to x: (2) y: (100)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <(Teleportable?) = [yes]> then\n if <touching (player v)?> then\n wait (0.2) seconds\n set [teleportable? v] to [no]\n broadcast (Teleport2 v)\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [teleport v]\nif <(Level) = [9]> then\n if <not <<(x position) = [190]> and <(y position) = [20]>>> then\n repeat (5)\n change size by (-20)\n end\n go to x: (190) y: (20)\n repeat (5)\n change size by (18)\n end\n end\nelse\n if <(Level) = [11]> then\n if <not <<(x position) = [140]> and <(y position) = [100]>>> then\n repeat (5)\n change size by (-20)\n end\n go to x: (140) y: (100)\n repeat (5)\n change size by (18)\n end\n end\n else\n if <(Level) = [18]> then\n if <not <<(x position) = [-220]> and <(y position) = [140]>>> then\n repeat (5)\n change size by (-20)\n end\n go to x: (-220) y: (140)\n repeat (5)\n change size by (18)\n end\n end\n else\n if <(Level) = [26]> then\n if <not <<(x position) = [200]> and <(y position) = [55]>>> then\n repeat (5)\n change size by (-20)\n end\n go to x: (200) y: (55)\n repeat (5)\n change size by (18)\n end\n end\n else\n if <(Level) = [30]> then\n if <not <<(x position) = [102]> and <(y position) = [100]>>> then\n repeat (5)\n change size by (-20)\n end\n go to x: (102) y: (100)\n repeat (5)\n change size by (18)\n end\n end\n end\n end\n end\n end\nend\nwait until <not <touching (player v)?>>\nset [teleportable? v] to [yes]\n\nwhen I receive [die v]\nif <(Level) = [9]> then\n go to x: (60) y: (140)\nelse\n if <(Level) = [11]> then\n go to x: (49) y: (100)\n else\n if <(Level) = [18]> then\n go to x: (-220) y: (20)\n else\n if <(Level) = [26]> then\n go to x: (-115) y: (120)\n else\n if <(Level) = [30]> then\n go to x: (2) y: (100)\n end\n end\n end\n end\nend\n\ngo to x: (2) y: (100)\n\n@Mushrooms\n\nwhen I receive [cut-scene3 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nset [controlbounce v] to [0]\nhide\n\nwhen I receive [player start v]\nforever\n if <<(Level) = [23]> or <<(Level) = [24]> or <<(Level) = [25]> or <<(Level) = [26]> or <<(Level) = [27]> or <<(Level) = [28]> or <<(Level) = [29]> or <(Level) = [30]>>>>>>>> then\n switch costume to (join [Level] (Level))\n show\n else\n hide\n end\n if <touching (player v)?> then\n set [speed y v] to [25]\n broadcast (Bounce v)\n end\nend\n\n@Text\n\nwhen I receive [player start v]\ngo to [front v] layer\nwait (0.3) seconds\nforever\n switch costume to (join [Level] (Level))\n if <touching (player v)?> then\n set [ghost v] effect to (100)\n else\n show\n if <([x position v] of [player v]) < [-20]> then\n set [ghost v] effect to ((-1) * ([x position v] of [player v]))\n else\n if <([x position v] of [player v]) > [20]> then\n set [ghost v] effect to ([x position v] of [player v])\n else\n set [ghost v] effect to (0)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [cut-scene2 v]\nhide\nstop [other scripts in sprite v]\n\n@CUT-SCENE 1\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (wait v)\ngo to x: (0) y: (0)\nshow\nstart sound [Mystery3 v]\nwait (11) seconds\nrepeat (2)\n wait (0.05) seconds\n next costume\nend\nwait (1) seconds\nrepeat (2)\n wait (0.03) seconds\n switch costume to ((costume [number v]) - (1))\nend\nwait (1) seconds\nrepeat (3)\n wait (0.03) seconds\n next costume\nend\nwait (0.5) seconds\nrepeat until <(costume [name v]) = [Blink11]>\n next costume\nend\nwait (2.5) seconds\nswitch costume to (creepilywatchinghimsleep1 v)\nwait (1) seconds\nrepeat until <(costume [name v]) = [CreepilyWatchingHimSleep4]>\n wait (0.03) seconds\n next costume\nend\nwait (1) seconds\nrepeat until <(costume [name v]) = [CreepilyWatchingHimSleep11]>\n wait (0.03) seconds\n next costume\nend\nwait (0.5) seconds\nswitch costume to (questioning1 v)\nrepeat until <(costume [name v]) = [Questioning13]>\n next costume\nend\nrepeat (4)\n repeat until <(costume [name v]) = [Questioning11]>\n wait (0.01) seconds\n switch costume to ((costume [number v]) - (1))\n end\n repeat until <(costume [name v]) = [Questioning13]>\n wait (0.01) seconds\n next costume\n end\nend\nrepeat until <(costume [name v]) = [Questioning1]>\n switch costume to ((costume [number v]) - (1))\nend\nwait (2) seconds\nswitch costume to (explanation\(1\)1 v)\nwait (5.5) seconds\nswitch costume to (standup1 v)\nrepeat until <(costume [name v]) = [StandUp9]>\n next costume\n wait (0.03) seconds\nend\nwait (3.5) seconds\nswitch costume to (beckon1 v)\nwait (0.1) seconds\nrepeat until <(costume [name v]) = [Beckon7]>\n next costume\n wait (0.01) seconds\nend\nrepeat (3)\n repeat until <(costume [name v]) = [Beckon10]>\n next costume\n end\n repeat until <(costume [name v]) = [Beckon7]>\n switch costume to ((costume [number v]) - (1))\n end\n wait (0.1) seconds\nend\nwait (1) seconds\ngo to x: (0) y: (0)\nswitch costume to (walking1 v)\ncreate clone of (_myself_ v)\nbroadcast (Extra Movement v)\nrepeat (6)\n repeat (5)\n change y by (2)\n end\n repeat (10)\n change y by (1)\n end\n repeat (5)\n change y by (-2)\n end\n repeat (10)\n change y by (-1)\n end\nend\ngo to x: (0) y: (0)\nbroadcast (Cut-Scene1 pt. 2 v)\n\nswitch costume to (flashback19 v)\nwait (3) seconds\nrepeat (27)\n next costume\nend\n\nwait (0.01) seconds\n\nwhen I receive [player start v]\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (walkingwords1 v)\ngo to x: (0) y: (0)\nwait (6.3) seconds\ndelete this clone\n\nwhen I receive [cut-scene1 pt. 2 v]\nswitch costume to (flashback1 v)\nwait (0.1) seconds\nrepeat until <(costume [name v]) = [Flashback6]>\n wait (0.01) seconds\n next costume\nend\nrepeat (50)\n wait (0.01) seconds\n switch costume to (flashback5 v)\n wait (0.01) seconds\n switch costume to (flashback6 v)\nend\nrepeat until <(costume [name v]) = [Flashback9]>\n go to x: (0) y: (0)\n next costume\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\nend\ngo to x: (0) y: (0)\nwait (0.2) seconds\nswitch costume to (flashback10 v)\nrepeat (70)\n go to x: (0) y: (0)\n wait (0.01) seconds\n change y by (pick random (-1) to (1))\n change x by (pick random (-1) to (1))\n wait (0.01) seconds\nend\ngo to x: (0) y: (0)\nswitch costume to (flashback11 v)\nrepeat (10)\n go to x: (0) y: (0)\n wait (0.01) seconds\n change y by (pick random (-5) to (5))\n change x by (pick random (-5) to (5))\n wait (0.01) seconds\nend\nrepeat until <(costume [name v]) = [Flashback18]>\n go to x: (0) y: (0)\n next costume\n change x by (pick random (-10) to (10))\n change y by (pick random (-10) to (10))\nend\nrepeat (50)\n go to x: (0) y: (0)\n wait (0.01) seconds\n switch costume to (flashback16 v)\n change y by (pick random (-10) to (10))\n change x by (pick random (-10) to (10))\n wait (0.01) seconds\n switch costume to (flashback17 v)\n go to x: (0) y: (0)\n wait (0.01) seconds\n switch costume to (flashback18 v)\n change y by (pick random (-10) to (10))\n change x by (pick random (-10) to (10))\nend\ngo to x: (0) y: (0)\nswitch costume to (flashback19 v)\nwait (3) seconds\nrepeat (28)\n next costume\nend\nrepeat (10)\n go to x: (0) y: (0)\n wait (0) seconds\n change x by (pick random (-10) to (10))\n change y by (pick random (-10) to (10))\nend\ngo to x: (0) y: (0)\nwait (2.5) seconds\nswitch costume to (computer1 v)\nwait (6) seconds\nswitch costume to (computer2 v)\nwait (6) seconds\nswitch costume to (arguement1 v)\nrepeat until <(costume [name v]) = [Arguement4]>\n wait (0.02) seconds\n next costume\nend\nwait (5) seconds\nswitch costume to (complication1 v)\nwait (1) seconds\nrepeat until <(costume [name v]) = [Complication5]>\n wait (0.02) seconds\n next costume\nend\nwait (3) seconds\nswitch costume to (explanation\(2\)1 v)\nwait (12) seconds\nswitch costume to (understanding1 v)\nwait (4) seconds\nswitch costume to (explanation\(2\)2 v)\nwait (8) seconds\nswitch costume to (explanation\(2\)3 v)\nwait (14) seconds\nswitch costume to (explanation\(2\)4 v)\nwait (5) seconds\nswitch costume to (understanding3 v)\nwait (4) seconds\nswitch costume to (threaten1 v)\nwait (0.1) seconds\nrepeat until <(costume [name v]) = [Threaten13]>\n next costume\nend\nwait (2) seconds\nswitch costume to (bossmove1 v)\nwait (0.5) seconds\nrepeat until <(costume [name v]) = [BossMove14]>\n next costume\nend\nwait (0.01) seconds\nrepeat until <(costume [name v]) = [BossMove25]>\n next costume\nend\nwait (0.01) seconds\nswitch costume to (bossmove24 v)\nwait (0) seconds\nswitch costume to (bossmove26 v)\nwait (0.5) seconds\nswitch costume to (chasm1 v)\nwait (2) seconds\nswitch costume to (anotherway1 v)\nwait (6) seconds\nswitch costume to (chokehold1 v)\nwait (3) seconds\nswitch costume to (drophim1 v)\nwait (1) seconds\nrepeat until <(costume [name v]) = [DropHim5]>\n next costume\nend\nwait (3) seconds\nswitch costume to (submission1 v)\nwait (3) seconds\nswitch costume to (myth1 v)\nwait (5) seconds\nswitch costume to (myth2 v)\nwait (3) seconds\nswitch costume to (wait v)\nwait (2) seconds\nbroadcast (Start v)\nhide\n\n@CUT-SCENE 2\n\nwhen I receive [cut-scene2 v]\nswitch costume to (wait v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nwait (2) seconds\nswitch costume to (aboveground1 v)\nwait (2.5) seconds\nrepeat until <(costume [name v]) = [AboveGround7]>\n next costume\n wait (0.031) seconds\nend\nrepeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.031) seconds\nend\nwait (0.7) seconds\nrepeat until <(costume [name v]) = [AboveGround12]>\n next costume\n wait (0.031) seconds\nend\nwait (2) seconds\nswitch costume to (aboveground13 v)\nwait (2) seconds\nswitch costume to (chaos1 v)\nwait (0.06) seconds\nrepeat until <(costume [name v]) = [Chaos11]>\n next costume\n wait (0.06) seconds\nend\nrepeat (20)\n switch costume to (wait v)\n wait (0.01) seconds\n switch costume to (chaos11 v)\nend\nswitch costume to (reaction1 v)\nwait (2) seconds\nswitch costume to (pullmaskdown1 v)\nwait (3) seconds\nrepeat until <(costume [name v]) = [PullMaskDown7]>\n next costume\n wait (0.03) seconds\nend\nwait (0.2) seconds\nrepeat until <(costume [name v]) = [PullMaskDown10]>\n next costume\nend\nwait (0.4) seconds\nrepeat until <(costume [name v]) = [PullMaskDown17]>\n next costume\n wait (0.02) seconds\nend\nwait (7) seconds\nswitch costume to (explanation1 v)\nwait (8) seconds\nswitch costume to (explanation2 v)\nwait (8) seconds\nswitch costume to (explanation3 v)\nwait (4) seconds\nswitch costume to (anticipation1 v)\nwait (1) seconds\nswitch costume to (biggerportal1 v)\nwait (9) seconds\nswitch costume to (machine1 v)\nwait (1) seconds\nrepeat until <(costume [name v]) = [Machine6]>\n next costume\n wait (0.02) seconds\nend\nwait (3.5) seconds\nswitch costume to (brace1 v)\nwait (1) seconds\nrepeat until <(costume [name v]) = [Brace4]>\n next costume\nend\nwait (0.5) seconds\nswitch costume to (energypulse1 v)\nwait (1) seconds\nrepeat until <(costume [name v]) = [EnergyPulse7]>\n go to x: (0) y: (0)\n next costume\n wait (0.01) seconds\n change x by (pick random (-10) to (10))\n change y by (pick random (-10) to (10))\nend\ngo to x: (0) y: (0)\nrepeat (30)\n go to x: (0) y: (0)\n wait (0.01) seconds\n change x by (pick random (-10) to (10))\n change y by (pick random (-10) to (10))\nend\ngo to x: (0) y: (0)\nrepeat until <(costume [name v]) = [EnergyPulse11]>\n go to x: (0) y: (0)\n next costume\n wait (0.01) seconds\n change x by (pick random (-15) to (15))\n change y by (pick random (-15) to (15))\nend\ngo to x: (0) y: (0)\nrepeat (60)\n switch costume to (energypulse10 v)\n go to x: (0) y: (0)\n wait (0.01) seconds\n change x by (pick random (-15) to (15))\n change y by (pick random (-15) to (15))\n switch costume to (energypulse11 v)\n wait (0.01) seconds\nend\ngo to x: (0) y: (0)\nrepeat (45)\n switch costume to (entrypoint1 v)\n go to x: (0) y: (0)\n wait (0.01) seconds\n change x by (pick random (-15) to (15))\n change y by (pick random (-15) to (15))\n switch costume to (entrypoint2 v)\n wait (0.01) seconds\nend\ngo to x: (0) y: (0)\nswitch costume to (shockwave1 v)\nrepeat (30)\n go to x: (0) y: (0)\n wait (0.01) seconds\n change x by (pick random (-10) to (10))\n change y by (pick random (-10) to (10))\nend\ngo to x: (0) y: (0)\nrepeat until <(costume [name v]) = [ShockWave7]>\n go to x: (0) y: (0)\n next costume\n change x by (pick random (-10) to (10))\n change y by (pick random (-10) to (10))\nend\ngo to x: (0) y: (0)\nrepeat until <(costume [name v]) = [ShockWave12]>\n go to x: (0) y: (0)\n next costume\n wait (0.01) seconds\n change x by (pick random (-10) to (10))\n change y by (pick random (-10) to (10))\nend\ngo to x: (0) y: (0)\nrepeat (30)\n go to x: (0) y: (0)\n wait (0.01) seconds\n change x by (pick random (-10) to (10))\n change y by (pick random (-10) to (10))\nend\ngo to x: (0) y: (0)\nrepeat (60)\n switch costume to (exitpoint1 v)\n go to x: (0) y: (0)\n wait (0.01) seconds\n change x by (pick random (-15) to (15))\n change y by (pick random (-15) to (15))\n switch costume to (exitpoint2 v)\n wait (0.01) seconds\nend\ngo to x: (0) y: (0)\nswitch costume to (excitement1 v)\nrepeat (50)\n go to x: (0) y: (0)\n wait (0.01) seconds\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\nend\ngo to x: (0) y: (0)\nswitch costume to (openingvoid1 v)\nrepeat (30)\n go to x: (0) y: (0)\n wait (0.01) seconds\n change x by (pick random (-15) to (15))\n change y by (pick random (-15) to (15))\nend\ngo to x: (0) y: (0)\nrepeat until <(costume [name v]) = [OpeningVoid13]>\n go to x: (0) y: (0)\n next costume\n wait (0.01) seconds\n change x by (pick random (-20) to (20))\n change y by (pick random (-20) to (20))\nend\ngo to x: (0) y: (0)\nrepeat (20)\n go to x: (0) y: (0)\n wait (0.01) seconds\n change x by (pick random (-20) to (20))\n change y by (pick random (-20) to (20))\nend\ngo to x: (0) y: (0)\nrepeat until <(costume [name v]) = [OpeningVoid1]>\n go to x: (0) y: (0)\n switch costume to ((costume [number v]) - (1))\n change x by (pick random (-20) to (20))\n change y by (pick random (-20) to (20))\nend\ngo to x: (0) y: (0)\nswitch costume to (openingvoid14 v)\nwait (1.5) seconds\nswitch costume to (belief1 v)\nwait (2) seconds\nswitch costume to (belief2 v)\nwait (1.4) seconds\nswitch costume to (belief3 v)\nwait (2) seconds\nswitch costume to (wait v)\nwait (3) seconds\nbroadcast (Start2 v)\nhide\n\nwhen flag clicked\nhide\n\nwhen [2 v] key pressed\n\n@CUT-SCENE 3 pt. 1\n\nwhen I receive [cut-scene3 v]\nswitch costume to (wait v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nwait (2) seconds\nswitch costume to (debrishop1 v)\nwait (2) seconds\nrepeat until <(costume [name v]) = [DebrisHop6]>\n next costume\n wait (0.0325) seconds\nend\nwait (0.5) seconds\nrepeat until <(costume [name v]) = [DebrisHop40]>\n next costume\n wait (0.03) seconds\nend\nswitch costume to (debrishop39 v)\nwait (0.03) seconds\nswitch costume to (debrishop38 v)\nwait (0.7) seconds\nswitch costume to (meetup1 v)\nwait (1) seconds\nrepeat until <(costume [name v]) = [MeetUp7]>\n next costume\n wait (0.03) seconds\nend\nwait (1) seconds\nswitch costume to ("compliment"1 v)\nwait (0.3) seconds\nswitch costume to ("compliment"2 v)\nwait (1.5) seconds\nswitch costume to ("compliment"3 v)\nwait (3) seconds\nswitch costume to ("compliment"4 v)\nwait (1.5) seconds\nswitch costume to ("compliment"5 v)\nwait (2.5) seconds\nswitch costume to ("compliment"6 v)\nwait (3) seconds\nswitch costume to ("compliment"7 v)\nwait (1.5) seconds\nswitch costume to (plan1 v)\nwait (5.5) seconds\ngo to x: (-30) y: (0)\nswitch costume to (plan2 v)\nbroadcast (Extra Movement v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nrepeat until <(x position) = [0]>\n change x by (2)\nend\ngo to x: (0) y: (0)\nrepeat until <(costume [name v]) = [Plan8]>\n next costume\n wait (0.031) seconds\nend\nwait (5) seconds\nswitch costume to (questioning1 v)\nwait (1) seconds\nswitch costume to (questioning2 v)\nwait (9) seconds\nswitch costume to (plancontinued1 v)\nwait (7) seconds\nswitch costume to (ready1 v)\nwait (0.2) seconds\nrepeat until <(costume [name v]) = [Ready6]>\n next costume\n wait (0.03) seconds\nend\nwait (1) seconds\nswitch costume to (strangerthings1 v)\nwait (3.5) seconds\nrepeat until <(costume [name v]) = [StrangerThings8]>\n next costume\n wait (0.01) seconds\nend\nwait (0.1) seconds\nrepeat until <(costume [name v]) = [StrangerThings15]>\n next costume\n wait (0.01) seconds\nend\nwait (0.5) seconds\nswitch costume to (prep1 v)\nwait (0.03) seconds\nrepeat until <(costume [name v]) = [Prep15]>\n next costume\n wait (0.03) seconds\nend\nwait (2) seconds\nswitch costume to (prep16 v)\nwait (3.5) seconds\nswitch costume to (liftoff1 v)\nbroadcast (Extra Movement v)\nwait (8.46) seconds\nswitch costume to (skyward1 v)\nbroadcast (Extra Movement v)\nwait (4) seconds\nswitch costume to (cockpit1 v)\nbroadcast (Extra Movement v)\nwait (3) seconds\nswitch costume to (cockpit2 v)\nwait (7) seconds\nswitch costume to (acreature1 v)\nwait (3) seconds\nrepeat until <(costume [name v]) = [ACreature20]>\n next costume\nend\nwait (0.5) seconds\nswitch costume to (underattack1 v)\nrepeat until <(costume [name v]) = [UnderAttack23]>\n next costume\nend\nrepeat (4)\n switch costume to (underattack1 v)\n repeat until <(costume [name v]) = [UnderAttack23]>\n next costume\n end\nend\nswitch costume to (shotguncock1 v)\nwait (0.5) seconds\nrepeat until <(costume [name v]) = [ShotgunCock4]>\n next costume\nend\nwait (0.15) seconds\nrepeat until <(costume [name v]) = [ShotgunCock1]>\n switch costume to ((costume [number v]) - (1))\nend\nwait (0.2) seconds\nswitch costume to (shotguncock5 v)\nwait (2) seconds\nswitch costume to (recognition1 v)\nwait (6) seconds\nswitch costume to (fight?1 v)\nwait (3) seconds\nswitch costume to (insurmountable1 v)\nwait (4) seconds\nswitch costume to (insurmountable2 v)\nwait (6) seconds\nswitch costume to (outofoptions1 v)\nwait (2) seconds\nrepeat until <(costume [name v]) = [OutOfOptions7]>\n next costume\nend\nwait (2) seconds\nswitch costume to (cockpit1 v)\nwait (2) seconds\nswitch costume to (warning1 v)\nwait (0.1) seconds\nrepeat until <(costume [name v]) = [Warning4]>\n next costume\n wait (0.1) seconds\nend\nrepeat (12)\n switch costume to (warning3 v)\n wait (0.1) seconds\n switch costume to (warning4 v)\n wait (0.1) seconds\nend\nswitch costume to (warning5 v)\nbroadcast (Extra Movement v)\nwait (5) seconds\nswitch costume to (turning1 v)\nwait (1) seconds\nrepeat until <(costume [name v]) = [Turning6]>\n next costume\nend\nwait (1) seconds\nswitch costume to (imminentcollision1 v)\nwait (2) seconds\nrepeat (3)\n switch costume to (underattack1 v)\n repeat until <(costume [name v]) = [UnderAttack23]>\n next costume\n end\nend\nswitch costume to (underattack1 v)\nrepeat until <(costume [name v]) = [UnderAttack7]>\n next costume\nend\nswitch costume to (collision1 v)\nrepeat until <(costume [name v]) = [Collision5]>\n change x by (pick random (5) to (10))\n change y by (pick random (5) to (10))\n next costume\n wait (0) seconds\n go to x: (0) y: (0)\nend\nbroadcast (Extra Movement v)\nrepeat (10)\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\n wait (0) seconds\n go to x: (0) y: (0)\nend\nwait (0.2) seconds\nrepeat until <(costume [name v]) = [Collision16]>\n next costume\n wait (0.03) seconds\nend\nswitch costume to (inside1 v)\ncreate clone of (_myself_ v)\nrepeat (20)\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\n wait (0) seconds\n go to x: (0) y: (0)\nend\nrepeat until <(costume [name v]) = [Inside8]>\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\n next costume\n wait (0) seconds\n go to x: (0) y: (0)\nend\nrepeat (2)\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\n wait (0) seconds\n go to x: (0) y: (0)\nend\nrepeat until <(costume [name v]) = [Inside15]>\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\n next costume\n wait (0) seconds\n go to x: (0) y: (0)\nend\nrepeat (10)\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\n wait (0) seconds\n go to x: (0) y: (0)\nend\nswitch costume to (outside1 v)\nwait (0.3) seconds\nrepeat until <(costume [name v]) = [Outside15]>\n next costume\nend\nwait (0.5) seconds\nswitch costume to (falling1 v)\nbroadcast (Extra Movement v)\nwait (4) seconds\nswitch costume to (creaturedefeated1 v)\nbroadcast (Extra Movement v)\nwait (2.5) seconds\nswitch costume to (epickick1 v)\nbroadcast (Extra Movement v)\nrepeat (50)\n switch costume to (epickick1 v)\n wait (0.02) seconds\n next costume\nend\nrepeat until <(costume [name v]) = [EpicKick44]>\n next costume\nend\nwait (0.3) seconds\nbroadcast (Cut-Scene3 sprite 2 v)\nhide\nswitch costume to (wait v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif < (costume [name v]) contains [Plan]?> then\n go to x: (0) y: (0)\n switch costume to (planwords1 v)\n go to [front v] layer\n show\n wait (6.8) seconds\n delete this clone\nelse\n go to x: (0) y: (0)\n switch costume to (insidewords1 v)\n go to [front v] layer\n show\n wait (3.1) seconds\n delete this clone\nend\n\n@CUT-SCENE 3 pt. 2\n\nwhen I receive [cut-scene3 sprite 2 v]\nswitch costume to (barelysaved1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nwait (0.3) seconds\nbroadcast (Extra Movement v)\nwait (3.21) seconds\nswitch costume to (artificialfalling1 v)\nwait (1) seconds\nrepeat until <(costume [name v]) = [ArtificialFalling33]>\n next costume\nend\nswitch costume to (collisionending1 v)\nbroadcast (Extra Movement v)\nwait (5) seconds\nrepeat until <(costume [name v]) = [CollisionEnding5]>\n next costume\n wait (0.03) seconds\nend\nswitch costume to (collisionending5 v)\nwait (1) seconds\nrepeat until <(costume [name v]) = [CollisionEnding15]>\n next costume\n wait (0.03) seconds\nend\nwait (2) seconds\nswitch costume to (normalfallingagain1 v)\nwait (0.03) seconds\nrepeat until <(costume [name v]) = [NormalFallingAgain13]>\n next costume\n wait (0.03) seconds\nend\nwait (0.3) seconds\nrepeat until <(costume [name v]) = [NormalFallingAgain28]>\n next costume\n wait (0.03) seconds\nend\nwait (0.5) seconds\nswitch costume to (building1 v)\nwait (2) seconds\nrepeat until <(costume [name v]) = [Building12]>\n next costume\n wait (0.03) seconds\nend\nwait (1) seconds\nswitch costume to (incoming1 v)\nbroadcast (Extra Movement v)\nwait (5.16) seconds\nswitch costume to (roughlanding1 v)\nwait (0.1) seconds\nrepeat until <(costume [name v]) = [RoughLanding17]>\n next costume\n wait (0.03) seconds\nend\nwait (2) seconds\nswitch costume to (ultimatumacknowledged1 v)\nwait (5) seconds\nswitch costume to (apology1 v)\nwait (7) seconds\nswitch costume to (apology2 v)\nwait (4) seconds\nswitch costume to (onthesameteam1 v)\nwait (5) seconds\nswitch costume to (ajobtobedone1 v)\nwait (2.5) seconds\nswitch costume to (ajobtobedone2 v)\nwait (4) seconds\nswitch costume to (survivors1 v)\nwait (3) seconds\nrepeat until <(costume [name v]) = [Survivors11]>\n next costume\n wait (0.03) seconds\nend\nwait (1.5) seconds\nrepeat until <(costume [name v]) = [Survivors26]>\n next costume\n wait (0.01) seconds\nend\nwait (1) seconds\nswitch costume to (presson1 v)\nwait (3.5) seconds\nswitch costume to (clear1 v)\nwait (5) seconds\nswitch costume to (nextphase1 v)\nwait (4) seconds\nswitch costume to (team2\(1\) v)\nbroadcast (Extra Movement v)\nwait (5) seconds\nswitch costume to (landing1 v)\nbroadcast (Extra Movement v)\nwait (5.1) seconds\nswitch costume to (landing2 v)\nwait (1) seconds\nrepeat until <(costume [name v]) = [Landing12]>\n next costume\n wait (0.03) seconds\nend\nwait (3) seconds\nswitch costume to (you'reup1 v)\nwait (3) seconds\nswitch costume to (betweendimensions1 v)\nwait (0.1) seconds\nrepeat until <(costume [name v]) = [BetweenDimensions14]>\n next costume\n wait (0.03) seconds\nend\nwait (3) seconds\nswitch costume to (inposition1 v)\nwait (4) seconds\nswitch costume to (massacre1 v)\nrepeat (50)\n next costume\n wait (0.03) seconds\n switch costume to (massacre1 v)\nend\nrepeat until <(costume [name v]) = [Massacre15]>\n next costume\n wait (0.03) seconds\nend\nrepeat (10)\n next costume\n wait (0.03) seconds\n switch costume to (massacre15 v)\nend\nrepeat until <(costume [name v]) = [Massacre18]>\n next costume\nend\nrepeat until <(costume [name v]) = [Massacre20]>\n next costume\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\n wait (0) seconds\n go to x: (0) y: (0)\nend\nrepeat until <(costume [name v]) = [Massacre35]>\n next costume\nend\nwait (0.5) seconds\nswitch costume to (reaction1 v)\nwait (7) seconds\nswitch costume to (doomedskies1 v)\nbroadcast (Extra Movement v)\nrepeat (10)\n switch costume to (doomedskies1 v)\n wait (0.03) seconds\n repeat until <(costume [name v]) = [DoomedSkies5]>\n next costume\n wait (0.03) seconds\n end\n wait (0.05) seconds\n repeat until <(costume [name v]) = [DoomedSkies1]>\n switch costume to ((costume [number v]) - (1))\n wait (0.03) seconds\n end\n wait (0.05) seconds\nend\nswitch costume to (energypumpactivated1 v)\nwait (1) seconds\nrepeat until <(costume [name v]) = [EnergyPumpActivated11]>\n next costume\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\n wait (0) seconds\n go to x: (0) y: (0)\nend\nrepeat (20)\n switch costume to (energypumpactivated10 v)\n change x by (pick random (-10) to (10))\n change y by (pick random (-10) to (10))\n wait (0) seconds\n go to x: (0) y: (0)\n switch costume to (energypumpactivated11 v)\nend\nswitch costume to (energywave1 v)\nwait (1.5) seconds\nrepeat until <(costume [name v]) = [EnergyWave4]>\n next costume\n change x by (pick random (-15) to (15))\n change y by (pick random (-15) to (15))\n wait (0) seconds\n go to x: (0) y: (0)\nend\nrepeat (50)\n switch costume to (energywave3 v)\n change x by (pick random (-15) to (15))\n change y by (pick random (-15) to (15))\n wait (0) seconds\n go to x: (0) y: (0)\n switch costume to (energywave4 v)\nend\npoint in direction (90)\nrepeat (135)\n switch costume to (defensepositions1 v)\n turn right (1) degrees\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\n wait (0) seconds\n next costume\n go to x: (0) y: (0)\nend\npoint in direction (90)\nswitch costume to (shotgun1 v)\nrepeat (20)\n switch costume to (shotgun2 v)\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\n wait (0) seconds\n go to x: (0) y: (0)\n switch costume to (shotgun1 v)\nend\nrepeat until <(costume [name v]) = [Shotgun14]>\n next costume\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\n wait (0) seconds\n go to x: (0) y: (0)\nend\nrepeat (10)\n switch costume to (shotgun13 v)\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\n wait (0) seconds\n go to x: (0) y: (0)\n switch costume to (shotgun14 v)\nend\nswitch costume to (rearingtostrike1 v)\nwait (0.03) seconds\nrepeat (3)\n repeat until <(costume [name v]) = [RearingToStrike5]>\n next costume\n change x by (pick random (-1) to (1))\n change y by (pick random (-1) to (1))\n wait (0.03) seconds\n go to x: (0) y: (0)\n end\n repeat until <(costume [name v]) = [RearingToStrike1]>\n switch costume to ((costume [number v]) - (1))\n change x by (pick random (-1) to (1))\n change y by (pick random (-1) to (1))\n wait (0.03) seconds\n go to x: (0) y: (0)\n end\nend\nrepeat (5)\n repeat until <(costume [name v]) = [RearingToStrike10]>\n next costume\n change x by (pick random (-1) to (1))\n change y by (pick random (-1) to (1))\n wait (0.03) seconds\n go to x: (0) y: (0)\n end\n repeat until <(costume [name v]) = [RearingToStrike6]>\n switch costume to ((costume [number v]) - (1))\n change x by (pick random (-1) to (1))\n change y by (pick random (-1) to (1))\n wait (0.03) seconds\n go to x: (0) y: (0)\n end\nend\nswitch costume to (dive1 v)\nbroadcast (Extra Movement v)\nrepeat (10)\n switch costume to (dive1 v)\n wait (0.03) seconds\n next costume\nend\nrepeat (2)\n switch costume to (dive2 v)\n wait (0.03) seconds\n repeat until <(costume [name v]) = [Dive4]>\n next costume\n wait (0.03) seconds\n end\n repeat until <(costume [name v]) = [Dive2]>\n switch costume to ((costume [number v]) - (1))\n wait (0.03) seconds\n end\nend\nrepeat (10)\n switch costume to (dive1 v)\n wait (0.03) seconds\n next costume\nend\nswitch costume to (dive5 v)\nrepeat until <(costume [name v]) = [Dive28]>\n next costume\nend\nrepeat (10)\n switch costume to (dive27 v)\n wait (0.03) seconds\n next costume\nend\nrepeat (5)\n switch costume to (intothevoid1 v)\n wait (0) seconds\n next costume\nend\nswitch costume to (intothevoid1 v)\nrepeat until <(costume [name v]) = [IntoTheVoid31]>\n next costume\nend\nrepeat (30)\n switch costume to (intothevoid30 v)\n wait (0) seconds\n next costume\nend\nswitch costume to (void1 v)\nwait (4) seconds\nrepeat until <(costume [name v]) = [Void12]>\n next costume\nend\nrepeat until <(costume [name v]) = [Void33]>\n next costume\n wait (0.03) seconds\nend\nwait (1) seconds\nswitch costume to (adjusting1 v)\nwait (4) seconds\nswitch costume to (nothingness1 v)\nrepeat (2)\n wait (2) seconds\n next costume\nend\nwait (4) seconds\nrepeat (30)\n switch costume to (leave1 v)\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\n wait (0) seconds\n go to x: (0) y: (0)\n next costume\nend\nswitch costume to (leave3 v)\nwait (2) seconds\nswitch costume to (leave4 v)\nwait (8) seconds\nswitch costume to (leave5 v)\nwait (3) seconds\nswitch costume to (fading1 v)\nbroadcast (Extra Movement v)\nwait (5) seconds\nswitch costume to (desperateplan1 v)\nwait (2) seconds\nswitch costume to (desperateplan2 v)\nwait (3) seconds\nswitch costume to (desperateplan3 v)\nwait (8) seconds\nswitch costume to (desperateplan4 v)\nwait (4.5) seconds\nswitch costume to (desperateplan5 v)\nwait (3.5) seconds\nswitch costume to (beastinthevoid1 v)\nwait (1) seconds\nrepeat until <(costume [name v]) = [BeastInTheVoid27]>\n next costume\n wait (0.03) seconds\nend\nswitch costume to (slowingdown1 v)\nbroadcast (Extra Movement v)\nwait (2.36) seconds\nswitch costume to (slowingdown2 v)\nwait (3) seconds\nswitch costume to (surrendering1 v)\nwait (1) seconds\nrepeat until <(costume [name v]) = [Surrendering7]>\n next costume\n wait (0.03) seconds\nend\nwait (3) seconds\nswitch costume to (lightning1 v)\nwait (2) seconds\nbroadcast (Extra Movement v)\nrepeat (20)\n repeat until <(costume [name v]) = [Lightning5]>\n next costume\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\n wait (0.03) seconds\n go to x: (0) y: (0)\n end\n switch costume to (lightning2 v)\n wait (0.03) seconds\nend\nswitch costume to (crater1 v)\nwait (7) seconds\nswitch costume to (standup1 v)\nwait (2) seconds\nrepeat until <(costume [name v]) = [StandUp6]>\n next costume\n wait (0.03) seconds\nend\nwait (2) seconds\nswitch costume to (success1 v)\nwait (2) seconds\nrepeat until <(costume [name v]) = [Success9]>\n next costume\n wait (0.03) seconds\nend\nwait (0.06) seconds\nrepeat until <(costume [name v]) = [Success14]>\n next costume\n wait (0.03) seconds\nend\nwait (2) seconds\nswitch costume to (success15 v)\nwait (4) seconds\nswitch costume to (it'sover1 v)\nwait (4) seconds\nswitch costume to (it'sover2 v)\nwait (5) seconds\nswitch costume to (wait v)\nwait (4) seconds\nstop [all v]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif < (costume [name v]) contains [Plan]?> then\n go to x: (0) y: (0)\n switch costume to (planwords1 v)\n go to [front v] layer\n show\n wait (6.8) seconds\n delete this clone\nelse\n go to x: (0) y: (0)\n switch costume to (insidewords1 v)\n go to [front v] layer\n show\n wait (3.1) seconds\n delete this clone\nend\n\nwhen I receive [extra movement v]\nif < (costume [name v]) contains [Dive]?> then\n repeat until <not < (costume [name v]) contains [Dive]?>>\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\n wait (0) seconds\n go to x: (0) y: (0)\n end\n repeat until <not < (costume [name v]) contains [IntoTheVoid]?>>\n change x by (pick random (-10) to (10))\n change y by (pick random (-10) to (10))\n wait (0) seconds\n go to x: (0) y: (0)\n end\nend\n\n@Fade/Cut-Scene Extras\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nswitch costume to (strange iii v)\nset [ghost v] effect to (100)\nset size to (100) %\nshow\nwait (2) seconds\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [next level v]\nswitch costume to (fade v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\nrepeat (3)\n change [ghost v] effect by (-33)\nend\nchange [ghost v] effect by (-1)\nwait (0.1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [die v]\nswitch costume to (fade v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\nrepeat (3)\n change [ghost v] effect by (-33)\nend\nchange [ghost v] effect by (-1)\nwait (0.1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [extra movement v]\nif < ([costume name v] of [cut-scene 1 v]) contains [Walking]?> then\n go to [front v] layer\n go [backward v] (3) layers\n switch costume to (sizer1 v)\n clear graphic effects\n set size to (100) %\n switch costume to (panorama \(walk\) v)\n go to x: (0) y: (0)\n point in direction (90)\n show\n repeat until <([costume name v] of [cut-scene 1 v]) = [Flashback1]>\n change x by (-1.5)\n end\n hide\nelse\n if < ([costume name v] of [cut-scene 3 pt. 1 v]) contains [Plan]?> then\n switch costume to (panorama \(building\) v)\n clear graphic effects\n go to [front v] layer\n set size to (100) %\n go to x: (0) y: (0)\n point in direction (90)\n show\n wait (1) seconds\n repeat until <(x position) < [-127]>\n change x by ((-1) + ((x position) / (2)))\n end\n hide\n else\n if < ([costume name v] of [cut-scene 3 pt. 1 v]) contains [LiftOff]?> then\n switch costume to (helicopter1 v)\n clear graphic effects\n go to [front v] layer\n set size to (67) %\n go to x: (29) y: (-13)\n point in direction (90)\n show\n wait (2) seconds\n repeat (5)\n switch costume to (helicopter1 v)\n repeat until <(costume [name v]) = [Helicopter9]>\n next costume\n end\n end\n switch costume to (helicopter10 v)\n wait (0.03) seconds\n repeat until <(costume [name v]) = [Helicopter18]>\n next costume\n wait (0.03) seconds\n end\n repeat (15)\n switch costume to (helicopter16 v)\n wait (0.03) seconds\n repeat until <(costume [name v]) = [Helicopter18]>\n next costume\n wait (0.03) seconds\n end\n end\n switch costume to (helicopter16 v)\n repeat (100)\n if <(costume [name v]) = [Helicopter16]> then\n switch costume to (sizer2 v)\n else\n if <(costume [name v]) = [Helicopter17]> then\n switch costume to (sizer3 v)\n else\n switch costume to (sizer1 v)\n end\n end\n change size by (0.5)\n turn left (1) degrees\n if <(costume [name v]) = [Sizer1]> then\n switch costume to (helicopter17 v)\n else\n if <(costume [name v]) = [Sizer2]> then\n switch costume to (helicopter18 v)\n else\n switch costume to (helicopter16 v)\n end\n end\n end\n hide\n else\n if < ([costume name v] of [cut-scene 3 pt. 1 v]) contains [Skyward]?> then\n go to [front v] layer\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (skyward \(layer-3\) v)\n switch costume to (sizer1 v)\n clear graphic effects\n set size to (100) %\n repeat (5)\n change size by (1)\n create clone of (_myself_ v)\n end\n set size to (100) %\n switch costume to (skyward \(layer-3\) v)\n show\n glide (4) secs to x: (0) y: (-30)\n hide\n else\n if < ([costume name v] of [cut-scene 3 pt. 1 v]) contains [Cockpit]?> then\n go to [front v] layer\n go to x: (0) y: (-348)\n point in direction (90)\n switch costume to (shadow v)\n clear graphic effects\n set size to (100) %\n show\n glide (10) secs to x: (0) y: (0)\n hide\n else\n if < ([costume name v] of [cut-scene 3 pt. 1 v]) contains [Warning]?> then\n go to [front v] layer\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (warning v)\n clear graphic effects\n set size to (100) %\n set [ghost v] effect to (100)\n show\n repeat until < ([costume name v] of [cut-scene 3 pt. 1 v]) contains [UnderAttack]?>\n repeat (20)\n change [ghost v] effect by (-5)\n if < ([costume name v] of [cut-scene 3 pt. 1 v]) contains [UnderAttack]?> then\n hide\n stop [this script v]\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n if < ([costume name v] of [cut-scene 3 pt. 1 v]) contains [UnderAttack]?> then\n hide\n stop [this script v]\n end\n end\n end\n hide\n else\n if < ([costume name v] of [cut-scene 3 pt. 1 v]) contains [Falling]?> then\n go to [front v] layer\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (sizer1 v)\n set size to (100) %\n switch costume to (falling1 v)\n show\n glide (4) secs to x: (0) y: (100)\n hide\n else\n if < ([costume name v] of [cut-scene 3 pt. 1 v]) contains [CreatureDefeated]?> then\n go to [front v] layer\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (sizer1 v)\n set size to (100) %\n switch costume to (creaturedefeated1 v)\n show\n repeat (30)\n switch costume to (sizer1 v)\n change size by (-1)\n switch costume to (creaturedefeated1 v)\n end\n repeat (25)\n switch costume to (sizer1 v)\n change size by (-1)\n change [brightness v] effect by (-1)\n change [ghost v] effect by (4)\n switch costume to (creaturedefeated1 v)\n end\n hide\n else\n if < ([costume name v] of [cut-scene 3 pt. 2 v]) contains [BarelySaved]?> then\n go to [front v] layer\n clear graphic effects\n go to x: (0) y: (301)\n point in direction (90)\n switch costume to (sizer1 v)\n set size to (100) %\n switch costume to (barelysaved1 v)\n show\n repeat until <(y position) < [1]>\n change y by (((y position) - (0)) / (-12))\n end\n wait (1) seconds\n hide\n else\n if < ([costume name v] of [cut-scene 3 pt. 1 v]) contains [EpicKick]?> then\n go to [front v] layer\n go [backward v] (1) layers\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (sizer1 v)\n set size to (100) %\n switch costume to (epickick\(background\)1 v)\n show\n repeat (10)\n wait (0.3) seconds\n create clone of (_myself_ v)\n end\n else\n if < ([costume name v] of [cut-scene 3 pt. 2 v]) contains [Ending]?> then\n go to [front v] layer\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (sizer1 v)\n set size to (100) %\n set [ghost v] effect to (100)\n switch costume to (warning v)\n show\n repeat (4)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n hide\n else\n if < ([costume name v] of [cut-scene 3 pt. 1 v]) contains [Collision]?> then\n go to [front v] layer\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (sizer1 v)\n go to [front v] layer\n set size to (100) %\n switch costume to (collision1 v)\n show\n repeat (10)\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\n wait (0) seconds\n if <(costume [name v]) = [Collision4]> then\n switch costume to (collision1 v)\n else\n next costume\n end\n go to x: (0) y: (0)\n end\n hide\n else\n if < ([costume name v] of [cut-scene 3 pt. 2 v]) contains [Incoming]?> then\n hide\n switch costume to (incoming\(helicopter\)1 v)\n create clone of (_myself_ v)\n go to [front v] layer\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (sizer1 v)\n go to [front v] layer\n set size to (100) %\n switch costume to (incoming1 v)\n show\n wait (1) seconds\n repeat until <(costume [name v]) = [Incoming9]>\n next costume\n wait (0.02) seconds\n end\n wait (3) seconds\n repeat until <(costume [name v]) = [Incoming17]>\n next costume\n end\n wait (0.1) seconds\n repeat until <(costume [name v]) = [Incoming20]>\n next costume\n wait (0.02) seconds\n end\n switch costume to (incoming1 v)\n hide\n else\n if < ([costume name v] of [cut-scene 3 pt. 2 v]) contains [Team2]?> then\n go to [front v] layer\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (skyward \(layer-3\) v)\n switch costume to (sizer1 v)\n clear graphic effects\n set size to (100) %\n repeat (5)\n change size by (1)\n create clone of (_myself_ v)\n end\n set size to (100) %\n switch costume to (skyward \(layer-3\) v)\n show\n glide (5) secs to x: (0) y: (-30)\n hide\n else\n if < ([costume name v] of [cut-scene 3 pt. 2 v]) contains [Landing]?> then\n go to [front v] layer\n clear graphic effects\n go to x: (-160) y: (181)\n point in direction (90)\n switch costume to (sizer1 v)\n clear graphic effects\n set size to (100) %\n switch costume to (landing1 v)\n show\n glide (5) secs to x: (-150) y: (-120)\n repeat (3)\n turn right (1) degrees\n end\n hide\n wait (3) seconds\n else\n if < ([costume name v] of [cut-scene 3 pt. 2 v]) contains [DoomedSkies]?> then\n go to [front v] layer\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (sizer1 v)\n clear graphic effects\n set size to (100) %\n set [ghost v] effect to (100)\n switch costume to (flash v)\n show\n repeat (4)\n repeat (2)\n change [ghost v] effect by (-50)\n end\n repeat (2)\n change [ghost v] effect by (50)\n end\n wait (pick random (0.3) to (1.5)) seconds\n end\n else\n if < ([costume name v] of [cut-scene 3 pt. 2 v]) contains [Fading]?> then\n go to [front v] layer\n clear graphic effects\n go to x: (0) y: (150)\n point in direction (90)\n switch costume to (sizer1 v)\n clear graphic effects\n set size to (100) %\n switch costume to (fading v)\n show\n glide (5) secs to x: (0) y: (0)\n hide\n else\n if < ([costume name v] of [cut-scene 3 pt. 2 v]) contains [SlowingDown]?> then\n go to [front v] layer\n clear graphic effects\n go to x: (-400) y: (0)\n point in direction (90)\n switch costume to (sizer1 v)\n clear graphic effects\n set size to (100) %\n switch costume to (slowingdown v)\n show\n repeat until <(x position) > [-10]>\n change x by (((x position) - (100)) / (-12))\n turn right (15) degrees\n end\n repeat until <(x position) > [25]>\n change x by (((x position) - (100)) / (-12))\n if <(x position) < [55]> then\n turn right (10) degrees\n end\n end\n repeat until <(x position) > [99]>\n change x by (((x position) - (100)) / (-12))\n if <(x position) < [70]> then\n turn right (5) degrees\n end\n end\n wait (3) seconds\n hide\n else\n if < ([costume name v] of [cut-scene 3 pt. 2 v]) contains [Lightning]?> then\n go to [front v] layer\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (sizer1 v)\n clear graphic effects\n set size to (100) %\n switch costume to (void v)\n set [ghost v] effect to (100)\n show\n wait (3) seconds\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (2) seconds\n repeat (100)\n change [ghost v] effect by (1)\n end\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nhide\n\nwhen I start as a clone\nif < ([costume name v] of [cut-scene 3 pt. 1 v]) contains [Skyward]?> then\n show\n go to [front v] layer\n if <(size) = [101]> then\n switch costume to (skyward \(layer-2\) v)\n go to [front v] layer\n glide (4) secs to x: (0) y: (-40)\n delete this clone\n else\n if <(size) = [102]> then\n switch costume to (skyward \(layer-1\) v)\n go to [front v] layer\n glide (4) secs to x: (0) y: (-60)\n delete this clone\n else\n if <(size) = [103]> then\n switch costume to (skyward \(layer 0\) v)\n go to [front v] layer\n wait (4) seconds\n delete this clone\n else\n if <(size) = [104]> then\n switch costume to (skyward \(layer1\) v)\n go to [front v] layer\n glide (4) secs to x: (0) y: (-90)\n delete this clone\n else\n switch costume to (skyward \(layer2\) v)\n go to [front v] layer\n glide (4) secs to x: (0) y: (-130)\n delete this clone\n end\n end\n end\n end\nelse\n if < ([costume name v] of [cut-scene 3 pt. 1 v]) contains [EpicKick]?> then\n switch costume to (join [EpicKick] (pick random (1) to (4)))\n go to x: (pick random (-210) to (210)) y: (-240)\n set size to (pick random (100) to (150)) %\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat (13)\n change y by (30)\n end\n delete this clone\n else\n if < ([costume name v] of [cut-scene 3 pt. 2 v]) contains [Incoming]?> then\n clear graphic effects\n go to x: (0) y: (260)\n point in direction (90)\n switch costume to (sizer1 v)\n go to [front v] layer\n go [backward v] (1) layers\n set size to (20) %\n switch costume to (incoming\(helicopter\)1 v)\n show\n wait (4) seconds\n repeat (20)\n switch costume to (sizer1 v)\n change y by (-6)\n change size by (3)\n switch costume to (incoming\(helicopter\)1 v)\n end\n repeat (10)\n switch costume to (sizer1 v)\n change y by (-5)\n change size by (4)\n switch costume to (incoming\(helicopter\)1 v)\n end\n repeat (5)\n switch costume to (sizer1 v)\n change y by (-4)\n change size by (5)\n switch costume to (incoming\(helicopter\)1 v)\n end\n delete this clone\n else\n if < ([costume name v] of [cut-scene 3 pt. 2 v]) contains [Team2]?> then\n show\n go to [front v] layer\n if <(size) = [101]> then\n switch costume to (skyward \(layer-2\) v)\n go to [front v] layer\n glide (5) secs to x: (0) y: (-40)\n delete this clone\n else\n if <(size) = [102]> then\n switch costume to (skyward \(layer-1\) v)\n go to [front v] layer\n glide (5) secs to x: (0) y: (-60)\n delete this clone\n else\n if <(size) = [103]> then\n switch costume to (team2 \(layer 0\) v)\n go to [front v] layer\n wait (5) seconds\n delete this clone\n else\n if <(size) = [104]> then\n switch costume to (skyward \(layer1\) v)\n go to [front v] layer\n glide (5) secs to x: (0) y: (-90)\n delete this clone\n else\n switch costume to (skyward \(layer2\) v)\n go to [front v] layer\n glide (5) secs to x: (0) y: (-130)\n delete this clone\n end\n end\n end\n end\n end\n end\n end\nend\n\ngo to x: (-150) y: (-120)\n\nset [ghost v] effect to (100)\n\nchange y by (-10)\n\n | --PLAY THE FIRST TWO BEFORE PLAYING THIS--\n\nSpam the flag a LOT and don't have too many tabs open.\nWASD/Arrow Keys: Move\nP: Skip\nDon't touch the obstacles\n\nMake sure to watch the cutscenes in small screen, otherwise it'll crash\n\nI still think Strange II's thumbnail is better than this one, but I like it :) |
Platformer Engine! #Games #All | @Stage\n\nwhen flag clicked\nforever\n play sound [Vexento-Pollen v] until done\nend\n\n@Blank\n\n@player\n\ndefine Player Script\ngo to x: (-206) y: (-95)\nshow\ngo [forward v] (1) layers\nset [level v] to [1]\nset [dead v] to [0]\nset size to (16) %\nforever\n go to [front v] layer\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (3 v)\n change [xv v] by (.8)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead) = [0]>> then\n switch costume to (4 v)\n change [xv v] by (-0.8)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change x by ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.8)\n change y by (Yv)\n if <<touching (platform v)?> or <touching (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 (platform v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [yv v] to [11]\n end\n end\n change y by (1)\n if <<touching (spike v)?> or <<touching (saws v)?> or <<touching (lava v)?> or <touching (enemies v)?>>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (.1) seconds\n broadcast (Restart v)\n end\n if <(y position) < [-180]> then\n broadcast (Restart v)\n end\n if <<touching (tramps v)?> or <touching (tramps2 v)?>> then\n set [yv v] to [17]\n end\nend\n\nwhen I receive [start v]\nforever\n if <[230] < (x position)> then\n broadcast (Restart v)\n change [level v] by (1)\n Setup\n end\nend\n\ndefine Setup\nclear graphic effects\npoint in direction (90)\ngo to x: (-220) y: (-16)\nswitch costume to (1 v)\nset [dead v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (16) %\nshow\n\nwhen I receive [end v]\nforever\n hide\nend\n\nwhen I receive [restart v]\ngo to x: (-212) y: (-81)\nset [ghost v] effect to (0)\n\nwhen I receive [start v]\nPlayer Script\n\nwhen flag clicked\nbroadcast (Start v)\nhide\n\n@Tramps\n\nwhen I receive [start v]\nhide\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (6)\n wait (.05) seconds\n next costume\n end\n end\n if <(Level) = [1]> then\n go to [front v] layer\n show\n go to x: (-40) y: (-19)\n end\n if <(Level) = [2]> then\n show\n go to x: (187) y: (-20)\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n show\n go to x: (-110) y: (-22)\n end\n if <(Level) = [6]> then\n show\n go to x: (140) y: (-22)\n end\n if <(Level) = [7]> then\n show\n go to x: (-70) y: (-22)\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [11]> then\n hide\n end\n if <(Level) = [12]> then\n hide\n end\n if <(Level) = [13]> then\n hide\n end\n if <(Level) = [14]> then\n hide\n end\nend\n\n@Saws\n\nwhen I receive [start v]\ngo to [back v] layer\nhide\nswitch costume to (1 v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n show\n go to x: (52) y: (-110)\n set size to (85) %\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nforever\n turn right (10) degrees\nend\n\n@platform\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\n@spike\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\ngo [backward v] (3) layers\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Level)\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@TB\n\nwhen flag clicked\nhide\n\n | GO FOLLOW MY NEW ACCOUNT PLZ. I AM UNDERRATED, THX!\n@-Zytixon- |
Grasslands || a platformer #all #platformer #entry #minion_100 | @Stage\n\nwhen I receive [intro done v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Unlimited v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen [timer v] > (0.001)\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (restart v)\n\nwhen I receive [restart v]\nset [x_velocity v] to [0]\nset [y_velocity v] to [0]\ngo to x: (-213) y: (-59)\n\ndefine Respawn\nbroadcast (restart v)\n\ndefine Go follow minion_100!\nhide variable [deaths v]\nset [deaths v] to [0]\nset [l_eve_l v] to [1]\nbroadcast (restart v)\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (left costume v)\n change [x_velocity v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x_velocity v] by (1)\n switch costume to (right costume v)\n end\n set [x_velocity v] to ((X_VELOCITY) * (0.9))\n change x by (X_VELOCITY)\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (-4)\n change x by ((X_VELOCITY) * (-1))\n if <key (up arrow v) pressed?> then\n if <(X_VELOCITY) > [0]> then\n set [x_velocity v] to [-10]\n else\n set [x_velocity v] to [10]\n end\n set [y_velocity v] to [15]\n else\n set [x_velocity v] to [0]\n end\n end\n change [y_velocity v] by (-1)\n change y by (Y_VELOCITY)\n if <touching (platform v)?> then\n change y by ((Y_VELOCITY) - ((Y_VELOCITY) * (2)))\n set [y_velocity v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (platform v)?>> then\n set [y_velocity v] to [15]\n switch costume to (up costume v)\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [239]> then\n change [l_eve_l v] by (1)\n broadcast (next level v) and wait\n end\n if <touching (spikes v)?> then\n Respawn\n change [deaths v] by (1)\n end\n if <(y position) = [-179]> then\n Respawn\n change [deaths v] by (1)\n end\n if <(L_eve_l) = [11]> then\n show variable [deaths v]\n end\n if <touching (trampolines v)?> then\n set [y_velocity v] to [20]\n end\nend\n\nwhen flag clicked\nset [time_tester v] to [0]\nforever\n wait (1) seconds\n change [time_tester v] by (1)\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen I receive [intro done v]\nshow\nGo follow minion_100!\n\n@platform\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (L_eve_l)\nend\n\n@Intro\n\ndefine Smooth glide to x: (x:) y: (y) size: (size) direction (direction) smoothness: (speed)\nrepeat until <<(round (x position)) = (x:)> and <<(round (y position)) = (y)> and <<(round (size)) = (size)> and <(round (direction)) = (direction)>>>>\n change x by (((x:) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\nrepeat (30)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n wait (1) seconds\n switch costume to (name v)\n point in direction (0)\n set size to (0) %\n clear graphic effects\n go to x: (-500) y: (-500)\n show\n Smooth glide to x: [0] y: [0] size: [100] direction [90] smoothness: [10]\n repeat (300)\n change y by ((((0) + ((0) + (([cos v] of (((timer) - (3)) * (150)) ) * (15)))) - (y position)) * (1))\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n switch costume to (white v)\n point in direction (90)\n set size to (100) %\n clear graphic effects\n go to x: (0) y: (500)\n show\n Smooth glide to x: [0] y: [0] size: [100] direction [90] smoothness: [10]\nend\n\nwhen flag clicked\nplay sound [NCS - Skyline v] until done\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n wait (1) seconds\n switch costume to (name v)\n point in direction (180)\n set size to (0) %\n clear graphic effects\n go to x: (500) y: (-500)\n show\n Smooth glide to x: [0] y: [0] size: [100] direction [90] smoothness: [10]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [4]> then\n wait (4) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwait (.5) seconds\n\nwhen I start as a clone\nif <(Clone ID) = [5]> then\n wait (4.25) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [6]> then\n wait (4.5) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [7]> then\n wait (4.75) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [8]> then\n wait (5) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [9]> then\n wait (5.25) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [10]> then\n wait (5.5) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [11]> then\n wait (5.75) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [12]> then\n wait (6) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [13]> then\n wait (6.25) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [14]> then\n wait (6.5) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [15]> then\n wait (6.75) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [16]> then\n wait (7) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [17]> then\n wait (7.25) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [18]> then\n wait (7.5) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [19]> then\n wait (7.75) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [20]> then\n wait (8) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [21]> then\n wait (8.25) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [22]> then\n wait (8.5) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [23]> then\n wait (8.75) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [24]> then\n wait (9) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [25]> then\n wait (9.25) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [26]> then\n wait (9.5) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [27]> then\n wait (9.75) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [28]> then\n wait (10) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [29]> then\n wait (10.25) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [30]> then\n wait (10.5) seconds\n switch costume to (chevron v)\n point in direction (90)\n set size to (0) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n repeat (100)\n switch costume to (blank v)\n change size by (((1000) - (size)) / (50))\n switch costume to (chevron v)\n end\nend\n\nwhen flag clicked\nwait (10) seconds\nswitch costume to (end v)\npoint in direction (90)\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (500)\nshow\nSmooth glide to x: [0] y: [0] size: [100] direction [90] smoothness: [10]\nbroadcast (Intro Done v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\ndelete this clone\n\n@clouds\n\nwhen flag clicked\nhide\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n switch costume to (pick random (1) to (2))\n set size to (pick random (40) to (70)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (220)\n change x by (2)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\nwhen [timer v] > (0.03)\nhide\nhide variable [deaths v]\n\n@Spikes\n\nwhen I receive [intro done v]\nshow\nforever\n go to [back v] layer\n switch costume to (L_eve_l)\nend\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.1)\nhide\n\n@Trampolines\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (L_eve_l)\nend\n\n@Light\n\nwhen flag clicked\nforever\n Fix\nend\n\ndefine Fix\ngo to (player v)\ngo to [back v] layer\nshow\nif <touching (player v)?> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n set size to (50) %\n repeat (10)\n change size by (1)\n end\n wait (0.5) seconds\n repeat (10)\n change size by (-1)\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.001)\nset [ghost v] effect to (0)\n\n | Welcome to Grasslands, a platformer! In this one, you will have to escape the grasslands fast in order to stay alive. Go to the other side of the stage to go to the next level. Use arrow keys to move. \nIf it lags, play it here on turbowarp here: https://turbowarp.org/489258706\n@0014049 for the player script, modified by me.\n@minion_100 for ALL the art.\n@TopTenLegend for the intro.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment “I like cheese” |
Notebook 2 | Platformer #Games | @Stage\n\n@Player\n\ndefine Amazing Platformer Engine\nchange y by (-2)\nif <touching color (#53c9ff)?> then\n change [xvel v] by ((<<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> - <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>>) * (5))\nelse\n change [xvel v] by ((<<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> - <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>>) * (2))\nend\nchange y by (2)\nset [xvel v] to ((XVel) * (0.8))\nchange x by (XVel)\nchange x by (((0) - (XVel)) * <touching (ground v)?>)\nchange y by (-1)\nif <<<touching (ground v)?> or <touching (up orbs v)?>> and <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n set [yvel v] to [14]\nend\nif <<touching (water v)?> and <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n set [yvel v] to [5]\nend\nif <not <touching (water v)?>> then\n change [yvel v] by (-1)\nelse\n change [yvel v] by (-0.2)\nend\nchange y by ((YVel) + (1))\nif <touching (ground v)?> then\n change y by ((0) - (YVel))\n set [yvel v] to [0]\nend\nif <touching (portal v)?> then\n if <not <(Level) = [9]>> then\n Respawn\n change [level v] by (1)\n broadcast (Enemy Respawn v)\n else\n go to x: (-214) y: (0)\n broadcast (Fade v)\n end\nend\nif <<touching (right orbs v)?> and <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n set [xvel v] to [14]\nend\nif <<touching (right orbs v)?> and <key (space v) pressed?>> then\n set [xvel v] to [20]\nend\nif <touching (bouncy v)?> then\n set [yvel v] to [18]\nend\nif <<touching (water v)?> and <<key (s v) pressed?> or <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>>> then\n set [yvel v] to [-5]\nend\nif <<<<touching (danger v)?> or <touching (moving danger v)?>> or <touching (cannon v)?>> or <<(y position) < [-170]> or <<<touching (enemy ai v)?> or <touching (cannon2 v)?>> or <<touching (saws v)?> or <touching (lasers v)?>>>>> then\n set [resx v] to (x position)\n set [resy v] to (y position)\n Respawn\n create clone of (_myself_ v)\n broadcast (Enemy Respawn v)\nend\nif <<touching (down orbs v)?> and <<<key (w v) pressed?> or <key (space v) pressed?>> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n set [yvel v] to [-10]\nend\n\ndefine Respawn\ngo to x: (-214) y: (0)\nset [xvel v] to [0]\nset [yvel v] to [0]\n\nwhen flag clicked\nhide\nRespawn\nset [level v] to [1]\n\nwhen I receive [begin gameplay v]\nshow\nRespawn\nforever\n Amazing Platformer Engine\nend\n\nwhen I start as a clone\ngo to x: (ResX) y: (ResY)\nrepeat (10)\n turn right (60) degrees\n change y by (5)\n change [ghost v] effect by (10)\nend\nhide\nset [resx v] to [0]\nset [resy v] to [0]\ndelete this clone\n\nwhen I receive [help v]\nforever\n change y by (-1)\n if <<key (space v) pressed?> and <touching (ground v)?>> then\n set [yvel v] to [18]\n end\n change y by (1)\n if <<key (space v) pressed?> and <touching (up orbs v)?>> then\n set [yvel v] to [18]\n end\nend\n\n@Ground\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@Text and Decorations\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Story\n\nwhen flag clicked\nswitch costume to (alpha v)\nwait (5) seconds\nswitch costume to (1 v)\nshow\nrepeat (4)\n wait until <mouse down?>\n next costume\n wait until <not <mouse down?>>\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Begin Gameplay v)\nhide\n\nwhen I receive [earth v]\nclear graphic effects\nswitch costume to (6 v)\nshow\nrepeat (4)\n wait until <mouse down?>\n next costume\n wait until <not <mouse down?>>\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Portal\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Intro\n\ndefine Animate (x) (y) (size) (direction) (speed)\nchange x by (((round (x)) - (round (x position))) / (speed))\nchange y by (((round (y)) - (round (y position))) / (speed))\nchange size by (((round (size)) - (round (size))) / (speed))\nturn right (((round (direction)) - (round (direction))) / (speed)) degrees\n\ndefine Color (color) Brightness (brightness) Transparency (transparency)\nset [color v] to (color)\nset [brightness v] to (brightness)\nset [transparency v] to (transparency)\nset [color v] effect to (Color)\nset [brightness v] effect to (Brightness)\nset [ghost v] effect to (Transparency)\n\ndefine Size (size) (speed)\nchange size by (((round (size)) - (round (size))) / (speed))\n\nwhen flag clicked\nwait (0.25) seconds\nClone Sprite ID [Start] [1]\nwait (1.3) seconds\nClone Sprite ID [Cover] [1]\nwait (0.4) seconds\nClone Sprite ID [Logo] [1]\nClone Sprite ID [Particles] [50]\nwait (1) seconds\nset [xmot v] to [-200]\nrepeat (7)\n Color [20] Brightness [0] Transparency [0]\n set [id v] to [Bars2]\n create clone of (_myself_ v)\n change [xmot v] by (75)\n wait (0.02) seconds\nend\nwait (0.2) seconds\nCreate Bars\nwait (0.15) seconds\nBouncy Bars\nwait (0.3) seconds\nClone Sprite ID [Fill] [1]\nwait (0.5) seconds\nClone Sprite ID [Text] [1]\nwait (1) seconds\nbroadcast (End Intro v)\n\nwhen I start as a clone\nif <(ID) = [Start]> then\n clear graphic effects\n switch costume to (size bypass v)\n Animate [0] [0] [0] [90] [1]\n Color [20] Brightness [25] Transparency [0]\n switch costume to (shape 1 v)\n show\n repeat until <[1200] = (round (size))>\n switch costume to (size bypass v)\n Size [1200] [5]\n switch costume to (shape 1 v)\n end\n wait (2) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Cover]> then\n clear graphic effects\n switch costume to (size bypass v)\n Animate [0] [0] [0] [90] [1]\n Color [0] Brightness [100] Transparency [0]\n switch costume to (shape 1 v)\n show\n repeat until <[325] = (round (size))>\n switch costume to (size bypass v)\n Size [325] [4]\n switch costume to (shape 1 v)\n end\n wait (2.5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Logo]> then\n clear graphic effects\n Animate [0] [-5000000] [0] [90] [1]\n Color [0] Brightness [0] Transparency [0]\n switch costume to (logo v)\n show\n repeat until <([abs v] of (((Move) * (0.7)) + (((100) - (round (size))) * (0.3))) ) < [0.05]>\n set [move v] to (((Move) * (0.7)) + (((100) - (round (size))) * (0.3)))\n set [ghost v] effect to (Move)\n change size by (Move)\n set y to (Move)\n end\n wait (2) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Particles]> then\n clear graphic effects\n switch costume to (size bypass v)\n Animate [0] [0] (pick random (90) to (110)) (pick random (0) to (360)) [1]\n Color [20] Brightness (pick random (0) to (25)) Transparency (pick random (0) to (15))\n switch costume to (particle v)\n show\n set [i v] to (pick random (22) to (35))\n set [j v] to [0.8]\n repeat until <(y position) < [-160]>\n if on edge, bounce\n set [i v] to ((i) * (0.88))\n change [j v] by (-0.25)\n move (i) steps\n change y by (j)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Bars2]> then\n go to [front v] layer\n if <(XMot) = [325]> then\n go [backward v] (2) layers\n end\n Animate [200] [150] [0] [2] [1]\n Color (Color) Brightness (Brightness) Transparency (Transparency)\n clear graphic effects\n show\n switch costume to (thin bar v)\n repeat until <[100] = (round (size))>\n Animate (XMot) [0] [100] [90] [5]\n Color [20] Brightness [5] Transparency [0]\n end\n go to x: (XMot) y: (0)\n point in direction (90)\n wait (1) seconds\n delete this clone\nend\n\ndefine Create Bars\nset [id v] to [Smooth Bar]\ngo to x: (-1000000000) y: (10000000000)\nset [xmot v] to [-220]\nrepeat (10)\n create clone of (_myself_ v)\n change [xmot v] by (50)\nend\n\nwhen I start as a clone\nif <(ID) = [Smooth Bar]> then\n show\n switch costume to (bar v)\n set size to (100) %\n show\n go to [front v] layer\n point in direction (90)\n repeat until <<(round (x position)) = (XMot)> and <(round (y position)) = [0]>>\n Pos (XMot) [0] [4]\n Color [20] Brightness [50] Transparency [0]\n end\n wait (1) seconds\n delete this clone\nend\n\ndefine Bouncy Bars\nset [id v] to [Bouncy Bars]\nset [bar y v] to [240]\nrepeat (10)\n create clone of (_myself_ v)\n change [bar y v] by (-60)\nend\nset [bar y v] to [0]\n\nwhen I start as a clone\nif <(ID) = [Bouncy Bars]> then\n go to [front v] layer\n show\n set size to (0) %\n switch costume to (bar2 v)\n go to x: (-100000000) y: (Bar Y)\n point in direction (0)\n repeat (10)\n set [bar y v] to (((Bar Y) * (.6)) + (((0) - (x position)) / (3)))\n change x by (Bar Y)\n change size by (((130) - (size)) / (5))\n Color [20] Brightness [15] Transparency [0]\n go to [front v] layer\n end\n repeat (20)\n set [bar y v] to (((Bar Y) * (.6)) + (((0) - (x position)) / (3)))\n change x by (Bar Y)\n change size by (((130) - (size)) / (5))\n Color [20] Brightness [15] Transparency [0]\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Fill]> then\n clear graphic effects\n switch costume to (size bypass v)\n Animate [100] [5000000000000] [0] [-90] [1]\n Color [0] Brightness [100] Transparency [0]\n switch costume to (bar2 v)\n go to [front v] layer\n show\n repeat until <<[0] = (round (x position))> and <[0] = (round (y position))>>\n switch costume to (size bypass v)\n Animate [0] [0] [130] [0] [5]\n switch costume to (bar2 v)\n end\n Animate [0] [0] [130] [0] [1]\nend\n\ndefine Clone Sprite ID (id) (#)\nset [id v] to (id)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\ndefine Pos (x) (y) (speed)\nchange x by (((round (x)) - (round (x position))) / (speed))\nchange y by (((round (y)) - (round (y position))) / (speed))\n\nwhen I start as a clone\nif <(ID) = [Fill]> then\n clear graphic effects\n switch costume to (size bypass v)\n Animate [100] [5000000000000] [0] [-90] [1]\n Color [0] Brightness [100] Transparency [0]\n switch costume to (bar2 v)\n go to [front v] layer\n show\n repeat until <<[0] = (round (x position))> and <[0] = (round (y position))>>\n switch costume to (size bypass v)\n Animate [0] [0] [130] [0] [5]\n switch costume to (bar2 v)\n end\n Animate [0] [0] [130] [0] [1]\nend\n\nwhen I start as a clone\nif <(ID) = [Text]> then\n go to [front v] layer\n show\n clear graphic effects\n switch costume to (text v)\n go to x: (1000) y: (1000)\n point in direction (158)\n set size to (200) %\n repeat until <<<<[0] = (round (x position))> and <[0] = (round (y position))>> and <[90] = (round (direction))>> and <[100] = (round (size))>>\n Animate [0] [0] [100] [90] [5]\n end\nend\n\nwhen I receive [end intro v]\ndelete this clone\n\n@Moving Danger\n\nwhen flag clicked\nforever\n switch costume to (Level)\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\n@Bouncy\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\n set [timeflow v] to (timer)\nend\n\nwhen [timer v] > (TimeFlow)\ngo to [front v] layer\nclear graphic effects\nshow\n\n@Cannon\n\ndefine Oof (x) (y)\nif <(y) < (y position)> then\n set [oof v] to (([atan v] of (((x) - (x position)) / ((y) - (y position))) ) + (180))\nelse\n set [oof v] to ([atan v] of (((x) - (x position)) / ((y) - (y position))) )\nend\npoint in direction (Oof)\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\n else\n hide\n end\n Oof ([x position v] of [player v]) ([y position v] of [player v])\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n wait (1.5) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (bullet v)\nshow\nrepeat until <<touching (_edge_ v)?> or <<touching (player v)?> or <touching (ground v)?>>>\n move (7) steps\nend\ndelete this clone\n\nwhen I receive [enemy respawn v]\ndelete this clone\n\n@Fade\n\nwhen flag clicked\nswitch costume to (fade v)\nhide\n\nwhen I receive [fade v]\nswitch costume to (fade v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nswitch costume to (fade2 v)\nrepeat (20)\n set [brightness v] effect to (50)\n change [whirl v] effect by (100)\nend\nclear graphic effects\nswitch costume to (win v)\n\nwhen I receive [begin gameplay v]\nforever\n play sound [Adventure v] until done\nend\n\nwhen I receive [fade v]\nstop all sounds\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen I receive [begin gameplay v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Level) = [9]> then\n broadcast (Fade v)\n else\n change [level v] by (1)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\n@Condition\n\nwhen I receive [begin gameplay v]\nshow\nset [ghost v] effect to (100)\nwait until <(Level) = [2]>\nset [sense v] to [0]\nrepeat (2)\n wait until <touching (player v)?>\n change [sense v] by (1)\n wait until <not <touching (player v)?>>\nend\nbroadcast (Help v)\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen [timer v] > (0)\nhide\n\n@Help\n\nwhen flag clicked\nset [power v] to [0]\nhide\n\nwhen I receive [help v]\nshow\nset [power v] to [1]\nwait until <(Level) = [3]>\nhide\n\nwhen I receive [begin gameplay v]\nwait until <(Level) = [3]>\nif <(Power) = [0]> then\n set [power v] to [1]\nend\n\n@Saws\n\nwhen flag clicked\nhide\n\nwhen I receive [enemy respawn v]\nif <(Level) = (Level)> then\n delete this clone\nend\nif <(Level) = [3]> then\n Clone Saw at [85] [-5] Size [80] Spin Amount [5]\n Clone Saw at [-85] [-5] Size [65] Spin Amount [2]\nelse\n if <(Level) = [5]> then\n Clone Saw at [-60] [75] Size [80] Spin Amount [15]\n else\n if <(Level) = [7]> then\n set [move v] to [1]\n set [spin val v] to (([cos v] of ((timer) * (30)) ) * (20))\n go to x: ((([tan v] of ((timer) * (30)) ) * (20)) + (95)) y: ((([sin v] of ((timer) * (30)) ) * (20)) + (110))\n set size to ((([sin v] of ((timer) * (30)) ) * (20)) + (50)) %\n create clone of (_myself_ v)\n else\n end\n end\nend\n\ndefine Clone Saw at (x) (y) Size (size) Spin Amount (spin val)\nset [move v] to [0]\nset [spin val v] to (spin val)\ngo to x: (x) y: (y)\nset size to (size) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n turn right (Spin Val) degrees\nend\n\nwhen I start as a clone\nshow\nif <(Move) = [1]> then\n forever\n turn right (([cos v] of ((timer) * (30)) ) * (20)) degrees\n go to x: ((([tan v] of ((timer) * (30)) ) * (20)) + (95)) y: ((([sin v] of ((timer) * (30)) ) * (20)) + (110))\n set size to ((([sin v] of ((timer) * (30)) ) * (20)) + (50)) %\n end\nend\n\n@Up Orbs\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Right Orbs\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Chaos\n\ndefine Dimish Shake\nclear graphic effects\nset size to (1000) %\nrepeat until <[100] = (round (size))>\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n change size by (((100) - (size)) / (7))\nend\n\nwhen flag clicked\nhide\nwait until <(Level) = [6]>\nswitch costume to (chaos 1 v)\nshow\nrepeat (5)\n Dimish Shake\n next costume\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Earth v)\n\n@Water\n\nwhen flag clicked\nforever\n switch costume to (Level)\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\n@Lasers\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <((round (timer)) mod (2)) = [0]> then\n show\n wait (1.5) seconds\n else\n hide\n wait (1.5) seconds\n end\nend\n\n@Down Orbs\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n | -Announcment : Part 3 has been delayed because I am currently making another game. \nScroll down for tips\nPlay part 1 if you haven't: https://scratch.mit.edu/projects/478660514/\n⚠ Epilepsy Warning\nDON'T SKIP LEVEL 2, it will glitch\nI know, it's hard, mainly to make up for how short it is.\nPlease don't spam "generic" or that kind of stuff(I will report you!), this isn't generic at all.\nAnd don't forget to leave a love\n\nBlocks: 900+\nTIPS:\nToo hard? Play here: https://turbowarp.org/489342260/fullscreen?size=800x360\nToo easy? Play here:\nhttps://turbowarp.org/489342260/fullscreen?size=500x5000\nAnd last of all, don't skip level 2 or it will glitch(I know I said that already)\n#games #all #platformer #wait #you #are #reading #the #tags #lol #more #tags #in #the #notes #and #credits |
Glacier || - a Scrolling platformer | @Stage\n\n@p1\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\npoint in direction (90)\nset size to (55) %\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (.5)\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 (-0.5)\nend\nset [xの力 v] to ((xの力) * (0.95))\nchange x by (xの力)\nrepeat (6)\n if <touching (s v)?> then\n change y by (1)\n end\nend\nif <touching (s 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 ((5) - (<(xの力) > [0]> * (10)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (s 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 (s 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 (s2 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) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (s 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 (s 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 (s 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 (s v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [0]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\n@p2\n\nwhen flag clicked\nset [cx v] to [0]\nset [cy v] to [0]\nshow\n\nwhen I receive [プログラム2 v]\np\n\ndefine p\ngo to [front v] layer\nchange [cx v] by (((xの力) - (Cx)) / (5))\nchange [cy v] by (((yの力) - (Cy)) / (5))\nset x to (((X) - (Camera_x)) + ((Cx) * (.4)))\nset y to ((((Y) - (Camera _y)) - (20)) + ((Cy) * (.3)))\n\n@s\n\nwhen flag clicked\nset [sx v] to [0]\nhide\n準備\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)\nchange [sx v] by (1)\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)\n hide\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\ndefine 準備\nrepeat (10)\n ステージ配置 ((sx) * (480)) [0] ((sx) + (1))\nend\n\n@l\n\nwhen flag clicked\nset [cx v] to [0]\nset [cy v] to [0]\nshow\n\nwhen I receive [プログラム2 v]\np\n\ndefine p\ngo to [back v] layer\nchange [cx v] by (((xの力) - (Cx)) / (5))\nchange [cy v] by (((yの力) - (Cy)) / (5))\nchange [cm v] by (7)\nset size to ((50) + ([abs v] of (([sin v] of (Cm) ) * (10)) )) %\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\n@m\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.1)\nforever\n go to x: (pick random (-1) to (0)) y: (pick random (-1) to (0))\n go to [front v] layer\n reset timer\nend\n\n@pa\n\nwhen I start as a clone\ngo to (random position v)\npoint in direction (pick random (1) to (360))\nset size to (pick random (11) to (22)) %\nset [ghost v] effect to (100)\ngo to [back v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n move (pick random (1) to (0)) steps\nend\nrepeat (pick random (1) to (33))\n move (pick random (1) to (0)) steps\nend\nrepeat (10)\n change [ghost v] effect by (10)\n move (pick random (1) to (0)) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n repeat (pick random (1) to (5))\n create clone of (_myself_ v)\n wait (.5) seconds\n end\n wait (pick random (1) to (3.3)) seconds\nend\n\n@s2\n\nwhen flag clicked\nset [sx v] to [0]\nhide\n準備\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)\nchange [sx v] by (1)\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 hide\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\ndefine 準備\nrepeat (10)\n ステージ配置 ((sx) * (480)) [0] ((sx) + (1))\nend\n\n | English\nJump with the up key\nMove with the left and right keys\n 日本語\n上キーでジャンプ\n左右のキーで移動 |
Free Platformer Engine #tutorials #games #all | @Stage\n\n@Level\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (34) y: (3)\n\nwhen I receive [next level v]\nnext costume\n\n@Player\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 Play\nend\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\n@Spikes\n\nwhen flag clicked\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@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n | Hello Guys :)\nMany people are unable to create perfect platformer with real life physics !!!\n\nSo here you go ~\nThis is a simple project with which you can easily make platformers from now :) \n\nControls ~\nRight arrow - Right\nLeft arrow - Left\nUp arrow - Up\nDown arrow - Down\n\nHow to use ~\nBackpack the 3 sprites and the background...\nAnd add it in a new project...\nNow all up to you ...\nChange the player, background, spikes and level\nPls give credit if you used it :)\nPls like/fav if it helped you\nAny projects I see without credit will be reported :O\n\nNote ~\nThis is only an engine.. So it is not perfectly a game but you can still play it :) \nI know there is a glitch where you get stuck in the wall this because i tried to keep the scripts very easy :)\n\nFact -\nOnly 50 blocks used for player physics and super easy :)\n\nThanks :) |
Among Us platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Hello v] until done\nend\n\n@Duszek1\n\nwhen I start as a clone\nswitch costume to (kostium2 v)\nrepeat (10)\n change size by (-3)\n change [ghost v] effect by (10)\n delete this clone\nend\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (kostium1 v)\nset size to (40) %\ngo to x: (-152) y: (-55)\nforever\n create clone of (_myself_ v)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x v] by (-1)\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x v] by (1)\n end\n end\n set rotation style [left-right v]\n change x by (X)\n set [x v] to ((X) * (.9))\n change y by (Y)\n set [y v] to ((Y) * (1))\n if <touching (duszek3 v)?> then\n play sound [Crunch v] until done\n go to x: (-152) y: (-55)\n end\n if <touching (duszek4 v)?> then\n go to x: (-152) y: (-55)\n change [lvl v] by (1)\n end\n if <touching (duszek2 v)?> then\n change y by (1)\n if <touching (duszek2 v)?> then\n change y by (1)\n if <touching (duszek2 v)?> then\n change y by (1)\n if <touching (duszek2 v)?> then\n change y by (1)\n end\n end\n end\n end\n if <touching (duszek2 v)?> then\n set [y v] to [1]\n change y by (1)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (kostium4 v)\n set [y v] to [12]\n end\n else\n change [y v] by (-1)\n end\nend\n\n@Duszek2\n\n@Duszek3\n\nwhen flag clicked\nset [lvl v] to [1]\nforever\n switch costume to (LVL)\nend\n\n@Duszek4\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Duszek5\n\nwhen flag clicked\ncreate clone of (_myself_ v)\ngo to (random position v)\nforever\n turn right (2) degrees\n change x by (2)\n if <touching (_edge_ v)?> then\n go to (random position v)\n end\nend\n\nwhen I start as a clone\ngo to (random position v)\nforever\n turn right (2) degrees\n change x by (2)\n if <touching (_edge_ v)?> then\n go to (random position v)\n end\nend\n\n@Duszek6\n\nwhen flag clicked\nforever\n switch costume to (LVL)\nend\n\n@Duszek7\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n | ------------Welcome To Among Us platformer------------------\nUse Arows To move And W,A,D \nMusic from @szlurp :D\nLevels 12 |
Sky || A platformer || Mobile friendly | @Stage\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [brightness v] effect to (pick random (1) to (99))\nset [color v] effect to (pick random (10) to (99))\ngo to [back v] layer\nshow\nset size to (50) %\ngo to x: (221) y: (pick random (171) to (-171))\nrepeat until <(x position) < [-250]>\n move (10) steps\nend\ndelete this clone\n\nwhen I receive [end v]\nforever\n create clone of (_myself_ v)\n wait (pick random (5) to (7)) seconds\nend\n\nshow\n\n@Intro\n\ndefine Size: (size) Speed: (speed)\nrepeat until <(round (size)) = (size)>\n change size by (((size) - (size)) / (speed))\nend\n\ndefine Clone: Name: (id) how many times: (count)\nset [\[intro\] 🎥 clone id v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\nend\nset [\[intro\] 🎥 clone id v] to []\n\ndefine GlideX (x) GlideY (y) Direction: (direction) Speed: (speed)\nrepeat until <<(round (x position)) = (x)> and <<(round (y position)) = (y)> and <(round (direction)) = (direction)>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen I start as a clone\nif <(\[INTRO\] 🎥 clone id) = [F]> then\n switch costume to (fill v)\n go to [back v] layer\n point in direction (105)\n go to x: (1000) y: (-1000)\n show\n GlideX [0] GlideY [240] Direction: [105] Speed: [5]\n repeat (15)\n switch costume to ( v)\n change size by ((size) * (0.2))\n turn left (2) degrees\n switch costume to (fill v)\n end\n delete this clone\nend\n\ndefine Intro\nReset\nstart sound [it's different - Pokemon Ü \(feat v]\nrepeat (5)\n change [brightness v] effect by (3)\n set [\[intro\] 🎥 clone id v] to [F]\n create clone of (_myself_ v)\n wait (.08) seconds\n change y by (-100)\nend\nwait (.8) seconds\nClone: Name: [F2] how many times: [1]\nwait (.5) seconds\nParticles1\nwait (2) seconds\nParticles2\nwait (.5) seconds\nParticles1\n\ndefine Reset\nhide\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [\[intro\] 🎥i v] to [0]\nset [\[intro\] 🎥 clone id v] to []\n\nwhen I start as a clone\nif <(\[INTRO\] 🎥 clone id) = [F2]> then\n switch costume to (fill2 v)\n show\n point in direction (90)\n go to x: (1000) y: (0)\n GlideX [0] GlideY [0] Direction: [90] Speed: [3]\n Clone: Name: [N] how many times: [1]\n wait (1) seconds\n set [brightness v] effect to (-100)\n wait (1.5) seconds\n set [brightness v] effect to (0)\n wait (1.3) seconds\n set [brightness v] effect to (-100)\n wait (2) seconds\n Clone: Name: [End] how many times: [1]\n delete this clone\nend\n\nwhen I start as a clone\nif <(\[INTRO\] 🎥 clone id) = [N]> then\n switch costume to (ts142\(black\) v)\n go to [front v] layer\n show\n point in direction (90)\n go to x: (0) y: (0)\n set size to (0) %\n Size: [100] Speed: [5]\n wait (.3) seconds\n switch costume to (ts142\(white\) v)\n Particles2\n set size to (150) %\n Size: [100] Speed: [5]\n wait (.1) seconds\n set size to (150) %\n Size: [100] Speed: [5]\n switch costume to (ts142\(black\) v)\n set size to (150) %\n Size: [100] Speed: [5]\n wait (.5) seconds\n switch costume to (ts142\(white\) v)\n Particles2\n set size to (150) %\n Size: [100] Speed: [5]\n wait (1) seconds\n flash\n Clone: Name: [L] how many times: [1]\n hide\nend\n\ndefine Particles1\nrepeat (75)\n Clone: Name: [P\(B\)] how many times: [1]\nend\n\nwhen I start as a clone\nif <(\[INTRO\] 🎥 clone id) = [P\(B\)]> then\n show\n switch costume to (particle1 v)\n clear graphic effects\n set [brightness v] effect to (pick random (5) to (10))\n set size to (pick random (50) to (100)) %\n go to x: (0) y: (0)\n set [\[intro\] 🎥i v] to (pick random (-15) to (15))\n point in direction (pick random (180) to (-180))\n repeat (5)\n set [\[intro\] 🎥i v] to ((\[INTRO\] 🎥i) * (.99))\n move (\[INTRO\] 🎥i) steps\n change [ghost v] effect by (5)\n end\n repeat until <touching (_edge_ v)?>\n move (\[INTRO\] 🎥i) steps\n set [\[intro\] 🎥i v] to ((\[INTRO\] 🎥i) * (.99))\n change size by (-2)\n change [ghost v] effect by (pick random (1) to (3))\n end\n delete this clone\nend\n\ndefine Particles2\nrepeat (75)\n Clone: Name: [P\(W\)] how many times: [1]\nend\n\nwhen I start as a clone\nif <(\[INTRO\] 🎥 clone id) = [P\(W\)]> then\n show\n switch costume to (particle2 v)\n clear graphic effects\n set [brightness v] effect to (pick random (5) to (10))\n set size to (pick random (50) to (100)) %\n go to x: (0) y: (0)\n set [\[intro\] 🎥i v] to (pick random (-15) to (15))\n point in direction (pick random (180) to (-180))\n repeat (5)\n set [\[intro\] 🎥i v] to ((\[INTRO\] 🎥i) * (.99))\n move (\[INTRO\] 🎥i) steps\n change [ghost v] effect by (5)\n end\n repeat until <touching (_edge_ v)?>\n move (\[INTRO\] 🎥i) steps\n set [\[intro\] 🎥i v] to ((\[INTRO\] 🎥i) * (.99))\n change size by (-2)\n change [ghost v] effect by (pick random (1) to (3))\n end\n delete this clone\nend\n\ndefine flash\nClone: Name: [📸F] how many times: [1]\n\nwhen I start as a clone\nif <(\[INTRO\] 🎥 clone id) = [📸F]> then\n go to [front v] layer\n show\n switch costume to (flash v)\n set [brightness v] effect to (100)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(\[INTRO\] 🎥 clone id) = [L]> then\n go to [front v] layer\n show\n switch costume to (logo v)\n set size to (150) %\n Size: [100] Speed: [5]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(\[INTRO\] 🎥 clone id) = [End]> then\n show\n switch costume to (end v)\n set [brightness v] effect to (-100)\n set size to (100) %\n repeat (20)\n change [ghost v] effect by (5)\n change x by (-30)\n end\n broadcast (End v)\n delete this clone\nend\n\nwhen flag clicked\nIntro\n\nforever\nend\n\nplay sound [it's different - Pokemon Ü \(feat v] until done\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [end v]\nshow\n\nwhen I receive [nxt lvl v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(y position) < [-145]> then\n go to x: (-160) y: (-60)\n end\nend\n\ndefine Motion Gravity: (gravity) Jump Height: (jump height) Side Movement Speed: (side movement speed) Friction: (friction) Slope: (slope)\nchange [yvel v] by (gravity)\nchange y by (yvel)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (yvel) ) / (yvel)) * (-1))\n end\n set [yvel v] to (<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(([abs v] of (yvel) ) / (yvel)) = [-1]>> * (jump height))\nend\nset [my variable v] to (((my variable) + ((<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> * ((side movement speed) * (-1))) + (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> * (side movement speed)))) * (friction))\nchange x by (my variable)\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 (my variable) ) / (my variable)) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to (jump height)\n if <(my variable) > [0]> then\n set [my variable v] to [-8]\n else\n set [my variable v] to [8]\n end\n else\n set [my variable v] to [0]\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-160) y: (-60)\nset [my variable v] to [0]\nset [yvel v] to [0]\nforever\n Motion Gravity: [-.5] Jump Height: [10] Side Movement Speed: [1.5] Friction: [.8] Slope: [10]\n go to [front v] layer\n if on edge, bounce\n point in direction (90)\nend\n\nwhen I start as a clone\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [end v]\nshow\ngo to x: (-207) y: (-49)\n\nwhen flag clicked\nforever\n if <touching (sprite3 v)?> then\n broadcast (Nxt lvl v)\n go to x: (-160) y: (-60)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (dead v)?> then\n go to x: (-160) y: (-60)\n end\nend\n\nwhen I receive [end v]\nforever\n play sound [Fade v] until done\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [nxt lvl v]\nnext costume\n\nwhen I receive [end v]\nshow\n\n@DEAD\n\nwhen I receive [nxt lvl v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [end v]\nshow\n\n@Rare code to make less laggy\n\n | Use wasd mobile controls or arrows.\nAll levels are 100% possible. The level where it says "where is it?" is possible.\nSequel is here! https://scratch.mit.edu/projects/491169605/\nI will try to answer most questions and comments but i cant promise. |
The mountains || a platformer #games #all | @Stage\n\nwhen flag clicked\nwait (6) seconds\nforever\n play sound [Plugged v] until done\nend\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n set rotation style [left-right v]\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (up arrow v) pressed?>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\ngo to x: (-216) y: (100)\nset [level v] to [1]\nshow\nforever\n go to [back v] layer\n set [y v] to [0]\n set [x v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (1)\n end\n change x by (x)\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n show variable [time v]\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (platforms v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (platforms v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (bounce pads v)?> then\n set [y v] to [19]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> or <touching (#enemy-1 v)?>> then\n go to x: (-216) y: (100)\n end\n if <(x position) = [239]> then\n broadcast (Next Level v)\n change [level v] by (1)\n go to x: (-209) y: (-71)\n end\nend\n\nif <(x position) = [239]> then\n broadcast (Next Level v)\n change [level v] by (1)\n go to x: (-216) y: (100)\nend\n\nwhen I start as a clone\nrepeat (100)\n change [ghost v] effect by (15)\n change size by (-15)\nend\ndelete this clone\n\nwhen flag clicked\nshow\n\nwhen I receive [the end v]\nhide\nshow variable [time v]\n\nwhen flag clicked\nset [time v] to [0]\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n hide variable [time v]\nend\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\n\n\nwhen this sprite clicked\nbroadcast (Next Level v)\nchange [level v] by (1)\ngo to x: (0) y: (0)\nwait until <(costume [name v]) = [costume6]>\nstop [this script v]\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nforever\n if <(level) = [5]> then\n repeat until <not <(level) = [5]>>\n repeat (5)\n wait (0.01) seconds\n change y by (-3)\n end\n wait (0.1) seconds\n repeat (5)\n change y by (3)\n end\n end\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Text and Decoration\n\ndefine position: x: (x) , y: (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Bounce pads\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n reset timer\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Assets [all]\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nset [cam x v] to [0]\nset [cam y v] to [0]\nset [pinwheel colour v] to [0]\nset [pinwheel brightness v] to [0]\nset [energy v] to [0]\nset [sequence v] to [0]\nstart sound [Cool lntro Music v]\nwait (0) seconds\nset [clone id v] to [4]\ncreate clone of (_myself_ v)\nset [clone id v] to [5]\ncreate clone of (_myself_ v)\nExplosion x [0] y [0] size [100]\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nset [clone id v] to [2]\ncreate clone of (_myself_ v)\nShockwave\nTween Screen x [-10] y [10]\nTween Screen x [10] y [-5]\nTween Screen x [0] y [0]\nset [clone id v] to [4]\ncreate clone of (_myself_ v)\nset [clone id v] to [5]\ncreate clone of (_myself_ v)\nExplosion x [0] y [0] size [100]\nShockwave\nrepeat (10)\n change [cam x v] by (((10) - (Cam X)) / (3))\n change [cam y v] by (((10) - (Cam Y)) / (3))\n change [pinwheel colour v] by (((50) - (Pinwheel Colour)) / (8))\n change [pinwheel brightness v] by (((-5) - (Pinwheel Brightness)) / (8))\nend\nrepeat (10)\n change [cam x v] by (((0) - (Cam X)) / (3))\n change [cam y v] by (((0) - (Cam Y)) / (3))\n change [pinwheel colour v] by (((50) - (Pinwheel Colour)) / (8))\n change [pinwheel brightness v] by (((-5) - (Pinwheel Brightness)) / (8))\nend\nwait (0.3) seconds\nset [clone id v] to [4]\ncreate clone of (_myself_ v)\nGrid Explosion\nShockwave\nrepeat (10)\n change [cam x v] by (((-10) - (Cam X)) / (3))\n change [cam y v] by (((10) - (Cam Y)) / (3))\n change [pinwheel colour v] by (((110) - (Pinwheel Colour)) / (8))\n change [pinwheel brightness v] by (((-20) - (Pinwheel Brightness)) / (8))\nend\nrepeat (30)\n change [cam x v] by (((0) - (Cam X)) / (3))\n change [cam y v] by (((0) - (Cam Y)) / (3))\n change [pinwheel colour v] by (((110) - (Pinwheel Colour)) / (8))\n change [pinwheel brightness v] by (((-20) - (Pinwheel Brightness)) / (8))\nend\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [1]> then\n switch costume to (name v)\n set size to (0) %\n set [i1 v] to [0]\n repeat (30)\n set [i1 v] to (((i1) * (0.8)) + (((100) - (size)) / (4)))\n change size by (i1)\n point in direction ((90) + ((i1) / (5)))\n go to x: (Cam X) y: (Cam Y)\n end\n set size to (0) %\n set [i1 v] to [0]\n repeat (30)\n set [i1 v] to (((i1) * (0.8)) + (((100) - (size)) / (4)))\n change size by (i1)\n point in direction ((90) + ((i1) / (5)))\n go to x: (Cam X) y: (Cam Y)\n go [forward v] (1) layers\n end\n set [i1 v] to [90]\n repeat (30)\n go [forward v] (1) layers\n change [i1 v] by (((450) - (i1)) / (5))\n go to x: (Cam X) y: (Cam Y)\n point in direction (i1)\n go to x: (Cam X) y: (Cam Y)\n end\n set [sequence v] to [1]\n set [clone id v] to [6]\n create clone of (_myself_ v)\n delete this clone\nelse\n if <(Clone ID) = [2]> then\n go to [back v] layer\n set size to (100) %\n repeat (10)\n switch costume to (blank v)\n change size by ((size) / (3))\n switch costume to (pinwheel circle v)\n turn right (2) degrees\n go to x: (Cam X) y: (Cam Y)\n end\n repeat until <(Sequence) = [1]>\n turn right (2) degrees\n go to x: (Cam X) y: (Cam Y)\n set [color v] effect to (Pinwheel Colour)\n set [brightness v] effect to (Pinwheel Brightness)\n set [whirl v] effect to ((Pinwheel Colour) * (0.7))\n end\n delete this clone\n else\n if <(Clone ID) = [3]> then\n switch costume to (spline1 v)\n set size to ((Sprite3: size) * ((1) + (energy))) %\n point in direction (i1)\n set [i1 v] to [0]\n set [brightness v] effect to (brightness)\n repeat (10)\n change [i1 v] by (((((200) + (<(energy) = [1]> * (100))) * ((Sprite3: size) / (100))) - (i1)) / (7))\n go to x: ((Sprite3: x) + (Cam X)) y: ((Sprite3: y) + (Cam Y))\n move (i1) steps\n end\n repeat (9)\n change [i1 v] by (((((200) + (<(energy) = [1]> * (100))) * ((Sprite3: size) / (100))) - (i1)) / (7))\n go to x: ((Sprite3: x) + (Cam X)) y: ((Sprite3: y) + (Cam Y))\n move (i1) steps\n next costume\n end\n delete this clone\n else\n if <(Clone ID) = [4]> then\n switch costume to (square1 v)\n go [backward v] (1) layers\n set size to (0) %\n point in direction (45)\n repeat (30)\n change size by (((500) - (size)) / (7))\n go to x: (Cam X) y: (Cam Y)\n end\n repeat (30)\n switch costume to (blank v)\n change size by (((1300) - (size)) / (7))\n switch costume to (square1 v)\n go to x: (Cam X) y: (Cam Y)\n end\n delete this clone\n else\n if <(Clone ID) = [5]> then\n switch costume to (square2 v)\n go [backward v] (1) layers\n set size to (0) %\n point in direction (45)\n repeat (30)\n change size by (((200) - (size)) / (7))\n go to x: (Cam X) y: (Cam Y)\n end\n repeat (30)\n switch costume to (blank v)\n change size by (((1300) - (size)) / (7))\n switch costume to (square2 v)\n go to x: (Cam X) y: (Cam Y)\n end\n delete this clone\n else\n if <(Clone ID) = [6]> then\n switch costume to (screencamlense v)\n set [color v] effect to (Pinwheel Colour)\n set [brightness v] effect to (Pinwheel Brightness)\n set size to (0) %\n repeat (30)\n switch costume to (blank v)\n change size by (((1200) - (size)) / (4))\n switch costume to (screencamlense v)\n end\n delete this clone\n else\n if <(Clone ID) = [7]> then\n switch costume to (shockwave v)\n repeat (50)\n switch costume to (blank v)\n change size by (((300) - (size)) / (10))\n switch costume to (shockwave v)\n change [ghost v] effect by (4)\n end\n delete this clone\n end\n end\n end\n end\n end\n end\nend\n\ndefine Explosion x (x) y (y) size (size)\nset [brightness v] to [-10]\nset [i1 v] to [0]\nset [clone id v] to [3]\nset [sprite3: x v] to (x)\nset [sprite3: y v] to ((y) - (5))\nset [sprite3: size v] to (size)\nrepeat (12)\n create clone of (_myself_ v)\n change [i1 v] by (30)\nend\nset [i1 v] to [0]\nset [clone id v] to [3]\nset [sprite3: x v] to (x)\nset [sprite3: y v] to (y)\nset [sprite3: size v] to (size)\nset [brightness v] to [0]\nrepeat (12)\n create clone of (_myself_ v)\n change [i1 v] by (30)\nend\n\ndefine Tween Screen x (x) y (y)\nrepeat (10)\n change [cam x v] by (((x) - (Cam X)) / (3))\n change [cam y v] by (((y) - (Cam Y)) / (3))\nend\n\ndefine Grid Explosion\nset [energy v] to [1]\nset [c1 v] to [-150]\nset [c2 v] to [130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [0]\nset [c2 v] to [130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [150]\nset [c2 v] to [130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [-150]\nset [c2 v] to [0]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [0]\nset [c2 v] to [0]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [150]\nset [c2 v] to [0]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [-150]\nset [c2 v] to [-130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [0]\nset [c2 v] to [-130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [150]\nset [c2 v] to [-130]\nExplosion x (c1) y (c2) size [20]\n\ndefine Shockwave\nset [clone id v] to [7]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide variable [time v]\n\n@Enemies\n\ndefine Clone physics\nchange x by (Xvel)\nchange [yvel v] by (-1)\nif <(x position) < ([x position v] of [player v])> then\n change [xvel v] by (0.4)\nend\nif <([x position v] of [player v]) < (x position)> then\n change [xvel v] by (-0.4)\nend\nset [xvel v] to ((Xvel) * (0.9))\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n set [xvel v] to ((0) - (Xvel))\nend\nchange y by (Yvel)\nif <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nif <<(y position) < [-170]> or <touching (water v)?>> then\n delete this clone\nend\n\ndefine Clone at x : (x) y : (y) Level : (level) Clones : (#)\nset [enemy x v] to (x)\nset [enemy y v] to (y)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n repeat (#)\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n wait until <not <(Level) = (level)>>\nend\n\nwhen I start as a clone\nshow\nset [player ded v] to [0]\nforever\n go to [front v] layer\n go [backward v] (1) layers\n set size to (175) %\n Clone physics\n set [enemyx v] to (x position)\n set [enemyy v] to (y position)\n if <(player ded) = [1]> then\n go to x: (Enemy X) y: (Enemy Y)\n wait until <not <(player ded) = [1]>>\n end\nend\n\nwhen I receive [play v]\nhide\nforever\n Clone at x : [130] y : [20] Level : [5] Clones : [1]\n Clone at x : [130] y : [20] Level : [7] Clones : [2]\n Clone at x : [130] y : [20] Level : [10] Clones : [2]\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [enemy ded v]\nstart sound [Jump v]\ndelete this clone\n\nwhen I receive [ded v]\nset [player ded v] to [1]\nwait (0) seconds\nset [player ded v] to [0]\n\n | The mountains - @rsmba2225\n-------------------------------------------------------------\n- Arrow keys to move\n- get to the end \n- I know it is short but I tried to make the levels hard /: \nI feel like I am the least followed person on scratch. plz go and follow me to make my day \n |
A Remixed Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Plugged v] until done\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (up arrow v) pressed?>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\ngo to x: (-216) y: (100)\nset [level v] to [1]\nshow\nforever\n go to [back v] layer\n set [y v] to [0]\n set [x v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n change x by (x)\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (platforms v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (platforms v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (bounce pads v)?> then\n set [y v] to [19]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n go to x: (-216) y: (100)\n end\n if <(x position) = [239]> then\n broadcast (Next Level v)\n change [level v] by (1)\n go to x: (-216) y: (100)\n end\nend\n\nwhen I start as a clone\nrepeat (100)\n change [ghost v] effect by (15)\n change size by (-15)\nend\ndelete this clone\n\nwhen flag clicked\nshow\n\nwhen I receive [the end v]\nhide\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nforever\n if <(level) = [5]> then\n repeat until <not <(level) = [5]>>\n repeat (5)\n wait (0.01) seconds\n change y by (-3)\n end\n wait (0.1) seconds\n repeat (5)\n change y by (3)\n end\n end\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Text and Decoration\n\ndefine position: x: (x) , y: (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Bounce pads\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n reset timer\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Assets [all]\n\nwhen flag clicked\nhide\n\n | Hi!\nThank you so much @Firedrake712 for making the engine that I remixed\nSecond one is out!!\nhttps://scratch.mit.edu/projects/505364172/\n\n\n |
3D Pen Platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume2 v)\nshow\nset [hide? v] to [N]\ngo to [back v] layer\n\nwhen flag clicked\nforever\n wait (5) seconds\n next costume\nend\n\nwhen [h v] key pressed\nif <(Hide?) = [N]> then\n hide\n set [hide? v] to [Y]\nelse\n show\n set [hide? v] to [N]\nend\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (3)) until done\nend\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\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 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)\nset pen (brightness v) to (((1000) - (item (ii) of [block distances v])) / (4))\nDraw Square (x) (y) ((50) + (z))\nDraw Line ((50) + (x)) ((50) + (y)) ((50) + (z)) to ((50) + (x)) ((50) + (y)) ((-50) + (z))\nDraw Line ((50) + (x)) ((-50) + (y)) ((50) + (z)) to ((50) + (x)) ((-50) + (y)) ((-50) + (z))\nDraw Line ((-50) + (x)) ((-50) + (y)) ((50) + (z)) to ((-50) + (x)) ((-50) + (y)) ((-50) + (z))\nDraw Line ((-50) + (x)) ((50) + (y)) ((50) + (z)) to ((-50) + (x)) ((50) + (y)) ((-50) + (z))\nDraw Square (x) (y) ((-50) + (z))\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 Turn and Move\nif <key (up arrow v) pressed?> then\n change [rot y v] by (4)\nend\nif <key (left arrow v) pressed?> then\n change [rot x v] by (4)\nend\nif <key (right arrow v) pressed?> then\n change [rot x v] by (-4)\nend\nif <key (down arrow v) pressed?> then\n change [rot y v] by (-4)\nend\nif <key (w v) pressed?> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\nend\nif <key (s v) pressed?> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\nend\nif <key (a v) pressed?> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\nend\nif <key (d v) pressed?> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\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]) = [Platform]> then\n set [touching platform? v] to [yes]\n else\n if <(item (i) of [platform type v]) = [Lava]> then\n Reset\n else\n if <(item (i) of [platform type v]) = [Trampoline]> then\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 <(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 [150]\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 [near plane v] to [1]\nset [y vel v] to [0]\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (9999999999999999999) %\nswitch costume to (costume1 v)\nreset timer\nerase all\nset [level v] to [1]\nLevel\nReset\nforever\n erase all\n Turn and Move\n if <(Touching end) = [yes]> then\n change [level v] by (1)\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] [Platform]\n Level design [0] [1] [1] [Platform]\n Level design [0] [2] [5] [End]\n Level design [0] [2] [4] [Platform]\n Level design [0] [2] [3] [Lava]\n Level design [0] [2] [2] [Platform]\nelse\n if <(Level) = [2]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Trampoline]\n Level design [0] [0] [2] [Lava]\n Level design [0] [0] [3] [Lava]\n Level design [0] [0] [4] [Lava]\n Level design [0] [0] [5] [Lava]\n Level design [0] [0] [6] [Platform]\n Level design [-1] [0] [7] [Platform]\n Level design [1] [0] [9] [Platform]\n Level design [1] [0] [10] [End]\n else\n if <(Level) = [3]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Lava]\n Level design [0] [0] [2] [Platform]\n Level design [0] [0] [3] [Platform]\n Level design [0] [0] [4] [Lava]\n Level design [0] [0] [5] [Platform]\n Level design [0] [0] [6] [Lava]\n Level design [0] [0] [7] [Platform]\n Level design [0] [0] [8] [Lava]\n Level design [0] [0] [9] [Platform]\n Level design [0] [1] [10] [Platform]\n Level design [0] [2] [10] [Platform]\n Level design [-1] [0] [10] [Platform]\n Level design [0] [0] [11] [Trampoline]\n Level design [0] [4] [9] [Platform]\n Level design [0] [4] [8] [End]\n else\n if <(Level) = [4]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [-1] [0] [1] [Platform]\n Level design [1] [0] [1] [Platform]\n Level design [-1] [1] [1] [Platform]\n Level design [1] [1] [1] [Platform]\n Level design [0] [1] [2] [Platform]\n Level design [-1] [2] [1] [Platform]\n Level design [1] [2] [1] [Platform]\n Level design [0] [2] [2] [Platform]\n Level design [0] [1] [1] [Trampoline]\n Level design [0] [2] [3] [Platform]\n Level design [0] [2] [4] [Platform]\n Level design [0] [2] [7] [Platform]\n Level design [3] [2] [7] [Platform]\n Level design [6] [2] [7] [Platform]\n Level design [6] [2] [7] [Platform]\n Level design [7] [2] [7] [End]\n else\n if <(Level) = [5]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [1] [2] [Platform]\n Level design [0] [1] [3] [Trampoline]\n Level design [0] [5] [3] [Platform]\n Level design [0] [5] [5] [Platform]\n Level design [0] [5] [7] [Platform]\n Level design [0] [5] [8] [End]\n else\n if <(Level) = [6]> then\n Level design [0] [0] [0] [Platform]\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 if <(item (ii) of [block distances v]) < [1100]> then\n Put Cube at (item (ii) of [cube x pos v]) (item (ii) of [cube y pos v]) (item (ii) of [cube z pos v]) (item (ii) of [platform type v])\n end\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\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) = [Platform]> then\n set pen color to (#0083ff)\nelse\n if <(current platform type) = [Lava]> then\n set pen color to (#ff3333)\n else\n if <(current platform type) = [Trampoline]> then\n set pen color to (#fff830)\n else\n set pen color to (#33ff30)\n end\n end\nend\n\ndefine Level design (x) (y) (z) (type)\nadd ((x) * (100)) to [cube x pos v]\nadd ((y) * (100)) to [cube y 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\nLevel design [X] [Y] [HowFar] [Type]\n\nwhen [r v] key pressed\nReset\n\nwhen [r v] key pressed\nReset\n\nwhen flag clicked\nset volume to (100) %\n\n@t \n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n go to x: (0) y: (0)\n show\nend\n\n | Instructions are in the tips press h :)\nM To mute\nR To Restart\nPart 2 is in progress |
Xencehone! - A Scrolling Platformer! | @Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo \(Original Mix\).mp3 v] until done\nend\n\n@Sprite1\n\n@Sprite2\n\n@Sprite3\n\n@Sprite4\n\n@Blank\n\n@Assets\n\nwhen flag clicked\nforever\n switch costume to (costume6 v)\n go to [back v] layer\n go [backward v] (1) layers\n hide\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\n set [game count v] to [0]\n set [game count v] to [0]\n hide variable [game count v]\n set [game count v] to [-1]\n set [game count v] to [1]\nend\n\nwhen flag clicked\nhide\nforever\n set [setup scrolling x v] to (((2) / ((480) - (3))) + (380))\n set [setup scrolling y v] to (((2) / ((480) - (3))) + (380))\n wait (1) seconds\n set drag mode [not draggable v]\n if <(username) = [Uvbeach]> then\n broadcast (Edit mode? v)\n end\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Start\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Wining\n else\n Dieing\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 Start\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nelse\n if <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <not <key (up arrow v) pressed?>> then\n switch costume to (normal left v)\n end\n end\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (2)\n switch costume to (right v)\nelse\n if <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <not <key (up arrow v) pressed?>> then\n switch costume to (normal right v)\n end\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change x by (round (sx))\n Moving platformers x (round (sx))\n Lift x (round (sx))\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n switch costume to (normal up v)\n set [sy v] to [19]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange y by (sy)\nMoving platformer sy (sy)\nLift (sy)\nDie\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Dieing\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 Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Wining\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n set [exit v] to [Die]\n Dieing\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water 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 (2)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) - (20)) < (y position)> and <mouse down?>>> then\n change [y v] by (-2)\n end\n else\n if <touching (platforms v)?> then\n set [in air v] to [0]\n end\n end\n if <touching (jump boost 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 [in air v] to [0]\n end\n if <touching (clouds v)?> then\n set [y vilosity v] to [10]\n set [y vilosity v] to [15]\n set [going up v] to [1]\n repeat (10)\n change y by (y vilosity)\n change [y vilosity v] by (-1)\n end\n set [going up v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n set [exit v] to [Die]\n Dieing\n end\nend\n\ndefine Moving platformers x (sx)\nchange [x v] by (sx)\nPosition\nif <touching (moving x platformers v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (moving x platformers 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 (moving x platformers 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 Moving platformer sy (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (moving x platformers 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 Lift (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (moving y platformers 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 Lift x (sx)\nchange [x v] by (sx)\nPosition\nif <touching (moving y platformers v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (moving y platformers 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 (moving y platformers 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\nforever\n if <touching (lava v)?> then\n set [exit v] to [Die]\n Dieing\n end\nend\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n set [exit v] to [Die]\n Dieing\n end\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@Platforms art\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@Wait for moving pt\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@Moving y platformers\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n repeat (250)\n change [y v] by (1)\n end\n wait (0.1) seconds\n repeat (250)\n change [y v] by (-1)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n repeat (250)\n change [y v] by (1)\n end\n repeat (250)\n change [y v] by (-1)\n end\nend\n\n@Jump Boost\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@moving Platforms art\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\nforever\n set [setup scrolling x v] to (((2) / ((480) - (3))) + (380))\n set [setup scrolling y v] to (((2) / ((480) - (3))) + (380))\n wait (1) seconds\n set drag mode [not draggable v]\n if <(username) = [Uvbeach]> then\n broadcast (Edit mode? v)\n end\nend\n\n@Lava\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n repeat (10)\n change [y v] by (1)\n end\n wait (0.1) seconds\n repeat (10)\n change [y v] by (-1)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n repeat (10)\n change [y v] by (1)\n end\n wait (0.1) seconds\n repeat (10)\n change [y v] by (-1)\n end\nend\n\n@Moving X platformers\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n repeat (400)\n change [x v] by (1)\n end\n wait (0.1) seconds\n repeat (400)\n change [x v] by (-1)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n repeat (400)\n change [x v] by (1)\n end\n repeat (400)\n change [x v] by (-1)\n end\nend\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Setup\n\nwhen flag clicked\nhide\nforever\n set [setup scrolling x v] to (((2) / ((480) - (3))) + (380))\n set [setup scrolling y v] to (((2) / ((480) - (3))) + (380))\n wait (1) seconds\n set drag mode [not draggable v]\n if <(username) = [Uvbeach]> then\n broadcast (Edit mode? v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\n | |
Rock4- A Platformer | @Stage\n\nwhen I receive [rockup v]\nswitch backdrop to (start2 v)\n\nwhen flag clicked\nwait (7.10) seconds\nswitch backdrop to (start3 v)\n\nwhen flag clicked\nwait (10.16) seconds\nswitch backdrop to (start4 v)\n\nwhen I receive [end story v]\nswitch backdrop to (1 v)\n\nwhen flag clicked\nwait (492.79) seconds\nswitch backdrop to (story 2 v)\n\nwhen I receive [information v]\nswitch backdrop to (information v)\n\nwhen I receive [done v]\nswitch backdrop to (2 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_in_space v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-62) y: (-96)\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 (#826f4d)?> then\n change y by (1)\n if <touching color (#826f4d)?> then\n change y by (1)\n if <touching color (#826f4d)?> then\n change y by (1)\n if <touching color (#826f4d)?> then\n change y by (1)\n if <touching color (#826f4d)?> then\n change y by (1)\n if <touching color (#826f4d)?> 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 (#826f4d)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#826f4d)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [21]\n end\n end\n if <<touching color (#977b7b)?> or <touching color (#104f12)?>> 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) > [-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) = [253]> then\n go to x: (-193) y: (-50)\n next backdrop\n end\nend\n\nwhen I receive [end story v]\nset [skip v] to [0]\nrepeat until <(backdrop [number v]) = [21]>\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 [end v]\nhide\n\nwhen backdrop switches to [17 v]\nforever\n if <touching color (#50aaff)?> then\n switch backdrop to (end v)\n hide\n end\nend\n\nwhen I receive [information v]\nhide\n\nwhen I receive [done v]\ngo to x: (-197) y: (-90)\nshow\n\n@tb\n\nwhen flag clicked\nshow\ngo to x: (-5) y: (-1)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@rocket\n\nwhen flag clicked\nswitch costume to (costume2 v)\nswitch backdrop to (start v)\npoint in direction (90)\ngo to x: (89) y: (-33)\nshow\nset size to (100) %\nwait (1) seconds\nswitch costume to (costume3 v)\nglide (3) secs to x: (85) y: (267)\nhide\nbroadcast (rockup v)\n\nwhen backdrop switches to [start2 v]\npoint in direction (90)\ngo to x: (85) y: (-289)\nshow\nset size to (100) %\nglide (3) secs to x: (85) y: (267)\nhide\n\nwhen backdrop switches to [start3 v]\npoint in direction (90)\ngo to x: (85) y: (-289)\nshow\nset size to (100) %\nglide (3) secs to x: (85) y: (267)\nhide\n\nwhen backdrop switches to [start4 v]\npoint in direction (90)\ngo to x: (85) y: (-289)\nshow\nset size to (100) %\nglide (1.5) secs to x: (87) y: (1)\nwait (0.01) seconds\nturn left (45) degrees\nglide (1) secs to x: (-188) y: (139)\nrepeat (10)\n change size by (-10)\nend\nhide\nbroadcast (end story v)\n\nwhen backdrop switches to [1 v]\npoint in direction (90)\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (-163) y: (24)\nshow\n\nwhen backdrop switches to [2 v]\nhide\n\n@stuff\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [2 v]\nswitch costume to (? v)\nclear graphic effects\nset size to (100) %\ngo to x: (167) y: (126)\nshow\n\nwhen I receive [information v]\ngo to x: (-200) y: (128)\nswitch costume to (x v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (done v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [color v] effect to (25)\n end\n if <not <touching (mouse-pointer v)?>> then\n set [color v] effect to (0)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (information v)\n end\n if <not <<(backdrop [name v]) = [2]> or <(backdrop [name v]) = [information]>>> then\n hide\n end\nend\n\n | Rock4 -A Platformer\n\nWAD or arrow key to move\nZ to skip \nYou can only skip every 4 sec\n100% possible\nPart1 if you haven't play\nhttps://scratch.mit.edu/projects/484384799/\nPart2 if you haven't play\nhttps://scratch.mit.edu/projects/485498630/\nPart3 if you haven't play\nhttps://scratch.mit.edu/projects/489416143/\nPart5:\nhttps://scratch.mit.edu/projects/496192588/\n\nlike and fave or support\nfollow for more games and project\n100 views :)\n200 views :D\n300 views :O\n\nMy Studio:\nhttps://scratch.mit.edu/studios/28429072/\nhttps://scratch.mit.edu/studios/28938408/\nOther projects:\nSticker maker:\nhttps://scratch.mit.edu/projects/475659226/\nwizard's adventure part 1:\nhttps://scratch.mit.edu/projects/469131154/\n\nUpdates:\n27/2/2021 adding some information\n\nTags:\n#game #lol #cool #fun #platformer\n\nCredits:\n@TrentonTNT for some codes\n |
Green-Platformer 1 | @Stage\n\n@Player\n\nwhen flag clicked\nswitch costume to (kostüm 1 v)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-201) y: (-24)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < [0]>>> then\n change [x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > [0]>>> then\n change [x v] by (-1)\n end\n change x by (X)\n set [x v] to ((X) * (0.9))\n if <touching color (#00ffc3)?> then\n change y by (1)\n if <touching color (#00ffc3)?> then\n change y by (1)\n if <touching color (#00ffc3)?> then\n change y by (1)\n if <touching color (#00ffc3)?> then\n change y by (1)\n if <touching color (#00ffc3)?> then\n change y by (1)\n if <touching color (#00ffc3)?> then\n change x by ((X) * (-1.2))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(X) > [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#00ffc3)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <touching color (#00ffc3)?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [215]> then\n go to x: (-201) y: (-24)\n broadcast (Next level v)\n end\n if <<touching color (#00a928)?> or <touching color (#6b9054)?>> then\n go to x: (-201) y: (-24)\n end\n if <touching color (#97ff73)?> then\n set [y v] to [20]\n end\n if <touching color (#95ff00)?> then\n set [x v] to [50]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < [0]>>> then\n switch costume to (kostüm 2 v)\n else\n switch costume to (kostüm 1 v)\n end\nend\n\nwhen flag clicked\nplay sound [2019-06-11-02-03-07-3097 v] until done\n\nwhen [space v] key pressed\nstop all sounds\n\n@Latform\n\nwhen I receive [next level v]\nif <(costume [number v]) < [13]> then\n next costume\nend\n\nwhen flag clicked\nswitch costume to (kostüm 1 v)\n\n@Kukla 2\n\nwhen flag clicked\nhide\n\n@Kukla 1\n\n | Hmm. Kolay dicek başka söz yok. Trend olursa sevinirim.\n\n\nTREND 38 -di\n\nBunu 2024de yazıyorum ve bu şarkı zaten beni çok duygusal yapıyor üstüne bu eski projeyide görünce fena duygulandım sanırım bu yazdığımı ilerde görünce daha da duygulanacağım |
Sky Adventure - A Platformer Game | @Stage\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nbroadcast (music v)\n\nwhen I receive [music v]\nset volume to (90) %\nforever\n play sound [JJD - Adventure \[NCS Release\] \(1\) v] until done\nend\n\n@Player\n\nwhen flag clicked\nreset\nforever\n platformer physics [1] [0.9] [10]\nend\n\ndefine platformer physics (speed) (friction) (jump height)\nswitch costume to (player v)\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 [15]\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) < [5]> then\n set [y vel. v] to (jump height)\n end\nend\nif <touching (danger v)?> then\n reset\nend\nif <(x position) > [237]> then\n reset\n broadcast (new level v)\nend\nif <(y vel.) > [0]> then\n switch costume to (jump v)\nend\n\ndefine reset\nset [x vel. v] to [0]\nset [y vel. v] to [0]\nswitch costume to (player v)\ngo to x: (-217) y: (-136)\nset size to (50) %\ngo to [front v] layer\nclear graphic effects\nshow\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n set [y vel. v] to [20]\n go to [back v] layer\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (level1 v)\n\nwhen I receive [new level v]\nnext costume\n\n@Danger\n\nwhen flag clicked\nswitch costume to (level1 v)\n\nwhen I receive [new level v]\nnext costume\n\n@trampoline\n\nwhen flag clicked\nswitch costume to (level1 v)\n\nwhen I receive [new level v]\nnext costume\n\n@txt\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [new level v]\nnext costume\n\n@TN\n\nwhen [timer v] > (0)\ngo to x: (39) y: (1000)\nrepeat until <(round (y position)) = [-27]>\n change y by (((22) - (y position)) / (5))\nend\nset y to (22)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n reset timer\n go to [front v] layer\nend\n\n | WELCOME TO SKY ADVENTURE! :D\n-Arrow keys to move\n-Drag up,left,right to move\n-AHHH dont touch spikes! it hurts\n-See that blue stuff? im not sure what it does but i heard it can give u a jump boost!\ni know its short cuz im running out of platformer design ideas :( |
360° Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (背景 v)\n\nwhen flag clicked\nforever\n set volume to (50) %\n play sound [houkagonoyuzora v] until done\nend\n\nwhen [timer v] > (0)\nswitch backdrop to (背景1 v)\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@地面\n\nwhen I receive [reset v]\npoint in direction (90)\ngo to x: (0) y: (-450)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [jump v]\nset [y v] to [-20]\nstart sound [ボヨン v]\n\nwhen I receive [ reverse v]\nchange [x v] by (-0.4)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (-0.4)\nend\n\nwhen I receive [next stage v]\nswitch costume to (2 v)\npoint in direction (90)\ngo to x: (0) y: (-450)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nswitch costume to ( v)\nset size to (150) %\nswitch costume to (1 v)\nshow\nset [x v] to [0]\npoint in direction (90)\nset [y v] to [0]\ngo to x: (0) y: (-450)\nforever\n change [y v] by (1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (0.4)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.4)\n end\n set [x v] to ((x) * (0.8))\n turn left (x) 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 turn left ((0) - (x)) degrees\n change y by (4)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [50]>>> then\n if <[0] < (x)> then\n set [x v] to [-1.5]\n else\n set [x v] to [1.5]\n end\n set [y v] to [-10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (player v)?> then\n change y by ((y) * (-1))\n set [y 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 down?> and <(mouse y) > [50]>>> then\n change [y v] by (-15)\n start sound [ニュッ2 v]\n if <touching (player v)?> then\n if <<[100] < (direction)> or <(direction) > [98]>> then\n broadcast (Reset v)\n end\n end\n end\n end\n change y by (-1)\n if <[-180] = (direction)> then\n point in direction (165)\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nset size to (15) %\ngo to x: (0) y: (0)\nshow\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 end\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 end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <<(y position) > (mouse y)> and <touching (地面 v)?>>>> then\n switch costume to (しゃがみ v)\n else\n switch costume to (ねみ〜 v)\n end\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nforever\n change y by (-5)\n if <<touching color (#ff0101)?> or <touching color (#ff6767)?>> then\n broadcast (Reset v)\n end\n if <touching color (#a397ff)?> then\n broadcast (Jump v)\n end\n if <([costume name v] of [地面 v]) = [1]> then\n if <touching color (#ccff67)?> then\n broadcast (Next Stage v)\n end\n end\n change y by (5)\nend\n\n@雲\n\nwhen I start as a clone\nshow\nset [雲\(クローン\) v] to (pick random (13) to (145))\nset y to (雲\(クローン\))\ngo to [back v] layer\ngo [forward v] (pick random (0) to (2)) layers\nset [ghost v] effect to (pick random (0) to (20))\nset size to (pick random (80) to (100)) %\nforever\n go to x: (279) y: (雲\(クローン\))\n glide (pick random (3) to (8)) secs to x: (-279) y: (雲\(クローン\))\n hide\n wait (pick random (2) to (5)) seconds\n show\n glide (pick random (3) to (8)) secs to x: (279) y: (雲\(クローン\))\nend\n\nwhen flag clicked\nrepeat (pick random (2) to (4))\n create clone of (_myself_ v)\nend\nshow\nset [雲 v] to (pick random (13) to (145))\nset y to (雲)\ngo to [back v] layer\nset [ghost v] effect to (pick random (0) to (20))\nset size to (pick random (80) to (100)) %\nforever\n go to x: (-279) y: (雲)\n glide (pick random (3) to (8)) secs to x: (279) y: (雲)\n hide\n wait (pick random (2) to (5)) seconds\n show\n glide (pick random (3) to (8)) secs to x: (-279) y: (雲)\nend\n\nwhen [timer v] > (0)\nhide\n\n@スプライト1\n\nwhen flag clicked\nshow\nforever\n go to x: (231) y: (168)\n glide (1.5) secs to x: (186) y: (110)\n glide (1.5) secs to x: (231) y: (168)\nend\n\nwhen [timer v] > (0)\nhide\n\n | 【日本語&English】\n矢印キーかWASDキーで動きます\nUse the arrow keys or the WASD key\n\nマグマや棘を避けて進んで下さい‼\nAvoid magma and thorns‼\n\n黄色はジャンプしてはいけない所です‼(一応w)\nYellow is a moving walkway in the opposite direction‼\n\n旗の上に乗って下さい\nGet on the flag\n\n頑張って下さい^^\nGood luck with:D\n\n当たり判定、易しいです |
Geometry Dash Platformer Ver. 3.11 | @Stage\n\nwhen flag clicked\nset volume to (0) %\nswitch backdrop to (menu v)\nwait (1) seconds\nset volume to (100) %\nbroadcast (Music Check v)\n\nwhen flag clicked\nset [stars v] to [0]\nset [diamonds v] to [0]\nset [orbs v] to [0]\nset [user coins v] to [0]\nset [secret coins v] to [0]\nhide variable [stars v]\nhide variable [diamonds v]\nhide variable [orbs v]\nhide variable [secret coins v]\nhide variable [user coins v]\n\nwhen backdrop switches to [looks v]\nwait (0.6) seconds\nshow variable [orbs v]\nshow variable [stars v]\nshow variable [diamonds v]\nshow variable [secret coins v]\nshow variable [user coins v]\nwait (0.5) seconds\nclear graphic effects\n\nwhen backdrop switches to [menu v]\nhide variable [stars v]\nhide variable [diamonds v]\nhide variable [orbs v]\nhide variable [secret coins v]\nhide variable [user coins v]\nwait (0.5) seconds\nclear graphic effects\n\nwhen backdrop switches to [level play v]\nstop all sounds\nset volume to (0) %\nif <(Level ID) = [21]> then\n set [color v] effect to (110)\nend\nif <(Level ID) = [23]> then\n set [color v] effect to (50)\n set [brightness v] effect to (-75)\nend\nif <(Level ID) = [25]> then\n set [color v] effect to (50)\n set [brightness v] effect to (-90)\nend\n\nwhen backdrop switches to [menu v]\nset volume to (100) %\n\nwhen backdrop switches to [levels v]\nset volume to (100) %\nwait (0.1) seconds\nset volume to (100) %\n\nwhen backdrop switches to [looks v]\nset volume to (100) %\n\nwhen flag clicked\nclear graphic effects\nforever\n set volume to (Music) %\nend\n\nwhen backdrop switches to [menu v]\nclear graphic effects\nrepeat until <not <(backdrop [number v]) = [1]>>\n repeat (10)\n change [color v] effect by (1)\n end\n wait (Background color) seconds\nend\n\nwhen backdrop switches to [extra menu v]\nwait (0.6) seconds\nclear graphic effects\n\nwhen backdrop switches to [levels v]\nwait (0.5) seconds\nclear graphic effects\n\nwhen [e v] key pressed\nif <(backdrop [number v]) = [4]> then\n if <(Level ID) > [19]> then\n stop all sounds\n broadcast (message1 v)\n switch backdrop to (extra menu v)\n broadcast (Music Check v)\n stop [this script v]\n else\n stop all sounds\n broadcast (message1 v)\n switch backdrop to (levels v)\n broadcast (Music Check v)\n stop [this script v]\n end\nelse\n if <(backdrop [number v]) = [6]> then\n stop all sounds\n broadcast (message1 v)\n switch backdrop to (extra menu v)\n broadcast (Music Check v)\n stop [this script v]\n end\nend\n\nwhen I receive [level #1 v]\nwait (0.4) seconds\nrepeat (10)\n set [color v] effect to (155)\nend\n\nwhen I receive [complete! v]\nwait (5) seconds\nbroadcast (Music Check v)\n\nwhen I receive [level #2 v]\nwait (0.4) seconds\nrepeat (10)\n set [color v] effect to (190)\nend\n\nwhen I receive [level #3 v]\nwait (0.4) seconds\nrepeat (10)\n set [color v] effect to (0)\nend\n\nwhen I receive [level #4 v]\nwait (0.4) seconds\nrepeat (10)\n set [color v] effect to (45)\nend\n\nwhen backdrop switches to [create v]\nstop all sounds\n\nwhen I receive [music check v]\nrepeat until <not <<(backdrop [number v]) = [1]> or <<(backdrop [number v]) = [2]> or <<(backdrop [number v]) = [3]> or <<(backdrop [number v]) = [5]> or <<(backdrop [number v]) = [7]> or <(backdrop [number v]) = [8]>>>>>>>\n play sound [Geometry_Dash_-_menu_Loop_\(mp3.pm\).mp3 v] until done\nend\n\nwhen backdrop switches to [stage v]\nstop all sounds\nrepeat until <not <(backdrop [number v]) = [9]>>\n play sound [Battle v] until done\nend\n\nwhen flag clicked\nshow list [moderators and developers v]\n\nwhen flag clicked\n\nwhen backdrop switches to [menu v]\nrepeat until <not <(backdrop [number v]) = [1]>>\n if <key (space v) pressed?> then\n ask [What is the Code?] and wait\n if <<(answer) = [QUARF]> or <(answer) = [UNIGOO]>> then\n if <(answer) = [UNIGOO]> then\n change [orbs v] by (1000)\n change [stars v] by (25)\n change [diamonds v] by (50)\n change [secret coins v] by (10)\n change [user coins v] by (25)\n end\n if <(answer) = [QUARF]> then\n change [orbs v] by (1500)\n change [stars v] by (20)\n change [diamonds v] by (100)\n change [secret coins v] by (3)\n change [user coins v] by (5)\n end\n else\n say [Incorrect Code] for (2) seconds\n end\n end\nend\n\nwhen [space v] key pressed\nif <(backdrop [number v]) = [8]> then\n broadcast (message1 v)\n wait (0.2) seconds\n hide\n switch backdrop to (stage v)\nend\n\nwhen flag clicked\nset [level id v] to [-]\n\nwhen I receive [level #5 v]\nwait (0.4) seconds\nrepeat (10)\n set [color v] effect to (80)\nend\nrepeat until <not <(backdrop [number v]) = [4]>>\n repeat (4)\n change [brightness v] effect by (10)\n end\n repeat (4)\n change [brightness v] effect by (-10)\n end\n wait (1) seconds\n repeat (4)\n change [brightness v] effect by (-10)\n end\n repeat (4)\n change [brightness v] effect by (10)\n end\n wait (1) seconds\nend\n\n@Blank\n\n@Thumbnail\n\nwhen flag clicked\nwait (1) seconds\nswitch costume to (thumb v)\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen [timer v] > (timer)\nswitch costume to (thumb v)\nhide variable [orbs v]\nhide variable [stars v]\nhide variable [diamonds v]\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\ngo to [front v] layer\nhide variable [my variable v]\ngo to [front v] layer\n\nwhen flag clicked\nswitch costume to (thumb v)\nhide variable [timer v]\n\nwhen I receive [message1 v]\nswitch costume to (thumb2 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [complete! v]\nstart sound [endStart_02.mp3 v]\ngo to x: (0) y: (0)\nswitch costume to (pick random (3) to (18))\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (4) seconds\nswitch backdrop to (menu v)\nhide\n\nwhen flag clicked\nset [timer v] to [0.1]\nforever\n set [timer v] to ((timer) + (.1))\nend\n\n@GD\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset [brightness v] effect to (0)\nswitch costume to (costume1 v)\nhide\ngo to x: (0) y: (109)\nwait (1) seconds\nshow\nglide (1) secs to x: (0) y: (60)\nforever\n glide (1) secs to x: (0) y: (60)\n glide (1) secs to x: (0) y: (55)\nend\n\nwhen backdrop switches to [menu v]\nshow\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\n@Play\n\nwhen flag clicked\nset size to (100) %\nshow\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\nif <(costume [number v]) = [1]> then\n broadcast (message1 v)\n wait (0.2) seconds\n hide\n switch backdrop to (levels v)\nend\n\nwhen backdrop switches to [menu v]\nshow\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n set volume to (Sound FX) %\nend\n\nwhen I receive [this is a remix v]\nswitch costume to (costume2 v)\n\n@Looks\n\nwhen flag clicked\nset size to (70) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (90) %\n else\n set size to (70) %\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (message1 v)\n wait (0.2) seconds\n hide\n switch backdrop to (looks v)\nend\n\nwhen backdrop switches to [menu v]\nshow\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n set volume to (Sound FX) %\nend\n\nwhen I receive [this is a remix v]\nswitch costume to (costume2 v)\n\n@Extra\n\nwhen flag clicked\nset size to (70) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (90) %\n else\n set size to (70) %\n end\nend\n\nwhen backdrop switches to [menu v]\nshow\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen this sprite clicked\nbroadcast (message1 v)\nwait (0.2) seconds\nhide\nswitch backdrop to (extra menu v)\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen flag clicked\nforever\n set volume to (Sound FX) %\nend\n\n@yee\n\nwhen this sprite clicked\nnext costume\nforever\n if <(costume [number v]) = [1]> then\n stop [this script v]\n end\n if <(costume [number v]) = [2]> then\n broadcast (New Color v)\n wait (0) seconds\n end\nend\n\nwhen flag clicked\nswitch costume to ( v)\nset size to (35) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (40) %\n else\n set size to (35) %\n end\nend\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen flag clicked\n\n@Choice2\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (New Color v)\n\nwhen flag clicked\nset size to (200) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (210) %\n else\n set size to (200) %\n end\nend\n\n@Sprite2\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen this sprite clicked\nnext costume\nchange [ball costume v] by (1)\n\nwhen flag clicked\nswitch costume to (ball_1 v)\nset size to (75) %\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (80) %\n else\n set size to (75) %\n end\nend\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen flag clicked\nset [ball costume v] to [42]\nforever\n if <(Ball Costume) > [55]> then\n set [ball costume v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (Player Darkness)\nend\n\n@Square\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen this sprite clicked\nnext costume\nchange [cube costume v] by (1)\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen flag clicked\nset [cube costume v] to [2]\nforever\n if <(Cube Costume) > [174]> then\n set [cube costume v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (Player Darkness)\nend\n\nwhen flag clicked\nswitch costume to (cube_1 v)\nset size to (75) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (80) %\n else\n set size to (75) %\n end\nend\n\n@Ship\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen flag clicked\nswitch costume to (ship_1 v)\nset size to (75) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (80) %\n else\n set size to (75) %\n end\nend\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen this sprite clicked\nnext costume\nchange [ship costume v] by (1)\n\nwhen flag clicked\nset [ship costume v] to [1]\nforever\n if <(Ship Costume) > [57]> then\n set [ship costume v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (Player Darkness)\nend\n\n@Player\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen flag clicked\nswitch costume to (swing_1 \(1\)2 v)\nset size to (75) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (80) %\n else\n set size to (75) %\n end\nend\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen this sprite clicked\nnext costume\nchange [swing costume v] by (1)\n\nwhen flag clicked\nset [swing costume v] to [1]\nforever\n if <(Swing Costume) > [16]> then\n set [swing costume v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (Player Darkness)\nend\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (robot standing v)\nset size to (75) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (80) %\n else\n set size to (75) %\n end\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen this sprite clicked\nnext costume\nchange [robot costume v] by (1)\n\nwhen flag clicked\nset [robot costume v] to [1]\nforever\n if <(robot costume) > [11]> then\n set [robot costume v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (Player Darkness)\nend\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (wave2 v)\nset size to (75) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (80) %\n else\n set size to (75) %\n end\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen this sprite clicked\nnext costume\nchange [wave costume v] by (1)\n\nwhen flag clicked\nset [wave costume v] to [8]\nforever\n if <(Wave costume) > [16]> then\n set [wave costume v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (Player Darkness)\nend\n\n@Sprite6\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (75) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (80) %\n else\n set size to (75) %\n end\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen this sprite clicked\nnext costume\nchange [ufo costume v] by (1)\n\nwhen flag clicked\nset [ufo costume v] to [1]\nforever\n if <(UFO costume) > [12]> then\n set [ufo costume v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (Player Darkness)\nend\n\n@Choice4\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (no announce v)\nwait (0.2) seconds\nhide\n\nwhen flag clicked\nset size to (200) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (210) %\n else\n set size to (200) %\n end\nend\n\nwhen I receive [prizes v]\nwait (0.3) seconds\nshow\n\nwhen I receive [announcements v]\nwait (0.3) seconds\nshow\n\nwhen I receive [more games v]\nwait (0.3) seconds\nshow\n\nwhen flag clicked\nforever\n set volume to (Sound FX) %\nend\n\n@Choice6\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nstart sound [quitSound_01.mp3 v]\nbroadcast (message1 v)\nwait (0.2) seconds\nswitch backdrop to (menu v)\nhide\nbroadcast (Music Check v)\n\nwhen flag clicked\nset size to (200) %\nshow\nforever\n if <(backdrop [number v]) = [9]> then\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n go to x: (-220) y: (160)\n end\n else\n if <(backdrop [number v]) = [7]> then\n if <touching (mouse-pointer v)?> then\n set size to (160) %\n else\n set size to (150) %\n go to x: (-207) y: (148)\n end\n else\n if <touching (mouse-pointer v)?> then\n set size to (210) %\n else\n go to x: (-193) y: (142)\n set size to (200) %\n end\n end\n end\nend\n\nwhen backdrop switches to [levels v]\nset size to (200) %\nshow\n\nwhen flag clicked\nforever\n set volume to (Sound FX) %\nend\n\nwhen backdrop switches to [extra menu v]\nset size to (200) %\nshow\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen backdrop switches to [create v]\nhide\n\nwhen backdrop switches to [looks2 v]\nset size to (200) %\nshow\n\nwhen backdrop switches to [stage v]\nshow\n\nwhen backdrop switches to [featured v]\nshow\n\n@Choice3\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (No settings v)\nwait (0.2) seconds\nhide\n\nwhen flag clicked\nset size to (200) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (210) %\n else\n set size to (200) %\n end\nend\n\nwhen I receive [settings v]\nwait (0.3) seconds\nshow\n\nwhen flag clicked\nforever\n set volume to (Sound FX) %\nend\n\ngo to x: (-196) y: (145)\n\n@Settings\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen backdrop switches to [menu v]\nshow\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen this sprite clicked\nbroadcast (Settings v)\nhide\n\nwhen I receive [no settings v]\nshow\n\nwhen backdrop switches to [extra menu v]\nhide\n\n@Trail\n\nwhen flag clicked\nswitch costume to (costume3 v)\nset size to (55) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (60) %\n else\n set size to (55) %\n end\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n set volume to (Sound FX) %\nend\n\nwhen flag clicked\nforever\n set [trail id v] to (costume [number v])\nend\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (1 v)\nset size to (55) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (60) %\n else\n set size to (55) %\n end\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n set [death id v] to (costume [name v])\nend\n\n@Sprite9\n\nwhen flag clicked\nset [hide controls v] to [1]\nset [player darkness v] to [0]\nset [music v] to [100]\nset [sound fx v] to [100]\nhide variable [music v]\nhide variable [sound fx v]\nhide variable [player darkness v]\nhide variable [hide controls v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen I receive [no settings v]\nhide variable [music v]\nhide variable [sound fx v]\nhide variable [player darkness v]\nshow\nset size to (100) %\nrepeat (10)\n change size by (-10)\nend\nhide\n\nwhen I receive [settings v]\nswitch costume to (costume1 v)\nshow\nset size to (0) %\nrepeat (10)\n change size by (10)\nend\nshow variable [music v]\nshow variable [sound fx v]\nshow variable [player darkness v]\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [level play v]\nrepeat until <not <(backdrop [number v]) = [4]>>\n set [brightness v] effect to (Player Darkness)\nend\n\nwhen I receive [announcements v]\nswitch costume to (costume2 v)\nshow\nset size to (0) %\nrepeat (10)\n change size by (10)\nend\n\nwhen I receive [no announce v]\nhide variable [hide controls v]\nhide variable [music v]\nhide variable [sound fx v]\nhide variable [player darkness v]\nshow\nrepeat (10)\n change size by (-10)\nend\nhide\n\n@Levels\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [menu v]\nswitch costume to (level #1 v)\nhide\n\nwhen this sprite clicked\nstart sound [Start v]\nif <(costume [number v]) = [1]> then\n set [level id v] to [1]\n broadcast (message1 v)\n switch backdrop to (level play v)\n wait (0.2) seconds\n broadcast (Level #1 v)\n broadcast (Hide Secret v)\nend\nif <(costume [number v]) = [2]> then\n set [level id v] to [2]\n broadcast (message1 v)\n switch backdrop to (level play v)\n wait (0.2) seconds\n broadcast (Level #2 v)\n broadcast (Hide Secret v)\nend\nif <(costume [number v]) = [3]> then\n set [level id v] to [3]\n broadcast (message1 v)\n switch backdrop to (level play v)\n wait (0.2) seconds\n broadcast (Level #3 v)\n broadcast (Hide Secret v)\nend\nif <(costume [number v]) = [4]> then\n set [level id v] to [4]\n broadcast (message1 v)\n switch backdrop to (level play v)\n wait (0.2) seconds\n broadcast (Level #4 v)\n broadcast (Hide Secret v)\nend\nif <(costume [number v]) = [5]> then\n set [level id v] to [5]\n broadcast (message1 v)\n switch backdrop to (level play v)\n wait (0.2) seconds\n broadcast (Level #5 v)\n broadcast (Hide Secret v)\nend\nif <(costume [number v]) = [6]> then\n broadcast (Secret v)\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 broadcast (Hide Secret v)\nend\n\nwhen flag clicked\nswitch costume to (level #1 v)\nset size to (200) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (210) %\n else\n set size to (200) %\n end\nend\n\nwhen backdrop switches to [levels v]\nshow\n\nwhen I receive [previous v]\nglide (0.5) secs to x: (0) y: (-244)\nswitch costume to ((costume [number v]) - (1))\nglide (0.5) secs to x: (0) y: (25)\n\nwhen I receive [next v]\nglide (0.3) secs to x: (0) y: (244)\nnext costume\nglide (0.3) secs to x: (0) y: (25)\n\nwhen flag clicked\nforever\n set volume to (Sound FX) %\nend\n\nwhen I receive [complete! v]\nif <<not <(Level ID) = [20]>> or <not <(Level ID) = [21]>>> then\n if <(costume [number v]) = [1]> then\n if < (item (1) of [complete? v]) contains [-]?> then\n replace item (1) of [complete? v] with [1]\n change [orbs v] by (50)\n change [stars v] by (2)\n end\n end\n if <(costume [number v]) = [2]> then\n if < (item (2) of [complete? v]) contains [-]?> then\n replace item (2) of [complete? v] with [1]\n change [orbs v] by (100)\n change [stars v] by (3)\n end\n end\n if <(costume [number v]) = [3]> then\n if < (item (3) of [complete? v]) contains [-]?> then\n replace item (3) of [complete? v] with [1]\n change [orbs v] by (150)\n change [stars v] by (5)\n end\n end\n if <(costume [number v]) = [4]> then\n if < (item (4) of [complete? v]) contains [-]?> then\n replace item (4) of [complete? v] with [1]\n change [orbs v] by (200)\n change [stars v] by (7)\n end\n end\nend\n\n@Next/Previous\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n broadcast (Next v)\nend\nif <(costume [number v]) = [1]> then\n broadcast (Previous v)\nend\n\nwhen flag clicked\nset size to (200) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (210) %\n else\n set size to (200) %\n end\nend\n\nwhen backdrop switches to [levels v]\nswitch costume to (costume2 v)\ngo to x: (-200) y: (20)\ncreate clone of (_myself_ v)\nshow\n\nwhen I start as a clone\nclear graphic effects\ngo to x: (200) y: (20)\nswitch costume to (costume1 v)\nshow\nforever\n if <(backdrop [number v]) = [2]> then\n if <touching (mouse-pointer v)?> then\n set size to (210) %\n else\n set size to (200) %\n end\n else\n delete this clone\n end\nend\n\n@Buttons3\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [extra menu v]\nswitch costume to (costume2 v)\nshow\n\nwhen flag clicked\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen backdrop switches to [create v]\nhide\n\nwhen backdrop switches to [featured v]\nhide\n\nwhen this sprite clicked\nbroadcast (message1 v)\nwait (0.2) seconds\nswitch backdrop to (create v)\nhide\n\nwhen backdrop switches to [looks2 v]\nhide\n\n@Buttons6\n\nwhen flag clicked\nswitch costume to (costume4 v)\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [extra menu v]\nshow\n\nwhen flag clicked\nswitch costume to (costume3 v)\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (message1 v)\n wait (0.2) seconds\n switch backdrop to (featured v)\n hide\nend\n\nwhen backdrop switches to [create v]\nhide\n\nwhen backdrop switches to [featured v]\nhide\n\nwhen backdrop switches to [looks2 v]\nhide\n\nwhen I receive [this is a remix v]\nswitch costume to (costume2 v)\n\n@background\n\nwhen I receive [level #1 v]\nset [ghost v] effect to (50)\ngo to [back v] layer\nclear graphic effects\nswitch costume to (back-fade-4 v)\nshow\nset [ghost v] effect to (50)\ngo to [back v] layer\nrepeat (10)\n wait (0.1) seconds\n go to [back v] layer\nend\n\nwhen I receive [level #2 v]\nshow\n\nwhen I receive [level #3 v]\nshow\n\nwhen backdrop switches to [menu v]\nwait (0.1) seconds\nset [ghost v] effect to (50)\ngo to [back v] layer\nswitch costume to (pick random (1) to (15))\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [menu v]\nclear graphic effects\nrepeat until <not <(backdrop [number v]) = [1]>>\n set [effects v] to (pick random (1) to (4))\n broadcast (Yr v)\n wait (1) seconds\n wait (pick random (1) to (6)) seconds\nend\n\nwhen I receive [yr v]\nif <(effects) = [1]> then\n repeat (5)\n change [fisheye v] effect by (10)\n end\n repeat (5)\n change [fisheye v] effect by (-10)\n end\nend\nif <(effects) = [2]> then\n repeat (10)\n change [pixelate v] effect by (10)\n end\n repeat (10)\n change [pixelate v] effect by (-10)\n end\nend\nif <(effects) = [3]> then\n repeat (7)\n change [whirl v] effect by (-10)\n end\n repeat (7)\n change [whirl v] effect by (10)\n end\nend\nif <(effects) = [4]> then\n wait (1) seconds\nend\n\nwhen I receive [restart v]\nset [ghost v] effect to (50)\ngo to [back v] layer\nwait (0.1) seconds\ngo to [back v] layer\n\nwhen flag clicked\nforever\n set [ghost v] effect to (50)\nend\n\nwhen backdrop switches to [create v]\ngo to [back v] layer\nshow\n\nwhen I receive [level #2 v]\nset [ghost v] effect to (50)\ngo to [back v] layer\nclear graphic effects\nswitch costume to (game_bg_20_001-hd v)\nshow\nset [ghost v] effect to (50)\ngo to [back v] layer\nrepeat (10)\n wait (0.1) seconds\n go to [back v] layer\nend\n\nwhen I receive [level #3 v]\nset [ghost v] effect to (50)\ngo to [back v] layer\nclear graphic effects\nswitch costume to (game_bg_19_001-hd v)\nshow\nset [ghost v] effect to (50)\ngo to [back v] layer\nrepeat (10)\n wait (0.1) seconds\n go to [back v] layer\nend\n\nwhen I receive [level #4 v]\nset [ghost v] effect to (50)\ngo to [back v] layer\nclear graphic effects\nswitch costume to (costume4 v)\nshow\nset [ghost v] effect to (50)\ngo to [back v] layer\nrepeat (10)\n wait (0.1) seconds\n go to [back v] layer\nend\n\nwhen backdrop switches to [create v]\nswitch costume to (back-fade-4 v)\nset [ghost v] effect to (50)\ngo to [back v] layer\nclear graphic effects\nshow\nset [ghost v] effect to (50)\ngo to [back v] layer\nrepeat (10)\n wait (0.1) seconds\n go to [back v] layer\nend\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [20]> then\n switch costume to (city_3 v)\n set [ghost v] effect to (50)\n go to [back v] layer\n clear graphic effects\n show\n set [ghost v] effect to (50)\n go to [back v] layer\nend\nif <(Level ID) = [21]> then\n switch costume to (costume2 v)\n set [ghost v] effect to (50)\n go to [back v] layer\n clear graphic effects\n show\n set [ghost v] effect to (50)\n go to [back v] layer\nend\nif <(Level ID) = [22]> then\n switch costume to (game_bg_19_001-hd v)\n set [ghost v] effect to (50)\n go to [back v] layer\n clear graphic effects\n show\n set [ghost v] effect to (50)\n go to [back v] layer\n repeat until <not <(backdrop [number v]) = [4]>>\n repeat (5)\n change [fisheye v] effect by (10)\n end\n repeat (5)\n change [fisheye v] effect by (-10)\n end\n wait (1) seconds\n end\nend\nif <(Level ID) = [23]> then\n switch costume to (back-fade-5 v)\n set [ghost v] effect to (50)\n go to [back v] layer\n clear graphic effects\n show\n set [ghost v] effect to (50)\n go to [back v] layer\nend\nif <(Level ID) = [25]> then\n switch costume to (space v)\n set [ghost v] effect to (50)\n go to [back v] layer\n clear graphic effects\n show\n set [ghost v] effect to (50)\n go to [back v] layer\nend\n\nwhen I receive [level #5 v]\nset [ghost v] effect to (50)\ngo to [back v] layer\nclear graphic effects\nswitch costume to (city_3 v)\nshow\nset [ghost v] effect to (50)\ngo to [back v] layer\nrepeat (10)\n wait (0.1) seconds\n go to [back v] layer\nend\n\n@Bottom Floor\n\nwhen flag clicked\nswitch costume to (floor-fade v)\nhide\n\nwhen I receive [level #2 v]\nshow\n\nwhen I receive [level #1 v]\nshow\n\nwhen I receive [level #3 v]\nshow\n\nwhen backdrop switches to [menu v]\nshow\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [create v]\nif <(Level ID) = [20]> then\n show\nend\nif <(Level ID) = [21]> then\n show\nend\nif <(Level ID) = [22]> then\n show\nend\nif <(Level ID) = [23]> then\n show\nend\n\nwhen I receive [level #4 v]\nshow\n\nwhen backdrop switches to [level play v]\nshow\n\n@Ground Colors\n\nwhen I receive [level #1 v]\nwait (0.2) seconds\nrepeat (10)\n set [color v] effect to (150)\n show\nend\n\nwhen I receive [level #2 v]\nshow\n\nwhen I receive [level #3 v]\nshow\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen backdrop switches to [extra menu v]\ngo to [back v] layer\nclear graphic effects\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nclear graphic effects\nhide\n\nwhen backdrop switches to [menu v]\ngo to [back v] layer\nclear graphic effects\nshow\nrepeat until <not <(backdrop [number v]) = [1]>>\n repeat (10)\n change [color v] effect by (1)\n end\n wait (Background color) seconds\nend\n\nwhen flag clicked\nforever\n set [background color v] to (pick random (1) to (3))\nend\n\nwhen backdrop switches to [create v]\nshow\n\nwhen I receive [level #2 v]\nwait (0.4) seconds\nrepeat (10)\n set [color v] effect to (190)\nend\n\nwhen I receive [level #3 v]\nwait (0.4) seconds\nrepeat (10)\n set [color v] effect to (0)\n show\nend\n\nwhen I receive [level #4 v]\nwait (0.4) seconds\nrepeat (10)\n set [color v] effect to (50)\n show\nend\n\nwhen I receive [level #4 v]\nshow\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [20]> then\n show\nend\nif <(Level ID) = [21]> then\n hide\nend\nif <(Level ID) = [22]> then\n show\nend\nif <(Level ID) = [23]> then\n hide\nend\nif <(Level ID) = [25]> then\n show\nend\n\nwhen I receive [level #5 v]\nwait (0.4) seconds\nrepeat (10)\n set [color v] effect to (90)\n show\nend\n\n@Secret Coin\n\nwhen flag clicked\nset [collected? v] to [0]\nhide\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nrepeat (4)\n change [brightness v] effect by (25)\nend\nhide\nstart sound [Collect v]\nchange [secret coins v] by (1)\nset [collected? v] to [1]\n\nwhen I receive [secret v]\nif <(Collected?) = [0]> then\n show\nend\nif <(Collected?) = [1]> then\n hide\nend\n\nwhen I receive [hide secret v]\nhide\n\nwhen flag clicked\nforever\n set volume to (Sound FX) %\nend\n\n@Next/Previous2\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n broadcast (Next List v)\nend\nif <(costume [number v]) = [1]> then\n broadcast (Prev List v)\nend\n\nwhen flag clicked\nset size to (125) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (135) %\n else\n set size to (125) %\n end\nend\n\nwhen backdrop switches to [featured v]\nswitch costume to (costume2 v)\ngo to x: (-222) y: (20)\ncreate clone of (_myself_ v)\nshow\n\nwhen I start as a clone\nclear graphic effects\ngo to x: (222) y: (20)\nswitch costume to (costume1 v)\nshow\nforever\n if <(backdrop [number v]) = [7]> then\n if <touching (mouse-pointer v)?> then\n set size to (135) %\n else\n set size to (125) %\n end\n else\n delete this clone\n end\nend\n\nwhen backdrop switches to [extra menu v]\nhide\n\n@Announcements \n\nwhen flag clicked\nswitch costume to (important v)\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (160) %\n else\n set size to (150) %\n end\nend\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [extra menu v]\nshow\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [create v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (Announcements v)\nswitch costume to (robtop v)\nhide\n\nwhen I receive [no announce v]\nwait (0.3) seconds\nshow\n\nwhen backdrop switches to [create v]\nhide\n\nwhen backdrop switches to [featured v]\nhide\n\nwhen backdrop switches to [looks2 v]\nhide\n\n@Trails\n\nwhen I start as a clone\nclear graphic effects\nset [direct v] to [0]\nshow\nforever\n if <key (left arrow v) pressed?> then\n change y by (pick random (-4) to (7))\n change x by (Direct)\n change [direct v] by (1)\n if <touching (bottom floor v)?> then\n set [direct v] to [0]\n change [direct v] by (-1)\n end\n end\n if <key (right arrow v) pressed?> then\n change y by (pick random (-4) to (7))\n change x by (Direct)\n change [direct v] by (-1)\n if <touching (bottom floor v)?> then\n set [direct v] to [0]\n change [direct v] by (1)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\ngo to x: (-10) y: (0)\ngo to [back v] layer\n\nwhen backdrop switches to [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [looks v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [extra menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [level play v]\nswitch costume to (costume1 v)\nforever\n if <(Trail ID) = [1]> then\n switch costume to (costume1 v)\n set [ghost v] effect to (0)\n set size to (pick random (100) to (150)) %\n set [color v] effect to (0)\n point in direction (pick random (360) to (-360))\n end\n if <(Trail ID) = [2]> then\n switch costume to (costume2 v)\n set [ghost v] effect to (0)\n set size to (pick random (75) to (100)) %\n set [color v] effect to (0)\n point in direction (pick random (360) to (-360))\n end\n if <(Trail ID) = [3]> then\n switch costume to (costume3 v)\n set [ghost v] effect to (0)\n point in direction (pick random (360) to (-360))\n set size to (pick random (75) to (125)) %\n change [color v] effect by (-5)\n end\n if <(Trail ID) = [4]> then\n set [ghost v] effect to (0)\n set size to (pick random (60) to (100)) %\n point in direction (pick random (360) to (-360))\n switch costume to (pick random (4) to (8))\n set [color v] effect to (0)\n end\n if <(Trail ID) = [5]> then\n set [ghost v] effect to (0)\n set size to (pick random (80) to (130)) %\n point in direction (pick random (360) to (-360))\n switch costume to (pick random (9) to (15))\n set [color v] effect to (0)\n end\n if <(Trail ID) = [6]> then\n switch costume to (costume16 v)\n set [ghost v] effect to (0)\n set size to (pick random (50) to (100)) %\n point in direction (pick random (360) to (-360))\n set [color v] effect to (0)\n end\n if <(Trail ID) = [7]> then\n switch costume to (pick random (17) to (18))\n set [ghost v] effect to (pick random (0) to (50))\n set size to (pick random (100) to (130)) %\n point in direction (pick random (360) to (-360))\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen backdrop switches to [level play v]\n\nwhen backdrop switches to [level play v]\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n end\n if <(Gamemode) = [Spider]> then\n go to (spider gm v)\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n end\nend\n\nset y to (Y pos)\n\nwhen I receive [restart v]\nswitch costume to (costume1 v)\nforever\n if <(Trail ID) = [1]> then\n switch costume to (costume1 v)\n set [ghost v] effect to (0)\n set size to (pick random (100) to (150)) %\n set [color v] effect to (0)\n point in direction (pick random (360) to (-360))\n end\n if <(Trail ID) = [2]> then\n switch costume to (costume2 v)\n set [ghost v] effect to (0)\n set size to (pick random (75) to (100)) %\n set [color v] effect to (0)\n point in direction (pick random (360) to (-360))\n end\n if <(Trail ID) = [3]> then\n switch costume to (costume3 v)\n set [ghost v] effect to (0)\n point in direction (pick random (360) to (-360))\n set size to (pick random (75) to (125)) %\n change [color v] effect by (-5)\n end\n if <(Trail ID) = [4]> then\n set [ghost v] effect to (0)\n set size to (pick random (60) to (100)) %\n point in direction (pick random (360) to (-360))\n switch costume to (pick random (4) to (8))\n set [color v] effect to (0)\n end\n if <(Trail ID) = [5]> then\n set [ghost v] effect to (0)\n set size to (pick random (80) to (130)) %\n point in direction (pick random (360) to (-360))\n switch costume to (pick random (9) to (15))\n set [color v] effect to (0)\n end\n if <(Trail ID) = [6]> then\n switch costume to (costume16 v)\n set [ghost v] effect to (0)\n set size to (pick random (50) to (100)) %\n point in direction (pick random (360) to (-360))\n set [color v] effect to (0)\n end\n if <(Trail ID) = [7]> then\n switch costume to (pick random (17) to (18))\n set [ghost v] effect to (pick random (0) to (50))\n set size to (pick random (100) to (130)) %\n point in direction (pick random (360) to (-360))\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [restart v]\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n end\n if <(Gamemode) = [Spider]> then\n go to (spider gm v)\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n end\nend\n\nwhen I receive [trail go v]\nforever\n hide\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I receive [complete! v]\nstop [other scripts in sprite v]\nhide\n\n@Death Effects\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen backdrop switches to [menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [levels v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [looks v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [death v]\ngo to (main hit box player v)\nwait (0.1) seconds\npoint in direction (90)\nif <(Death ID) = [1]> then\n set size to (100) %\n Explode\n switch costume to (костюм 1 v)\n show\n repeat (10)\n change size by (25)\n change [ghost v] effect by (10)\n end\n hide\n wait (2) seconds\n broadcast (Restart v)\nend\nif <(Death ID) = [3]> then\n clear graphic effects\n show\n set size to (200) %\n switch costume to (costume32 v)\n repeat (13)\n next costume\n wait (0.05) seconds\n end\n wait (2) seconds\n hide\n broadcast (Restart v)\nend\nif <(Death ID) = [4]> then\n clear graphic effects\n show\n set size to (200) %\n switch costume to (costume41 v)\n repeat (9)\n next costume\n wait (0.03) seconds\n end\n wait (2) seconds\n hide\n broadcast (Restart v)\nend\nif <(Death ID) = [5]> then\n clear graphic effects\n show\n set size to (125) %\n switch costume to (content%3a%2f%2fcom14 v)\n repeat (14)\n next costume\n wait (0.01) seconds\n end\n wait (2) seconds\n hide\n broadcast (Restart v)\nend\nif <(Death ID) = [6]> then\n clear graphic effects\n show\n set size to (125) %\n switch costume to (costume28 v)\n repeat (13)\n next costume\n wait (0.01) seconds\n end\n wait (2) seconds\n hide\n broadcast (Restart v)\nend\nif <(Death ID) = [7]> then\n clear graphic effects\n show\n set size to (200) %\n switch costume to (costume16 v)\n repeat (10)\n next costume\n wait (0.01) seconds\n end\n wait (2) seconds\n hide\n broadcast (Restart v)\nend\nif <(Death ID) = [8]> then\n clear graphic effects\n show\n set size to (200) %\n switch costume to (costume17 v)\n repeat (10)\n next costume\n wait (0.05) seconds\n end\n wait (2) seconds\n hide\n broadcast (Restart v)\nend\nif <(Death ID) = [10]> then\n clear graphic effects\n hide\n switch costume to (costume33 v)\n repeat (10)\n create clone of (_myself_ v)\n end\n wait (3) seconds\n hide\n broadcast (Restart v)\nend\nif <(Death ID) = [11]> then\n clear graphic effects\n show\n set size to (150) %\n switch costume to (costume4 v)\n repeat (12)\n next costume\n wait (0.05) seconds\n end\n wait (2) seconds\n hide\n broadcast (Restart v)\nend\nif <(Death ID) = [12]> then\n clear graphic effects\n show\n set size to (100) %\n switch costume to (drum-highhat-a v)\n repeat (8)\n next costume\n wait (0.05) seconds\n end\n wait (2) seconds\n hide\n broadcast (Restart v)\nend\nif <(Death ID) = [14]> then\n clear graphic effects\n show\n set size to (100) %\n switch costume to (costume27 v)\n repeat (20)\n next costume\n wait (0.02) seconds\n end\n wait (2) seconds\n hide\n broadcast (Restart v)\nend\nif <(Death ID) = [15]> then\n clear graphic effects\n show\n set size to (100) %\n switch costume to (tenor90 v)\n repeat (18)\n next costume\n wait (0.02) seconds\n end\n wait (2) seconds\n hide\n broadcast (Restart v)\nend\n\ndefine Explode\nrepeat (35)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Death ID) = [1]> then\n switch costume to (костюм 1 v)\n point in direction (pick random (-180) to (180))\n set [vel v] to (pick random (5) to (10))\n set size to (pick random (75) to (100)) %\n set [ghost v] effect to (pick random (0) to (50))\n repeat (20)\n change [ghost v] effect by (5)\n set [vel v] to ((vel) * (0.88))\n change size by (-2)\n move (vel) steps\n end\n delete this clone\nend\nif <(Death ID) = [10]> then\n set [y vel v] to (pick random (-5) to (10))\n set [x vel v] to (pick random (-10) to (10))\n set size to (pick random (90) to (120)) %\n switch costume to (pick random (93) to (100))\n show\n point in direction (pick random (-90) to (90))\n repeat until <<touching (bottom floor v)?> or <touching (_edge_ v)?>>\n change x by (x vel)\n change y by (y vel)\n if <(x vel) > [0]> then\n change [x vel v] by (-0.5)\n else\n if <(x vel) < [0]> then\n change [x vel v] by (0.5)\n end\n end\n change [y vel v] by (-0.5)\n end\n set [y vel v] to [0]\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\ndelete this clone\n\nwhen I receive [death v]\ndelete this clone\n\n@! Robot GM\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nforever\n if <(Robot Gravity) = [down]> then\n if <<(Jump Able) = [T]> and <<<<(Hide Controls) = [1]> and <mouse down?>> or <key (space v) pressed?>> or <key (up arrow v) pressed?>>> then\n repeat (5)\n if <<<<(Hide Controls) = [1]> and <mouse down?>> or <key (space v) pressed?>> or <key (up arrow v) pressed?>> then\n change [yv v] by (3.5)\n end\n end\n wait (0.001) seconds\n end\n end\n if <(Robot Gravity) = [up]> then\n if <<(Jump Able) = [T]> and <<<<(Hide Controls) = [1]> and <mouse down?>> or <key (space v) pressed?>> or <key (up arrow v) pressed?>>> then\n repeat (5)\n if <<<<(Hide Controls) = [1]> and <mouse down?>> or <key (space v) pressed?>> or <key (up arrow v) pressed?>> then\n change [yv v] by (-3.5)\n end\n wait (0.001) seconds\n end\n end\n end\nend\n\nwhen I receive [green flag v]\nset [yv v] to [0]\nforever\n if <(Robot Gravity) = [down]> then\n change y by (Yv)\n change [yv v] by (-1)\n if then\n Ground Detection\n else\n set [jump able v] to [F]\n end\n end\nend\n\ndefine Ground Detection\nset [jump able v] to [T]\nif <(Yv) < [0]> then\n set [yv v] to [0]\n repeat until <not >\n change y by (1)\n end\nelse\n set [yv v] to [0]\n repeat until <not >\n change y by (-1)\n end\nend\n\nwhen backdrop switches to [level play v]\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n show\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [green flag v]\nset [yv v] to [0]\nforever\n if <(Robot Gravity) = [up]> then\n change y by (Yv)\n change [yv v] by (1)\n if <<touching (bottom floor v)?> or <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>>> then\n Ground Detection\n else\n set [jump able v] to [F]\n end\n end\nend\n\ndefine check\nif <(Robot Gravity) = [down]> then\n set [robot gravity v] to [up]\n repeat (3)\n change [yv v] by (-4.5)\n end\n stop [this script v]\nend\nif <(Robot Gravity) = [up]> then\n set [robot gravity v] to [down]\n repeat (3)\n change [yv v] by (4.5)\n end\n stop [this script v]\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [level play v]\nrepeat until <not <(backdrop [number v]) = [4]>>\n set [brightness v] effect to (Player Darkness)\nend\n\nwhen I receive [activate ufo v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n show\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate wave v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n show\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate ball v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n show\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate ship v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n show\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate cube v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n show\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate swingcopter v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n show\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate robot v]\nbroadcast (Green Flag v)\n\nwhen I receive [activate robot v]\nforever\n switch costume to (robot costume)\nend\n\nwhen I receive [blue v]\nif <(Robot Gravity) = [down]> then\n set [robot gravity v] to [up]\nend\nif <(Robot Gravity) = [up]> then\n set [robot gravity v] to [down]\nend\n\nwhen I receive [restart v]\ngo to x: (100) y: (-115)\nwait (0.5) seconds\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [restart v]\nif <(Level ID) = [4]> then\n repeat (10)\n set [robot gravity v] to [down]\n set [fisheye v] effect to (0)\n point in direction (90)\n end\n change [i am speed v] by (0)\n go to x: (75) y: (-50)\n set size to (20) %\n show\nend\n\nwhen I receive [activate robot v]\nforever\n if <(Hide Controls) = [1]> then\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n if <(I am speed) = [0]> then\n change x by (-5)\n end\n if <(I am speed) = [1]> then\n change x by (-10)\n end\n if <(I am speed) = [-1]> then\n change x by (-3)\n end\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n if <(I am speed) = [0]> then\n change x by (5)\n end\n if <(I am speed) = [1]> then\n change x by (10)\n end\n if <(I am speed) = [-1]> then\n change x by (3)\n end\n end\n end\nend\n\nwhen I receive [level #4 v]\ngo to x: (75) y: (-80)\nrepeat (10)\n set size to (20) %\nend\n\nwhen I receive [left v]\npoint in direction (-90)\nif <(I am speed) = [0]> then\n change x by (-5)\nend\nif <(I am speed) = [1]> then\n change x by (-10)\nend\nif <(I am speed) = [-1]> then\n change x by (-3)\nend\n\nwhen I receive [right v]\npoint in direction (90)\nif <(I am speed) = [0]> then\n change x by (5)\nend\nif <(I am speed) = [1]> then\n change x by (10)\nend\nif <(I am speed) = [-1]> then\n change x by (3)\nend\n\nwhen I receive [small v]\nset size to (20) %\n\nwhen I receive [regular v]\nset size to (40) %\n\nwhen I receive [large v]\nset size to (80) %\n\nwhen I receive [gravity down v]\nset [robot gravity v] to [down]\n\nwhen I receive [gravity up v]\nset [robot gravity v] to [up]\n\nwhen I receive [green v]\ncheck\n\nwhen I receive [purple v]\nif <(Robot Gravity) = [down]> then\n repeat (2)\n change [yv v] by (4.5)\n end\nend\nif <(Robot Gravity) = [up]> then\n repeat (2)\n change [yv v] by (-4.5)\n end\nend\n\nwhen I receive [red v]\nif <(Robot Gravity) = [down]> then\n repeat (10)\n change [yv v] by (4.5)\n end\nend\nif <(Robot Gravity) = [up]> then\n repeat (10)\n change [yv v] by (-4.5)\n end\nend\n\nwhen I receive [yellow v]\nif <(Robot Gravity) = [down]> then\n repeat (4)\n change [yv v] by (4.5)\n end\nend\nif <(Robot Gravity) = [up]> then\n repeat (4)\n change [yv v] by (-4.5)\n end\nend\n\nwhen I receive [stop play v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [complete! v]\nwait (2) seconds\nrepeat (4)\n go to x: (50) y: (-75)\nend\n\nwhen backdrop switches to [extra menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [find position v]\nset x to (item (1) of [portal x and y v])\nset y to (item (2) of [portal x and y v])\n\n@Cube GM\n\nwhen backdrop switches to [menu v]\nhide\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\ngo to x: (75) y: (-50)\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen flag clicked\nset size to (40) %\n\nwhen backdrop switches to [level play v]\nwait (0.1) seconds\nforever\n if <(Gamemode) = [Cube]> then\n show\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen backdrop switches to [level play v]\npoint in direction (90)\nif <(Level ID) = [20]> then\n set [gamemode v] to [Cube]\n repeat (10)\n set [cube gravity v] to [down]\n set [fisheye v] effect to (0)\n point in direction (90)\n end\n change [i am speed v] by (0)\n go to x: (100) y: (-50)\n set size to (20) %\n show\nend\nif <(Level ID) = [21]> then\n set [gamemode v] to [Cube]\n repeat (10)\n set [cube gravity v] to [down]\n set [fisheye v] effect to (0)\n point in direction (90)\n end\n change [i am speed v] by (0)\n go to x: (100) y: (-50)\n set size to (20) %\n show\nend\nif <(Level ID) = [22]> then\n set [gamemode v] to [Cube]\n repeat (10)\n set [cube gravity v] to [down]\n set [fisheye v] effect to (0)\n point in direction (90)\n end\n go to x: (70) y: (-100)\n change [i am speed v] by (0)\n set size to (20) %\n show\nend\nif <(Level ID) = [23]> then\n set [gamemode v] to [Cube]\n repeat (10)\n set [cube gravity v] to [down]\n set [fisheye v] effect to (0)\n point in direction (90)\n end\n go to x: (-190) y: (-105)\n change [i am speed v] by (0)\n set size to (20) %\n show\nend\nif <(Level ID) = [24]> then\n set [gamemode v] to [Cube]\n repeat (10)\n set [cube gravity v] to [down]\n set [fisheye v] effect to (0)\n point in direction (90)\n end\n change [i am speed v] by (0)\n go to x: (50) y: (-105)\n set size to (20) %\n show\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\nif <(Level ID) = [1]> then\n go to x: (75) y: (-50)\n set [cube gravity v] to [down]\nend\nif <(Level ID) = [3]> then\n go to x: (100) y: (-50)\nend\nif <(Level ID) = [20]> then\n go to x: (100) y: (-50)\nend\nif <(Level ID) = [21]> then\n go to x: (100) y: (-50)\nend\nif <(Level ID) = [22]> then\n go to x: (70) y: (-100)\nend\nif <(Level ID) = [23]> then\n go to x: (-190) y: (-105)\nend\nif <(Level ID) = [24]> then\n go to x: (50) y: (-105)\nend\n\ndefine Touch Ground 2 <boolean>\nchange [falling? v] by (1)\nrepeat until <not <<touching (bottom floor v)?> or <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>>>>\n if <up?> then\n change y by (1)\n else\n change y by (-1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Touch Ground <up?>\nif <(Cube Gravity) = [down]> then\n change [falling? v] by (1)\n repeat until <not <<touching (bottom floor v)?> or <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching (bottom floor v)?> or <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\ndefine Blue Pad\nif <(Cube Gravity) = [down]> then\n set [speed y v] to [3]\n set [cube gravity v] to [up]\n stop [this script v]\nend\nif <(Cube Gravity) = [up]> then\n set [speed y v] to [-3]\n set [cube gravity v] to [down]\n stop [this script v]\nend\n\ndefine Green Orb\nif <(Cube Gravity) = [down]> then\n set [cube gravity v] to [up]\n set [speed y v] to [-16]\n stop [this script v]\nend\nif <(Cube Gravity) = [up]> then\n set [cube gravity v] to [down]\n set [speed y v] to [16]\n stop [this script v]\nend\n\nwhen backdrop switches to [level play v]\nrepeat until <not <(backdrop [number v]) = [4]>>\n set [brightness v] effect to (Player Darkness)\nend\n\nwhen I receive [activate ufo v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n show\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate robot v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n show\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Spider]> then\n go to (spider gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate ball v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n show\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate wave v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n show\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate ship v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n show\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate cube v]\nset [fisheye v] effect to (0)\n\nwhen I receive [activate swingcopter v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n show\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate cube v]\nforever\n switch costume to (Cube Costume)\nend\n\nwhen I receive [activate cube v]\nforever\n if <(Cube Gravity) = [up]> then\n switch costume to (hitbox v)\n change [speed y v] by (1.5)\n change y by (speed y)\n Touch Ground 2 <(speed y) > [0]>\n if <<<<key (space v) pressed?> or <<mouse down?> and <(Hide Controls) = [1]>>> or <key (up arrow v) pressed?>> and <(falling?) < [3]>> then\n set [speed y v] to [-13]\n end\n end\nend\n\nwhen I receive [activate cube v]\nforever\n if <(Cube Gravity) = [down]> then\n change [speed y v] by (-1.5)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <<<<key (space v) pressed?> or <<mouse down?> and <(Hide Controls) = [1]>>> or <key (up arrow v) pressed?>> and <(falling?) < [3]>> then\n set [speed y v] to [13]\n end\n end\nend\n\nwhen I receive [activate cube v]\nforever\n if <(Level ID) = [1]> then\n if <<<touching color (#fff955)?> or <touching color (#ffee46)?>> and <<(Hide Controls) = [1]> and <<<mouse down?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>>>> then\n if <(Cube Gravity) = [down]> then\n set [speed y v] to [12]\n end\n if <(Cube Gravity) = [up]> then\n set [speed y v] to [-12]\n end\n end\n if <<<touching color (#ff572b)?> or <touching color (#ff9111)?>> and <<(Hide Controls) = [1]> and <<<mouse down?> or <key (space v) pressed?>> or <key (up arrow v) pressed?>>>> then\n if <(Cube Gravity) = [down]> then\n set [speed y v] to [18]\n end\n if <(Cube Gravity) = [up]> then\n set [speed y v] to [-18]\n end\n end\n if <<<touching color (#58ffff)?> or <touching color (#73ffff)?>> and <<(Hide Controls) = [1]> and <<<mouse down?> or <key (space v) pressed?>> or <key (up arrow v) pressed?>>>> then\n if <(Cube Gravity) = [down]> then\n set [speed y v] to [3]\n set [cube gravity v] to [up]\n stop [this script v]\n end\n if <(Cube Gravity) = [up]> then\n set [speed y v] to [-3]\n set [cube gravity v] to [down]\n stop [this script v]\n end\n end\n end\nend\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level #1 v]\nrepeat (3)\n set size to (20) %\nend\n\nwhen I receive [restart v]\npoint in direction (90)\nif <(Level ID) = [1]> then\n repeat (10)\n set [cube gravity v] to [down]\n set [fisheye v] effect to (0)\n point in direction (90)\n end\n change [i am speed v] by (0)\n go to x: (75) y: (-50)\n set size to (20) %\n show\nend\nif <(Level ID) = [3]> then\n set [gamemode v] to [Cube]\n repeat (10)\n set [cube gravity v] to [down]\n set [fisheye v] effect to (0)\n point in direction (90)\n end\n change [i am speed v] by (0)\n go to x: (100) y: (-50)\n set size to (20) %\n show\nend\nif <(Level ID) = [20]> then\n set [gamemode v] to [Cube]\n repeat (10)\n set [cube gravity v] to [down]\n set [fisheye v] effect to (0)\n point in direction (90)\n end\n change [i am speed v] by (0)\n go to x: (100) y: (-50)\n set size to (20) %\n show\nend\nif <(Level ID) = [21]> then\n set [gamemode v] to [Cube]\n repeat (10)\n set [cube gravity v] to [down]\n set [fisheye v] effect to (0)\n point in direction (90)\n end\n change [i am speed v] by (0)\n go to x: (100) y: (-50)\n set size to (20) %\n show\nend\nif <(Level ID) = [22]> then\n set [gamemode v] to [Cube]\n repeat (10)\n set [cube gravity v] to [down]\n set [fisheye v] effect to (0)\n point in direction (90)\n end\n go to x: (70) y: (-100)\n change [i am speed v] by (0)\n set size to (20) %\n show\nend\nif <(Level ID) = [23]> then\n set [gamemode v] to [Cube]\n repeat (10)\n set [cube gravity v] to [down]\n set [fisheye v] effect to (0)\n point in direction (90)\n end\n go to x: (-190) y: (-105)\n change [i am speed v] by (0)\n set size to (20) %\n show\nend\nif <(Level ID) = [24]> then\n set [gamemode v] to [Cube]\n repeat (10)\n set [cube gravity v] to [down]\n set [fisheye v] effect to (0)\n point in direction (90)\n end\n change [i am speed v] by (0)\n go to x: (50) y: (-105)\n set size to (20) %\n show\nend\n\nwhen I receive [level #1 v]\ngo to x: (0) y: (-50)\n\nwhen I receive [level #1 v]\nrepeat (10)\n show\n set [cube gravity v] to [down]\n set [fisheye v] effect to (0)\n point in direction (90)\nend\n\nwhen I receive [level #3 v]\nrepeat (3)\n set size to (20) %\nend\n\nwhen I receive [activate cube v]\nforever\n if <(Hide Controls) = [1]> then\n if <key (left arrow v) pressed?> then\n repeat until <not <key (left arrow v) pressed?>>\n if <(I am speed) = [0]> then\n change x by (-5)\n end\n if <(I am speed) = [1]> then\n change x by (-10)\n end\n if <(I am speed) = [-1]> then\n change x by (-3)\n end\n end\n end\n if <key (right arrow v) pressed?> then\n repeat until <not <key (right arrow v) pressed?>>\n if <(I am speed) = [0]> then\n change x by (5)\n end\n if <(I am speed) = [1]> then\n change x by (10)\n end\n if <(I am speed) = [-1]> then\n change x by (3)\n end\n end\n end\n end\nend\n\nwhen I receive [right v]\nif <(I am speed) = [0]> then\n change x by (5)\nend\nif <(I am speed) = [1]> then\n change x by (10)\nend\nif <(I am speed) = [-1]> then\n change x by (3)\nend\n\nwhen I receive [left v]\nif <(I am speed) = [0]> then\n change x by (-5)\nend\nif <(I am speed) = [1]> then\n change x by (-10)\nend\nif <(I am speed) = [-1]> then\n change x by (-3)\nend\n\nwhen I receive [activate cube v]\nwait (0.01) seconds\nforever\n if <<<key (right arrow v) pressed?> and <<<mouse down?> and <(Hide Controls) = [1]>> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> and <(falling?) < [3]>> then\n repeat (12)\n turn right (15) degrees\n end\n end\n if <<<key (left arrow v) pressed?> and <<<mouse down?> and <(Hide Controls) = [1]>> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> and <(falling?) < [3]>> then\n repeat (12)\n turn left (15) degrees\n end\n end\n if <<<key (space v) pressed?> or <<<mouse down?> and <(Hide Controls) = [1]>> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> and <(falling?) < [3]>> then\n repeat (10)\n change [fisheye v] effect by (-8)\n change size by (-0.5)\n end\n repeat (10)\n change [fisheye v] effect by (8)\n change size by (0.5)\n end\n set [fisheye v] effect to (0)\n end\nend\n\nwhen I receive [left v]\nif <<<key (space v) pressed?> or <key (up arrow v) pressed?>> and <(falling?) < [3]>> then\n repeat (12)\n turn left (15) degrees\n end\nend\n\nwhen I receive [right v]\nif <<<key (space v) pressed?> or <key (up arrow v) pressed?>> and <(falling?) < [3]>> then\n repeat (12)\n turn right (15) degrees\n end\nend\n\nwhen I receive [large v]\nset size to (80) %\n\nwhen I receive [regular v]\nset size to (40) %\n\nwhen I receive [small v]\nset size to (20) %\n\nwhen I receive [gravity down v]\nset [cube gravity v] to [down]\n\nwhen I receive [gravity up v]\nset [cube gravity v] to [up]\n\nwhen I receive [yellow v]\nif <(Cube Gravity) = [down]> then\n set [speed y v] to [12]\nend\nif <(Cube Gravity) = [up]> then\n set [speed y v] to [-12]\nend\n\nwhen I receive [red v]\nif <(Cube Gravity) = [down]> then\n set [speed y v] to [18]\nend\nif <(Cube Gravity) = [up]> then\n set [speed y v] to [-18]\nend\n\nwhen I receive [purple v]\nif <(Cube Gravity) = [down]> then\n set [speed y v] to [6]\nend\nif <(Cube Gravity) = [up]> then\n set [speed y v] to [-6]\nend\n\nwhen I receive [blue v]\nBlue Pad\n\nwhen I receive [green v]\nGreen Orb\n\nwhen I receive [stop play v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [menu v]\ngo to x: (100) y: (-50)\n\nwhen I receive [complete! v]\nwait (2) seconds\nrepeat (4)\n go to x: (50) y: (-100)\nend\n\nwhen backdrop switches to [extra menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [find position v]\nset x to (item (1) of [portal x and y v])\nset y to (item (2) of [portal x and y v])\n\n@! Ship GM\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen flag clicked\nset size to (40) %\nset x to (-100)\ngo to x: (-20) y: (0)\nset [yv v] to [0]\nset [max v] to [15]\nset [id v] to [--]\n\ndefine Check2\nif <(Ship Gravity) = [down]> then\n repeat until <not <(Ship Gravity) = [down]>>\n forever\n if <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n change [yv v] by (1.5)\n if < or < or <touching ( blocks editor system v)?>>> then\n change [yv v] by (2.5)\n if <(y position) > [0]> then\n change y by ((yv) * (-1))\n end\n end\n else\n change [yv v] by (-1)\n change y by (1)\n if <(y position) > [0]> then\n if < or < or <touching ( blocks editor system v)?>>> then\n set [yv v] to [-1]\n change y by (-1)\n end\n end\n change y by (-1)\n end\n if <(yv) > (Max)> then\n set [yv v] to (Max)\n end\n if <(yv) < ((0) - (Max))> then\n set [yv v] to ((0) - (Max))\n end\n change y by (yv)\n point in direction (((-3) * (yv)) + (90))\n if <<touching (top floor2 v)?> or <<touching color (#af7f7f)?> or <touching ( blocks editor system v)?>>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n point in direction (90)\n end\n stop [this script v]\n end\n end\n stop [this script v]\nend\n\ndefine Check 1\nif <(Ship Gravity) = [up]> then\n repeat until <not <(Ship Gravity) = [up]>>\n forever\n if <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n change [yv v] by (-1.5)\n if <<touching (top floor2 v)?> or <<touching color (#af7f7f)?> or <touching ( blocks editor system v)?>>> then\n change [yv v] by (-2.5)\n if <(y position) > [0]> then\n change y by ((yv) * (1))\n end\n end\n else\n change [yv v] by (1)\n change y by (-1)\n if <(y position) > [0]> then\n if <<touching (bottom floor v)?> or <<touching color (#af7f7f)?> or <touching ( blocks editor system v)?>>> then\n set [yv v] to [1]\n change y by (1)\n end\n end\n change y by (1)\n end\n if <(yv) > (Max)> then\n set [yv v] to (Max)\n end\n if <(yv) < ((0) - (Max))> then\n set [yv v] to ((0) - (Max))\n end\n change y by (yv)\n point in direction (((-3) * (yv)) + (90))\n if <<touching (top floor2 v)?> or <<touching color (#af7f7f)?> or <touching ( blocks editor system v)?>>> then\n change y by ((yv) * (1))\n set [yv v] to [0]\n point in direction (90)\n end\n stop [this script v]\n end\n end\n stop [this script v]\nend\n\ndefine Blue Pad\nif <(Ship Gravity) = [up]> then\n set [ship gravity v] to [down]\n wait (0.3) seconds\n stop [this script v]\nend\nif <(Ship Gravity) = [down]> then\n set [ship gravity v] to [up]\n wait (0.3) seconds\n stop [this script v]\nend\nstop [this script v]\n\ndefine green orb\nif <(Ship Gravity) = [up]> then\n set [ship gravity v] to [down]\n wait (0.3) seconds\n repeat (10)\n change [yv v] by (1.5)\n end\n wait (0.2) seconds\nend\nif <(Ship Gravity) = [down]> then\n set [ship gravity v] to [up]\n wait (0.3) seconds\n repeat (10)\n change [yv v] by (-1.5)\n end\n wait (0.2) seconds\nend\nstop [this script v]\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [level play v]\nrepeat until <not <(backdrop [number v]) = [4]>>\n set [brightness v] effect to (Player Darkness)\nend\n\nwhen I receive [activate ufo v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n end\n if <(Gamemode) = [Ship]> then\n show\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate robot v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n end\n if <(Gamemode) = [Ship]> then\n show\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate ball v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n end\n if <(Gamemode) = [Ship]> then\n show\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate wave v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n end\n if <(Gamemode) = [Ship]> then\n show\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate cube v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n end\n if <(Gamemode) = [Ship]> then\n show\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate swingcopter v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n end\n if <(Gamemode) = [Ship]> then\n show\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate ship v]\nshow\nforever\n if <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n change y by (5)\n point in direction (90)\n if <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n change y by (5)\n point in direction (90)\n if <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n change y by (5)\n point in direction (90)\n if <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n change y by (5)\n point in direction (90)\n end\n end\n end\n end\nend\n\nwhen I receive [activate ship v]\nshow\nset [max v] to [15]\nset [id v] to [--]\nforever\n if <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>> then\n change y by (-5)\n point in direction (90)\n if <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>> then\n change y by (-5)\n point in direction (90)\n if <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>> then\n change y by (-5)\n point in direction (90)\n if <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>> then\n change y by (-5)\n point in direction (90)\n end\n end\n end\n end\nend\n\nwhen I receive [activate ship v]\nshow\nset [max v] to [15]\nset [id v] to [--]\nforever\n if <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>> then\n point in direction (90)\n if <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>> then\n point in direction (90)\n if <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>> then\n point in direction (90)\n if <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>> then\n point in direction (90)\n end\n end\n end\n end\nend\n\nwhen I receive [activate ship v]\nforever\n if <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n point in direction (90)\n if <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n point in direction (90)\n if <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n point in direction (90)\n if <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n point in direction (90)\n end\n end\n end\n end\nend\n\nwhen I receive [yellow v]\nif <(Ship Gravity) = [up]> then\n repeat (15)\n change [yv v] by (-1.5)\n end\nend\nif <(Ship Gravity) = [down]> then\n repeat (15)\n change [yv v] by (1.5)\n end\nend\n\nwhen I receive [activate ship v]\nforever\n switch costume to (Ship Costume)\nend\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen I receive [restart v]\nhide\n\nwhen I receive [activate ship v]\nset [max v] to [15]\nset [id v] to [--]\nif <(id) = [--]> then\n set [yv v] to [0]\nend\nforever\n Check 1\n Check2\nend\n\nwhen I receive [level #3 v]\nset size to (20) %\n\nwhen I receive [restart v]\nif <(Level ID) = [3]> then\n hide\n set [gamemode v] to [Cube]\n repeat (10)\n set [ship gravity v] to [down]\n point in direction (90)\n end\n set [gamemode v] to [Cube]\n hide\n set size to (20) %\n set size to (20) %\nend\n\nwhen I receive [abc not ship v]\nstop [other scripts in sprite v]\n\nwhen I receive [activate ship v]\nforever\n if <(Hide Controls) = [1]> then\n if <key (left arrow v) pressed?> then\n if <(I am speed) = [0]> then\n change x by (-5)\n end\n if <(I am speed) = [1]> then\n change x by (-10)\n end\n if <(I am speed) = [-1]> then\n change x by (-3)\n end\n end\n if <key (right arrow v) pressed?> then\n if <(I am speed) = [0]> then\n change x by (5)\n end\n if <(I am speed) = [1]> then\n change x by (10)\n end\n if <(I am speed) = [-1]> then\n change x by (3)\n end\n end\n end\nend\n\nwhen I receive [right v]\nif <(I am speed) = [0]> then\n change x by (5)\nend\nif <(I am speed) = [1]> then\n change x by (10)\nend\nif <(I am speed) = [-1]> then\n change x by (3)\nend\n\nwhen I receive [left v]\nif <(I am speed) = [0]> then\n change x by (-5)\nend\nif <(I am speed) = [1]> then\n change x by (-10)\nend\nif <(I am speed) = [-1]> then\n change x by (-3)\nend\n\nwhen I receive [large v]\nset size to (80) %\n\nwhen I receive [regular v]\nset size to (40) %\n\nwhen I receive [small v]\nset size to (20) %\n\nwhen I receive [gravity up v]\nset [ship gravity v] to [up]\n\nwhen I receive [gravity down v]\nset [ship gravity v] to [down]\n\nwhen I receive [red v]\nif <(Ship Gravity) = [up]> then\n repeat (25)\n change [yv v] by (-1.5)\n end\nend\nif <(Ship Gravity) = [down]> then\n repeat (25)\n change [yv v] by (1.5)\n end\nend\n\nwhen I receive [purple v]\nif <(Ship Gravity) = [up]> then\n repeat (10)\n change [yv v] by (-1.5)\n end\n wait (0.2) seconds\nend\nif <(Ship Gravity) = [down]> then\n repeat (10)\n change [yv v] by (1.5)\n end\n wait (0.2) seconds\nend\n\nwhen I receive [green v]\ngreen orb\n\nwhen I receive [blue v]\nBlue Pad\n\nwhen I receive [stop play v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [complete! v]\nwait (2) seconds\nrepeat (4)\n go to x: (50) y: (-75)\nend\n\nwhen backdrop switches to [extra menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [find position v]\nset x to (item (1) of [portal x and y v])\nset y to (item (2) of [portal x and y v])\n\nwhen I receive [death v]\ngo to x: (0) y: (0)\n\n@Main Hit Box Player\n\nwhen flag clicked\nset [gamemode v] to [-]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\ngo to x: (0) y: (-50)\n\nwhen backdrop switches to [looks v]\nset [gamemode v] to [-]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [extra menu v]\nset [gamemode v] to [-]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level play v]\nshow\nforever\n if <<(Level ID) = [1]> or <<(Level ID) = [2]> or <<(Level ID) = [3]> or <(Level ID) = [4]>>>> then\n if <<touching color (#55ff66)?> or <<touching color (#00ff00)?> or <touching color (#bb6a89)?>>> then\n set [gamemode v] to [Cube]\n end\n if <<touching color (#ff99ff)?> or <<touching color (#ff22ff)?> or <touching color (#c0cd93)?>>> then\n set [gamemode v] to [Ship]\n end\n end\nend\n\nwhen I receive [level #1 v]\nshow\n\nwhen backdrop switches to [level play v]\nshow\nforever\n if <<touching (platformer follower enemy v)?> or <<touching (spikes editor system2 v)?> or <touching (flying spike v)?>>> then\n broadcast (Death v)\n if <(Gamemode) = [Cube]> then\n repeat until <not <(Gamemode) = [Cube]>>\n go to (cube gm v)\n end\n end\n if <(Gamemode) = [Ship]> then\n repeat until <not <(Gamemode) = [Ship]>>\n go to (! ship gm v)\n end\n end\n if <(Gamemode) = [Ball]> then\n repeat until <not <(Gamemode) = [Ball]>>\n go to (ball gm v)\n end\n end\n if <(Gamemode) = [Robot]> then\n repeat until <not <(Gamemode) = [Robot]>>\n go to (! robot gm v)\n end\n if <(Gamemode) = [SwingCopter]> then\n repeat until <not <(Gamemode) = [SwingCopter]>>\n go to (swingcopter gm v)\n end\n end\n if <(Gamemode) = [UFO]> then\n repeat until <not <(Gamemode) = [UFO]>>\n go to (! ufo gm v)\n end\n end\n if <(Gamemode) = [Wave]> then\n repeat until <not <(Gamemode) = [Wave]>>\n go to (wave gm v)\n end\n end\n end\n stop [this script v]\n end\nend\n\nwhen I receive [restart v]\nshow\nforever\n if <<touching (platformer follower enemy v)?> or <<touching (spikes editor system2 v)?> or <touching (flying spike v)?>>> then\n broadcast (Death v)\n if <(Gamemode) = [Cube]> then\n repeat until <not <(Gamemode) = [Cube]>>\n go to (cube gm v)\n end\n end\n if <(Gamemode) = [Ship]> then\n repeat until <not <(Gamemode) = [Ship]>>\n go to (! ship gm v)\n end\n end\n if <(Gamemode) = [Ball]> then\n repeat until <not <(Gamemode) = [Ball]>>\n go to (ball gm v)\n end\n end\n if <(Gamemode) = [Robot]> then\n repeat until <not <(Gamemode) = [Robot]>>\n go to (! robot gm v)\n end\n if <(Gamemode) = [SwingCopter]> then\n repeat until <not <(Gamemode) = [SwingCopter]>>\n go to (swingcopter gm v)\n end\n end\n if <(Gamemode) = [UFO]> then\n repeat until <not <(Gamemode) = [UFO]>>\n go to (! ufo gm v)\n end\n end\n if <(Gamemode) = [Wave]> then\n repeat until <not <(Gamemode) = [Wave]>>\n go to (wave gm v)\n end\n end\n if <(Gamemode) = [-]> then\n repeat until <not <(Gamemode) = [-]>>\n go to x: (0) y: (-300)\n end\n end\n end\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [level play v]\nshow\nforever\n set [y pos v] to (y position)\nend\n\nwhen backdrop switches to [level play v]\nset [ghost v] effect to (100)\nshow\nforever\n if <(Gamemode) = [Cube]> then\n repeat until <not <(Gamemode) = [Cube]>>\n go to (cube gm v)\n end\n end\nend\n\nwhen backdrop switches to [level play v]\nshow\nforever\n if <(Gamemode) = [Ball]> then\n broadcast (Trail Go v)\n broadcast (ABC NOT SHIP v)\n broadcast (Activate BALL v)\n wait until <not <(Gamemode) = [Ball]>>\n end\nend\n\nwhen I receive [restart v]\nif <(Level ID) = [1]> then\n set [gamemode v] to [Cube]\n broadcast (Activate CUBE v)\nend\nif <(Level ID) = [2]> then\n set [gamemode v] to [Ball]\n broadcast (Activate BALL v)\nend\nif <(Level ID) = [3]> then\n set [gamemode v] to [Cube]\n broadcast (Activate CUBE v)\n broadcast (Gravity DOWN v)\nend\nif <(Level ID) = [4]> then\n set [gamemode v] to [Robot]\n broadcast (Activate ROBOT v)\nend\nif <(Level ID) = [5]> then\n set [gamemode v] to [SwingCopter]\n broadcast (Activate SWINGCOPTER v)\nend\nif <(Level ID) = [20]> then\n set [gamemode v] to [Cube]\n broadcast (Activate CUBE v)\n broadcast (Gravity DOWN v)\n broadcast (SMALL v)\nend\nif <(Level ID) = [21]> then\n set [gamemode v] to [Cube]\n broadcast (Activate CUBE v)\n broadcast (Gravity DOWN v)\n broadcast (REGULAR v)\nend\nif <(Level ID) = [22]> then\n set [gamemode v] to [Cube]\n broadcast (Activate CUBE v)\n broadcast (Gravity DOWN v)\n broadcast (SMALL v)\nend\nif <(Level ID) = [23]> then\n set [gamemode v] to [Cube]\n broadcast (Activate CUBE v)\n broadcast (Gravity DOWN v)\n broadcast (SMALL v)\nend\nif <(Level ID) = [24]> then\n set [gamemode v] to [Cube]\n broadcast (Activate CUBE v)\n broadcast (Gravity DOWN v)\n broadcast (SMALL v)\nend\nif <(Level ID) = [25]> then\n set [gamemode v] to [Cube]\n broadcast (Activate CUBE v)\n broadcast (Gravity DOWN v)\n broadcast (SMALL v)\nend\nif <(Level ID) = [26]> then\n set [gamemode v] to [-]\n broadcast (Activate ROBOT v)\n broadcast (Gravity DOWN v)\n broadcast (REGULAR v)\nend\n\nwhen I receive [restart v]\nif <(Level ID) = [1]> then\n set [i am speed v] to [0]\nend\nif <(Level ID) = [2]> then\n set [i am speed v] to [0]\nend\nif <(Level ID) = [3]> then\n set [i am speed v] to [0]\nend\nif <(Level ID) = [4]> then\n set [i am speed v] to [0]\nend\nif <(Level ID) = [5]> then\n set [i am speed v] to [0]\nend\nshow\n\nwhen I receive [death v]\nstart sound [explode_11.mp3 v]\nhide\nwait (0.3) seconds\ngo to x: (0) y: (-300)\n\nwhen backdrop switches to [level play v]\nforever\n if <(Level ID) = [3]> then\n if <<touching color (#42f91c)?> or <touching color (#0fbb00)?>> then\n set [i am speed v] to [1]\n end\n end\nend\n\nwhen I receive [play v]\nset [level id v] to [26]\nset [gamemode v] to [0]\nbroadcast (Gravity DOWN v)\nset [level id v] to [26]\n\nwhen I receive [stop play v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level play v]\nset [ghost v] effect to (100)\nshow\nforever\n if <(Gamemode) = [Ship]> then\n repeat until <not <(Gamemode) = [Ship]>>\n go to (! ship gm v)\n end\n end\nend\n\nwhen backdrop switches to [level play v]\nset [ghost v] effect to (100)\nshow\nforever\n if <(Gamemode) = [Ball]> then\n repeat until <not <(Gamemode) = [Ball]>>\n go to (ball gm v)\n end\n end\nend\n\nwhen backdrop switches to [level play v]\nset [ghost v] effect to (100)\nshow\nforever\n if <(Gamemode) = [Robot]> then\n repeat until <not <(Gamemode) = [Robot]>>\n go to (! robot gm v)\n end\n end\nend\n\nwhen backdrop switches to [level play v]\nset [ghost v] effect to (100)\nshow\nforever\n if <(Gamemode) = [SwingCopter]> then\n repeat until <not <(Gamemode) = [SwingCopter]>>\n go to (swingcopter gm v)\n end\n end\nend\n\nwhen backdrop switches to [level play v]\nset [ghost v] effect to (100)\nshow\nforever\n if <(Gamemode) = [UFO]> then\n repeat until <not <(Gamemode) = [UFO]>>\n go to (! ufo gm v)\n end\n end\nend\n\nwhen backdrop switches to [level play v]\nset [ghost v] effect to (100)\nshow\nforever\n if <(Gamemode) = [Wave]> then\n repeat until <not <(Gamemode) = [Wave]>>\n go to (wave gm v)\n end\n end\nend\n\nwhen backdrop switches to [level play v]\nshow\nforever\n if <(Gamemode) = [SwingCopter]> then\n broadcast (Trail Go v)\n broadcast (ABC NOT SHIP v)\n broadcast (Activate SWINGCOPTER v)\n wait until <not <(Gamemode) = [SwingCopter]>>\n end\nend\n\nwhen backdrop switches to [level play v]\nshow\nforever\n if <(Gamemode) = [Wave]> then\n broadcast (Trail Go v)\n broadcast (ABC NOT SHIP v)\n broadcast (Activate WAVE v)\n wait until <not <(Gamemode) = [Wave]>>\n end\nend\n\nwhen backdrop switches to [level play v]\nshow\nforever\n if <(Gamemode) = [Robot]> then\n broadcast (Trail Go v)\n broadcast (ABC NOT SHIP v)\n broadcast (Activate ROBOT v)\n wait until <not <(Gamemode) = [Robot]>>\n end\nend\n\nwhen backdrop switches to [level play v]\nshow\nforever\n if <(Gamemode) = [UFO]> then\n broadcast (Trail Go v)\n broadcast (ABC NOT SHIP v)\n broadcast (Activate UFO v)\n wait until <not <(Gamemode) = [UFO]>>\n end\nend\n\nwhen backdrop switches to [level play v]\nshow\nforever\n if <(Gamemode) = [Ship]> then\n broadcast (Trail Go v)\n broadcast (Activate SHIP v)\n wait until <not <(Gamemode) = [Ship]>>\n end\nend\n\nwhen backdrop switches to [level play v]\nshow\nforever\n if <(Gamemode) = [Cube]> then\n broadcast (Trail Go v)\n broadcast (ABC NOT SHIP v)\n broadcast (Activate CUBE v)\n wait until <not <(Gamemode) = [Cube]>>\n end\nend\n\nwhen I receive [level #3 v]\nset [gamemode v] to [Cube]\nbroadcast (Activate CUBE v)\nbroadcast (Gravity DOWN v)\nshow\n\nwhen I receive [complete! v]\nwait (2) seconds\nrepeat (4)\n go to x: (50) y: (-75)\nend\n\nwhen flag clicked\nforever\n set volume to (Sound FX) %\nend\n\nwhen I receive [level #5 v]\nset [gamemode v] to [SwingCopter]\nbroadcast (Activate SWINGCOPTER v)\nbroadcast (Gravity DOWN v)\nshow\n\nwhen I receive [death v]\nset [gamemode v] to [-]\n\nwhen backdrop switches to [level play v]\nforever\n if <(Level ID) = [3]> then\n if <<touching color (#1ffcff)?> or <touching color (#00ccff)?>> then\n set [i am speed v] to [0]\n end\n end\nend\n\n@! UFO GM\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\nreset\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\ndefine reset\nset [movement v] to [8]\nset [dying? v] to [false]\nset [speed v] to [6]\nset [my variable v] to [0]\n\ndefine GroundTouch <falling>\nif <falling> then\n if <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n repeat until <not <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>>>\n set [my variable v] to [0]\n change y by (1)\n end\n change y by (-1)\n end\nelse\n if <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>> then\n repeat until <not <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>>>\n set [my variable v] to [0]\n change y by (-1)\n end\n change y by (1)\n end\n if <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>> then\n repeat until <not <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>>>\n set [my variable v] to [0]\n change y by (-4)\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nset size to (40) %\ngo to x: (-20) y: (0)\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [level play v]\nrepeat until <not <(backdrop [number v]) = [4]>>\n set [brightness v] effect to (Player Darkness)\nend\n\nwhen I receive [activate wave v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n show\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate cube v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n show\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate ball v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n show\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate swingcopter v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n show\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate robot v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n show\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate ship v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n show\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate ufo v]\nreset\n\nwhen I receive [activate ufo v]\nforever\n if <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n set [time v] to [0]\n wait until <<(timer) > [0.3]> or <not <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>>>\n if <(Time) > [0.3]> then\n wait until <not <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>>\n end\n end\nend\n\nwhen I receive [activate ufo v]\nforever\n if <(UFO Gravity) = [down]> then\n if <(dying?) = [false]> then\n if <<<mouse down?> or <key (space v) pressed?>> or <key (up arrow v) pressed?>> then\n set [my variable v] to [6.5]\n wait until <<<not <mouse down?>> and <not <key (space v) pressed?>>> and <not <key (up arrow v) pressed?>>>\n end\n end\n end\n if <(UFO Gravity) = [up]> then\n if <(dying?) = [false]> then\n if <<<mouse down?> or <key (space v) pressed?>> or <key (up arrow v) pressed?>> then\n set [my variable v] to [-6.5]\n wait until <<<not <mouse down?>> and <not <key (space v) pressed?>>> and <not <key (up arrow v) pressed?>>>\n end\n end\n end\nend\n\nwhen I receive [activate ufo v]\nforever\n if <(UFO Gravity) = [down]> then\n if <(dying?) = [false]> then\n change y by (my variable)\n change [my variable v] by (-0.8)\n GroundTouch <(my variable) < [0]>\n point in direction ((90) + ((-0.5) * (my variable)))\n end\n end\n if <(UFO Gravity) = [up]> then\n if <(dying?) = [false]> then\n change y by (my variable)\n change [my variable v] by (0.8)\n GroundTouch <(my variable) < [0]>\n point in direction ((-90) + ((0.5) * (my variable)))\n end\n end\nend\n\nwhen I receive [activate ufo v]\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Spider]> then\n go to (spider gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n show\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen backdrop switches to [level play v]\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Spider]> then\n go to (spider gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n show\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate ufo v]\nforever\n switch costume to (UFO costume)\nend\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [left v]\nif <(I am speed) = [0]> then\n change x by (-5)\nend\nif <(I am speed) = [1]> then\n change x by (-10)\nend\nif <(I am speed) = [-1]> then\n change x by (-3)\nend\n\nwhen I receive [right v]\nif <(I am speed) = [0]> then\n change x by (5)\nend\nif <(I am speed) = [1]> then\n change x by (10)\nend\nif <(I am speed) = [-1]> then\n change x by (3)\nend\n\nwhen I receive [activate ufo v]\nforever\n if <(Hide Controls) = [1]> then\n if <key (left arrow v) pressed?> then\n repeat until <not <key (left arrow v) pressed?>>\n if <(I am speed) = [0]> then\n change x by (-5)\n end\n if <(I am speed) = [1]> then\n change x by (-10)\n end\n if <(I am speed) = [-1]> then\n change x by (-3)\n end\n end\n end\n if <key (right arrow v) pressed?> then\n repeat until <not <key (right arrow v) pressed?>>\n if <(I am speed) = [0]> then\n change x by (5)\n end\n if <(I am speed) = [1]> then\n change x by (10)\n end\n if <(I am speed) = [-1]> then\n change x by (3)\n end\n end\n end\n end\nend\n\nwhen I receive [activate ufo v]\nforever\n change [time v] by (0.001)\n change [time v] by (0.001)\n change [time v] by (0.001)\nend\n\nwhen I receive [large v]\nset size to (80) %\n\nwhen I receive [regular v]\nset size to (40) %\n\nwhen I receive [small v]\nset size to (20) %\n\nwhen I receive [gravity up v]\nset [ufo gravity v] to [up]\n\nwhen I receive [gravity down v]\nset [ufo gravity v] to [down]\n\nwhen I receive [stop play v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [complete! v]\nwait (2) seconds\nrepeat (4)\n go to x: (50) y: (-75)\nend\n\nwhen backdrop switches to [extra menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [find position v]\nset x to (item (1) of [portal x and y v])\nset y to (item (2) of [portal x and y v])\n\n@Wave GM\n\nwhen backdrop switches to [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [looks v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen backdrop switches to [level play v]\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Spider]> then\n go to (spider gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n show\n end\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [level play v]\nrepeat until <not <(backdrop [number v]) = [4]>>\n set [brightness v] effect to (Player Darkness)\nend\n\nwhen I receive [activate robot v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n show\n end\nend\n\nwhen I receive [activate ship v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n show\n end\nend\n\nwhen I receive [activate cube v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n show\n end\nend\n\nwhen I receive [activate ball v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n show\n end\nend\n\nwhen I receive [activate swingcopter v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n show\n end\nend\n\nwhen I receive [activate wave v]\nforever\n switch costume to (Wave costume)\nend\n\nwhen I receive [activate ufo v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n show\n end\nend\n\nwhen I receive [activate wave v]\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n show\n end\nend\n\nwhen flag clicked\ngo to x: (-20) y: (0)\nset [wave gravity v] to [Down]\nhide\n\nwhen I receive [activate wave v]\nset size to (40) %\nforever\n if <(Wave Gravity) = [Down]> then\n if <<<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> and <not <touching (top floor2 v)?>>> then\n point in direction (90)\n point in direction (90)\n point in direction (45)\n change y by (10)\n end\n if <<not <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> and <not <touching (bottom floor v)?>>> then\n point in direction (90)\n point in direction (90)\n point in direction (135)\n change y by (-10)\n end\n if <touching (bottom floor v)?> then\n point in direction (90)\n end\n if <touching (top floor2 v)?> then\n point in direction (90)\n end\n end\n if <(Wave Gravity) = [Up]> then\n if <<<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> and <not <touching (top floor2 v)?>>> then\n point in direction (90)\n point in direction (90)\n point in direction (135)\n change y by (-10)\n end\n if <<not <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> and <not <touching (bottom floor v)?>>> then\n point in direction (90)\n point in direction (90)\n point in direction (45)\n change y by (10)\n end\n if <touching (bottom floor v)?> then\n point in direction (90)\n change y by (10)\n end\n if <touching (top floor2 v)?> then\n point in direction (90)\n change y by (-10)\n end\n end\nend\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [right v]\nif <(I am speed) = [0]> then\n change x by (5)\nend\nif <(I am speed) = [1]> then\n change x by (10)\nend\nif <(I am speed) = [-1]> then\n change x by (3)\nend\n\nwhen I receive [left v]\nif <(I am speed) = [0]> then\n change x by (-5)\nend\nif <(I am speed) = [1]> then\n change x by (-10)\nend\nif <(I am speed) = [-1]> then\n change x by (-3)\nend\n\nwhen I receive [activate wave v]\nforever\n if <(Hide Controls) = [1]> then\n if <key (left arrow v) pressed?> then\n repeat until <not <key (left arrow v) pressed?>>\n if <(I am speed) = [0]> then\n change x by (-5)\n end\n if <(I am speed) = [1]> then\n change x by (-10)\n end\n if <(I am speed) = [-1]> then\n change x by (-3)\n end\n end\n end\n if <key (right arrow v) pressed?> then\n repeat until <not <key (right arrow v) pressed?>>\n if <(I am speed) = [0]> then\n change x by (5)\n end\n if <(I am speed) = [1]> then\n change x by (10)\n end\n if <(I am speed) = [-1]> then\n change x by (3)\n end\n end\n end\n end\nend\n\nwhen I receive [large v]\nset size to (80) %\n\nwhen I receive [regular v]\nset size to (40) %\n\nwhen I receive [small v]\nset size to (20) %\n\nwhen I receive [gravity up v]\nset [wave gravity v] to [Up]\n\nwhen I receive [gravity down v]\nset [wave gravity v] to [Down]\n\nwhen I receive [stop play v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [complete! v]\nwait (2) seconds\nrepeat (4)\n go to x: (50) y: (-75)\nend\n\nwhen backdrop switches to [extra menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [find position v]\nset x to (item (1) of [portal x and y v])\nset y to (item (2) of [portal x and y v])\n\n@SwingCopter GM\n\nwhen backdrop switches to [levels v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [looks v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen flag clicked\nset size to (40) %\ngo to x: (-20) y: (0)\n\nwhen backdrop switches to [level play v]\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n show\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen backdrop switches to [level play v]\nrepeat until <not <(backdrop [number v]) = [4]>>\n set [brightness v] effect to (Player Darkness)\nend\n\nwhen I receive [activate ball v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n show\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate cube v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n show\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate ufo v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n show\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate wave v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n show\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate robot v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n show\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate swingcopter v]\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n show\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate swingcopter v]\nset [velocity v] to [0]\nset [up/down v] to [-.5]\npoint in direction (90)\nwait (0) seconds\n\n if <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(Up/Down) = [.7]> then\n set [swing copter gravity v] to [down]\n set [up/down v] to [-.7]\n broadcast (Down v)\n else\n set [swing copter gravity v] to [up]\n set [up/down v] to [.7]\n broadcast (Up v)\n end\n end\n wait until <not <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>>\nend\n\nwhen I receive [activate swingcopter v]\nforever\n switch costume to (Swing Costume)\nend\n\nwhen I receive [activate swingcopter v]\n\n point in direction (((-5) * (Velocity)) + (90))\n change [velocity v] by (Up/Down)\n change y by (Velocity)\n if <(Velocity) > [9.1]> then\n set [velocity v] to [9]\n end\n if <[-9.1] > (Velocity)> then\n set [velocity v] to [-9]\n end\n if <<<[-100] > (y position)> and <<touching ( blocks editor system v)?> or >> and <(Up/Down) < [0]>> then\n set [velocity v] to [0.7]\n end\n if <<<(y position) > [100]> and <<touching ( blocks editor system v)?> or >> and <(Up/Down) > [0]>> then\n set [velocity v] to [-0.7]\n end\nend\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [right v]\nif <(I am speed) = [0]> then\n change x by (5)\nend\nif <(I am speed) = [1]> then\n change x by (10)\nend\n\nwhen I receive [left v]\nif <(I am speed) = [0]> then\n change x by (-5)\nend\nif <(I am speed) = [1]> then\n change x by (-10)\nend\nif <(I am speed) = [-1]> then\n change x by (-3)\nend\nchange x by (-3)\nchange x by (2)\n\nwhen I receive [right v]\nif <(I am speed) = [0]> then\n change x by (5)\nend\nif <(I am speed) = [1]> then\n change x by (10)\nend\nif <(I am speed) = [-1]> then\n change x by (3)\nend\nchange x by (3)\nchange x by (2)\n\nwhen I receive [activate swingcopter v]\nforever\n if <(Hide Controls) = [1]> then\n if <key (left arrow v) pressed?> then\n if <(I am speed) = [0]> then\n change x by (-5)\n end\n if <(I am speed) = [1]> then\n change x by (-10)\n end\n if <(I am speed) = [-1]> then\n change x by (-3)\n end\n end\n if <key (right arrow v) pressed?> then\n if <(I am speed) = [0]> then\n change x by (5)\n end\n if <(I am speed) = [1]> then\n change x by (10)\n end\n if <(I am speed) = [-1]> then\n change x by (3)\n end\n end\n end\nend\n\nwhen I receive [small v]\nset size to (20) %\n\nwhen I receive [regular v]\nset size to (40) %\n\nwhen I receive [large v]\nset size to (80) %\n\nwhen I receive [gravity down v]\nset [swing copter gravity v] to [down]\n\nwhen I receive [gravity up v]\nset [swing copter gravity v] to [up]\n\nwhen I receive [stop play v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [complete! v]\nwait (2) seconds\nrepeat (4)\n go to x: (50) y: (-75)\nend\n\nwhen backdrop switches to [extra menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [find position v]\nset x to (item (1) of [portal x and y v])\nset y to (item (2) of [portal x and y v])\n\nwhen I receive [restart v]\nif <(Level ID) = [5]> then\n broadcast (Activate SWINGCOPTER v)\n go to x: (100) y: (-110)\n set [gamemode v] to [SwingCopter]\n set [swing copter gravity v] to [down]\n point in direction (90)\n set size to (40) %\n wait (1) seconds\n show\nend\n\nwhen I receive [activate ship v]\nstop [other scripts in sprite v]\nhide\nif <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\nend\nif <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\nend\nif <(Gamemode) = [Ball]> then\n go to (ball gm v)\n hide\nend\nif <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\nend\nif <(Gamemode) = [SwingCopter]> then\n show\nend\nif <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\nend\nif <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\n\n@Ball GM\n\nwhen backdrop switches to [levels v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level play v]\nhide\nforever\n switch costume to (Ball Costume)\nend\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen I receive [message1 v]\nset [brightness v] effect to (0)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen backdrop switches to [menu v]\nhide\nstop [other scripts in sprite v]\ngo to x: (0) y: (-50)\n\nwhen backdrop switches to [level play v]\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n show\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen flag clicked\nset size to (35) %\ngo to x: (0) y: (-50)\n\nwhen backdrop switches to [level play v]\nrepeat until <not <(backdrop [number v]) = [4]>>\n set [brightness v] effect to (Player Darkness)\nend\n\nwhen I receive [activate cube v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n show\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate robot v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n show\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate ship v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n show\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate swingcopter v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n show\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate ufo v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n show\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate wave v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n show\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate ball v]\nforever\n if <(Gamemode) = [Cube]> then\n go to (cube gm v)\n hide\n end\n if <(Gamemode) = [Ship]> then\n go to (! ship gm v)\n hide\n end\n if <(Gamemode) = [Ball]> then\n show\n end\n if <(Gamemode) = [Robot]> then\n go to (! robot gm v)\n hide\n end\n if <(Gamemode) = [SwingCopter]> then\n go to (swingcopter gm v)\n hide\n end\n if <(Gamemode) = [UFO]> then\n go to (! ufo gm v)\n hide\n end\n if <(Gamemode) = [Wave]> then\n go to (wave gm v)\n hide\n end\nend\n\nwhen I receive [activate ball v]\nforever\n switch costume to (Ball Costume)\nend\n\nwhen backdrop switches to [levels v]\ngo to x: (0) y: (-50)\nstop [other scripts in sprite v]\ngo to x: (0) y: (-50)\nhide\n\nwhen I receive [level #2 v]\ngo to x: (0) y: (-50)\nchange y by (-10)\nset [grav v] to [-]\nset [sin v] to [10]\n\nwhen I receive [activate ball v]\nwait (0.01) seconds\nforever\n if <key (left arrow v) pressed?> then\n repeat until <not <key (left arrow v) pressed?>>\n turn left (10) degrees\n end\n turn left (5) degrees\n turn left (2) degrees\n end\n if <key (right arrow v) pressed?> then\n repeat until <not <key (right arrow v) pressed?>>\n turn right (10) degrees\n end\n turn right (5) degrees\n turn right (2) degrees\n end\nend\n\nwhen I receive [restart v]\nif <(Level ID) = [2]> then\n show\n repeat (10)\n set [grav v] to [-]\n point in direction (90)\n end\n show\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\nwait (1) seconds\ngo to x: (0) y: (-50)\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen I receive [activate ball v]\nforever\n if <(Hide Controls) = [1]> then\n if <key (left arrow v) pressed?> then\n if <(I am speed) = [0]> then\n change x by (-5)\n end\n if <(I am speed) = [1]> then\n change x by (-10)\n end\n if <(I am speed) = [-1]> then\n change x by (-3)\n end\n end\n if <key (right arrow v) pressed?> then\n if <(I am speed) = [0]> then\n change x by (5)\n end\n if <(I am speed) = [1]> then\n change x by (10)\n end\n if <(I am speed) = [-1]> then\n change x by (3)\n end\n end\n end\nend\n\nwhen I receive [right v]\nif <(I am speed) = [0]> then\n change x by (5)\nend\nif <(I am speed) = [1]> then\n change x by (10)\nend\nif <(I am speed) = [-1]> then\n change x by (3)\nend\nchange x by (3)\nchange x by (2)\n\nwhen I receive [left v]\nif <(I am speed) = [0]> then\n change x by (-5)\nend\nif <(I am speed) = [1]> then\n change x by (-10)\nend\nif <(I am speed) = [-1]> then\n change x by (-3)\nend\nchange x by (-3)\nchange x by (2)\n\nwhen I receive [left v]\nturn left (10) degrees\nturn left (5) degrees\nturn left (2) degrees\n\nwhen I receive [right v]\nturn right (10) degrees\nturn right (5) degrees\nturn right (2) degrees\n\nwhen I receive [small v]\nset size to (20) %\n\nwhen I receive [regular v]\nset size to (40) %\n\nwhen I receive [large v]\nset size to (80) %\n\nwhen I receive [gravity up v]\nset [grav v] to [0]\n\nwhen I receive [gravity down v]\nset [grav v] to [-]\n\nwhen I receive [stop play v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [complete! v]\nwait (2) seconds\nrepeat (4)\n go to x: (50) y: (-75)\nend\n\nwhen backdrop switches to [extra menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [find position v]\nset x to (item (1) of [portal x and y v])\nset y to (item (2) of [portal x and y v])\n\nwhen I receive [activate ball v]\nwait (0.01) seconds\nforever\n if <(grav) = [-]> then\n if <touching ( blocks editor system v)?> then\n repeat until <not <touching ( blocks editor system v)?>>\n change y by (3)\n end\n change y by (-3)\n wait until <not <touching ( blocks editor system v)?>>\n end\n end\nend\n\nwhen I receive [activate ball v]\nwait (0.01) seconds\nforever\n if <touching (bottom floor v)?> then\n repeat until <not <touching (bottom floor v)?>>\n change y by (0.8)\n end\n change y by (-5)\n wait until <not <touching (bottom floor v)?>>\n end\nend\n\nwhen I receive [activate ball v]\nforever\n if <<touching ( blocks editor system v)?> or <touching (bottom floor v)?>> then\n set [sin v] to [0]\n wait (0.025) seconds\n else\n change y by (join (grav) (sin))\n change [sin v] by (0.5)\n end\nend\n\nwhen I receive [activate ball v]\nwait (0.01) seconds\nforever\n if <touching (bottom floor v)?> then\n set [grav v] to [-]\n wait until <not <touching (bottom floor v)?>>\n end\nend\n\nwhen I receive [activate ball v]\nset [grav v] to [-]\nforever\n if <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n if <<(Hide Controls) = [1]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n if <(grav) = [0]> then\n repeat until <not <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>>>\n change y by (-8)\n end\n set [grav v] to [-]\n set [sin v] to [10]\n else\n repeat until <not <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>>>\n change y by (8)\n end\n set [grav v] to [0]\n set [sin v] to [10]\n end\n wait (0.2) seconds\n end\n end\nend\n\nwhen I receive [activate ball v]\nwait (0.01) seconds\nforever\n if <(grav) = [0]> then\n if <touching ( blocks editor system v)?> then\n repeat until <not <touching ( blocks editor system v)?>>\n change y by (-3)\n end\n change y by (3)\n wait until <not <touching ( blocks editor system v)?>>\n end\n end\nend\n\n@ BLOCKS Editor System\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen I receive [level #1 v]\nswitch costume to (level 1 v)\nshow\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\n\nwhen I receive [level #2 v]\nswitch costume to (level 2 v)\nshow\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(Level ID) = [2]> then\n wait (0.4) seconds\n switch costume to (moving obj lvl 2 a v)\n go to x: (-176) y: (50)\n repeat until <not <(backdrop [number v]) = [4]>>\n repeat (70)\n move (5) steps\n end\n repeat (70)\n move (-5) steps\n end\n end\n delete this clone\nend\nif <(Level ID) = [4]> then\n wait (0.4) seconds\n switch costume to (moving obj lvl 4 a v)\n go to x: (95) y: (0)\n repeat until <not <(backdrop [number v]) = [4]>>\n repeat (40)\n change y by (3)\n end\n repeat (40)\n change y by (-3)\n end\n end\n delete this clone\nend\n\nwhen I receive [level #3 v]\nswitch costume to (level 3 v)\nshow\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\n\nwhen I receive [level #4 v]\nswitch costume to (level 4 v)\nshow\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [create v]\nswitch costume to (empty level v)\nshow\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [20]> then\n go to x: (0) y: (0)\n switch costume to (pan5 v)\n show\n point in direction (90)\nend\nif <(Level ID) = [22]> then\n go to x: (0) y: (0)\n switch costume to (pan 2 v)\n show\n point in direction (90)\nend\nif <(Level ID) = [23]> then\n go to x: (0) y: (0)\n switch costume to (demon v)\n show\n point in direction (90)\nend\nif <(Level ID) = [24]> then\n go to x: (0) y: (0)\n switch costume to (pan 3 v)\n show\n point in direction (90)\nend\nif <(Level ID) = [25]> then\n go to x: (0) y: (0)\n switch costume to (pan4 v)\n show\n point in direction (90)\nend\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen I receive [level #5 v]\nswitch costume to (level 5 v)\nshow\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\n\n@SPIKES Editor System2\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [level #1 v]\nswitch costume to (level 1 v)\nshow\nset size to (100) %\n\nwhen I receive [level #2 v]\npoint in direction (90)\nswitch costume to (level 2 v)\nshow\nset size to (100) %\n\nwhen I receive [level #3 v]\nset [position v] to [0]\nswitch costume to (level 3 v)\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\ncreate clone of (_myself_ v)\nchange [position v] by (1)\nwait (0.5) seconds\ncreate clone of (_myself_ v)\npoint in direction (90)\nset size to (100) %\n\nwhen I start as a clone\nset size to (100) %\nif <(Level ID) = [3]> then\n if <(Position) = [0]> then\n change [position v] by (1)\n wait (0.4) seconds\n switch costume to (moving obj lvl 3 a v)\n go to x: (-40) y: (-40)\n point in direction (165)\n repeat until <not <(backdrop [number v]) = [4]>>\n repeat (20)\n turn right (9) degrees\n end\n repeat (6)\n turn right (5) degrees\n end\n repeat (4)\n turn right (2) degrees\n end\n repeat (20)\n turn left (9) degrees\n end\n repeat (6)\n turn left (5) degrees\n end\n repeat (4)\n turn left (2) degrees\n end\n end\n delete this clone\n else\n wait (0.4) seconds\n switch costume to (moving obj lvl 3 a v)\n go to x: (151) y: (79)\n point in direction (90)\n repeat until <not <(backdrop [number v]) = [4]>>\n turn left (4) degrees\n end\n delete this clone\n end\nend\nif <(Level ID) = [4]> then\n switch costume to (moving obj lvl 4 a v)\n go to x: (160) y: (130)\n repeat until <not <(backdrop [number v]) = [4]>>\n repeat (20)\n change y by (-6)\n end\n repeat (20)\n change y by (6)\n end\n end\n delete this clone\nend\nif <(Level ID) = [22]> then\n if <(Position) = [0]> then\n set size to (70) %\n change [position v] by (1)\n wait (0.4) seconds\n switch costume to (moving obj lvl 3 a v)\n go to x: (200) y: (-110)\n point in direction (165)\n repeat until <not <(backdrop [number v]) = [4]>>\n turn right (10) degrees\n end\n delete this clone\n else\n set size to (70) %\n wait (0.4) seconds\n switch costume to (moving obj lvl 3 a v)\n go to x: (0) y: (160)\n point in direction (90)\n repeat until <not <(backdrop [number v]) = [4]>>\n turn left (8) degrees\n end\n delete this clone\n end\nend\n\ngo to x: (36) y: (28)\n\nwhen I receive [level #4 v]\nswitch costume to (level 4 v)\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (90)\nset size to (100) %\n\nwhen backdrop switches to [create v]\ngo to x: (0) y: (0)\nswitch costume to (empty level v)\nshow\npoint in direction (90)\nset size to (100) %\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [20]> then\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (rockman level v)\n show\n point in direction (90)\nend\nif <(Level ID) = [21]> then\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (pancake level v)\n show\n point in direction (90)\nend\nif <(Level ID) = [22]> then\n set [position v] to [0]\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (pancake level 2 v)\n show\n point in direction (90)\n go to x: (0) y: (0)\n point in direction (90)\n create clone of (_myself_ v)\n wait (0.05) seconds\n change [position v] by (1)\n wait (0.5) seconds\n create clone of (_myself_ v)\n point in direction (90)\n switch costume to (pancake level 2 v)\nend\nif <(Level ID) = [23]> then\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (demon2 v)\n show\n point in direction (90)\nend\nif <(Level ID) = [24]> then\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (pan 3 v)\n show\n point in direction (90)\nend\nif <(Level ID) = [25]> then\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (pan 4 v)\n show\n point in direction (90)\n repeat until <not <(backdrop [number v]) = [4]>>\n repeat (10)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n end\nend\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen I receive [level #5 v]\nswitch costume to (level 5 v)\nshow\ngo to x: (0) y: (0)\nset size to (100) %\n\n@PORTALS Editor System\n\nwhen backdrop switches to [create v]\nset size to () %\ngo to x: () y: ()\nswitch costume to (swing v)\nshow\n\nwhen backdrop switches to [create v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [s]> then\n broadcast (SMALL v)\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [featured v]\nhide\n\nwhen backdrop switches to [level play v]\ndelete all of [portal x and y v]\nwait (0.1) seconds\nif <(Level ID) > [19]> then\n if <(Level ID) = [21]> then\n point in direction (-90)\n set size to (30) %\n go to x: (-30) y: (-85)\n switch costume to (wave v)\n show\n end\n if <(Level ID) = [22]> then\n point in direction (-90)\n set size to (20) %\n go to x: (-140) y: (-100)\n switch costume to (ball v)\n show\n end\n if <(Level ID) = [23]> then\n point in direction (-90)\n set size to (20) %\n go to x: (-200) y: (-10)\n switch costume to (teleport portal2 v)\n show\n create clone of (_myself_ v)\n go to x: (-200) y: (-10)\n switch costume to (teleport portal2 v)\n end\nelse\n if <(Level ID) = [5]> then\n point in direction (-90)\n set size to (60) %\n go to x: (-215) y: (-50)\n switch costume to (teleport portal2 v)\n show\n create clone of (_myself_ v)\n go to x: (-200) y: (-50)\n switch costume to (teleport portal2 v)\n else\n hide\n end\nend\n\nwhen backdrop switches to [level play v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [t]> then\n broadcast (REGULAR v)\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [level play v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [s]> then\n broadcast (SMALL v)\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [level play v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [l]> then\n broadcast (LARGE v)\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [level play v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [ship]> then\n set [gamemode v] to [Ship]\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [level play v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [spider]> then\n set [gamemode v] to [Spider]\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [level play v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [robot]> then\n set [gamemode v] to [Robot]\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [level play v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [swing]> then\n set [gamemode v] to [SwingCopter]\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [level play v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [cube]> then\n set [gamemode v] to [Cube]\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [level play v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [wave]> then\n set [gamemode v] to [Wave]\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [level play v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [UFO]> then\n set [gamemode v] to [UFO]\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [level play v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [ball]> then\n set [gamemode v] to [Ball]\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [create v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [UFO]> then\n set [gamemode v] to [UFO]\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [create v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [t]> then\n broadcast (REGULAR v)\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [create v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [l]> then\n broadcast (LARGE v)\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [create v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [swing]> then\n set [gamemode v] to [SwingCopter]\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [create v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [ship]> then\n set [gamemode v] to [Ship]\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [create v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [cube]> then\n set [gamemode v] to [Cube]\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [create v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [ball]> then\n set [gamemode v] to [Ball]\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [create v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [wave]> then\n set [gamemode v] to [Wave]\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [create v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [robot]> then\n set [gamemode v] to [Robot]\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [create v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [spider]> then\n set [gamemode v] to [Spider]\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen I start as a clone\nif <(Level ID) = [23]> then\n point in direction (-90)\n set size to (20) %\n go to x: (-220) y: (120)\n add (x position) to [portal x and y v]\n add (y position) to [portal x and y v]\n switch costume to (teleport portal v)\n wait until <not <(backdrop [number v]) = [4]>>\n delete this clone\nend\nif <(Level ID) = [5]> then\n point in direction (-90)\n set size to (50) %\n go to x: (-215) y: (120)\n add (x position) to [portal x and y v]\n add (y position) to [portal x and y v]\n switch costume to (teleport portal v)\n wait until <not <(backdrop [number v]) = [4]>>\n delete this clone\nend\n\nwhen backdrop switches to [level play v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [name v]) = [teleport portal2]> then\n broadcast (Find Position v)\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\n@Ending\n\nwhen I receive [level #1 v]\npoint in direction (90)\nset size to (50) %\ngo to x: (217) y: (71)\nswitch costume to (triple2 v)\nshow\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen flag clicked\nhide\ndelete all of [complete? v]\nrepeat (25)\n add [-] to [complete? v]\nend\n\nwhen I receive [level #2 v]\npoint in direction (90)\nset size to (30) %\ngo to x: (207) y: (111)\nswitch costume to (triple2 v)\nshow\n\nwhen I receive [level #3 v]\npoint in direction (90)\nset size to (30) %\ngo to x: (207) y: (130)\nswitch costume to (triple2 v)\nshow\n\nwhen I receive [level #4 v]\npoint in direction (90)\nset size to (50) %\ngo to x: (207) y: (80)\nswitch costume to (triple2 v)\nshow\n\nwhen backdrop switches to [create v]\npoint in direction (90)\nset size to () %\ngo to x: () y: ()\nswitch costume to (triple2 v)\nshow\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [20]> then\n go to x: (210) y: (146)\n set size to (40) %\n switch costume to (triple2 v)\n show\n point in direction (90)\nend\nif <(Level ID) = [21]> then\n go to x: (110) y: (110)\n set size to (60) %\n switch costume to (triple2 v)\n show\n point in direction (90)\nend\nif <(Level ID) = [22]> then\n go to x: (140) y: (140)\n set size to (45) %\n switch costume to (triple2 v)\n show\n point in direction (90)\nend\nif <(Level ID) = [23]> then\n go to x: (220) y: (160)\n set size to (30) %\n switch costume to (triple2 v)\n show\n point in direction (60)\nend\nif <(Level ID) = [24]> then\n point in direction (90)\n set size to (30) %\n go to x: (76) y: (95)\n switch costume to (triple2 v)\n show\nend\nif <(Level ID) = [25]> then\n point in direction (0)\n set size to (30) %\n go to x: (-75) y: (90)\n switch costume to (triple2 v)\n show\nend\n\nwhen I receive [complete! v]\nif <(Level ID) = [20]> then\n if < (item (20) of [complete? v]) contains [-]?> then\n replace item (20) of [complete? v] with [1]\n change [orbs v] by (100)\n change [diamonds v] by (10)\n change [stars v] by (5)\n end\nend\nif <(Level ID) = [21]> then\n if < (item (21) of [complete? v]) contains [-]?> then\n replace item (21) of [complete? v] with [1]\n change [orbs v] by (400)\n change [diamonds v] by (10)\n change [stars v] by (14)\n end\nend\nif <(Level ID) = [22]> then\n if < (item (22) of [complete? v]) contains [-]?> then\n replace item (22) of [complete? v] with [1]\n change [orbs v] by (500)\n change [diamonds v] by (10)\n change [stars v] by (15)\n end\nend\nif <(Level ID) = [23]> then\n if < (item (23) of [complete? v]) contains [-]?> then\n replace item (23) of [complete? v] with [1]\n change [orbs v] by (500)\n change [diamonds v] by (10)\n change [stars v] by (20)\n end\nend\nif <(Level ID) = [5]> then\n if < (item (5) of [complete? v]) contains [-]?> then\n replace item (5) of [complete? v] with [1]\n change [orbs v] by (500)\n change [stars v] by (10)\n end\nend\nif <(Level ID) = [24]> then\n if < (item (24) of [complete? v]) contains [-]?> then\n replace item (24) of [complete? v] with [1]\n change [orbs v] by (50)\n change [stars v] by (4)\n end\nend\nif <(Level ID) = [25]> then\n if < (item (25) of [complete? v]) contains [-]?> then\n replace item (25) of [complete? v] with [1]\n change [orbs v] by (50)\n change [stars v] by (4)\n end\nend\n\nwhen backdrop switches to [extra menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level play v]\nforever\n if <touching (main hit box player v)?> then\n broadcast (complete! v)\n wait until <not <touching (main hit box player v)?>>\n end\nend\n\nwhen I receive [level #5 v]\npoint in direction (90)\nset size to (50) %\ngo to x: (207) y: (130)\nswitch costume to (triple2 v)\nshow\n\n@Extra Stuff Editor\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen I receive [level #1 v]\nset [i am speed v] to [0]\nset volume to (100) %\nset [gamemode v] to [Cube]\nrepeat until <not <(backdrop [number v]) = [4]>>\n play sound [Level 1 v] until done\nend\nstop all sounds\n\nwhen I receive [level #1 v]\nswitch costume to (level 1 v)\nshow\n\nwhen backdrop switches to [menu v]\nhide\nstop all sounds\n\nwhen flag clicked\nhide\nforever\n set volume to (Music) %\nend\n\nwhen I receive [complete! v]\nrepeat (10)\n change volume by (-10)\nend\nset volume to (0) %\n\nwhen I receive [level #2 v]\nset [i am speed v] to [0]\nset volume to (100) %\nset [gamemode v] to [Ball]\nrepeat until <not <(backdrop [number v]) = [4]>>\n play sound [Level 2 v] until done\nend\nstop all sounds\n\nwhen I receive [level #3 v]\nset [i am speed v] to [0]\nset volume to (100) %\nset [gamemode v] to [Cube]\nrepeat until <not <(backdrop [number v]) = [4]>>\n play sound [Level 3 v] until done\nend\nstop all sounds\n\nwhen I receive [level #3 v]\nswitch costume to (level 3 v)\nshow\n\nwhen I receive [level #4 v]\nset [i am speed v] to [0]\nset volume to (100) %\nset [gamemode v] to [Robot]\nrepeat until <not <(backdrop [number v]) = [4]>>\n play sound [Level 4 v] until done\nend\nstop all sounds\n\nwhen I receive [level #4 v]\nswitch costume to (level 4 v)\nshow\n\nwhen backdrop switches to [level play v]\nif <(backdrop [number v]) = [4]> then\n if <(Level ID) = [20]> then\n set volume to (100) %\n go to x: (0) y: (0)\n switch costume to (pan5 v)\n show\n repeat until <not <(backdrop [number v]) = [4]>>\n play sound [Pan5 v] until done\n end\n stop all sounds\n end\n if <(Level ID) = [21]> then\n set volume to (100) %\n go to x: (0) y: (0)\n switch costume to (empty level v)\n show\n repeat until <not <(backdrop [number v]) = [4]>>\n play sound [Pancake v] until done\n end\n stop all sounds\n end\n if <(Level ID) = [22]> then\n set volume to (100) %\n go to x: (0) y: (0)\n switch costume to (empty level v)\n show\n repeat until <not <(backdrop [number v]) = [4]>>\n play sound [Pancake2 v] until done\n end\n stop all sounds\n end\n if <(Level ID) = [23]> then\n set volume to (100) %\n go to x: (0) y: (0)\n switch costume to (demon v)\n show\n repeat until <not <(backdrop [number v]) = [4]>>\n play sound [Demon v] until done\n end\n stop all sounds\n end\n if <(Level ID) = [24]> then\n set volume to (100) %\n go to x: (0) y: (0)\n switch costume to (pancake v)\n show\n repeat until <not <(backdrop [number v]) = [4]>>\n play sound [Pan3 v] until done\n end\n stop all sounds\n end\n if <(Level ID) = [25]> then\n set volume to (100) %\n go to x: (0) y: (0)\n switch costume to (pancake v)\n show\n repeat until <not <(backdrop [number v]) = [4]>>\n play sound [Pan4 v] until done\n end\n stop all sounds\n end\n if <(Level ID) = [26]> then\n set volume to (100) %\n go to x: (0) y: (0)\n switch costume to (empty level v)\n show\n repeat until <not <(backdrop [number v]) = [4]>>\n play sound [Level 3 v] until done\n end\n stop all sounds\n end\nend\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [featured v]\nhide\n\nwhen I receive [level #5 v]\nset [i am speed v] to [0]\nset volume to (100) %\nset [gamemode v] to [SwingCopter]\nrepeat until <not <(backdrop [number v]) = [4]>>\n play sound [Level 5 v] until done\nend\nstop all sounds\n\nwhen I receive [level #5 v]\nswitch costume to (level 5 v)\nshow\n\n@ORBS Editor\n\nwhen backdrop switches to [create v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [number v]) = [1]> then\n set [i am speed v] to [1]\n wait until <not <touching (main hit box player v)?>>\n end\n if <(costume [number v]) = [2]> then\n set [i am speed v] to [0]\n wait until <not <touching (main hit box player v)?>>\n end\n if <(costume [number v]) = [3]> then\n set [i am speed v] to [-1]\n wait until <not <touching (main hit box player v)?>>\n end\n if <(costume [number v]) = [4]> then\n broadcast (Gravity DOWN v)\n wait until <not <touching (main hit box player v)?>>\n end\n if <(costume [number v]) = [5]> then\n broadcast (Gravity UP v)\n wait until <not <touching (main hit box player v)?>>\n end\n if <<(costume [number v]) = [6]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n broadcast (Red v)\n wait until <not <touching (main hit box player v)?>>\n end\n if <(costume [number v]) = [7]> then\n broadcast (Red v)\n wait until <not <touching (main hit box player v)?>>\n end\n if <<(costume [number v]) = [8]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n broadcast (Blue v)\n wait until <not <touching (main hit box player v)?>>\n end\n if <(costume [number v]) = [9]> then\n broadcast (Blue v)\n wait until <not <touching (main hit box player v)?>>\n end\n if <<(costume [number v]) = [10]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n broadcast (Yellow v)\n wait until <not <touching (main hit box player v)?>>\n end\n if <(costume [number v]) = [11]> then\n broadcast (Yellow v)\n wait until <not <touching (main hit box player v)?>>\n end\n if <<(costume [number v]) = [12]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n broadcast (Purple v)\n wait until <not <touching (main hit box player v)?>>\n end\n if <(costume [number v]) = [13]> then\n broadcast (Purple v)\n wait until <not <touching (main hit box player v)?>>\n end\n if <<(costume [number v]) = [14]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n broadcast (Green v)\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [create v]\nset size to () %\ngo to x: () y: ()\nswitch costume to (empty level v)\nshow\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [featured v]\nhide\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [1]> then\n set size to (25) %\n go to x: (75) y: (120)\n switch costume to (orb yellow v)\n show\nend\nif <(Level ID) = [23]> then\n set size to (25) %\n go to x: (-200) y: (110)\n switch costume to (orb yellow v)\n show\n forever\n repeat (50)\n move (10) steps\n end\n repeat (50)\n move (-10) steps\n end\n end\nend\n\nwhen backdrop switches to [level play v]\nforever\n if <touching (main hit box player v)?> then\n if <(costume [number v]) = [1]> then\n set [i am speed v] to [1]\n wait until <not <touching (main hit box player v)?>>\n end\n if <(costume [number v]) = [2]> then\n set [i am speed v] to [0]\n wait until <not <touching (main hit box player v)?>>\n end\n if <(costume [number v]) = [3]> then\n set [i am speed v] to [-1]\n wait until <not <touching (main hit box player v)?>>\n end\n if <(costume [number v]) = [4]> then\n broadcast (Gravity DOWN v)\n wait until <not <touching (main hit box player v)?>>\n end\n if <(costume [number v]) = [5]> then\n broadcast (Gravity UP v)\n wait until <not <touching (main hit box player v)?>>\n end\n if <<(costume [number v]) = [6]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n broadcast (Red v)\n wait until <not <touching (main hit box player v)?>>\n end\n if <(costume [number v]) = [7]> then\n broadcast (Red v)\n wait until <not <touching (main hit box player v)?>>\n end\n if <<(costume [number v]) = [8]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n broadcast (Blue v)\n wait until <not <touching (main hit box player v)?>>\n end\n if <(costume [number v]) = [9]> then\n broadcast (Blue v)\n wait until <not <touching (main hit box player v)?>>\n end\n if <<(costume [number v]) = [10]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n broadcast (Yellow v)\n wait until <not <touching (main hit box player v)?>>\n end\n if <(costume [number v]) = [11]> then\n broadcast (Yellow v)\n wait until <not <touching (main hit box player v)?>>\n end\n if <<(costume [number v]) = [12]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n broadcast (Purple v)\n wait until <not <touching (main hit box player v)?>>\n end\n if <(costume [number v]) = [13]> then\n broadcast (Purple v)\n wait until <not <touching (main hit box player v)?>>\n end\n if <<(costume [number v]) = [14]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n broadcast (Green v)\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\n@Instructions\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [create v]\nset size to (100) %\nswitch costume to (costume1 v)\nshow\nforever\n if <key (i v) pressed?> then\n create clone of (_myself_ v)\n wait until <mouse down?>\n end\nend\n\nwhen I start as a clone\nset size to (1) %\nhide\nswitch costume to (costume2 v)\nshow\ngo to [front v] layer\nrepeat (10)\n change size by (9)\nend\nforever\n if <mouse down?> then\n repeat (10)\n change size by (-10)\n end\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\n\nwhen backdrop switches to [create v]\nforever\n if <key (p v) pressed?> then\n switch backdrop to (level play v)\n broadcast (Play v)\n hide\n wait until <key (o v) pressed?>\n switch backdrop to (create v)\n broadcast (Stop Play v)\n show\n end\nend\n\nforever\n broadcast (THIS IS A REMIX v)\nend\n\n@Platformer Follower Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\nstop [other scripts in sprite v]\n\ndefine check player\nset [check platform v] to [0]\nset [platform above v] to [0]\nif <([x position v] of [main hit box player v]) < (x position)> then\n set [left v] to [1]\n set [right v] to [0]\n point in direction (90)\nelse\n if <([x position v] of [main hit box player v]) > (x position)> then\n set [right v] to [1]\n set [left v] to [0]\n point in direction (-90)\n else\n set [right v] to [0]\n set [left v] to [0]\n end\nend\nif <<(checking the left) = [1]> or <(down left) = [1]>> then\n set [left v] to [1]\n set [right v] to [0]\nend\nif <<(checking the right) = [1]> or <(down right) = [1]>> then\n set [right v] to [1]\n set [left v] to [0]\nend\nif <<<([x position v] of [main hit box player v]) > (x position)> and <(right wall) = [1]>> or <<([x position v] of [main hit box player v]) < (x position)> and <(left wall) = [1]>>> then\n set [no wall jump v] to [0]\nend\n\ndefine loop\ncheck player\nif <(Right) = [1]> then\n change [x v v] by (1)\nend\nif <(Left) = [1]> then\n change [x v v] by (-1)\nend\nset [x v v] to ((x v) * (0.8))\nif <([abs v] of (x v) ) > [0.9]> then\n Change player x by (round (x v))\nend\nchange [y v v] by (-2)\nChange player y by (y v)\n\ndefine reset\nset [y v v] to [0]\nset [x v v] to [0]\nset [in air v] to [0]\nset [exit v] to []\ngo to x: (-82) y: (46)\nshow\n\ndefine Change player x by (x v)\nchange x by (x v)\nif <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n set [jump v] to [1]\n repeat (8)\n change y by (1)\n if <not <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>>> then\n stop [this script v]\n end\n end\n change y by (-8)\n if <(no wall jump) = [0]> then\n if <(x v) > [0]> then\n set [x v v] to [-10]\n else\n set [x v v] to [10]\n end\n set [in air v] to [0]\n else\n set [x v v] to [0]\n end\n repeat until <not <<<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> or <touching (_edge_ v)?>>>\n if <(x v) > [0]> then\n change x by (-1)\n set [checking the right v] to [0]\n set [right wall v] to [1]\n set [left wall v] to [0]\n else\n change x by (1)\n set [checking the left v] to [0]\n set [left wall v] to [1]\n set [right wall v] to [0]\n end\n end\nelse\n set [left wall v] to [0]\n set [right wall v] to [0]\nend\n\ndefine Change player y by (y v)\nchange y by (y v)\nchange [in air v] by (1)\nrepeat until <not <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>>>\n if <(y v) > [0]> then\n change y by (-1)\n set [ceiling v] to [1]\n else\n change y by (1)\n set [in air v] to [0]\n set [ceiling v] to [-1]\n end\n set [y v v] to [0]\nend\n\ndefine Check X\nif <([x position v] of [main hit box player v]) < (x position)> then\n switch costume to (costume11 v)\n repeat (4)\n next costume\n wait (0) seconds\n wait (0) seconds\n wait (0) seconds\n end\nend\nif <([x position v] of [main hit box player v]) > (x position)> then\n switch costume to (costume11 v)\n repeat (4)\n next costume\n wait (0) seconds\n wait (0) seconds\n wait (0) seconds\n end\nend\nif <([x position v] of [main hit box player v]) = (x position)> then\n switch costume to (costume1 v)\n repeat (10)\n next costume\n wait (0) seconds\n wait (0) seconds\n wait (0) seconds\n end\nend\n\nwhen backdrop switches to [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [looks v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level #1 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level #2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level #3 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level #4 v]\nif <(Level ID) = [4]> then\n forever\n Check X\n end\nend\n\nwhen I receive [level #4 v]\nshow\nforever\n reset\n repeat until <(EXIT) > []>\n loop\n end\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [restart v]\nif <(Level ID) = [4]> then\n forever\n Check X\n end\nend\n\nwhen I receive [restart v]\nif <(Level ID) = [4]> then\n forever\n reset\n repeat until <(EXIT) > []>\n loop\n end\n end\nend\n\n@Sprite10\n\nwhen this sprite clicked\nif <(costume [name v]) = [Pan]> then\n start sound [Start v]\n broadcast (message1 v)\n switch backdrop to (level play v)\n set [level id v] to [21]\n wait (0.2) seconds\n set [gamemode v] to [Cube]\n broadcast (Gravity DOWN v)\n broadcast (SMALL v)\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen flag clicked\nswitch costume to (note v)\ngo to x: (33) y: (-31)\nhide\n\nwhen backdrop switches to [featured v]\ngo to x: (33) y: (-31)\nshow\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [create v]\nhide\n\nwhen I receive [next list v]\nrepeat (24)\n move (-20) steps\nend\nnext costume\ngo to x: (455) y: (-31)\nglide (0.5) secs to x: (33) y: (-31)\n\nwhen I receive [prev list v]\nrepeat (24)\n move (20) steps\nend\nswitch costume to ((costume [number v]) - (1))\ngo to x: (-356) y: (-31)\nglide (0.5) secs to x: (33) y: (-31)\n\nwhen this sprite clicked\nif <(costume [name v]) = [Pan2]> then\n start sound [Start v]\n broadcast (message1 v)\n switch backdrop to (level play v)\n set [level id v] to [22]\n wait (0.2) seconds\n set [gamemode v] to [Cube]\n broadcast (Gravity DOWN v)\n broadcast (SMALL v)\nend\n\nwhen this sprite clicked\nif <(costume [name v]) = [Pan5]> then\n start sound [Start v]\n broadcast (message1 v)\n switch backdrop to (level play v)\n set [level id v] to [20]\n wait (0.2) seconds\n set [gamemode v] to [Cube]\n broadcast (Gravity DOWN v)\n broadcast (REGULAR v)\nend\n\nwhen this sprite clicked\nif <(costume [name v]) = [Dem]> then\n start sound [Start v]\n broadcast (message1 v)\n switch backdrop to (level play v)\n set [level id v] to [23]\n wait (0.2) seconds\n set [gamemode v] to [Cube]\n broadcast (Gravity DOWN v)\n broadcast (SMALL v)\nend\n\nwhen this sprite clicked\nif <(costume [name v]) = [Pan3]> then\n start sound [Start v]\n broadcast (message1 v)\n switch backdrop to (level play v)\n set [level id v] to [24]\n wait (0.2) seconds\n set [gamemode v] to [Cube]\n broadcast (Gravity DOWN v)\n broadcast (SMALL v)\nend\n\nwhen this sprite clicked\nif <(costume [name v]) = [Pan4]> then\n start sound [Start v]\n broadcast (message1 v)\n switch backdrop to (level play v)\n set [level id v] to [25]\n wait (0.2) seconds\n set [gamemode v] to [Cube]\n broadcast (Gravity DOWN v)\n broadcast (SMALL v)\nend\n\n@yee2\n\nwhen this sprite clicked\nif << (item (1) of [complete? v]) contains [1]?> and << (item (2) of [complete? v]) contains [1]?> and < (item (3) of [complete? v]) contains [1]?>>> then\n hide\nelse\n say [Beat levels 1, 2, and 3 to unlock this!] for (2) seconds\nend\n\nwhen flag clicked\nclear graphic effects\nset [abcdefghi v] to [0]\nswitch costume to ( v)\nset size to (35) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (45) %\n else\n set size to (40) %\n end\nend\n\nwhen backdrop switches to [looks v]\nif <(abcdefghi) = [1]> then\n hide\nelse\n show\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [looks v]\nif <(abcdefghi) = [1]> then\n wait (0.5) seconds\n set [abcdefghi v] to [1]\n wait (0.5) seconds\n next costume\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n show\nend\n\n@Coins\n\nwhen I receive [level #1 v]\nset size to (30) %\ngo to x: (201) y: (150)\nshow\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen I receive [level #2 v]\nset size to (30) %\ngo to x: (181) y: (30)\nshow\n\nwhen I receive [level #3 v]\nset size to (30) %\ngo to x: (-217) y: (150)\nshow\n\nwhen I receive [level #4 v]\nset size to (30) %\ngo to x: (-217) y: (150)\nshow\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [21]> then\n go to x: (-31) y: (25)\n set size to (20) %\n show\nend\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [22]> then\n go to x: (185) y: (-105)\n set size to (20) %\n show\nend\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [looks2 v]\nhide\n\nwhen flag clicked\nforever\n if <<(Level ID) = [1]> or <<(Level ID) = [2]> or <<(Level ID) = [3]> or <(Level ID) = [4]>>>> then\n switch costume to (coin-0 v)\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n wait (0.1) seconds\n end\n if <(Level ID) = [21]> then\n switch costume to (usercoin v)\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n wait (0.1) seconds\n end\n if <(Level ID) = [22]> then\n switch costume to (costume2 v)\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n wait (0.1) seconds\n end\n if <(Level ID) = [23]> then\n switch costume to (coin-0 v)\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n wait (0.1) seconds\n end\n if <(Level ID) = [24]> then\n switch costume to (costume2 v)\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n wait (0.1) seconds\n end\n if <(Level ID) = [20]> then\n switch costume to (costume2 v)\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>>>> then\n if <touching (main hit box player v)?> then\n repeat (10)\n change y by (3)\n end\n repeat until <(y position) < [-150]>\n change y by (-20)\n end\n hide\n change [secret coins v] by (1)\n wait until <not <touching (main hit box player v)?>>\n end\n end\n if <<(costume [number v]) = [5]> or <<(costume [number v]) = [6]> or <<(costume [number v]) = [7]> or <(costume [number v]) = [8]>>>> then\n if <touching (main hit box player v)?> then\n repeat (10)\n change y by (3)\n end\n repeat until <(y position) < [-150]>\n change y by (-20)\n end\n hide\n change [user coins v] by (1)\n wait until <not <touching (main hit box player v)?>>\n end\n end\n if <<(costume [number v]) = [9]> or <<(costume [number v]) = [10]> or <<(costume [number v]) = [11]> or <(costume [number v]) = [12]>>>> then\n if <touching (main hit box player v)?> then\n repeat (10)\n change y by (3)\n end\n repeat until <(y position) < [-150]>\n change y by (-20)\n end\n hide\n change [user coins v] by (5)\n wait until <not <touching (main hit box player v)?>>\n end\n end\nend\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [23]> then\n go to x: (0) y: (160)\n set size to (25) %\n show\nend\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [24]> then\n go to x: (-170) y: (-90)\n set size to (20) %\n show\nend\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [20]> then\n go to x: (-195) y: (130)\n set size to (20) %\n show\nend\n\n@Flying Spike \n\nwhen backdrop switches to [looks v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nset rotation style [all around v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [23]> then\n set size to (35) %\n go to x: (-200) y: (110)\n broadcast (animate v)\n show\nend\n\nwhen I receive [animate v]\nrepeat until <not <(backdrop [number v]) = [4]>>\n next costume\n wait (0.07) seconds\nend\n\nwhen I receive [animate v]\nrepeat until <not <(backdrop [number v]) = [4]>>\n glide (pick random (2) to (3)) secs to x: (item (pick random (5) to (8)) of [area v]) y: (item (pick random (1) to (4)) of [area v])\nend\n\nwhen backdrop switches to [extra menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [looks v]\nstop [other scripts in sprite v]\nhide\n\n@Lock\n\nwhen flag clicked\nclear graphic effects\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [looks v]\ngo to x: (0) y: (59)\nswitch costume to (1 v)\nshow\n\nwhen this sprite clicked\nif <<(Diamonds) > [9]> and <(orbs) > [199]>> then\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nelse\n say [Collect more items!] for (2) seconds\nend\n\n@Lock2\n\nwhen this sprite clicked\nif <(Diamonds) > [9]> then\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nelse\n say [Collect more items!] for (2) seconds\nend\n\nwhen flag clicked\nclear graphic effects\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [looks v]\ngo to x: (0) y: (-128)\nswitch costume to (2 v)\nshow\n\n@Lock3\n\nwhen flag clicked\nclear graphic effects\n\nwhen backdrop switches to [menu v]\nswitch costume to (3 v)\ngo to x: (120) y: (-42)\nshow\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen this sprite clicked\nif <(orbs) > [499]> then\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nelse\n say [Collect more items!] for (2) seconds\nend\n\n | Sorry I accidentally unshared this on my phone :\\nTurbowarp Link If Game is Slow or Not Loading:\nhttps://turbowarp.org/490381883\nor\nhttps://forkphorus.github.io/#490381883\nTHIS GAME CANNOT BE PLAYED ON A SLOW LAPTOP/MOBILE\n---------------------------How To Play------------------------\n\n-Press Left or Right Arrows to move!\n-Press E to exit level\n-Press Space or Up arrow to jump, fly, swing, or flip gravity.\n-Play main and featured levels, or create your own!\n-Explore, buy, and achieve things!\n-Customize your player in the looks section!\n-Press Space in the menu and enter a previous event code to win a prize.\n-Fight your friends in Batlle/Versus mode\n\n----------------------How To Make A Level------------------\n\nStep 1: Remix the Project\n\nStep 2: Find The Instructions Sprite\n\nStep 3: Info will be found on the sprite\n\n----------------------------Moderators------------------------\n\n-After you made a level, moderators will look through them and decide what their difficulty is.\n-After the difficulty is chosen, moderators will then send the level to me, where I will decide if they will go into the featured section of the game.\n-Moderator list is below. (In the Notes and Credits)\n\n----------------------------Extra Stuff-------------------------\n-Orbs and pads\n-Orbs, Coins, Orbs, Diamonds, and Stars! \n-Moderator Coins and Stars have a different color and value (Worth 5)\n-Developer Stars are a thing, their online levels made by me (Worth 10)\n-More demon ratings and other types of ratings.\n\n---------Links That Lead to Special Event Links---------\nSpecial Event #1) https://scratch.mit.edu/projects/506341454/\nSpecial Event #2\nhttps://scratch.mit.edu/projects/509033775/\nSpecial Event #3\nhttps://scratch.mit.edu/projects/521039514/ |
Land | A Platformer #Games #All | @Stage\n\nwhen I receive [finish intro v]\nforever\n play sound [Alan Walker - Faded \(Instrumental Version\) - BlueConvert v] until done\nend\n\n@Intro\n\ndefine Squares\nswitch costume to (square1 v)\ncreate clone of (_myself_ v)\nswitch costume to (square2 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n repeat (30)\n switch costume to (blank v)\n change size by (((1500) - (size)) / (20))\n switch costume to (focus v)\n end\n delete this clone\nelse\n if <(costume [number v]) = [4]> then\n set size to (0) %\n go [backward v] (2) layers\n smooth size [100] # [4]\n smooth size [200] # [4]\n smooth size [400] # [4]\n smooth size [800] # [4]\n delete this clone\n else\n if <(costume [number v]) = [5]> then\n set size to (0) %\n go [backward v] (2) layers\n smooth size [150] # [5]\n smooth size [300] # [5]\n smooth size [600] # [5]\n smooth size [1200] # [5]\n delete this clone\n else\n if <(costume [number v]) = [6]> then\n point in direction (120)\n set size to (300) %\n repeat (16)\n turn right (((90) - (direction)) / (4)) degrees\n change size by (((100) - (size)) / (4))\n Shake\n end\n point in direction (120)\n set size to (300) %\n repeat (16)\n turn right (((90) - (direction)) / (4)) degrees\n change size by (((100) - (size)) / (4))\n Shake\n end\n set size to (300) %\n repeat (16)\n set [color - intro v] to [80]\n change [direction - intro v] by (((90) - (Direction - Intro)) / (4))\n change size by (((100) - (size)) / (4))\n Shake\n end\n set size to (300) %\n repeat (16)\n set [color - intro v] to [95]\n change [direction - intro v] by (((180) - (Direction - Intro)) / (4))\n change size by (((100) - (size)) / (4))\n Shake\n end\n set size to (300) %\n repeat (16)\n set [color - intro v] to [110]\n change [direction - intro v] by (((270) - (Direction - Intro)) / (4))\n change size by (((100) - (size)) / (4))\n Shake\n end\n set size to (300) %\n repeat (16)\n set [color - intro v] to [130]\n change [direction - intro v] by (((360) - (Direction - Intro)) / (4))\n change size by (((100) - (size)) / (4))\n Shake\n end\n set [direction - intro v] to [0]\n set size to (300) %\n repeat (30)\n set [color - intro v] to [0]\n change [direction - intro v] by (((360) - (Direction - Intro)) / (5.5))\n change size by (((100) - (size)) / (5.5))\n Shake\n end\n else\n if <(costume [number v]) = [7]> then\n set [ghost v] effect to (100)\n repeat (4)\n change [ghost v] effect by (-25)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nIntro\n\ndefine smooth size (size) # (#)\nrepeat (16)\n if <(size) > [100]> then\n switch costume to (blank v)\n end\n change size by (((size) - (size)) / (4))\n switch costume to (#)\nend\n\nwhen I start as a clone\nif <<<(costume [number v]) = [4]> or <(costume [number v]) = [5]>> or <(costume [number v]) = [6]>> then\n forever\n if <not <(Direction - Intro) = [no]>> then\n set [color v] effect to (Color - Intro)\n point in direction ((45) + (Direction - Intro))\n if <(costume [number v]) = [6]> then\n turn right (45) degrees\n end\n end\n end\nend\n\ndefine Shake\ngo to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\n\ndefine Intro\nhide\nset [direction - intro v] to [0]\nset [color - intro v] to [0]\ngo to x: (0) y: (0)\npoint in direction (45)\nstart sound [TheFatRat - Time Lapse \(feat\) v]\nswitch costume to (black v)\ncreate clone of (_myself_ v)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nswitch costume to (focus v)\ncreate clone of (_myself_ v)\nrepeat (5)\n Squares\n repeat (16)\n Squares\nend\nwait (1) seconds\nswitch costume to (white v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nbroadcast (Finish intro v)\n\nwhen flag clicked\nswitch costume to (blank v)\nset size to (1194) %\n\nwhen I receive [finish intro v]\nhide\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nswitch costume to (normal v)\ngo to x: (-160) y: (-20)\nset rotation style [left-right v]\nset drag mode [not draggable v]\nset [player x v] to [0]\nset [player y v] to [0]\nstop [this script v]\n\nwhen I receive [start v]\nforever\n broadcast (Shape v)\n broadcast (Tick v)\nend\n\ndefine Tick\ngo to [front v] layer\nif <[-180] > (y position)> then\n go to x: (-218) y: (-20)\n set [player x v] to [0]\n set [player y v] to [0]\nend\nif <(x position) > [234]> then\n change [level v] by (1)\n go to x: (-218) y: (-20)\n broadcast (Next Level v)\nend\nif <key (right arrow v) pressed?> then\n change [player x v] by (1)\n switch costume to (right v)\nend\nif <key (left arrow v) pressed?> then\n change [player x v] by (-1)\n switch costume to (left v)\nend\nset [player x v] to ((Player X) * (.9))\nchange x by (Player X)\nif <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (-5)\n change x by ((Player X) * (-1))\n if <key (up arrow v) pressed?> then\n set [player y v] to [10]\n if <(Player X) > [0]> then\n set [player x v] to [-10]\n else\n set [player x v] to [10]\n end\n else\n set [player x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [player y v] by (-1)\nchange y by (Player Y)\nif <touching (platform v)?> then\n change y by ((Player Y) * (-1))\n set [player y v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <touching (platform v)?>> then\n set [player y v] to [15]\nend\nchange y by (1)\nTest - Read\nTest - Die\n\nwhen I receive [tick v]\nTick\n\ndefine Shape\nif <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (right up v)\nelse\n if <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (left v)\n else\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n else\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n else\n switch costume to (normal v)\n end\n end\n end\nend\n\nwhen I receive [shape v]\nShape\n\nwhen I receive [start v]\nforever\n if <key (r v) pressed?> then\n go to x: (-160) y: (-20)\n set [player x v] to [0]\n set [player y v] to [0]\n end\nend\n\ndefine Test - Read\nif <touching color (#a56f3d)?> then\n broadcast (Read v)\nelse\n broadcast (Stop Read v)\nend\n\ndefine Test - Die\nif <touching (danger v)?> then\n go to x: (-160) y: (-21)\nend\n\n@Danger\n\ndefine Clone At X: (x position) Y: (y position)\ngo to x: (x position) y: (y position)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [level v] to [1]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n if <(costume [number v]) = [2]> then\n point in direction (90)\n else\n turn right (5) degrees\n end\nend\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\nbroadcast (Clone \( Saw \) v)\ndelete this clone\n\nwhen I receive [clone \( saw \) v]\nif <(Level) = [1]> then\n delete this clone\nelse\n if <(Level) = [2]> then\n delete this clone\n else\n if <(Level) = [3]> then\n switch costume to (spike v)\n Clone At X: [-60] Y: [-30]\n Clone At X: [120] Y: [-30]\n else\n if <(Level) = [4]> then\n switch costume to (saw v)\n Clone At X: [-60] Y: [-30]\n Clone At X: [120] Y: [-30]\n else\n if <(Level) = [5]> then\n delete this clone\n else\n if <(Level) = [6]> then\n delete this clone\n else\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen [space v] key pressed\nset [mouse v] to (join (join (mouse y) [,]) (join (mouse x) []))\n\n@Thumbnail + Title\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [finish intro v]\nshow\n\n@Collectables\n\nwhen flag clicked\nhide\n\n@Play Button\n\nwhen I receive [finish intro v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\n point in direction ((([sin v] of ((timer) * (300)) ) * (6)) + (90))\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\n\n@Shop Button\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Open v)\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\n point in direction ((([sin v] of ((timer) * (300)) ) * (6)) + (90))\n go to [front v] layer\nend\n\nwhen I receive [close v]\nshow\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nforever\n switch costume to (Level)\nend\n\n@Platform - Design\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\n@Love, Star, Follow\n\nwhen flag clicked\nhide\ngo to x: (120) y: (209)\n\nwhen I receive [start v]\nforever\n wait (pick random (20) to (40)) seconds\n show\n glide (0.7) secs to x: (120) y: (120)\n wait (0.7) seconds\n play sound [pop v] until done\n glide (0.7) secs to x: (120) y: (209)\n hide\nend\n\n@Read\n\nwhen I receive [read v]\ngo to [front v] layer\nshow\nif <(Level) = [1]> then\n switch costume to (read - level 1 v)\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [stop read v]\nhide\n\n@Shop\n\nwhen flag clicked\nhide\n\nwhen I receive [close v]\nhide\n\nwhen I receive [open v]\nshow\n\nwhen [space v] key pressed\nbroadcast (Close v)\n\n@ \n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n | Land | A Platformer\n-------------------------------------------------------------------------\nThank you for 3000+ view!\n\nPart 2 demo is come out! https://scratch.mit.edu/projects/500499893/\n\n파트 2 대모판이 나왔어요! https://scratch.mit.edu/projects/500499893/\n\nControl\n\nEnglish (한국어 아래에 있어요.)\nClick green flag 5 times for less lag.\nPress right arrow, left arrow to move.\nAlso up arrow to jump.\nAvoid spike, and saw.\nAnd collect coins! (It's not there yet.)\nI'm making now, so please wait until it done!\nPlease press ❤️️ & ⭐ if you like this game. : D\nAlso making shop! ; )\n\n한국어\n초록깃발을 5번 클릭해서 렉을 줄이세요.\n왼쪽, 오른쪽키로 움직이세요.\n위쪽 화살표로 점프!\n가시와 톱리바퀴를 피하세요!\n코인을 많이 모으세요! ( 코인이 아직 없어용.)\n만드는 중이니 기다려주세요!\n이게임이 제미있으면 ❤️️ & ⭐ 을 눌러주세요!\n상점도 만드는 중! ; )\n\nCredit\n\nPlayer code: um.... It's shared code...\nDesign: https://scratch.mit.edu/projects/419151608/\nIntro: It's free intro. I forgot where did I get this intro. lol\nMusic: Alan walker - Faded\n\nNote\n\nThanks for reading long introduction, if you like, please follow me for more fun games! Okay, wait until more\nupdate! And no ads in command. Bye~ ; ) |
Climb II Platformer (mobile friendly) #all #games | @Stage\n\nwhen I receive [start v]\nforever\n play sound [TheFatRat - Fly Away feat. Anjulie.mp3 v] until done\nend\n\nwhen I receive [unmute v]\nset volume to (100) %\n\nwhen I receive [mute v]\nset volume to (0) %\n\nwhen flag clicked\nwait (10) seconds\nbroadcast (Start v)\n\n@Player\n\ndefine Spin off screen\nset rotation style [all around v]\nset [player death v] to [1]\nstart sound [crashed oof v]\nset [y v v] to [15]\nrepeat until <(y position) < [-178]>\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset [player death v] to [0]\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\ngo [forward v] (3) layers\ngo to [front v] layer\n\nnext backdrop\n\nwhen I receive [start v]\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nreset timer\nswitch costume to (1 v)\nswitch backdrop to (背景1 v)\nshow\nforever\n change y by (1)\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > [1]> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [y v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (ground v)?>> or <<mouse down?> and <<touching (ground v)?> and <(mouse y) > [50]>>>> then\n start sound [suck1 v]\n set [y v] to [15]\n end\n if <touching (magma v)?> then\n Spin off screen\n end\n if <touching (spike v)?> then\n Spin off screen\n else\n if <[-166] > (y position)> then\n go to x: (-199) y: (-60)\n end\n end\n if then\n start sound [smw_spring_jump @ToadfanSchool v]\n set [y v] to [23]\n broadcast (アニメーション v)\n end\n if <<key (down arrow v) pressed?> or <<[-50] > (mouse y)> and <mouse down?>>> then\n broadcast (Crouch v)\n switch costume to (2 v)\n if <[-166] > (y position)> then\n go to x: (-199) y: (-60)\n end\n else\n switch costume to (1 v)\n end\n if <(Stage) = [9]> then\nend\n\nwhen flag clicked\ngo [forward v] (10) layers\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nhide\n\nwhen I receive [start v]\ngo [forward v] (3) layers\ngo to x: (-199) y: (-60)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nSpin off screen\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (5) layers\nforever\n switch costume to (Stage)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nset [stage v] to [1]\n\nwhen I receive [goal v]\nchange [stage v] by (1)\n\n@Spike\n\nwhen flag clicked\nswitch costume to (コスチューム3 v)\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nhide\n\nwhen I receive [goal v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (コスチューム1 v)\n\n@スプライト1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (50)\ngo to [front v] layer\ngo [forward v] (5) layers\n\n@skip\n\nwhen flag clicked\nswitch costume to (grass v)\nhide\nset size to (75) %\nforever\n point in direction (([sin v] of ((timer) * (1200)) ) + (90))\n wait (..2) seconds\n if <(Stage) > [6]> then\n switch costume to (cave v)\n else\n switch costume to (grass v)\n end\n if <(Stage) = [11]> then\n hide\n end\nend\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo to x: (-180) y: (-155)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Goal v)\n\nwhen I receive [cutscene boss v]\nhide\n\n@スプライト3\n\nwhen I receive [start v]\ngo to x: (-201) y: (138)\nswitch costume to (100% v)\nshow\nforever\n go to [back v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [name v]) = [0%]> then\n switch costume to (100% v)\n broadcast (Unmute v)\n else\n switch costume to (0% v)\n broadcast (Mute v)\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen flag clicked\nhide\n\n@:D\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\n\n@スプライト4\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nset [trans on or off v] to [On]\ngo to [front v] layer\ngo [forward v] (1) layers\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nset [trans on or off v] to [Off]\nrepeat (5)\n change x by (-80)\nend\nhide\n\n@Awesome Particles\n\nwhen I start as a clone\nset [ghost v] effect to (65)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2.5) secs to x: (x position) y: (-200)\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (180)\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@shadow\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (75)\nforever\n go to (player v)\nend\n\n@sun\n\nwhen I receive [start v]\nshow\nforever\n if <<<<<(Stage) = [7]> or <(Stage) = [8]>> or <(Stage) = [9]>> or <(Stage) = [10]>> or <(Stage) = [11]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [start v]\ngo to x: (-5) y: (-25)\nset size to (100) %\nset [sun suze v] to [100]\nforever\n change size by ([cos v] of (Sun Suze) )\n change [sun suze v] by (7)\nend\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen I start as a clone\nif <(Costume) = [Bar]> then\n set [color v] effect to (120)\n switch costume to (line 25 v)\n show\n switch costume to (sizehack v)\n set x to (-300)\n point in direction (65)\n set size to (600) %\n switch costume to (line 25 v)\n repeat (24)\n change x by (((0) - (x position)) / (4))\n turn right (((90) - (direction)) / (5)) degrees\n end\n repeat (24)\n change x by (((0) - (x position)) / (4))\n set [cost v] to ((costume [number v]) + (-1))\n switch costume to (Cost)\n turn right (((90) - (direction)) / (5)) degrees\n end\nend\n\nwhen flag clicked\nhide\nstart sound [Joel Corry x MNEK - Head & Heart \[Official Lyric Video\] v]\nset y to (175)\nset [costume v] to [Bar]\nrepeat (8)\n create clone of (_myself_ v)\n change y by (-50)\nend\nwait (2) seconds\ngo to x: (0) y: (0)\nset [costume v] to [ShockWave]\nset [change v] to [0]\nset [costume v] to [Grid]\ncreate clone of (_myself_ v)\nset [costume v] to [Circle]\ncreate clone of (_myself_ v)\nset [costume v] to [Loger]\ncreate clone of (_myself_ v)\nrepeat (18)\n set [costume v] to [Arrow]\n create clone of (_myself_ v)\n set [costume v] to [Arrow2]\n create clone of (_myself_ v)\n set [changer v] to [30]\n wait (0.1) seconds\n set [costume v] to [ShockWave]\n create clone of (_myself_ v)\n set [changer v] to [0]\n wait (0.25) seconds\nend\nset [costume v] to [bar2]\ncreate clone of (_myself_ v)\nset [costume v] to [bar3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Costume) = [ShockWave]> then\n set [color v] effect to (150)\n set [brightness v] effect to (100)\n switch costume to (shockwave1 v)\n set [ghost v] effect to (70)\n show\n switch costume to (sizehack v)\n set x to (0)\n set size to (0) %\n switch costume to (shockwave1 v)\n set size to (0) %\n repeat (30)\n go to [front v] layer\n go [backward v] (2) layers\n change x by (((0) - (x position)) / (4))\n switch costume to ((costume [number v]) + (((300) - (size)) / (120)))\n change size by (((600) - (size)) / (20))\n end\n repeat (10)\n change [ghost v] effect by (5)\n go to [front v] layer\n go [backward v] (2) layers\n change size by (-10)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(Costume) = [Arrow]> then\n show\n point in direction (90)\n set size to (100) %\n set [ghost v] effect to (50)\n switch costume to (arrow1 v)\n set [brightness v] effect to (100)\n set x to (-300)\n set [destination v] to [-280]\n repeat until <(costume [number v]) = [45]>\n change x by (((Destination) - (x position)) / (4))\n change [destination v] by (Changer)\n switch costume to ((((x position) / (30)) + (12)) + (24))\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(Costume) = [Arrow2]> then\n show\n set [ghost v] effect to (50)\n set size to (100) %\n switch costume to (arrow1 v)\n set [brightness v] effect to (100)\n point in direction (-90)\n set x to (300)\n set [destination v] to [300]\n repeat until <(costume [number v]) = [45]>\n change x by (((Destination) - (x position)) / (4))\n change [destination v] by ((Changer) * (-1))\n switch costume to ((((x position) / (-30)) + (12)) + (24))\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(Costume) = [Line]> then\n set [brightness v] effect to (100)\n point in direction (pick random (1) to (360))\n switch costume to (lineexplosion1 v)\n show\n set size to (0) %\n repeat (5)\n set [move v] to (((60) - (Move)) / (7))\n move (Move) steps\n change [move v] by (Move)\n change size by (((100) - (size)) / (4))\n go to [front v] layer\n go [backward v] (4) layers\n end\n repeat (10)\n set [move v] to (((60) - (Move)) / (7))\n move (Move) steps\n change [move v] by (Move)\n next costume\n change size by (((100) - (size)) / (4))\n go to [front v] layer\n go [backward v] (4) layers\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3) seconds\nrepeat (100)\n set [costume v] to [Line]\n create clone of (_myself_ v)\n wait (0.015627586724) seconds\nend\n\nforever\n\nwhen I start as a clone\nif <(Costume) = [Logo]> then\n show\nend\n\nwhen I start as a clone\nif <(Costume) = [Grid]> then\n show\n switch costume to (grid1 v)\n set x to (0)\n set size to (0) %\n set [color v] effect to (120)\n repeat (500)\n go to [front v] layer\n go [backward v] (2) layers\n change x by ((() - (x position)) / (5))\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(Costume) = [Grid]> then\n forever\n switch costume to (sizehack v)\n set size to (120) %\n switch costume to (grid1 v)\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\n if <(Changer) > [10]> then\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\n Shake Effect [2]\n wait (0.1) seconds\n go to [front v] layer\n go [backward v] (2) layers\n end\n end\nend\n\ndefine Shake Effect (power)\nset [shake v] to (power)\nrepeat (power)\n change [shake v] by (01)\n set [xdest{shake} v] to (pick random ((Shake) * (-1)) to (Shake))\n set [ydest{shake} v] to (pick random ((Shake) * (-1)) to (Shake))\n change x by ((() - (XDest{Shake})) / (2))\n change y by ((() - (YDest{Shake})) / (2))\nend\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(Costume) = [Circle]> then\n forever\n show\n switch costume to (sizehack v)\n set size to (120) %\n switch costume to (logo2 v)\n set y to ((([abs v] of ([cos v] of ((timer) * (300)) ) ) * (100)) + (-50))\n go to [front v] layer\n go [backward v] (1) layers\n end\nend\n\nwhen I start as a clone\nif <(Costume) = [Loger]> then\n forever\n show\n switch costume to (sizehack v)\n go to [front v] layer\n set size to (120) %\n switch costume to (logo v)\n point in direction ((([sin v] of ((timer) * (300)) ) * (20)) + (90))\n set y to ((([abs v] of ([sin v] of ((timer) * (300)) ) ) * (100)) + (-50))\n end\nend\n\npoint in direction ((([sin v] of ((timer) * (200)) ) * (20)) + (90))\n\nwait (0) seconds\ngo to [front v] layer\n\nShake Effect [1]\n\nif <(Changer) > [10]> then\n\npoint in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\n\nswitch costume to (sizehack v)\n\nchange size by (10)\n\nchange size by (10)\n\nset [cost v] to ((costume [number v]) + (-1))\nswitch costume to (Cost)\n\nwhen I start as a clone\nif <(Costume) = [bar2]> then\n show\n switch costume to (bar v)\n set x to (-300)\n point in direction (90)\n set size to (0) %\n repeat (50)\n go to [front v] layer\n go [backward v] (-1) layers\n change x by ((() - (x position)) / (5))\n change size by (((100) - (size)) / (5))\n turn right ((() - (direction)) / (5)) degrees\n end\n set x to (0)\n repeat (10)\n go to [front v] layer\n go [backward v] (-1) layers\n change x by (((x position) - (1)) / (3))\n change size by (((size) - (101)) / (5))\n turn right (((direction) - (1)) / (5)) degrees\n change [ghost v] effect by (1)\n end\n repeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\n go [backward v] (-1) layers\n change x by (((x position) - (1)) / (3))\n change size by (((size) - (101)) / (5))\n turn right (((direction) - (1)) / (5)) degrees\n end\nend\n\nwhen I start as a clone\nif <(Costume) = [bar3]> then\n show\n switch costume to (bar2 v)\n set x to (300)\n point in direction (90)\n set size to (0) %\n repeat (50)\n go to [front v] layer\n go [backward v] (-1) layers\n change x by ((() - (x position)) / (5))\n change size by (((100) - (size)) / (5))\n turn right ((() - (direction)) / (5)) degrees\n end\n repeat (10)\n go to [front v] layer\n go [backward v] (-1) layers\n change x by (((x position) - (-1)) / (3))\n change size by (((size) - (101)) / (5))\n turn right (((direction) - (-1)) / (5)) degrees\n change [ghost v] effect by (1)\n end\n repeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\n go [backward v] (-1) layers\n change x by (((x position) - (-1)) / (3))\n change size by (((size) - (101)) / (5))\n turn right (((direction) - (-1)) / (5)) degrees\n end\nend\n\nset [color v] effect to (120)\n\nset [color v] effect to (120)\n\nwhen I start as a clone\nif <(Costume) = [bar3]> then\n wait (0.7) seconds\n broadcast (Delete v)\nend\n\nwhen I receive [delete v]\nif <(costume [number v]) < [259]> then\n delete this clone\nend\n\n | |
Survival || platformer #games #melaculi | @Stage\n\n@Player\n\nwhen flag clicked\nshow\nset [y velocity v] to [0]\nset [x velocity v] to [0]\ngo to x: (-214) y: (-30)\nforever\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n end\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (level v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n change [y velocity v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n change [level v] by (1)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n go to x: (-214) y: (-30)\n end\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 <touching (trampoline v)?> then\n change [y velocity v] by (22)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-214) y: (-30)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n go to x: (-214) y: (-30)\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (36) y: (28)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nshow\ngo to x: (125) y: (0)\n\n@Lava\n\nwhen flag clicked\nshow\ngo to x: (-32) y: (-16)\nforever\n wait (0.05) seconds\n next costume\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (148) y: (158)\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen [space v] key pressed\nstop [all v]\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait (1) seconds\nhide\n\n@Trampoline\n\n | ✦✦ Melaculi ✦✦\nMove with arrow keys!!\nPress space key when done. Then comment your score.\nYellow is trampoline.\nBeat My High Score: 21\nIf you had fun make sure to love ❤️, favorite ⭐, and follow!\nNO ADVERTISING!! |
platformer cat v5.1 | @Stage\n\nwhen [space v] key pressed\nset [mols v] to (join ((mouse x) + (scrollx)) (join [.] ((mouse y) + (scrolly))))\nshow variable [mols v]\n\nwhen flag clicked\nhide variable [mols v]\n\nwhen I receive [play v]\nforever\n play sound [Itty Bitty 8 Bit v] until done\nend\n\n@cat\n\nwhen flag clicked\nbroadcast (masaze v) and wait\nbroadcast (play v) and wait\n\nwhen I receive [сообщение1 v]\nhide\ngo to [front v] layer\n\nwhen I receive [play v]\nset [level v] to [1]\nforever\n broadcast (rezer v) and wait\n broadcast (stup v) and wait\n game\n repeat until <(exit) > []>\n set [costume v] to [1]\n tick\n broadcast (tick v) and wait\n end\n if <(exit) = [vin]> then\n exit\n else\n not exit\n end\nend\n\ndefine game\nset [exit v] to []\nset [si v] to [0]\nset [х v] to [0]\nset [у v] to [0]\nset [sx v] to [0]\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nset size to (30) %\nset [ghost v] effect to (0)\nshow\n\ndefine tick\nset [speed v] to ((speed) * (0.7))\nif <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [speed v] by (-3)\n sand (speed)\nend\nif <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [speed v] by (3)\n sand (speed)\nend\nif <<<(mouse y) > (y position)> and <mouse down?>> or <key (up arrow v) pressed?>> then\n if <(sx) < [4]> then\n set [si v] to [16]\n end\nend\nchange [si v] by (-2)\nclante (si)\ntest die\nset [scrollx v] to (х)\nif <(scrollx) < [0]> then\n set [scrollx v] to [0]\nend\nchange [scrolly v] by (round (((у) - (scrolly)) / (10)))\nif <(scrolly) < [0]> then\n set [scrolly v] to [0]\nend\nscrolling\nif <(у) < [-180]> then\n set [exit v] to [die]\nend\nif <<touching (_ma v)?> and <(si) = [0]>> then\n set [exit v] to [die]\nend\nif <<touching (_ma2 v)?> and <(si) = [0]>> then\n set [exit v] to [die]\nend\n\ndefine clante (si)\nchange [у v] by (si)\nchange [sx v] by (1)\nscrolling\nrepeat until <not <touching (map v)?>>\n if <(si) > [0]> then\n change [у v] by (-1)\n else\n change [у v] by (1)\n set [sx v] to [0]\n end\n scrolling\n set [si v] to [0]\n set [sx v] to [0]\nend\n\ndefine scrolling\ngo to x: ((х) - (scrollx)) y: ((у) - (scrolly))\n\ndefine sand (sx)\nchange [х v] by (sx)\nscrolling\nif <touching (map v)?> then\n repeat (12)\n change [у v] by (1)\n scrolling\n if <not <touching (map v)?>> then\n stop [this script v]\n end\n end\n change [у v] by (-8)\n repeat until <not <touching (map v)?>>\n if <(sx) > [0]> then\n change [х v] by (-1)\n else\n change [х v] by (1)\n end\n scrolling\n end\nend\n\ndefine not exit\nset [exit v] to []\nset [costume v] to []\nswitch costume to (die v)\nwait (0.1) seconds\nswitch costume to (ouch v)\nwait (0.1) seconds\nswitch costume to (ouch2 v)\nwait (0.1) seconds\nhide\nwait (0.5) seconds\n\ndefine test die\nif <touching (map 2 v)?> then\n set [exit v] to [die]\nend\n\ndefine exit\nrepeat (50)\n point towards (flag v)\n turn right (65) degrees\n move ((distance to [flag 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\nshow\n\nwhen I receive [play v]\nforever\n if <not <(costume) = []>> then\n if <<<<(mouse x) < (x position)> and <mouse down?>> or <<(mouse x) > (x position)> and <mouse down?>>> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n if <not <(si) > [0]>> then\n if <not <[-1] > (si)>> then\n switch costume to (walk1 v)\n repeat (9)\n if <<<<(mouse x) < (x position)> and <mouse down?>> or <<(mouse x) > (x position)> and <mouse down?>>> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n next costume\n wait (0.1) seconds\n end\n end\n switch costume to (walk1 v)\n end\n end\n else\n if <(si) > [0]> then\n switch costume to (jump_1 v)\n else\n if <[-1] > (si)> then\n switch costume to (fall_1 v)\n else\n switch costume to (stand_1 v)\n end\n end\n end\n end\nend\n\nrepeat (5)\n\nbroadcast (сообщение1 v)\n\nswitch costume to ([sqrt v] of (х) )\n\n@map\n\nwhen I receive [masaze v]\nhide\n\nwhen I receive [tick v]\nscroll (((х) - (scrollx)) - (1)) ((у) - (scrolly))\n\nwhen I receive [stup v]\nhide\nset [id v] to [0]\nset [х v] to [0]\nset [у v] to [0]\nif <(level) = [1]> then\n switch costume to (10 v)\n х [360] у [0]\n change [id v] by (1)\n х [360] у [0]\n change [id v] by (1)\n х [360] у [0]\n change [id v] by (1)\nelse\n if <(level) = [2]> then\n switch costume to (4 v)\n х [0] у [400]\n х [360] у [0]\n else\n if <(level) = [3]> then\n switch costume to (9 v)\n х [360] у [0]\n else\n switch costume to (10 v)\n end\n end\nend\n\ndefine scroll (х) (у)\ngo to x: (х) y: (у)\nif <<(х) = (x position)> and <(у) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [rezer v]\ndelete this clone\n\ndefine х (х) у (у)\nnext costume\ncreate clone of (_myself_ v)\nchange [х v] by (х)\nchange [у v] by (у)\n\n@maney\n\nwhen I receive [masaze v]\nshow\n\nwhen I receive [tick v]\nscroll (((х) - (scrollx)) - (1)) ((у) - (scrolly))\nif <touching (cat v)?> then\n start sound [collect v]\n change [maney v] by (1)\n if <(maney) = (maney maks)> then\n broadcast (open v)\n end\n delete this clone\nend\n\nwhen I receive [stup v]\nhide\nset [maney maks v] to [0]\nset [maney v] to [0]\nset [х v] to [0]\nset [у v] to [0]\nif <(level) = [1]> then\n switch costume to (maney v)\n х [50] у [0]\n х [100] у [50]\n х [363] у [63]\n х [721] у [-34]\nelse\n if <(level) = [2]> then\n switch costume to (maney v)\n х [-116] у [14]\n х [137] у [68]\n х [-6] у [149]\n х [-128] у [228]\n else\n if <(level) = [3]> then\n switch costume to (maney v)\n х [-116] у [14]\n х [137] у [68]\n х [-6] у [149]\n end\n end\nend\nset [х v] to [-99999]\n\ndefine scroll (х) (у)\ngo to x: (х) y: (у)\nif <<(х) = (x position)> and <(у) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [rezer v]\ndelete this clone\n\ndefine х (х) у (у)\nchange [х v] by (х)\nchange [у v] by (у)\nchange [maney maks v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n next costume\n wait (0.0) seconds\nend\n\n@map 2\n\nwhen I receive [masaze v]\nshow\n\nwhen I receive [tick v]\nscroll (((х) - (scrollx)) - (1)) ((у) - (scrolly))\n\nwhen I receive [stup v]\nhide\nset [х v] to [0]\nset [у v] to [0]\nif <(level) = [1]> then\n switch costume to (9 v)\n х [360] у [0]\n х [360] у [0]\n х [360] у [0]\nelse\n if <(level) = [2]> then\n switch costume to (5 v)\n х [0] у [400]\n х [360] у [0]\n else\n switch costume to (9 v)\n end\nend\n\ndefine scroll (х) (y)\ngo to x: (х) y: (y)\nif <<(х) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [rezer v]\ndelete this clone\n\ndefine х (х) у (у)\nnext costume\ncreate clone of (_myself_ v)\nchange [х v] by (х)\nchange [у v] by (у)\n\n@flag\n\nwhen I receive [masaze v]\nshow\n\nwhen I receive [tick v]\nscroll (((х) - (scrollx)) - (1)) ((у) - (scrolly))\nif <(costume [number v]) = [2]> then\n if <touching (cat v)?> then\n set [exit v] to [vin]\n end\nend\n\nwhen I receive [stup v]\nhide\nset [maney v] to [0]\nset [х v] to [0]\nset [у v] to [0]\nif <(level) = [1]> then\n switch costume to (flag2 v)\n х [1500] у [22]\nelse\n if <(level) = [2]> then\n switch costume to (flag2 v)\n х [744] у [478]\n else\n if <(level) = [3]> then\n switch costume to (flag2 v)\n х [350] у [60]\n else\n set [х v] to [-99999]\n end\n end\nend\n\ndefine scroll (х) (y)\ngo to x: (х) y: (y)\nif <<(х) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [rezer v]\ndelete this clone\n\ndefine х (х) у (у)\nchange [х v] by (х)\nchange [у v] by (у)\n\nwhen I receive [open v]\nswitch costume to (flag v)\n\n@_ma\n\nwhen I receive [stup v]\nhide\nset [х v] to [0]\nset [у v] to [0]\nif <(level) = [1]> then\n switch costume to (_ma3 v)\n х [400] у [-20]\nelse\n if <(level) = [3]> then\n switch costume to (_ma3 v)\n х [400] у [-60]\n х [400] у [-60]\n х [400] у [-60]\n х [400] у [-60]\n х [400] у [-60]\n end\nend\nset [х v] to [-99999]\n\nх [137] у [68]\nх [-6] у [149]\nх [-128] у [228]\n\ndefine scroll (х) (у)\ngo to x: (х) y: (у)\nif <<(х) = (x position)> and <(у) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [rezer v]\ndelete this clone\n\nwhen I start as a clone\nforever\n switch costume to (_ma3 v)\n wait (0.1) seconds\n switch costume to (_ma v)\n wait (0.1) seconds\nend\n\ndefine х (х) у (у)\nchange [х v] by (х)\nchange [у v] by (у)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nscroll (((х) - ((scrollx) - (sx))) - (1)) ((у) - ((scrolly) - (sy)))\nif <touching (cat v)?> then\n if <(si) < [-1]> then\n stop [other scripts in sprite v]\n switch costume to (_ma4 v)\n wait (0.1) seconds\n switch costume to (_ma5 v)\n wait (0.1) seconds\n switch costume to (_masq v)\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [masaze v]\nshow\n\nх [50] у []\n\nх [363] у [63]\nх [721] у [-34]\n\nwhen I start as a clone\nset rotation style [left-right v]\nforever\n repeat (200)\n point in direction (-90)\n change [sx v] by (-1)\n end\n wait (1) seconds\n repeat (200)\n point in direction (90)\n change [sx v] by (1)\n end\n wait (1) seconds\nend\n\n@map fon\n\nwhen flag clicked\nset [ox v] to [0]\ncreate clone of (_myself_ v)\nset [ox v] to [372]\nhide\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n go to x: (((((scrollx) * (-0.5)) mod (372)) + (ox)) - (372)) y: (0)\nend\n\n@_ma2\n\nwhen I receive [stup v]\nhide\nset [х v] to [0]\nset [у v] to [0]\nif <(level) = [2]> then\n switch costume to (_mf v)\n х [-116] у [14]\n х [137] у [68]\n х [-6] у [149]\n х [-128] у [228]\nend\nset [х v] to [-99999]\n\nif <(level) = [1]> then\n switch costume to (_ma3 v)\n х [400] у [-20]\nend\n\ndefine scroll (х) (у)\ngo to x: (х) y: (у)\nif <<(х) = (x position)> and <(у) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [rezer v]\ndelete this clone\n\nwhen I start as a clone\nforever\n switch costume to (_mf v)\n wait (0.1) seconds\n switch costume to (_mf2 v)\n wait (0.1) seconds\nend\n\ndefine х (х) у (у)\nchange [х v] by (х)\nchange [у v] by (у)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nscroll (((х) - ((scrollx) - (sx))) - (1)) ((у) - ((scrolly) - (sy)))\nif <touching (cat v)?> then\n if <(si) < [-1]> then\n stop [other scripts in sprite v]\n switch costume to (_mfsq v)\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [masaze v]\nshow\n\nх [50] у []\n\nх [363] у [63]\nх [721] у [-34]\n\nwhen I start as a clone\nset rotation style [left-right v]\nforever\n repeat (200)\n point in direction (-90)\n change [sx v] by (-1)\n end\n wait (1) seconds\n repeat (200)\n point in direction (90)\n change [sx v] by (1)\n end\n wait (1) seconds\nend\n\n@foto\n\nwhen flag clicked\nforever\n show\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | (<-) scroll x -3\n(->) scroll x 3\nit's game platformer\nPlatformer cat v5.1 3 levels\nspace x mouse+ Scrollx and y mouse+ Scrolly |
❄️ Icicles ❄️ || Multiplayer Scrolling Platformer | @Stage\n\nwhen flag clicked\nif <(username) = [wangat]> 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\nwhen flag clicked\nset volume to (0) %\nrepeat (50)\n change volume by (2)\nend\nset volume to (100) %\n\n@Blank\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) = [wangat]> 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) = [wangat]> 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\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@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\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\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\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]\nwait until <<mouse down?> or <key (any v) pressed?>>\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\ndefine draw (i) (c)\nclear graphic effects\nif <(c) = [1]> then\n go to x: ((2) - (((length of (i)) + (5)) * (5.5))) y: (-54)\n set size to (80) %\n set [@id v] to [null]\n switch costume to (time v)\n create clone of (_myself_ v)\n change x by (50)\n change y by (3)\nelse\n if <(i) = [0/40]> then\n go to x: (16) y: (-76)\n else\n go to x: (20) y: (-76)\n end\n set size to (100) %\n set [@id v] to [null]\n switch costume to (exp v)\n create clone of (_myself_ v)\n if <(i) = [0/40]> then\n change x by (-53)\n change y by (3)\n else\n change x by (-63)\n change y by (3)\n end\nend\nset size to (27) %\nset [brightness v] effect to (20)\nset [c_! v] to [1]\nrepeat (length of (i))\n switch costume to (join (letter (c_!) of (i)) [a])\n set [@id v] to [null]\n create clone of (_myself_ v)\n change [c_! v] by (1)\n if <<(costume [name v]) = [/a]> or <(costume [name v]) = [1a]>> then\n change x by (9)\n else\n change x by (12)\n end\nend\nset size to (100) %\nswitch costume to (win screen v)\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I start as a clone\nif <(@id) = [null]> then\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n end\nelse\n if <(@id) = [button]> then\n go to x: (0) y: (0)\n switch costume to (continue00 v)\n show\n set size to (80) %\n set [ghost v] effect to (100)\n repeat until <(size) > [99]>\n change [ghost v] effect by (-10)\n change size by (((102) - (size)) / (7))\n go to [front v] layer\n end\n forever\n go to [front v] layer\n switch costume to (c1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (continue10 v)\n if <mouse down?> then\n set [win v] to [0]\n broadcast (hide v)\n set [click2 v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n switch costume to (c2 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (continue01 v)\n if <mouse down?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n switch costume to (continue00 v)\n end\n end\n end\n else\n if <(@id) = [lovefav]> then\n go to x: (0) y: (0)\n show\n switch costume to (lovefav v)\n set [ghost v] effect to (100)\n set size to (50) %\n repeat until <(size) > [100]>\n go to [front v] layer\n change size by (((102) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (2) seconds\n repeat until <(size) < [50]>\n go to [front v] layer\n change size by (((size) - (110)) / (8))\n change [ghost v] effect by (10)\n end\n end\n end\nend\n\nwhen I receive [hide v]\ngo to x: (1) y: (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [win v] to [0]\nset [exit v] to [reg]\nhide\nset [pause v] to [0]\nwait (1) seconds\nforever\n if <(lives) < [1]> then\n wait (0.3) seconds\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n switch costume to (over v)\n show\n go to [front v] layer\n set size to (50) %\n set [pause v] to [1]\n repeat until <(size) > [100]>\n go to [front v] layer\n change size by (((102) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (1) seconds\n repeat until <(size) < [50]>\n go to [front v] layer\n change size by (((size) - (110)) / (8))\n change [ghost v] effect by (10)\n end\n set [lives v] to [2]\n set [coins v] to [0]\n set [pause v] to [0]\n broadcast (reset v)\n end\nend\n\nwhen I receive [alert v]\nset [@id v] to [lovefav]\ncreate clone of (_myself_ v)\n\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@moon\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\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@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@Detector2\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\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <(title) = [1]>> then\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\n end\nend\n\n@Instructions\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (292) y: (1)\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Instructions v)\n\nwhen I receive [instructions over v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Instructions open\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [instructions v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\n\nwhen [space v] key pressed\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Instructions over v)\n\n@Sprite4\n\nwhen I start as a clone\nclear graphic effects\nset [ghost v] effect to (pick random (10) to (75))\nshow\nswitch costume to (pick random (1) to (1))\nset size to (pick random (100) to (125)) %\ngo to x: (pick random (-240) to (240)) y: (200)\npoint in direction (90)\nglide (pick random (2) to (12)) secs to x: (pick random (-240) to (240)) y: (-180)\nhide\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n wait (3) seconds\n create clone of (_myself_ v)\nend\n\n@Sprite7\n\nwhen I start as a clone\nclear graphic effects\nset [ghost v] effect to (pick random (10) to (75))\nshow\nswitch costume to (pick random (1) to (1))\nset size to (pick random (100) to (125)) %\ngo to x: (pick random (-240) to (240)) y: (200)\npoint in direction (90)\nglide (pick random (2) to (12)) secs to x: (pick random (-240) to (240)) y: (-180)\nhide\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n wait (3) seconds\n create clone of (_myself_ v)\nend\n\n@Sprite8\n\nwhen I start as a clone\nclear graphic effects\nset [ghost v] effect to (pick random (10) to (75))\nshow\nswitch costume to (pick random (1) to (1))\nset size to (pick random (100) to (125)) %\ngo to x: (pick random (-240) to (240)) y: (200)\npoint in direction (90)\nglide (pick random (5) to (10)) secs to x: (pick random (-240) to (240)) y: (-180)\nhide\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\n@Credits\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (187) y: (1)\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Credits v)\n\nwhen I receive [credits over v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@credits open\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [credits v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\n\nwhen [space v] key pressed\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Credits over v)\n\n@Mute\n\nwhen flag clicked\nset volume to (100) %\nset size to (100) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\ngo to x: (203) y: (33)\n\nwhen this sprite clicked\nnext costume\nif <(costume [number v]) = [1]> then\n set volume to (100) %\nend\nif <(costume [number v]) = [2]> then\n set volume to (75) %\nend\nif <(costume [number v]) = [3]> then\n set volume to (30) %\nend\nif <(costume [number v]) = [4]> then\n set volume to (0) %\nend\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n | ✿ Icicles ✿\n ✿ Multiplayer Scrolling Platformer ✿\n\nMy most advanced platformer! Also, my first scrolling one!\nPlease be sure to ❤️,⭐, and follow @wangat for games like this, as I had to redo almost all art from @StratfordJames!\n\nPlease be patient, as the game may lag a little for some devices. Wait a few seconds and it should be good! :) Full-screen mode is recommended! \n\nInstructions:\nWelcome to Icicles! Collect coins to buy items from the shop. Make sure to watch out for dangerous critters and sharp icicles! Jump on robots to bounce high! There are 4 optional hidden places, finding one gives you 10 explorer points! \n ✦✦ How to play ✦✦\n➜ Collect coins, use them to buy items in the shop\n➜ [T] to chat, [#] to choose message; [letter] to choose emoji (buy in the shop). On MOBILE, tap the player. \n➜ Press the SPACE key to activate a parachute. Hold your finger down on mobile.\n➜ [N] to turn on/off names\n ✦✦ Credits ✦✦\n➜ Thanks to @StratfordJames for the original code and art. I added a few extra dangers and changed the colors around a bit.\n➜ Added new love and fav detector by @TimMcCool\n➜ Music: Nebula by @-Xaf-\n➜ Art inspired by Veewo (Super Phantom Cat 2)\n➜ Snowflake simulator by @Meggy12345\n\nMore @wangat platformers:\n\nNotebook Platformer Part 1:\nhttps://scratch.mit.edu/projects/480502818/\n\nEscape the Forest (Escape Platformers Part 6):\nhttps://scratch.mit.edu/projects/475039663/\n___\nChangelog\nv1.7 - 2/25/21: Fixed bug with "Instructions" and "Credits" button; added more art to the background\nv1.6 - 2/24/21: Fixed lag with multiplayer \nv1.5 - 2/24/21: Fixed major lag with shop button\nv1.3 - 2/24/21: Added "Mute/Unmute" button\nv1.2 - 2/23/21: Added "Credits" button\nv1.0 - 2/23/21: Initial Release!\n\nTags:\n#all #all #all #games #games #games #games #art #multiplayer #scrolling #platformer #wangat #wangat |
wasteland (platformer) | @Stage\n\nwhen flag clicked\nforever\n play sound [Legends Never Die \(ft v] until done\nend\n\nwhen flag clicked\nset volume to (10) %\nrepeat (90)\n change volume by (1)\nend\n\n@player\n\nwhen flag clicked\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nset [glide? v] to [no]\ngo to x: (-230) y: (-30)\nforever\n platformer [0.7] [-0.8] [0.8] [7.7]\nend\n\ndefine platformer (speed) (gravity) (friction ) (jump)\nswitch costume to (costume1 v)\nchange [y v] by (gravity)\nchange y by (y)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((([abs v] of (y) ) / (y)) * (-1))\n end\n set [y v] to ((jump) * <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(([abs v] of (y) ) / (y)) = [-1]>>)\nend\nset [x v] to ((friction ) * ((x) + (((speed) * <<key (right arrow v) pressed?> or <key (d v) pressed?>>) + (((speed) * (-1)) * <<key (left arrow v) pressed?> or <key (a v) pressed?>>))))\nchange x by (x)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change x by ((([abs v] of (x) ) / (x)) * (-1))\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to (jump)\n set [x v] to ((([abs v] of (x) ) / (x)) * (-4))\n end\nend\nif <touching (next v)?> then\n go to x: (-230) y: (-30)\n change [level v] by (1)\n broadcast (refresh v)\nend\nif <touching (death v)?> then\n go to x: (-230) y: (-30)\nend\nif <key (space v) pressed?> then\n go to x: (-230) y: (-30)\n broadcast (refresh v)\nend\n\n@ground\n\nwhen flag clicked\ngenerate level\n\ndefine generate level\nswitch costume to (costume3 v)\nset size to (400) %\nshow\ngo to x: (-230) y: (-175)\nrepeat (2)\n repeat (7)\n create clone of (_myself_ v)\n change y by (20)\n end\n set y to (-175)\n change x by (20)\nend\nrepeat (22)\n set [level height v] to (pick random (0) to (15))\n repeat (level height)\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\n change y by (20)\n end\n set y to (-175)\n change x by (20)\nend\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n delete this clone\nend\n\nwhen I receive [refresh v]\nset [delete? v] to [yes]\nwait (0) seconds\nset [delete? v] to [no]\ngenerate level\n\nwhen I start as a clone\nforever\n if <(delete?) = [yes]> then\n delete this clone\n end\nend\n\n@next\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@death\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@text\n\nwhen flag clicked\nhide\nforever\n text (level)\nend\n\ndefine text (level)\ngo to x: (-170) y: (150)\nset [digit v] to [0]\nrepeat (length of (level))\n change [digit v] by (1)\n switch costume to (letter (digit) of (level))\n create clone of (_myself_ v)\n change x by (14)\nend\n\nwhen I start as a clone\nshow\nwait (0) seconds\ndelete this clone\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.001)\nshow\n\n | hold on don`t exit! the game is not broken, it just look weird because it`s randomly generated. wasd or arrow key to move and jump, u can can wall jump, press space to skip level if ur stuck because a level could be impossible, however, if u skip, it won`t count as passing a level. |
✨ Earth ✨|| A platformer #games #all #game | @Stage\n\nwhen flag clicked\nforever\n play sound [Xenogenesis v] until done\n wait (3) seconds\n play sound [TheFatRat - Time Lapse v] until done\nend\n\nwhen [m v] key pressed\nset [mouse x, y, v] to (join (mouse x) (join [, ] (mouse y)))\n\n@playerSprite1\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\n\ndefine Physics\nif <key (right arrow v) pressed?> then\n change [x v] by (2)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (-2)\nend\nchange x by (x)\nif <<touching (obstacles v)?> or <touching (level v)?>> then\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-10]\n set [y v] to [10]\n else\n set [x v] to [0]\n set [y v] to [0]\n end\n else\n set [x v] to [0]\n end\nelse\n set [x v] to ((x) * (0.8))\nend\nchange y by (y)\nif <<touching (obstacles v)?> or <touching (level v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <key (up arrow v) pressed?> then\n if <(jumping) = [y]> then\n if <(SuperJump) = [1]> then\n set [y v] to [20]\n set [jumping v] to [n]\n else\n set [y v] to [12]\n set [jumping v] to [n]\n end\n end\n end\nelse\n change [y v] by (-1)\n set [jumping v] to [y]\nend\nif <touching (enemy v)?> then\n Restart\n broadcast (Reset Enemy v)\nend\nif <touching (spikes v)?> then\n Restart\n broadcast (Reset Enemy v)\nend\nif <(x position) > [225]> then\n change [level v] by (1)\n Restart\nend\nif <touching (bad v)?> then\n Restart\nend\n\nwhen flag clicked\nRestart\nshow\nset [level v] to [1]\nforever\n Physics\nend\n\ndefine Slope detection\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching (obstacles v)?> or <touching (level v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <<touching (obstacles v)?> or <touching (level v)?>> then\n change y by (-8)\nend\n\nwhen flag clicked\nif <touching (next level v)?> then\n change [level v] by (1)\n Restart\nend\n\nwhen [timer v] > (0.3)\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to [front v] layer\n\nwhen [space v] key pressed\nbroadcast (ninjastar v)\nwait until <not <key (space v) pressed?>>\n\nwhen flag clicked\n\nif <touching (sprite2 v)?> then\n broadcast (OPEN v) and wait\nend\n\nwait until <not <key (down arrow v) pressed?>>\nset [y v] to [2]\nset size to (50) %\nset [y v] to [0]\n\nwhen I receive [rainbow v]\nswitch costume to (costume3 v)\nforever\n change [color v] effect by (2)\nend\n\n@level\n\nwhen [timer v] > (0.3)\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n switch costume to (Level)\nend\n\n@Enemy\n\nwhen flag clicked\n\nforever\n show\nend\n\nif <((Level) mod (2)) = [0]> then\nelse\n hide\nend\n\nwhen [timer v] > (0.3)\nhide\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (200) y: (-15)\n\ndefine Physics\nif <(x position) < ([x position v] of [playersprite1 v])> then\n change [x v] by (0.5)\nend\nif <([x position v] of [playersprite1 v]) < (x position)> then\n change [x v] by (-0.5)\nend\nchange x by (x)\nif <touching (level v)?> then\n change x by ((x) * (-1))\n if <(y position) < ([y position v] of [playersprite1 v])> then\n if <(x) > [0]> then\n set [x v] to [-3]\n set [y v] to [3]\n else\n set [x v] to [0]\n set [y v] to [0]\n end\n else\n set [x v] to [0]\n end\nelse\n set [x v] to ((x) * (0.8))\nend\nchange y by (y)\nif <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <((y position) - (25)) < ([y position v] of [playersprite1 v])> then\n if <(jumping) = [y]> then\n set [y v] to [12]\n set [jumping v] to [n]\n end\n end\nelse\n change [y v] by (-1)\n set [jumping v] to [y]\nend\n\nwhen flag clicked\nRestart\nshow\nset [level v] to [1]\nforever\n Physics\nend\n\ndefine Slope detection\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <touching (level v)?> then\n change y by (-8)\nend\n\nwhen I receive [reset enemy v]\nRestart\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching (ninjastar v)?> then\n hide\n wait (3) seconds\n show\n Restart\n end\nend\n\n@spikes\n\nwhen [timer v] > (0.3)\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\n@random stuff\n\nwhen I start as a clone\ncreate clone of (_myself_ v)\ndelete this clone\n\ndefine CrAsH THE MAsS REPORTERS\nif <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n create clone of (_myself_ v)\n end\nelse\n CrAsH THE MAsS REPORTERS\nend\n\nwhen flag clicked\nCrAsH THE MAsS REPORTERS\n\n@TB\n\nwhen flag clicked\nforever\n hide\n reset timer\nend\n\nwhen [timer v] > (0.3)\nshow\ngo to [front v] layer\n\n@GRAPHICS\n\nwhen [timer v] > (0.3)\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (36) y: (25)\n\n@NinjaStar\n\nwhen I receive [ninjastar v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo to (playersprite1 v)\nrepeat until <<touching (level v)?> or <<touching (_edge_ v)?> or <touching (enemy v)?>>>\n glide (0.01) secs to x: ((x position) + (10)) y: (y position)\n next costume\nend\nwait (1) seconds\nrepeat (5)\n show\n wait (0.1) seconds\n hide\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Super Jump\n\nwhen flag clicked\nforever\n if <((Level) mod (3)) = [0]> then\n hide\n else\n hide\n end\nend\n\nshow\n\nwhen [timer v] > (0.3)\nhide\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (200) y: (-15)\n\ndefine Physics\nif <(x position) < ([x position v] of [playersprite1 v])> then\n change [x v] by (0.5)\nend\nif <([x position v] of [playersprite1 v]) < (x position)> then\n change [x v] by (-0.5)\nend\nchange x by (x)\nif <touching (level v)?> then\n change x by ((x) * (-1))\n if <(y position) < ([y position v] of [playersprite1 v])> then\n if <(x) > [0]> then\n set [x v] to [-3]\n set [y v] to [3]\n else\n set [x v] to [0]\n set [y v] to [0]\n end\n else\n set [x v] to [0]\n end\nelse\n set [x v] to ((x) * (0.8))\nend\nchange y by (y)\nif <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <((y position) - (25)) < ([y position v] of [playersprite1 v])> then\n if <(jumping) = [y]> then\n set [y v] to [20]\n set [jumping v] to [n]\n end\n end\nelse\n change [y v] by (-1)\n set [jumping v] to [y]\nend\n\nwhen flag clicked\nRestart\nshow\nset [level v] to [1]\nforever\n Physics\nend\n\ndefine Slope detection\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <touching (level v)?> then\n change y by (-8)\nend\n\nwhen I receive [reset enemy v]\nRestart\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching (ninjastar v)?> then\n hide\n wait (3) seconds\n show\n Restart\n end\nend\n\n@speed\n\nwhen flag clicked\nforever\n if <((Level) mod (5)) = [0]> then\n hide\n else\n hide\n end\nend\n\nwhen [timer v] > (0.3)\nhide\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (200) y: (-15)\n\ndefine Physics\nif <(x position) < ([x position v] of [playersprite1 v])> then\n change [x v] by (1.5)\nend\nif <([x position v] of [playersprite1 v]) < (x position)> then\n change [x v] by (-1.5)\nend\nchange x by (x)\nif <touching (level v)?> then\n change x by ((x) * (-1))\n if <(y position) < ([y position v] of [playersprite1 v])> then\n if <(x) > [0]> then\n set [x v] to [20]\n set [y v] to [-20]\n else\n set [x v] to [0]\n set [y v] to [0]\n end\n else\n set [x v] to [0]\n end\nelse\n set [x v] to ((x) * (0.8))\nend\nchange y by (y)\nif <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <((y position) - (25)) < ([y position v] of [playersprite1 v])> then\n if <(jumping) = [y]> then\n set [y v] to [12]\n set [jumping v] to [n]\n end\n end\nelse\n change [y v] by (-1)\n set [jumping v] to [y]\nend\n\nwhen flag clicked\nRestart\nshow\nset [level v] to [1]\nforever\n Physics\nend\n\ndefine Slope detection\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <touching (level v)?> then\n change y by (-8)\nend\n\nwhen I receive [reset enemy v]\nRestart\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching (ninjastar v)?> then\n hide\n wait (3) seconds\n show\n Restart\n end\nend\n\n@shop\n\nwhen flag clicked\nset [superjump v] to [0]\nset [minimode v] to [0]\ngo to x: (-215) y: (-147)\ngo to [front v] layer\nshow\nswitch costume to (shop v)\n\ndefine clone @ (x) (y) (c)\nswitch costume to (c)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\ngo to x: (-215) y: (-147)\ngo to [front v] layer\nswitch costume to (shop v)\n\nwhen this sprite clicked\nclone @ [0] [0] [3]\nclone @ [0] [0] [2]\nclone @ [0] [0] [4]\nclone @ [0] [0] [5]\n\nwhen I start as a clone\nif <[2] = (costume [number v])> then\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n broadcast (CloseShop v)\nend\nif <[4] = (costume [number v])> then\n if <(coins) > [5]> then\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n set [superjump v] to [1]\n change [coins v] by (-5)\n end\nend\nif <[5] = (costume [number v])> then\n if <(coins) > [1]> then\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n broadcast (Rainbow v)\n change [coins v] by (-2)\n end\nend\nif <[5] = (costume [number v])> then\n forever\n change [color v] effect by (2)\n end\nend\n\nwhen I receive [closeshop v]\ndelete this clone\n\nset [minimode v] to [1]\n\n@Bad\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait until <(Level) = [6]>\nshow\nrepeat until <(Level) = [7]>\n next costume\n wait (3) seconds\nend\nhide\n\n@obstacles\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [open v]\nhide\nset [levelsaved v] to ((Level) + (1))\nrepeat until <(Level) = (levelSaved)>\n broadcast (reset v)\nend\nshow\n\n@Sprite2\n\nwhen flag clicked\nwait until <touching (playersprite1 v)?>\nswitch costume to (costume2 v)\nbroadcast (OPEN v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [reset v]\nswitch costume to (costume1 v)\nif <(level) = [3]> then\n go to x: (75) y: (50)\n go to x: (121) y: (200)\nelse\n go to x: (36) y: (28)\nend\nswitch costume to (costume1 v)\nwait until <touching (playersprite1 v)?>\nswitch costume to (costume2 v)\nbroadcast (OPEN v)\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n go to x: (121) y: (230)\n end\nend\n\n@Sprite1\n\n@Sprite8\n\nwhen flag clicked\nforever\n show\n switch costume to (letter (1) of (coins))\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n if <<(coins) > [10]> or <(coins) = [10]>> then\n show\n switch costume to (letter (2) of (coins))\n else\n hide\n end\nend\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n go to [front v] layer\nend\n\n@Sprite3\n\nwhen flag clicked\nwait until <(Level) = [1]>\nif <(Level) = [1]> then\n Clone @ [28] [45]\n Clone @ [-151] [-23]\nend\nwait until <(Level) = [2]>\nif <(Level) = [2]> then\n Clone @ [-65] [-5]\n Clone @ [-192] [-93]\n Clone @ [137] [91]\nend\nwait until <(Level) = [3]>\nif <(Level) = [3]> then\n Clone @ [-114] [-99]\n Clone @ [-76] [111]\n Clone @ [5] [138]\nend\nhide\n\ndefine Clone @ (x) (y)\nshow\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nhide\n\nClone @ [] []\nClone @ [] []\n\nClone @ [] []\nClone @ [] []\nClone @ [] []\nClone @ [] []\nClone @ [] []\n\nwhen I start as a clone\nwait until <touching (playersprite1 v)?>\nchange [coins v] by (1)\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [levelsavedcoin v] to ((Level) + (1))\nwait until <(levelsavedCoin) = (level)>\ndelete this clone\n\n | Press the arrow keys to move\nFor @IAMibrahim contest\n#16 on trending!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n@IAMibrahim loved and faved :O\n\nInstructions.....\nNot Mobile\nHit space to launch ninja stars. Go right with the right arrow key. Go left with the left arrow key. and jump with the up arrow key. First go to the lever and touch it, then the wall will open go through it to go to the next level. Get coins and buy things from the shop. |
Desert- A mobile friendly platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Vexento-Pollen v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (download \(39\) v)\n\n@Lava\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\nforever\n glide (1.5) secs to x: (0) y: (25)\n glide (1.5) secs to x: (0) y: (-10)\nend\n\nwhen flag clicked\nshow\nforever\n if <not <(Level) = [50]>> then\n go to [back v] layer\n else\n go to [front v] layer\n stop [this script v]\n end\nend\n\nwhen [space v] key pressed\nhide\nbroadcast (outro v) and wait\n\n@Sprite1\n\nwhen flag clicked\nbroadcast (Start v) and wait\n\n@spike\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nswitch costume to (1 v)\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (35) y: (20)\nhide\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [13]> then\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen [space v] key pressed\nhide\nbroadcast (outro v) and wait\n\n@Trampolines\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\n\n@words\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\nswitch costume to (level 1 v)\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nwait (1) seconds\nshow\n\nwhen I receive [start v]\nshow\nforever\n go to [front v] layer\n go [backward v] (1) layers\n if <(Level) = [13]> then\n forever\n go to [back v] layer\n stop [this script v]\n end\n end\nend\n\nwhen [space v] key pressed\nhide\nbroadcast (outro v) and wait\n\ngo to [front v] layer\n\n@player\n\nwhen I receive [start v]\nforever\n if <<[240] < (x position)> and <(Dead) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [level v] by (1)\n reset\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead v]\nhide variable [level v]\nhide variable [yv v]\nhide\n\ndefine reset\nclear graphic effects\npoint in direction (90)\ngo to x: (-220) y: (-16)\nswitch costume to (1 v)\nset [dead v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (20) %\nshow\n\ndefine Dead\nset [dead v] to [1]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nreset\n\nwhen I start as a clone\nswitch costume to (3 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change [color v] effect by (20)\n change size by (-1.5)\nend\ndelete this clone\n\ndefine Tick\nshow\nset [dead v] to [0]\nset [level v] to [1]\nset size to (15) %\nreset\nforever\n create clone of (_myself_ v)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (1 v)\n change [xv v] by (1)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(Dead) = [0]>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change x by ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.8)\n change y by (Yv)\n if <touching (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<touching (spike v)?> or <touching (lava v)?>> then\n Dead\n end\n if <(y position) < [-180]> then\n Dead\n end\nend\n\nwhen I receive [start v]\nshow\nTick\n\nwhen I receive [1 v]\nreset\n\nwhen I receive [start v]\nshow\nforever\n forever\n if <touching (trampolines v)?> then\n set [yv v] to [23]\n end\n end\nend\n\nstart sound [Stranded v]\n\nwhen [space v] key pressed\nforever\n hide\n broadcast (outro v)\n hide\nend\n\nwhen flag clicked\nswitch costume to (dash v)\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(Level) > [1]> then\n set size to (15) %\n end\nend\n\n@platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen [space v] key pressed\nhide\nbroadcast (outro v) and wait\n\nwhen flag clicked\nchange [color v] effect by (125)\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (50)\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (200) y: (pick random (50) to (180))\nshow\nrepeat until <(x position) < [-200]>\n change x by (-3)\n if <<([costume name v] of [platform v]) > [6]> and <([costume name v] of [platform v]) < [11]>> then\n hide\n delete this clone\n end\nend\nrepeat (10)\n hide\n delete this clone\nend\nif <(Level) = [8]> then\n forever\n hide\n end\nend\n\nwhen I receive [dark v]\nhide\n\nwhen I receive [nonono v]\nshow\n\nwhen I receive [start v]\nforever\n wait (2) seconds\n create clone of (_myself_ v)\nend\n\n@Skip button\n\nwhen flag clicked\nhide\nset [skip v] to [0]\n\nwhen I receive [start v]\nshow\nshow\nset [skip v] to [1]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n else\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n end\nend\n\nwhen this sprite clicked\nif <(Skip) = [1]> then\n if <not <(Level) = [14]>> then\n change [level v] by (1)\n broadcast (1 v)\n end\nend\n\nwhen [space v] key pressed\nhide\nbroadcast (outro v) and wait\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n switch backdrop to (jpg v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (desert v)\n\n@Screenshot 2021-02-28 081307\n\nwhen flag clicked\nhide\n\n | Arrow keys and WASD are controls.\n\nCheck this out too\n- https://scratch.mit.edu/projects/491096328/\n&\n- https://scratch.mit.edu/projects/497670465/\n#games \n#all\n#platformer\n#cool\n#best\n#awesome\n#music\n#scratch\n#500+views\n#Famous\n#Awesome\n#DesertaPlatformer |
Mysterious forest || - a Scrolling platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (g v)\nforever\n if <(X) < [1200]> then\n switch backdrop to (g v)\n wait until <[1200] < (X)>\n change [l]\n else\n if <(X) < [2640]> then\n switch backdrop to (l v)\n wait until <<(X) < [1200]> or <[2640] < (X)>>\n if <(X) < [1200]> then\n change [g]\n else\n change [b]\n end\n else\n if <(X) < [4080]> then\n switch backdrop to (b v)\n wait until <<(X) < [2640]> or <[4080] < (X)>>\n if <(X) < [2640]> then\n change [l]\n else\n change [b2]\n end\n else\n if <(X) < [5520]> then\n switch backdrop to (b2 v)\n wait until <<(X) < [4080]> or <[5520] < (X)>>\n if <(X) < [4080]> then\n change [b]\n else\n change [h]\n end\n else\n if <(X) < [6960]> then\n switch backdrop to (h v)\n wait until <<(X) < [5520]> or <[6960] < (X)>>\n if <(X) < [5520]> then\n change [b2]\n else\n change [h]\n end\n end\n end\n end\n end\n end\nend\n\ndefine change (#)\nrepeat (5)\n change [brightness v] effect by (20)\nend\nswitch backdrop to (#)\nrepeat (5)\n change [brightness v] effect by (-20)\nend\n\nclear graphic effects\n\nwhen I receive [free intro #5 v]\nstop [other scripts in sprite v]\nswitch backdrop to (背景1 v)\n\n@Stage\n\nwhen flag clicked\nset [sx v] to [0]\nhide\n準備\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)\nchange [sx v] by (1)\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)\n hide\nelse\n 移動 ((My_x) - (Cx)) ((My_y) - (Cy))\nend\n\nwhen I start as a clone\nshow\n\ndefine 準備\nrepeat (15)\n ステージ配置 ((sx) * (480)) [0] ((sx) + (1))\nend\n\nwhen I receive [free intro #5 v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Obstacle\n\nwhen flag clicked\nset [sx v] to [0]\nhide\n準備\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)\nchange [sx v] by (1)\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 hide\nelse\n 移動 ((My_x) - (Cx)) ((My_y) - (Cy))\nend\n\nwhen I start as a clone\nshow\n\ndefine 準備\nrepeat (15)\n ステージ配置 ((sx) * (480)) [0] ((sx) + (1))\nend\n\nwhen I receive [free intro #5 v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Background\n\nwhen flag clicked\nset [sx v] to [0]\nhide\n準備\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)\nchange [sx v] by (1)\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 hide\nelse\n 移動 ((My_x) - (Cx)) ((My_y) - (Cy))\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\n\ndefine 準備\nrepeat (15)\n ステージ配置 ((sx) * (480)) [0] ((sx) + (1))\nend\n\nwhen I receive [free intro #5 v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Player\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (-20)\nset [x_ v] to [0]\nset [y_ v] to [0]\nset [cx v] to [-200]\nset [cy v] to [120]\nset [x v] to [-200]\nset [y v] to [120]\nset [we v] to [1]\nset [s v] to [0]\npoint in direction (90)\nset size to (55) %\n\ndefine 動作\nchange [y_ 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_ 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_ v] by (-1)\nend\nset [x_ v] to ((x_) * (0.88))\nchange [s v] by ((((90) + (((x_) * (0.88)) + (((y_) * (-0.88)) * ((x_) / ([abs v] of (x_) ))))) - (S)) / (5))\npoint in direction (S)\nchange x by (x_)\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_) / ([abs v] of (x_) ))) ([ceiling v] of ([abs v] of (x_) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [y_ v] to [12]\n set [x_ v] to ((7) - (<(x_) > [0]> * (14)))\n else\n set [x_ v] to [0]\n end\nend\nchange y by (y_)\nif <touching (stage v)?> then\n 位置補正y (() - ((y_) / ([abs v] of (y_) ))) ([ceiling v] of ([abs v] of (y_) ) )\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_ v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (obstacle v)?>> then\n 初期位置\nend\n処理\nif <(we) = [1]> then\n broadcast (プログラム2 v)\nend\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Cx)))\nchange [y v] by ((y position) - (((Y) - (Cy)) - (20)))\nchange [cx v] by ([floor v] of (((X) - (Cx)) * (0.1)) )\nchange [cy v] by ([floor v] of (((Y) - (Cy)) * (0.2)) )\nset x to ((X) - (Cx))\nset y to (((Y) - (Cy)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(x_) = [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_) = [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_ v] to [0]\n\ndefine 初期位置\nset [x_ v] to [0]\nset [y_ v] to [0]\nset [cx v] to ((([floor v] of (((X) + (240)) / (1440)) ) * (1440)) + (-200))\nset [cy v] to [120]\nset [x v] to ((([floor v] of (((X) + (240)) / (1440)) ) * (1440)) + (-200))\nset [y v] to [120]\ngo to x: (0) y: (-20)\n\nwhen I receive [free intro #5 v]\nhide\n\n@Eye\n\nwhen I receive [プログラム2 v]\nchange [ex v] by (((x_) - (eX)) / (5))\nchange [ey v] by (((y_) - (eY)) / (5))\ngo to x: (((X) - (Cx)) + ((eX) * (.5))) y: ((((Y) - (Cy)) - (20)) + ((eY) * (.3)))\n\nwhen flag clicked\nshow\nrepeat (5)\n go to [front v] layer\n wait (0) seconds\nend\n\nwhen I receive [free intro #5 v]\nhide\n\n@[4]\n\nwhen I start as a clone\nswitch costume to ( v)\ngo to [front v] layer\nwait (1) seconds\nwait until <(cl) = [1]>\nset [sk v] to ((size) + (200))\nrepeat (33)\n switch costume to (2 v)\n change size by (((Sk) - (size)) / (8))\n switch costume to ( v)\nend\n\nwhen flag clicked\nswitch costume to (2 v)\nset size to (500) %\nshow\nrepeat (4)\n create clone of (_myself_ v)\n change [ghost v] effect by (25)\n change size by (-80)\nend\n\nwhen I receive [プログラム2 v]\np\n\ndefine p\nset x to (((X) - (Cx)) + ((eX) * ((size) / (-150))))\nset y to ((((Y) - (Cy)) - (20)) + ((eY) * ((size) / (-100))))\nif <(backdrop [number v]) = [4]> then\n show\nelse\n hide\nend\n\nwhen I receive [free intro #5 v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@[6]\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (180)\npoint in direction (pick random (85) to (95))\nset size to (pick random (44) to (77)) %\nset [ghost v] effect to (100)\nswitch costume to (↓ v)\nshow\nrepeat until <touching (stage v)?>\n change [ghost v] effect by (-4)\n change x by (pick random (3) to (5))\n change y by ((size) / (-3))\nend\nrepeat (5)\n change y by (.2)\n next costume\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [5]> then\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n wait (pick random (0) to (.2)) seconds\n end\nend\n\nwhen I start as a clone\nset [cax v] to (Camera_x)\nset [cay v] to (Camera _y)\nrepeat until <(y position) < [-175]>\n change x by ((caX) - (Camera_x))\n change y by ((caY) - (Camera _y))\n wait (0) seconds\n set [cax v] to (Camera_x)\n set [cay v] to (Camera _y)\n go to [front v] layer\nend\ndelete this clone\n\nwhen I receive [free intro #5 v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@ [1]\n\nwhen flag clicked\nset [ghost v] effect to (20)\nshow\n\nwhen I receive [プログラム2 v]\np\n\ndefine p\ngo to [back v] layer\nset size to ((([sin v] of (eM) ) * (3)) + (100)) %\nset x to (((X) - (Camera_x)) + ((eX) * (-1)))\nset y to ((((Y) - (Camera _y)) - (20)) + ((eY) * (-2)))\nif <(backdrop [number v]) = [1]> then\n show\nelse\n hide\nend\n\nwhen I receive [free intro #5 v]\nstop [other scripts in sprite v]\nhide\n\n@[1]\n\nwhen flag clicked\nset [em v] to [0]\nset [ghost v] effect to (40)\nshow\n\nwhen I receive [プログラム2 v]\np\n\ndefine p\ngo to [back v] layer\nset size to ((([sin v] of (eM) ) * (6)) + (106)) %\nchange [em v] by (20)\nset x to (((X) - (Cx)) + ((eX) * (-1)))\nset y to ((((Y) - (Cy)) - (20)) + ((eY) * (-2)))\nif <(backdrop [number v]) = [1]> then\n show\nelse\n hide\nend\n\nwhen I receive [free intro #5 v]\nstop [other scripts in sprite v]\nhide\n\n@s\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@[2]\n\nwhen I start as a clone\ngo to (random position v)\npoint in direction (pick random (1) to (360))\nset size to (pick random (11) to (55)) %\nset [ghost v] effect to (100)\ngo to [back v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n move (pick random (1) to (0)) steps\nend\nrepeat (pick random (1) to (33))\n move (pick random (1) to (0)) steps\nend\nrepeat (10)\n change [ghost v] effect by (10)\n move (pick random (1) to (0)) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n switch costume to (backdrop [number v])\nend\n\nwhen flag clicked\nforever\n repeat (pick random (1) to (3))\n create clone of (_myself_ v)\n wait (.2) seconds\n end\n wait (pick random (.5) to (2.2)) seconds\nend\n\nwhen I receive [free intro #5 v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@p\n\nwhen flag clicked\nset [s v] to [0]\ngo to x: (-180) y: (-130)\nset [ghost v] effect to (80)\ngo to [front v] layer\nset size to (80) %\nshow\nforever\n change [s v] by (21)\n if <(distance to [mouse-pointer v]) < [50]> then\n point in direction ((90) + (([sin v] of (s) ) * (5)))\n change size by (((90) - (size)) / (5))\n else\n turn right (((90) - (direction)) / (5)) degrees\n change size by (((80) - (size)) / (5))\n end\nend\n\nwhen I receive [free intro #5 v]\nstop [other scripts in sprite v]\nhide\n\n@c\n\nwhen flag clicked\nhide\nforever\n wait (pick random (8) to (10)) seconds\n if <(a) = [0]> then\n show\n パターン (pick random (1) to (4))\n hide\n end\nend\n\ndefine パターン ( )\nif <( ) = [1]> then\n clear graphic effects\n set size to (100) %\n go to x: (-300) y: (130)\n point in direction (0)\n repeat (50)\n change x by (((-130) - (x position)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n repeat until <(x position) < [-280]>\n change x by (((x position) - (-129)) / (4))\n turn right (((direction) - (91)) / (4.8)) degrees\n end\nend\nif <( ) = [2]> then\n clear graphic effects\n set size to (100) %\n go to x: (130) y: (200)\n point in direction (90)\n repeat (50)\n change y by (((130) - (y position)) / (4))\n end\n repeat until <[300] < (x position)>\n change x by (((x position) - (129)) / (4))\n end\nend\nif <( ) = [3]> then\n clear graphic effects\n set size to (0) %\n go to x: (-300) y: (-300)\n point in direction (90)\n repeat (50)\n change [bounce v] by ((((50) - (Bounce)) / (4)) + (((50) - (size)) / (4)))\n change size by (Bounce)\n change x by (((-130) - (x position)) / (4))\n change y by (((-130) - (y position)) / (4))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nif <( ) = [4]> then\n clear graphic effects\n set size to (100) %\n go to x: (130) y: (-130)\n point in direction (90)\n set [ghost v] effect to (100)\n set [bounce v] to [0.01]\n repeat (50)\n change [bounce v] by (0.08)\n go to x: ((130) + ((Bounce) * (pick random (1) to (-1)))) y: ((-130) + ((Bounce) * (pick random (1) to (-1))))\n point in direction ((90) + ((Bounce) * (pick random (2) to (-2))))\n change [ghost v] effect by (-2.5)\n end\n repeat (10)\n change [bounce v] by (0.08)\n go to x: ((130) + ((Bounce) * (pick random (1) to (-1)))) y: ((-130) + ((Bounce) * (pick random (1) to (-1))))\n point in direction ((90) + ((Bounce) * (pick random (2) to (-2))))\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [free intro #5 v]\nstop [other scripts in sprite v]\nhide\n\n | English\nJump with the up key\nMove with the left and right keys\n 日本語\n上キーでジャンプ\n左右のキーで移動 |
プラットフォーマー Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n play sound [Acoustic_2 v] until done\nend\n\nwhen I receive [ゲームスタート v]\nswitch backdrop to (背景2 v)\n\nif <(costume [name v]) = [ネコ]> then\n switch costume to (ピノ v)\nend\nif <(costume [name v]) = [ごぼ]> then\n switch costume to (ネコ v)\nend\nif <(costume [name v]) = [ナノ]> then\n switch costume to (ごぼ v)\nend\nif <(costume [name v]) = [ピノ]> then\n switch costume to (ナノ v)\nend\n\nwhen [left arrow v] key pressed\nif <(/) = [1]> then\n\ngo to x: (138) y: (-6)\n\nif <(costume [name v]) = [テラ]> then\n switch costume to (ネコ v)\nend\n\nif <(costume [name v]) = [ネコ]> then\n switch costume to (ごぼ v)\n wait until <not <touching (mouse-pointer v)?>>\nend\nif <(costume [name v]) = [ごぼ]> then\n switch costume to (ナノ v)\n wait until <not <touching (mouse-pointer v)?>>\nend\nif <(costume [name v]) = [ナノ]> then\n switch costume to (ピノ v)\n wait until <not <touching (mouse-pointer v)?>>\nend\nif <(costume [name v]) = [ピノ]> then\n switch costume to (テラ v)\n wait until <not <touching (mouse-pointer v)?>>\n if <(costume [name v]) = [テラ]> then\n switch costume to (ネコ v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nif <(costume [name v]) = [テラ]> then\n switch costume to (ネコ v)\n wait until <not <touching (mouse-pointer v)?>>\nend\n\nif <(costume [name v]) = [テラ]> then\n set [番号 v] to [5]\n set [説明 v] to [必殺技が使えるよ!それ以外はネコと同じ]\nend\n\n@軽量化\n\nset [☁ 世界最高ランキング2 v] to [1]\n\n@キャラ\n\nwhen flag clicked\nset [名前 v] to (username)\nswitch costume to (ネコ v)\nset [大きさ v] to [0]\nset [喋っていること v] to []\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <[130] < (size)>\n change size by (10)\n end\n if <mouse down?> then\n broadcast (ゲームスタート v)\n start sound [Coin v]\n end\n set [喋っていること v] to (costume [name v])\n else\n repeat until <(size) < [100]>\n change size by (-10)\n end\n set [喋っていること v] to []\n end\nend\n\nwhen [right arrow v] key pressed\nif <(/) = [1]> then\n\nwhen flag clicked\nset [/ v] to [0]\nshow variable [喋っていること v]\nshow\n\nwhen I receive [非表示 v]\nhide\nhide variable [喋っていること v]\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [ネコ]> then\n set [番号 v] to [1]\n set [説明 v] to [ネコは初心者向けだよ!]\n end\n if <(costume [name v]) = [ごぼ]> then\n set [番号 v] to [2]\n set [説明 v] to [ごぼはジャンプ力アップ!]\n end\n if <(costume [name v]) = [ナノ]> then\n set [番号 v] to [3]\n set [説明 v] to [ナノは走る速度アップ!]\n end\n if <(costume [name v]) = [ピノ]> then\n set [番号 v] to [4]\n set [説明 v] to [今までの能力全部アップ!]\n end\n if <(costume [name v]) = [テラ]> then\n set [番号 v] to [5]\n set [説明 v] to [必殺技が使えるよ!それ以外はネコと同じ]\n end\n if <(costume [name v]) = [ネコ2]> then\n set [番号 v] to [6]\n set [説明 v] to [全部の能力がアップ! vキーを押すと何かが起こる?]\n end\nend\n\nwhen I receive [次 v]\nset [判定 v] to [0]\nnext costume\nbroadcast (秒 v)\nwait until <(判定) = [1]>\n\nwhen I receive [次2 v]\nif <(/) = [1]> then\n\nwhen [left arrow v] key pressed\nif <(/) = [1]> then\n wait until <not <touching (mouse-pointer v)?>>\nelse\n if <key (left arrow v) pressed?> then\n if <(costume [name v]) = [ネコ]> then\n switch costume to (ごぼ v)\n end\n if <(costume [name v]) = [ごぼ]> then\n switch costume to (ナノ v)\n wait until <not <touching (mouse-pointer v)?>>\n end\n if <(costume [name v]) = [ナノ]> then\n switch costume to (ピノ v)\n wait until <not <touching (mouse-pointer v)?>>\n end\n if <(costume [name v]) = [ピノ]> then\n switch costume to (テラ v)\n wait until <not <touching (mouse-pointer v)?>>\n if <(costume [name v]) = [テラ]> then\n switch costume to (ネコ2 v)\n wait until <not <touching (mouse-pointer v)?>>\n if <(costume [name v]) = [ネコ2]> then\n switch costume to (ネコ v)\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\n end\n end\nend\n\nwhen I receive [ゲームスタート v]\nset [. v] to [0]\nset [タイム v] to [1]\nrepeat until <(.) = [1]>\n wait (1) seconds\n change [タイム v] by (1)\nend\n\nwhen I receive [終わり v]\nset [. v] to [1]\n\n\n\nwhen I receive [秒 v]\nwait (1) seconds\nset [判定 v] to [1]\n\nset [ghost v] effect to (100)\n\nwhen I receive [次2 v]\nnext costume\nwait until <not <touching (mouse-pointer v)?>>\n\n\n\n@喋る定義(変数に使った!)\n\ndefine 言葉 (長さ)\nset [1 v] to []\nset [2 v] to [0]\nhide variable [2 v]\nhide variable [1 v]\nrepeat (length of (長さ))\n change [2 v] by (1)\n set [1 v] to (join (1) (letter (2) of (長さ)))\n set [喋っている事 v] to (1)\n wait (0) seconds\nend\nwait (1) seconds\nset [喋っている事 v] to []\nhide variable [喋っている事 v]\n\nwhen flag clicked\nshow variable [喋っている事 v]\n言葉 [キャラクターを選んでください!]\n\n@キャラクター\n\nwhen I receive [動け v]\nset [動力\(x\) v] to [0]\nset [動力\(y\) v] to [0]\nshow\nset size to (43) %\ngo to x: (-212) y: (4)\npoint in direction (90)\nforever\n set [動力\(x\) v] to ((動力\(x\)) * (数字))\n if <key (any v) pressed?> then\n change [動力\(x\) v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n point in direction ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (90))\n else\n change [動力\(x\) v] by (<<mouse down?> and <(mouse x) > [0]>> - <<mouse down?> and <[0] > (mouse x)>>)\n point in direction ((<<mouse down?> and <(mouse x) > [0]>> - <<mouse down?> and <[0] > (mouse x)>>) * (90))\n end\n change x by (動力\(x\))\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change x by ((動力\(x\)) * (-1))\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n start sound [jump1 v]\n if <(動力\(x\)) > [0]> then\n set [動力\(x\) v] to [-7]\n else\n set [動力\(x\) v] to [7]\n end\n set [動力\(y\) v] to (能力)\n else\n set [動力\(x\) v] to [0]\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n start sound [jump1 v]\n set [動力\(y\) v] to (能力)\n end\n end\n if <touching ( ジャンプ台 v)?> then\n set [動力\(y\) v] to [20]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [動力\(y\) v] to (能力)\n end\n end\n change y by (1)\n change [動力\(y\) v] by (-1)\n change y by (動力\(y\))\n if <touching (地面 v)?> then\n change y by ((動力\(y\)) * (-1))\n set [動力\(y\) v] to [0]\n end\n if <(x position) > [230]> then\n 初期設定\n broadcast (次のステージ v)\n end\n if <(y position) < [-170]> then\n 初期設定\n end\n if <touching (バックパック 障害物 v)?> then\n 初期設定\n end\n \nend\n\ndefine 初期設定\nset [動力\(y\) v] to [0]\nset [動力\(x\) v] to [0]\ngo to x: (-201) y: (-80)\n\nwhen flag clicked\nset [/ v] to [0]\nhide\n\nwhen I receive [ゲームスタート v]\nset [/ v] to [1]\nbroadcast (動け v)\nshow\nbroadcast (非表示 v)\n\nwhen flag clicked\nforever\n if <(番号) = [1]> then\n set [必殺技追加! v] to [0]\n set [能力 v] to [0]\n switch costume to (ネコ v)\n set [数字 v] to [0.9]\n set [能力 v] to [10]\n set [必殺技追加! v] to [0]\n end\n if <(番号) = [2]> then\n set [必殺技追加! v] to [0]\n set [能力 v] to [0]\n set [能力 v] to [15]\n switch costume to (ごぼ v)\n set [必殺技追加! v] to [0]\n end\n if <(番号) = [3]> then\n set [能力 v] to [0]\n switch costume to (ナノ v)\n set [数字 v] to [0.95]\n set [能力 v] to [10]\n end\n if <(番号) = [4]> then\n set [能力 v] to [0]\n switch costume to (ピノ v)\n set [数字 v] to [0.95]\n set [能力 v] to [15]\n set [必殺技追加! v] to [0]\n end\n if <(番号) = [5]> then\n set [能力 v] to [0]\n switch costume to (テラ v)\n set [数字 v] to [0.9]\n set [能力 v] to [10]\n set [必殺技追加! v] to [1]\n set [キャラクタ= v] to [テラ]\n end\n if <(番号) = [6]> then\n set [能力 v] to [0]\n set [必殺技追加! v] to [2]\n switch costume to (ネコ2 v)\n set [能力 v] to [15]\n set [数字 v] to [0.95]\n set [キャラクタ= v] to [neko2]\n end\nend\n\nwhen [space v] key pressed\n初期設定\n\nwhen I receive [終わり v]\nif <(タイム) < (☁ 世界最高ランキング2)> then\n set [☁ 世界最高ランキング2 v] to (タイム)\n say [世界最高タイム! World's best time!]\nend\n\nset [☁ 世界最高ランキング2 v] to [100000]\n\n@地面\n\nwhen flag clicked\nset [ステージ v] to [1]\nswitch costume to (コスチューム1 v)\nforever\n if <(ステージ) = [15]> then\n broadcast (終わり v)\n end\nend\n\nwhen I receive [次のステージ v]\nchange [ステージ v] by (1)\nnext costume\n\nwhen flag clicked\nhide variable [☁ 世界最高タイム v]\nhide variable [タイム v]\ngo to x: (-3) y: (-15)\nhide\n\nwhen I receive [ゲームスタート v]\nshow variable [タイム v]\nshow\n\nwhen I receive [終わり v]\nshow variable [☁ 世界最高タイム v]\n\n@a\n\nwhen flag clicked\nset [ゲームスタート v] to [違う]\ngo to x: (-7) y: (-6)\ngo to x: (138) y: (-6)\ngo to x: (6) y: (49)\nset size to (100) %\nshow\nrepeat until <(ゲームスタート) = [そう]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ghost v] effect to (50)\n broadcast (次2 v)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [ゲームスタート v]\nset [ゲームスタート v] to [そう]\nset [ghost v] effect to (0)\nhide\n\n@雲\n\nwhen flag clicked\nset [説明 v] to []\nshow variable [説明 v]\nhide\n\nwhen I receive [ゲームスタート v]\nhide variable [説明 v]\ngo to x: (297) y: (22)\nshow\nforever\n move (-1) steps\n if <[-410] > (x position)> then\n go to x: (297) y: (22)\n end\nend\n\n@b\n\nwhen flag clicked\nset [ゲームスタート v] to [違う]\ngo to x: (-7) y: (-6)\ngo to x: (138) y: (-6)\ngo to x: (6) y: (49)\ngo to x: (61) y: (-27)\ngo to x: (6) y: (49)\ngo to x: (-153) y: (48)\nset size to (100) %\nshow\nrepeat until <(ゲームスタート) = [そう]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ghost v] effect to (50)\n broadcast (次2 v)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [ゲームスタート v]\nset [ゲームスタート v] to [そう]\nset [ghost v] effect to (0)\nhide\n\nset [タイム v] to [1]\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen [v v] key pressed\nif <(キャラクタ=) = [neko2]> then\n change [能力 v] by (0.7)\n wait (7) seconds\n set [能力 v] to [0.95]\nend\n\nset [設定 v] to [0]\nshow\nwait (3) seconds\nhide\nset [設定 v] to [1]\n\nforever\n\n@ ジャンプ台\n\nwhen flag clicked\nset [キャラクタ= v] to []\nset [設定 v] to [1]\nhide\ngo to x: (-51) y: (171)\nswitch costume to (コスチューム4 v)\nforever\n if <(キャラクタ=) = [テラ]> then\n if <(設定) = [1]> then\n go to (キャラクター v)\n change x by (-50)\n change y by (10)\n end\n end\nend\n\nwhen I receive [次のステージ v]\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n if <touching (キャラクター v)?> then\n switch costume to (コスチューム2 v)\n wait (0.1) seconds\n switch costume to (コスチューム3 v)\n wait (0.1) seconds\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen I receive [次のステージ v]\nhide\n\ngo to (キャラクター v)\n\nwhen [v v] key pressed\nif <(キャラクタ=) = [テラ]> then\n set [設定 v] to [0]\n show\n wait (3) seconds\n hide\n set [設定 v] to [1]\nend\n\n@ Turbo measures\n\nwhen flag clicked\n Turbo \n\nwhen flag clicked\n\nforever\n change [turbo judgment v] by (1)\nend\n\ndefine Turbo \n\nforever\n set [judgement time v] to [0]\n set [turbo judgment v] to [0]\n wait (0.0001) seconds\n if <[1] < (Turbo judgment)> then\n stop [all v]\n else\n Turbo \n end\nend\n\n | https://scratch.mit.edu/projects/585024955/editor\nこっちも見てね\n\n\n#games @pikattilight @Honey_Flash\n日本語は下です!\nリミックス=ok\n\nEnglish\nPlatformerMay be similar to\nI did my best to make it!\nChange the character with the right arrow\nRespawn with space key\nIf you aim for the best time in the world, you should use \nPico!\nPeople who want more stages\nPlease write in the comment section!\nenjoy!!\nIf you find it interesting, please follow us and have a heart!\nSince it is Google Translate, it may not be correct!\n\n日本語---------------------------------------------------------\nプラットフォーマーに似てるかもしれません!\n旗を押した後右向き矢印キーを押すとキャラが変わります!\n結構頑張って作ったんで見てください!\nスペースキーでリスポーン\n世界最高タイムを狙うならピコを使うといいです!\nステージを追加して欲しい人はコメ欄に書いてください\n\nテラでvキーを押すとジャンプ台が出る\nリミックスは直接言わなくてもいいです\n\n |
MATH // A Scrolling Platformer | @Stage\n\nwhen I receive [プログラム6 v]\nset [クリあ? v] to [1]\nstop all sounds\nstart sound [win v]\n\nwhen I receive [ゲームok v]\nset [クリあ? v] to [0]\nswitch backdrop to (game v)\nset volume to (60) %\n\nwhen I receive [ゲームok v]\nplay sound [Jim Yosef - Firefly pt v] until done\nif <(クリあ?) = [0]> then\n play sound [Jim Yosef - Firefly pt v] until done\nend\nif <(クリあ?) = [0]> then\n play sound [Jim Yosef - Firefly pt v] until done\nend\n\n@player\n\ndefine 位置補正y (向き) (回数)\nif <(Yv) = [0]> then\n stop [this script v]\nend\nset [α v] to [0]\nrepeat until <<not <touching (stage v)?>> or <(α) = (回数)>>\n change [α v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * ((回数) * <<(α) = (回数)> and <touching (stage v)?>>)))\nset [yv v] to [0]\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to [front v] layer\ngo to x: (0) y: (-20)\nset [動作 v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nset [x v] to [-20]\nset [y v] to [20]\nset [スクロールx v] to [-20]\nset [スクロールy v] to [20]\nset [復活x v] to [-20]\nset [復活y v] to [20]\nset [プログラム3 送った? v] to [1]\nset [ステージ v] to [1]\nset [プログラム3 送った? v] to [0]\n\nwhen I receive [プログラム1 v]\nshow\n動作\n\ndefine 動作\nset rotation style [left-right v]\nif <(動作) = [1]> then\n switch costume to (player v)\n change [yv v] by (-1.2)\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> or <key (d v) pressed?>> then\n change [xv v] by (1.3)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>> then\n change [xv v] by (-1.3)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.88))\n change x by (Xv)\n repeat (6)\n if <touching (stage v)?> then\n change y by (1)\n end\n end\n if <touching (stage v)?> then\n change y by (-6)\n change x by ((0) - (Xv))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> or <key (w v) pressed?>> then\n set [xv v] to ((7) - (<[0] < (Xv)> * (14)))\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n if <[-20] < (Yv)> then\n change y by (Yv)\n if <touching (stage v)?> then\n 位置補正y ((0) - ((Yv) / ([abs v] of (Yv) ))) ([ceiling v] of ([abs v] of (Yv) ) )\n end\n else\n change y by ((Yv) / (2))\n if <touching (stage v)?> then\n 位置補正y ((0) - ((Yv) / ([abs v] of (Yv) ))) ([ceiling v] of ([abs v] of (Yv) ) )\n end\n change y by ((Yv) / (2))\n if <touching (stage v)?> then\n 位置補正y ((0) - ((Yv) / ([abs v] of (Yv) ))) ([ceiling v] of ([abs v] of (Yv) ) )\n end\n end\n if <<(Y) < [-400]> or <touching (stage5 v)?>> then\n start sound [Bite v]\n 初期位置\n end\n change y by (-1)\n if <<touching (stage v)?> and <<<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> or <key (w v) pressed?>>> then\n set [yv v] to [16]\n end\n change y by (1)\n if <touching (stage3 v)?> then\n if <(プログラム3 送った?) = [0]> then\n broadcast (プログラム3 v)\n set [プログラム3 送った? v] to [1]\n end\n end\n if <touching (stage6 v)?> then\n set [yv v] to [25]\n end\n 処理\n broadcast (プログラム2 v)\nend\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xv v] to [0]\nset [yv v] to [0]\nset [x v] to (復活X)\nset [y v] to (復活Y)\nset [スクロールx v] to (復活X)\nset [スクロールy v] to (復活Y)\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (スクロールX)))\nchange [y v] by ((y position) - (((Y) - (スクロールY)) - (20)))\nchange [スクロールx v] by ([floor v] of (((X) - (スクロールX)) * (0.1)) )\nchange [スクロールy v] by ([floor v] of (((Y) - (スクロールY)) * (0.3)) )\nset x to ((X) - (スクロールX))\nset y to (((Y) - (スクロールY)) - (20))\n\nwhen I receive [プログラム5 v]\nchange y by (Y 記憶 送信)\n\nwhen I receive [プログラム6 v]\nset [動作 v] to [0]\nhide\n\nwhen flag clicked\nhide\n\nset [スクロールy v] to [400]\n\n@stage\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my x v] to (x座標)\nset [my y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム1 v)\nelse\n 移動 ((my x) - (スクロールX)) ((my y) - (スクロールY))\nend\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(([abs v] of (x) ) - (0)) > ([abs v] of (x position) )> or <(([abs v] of (y) ) - (0)) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (my n)\n\nwhen I start as a clone\nshow\n\nwhen I receive [プログラム6 v]\nhide\n\nwhen I receive [ゲームok v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4320] [0] [10]\nステージ配置 [4800] [0] [11]\nステージ配置 [5280] [0] [12]\nステージ配置 [5760] [0] [13]\nステージ配置 [5280] [360] [14]\nステージ配置 [5760] [720] [15]\nswitch costume to (none v)\nbroadcast (プログラム1 v)\n\nwhen flag clicked\nhide\n\n@stage2\n\nwhen flag clicked\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my x v] to (x座標)\nset [my y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(([abs v] of (x) ) - (0)) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (my n)\n\nwhen I start as a clone\nshow\n\nbroadcast (プログラム1 v)\n\nwhen I receive [プログラム6 v]\nhide\n\nwhen I receive [ゲームok v]\nhide\nステージ配置 [-122] [-80] [1]\nswitch costume to (none v)\n\n@stage3\n\ndefine ステージ配置 (x座標) (y座標) (clone id) (ステージ番号)\nswitch costume to (none v)\nset [my x v] to (x座標)\nset [my y v] to (y座標)\nadd (x座標) to [checkpoints x v]\nadd (y座標) to [checkpoints y v]\nset [clone id v] to (clone id)\nswitch costume to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(([abs v] of (x) ) - (0)) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nif <[4] > (clone ID)> then\n if <(item (clone ID) of [ステージ クリア状況 v]) = [1]> then\n switch costume to (stage2 v)\n else\n switch costume to (stage1 v)\n end\nelse\n if <[5] > (clone ID)> then\n switch costume to (stage3 v)\n else\n switch costume to (stage4 v)\n end\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [プログラム3 v]\nif <<(costume [number v]) = [2]> and <<([abs v] of ((0) - (x position)) ) < [200]> and <([abs v] of ((0) - (y position)) ) < [200]>>> then\n start sound [Collect v]\n switch costume to (stage2 v)\n if <(clone ID) > (ステージクリア状況)> then\n set [復活x v] to (item (clone ID) of [checkpoints x v])\n set [復活y v] to ((item (clone ID) of [checkpoints y v]) + (40))\n set [ステージクリア状況 v] to (clone ID)\n end\n replace item (clone ID) of [ステージ クリア状況 v] with [1]\n set [パーティクル用 チェックポイントx v] to (x position)\n set [パーティクル用 チェックポイントy v] to (y position)\n set [プログラム3 送った? v] to [0]\n broadcast (プログラム4 v)\nelse\n if <<(costume [number v]) = [4]> and <<([abs v] of ((0) - (x position)) ) < [200]> and <([abs v] of ((0) - (y position)) ) < [200]>>> then\n set [プログラム3 送った? v] to [0]\n set [クリア裏か? v] to [0]\n broadcast (プログラム6 v)\n else\n if <<(costume [number v]) = [5]> and <<([abs v] of ((0) - (x position)) ) < [200]> and <([abs v] of ((0) - (y position)) ) < [200]>>> then\n set [プログラム3 送った? v] to [0]\n set [クリア裏か? v] to [1]\n broadcast (プログラム6 v)\n end\n end\nend\nset [プログラム3 送った? v] to [0]\n\nwhen I receive [プログラム6 v]\nhide\n\nwhen I receive [ゲームok v]\nset [ステージクリア状況 v] to [0]\nset [プログラム3 送った? v] to [0]\nset [パーティクル用 チェックポイントx v] to [0]\nset [パーティクル用 チェックポイントy v] to [0]\ndelete all of [checkpoints x v]\ndelete all of [checkpoints y v]\ndelete all of [ステージ クリア状況 v]\nrepeat (4)\n add [0] to [ステージ クリア状況 v]\nend\nset [2 v] to [0]\nhide\nステージ配置 [1402] [2] [1] [1]\nステージ配置 [2660] [280] [2] [1]\nステージ配置 [4475] [-12] [3] [1]\nステージ配置 [6020] [75] [4] [3]\nステージ配置 [5840] [555] [5] [4]\nswitch costume to (none v)\n\n@stage4\n\ndefine ステージ配置 (x座標) (y座標)\nswitch costume to (none v)\nset [my x v] to (x座標)\nset [my y v] to (y座標)\nswitch costume to (舞わーん v)\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム1 v)\nelse\n 移動 ((my x) - (スクロールX)) ((my y) - (スクロールY))\nend\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(([abs v] of (x) ) - (0)) > ([abs v] of (x position) )> or <(([abs v] of (y) ) - (0)) > ([abs v] of (y position) )>> then\n hide\nend\nswitch costume to (舞わーん v)\n\nwhen I start as a clone\nshow\n\nwhen I receive [プログラム4 v]\nif <(costume [number v]) = [1]> then\n\nwhen I receive [プログラム6 v]\nhide\n\nwhen I receive [ゲームok v]\nset size to (20) %\nhide\nステージ配置 [1402] [5]\nステージ配置 [2660] [283]\nステージ配置 [4475] [-9]\nswitch costume to (none v)\n\n@stage5\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my x v] to (x座標)\nset [my y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (my n)\n\nwhen I start as a clone\nshow\n\nwhen I receive [プログラム6 v]\nhide\n\nwhen I receive [ゲームok v]\nset [1 v] to [0]\nhide\nステージ配置 [2400] [0] [1]\nステージ配置 [2880] [0] [2]\nステージ配置 [3360] [0] [3]\nステージ配置 [4800] [0] [4]\nステージ配置 [5280] [0] [5]\nswitch costume to (none v)\n\n@a\n\nwhen [1 v] key pressed\nif <(username) = [pokosuke0825]> then\n set [スクロールx v] to [1300]\n set [スクロールy v] to [200]\nend\n\nwhen [2 v] key pressed\nif <(username) = [pokosuke0825]> then\n set [スクロールx v] to [2500]\n set [スクロールy v] to [150]\nend\n\nwhen [3 v] key pressed\nif <(username) = [pokosuke0825]> then\n set [スクロールx v] to [2871]\n set [スクロールy v] to [20]\nend\n\nwhen [4 v] key pressed\nif <(username) = [pokosuke0825]> then\n set [スクロールx v] to [4361]\n set [スクロールy v] to [20]\nend\n\nwhen [5 v] key pressed\nif <(username) = [pokosuke0825]> then\n set [スクロールx v] to [5200]\n set [スクロールy v] to [20]\nend\n\nwhen [6 v] key pressed\nif <(username) = [pokosuke0825]> then\n set [スクロールx v] to [5838]\n set [スクロールy v] to [100]\nend\n\n@end\n\nwhen I receive [プログラム6 v]\nswitch costume to ((クリア裏か?) + (1))\ngo to [front v] layer\nshow\nrepeat (4)\n change [ghost v] effect by (-25)\n set x to (-10)\n set y to (10)\n wait (0.1) seconds\n set x to (10)\n set y to (-10)\n wait (0.1) seconds\nend\nrepeat (3)\n set x to (-10)\n set y to (10)\n wait (0.1) seconds\n set x to (10)\n set y to (-10)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nclear graphic effects\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\nforever\n change x by (((0) - (x position)) / (1.2))\n change y by (((0) - (y position)) / (1.2))\nend\n\n@寒くね?\n\nwhen flag clicked\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\nend\n\n@スプライト1\n\nwhen flag clicked\nreset timer\ngo to x: (0) y: (0)\nhide\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (icon v)\ncreate clone of (_myself_ v)\nwait until <not <(timer) < [1.154]>>\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム11 v)\ncreate clone of (_myself_ v)\na\nswitch costume to (コスチューム12 v)\ncreate clone of (_myself_ v)\nwait until <not <(timer) < [1.8]>>\nb\nwait until <not <(timer) < [2]>>\nb\nwait until <not <(timer) < [2.4]>>\nb\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n switch costume to (bit v)\n set size to (1000) %\n switch costume to (icon v)\n point in direction (-179)\n set [ghost v] effect to (100)\n set [pixelate v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-5)\n set size to ((((size) - (100)) * (0.8)) + (100)) %\n point in direction ((((direction) - (90)) * (0.8)) + (90))\n end\n set [変数 v] to [-40]\n repeat (40)\n set size to ((((size) - (20)) * (0.9)) + (20)) %\n turn right (3) degrees\n change x by (変数)\n change [変数 v] by (8)\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n point in direction (90)\n set size to (100) %\n show\n repeat (20)\n switch costume to (bit v)\n set size to ((((size) - (600)) * (0.8)) + (600)) %\n switch costume to (コスチューム1 v)\n end\n wait until <not <(timer) < [1.5]>>\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n go to x: (240) y: (0)\n point in direction (90)\n set size to (100) %\n show\n wait until <not <(timer) < [1.8]>>\n set [fisheye v] effect to (1)\n set [変数 v] to [10]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (コスチューム2 v)\n wait until <not <(timer) < [2]>>\n set [fisheye v] effect to (1)\n set [変数 v] to [10]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (コスチューム2 v)\n wait until <not <(timer) < [2.4]>>\n set [fisheye v] effect to (1)\n set [変数 v] to [10]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (コスチューム2 v)\n wait until <not <(timer) < [2.9]>>\n stop [other scripts in sprite v]\n go to x: (0) y: (0)\n switch costume to (bit v)\n repeat (20)\n switch costume to (bit v)\n set size to ((((size) - (9000)) * (0.8)) + (9000)) %\n switch costume to (コスチューム15 v)\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n set size to (100) %\n show\n repeat (6)\n move (10) steps\n next costume\n wait (0) seconds\n end\n delete this clone\nend\nif <(costume [number v]) = [13]> then\n point in direction (90)\n set size to (120) %\n set [fisheye v] effect to (3)\n set [変数 v] to [10]\n go to x: (0) y: (0)\n show\n wait until <not <(timer) < [1.8]>>\n switch costume to (コスチューム13 v)\n set size to (120) %\n set [fisheye v] effect to (3)\n set [変数 v] to [10]\n wait until <not <(timer) < [2]>>\n switch costume to (コスチューム14 v)\n set size to (120) %\n set [fisheye v] effect to (3)\n set [変数 v] to [10]\n wait until <not <(timer) < [2.4]>>\n switch costume to (コスチューム12 v)\n set size to (120) %\n set [fisheye v] effect to (3)\n set [変数 v] to [10]\n wait until <not <(timer) < [2.9]>>\n delete this clone\nend\nif <(costume [number v]) = [14]> then\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n show\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\ndefine a\ngo to x: (240) y: (0)\npoint in direction (-30)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\npoint in direction (-60)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\npoint in direction (-90)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\npoint in direction (-120)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\npoint in direction (-150)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム11 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [13]> then\n forever\n set size to ((((size) - (100)) * (0.9)) + (100)) %\n set [変数 v] to ((変数) * (0.9))\n set [fisheye v] effect to (変数)\n end\nend\nif <(costume [number v]) = [4]> then\n forever\n switch costume to (bit v)\n set size to ((((size) - (1000)) * (0.8)) + (1000)) %\n switch costume to (コスチューム2 v)\n set [変数 v] to ((変数) * (0.9))\n set [fisheye v] effect to (変数)\n end\nend\n\ndefine b\ngo to (random position v)\nswitch costume to (コスチューム3 v)\npoint in direction (90)\nrepeat (12)\n create clone of (_myself_ v)\n turn left (30) degrees\nend\nswitch costume to (コスチューム11 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nplay sound [TheFatRat - Solitude v] until done\nbroadcast (ゲームok v)\n\n@背景\n\nwhen I receive [ゲームok v]\ngo to [back v] layer\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@stage6\n\ndefine ステージ配置 (x座標) (y座標)\nswitch costume to (none v)\nset [my x v] to (x座標)\nset [my y v] to (y座標)\nswitch costume to (π\(ばね) v)\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (π\(ばね) v)\n\nwhen I start as a clone\nshow\n\nwhen I receive [プログラム6 v]\nhide\n\nwhen I receive [ゲームok v]\nset [1 v] to [0]\nhide\nステージ配置 [5050] [-45]\nステージ配置 [5350] [-45]\nステージ配置 [5500] [-45]\nswitch costume to (none v)\n\n | 数学(算数)を舞台にしたplatformerです!\n♥と★をよろしくお願いします!!!!!\nplease ♥ and ★!!!\n\n◣操作方法/How to play◢\n←→で移動/←→keys to move\n↑でジャンプ/↑key to jump\nモバイル対応!\nmobile friendly!\n\nクリアしたらコメントで教えてね!(裏クリも)\nネタバレは禁止!\n@lightblue012 さんが前に裏ゴールを作っていたので僕も真似して作ってみました!裏ゴール分かりやすい\nです!\n今回は前回のより短いかも!?\n@lightblue012さんと@TNTendさんに♥と★つけてもらえた!\nゲーム2ページ目! |
Notebook || a platformer (Part 1) | @Stage\n\nwhen I receive [new level v]\nnext backdrop\n\nwhen I receive [1 v]\nswitch backdrop to (xy-grid-30px2 v)\n\nwhen flag clicked\nswitch backdrop to (xy-grid-30px thumbnail v)\n\n@Platforms\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nset [level v] to [0]\nset [level v] to [0]\n\nwhen I receive [1 v]\nshow\n\n@Player\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (1 v)\n else\n switch costume to (4 v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (2 v)\n else\n switch costume to (4 v)\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (3 v)\n else\n switch costume to (4 v)\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-207) y: (-183)\nforever\n switch costume to (11319744_48x3 v)\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\ndefine Special Detections\nset volume to (80) %\nif <<touching (spikes v)?> or <touching color (#ff0000)?>> then\n go to x: (-210) y: (-79)\n play sound [Crunch v] until done\nend\nif <touching (eraser v)?> then\n change [y v] by (15)\n start sound [Drum Boing v]\nend\n\nwhen I receive [new level v]\ngo to x: (-207) y: (-39)\nchange [level v] by (1)\n\nwhen flag clicked\ngo to x: (-199) y: (-89)\nchange [☁ data v] by (1)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (2 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-8)\nend\ndelete this clone\n\nwhen backdrop switches to [xy-grid-30px8 v]\ngo to x: (-199) y: (-89)\n\n@Spikes\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@end\n\nwhen flag clicked\nshow\n\nwhen flag clicked\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 flag clicked\nforever\n if <([costume # v] of [platforms v]) = [12]> then\n hide\n else\n show\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nbroadcast (1 v)\n\n@red ink\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [xy-grid-30px4 v]\nforever\n glide (1) secs to x: (27) y: (-126)\n wait (0.8) seconds\n glide (1) secs to x: (27) y: (-134)\n wait (0.8) seconds\nend\n\nwhen backdrop switches to [xy-grid-30px5 v]\nhide\n\nwhen backdrop switches to [xy-grid-30px4 v]\nshow\n\n@eraser\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [xy-grid-30px9 v]\nshow\ngo to x: (-97) y: (-92)\n\nwhen backdrop switches to [xy-grid-30px10 v]\nhide\n\nwhen backdrop switches to [xy-grid-30px6 v]\nhide\n\n | If it’s lagging, try https://turbowarp.org/490653250\nAfter hours of work, I present you my first platformer ~ Notebook ! \nAll levels are POSSIBLE.\nPlease do not say any hate or bad comments there or else I will report you.\n-------------------------------------------------------------------------\nI N S T R U C T I O N S :\n-Arrow keys or tap to move (mobile-friendly)\n-Don't touch everything that has block your way !!! Like spikes, ink...\n-Press the green flag TWICE or use full screen\n\n3000 VIEWS <33 |
Sterlon || A Platformer | @Stage\n\nwhen I receive [setup v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [Song 1 v] until done\n play sound [Song 2 v] until done\nend\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 []\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\npoint in direction (-90)\nchange [level v] by (1)\nwait (1) seconds\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n set size to (25) %\n set rotation style [left-right v]\nend\n\nwhen flag clicked\npoint in direction (-90)\nswitch costume to (1 v)\nforever\n if <key (left arrow v) pressed?> then\n point in direction (90)\n next costume\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (-90)\n next costume\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n point in direction (direction)\n switch costume to (1 v)\n end\nend\n\nwhen [r v] key pressed\nGame-Die\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 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 (costume1 v)\n hide\n end\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n | |
Diamond Alley #Games #Platformer#Mobile Friendly | @Stage\n\nwhen I receive [ruby alley v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [start game v]\nbroadcast (Start v)\nswitch backdrop to (backdrop1 v)\nforever\n play sound [the-score-feat-blackbear_-_dreamin \(1\) v] until done\nend\n\n@Player\n\nwhen [space v] key pressed\nforever\n hide\n broadcast (Outro v)\n hide\nend\n\nwhen flag clicked\nhide variable [dead v]\nhide variable [level v]\nhide variable [skip v]\nhide variable [xv v]\nhide variable [yv v]\nhide\n\nwhen I receive [start v]\nshow\nTick\n\ndefine Tick\nshow\nset [dead v] to [0]\nset [level v] to [1]\nset size to (100) %\nReset\nforever\n create clone of (_myself_ v)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (1 v)\n change [xv v] by (1)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(Dead) = [0]>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change x by ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.8)\n change y by (Yv)\n if <touching (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<touching (spikes v)?> or <touching (lava v)?>> then\n Dead\n end\n if <(y position) < [-180]> then\n Dead\n end\nend\n\ndefine Reset\nclear graphic effects\npoint in direction (90)\ngo to x: (-197) y: (-50)\nswitch costume to (1 v)\nset [dead v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (100) %\nshow\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change [color v] effect by (20)\n change size by (-1.5)\nend\ndelete this clone\n\ndefine Dead\nset [dead v] to [1]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nReset\n\nwhen I receive [start v]\nforever\n if <<[240] < (x position)> and <(Dead) = [0]>> then\n broadcast (Next Level v)\n change [level v] by (1)\n Reset\n end\nend\n\nwhen I receive [1 v]\nReset\n\nwhen I receive [start v]\nshow\nforever\n forever\n if <touching (bounce v)?> then\n set [yv v] to [23]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n play sound [Movie 2 v] until done\nend\n\nwhen I receive [shattered ruby v]\nsay [Oh-No! The Ruby Is Shattered!] for (2) seconds\n\n@Platform\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen [space v] key pressed\nhide\nbroadcast (Outro v) and wait\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\n\n@Spikes\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen [space v] key pressed\nhide\nbroadcast (Outro v)\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nswitch costume to (1 v)\n\nwhen flag clicked\ngo to x: (35) y: (20)\nhide\n\nwhen I receive [start v]\nforever\n if <(costume [number v]) = [2]> then\n go to x: (-1) y: (-43)\n end\n if <(costume [number v]) = [4]> then\n go to x: (6) y: (-45)\n end\n if <(costume [number v]) = [5]> then\n go to x: (-22) y: (-68)\n end\n if <(costume [number v]) = [6]> then\n go to x: (32) y: (-62)\n end\n if <(costume [number v]) = [7]> then\n broadcast (Ruby Alley v)\n go to x: (-1) y: (-35)\n end\n if <(costume [number v]) = [8]> then\n go to x: (35) y: (18)\n end\n if <(costume [number v]) = [9]> then\n go to x: (35) y: (18)\n broadcast (The Great Ruby v)\n end\nend\n\n@Skip Button...\n\nwhen flag clicked\nhide\nset [skip v] to [0]\n\nwhen I receive [start v]\nshow\nshow\nset [skip v] to [1]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n switch costume to (costume2 v)\n else\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Skip) = [1]> then\n if <not <(Level) = [14]>> then\n change [level v] by (1)\n end\nend\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (50)\nhide\n\nwhen I receive [start v]\nforever\n wait (2) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (5))\ngo to [back v] layer\ngo to x: (200) y: (pick random (50) to (180))\nshow\nrepeat until <(x position) < [-197]>\n change x by (-3)\n if <touching (line v)?> then\n delete this clone\n end\nend\nrepeat (10)\n hide\n delete this clone\nend\n\n@Line\n\nwhen flag clicked\nswitch costume to (blue alley v)\n\nwhen I receive [ruby alley v]\nswitch costume to (red alley v)\n\n@The Ruby\n\nwhen flag clicked\nhide\n\nwhen I receive [the great ruby v]\nshow\nswitch costume to (the ruby v)\nif <touching (player v)?> then\n repeat (1)\n switch costume to (shattered ruby v)\n broadcast (Shattered Ruby v)\n say [I Am Not Shattered Ha-ha] for (2) seconds\n end\nelse\n if <not <touching (player v)?>> then\n end\nend\n\n@Enimie\n\nwhen flag clicked\nhide\n\nwhen I receive [shattered ruby v]\nshow\nwait (3) seconds\nbroadcast (Shattered Diamond v)\nsay [You Shattered Our Ruby! Now I Will Shatter Your Diamond...] for (5) seconds\n\n@The Diamond\n\nwhen flag clicked\nhide\n\nwhen I receive [shattered diamond v]\nswitch costume to (the diamond v)\ngo to x: (-43) y: (224)\nshow\nglide (4) secs to x: (-193) y: (21)\nif <touching (platform v)?> then\n switch costume to (shattered diamond v)\n broadcast (To Be Continued v)\n wait (2) seconds\nend\n\n@To Be Continued...\n\nwhen flag clicked\nhide\n\nwhen I receive [to be continued v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\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@Intro\n\nwhen flag clicked\nset [intro v] to [0]\nclear graphic effects\nset size to (100) %\nhide\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nwait (3.4) seconds\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nwait until <(INTRO) = [1]>\ngo to x: (-180) y: (0)\nswitch costume to (4 v)\nset size to (100) %\nrepeat (4)\n create clone of (_myself_ v)\n change [color v] effect by (50)\n change x by (120)\n wait (0.1) seconds\nend\nwait until <(INTRO) = [2]>\nswitch costume to (5 v)\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nbroadcast (Start Game v) and wait\n\nwhen I start as a clone\nshow\n\nwhen I start as a clone\nif <(costume [name v]) = [1]> then\n go to x: (0) y: (0)\n go to [back v] layer\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [2]> then\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [3]> then\n go to x: (0) y: (-190)\n go to [front v] layer\n set [vel v] to [20]\n repeat (20)\n change [vel v] by (-1)\n change y by (Vel)\n end\n set [intro v] to [1]\n repeat (4)\n change size by (10)\n wait (0.1) seconds\n end\n wait (0.5) seconds\n set [vel v] to [0]\n repeat (20)\n change [vel v] by (-1)\n change y by (Vel)\n end\n switch costume to (6 v)\n go to x: (0) y: (190)\n set [vel v] to [-20]\n repeat (20)\n change [vel v] by (1)\n change y by (Vel)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [4]> then\n change y by (190)\n go to [back v] layer\n go [forward v] (1) layers\n set [vel v] to [-20]\n repeat (20)\n change [vel v] by (1)\n change y by (Vel)\n end\n wait (1) seconds\n repeat (10)\n change [color v] effect by (10)\n end\n wait (1) seconds\n set [intro v] to [2]\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [5]> then\n set size to (100) %\n go to x: (0) y: (233)\n set [vel v] to [-22]\n repeat (22)\n go to [front v] layer\n change [vel v] by (1)\n change y by (Vel)\n end\n set [intro v] to [3]\n wait (1) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n broadcast (START GAME v)\n delete this clone\nend\n\nset [vel v] to [20]\n\nwhen I start as a clone\nif <not <(costume [name v]) = [5]>> then\n wait until <(INTRO) = [3]>\n delete this clone\nend\n\n | This Took Me A Lot Of Time To Make *Phew* So Yeah WASD Or Arrow Keys To Move , This Game Has A Story In It So Pay Attention And To Get A Cinimatic In The End , You Have To Touch The Ruby And Move Away From It To Get A Cinimatic. Pls Heart And Fave:)\nUpdate: Made The Cavern Spikes Level A Bit Easier Because People Were Saying It's To Hard;D\nTuesday,23rd Feb: Thx Guys For 100 Views Within A Day! This Game Has The Most Views In My Account AND Its Only A Day My Second Most Views Is That TIC-TAC-TOE Game And Till Now It Has Only 50 Views But Here In 1 Day I got 100 Views AND 11 Heart And Fave Imean That's Also The MAX Heart And Fave I Got! Didnt Now It Would Be So Good!\n |
Outline: A Platformer | @Stage\n\nwhen stage clicked\nif <(backdrop [number v]) < [7]> then\n next backdrop\nend\n\nwhen flag clicked\n\nwhen flag clicked\nswitch backdrop to (backdrop15 v)\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch backdrop to (costume1 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n play sound [Goodbye v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine move out (dx) (dy)\nrepeat until <not <<touching color (#ffffff)?> or <touching color (#efff00)?>>>\n change x by (dx)\n change y by (dy)\nend\n\ndefine Check Player Gravity\nchange [player speed y v] by (FORCE GRAVITY)\nchange y by (Player Speed Y)\nif <<touching color (#ffffff)?> or <touching color (#efff00)?>> then\n if <(Player Speed Y) > [0]> then\n move out [0] [-1]\n set [player speed y v] to [0]\n else\n move out [0] [1]\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> and <not <touching color (#efff00)?>>> then\n set [player speed y v] to (FORCE JUMP)\n else\n set [player speed y v] to [0]\n end\n end\nend\n\ndefine Check Player Walk\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n switch costume to (join [left] (COlor))\n change [player speed x v] by ((-1) * (FORCE WALK))\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (join [right] (COlor))\n change [player speed x v] by ((1) * (FORCE WALK))\nend\nset [player speed x v] to ((Player Speed X) * (0.7))\nchange x by (Player Speed X)\nif <(Player Speed X) > [0]> then\n move out [-1] [0]\nelse\n move out [1] [0]\nend\n\ndefine Check Player Touching\nif <[224] < (x position)> then\n broadcast (Complete level v) and wait\n Reset Player Position\n next backdrop\nend\nif <touching color (#78f90a)?> then\n set [player speed y v] to [15]\nend\nif <touching color (#ff0000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n Reset Player Position\nend\nif <(y position) < [-175]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n Reset Player Position\nend\n\ndefine Reset Player Position\nswitch costume to (right1 v)\nclear graphic effects\ngo to x: (-155) y: (-110)\n\nwhen flag clicked\nset [level # v] to [1]\n\nwhen I start as a clone\nswitch costume to (left2 v)\n\nwhen I receive [color v]\nnext costume\nset [color v] to [2]\n\nwhen flag clicked\nset [color v] to [1]\n\nbroadcast (Start v)\n\nwhen I receive [start v]\nswitch costume to (join [right] (COlor))\nhide\nwait until <(backdrop [number v]) = [7]>\nshow\nReset Player Position\nset [force walk v] to [2]\nset [force gravity v] to [-.6]\nset [force jump v] to [10]\nset [player speed x v] to [0]\nforever\n Check Player Gravity\n Check Player Walk\n Check Player Touching\nend\n\nwhen [r v] key pressed\nReset Player Position\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset size to (100) %\nhide\nwait until <(backdrop [number v]) = [20]>\nshow\nwait until <touching (player v)?>\nbroadcast (COlor v)\nhide\n\n@thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\nset size to (100) %\nset volume to (100) %\nstart sound [yt1s v]\npoint in direction (90)\nset [my variable v] to [0]\nswitch costume to (p2 v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nrepeat (6)\n change [my variable v] by (1)\n create clone of (_myself_ v)\nend\nwait (2) seconds\nhide\nwait (6) seconds\nrepeat (100)\n change volume by (-1)\nend\nbroadcast (Start v)\n\nwhen I start as a clone\nhide\nset size to (50) %\nif <(my variable) = [6]> then\n show\n set size to (100) %\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (costume4 v)\n wait (6.36) seconds\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (costume4 v)\n repeat (26)\n change x by ((() - ([abs v] of ((x position) - (5)) )) / (5))\n end\n hide\nend\nif <(my variable) = [5]> then\n go to x: (0) y: (-80)\n hide\n switch costume to (costume3 v)\n wait (1.5) seconds\n show\n go to [back v] layer\n go [forward v] (1) layers\n wait ((1) + (.5)) seconds\n repeat until <(y position) > [-1]>\n change y by (((0) - (y position)) * (.1))\n end\n wait (.5) seconds\n repeat until <(y position) > [24]>\n change y by (((35) - (y position)) * (.1))\n end\nend\nif <(my variable) = [4]> then\n hide\n switch costume to (costume2 v)\n wait (1.5) seconds\n show\n go to [front v] layer\n wait (4) seconds\nend\nif <(my variable) = [3]> then\n show\n go to [back v] layer\n switch costume to (costume1 v)\n go to x: (-140) y: (0)\n wait (1.5) seconds\n repeat until <(x position) > [-1]>\n go to x: ((x position) * (.85)) y: (0)\n end\n wait (.5) seconds\n repeat until <(y position) > [27]>\n change y by (((30) - (y position)) * (.1))\n end\nend\nif <(my variable) = [2]> then\n show\n go to [front v] layer\n switch costume to (p v)\n wait (1) seconds\n repeat until <(x position) < [-79]>\n go to x: ((x position) + (((-80) - (x position)) * (.2))) y: (0)\n end\n go to [front v] layer\n wait (4) seconds\n repeat until <(x position) > [195]>\n go to x: ((x position) + (((197) - (x position)) * (.2))) y: (0)\n end\n repeat (26)\n change x by ((() - ([abs v] of ((x position) - (200)) )) / (5))\n end\nend\nif <(my variable) = [1]> then\n show\n go to [front v] layer\n switch costume to (costume4 v)\n set size to (100) %\n wait (1) seconds\nend\ndelete this clone\n\n | -ˏˋ Outline: A Platformer ˊˎ-\n\nNow mobile friendly!\nArrow keys or WASD to move on a pc, drag your finger to move on mobile. Avoid red, and don't fall down to the bottom of the screen. Press R to restart.\nAll levels are possible.\nEnjoy!\n\n-------------------------------------------------------------------------\n\n↪ Backstory\n\nAt first, all was well in Happyland. Everything was exciting and filled with color. LOTS of color. And everyone was happy.\nBut soon, Mr. Trim rose to power.\nHe liked everything trim and neat, and not a single hair\nin his moustache was ever out of place. He scrutinized\neverything through his spotless monocle.\nHe didn't like all the boisterous, wild color bursting from\nevery nook and cranny in Happyland. In places, there was even some color out of the lines. Now, he couldn't have that!\nSo he decided to remove all color from Happyland. Only nice, neat outlines were left. He stored all the magically compressed color in a little bottle he secretly hid away. \nMr. Trim was happy. But not everyone else was.\nSoon, Happyland became . . . a little less happy. Its\nresidents forgot what it was like to have a life full of color. Life in Happyland became boring, even drab.\nBut then, one small cube decided to take action...\nto find the bottle and restore color to Happyland!\n\nDISCLAIMER: The resemblance of Mr.Trim to any other political figure is entirely coincidental. \n\n-------------------------------------------------------------------------\n\n↪ Platformer engine (modified by me): @griffpatch_tutor\n↪ Intro: @-Potaton-\n↪ Music: @-Xaf-\n\n-------------------------------------------------------------------------\n\n33rd on trending platformers!\n\n#Games #All #Platformer #Games #All #Platformer #Games #All #Platformer #Games #All #Platformer #Games #All #Platformer #Games #All #Platformer #Games #All #Platformer #Games #All #Platformer #Games #All #Platformer #Games #All #Platformer #Games #All #Platformer #Games #All #Platformer #Story #Backstory #Outline #Bring #Back #Color #To #Happyland |
Mini World || A Platformer Ver. 3.0 #games #all #platformer | @Stage\n\nwhen flag clicked\nset volume to (90) %\nforever\n play sound [Vexento - Flare v] until done\nend\n\nwhen [m v] key pressed\nif <(username) = [master7-tv-]> then\n change [the level v] by (1)\n broadcast (Next Level v)\nend\n\n@Player Trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n@Spikes/ Lava\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [6]> then\n go to x: (69) y: (-30)\n wait (1.9) seconds\n repeat (5)\n change y by (-10)\n end\n wait (1) seconds\n else\n go to [back v] layer\n go to x: (72) y: (-36)\n end\nend\n\n@Player\n\nwhen flag clicked\nset [proof v] to [0]\nset [connect v] to [0]\nset [blue skin id v] to [0]\nset [the level v] to [1]\nbroadcast (Next Level v)\nswitch costume to (player 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 switch costume to (crouch v)\n else\n if <(blue skin ID) = [1]> then\n switch costume to (blue skin v)\n else\n switch costume to (player v)\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/ lava v)?> then\n change [death v] by (1)\n broadcast (Reset v)\n create clone of (_myself_ v)\n if <<touching (spikes/ lava v)?> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n change [death v] by (1)\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <(blue skin ID) = [1]> then\n switch costume to (blue crouch v)\n else\n switch costume to (crouch v)\n end\n else\n if <(blue skin ID) = [1]> then\n switch costume to (blue skin v)\n else\n switch costume to (player v)\n end\n end\n if <<touching (second ai v)?> or <touching (red cubes v)?>> then\n change [death v] by (1)\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <touching (blue v)?> then\n change [death v] by (1)\n broadcast (Reset v)\n end\n if <touching (saws v)?> then\n change [death v] by (1)\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n end\nend\n\ngo to [front v] layer\n\nswitch costume to (crouch v)\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen I receive [switch to blue skin v]\nset [connect v] to [1]\nset [blue skin id v] to [1]\nset [proof v] to [1]\nswitch costume to (blue skin v)\n\n@Ground\n\nwhen flag clicked\nwait (2) seconds\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (Show-Clone 1 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n set [clone # v] to [2]\n broadcast (delete clones v)\n end\n if <(costume [number v]) = [10]> then\n set [clone # v] to [2]\n broadcast (delete clones v)\n end\nend\n\nbroadcast (Show-Clone 1 v)\nstop [this script v]\n\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (Show Clone - 2 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [15]> then\n switch backdrop to (cave v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [18]> then\n switch backdrop to (outside v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [19]> then\n broadcast (cloud v)\n stop [this script v]\n end\nend\n\n@Cloud\n\nwhen flag clicked\nhide\ncreate clone of (_myself_ v)\nwait (3) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (pick random (197) to (196)) y: (pick random (168) to (131))\nshow\nrepeat until <touching (_edge_ v)?>\n change x by (-2)\nend\nhide\ncreate clone of (_myself_ v)\n\n\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@Words\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nwait (2) seconds\ngo to [front v] layer\n\n@Blue \n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\n@Notify\n\nwhen flag clicked\nset [notify now v] to [0]\ngo to x: (0) y: (300)\nset [ghost v] effect to (100)\nforever\n if <(Notify now) = [1]> then\n go to [front v] layer\n broadcast (Show v)\n switch costume to (costume13 v)\n repeat until <(round (y position)) = [150]>\n change y by (((150) - (y position)) / (8))\n change [ghost v] effect by (-4)\n end\n wait (1.5) seconds\n repeat (10)\n change y by (((220) - (y position)) / (8))\n change [ghost v] effect by (10)\n end\n wait (0.8) seconds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [4]> then\n set [notify now v] to [1]\n end\nend\n\nwhen flag clicked\nset [notify now v] to [0]\ngo to x: (0) y: (300)\nset [ghost v] effect to (100)\nforever\n if <(Notify now) = [2]> then\n go to [front v] layer\n broadcast (Show Skip Button v)\n switch costume to (costume2 v)\n repeat until <(round (y position)) = [150]>\n change y by (((150) - (y position)) / (8))\n change [ghost v] effect by (-4)\n end\n wait (1.5) seconds\n repeat (10)\n change y by (((220) - (y position)) / (8))\n change [ghost v] effect by (10)\n end\n wait (0.8) seconds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [12]> then\n set [notify now v] to [2]\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [19]> then\n set [notify now v] to [3]\n end\nend\n\nwhen flag clicked\nset [notify now v] to [0]\ngo to x: (0) y: (300)\nset [ghost v] effect to (100)\nforever\n if <(Notify now) = [3]> then\n go to [front v] layer\n broadcast (Show Skip Button v)\n switch costume to (costume3 v)\n repeat until <(round (y position)) = [150]>\n change y by (((150) - (y position)) / (8))\n change [ghost v] effect by (-4)\n end\n wait (1.5) seconds\n repeat (10)\n change y by (((220) - (y position)) / (8))\n change [ghost v] effect by (10)\n end\n wait (0.8) seconds\n stop [this script v]\n end\nend\n\n@Shop Buttons\n\nwhen flag clicked\nset [stop v] to []\nhide\n\nwhen I receive [show v]\nswitch costume to (costume1 v)\ngo to x: (-217) y: (162)\nshow\nforever\n repeat until <(stop) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (((80) + (size)) / (2)) %\n set [brightness v] effect to (10)\n else\n set size to (((70) + (size)) / (2)) %\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (Open Store v)\n\nwhen I receive [open store v]\nset [stop v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\ngo to [front v] layer\n\n\n\nwhen I receive [close v]\nset [stop v] to []\nbroadcast (Show v)\n\nwhen flag clicked\nforever\n if <<([costume # v] of [ground v]) = [15]> or <([costume # v] of [ground v]) = [16]>> then\n go to [front v] layer\n end\nend\n\n@Sun\n\nwhen flag clicked\nset size to (100) %\n\n@Coin\n\nwhen flag clicked\nshow\nclear graphic effects\nset [level xp v] to [0]\nset [count v] to [0]\ngo to x: (0) y: (0)\nforever\n if <<(count) = [0]> and <touching (player v)?>> then\n if <(count) = [1]> then\n stop [this script v]\n end\n start sound [Collect v]\n change [level xp v] by (1)\n set [count v] to [1]\n repeat (10)\n change y by (5)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\nwhen flag clicked\nhide variable [level xp v]\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [open store v]\nshow variable [level xp v]\n\nwhen I receive [close v]\nhide variable [level xp v]\n\n@Close\n\nwhen flag clicked\nhide\n\nwhen I receive [open store v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Close v)\n hide\n end\nend\n\nwhen I receive [open store v]\n\nwhen I receive [open store v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\nrepeat (3)\n go to [front v] layer\nend\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <<([costume # v] of [ground v]) = [15]> or <([costume # v] of [ground v]) = [16]>>> then\n broadcast (Close v)\n hide\n end\nend\n\nwhen I receive [open store v]\nshow\nif <<([costume # v] of [ground v]) = [15]> or <([costume # v] of [ground v]) = [16]>> then\n forever\n go to [front v] layer\n end\nend\n\n@Buy-Blue Skin\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [open v] to []\nset [showing v] to []\nset [baught v] to [0]\n\nwhen I receive [open store v]\nif <(Proof) = [0]> then\n show\n wait (0.07) seconds\n go to [front v] layer\nend\n\nif <not <<(Level XP) = [1]> or <<(Level XP) = [2]> or <<(Level XP) = [3]> or <<(Level XP) = [4]> or <<(Level XP) = [6]> or <<(Level XP) = [7]> or <<(Level XP) = [8]> or <<(Level XP) = [9]> or <<(Level XP) = [10]> or <<(Level XP) = [11]> or <(Level XP) = [12]>>>>>>>>>>>> then\n say [Sorry, you do not have enough coins] for (2) seconds\nend\nif <<(Level XP) = [1]> and <<(connect) = [1]> and <<touching (mouse-pointer v)?> and <mouse down?>>>> then\n stop [this script v]\nend\n\nwhen I receive [close v]\nhide\n\nwhen this sprite clicked\nif <<touching (mouse-pointer v)?> and <<mouse down?> and <<(Level XP) = [1]> or <<(Level XP) = [2]> or <<(Level XP) = [3]> or <(Level XP) = [4]>>>>>> then\n change [level xp v] by (-1)\n broadcast (switch to blue skin v)\n set [open v] to [a]\n hide\nelse\n say [Sorry, you do not have the amount of coins] for (2) seconds\nend\n\nwhen I receive [open store v]\n\n@Red Cubes\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen I start as a clone\nif <(Clone #) = [1]> then\n show\n repeat until <(Clone #) = [2]>\n go to x: (-85) y: (-57)\n repeat (3)\n change x by (-10)\n end\n wait (2) seconds\n repeat (3)\n change x by (10)\n end\n wait (2) seconds\n end\n delete this clone\nend\n\nwhen I receive [show-clone 1 v]\nset [clone # v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I receive [delete clones v]\nDelete Clones\n\ndefine Delete Clones\ndelete this clone\n\nwhen I receive [show clone - 2 v]\nset [clone # v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone #) = [3]> then\n show\n repeat until <(Clone #) = [2]>\n go to x: (-179) y: (118)\n end\n delete this clone\nend\n\n@Coin2\n\nwhen flag clicked\nhide variable [level xp v]\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nshow\nclear graphic effects\nset [level xp v] to [0]\nset [count v] to [0]\ngo to x: (0) y: (0)\nforever\n if <<(count) = [0]> and <touching (player v)?>> then\n if <(count) = [1]> then\n stop [this script v]\n end\n start sound [Collect v]\n change [level xp v] by (1)\n set [count v] to [1]\n repeat (10)\n change y by (5)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\nwhen I receive [open store v]\nshow variable [level xp v]\n\nwhen I receive [close v]\nhide variable [level xp v]\n\n@second AI\n\nwhen flag clicked\nrepeat (10)\n hide\n set [clone # v] to []\nend\n\nwhen I receive [show-clone 1 v]\nset [clone # v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone #) = [1]> then\n show\n repeat until <(Clone #) = [2]>\n go to x: (148) y: (86)\n repeat (3)\n change x by (-20)\n end\n wait (3) seconds\n repeat (3)\n change x by (20)\n end\n wait (2) seconds\n end\n delete this clone\nend\n\nwhen I receive [delete clones v]\nDelete Clone\n\ndefine Delete Clone\ndelete this clone\n\nwhen I start as a clone\nif <(Clone #) = [3]> then\n show\n repeat until <(Clone #) = [2]>\n go to x: (55) y: (11)\n repeat (3)\n change x by (-20)\n end\n wait (3) seconds\n repeat (3)\n change x by (20)\n end\n wait (2) seconds\n end\n delete this clone\nend\n\nwhen I receive [show clone - 2 v]\nset [clone # v] to [3]\ncreate clone of (_myself_ v)\n\n@Saws\n\nwhen flag clicked\ngo to [back v] layer\nforever\n turn right (6) degrees\nend\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Coin3\n\nwhen flag clicked\nhide variable [level xp v]\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nshow\nclear graphic effects\nset [level xp v] to [0]\nset [count v] to [0]\ngo to x: (0) y: (0)\nforever\n if <<(count) = [0]> and <touching (player v)?>> then\n if <(count) = [1]> then\n stop [this script v]\n end\n start sound [Collect v]\n change [level xp v] by (1)\n set [count v] to [1]\n repeat (10)\n change y by (5)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\nwhen I receive [open store v]\nshow variable [level xp v]\n\nwhen I receive [close v]\nhide variable [level xp v]\n\ngo to [front v] layer\n\n@Replace\n\nwhen flag clicked\nhide\n\nwhen I receive [aa v]\nshow\n\nwhen this sprite clicked\nsay [Hm, you go this already...] for (2) seconds\n\nwhen I receive [close v]\nhide\n\nwhen I receive [open store v]\nif <[] = [k]> then\n show\nend\n\n@Level Transition\n\n@Skip\n\nwhen I receive [show skip button v]\nswitch costume to (costume1 v)\ngo to x: (-176) y: (162)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (((80) + (size)) / (2)) %\n set [brightness v] effect to (10)\n else\n set size to (((70) + (size)) / (2)) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\nset [skip v] to [0]\n\nwhen this sprite clicked\nbroadcast (Next Level v) and wait\nchange [skip v] by (1)\nchange [the level v] by (1)\n\nwhen flag clicked\nforever\n if <<([costume # v] of [ground v]) = [15]> or <([costume # v] of [ground v]) = [16]>> then\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nswitch backdrop to (outside v)\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [19]> then\n hide\n end\nend\n\n@Coin4\n\nwhen flag clicked\nhide variable [level xp v]\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nshow\nclear graphic effects\nset [level xp v] to [0]\nset [count v] to [0]\ngo to x: (0) y: (0)\nforever\n if <<(count) = [0]> and <touching (player v)?>> then\n if <(count) = [1]> then\n stop [this script v]\n end\n start sound [Collect v]\n change [level xp v] by (1)\n set [count v] to [1]\n repeat (10)\n change y by (5)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\nwhen I receive [open store v]\nshow variable [level xp v]\n\nwhen I receive [close v]\nhide variable [level xp v]\n\n@Sprite1\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\nend\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nforever\n go to [front v] layer\nend\n\n@Skip2\n\nwhen flag clicked\nset [death v] to [0]\nset [score v] to [0]\nhide variable [☁ world record v]\nset [time v] to [0]\nhide variable [death v]\nhide variable [score v]\n\nwhen flag clicked\nwait (1.1) seconds\nrepeat until <([costume # v] of [ground v]) = [19]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [19]> then\n show\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [cloud stop v] to [0]\nhide\n\nwhen this sprite clicked\nbroadcast (cloud scores v)\n\nwhen I receive [cloud scores v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume2 v)\nshow variable [☁ world record v]\nshow variable [death v]\nshow variable [score v]\nset [cloud stop v] to [1]\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [19]> then\n broadcast (show cloud now v)\n stop [this script v]\n end\nend\n\nwhen I receive [close cloud v]\nset [cloud stop v] to []\nhide variable [death v]\nhide variable [score v]\nhide variable [☁ world record v]\nbroadcast (show cloud now v)\n\nwhen I receive [show cloud now v]\nshow\ngo to x: (-216) y: (117)\nswitch costume to (costume1 v)\nforever\n repeat until <(cloud stop) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (((80) + (size)) / (2)) %\n set [brightness v] effect to (10)\n else\n set size to (((70) + (size)) / (2)) %\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [cloud v]\nset [score v] to ((6000) - ((death) * (2)))\nchange [score v] by ((score) - ((time) / (2)))\nchange [score v] by ((score) - ((skip) / (2)))\nchange [score v] by ((score) - ((Level XP) * (1)))\nif <(score) > (☁ World Record)> then\n set [☁ world record v] to (score)\nend\n\nwhen flag clicked\nrepeat (50)\n hide\nend\n\n@Cloud close\n\nwhen flag clicked\nhide\n\nwhen I receive [cloud scores v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (close cloud v)\n hide\n end\nend\n\nwhen I receive [open store v]\n\nwhen this sprite clicked\n\n | Double click for less lag!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nHello! Welcome to Mini World A Platformer! Collect coins to buy skins in the shop (currently only 1). Make sure to watch out for Spikes, Red Enemys, Lava, and Water..?\nThis project took 3 days to make!\nFor More Skins! Comment down below!\nThis is the first time I used the shop feature! \nIntructions\nWASD or arrow keys to move\nYou can wall jump\n |
Fantasy Land | Platformer | #Games #Art #All | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen flag clicked\nbroadcast (go v)\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [go v]\ngo to x: (-203) y: (115)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (-217) y: (-20)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume4 v)\n end\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume5 v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#1c642a)?> or <<touching color (#3d2c18)?> or <touching color (#deceff)?>>> then\n change y by (1)\n end\n if <<touching color (#1b672b)?> or <<touching color (#3d2c18)?> or <touching color (#deceff)?>>> then\n change y by (1)\n end\n if <<touching color (#1b672b)?> or <<touching color (#3d2c18)?> or <touching color (#deceff)?>>> then\n change y by (1)\n end\n if <<touching color (#1b672b)?> or <<touching color (#3d2c18)?> or <touching color (#deceff)?>>> then\n change y by (1)\n end\n if <<touching color (#1c642a)?> or <<touching color (#3d2c18)?> or <touching color (#deceff)?>>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#1c642a)?> or <<touching color (#3d2c18)?> or <touching color (#deceff)?>>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching color (#1b652a)?> or <<touching color (#3d2c18)?> or <touching color (#deceff)?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#53ddca)?> then\n go to x: (-217) y: (-20)\n broadcast (oof v)\n end\n if <(x position) > [228]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n broadcast (new lvl v)\n end\nend\n\nwhen [left arrow v] key pressed\nswitch costume to (costume2 v)\n\nwhen [right arrow v] key pressed\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <touching (shrooms v)?> then\n broadcast (collect v)\n else\n wait until <touching (shrooms v)?>\n end\nend\n\n@shrooms \n\nwhen flag clicked\nshow\ngo to x: (0) y: (-123)\nset [score v] to [0]\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [2]> then\n go to x: (-10) y: (-1)\n else\n wait until <(backdrop [number v]) = [2]>\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [3]> then\n go to x: (-75) y: (-50)\n else\n wait until <(backdrop [number v]) = [3]>\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [4]> then\n go to x: (81) y: (-74)\n else\n wait until <(backdrop [number v]) = [4]>\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [5]> then\n go to x: (0) y: (38)\n else\n wait until <(backdrop [number v]) = [5]>\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [6]> then\n go to x: (-40) y: (-123)\n else\n wait until <(backdrop [number v]) = [6]>\n end\nend\n\nwhen I receive [collect v]\nhide\n\nwhen flag clicked\nwait (0.5) seconds\nshow\n\nwhen I receive [collect v]\nstart sound [Suction Cup v]\nchange [score v] by (1)\n\nwhen I receive [new lvl v]\nshow\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [7]> then\n go to x: (148) y: (-84)\n else\n wait until <(backdrop [number v]) = [7]>\n end\nend\n\nwhen I receive [new lvl v]\nif <(backdrop [number v]) = [5]> then\n show\nelse\n wait until <(backdrop [number v]) = [5]>\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [8]> then\n go to x: (22) y: (-49)\n else\n wait until <(backdrop [number v]) = [8]>\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [11]> then\n hide\n broadcast (woo v)\n else\n wait until <(backdrop [number v]) = [11]>\n end\nend\n\nwhen I receive [go v]\nshow\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [9]> then\n go to x: (-42) y: (29)\n else\n wait until <(backdrop [number v]) = [9]>\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [10]> then\n go to x: (57) y: (39)\n else\n wait until <(backdrop [number v]) = [10]>\n end\nend\n\n@end\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [woo v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [woo v]\nif <(score) > [9]> then\n switch costume to (costume2 v)\nend\n\nwhen I receive [woo v]\nif <(score) < [10]> then\n switch costume to (costume1 v)\nend\n\nwhen I receive [go v]\nhide\n\n@thumbnail \n\nwhen flag clicked\nreset timer\nhide\ngo to x: (0) y: (-480)\nforever\n set [timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (timer)\nset size to (100) %\nshow\ngo to [front v] layer\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\nend\nset y to (0)\n\n@music/mute\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n set [mute v] to [Yes]\n set volume to (0) %\n switch costume to (costume2 v)\n stop all sounds\nelse\n set [mute v] to [No]\n switch costume to (costume1 v)\n set volume to (100) %\nend\n\nwhen flag clicked\nset [mute v] to [No]\nswitch costume to (costume1 v)\nforever\n if <(Mute) = [No]> then\n play sound [Floating Lands v] until done\n end\nend\n\n@pop up\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nrepeat (100)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [new lvl v]\nhide\n\n | |
Minecraft Platformer #games #minecraft | @Stage\n\nwhen flag clicked\nforever\n play sound [Minecraft Music v] until done\nend\n\n@Steve\n\ndefine Touch Ground\nif <(Yv) > [0]> then\n repeat until <not <touching (block v)?>>\n change y by (-1)\n set [yv v] to [0]\n end\nelse\n repeat until <not <touching (block v)?>>\n change y by (1)\n set [yv v] to [0]\n set [falling v] to [0]\n end\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<touching (block v)?> or <(falling) < [5]>>> then\n set [yv v] to [9]\nend\n\ndefine Touch Wall\nrepeat (10)\n if <touching (block v)?> then\n change y by (1)\n end\nend\nif <touching (block v)?> then\n change x by ((round (Xv)) * (-1))\n change y by (-10)\n set [xv v] to [0]\nend\n\ndefine Reset\nclear graphic effects\nshow\nset size to (35) %\ngo to x: (-147) y: (-21)\nset [xv v] to [0]\nset [yv v] to [0]\nset [falling v] to [0]\nset [state v] to [Alive]\nshow variable [blocks left v]\nshow variable [level v]\n\nwhen flag clicked\nhide variable [blocks left v]\nhide variable [level v]\n\ndefine Mouse touch steve?\nif <<touching (mouse-pointer v)?> or <(distance to [mouse-pointer v]) < [35]>> then\n set [mouse touch steve? v] to [1]\nelse\n set [mouse touch steve? v] to [0]\nend\n\nwhen I receive [start v]\nReset\nforever\n if <(State) = [Alive]> then\n switch costume to (steve v)\n Mouse touch steve?\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.8))\n change x by (round (Xv))\n Touch Wall\n change [yv v] by (-1)\n change [falling v] by (1)\n change y by (Yv)\n Touch Ground\n set [blocks left v] to (length of [blocks v])\n Detect Lava <touching (lava v)?>\n Detect Next Level <touching (diamond v)?>\n end\nend\n\ndefine Detect Lava <touch lava>\nif <touch lava> then\n start sound [Disconnect v]\n set [state v] to [Dead]\n Fade\n broadcast (Delete Clones v) and wait\n broadcast (Reset v)\n Reset\nend\n\ndefine Fade\nclear graphic effects\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\nwait (0.5) seconds\n\ndefine Detect Next Level <next level>\nif <next level> then\n start sound [Connect v]\n set [state v] to [Next Level]\n Fade\n change [level v] by (1)\n broadcast (Delete Clones v) and wait\n broadcast (Reset v)\n Reset\n broadcast (Next Level v)\nend\n\nset [state v] to [Dead]\nFade\nbroadcast (Delete Clones v) and wait\nbroadcast (Reset v)\nReset\n\n@Block\n\nwhen flag clicked\nset [level v] to [1]\nReset\nforever\n set [block snap v] to [16]\n switch costume to (empty v)\n Go to mouse\n Render Block (join (x position) (join [::] (y position)))\n if <not <key (space v) pressed?>> then\n set [mouse down? v] to [0]\n end\nend\n\ndefine Go to mouse\ngo to x: (mouse x) y: (mouse y)\nset x to ((round ((x position) / (block snap))) * (block snap))\nset y to ((round ((y position) / (block snap))) * (block snap))\n\ndefine Render Block (position)\nif <<key (space v) pressed?> and <<(Mouse touch steve?) = [0]> and <<(mouse down?) = [0]> and <<not <[blocks in use v] contains (position)?>> and <<[blocks v] contains [Grass Block]?> or <[blocks v] contains [Dirt Block]?>>>>>> then\n set [block rendering1 v] to [Dirt Block]\n switch costume to (Block Rendering1)\n add (position) to [blocks in use v]\n delete (1) of [blocks v]\n create clone of (_myself_ v)\n set [mouse down? v] to [1]\nend\n\nwhen I start as a clone\ngo to [back v] layer\nif <(Block Rendering1) = [Dirt Block]> then\n switch costume to (dirt block v)\nend\nif <(Block Rendering1) = [Grass Block]> then\n switch costume to (grass block v)\nend\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n delete (item # of (join (x position) (join [::] (y position))) in [blocks in use v]) of [blocks in use v]\n add (Block Rendering1) to [blocks v]\n delete this clone\n end\nend\n\ndefine Set Level\nif <(Level) = [1]> then\n set [block rendering1 v] to [Grass Block]\n Make Row Blocks - Start: [0] [-5] End: [-15]\n Make Row Blocks - Start: [1] [-6] End: [15]\n set [block rendering1 v] to [Dirt Block]\n Make Row Blocks - Start: [0] [-6] End: [-15]\n Make Row Blocks - Start: [-15] [-7] End: [15]\n Make Row Blocks - Start: [-15] [-8] End: [15]\n Make Row Blocks - Start: [-15] [-9] End: [15]\n Make Row Blocks - Start: [-15] [-10] End: [15]\n repeat (2)\n add [Dirt Block] to [blocks v]\n end\nelse\n if <(Level) = [2]> then\n set [block rendering1 v] to [Grass Block]\n Make Row Blocks - Start: [-4] [-5] End: [-15]\n Make Row Blocks - Start: [0] [-5] End: [3]\n Make Row Blocks - Start: [7] [-5] End: [15]\n set [block rendering1 v] to [Dirt Block]\n Make Row Blocks - Start: [0] [-6] End: [-15]\n Make Row Blocks - Start: [-15] [-7] End: [15]\n Make Row Blocks - Start: [-15] [-8] End: [15]\n Make Row Blocks - Start: [-15] [-9] End: [15]\n Make Row Blocks - Start: [-15] [-10] End: [15]\n else\n if <(Level) = [3]> then\n set [block rendering1 v] to [Grass Block]\n Make Row Blocks - Start: [0] [-5] End: [-15]\n Render Level Blocks [15] [-5]\n Render Level Blocks [14] [-5]\n Render Level Blocks [13] [-5]\n set [block rendering1 v] to [Dirt Block]\n Make Row Blocks - Start: [0] [-6] End: [-15]\n Make Row Blocks - Start: [0] [-7] End: [-15]\n Make Row Blocks - Start: [0] [-8] End: [-15]\n Make Row Blocks - Start: [0] [-9] End: [-15]\n Make Row Blocks - Start: [0] [-10] End: [-15]\n Make Column Blocks - Start: [13] [-6] End: [-10]\n Make Column Blocks - Start: [14] [-6] End: [-10]\n Make Column Blocks - Start: [15] [-6] End: [-10]\n else\n if <(Level) = [4]> then\n set [block rendering1 v] to [Grass Block]\n Make Row Blocks - Start: [-8] [-5] End: [-15]\n set [block rendering1 v] to [Dirt Block]\n Make Row Blocks - Start: [-8] [-6] End: [-15]\n Make Row Blocks - Start: [-8] [-7] End: [-15]\n Make Row Blocks - Start: [-8] [-8] End: [-15]\n Make Row Blocks - Start: [-8] [-9] End: [-15]\n Make Row Blocks - Start: [-8] [-10] End: [-15]\n else\n if <(Level) = [5]> then\n set [block rendering1 v] to [Grass Block]\n Make Row Blocks - Start: [-9] [-5] End: [-15]\n set [block rendering1 v] to [Dirt Block]\n Make Row Blocks - Start: [-9] [-6] End: [-15]\n else\n if <(Level) = [6]> then\n set [block rendering1 v] to [Grass Block]\n Make Row Blocks - Start: [-9] [-5] End: [-15]\n else\n if <(Level) = [7]> then\n set [block rendering1 v] to [Grass Block]\n Render Level Blocks [-9] [-5]\n set [block rendering1 v] to [Dirt Block]\n Render Level Blocks [-9] [-6]\n else\n if <(Level) = [8]> then\n set [block rendering1 v] to [Grass Block]\n Make Row Blocks - Start: [-7] [-5] End: [-15]\n set [block rendering1 v] to [Dirt Block]\n Make Row Blocks - Start: [-15] [-6] End: [15]\n Make Row Blocks - Start: [-15] [-6] End: [15]\n Make Row Blocks - Start: [-15] [-7] End: [15]\n Make Row Blocks - Start: [-15] [-8] End: [15]\n Make Row Blocks - Start: [-15] [-9] End: [15]\n Make Row Blocks - Start: [-15] [-10] End: [15]\n Make Row Blocks - Start: [-15] [-11] End: [15]\n Make Row Blocks - Start: [-6] [-5] End: [15]\n Make Row Blocks - Start: [-6] [-4] End: [15]\n Make Row Blocks - Start: [-6] [-3] End: [15]\n else\n if <(Level) = [9]> then\n set [block rendering1 v] to [Grass Block]\n Render Level Blocks [-9] [-5]\n Render Level Blocks [2] [4]\n Render Level Blocks [12] [-5]\n else\n if <(Level) = [10]> then\n set [block rendering1 v] to [Grass Block]\n Render Level Blocks [-9] [-5]\n else\n set [block rendering1 v] to [Grass Block]\n Make Row Blocks - Start: [0] [-5] End: [-15]\n Make Row Blocks - Start: [1] [-6] End: [15]\n set [block rendering1 v] to [Dirt Block]\n Make Row Blocks - Start: [0] [-6] End: [-15]\n Make Row Blocks - Start: [-15] [-7] End: [15]\n Make Row Blocks - Start: [-15] [-8] End: [15]\n Make Row Blocks - Start: [-15] [-9] End: [15]\n Make Row Blocks - Start: [-15] [-10] End: [15]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nset [block rendering1 v] to [Dirt Block]\n\ndefine Reset\ndelete all of [blocks in use v]\ndelete all of [blocks v]\nset [block snap v] to [16]\nSet Level\n\nwhen [c v] key pressed\n\nshow variable [mouse x, y v]\nGo to mouse\nset [mouse x, y v] to (join ((x position) / (block snap)) (join [, ] ((y position) / (block snap))))\n\ndefine Render Level Blocks (x) (y)\nswitch costume to (Block Rendering1)\nadd (join ((x) * (block snap)) (join [::] ((y) * (block snap)))) to [blocks in use v]\ngo to x: ((x) * (block snap)) y: ((y) * (block snap))\ncreate clone of (_myself_ v)\n\nwait until <not <key (space v) pressed?>>\n\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\n\nRender Level Blocks [0] [-5]\nRender Level Blocks [-1] [-5]\nRender Level Blocks [-2] [-5]\nRender Level Blocks [-3] [-5]\nRender Level Blocks [-4] [-5]\nRender Level Blocks [-5] [-5]\nRender Level Blocks [-6] [-5]\nRender Level Blocks [-7] [-5]\nRender Level Blocks [-8] [-5]\nRender Level Blocks [-9] [-5]\nRender Level Blocks [-10] [-5]\nRender Level Blocks [-11] [-5]\n\ndefine Make Row Blocks - Start: (x1) (y1) End: (x2)\nset [render row1 v] to [0]\nrepeat (([abs v] of ((x1) - (x2)) ) + (1))\n Render Level Blocks ((x1) + (Render Row1)) (y1)\n if <((x1) - (x2)) > [0]> then\n change [render row1 v] by (-1)\n else\n change [render row1 v] by (1)\n end\nend\n\nset [block rendering1 v] to [Grass Block]\n\nwhen I receive [delete clones v]\ndelete all of [blocks in use v]\ndelete all of [blocks v]\ndelete this clone\n\nwhen I receive [reset v]\nReset\n\ndefine Make Column Blocks - Start: (x1) (y1) End: (y2)\nset [render column1 v] to [0]\nrepeat (([abs v] of ((y1) - (y2)) ) + (1))\n Render Level Blocks (x1) ((y1) + (Render Column1))\n if <((y1) - (y2)) > [0]> then\n change [render column1 v] by (-1)\n else\n change [render column1 v] by (1)\n end\nend\n\nRender Level Blocks [9] [-10]\nRender Level Blocks [10] [-10]\nRender Level Blocks [11] [-10]\nRender Level Blocks [12] [-10]\n\nMake Row Blocks - Start: [-6] [-2] End: [15]\nMake Row Blocks - Start: [-6] [-1] End: [15]\nMake Row Blocks - Start: [-6] [0] End: [15]\nMake Row Blocks - Start: [-6] [1] End: [15]\nMake Row Blocks - Start: [-6] [2] End: [15]\nMake Row Blocks - Start: [-6] [3] End: [15]\nMake Row Blocks - Start: [-6] [4] End: [15]\nMake Row Blocks - Start: [-6] [5] End: [15]\nMake Row Blocks - Start: [-6] [6] End: [15]\nMake Row Blocks - Start: [-6] [7] End: [15]\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\nwait (2) seconds\nbroadcast (Start v)\nset [ghost v] effect to (0)\nrepeat (100)\n change [ghost v] effect by (1)\nend\nset [ghost v] effect to (100)\n\nhide\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nRender Level\n\ndefine Render Level\nRender Row - Start: [15] [-11] End [-15]\nif <(Level) = [2]> then\n Render Row - Start: [-3] [-5] End [-1]\n Render Row - Start: [4] [-5] End [6]\n Render Row - Start: [1] [-6] End [15]\nelse\n if <(Level) = [3]> then\n Render Row - Start: [1] [-10] End [12]\n Render Row - Start: [1] [-9] End [12]\n else\n if <(Level) = [4]> then\n Render Row - Start: [-7] [-10] End [15]\n else\n if <(Level) = [5]> then\n Render Row - Start: [15] [-11] End [-15]\n Render Row - Start: [15] [-10] End [-15]\n Render Row - Start: [15] [-9] End [-15]\n else\n if <(Level) = [6]> then\n Render Row - Start: [15] [-10] End [-15]\n else\n if <(Level) = [7]> then\n Render Row - Start: [15] [-10] End [-15]\n else\n if <(Level) = [9]> then\n Render Row - Start: [15] [8] End [-15]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Render Row - Start: (x1) (y1) End (x2)\nset [render row1 v] to [0]\nrepeat (([abs v] of ((x1) - (x2)) ) + (1))\n Render Level Blocks ((x1) + (Render Row1)) (y1)\n if <((x1) - (x2)) > [0]> then\n change [render row1 v] by (-1)\n else\n change [render row1 v] by (1)\n end\nend\n\ndefine Render Level Blocks (x) (y)\nswitch costume to (lava v)\ngo to x: ((x) * (block snap)) y: ((y) * (block snap))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\n\nwhen I receive [next level v]\nRender Level\n\nrepeat (10)\nend\n\ndefine Render Column Blocks - Start: (x1) (y1) End: (y2)\nset [render column1 v] to [0]\nrepeat (([abs v] of ((y1) - (y2)) ) + (1))\n Render Level Blocks (x1) ((y1) + (Render Column1))\n if <((y1) - (y2)) > [0]> then\n change [render column1 v] by (-1)\n else\n change [render column1 v] by (1)\n end\nend\n\nRender Row - Start: [15] [0] End [-15]\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [reset v]\nRender Level\n\nif then\nend\n\nRender Row - Start: [15] [-11] End [-15]\n\n@Diamond\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset size to (80) %\nshow\nSet Level\n\ndefine Set Level\nif <(Level) = [8]> then\n show\n go to x: (219) y: (-137)\nelse\n if <(Level) = [11]> then\n hide\n else\n show\n go to x: (219) y: (-45)\n end\nend\n\nwhen I receive [next level v]\nset size to (80) %\nshow\nSet Level\n\nwhen I receive [reset v]\nset size to (80) %\nshow\nSet Level\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n | MAKE SURE TO READ ALL THE INSTRUCTIONS!!! \nWelcome to Minecraft Platformer!\n- Arrow keys or WASD to move\n- Click to mine blocks\n- Space to place blocks\n- Get to the diamond\n- Avoid Lava\n- There are 10 levels!\n- You CANNOT place blocks over lava, other blocks, or near you (Steve)\n- If you can't place anymore, it is most likely you ran out of dirt so go mine some more \n- When you mine a block, it automatically adds it into your inventory\n- So far, you can only place dirt blocks. But it will change in the future :D (check out updates in notes and credits)\n- When you place a block it subtracts it from your inventory\n- Have fun! :D |
Aqua 4 - A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (images v)\n\nwhen backdrop switches to [images v]\nwait (2.5) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\nswitch backdrop to (images2 v)\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nswitch backdrop to (images2 v)\n\nwhen I receive [gamestart v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nswitch backdrop to (backdrop1 v)\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [costume change v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nswitch backdrop to (shop v)\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nswitch backdrop to (shop v)\n\nwhen I receive [music change v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nswitch backdrop to (images4 v)\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nswitch backdrop to (images4 v)\n\nwhen I receive [home v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nswitch backdrop to (images2 v)\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nswitch backdrop to (images2 v)\n\nwhen flag clicked\nhide variable [coins: v]\n\nwhen backdrop switches to [images2 v]\nhide variable [deaths: v]\n\nwhen flag clicked\n\n@Welcome!\n\nwhen flag clicked\nhide\n\n@Player\n\nwhen flag clicked\nswitch costume to (black v)\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen I receive [gamestart v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [gamestart v]\ngo to x: (-200) y: (-46)\nshow\nforever\n go to [front v] layer\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [player: xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [player: xv v] by (-1)\n end\n set [player: xv v] to ((Player: Xv) * (0.85))\n change x by (Player: 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 y by (1)\n if <touching (ground v)?> then\n change x by ((Player: Xv) * (-1))\n if <key (up arrow v) pressed?> then\n if <(Player: Xv) > [0]> then\n set [player: xv v] to [-5]\n else\n set [player: xv v] to [5]\n end\n set [player: yv v] to [10]\n else\n set [player: xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [player: yv v] by (-1)\n change y by (Player: Yv)\n if <touching (ground v)?> then\n change y by ((Player: Yv) * (-1))\n set [player: yv v] to [1]\n end\n if <touching (roof hitbox v)?> then\n set [player: yv v] to [5]\n change y by ((Player: Yv) * (-1))\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [player: yv v] to [14]\n end\n end\n if <not <touching (ground v)?>> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [player: yv v] by (-0.75)\n end\n end\n if <touching color (#7500ff)?> then\n set [player: yv v] to [25]\n end\n change y by (-1)\n if <(x position) > [237]> then\n broadcast (nextcostume v)\n go to x: (-200) y: (-46)\n set [player: xv v] to [0]\n set [player: yv v] to [0]\n end\n if <(y position) < [-179]> then\n go to x: (-200) y: (-46)\n set [player: xv v] to [0]\n set [player: yv v] to [0]\n end\n if <touching (obstacles v)?> then\n go to x: (-200) y: (-46)\n set [player: xv v] to [0]\n set [player: yv v] to [0]\n end\n if <touching (chainsaw v)?> then\n go to x: (-200) y: (-46)\n set [player: xv v] to [0]\n set [player: yv v] to [0]\n end\n if <touching (chainsaw2 v)?> then\n go to x: (-200) y: (-46)\n set [player: xv v] to [0]\n set [player: yv v] to [0]\n end\n if <touching (chainsaw3 v)?> then\n go to x: (-200) y: (-46)\n set [player: xv v] to [0]\n set [player: yv v] to [0]\n end\n if <touching (chainsaw4 v)?> then\n go to x: (-200) y: (-46)\n set [player: xv v] to [0]\n set [player: yv v] to [0]\n end\n if <touching (bossphase v)?> then\n go to x: (-200) y: (-46)\n set [player: xv v] to [0]\n set [player: yv v] to [0]\n end\n if <touching color (#00fdff)?> then\n broadcast (bossdefeated v)\n end\nend\n\nwhen flag clicked\nset [costume v] to [1]\n\nwhen I receive [gamestart v]\nif <(costume) = [1]> then\n switch costume to (black v)\nelse\n if <(costume) = [2]> then\n switch costume to (aqua v)\n else\n if <(costume) = [3]> then\n switch costume to (red v)\n else\n if <(costume) = [4]> then\n switch costume to (yellow v)\n else\n if <(costume) = [5]> then\n switch costume to (green v)\n else\n if <(costume) = [6]> then\n switch costume to (purple v)\n else\n if <(costume) = [7]> then\n switch costume to (orange v)\n else\n if <(costume) = [8]> then\n switch costume to (white v)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (black v)\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(costume) = [1]> then\n switch costume to (black trail v)\n repeat (100)\n change [ghost v] effect by (10)\n end\nelse\n if <(costume) = [2]> then\n switch costume to (aqua trail v)\n repeat (100)\n change [ghost v] effect by (10)\n end\n else\n if <(costume) = [3]> then\n switch costume to (red trail v)\n repeat (100)\n change [ghost v] effect by (10)\n end\n else\n if <(costume) = [4]> then\n switch costume to (yellow trail v)\n repeat (100)\n change [ghost v] effect by (10)\n end\n else\n if <(costume) = [5]> then\n switch costume to (green trail v)\n repeat (100)\n change [ghost v] effect by (10)\n end\n else\n if <(costume) = [6]> then\n switch costume to (purple trail v)\n repeat (100)\n change [ghost v] effect by (10)\n end\n else\n if <(costume) = [7]> then\n switch costume to (orange trail v)\n repeat (100)\n change [ghost v] effect by (10)\n end\n else\n if <(costume) = [8]> then\n switch costume to (white trail v)\n repeat (100)\n change [ghost v] effect by (10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\ndelete this clone\n\n@Play\n\nwhen I receive [costume change v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen backdrop switches to [images4 v]\nhide\n\nwhen backdrop switches to [images2 v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (external-content2 v)\n else\n switch costume to (external-content3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-25)\nend\n\nwhen this sprite clicked\nbroadcast (gamestart v)\nhide\n\nwhen I receive [gamestart v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\n\nwhen I receive [nextcostume v]\nnext costume\nchange [level v] by (1)\n\nwhen I receive [gamestart v]\nset [level v] to [1]\nswitch costume to (1 v)\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen I receive [6 v]\n\n@Title\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-25)\nend\n\nwhen I receive [gamestart v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen backdrop switches to [images2 v]\nset [turn v] to [0]\ngo to x: (0) y: (30)\nset size to (100) %\nforever\n change [turn v] by (4)\n change size by ((2.5) * ([cos v] of (turn) ))\n if <(turn) > [360]> then\n set [turn v] to [0]\n set size to (100) %\n end\nend\n\nwhen I receive [costume change v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen backdrop switches to [images4 v]\nhide\n\nwhen backdrop switches to [images2 v]\nforever\n if <touching (mouse-pointer v)?> then\n change [color v] effect by (25)\n else\n set [color v] effect to (0)\n end\nend\n\nswitch costume to (cool text - aqua 312875523892287-costume2 v)\n\nwhen this sprite clicked\nrepeat (24)\n turn right (15) degrees\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\n@Me\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-25)\nend\n\nwhen I receive [gamestart v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen I receive [costume change v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen backdrop switches to [images4 v]\nhide\n\nwhen backdrop switches to [images2 v]\nset [turn v] to [0]\ngo to x: (0) y: (-150)\nset size to (100) %\nforever\n change [turn v] by (4)\n change size by ((0.1) * ([cos v] of (turn) ))\n if <(turn) > [360]> then\n set [turn v] to [0]\n set size to (100) %\n end\nend\n\nwhen backdrop switches to [images2 v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (cool text - a helios production 313139249799744-costume2 v)\n else\n switch costume to (cool text - a helios production 313139249799744-costume1 v)\n end\nend\n\nwhen this sprite clicked\nrepeat (24)\n turn right (15) degrees\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\n@MuiscSystem\n\nwhen flag clicked\nswitch costume to (music-symbols-clipart-1-costume1 v)\nhide\n\nwhen backdrop switches to [images2 v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-25)\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 (0) %\n end\nend\n\nwhen backdrop switches to [images2 v]\nset [turn v] to [0]\ngo to x: (349) y: (-150)\nset size to (100) %\nforever\n change [turn v] by (4)\n change size by ((1) * ([cos v] of (turn) ))\n if <(turn) > [360]> then\n set [turn v] to [0]\n set size to (100) %\n end\nend\n\nwhen flag clicked\nforever\n play sound [AGST - Away v] until done\nend\n\nwhen I receive [gamestart v]\nforever\n show\nend\n\n@Costumes\n\nwhen backdrop switches to [images4 v]\nhide\n\nwhen backdrop switches to [images4 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [shop v]\nhide\n\nwhen backdrop switches to [images2 v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (327607_hanger-png2 v)\n else\n switch costume to (327607_hanger-png v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nhide\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-25)\nend\n\nwhen this sprite clicked\nbroadcast (costume change v)\nhide\n\nwhen I receive [gamestart v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\n@Sketchbook\n\nwhen flag clicked\nhide\n\n@home\n\nwhen backdrop switches to [shop v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (black2 v)\n else\n switch costume to (black v)\n end\nend\n\nwhen I receive [shop v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen I receive [inventory v]\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [shop v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (home v)\n\nwhen backdrop switches to [images4 v]\nshow\n\n@Obstacles\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\n\nwhen I receive [nextcostume v]\nnext costume\n\nwhen I receive [gamestart v]\nswitch costume to (1 v)\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen I receive [gamestart v]\nset [level v] to [1]\nforever\n if <(level) = [1]> then\n switch costume to (1 v)\n else\n if <(level) = [2]> then\n switch costume to (2 v)\n else\n if <(level) = [3]> then\n switch costume to (3 v)\n else\n if <(level) = [4]> then\n switch costume to (4 v)\n else\n if <(level) = [5]> then\n switch costume to (5 v)\n else\n if <(level) = [6]> then\n switch costume to (6 v)\n else\n if <(level) = [7]> then\n switch costume to (7 v)\n else\n if <(level) = [8]> then\n switch costume to (8 v)\n else\n if <(level) = [9]> then\n switch costume to (9 v)\n else\n if <(level) = [10]> then\n switch costume to (10 v)\n else\n if <(level) = [11]> then\n switch costume to (11 v)\n else\n if <(level) = [12]> then\n switch costume to (12 v)\n else\n if <(level) = [13]> then\n switch costume to (13 v)\n else\n if <(level) = [14]> then\n switch costume to (14 v)\n else\n if <(level) = [15]> then\n switch costume to (15 v)\n else\n if <(level) = [16]> then\n switch costume to (16 v)\n else\n if <(level) = [17]> then\n switch costume to (17 v)\n else\n if <(level) = [18]> then\n switch costume to (18 v)\n else\n if <(level) = [19]> then\n switch costume to (19 v)\n else\n if <(level) = [20]> then\n switch costume to (20 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\nend\n\n@Sun\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\n\nwhen I receive [gamestart v]\nshow\n\nwhen backdrop switches to [images2 v]\nhide\n\n@Man\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen I receive [gamestart v]\nwait (19) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen I receive [quest v]\n\n@ManQuote\n\nwhen flag clicked\nhide\nswitch costume to (0 v)\n\nwhen I receive [gamestart v]\ngo to [front v] layer\nhide\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (2)\n change [ghost v] effect by (-25)\nend\nswitch costume to (2 v)\nwait (3) seconds\nswitch costume to (3 v)\nwait (3) seconds\nswitch costume to (7 v)\nwait (3) seconds\nswitch costume to (5 v)\nwait (3) seconds\nswitch costume to (6 v)\nwait (3) seconds\nswitch costume to (4 v)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\ngo to [back v] layer\nhide\n\n@Costume\n\nwhen backdrop switches to [shop v]\nswitch costume to (black v)\n\nwhen I receive [shop v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen I receive [inventory v]\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nshow\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [shop v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (black v)\n\nwhen I receive [rightarrow v]\nnext costume\n\nwhen I receive [leftarrow v]\nif <(costume [number v]) = [1]> then\n switch costume to (white v)\nelse\n if <(costume [number v]) = [2]> then\n switch costume to (black v)\n else\n if <(costume [number v]) = [3]> then\n switch costume to (aqua v)\n else\n if <(costume [number v]) = [4]> then\n switch costume to (red v)\n else\n if <(costume [number v]) = [5]> then\n switch costume to (yellow v)\n else\n if <(costume [number v]) = [6]> then\n switch costume to (green v)\n else\n if <(costume [number v]) = [7]> then\n switch costume to (purple v)\n else\n if <(costume [number v]) = [8]> then\n switch costume to (orange v)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [costume v] to [1]\n else\n if <(costume [number v]) = [2]> then\n set [costume v] to [2]\n else\n if <(costume [number v]) = [3]> then\n set [costume v] to [3]\n else\n if <(costume [number v]) = [4]> then\n set [costume v] to [4]\n else\n if <(costume [number v]) = [5]> then\n set [costume v] to [5]\n else\n if <(costume [number v]) = [6]> then\n set [costume v] to [6]\n else\n if <(costume [number v]) = [7]> then\n set [costume v] to [7]\n else\n if <(costume [number v]) = [8]> then\n set [costume v] to [8]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (black v)\nhide\n\n@leftarrow\n\nwhen backdrop switches to [shop v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (black2 v)\n else\n switch costume to (black v)\n end\nend\n\nwhen I receive [shop v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen I receive [inventory v]\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nshow\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [shop v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (black v)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (leftarrow v)\n\n@right arrow\n\nwhen backdrop switches to [shop v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (black2 v)\n else\n switch costume to (black v)\n end\nend\n\nwhen I receive [shop v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen I receive [inventory v]\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nshow\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [shop v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (black v)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (rightarrow v)\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-25)\nend\n\nwhen I receive [gamestart v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen I receive [costume change v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen backdrop switches to [images4 v]\nhide\n\nwhen backdrop switches to [images2 v]\nset [turn v] to [0]\ngo to x: (0) y: (-150)\nset size to (100) %\nforever\n change [turn v] by (4)\n change size by ((0.1) * ([cos v] of (turn) ))\n if <(turn) > [360]> then\n set [turn v] to [0]\n set size to (100) %\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset size to (pick random (50) to (70)) %\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (30) to (45))\nset [gravity v] to (pick random (1) to (2))\nif <(gravity) = [1]> then\n go to x: (246) y: (pick random (131) to (0))\n repeat until <(x position) < [-243]>\n change x by ((0) - (pick random (0.5) to (2)))\n end\nelse\n go to x: (-246) y: (pick random (131) to (0))\n repeat until <(x position) > [243]>\n change x by (pick random (0.5) to (2))\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait (pick random (2) to (5)) seconds\n create clone of (_myself_ v)\nend\n\n@Chainsaw\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\n\nwhen I receive [nextcostume v]\nnext costume\n\nwhen I receive [gamestart v]\nswitch costume to (2 v)\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen I receive [6 v]\n\nwhen I receive [gamestart v]\nhide\n\nwhen I receive [gamestart v]\ngo to x: (-27) y: (-10)\nwait until <(level) = [2]>\ngo to [back v] layer\nshow\nrepeat until <not <(level) = [2]>>\n point in direction ((90) + (([cos v] of ((timer) * (200)) ) * (-200)))\nend\nhide\n\n@Chainsaw2\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\n\nwhen I receive [nextcostume v]\nnext costume\n\nwhen I receive [gamestart v]\nswitch costume to (2 v)\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen I receive [6 v]\n\nwhen I receive [gamestart v]\nhide\n\nwhen I receive [gamestart v]\ngo to x: (150) y: (0)\nwait until <(level) = [2]>\ngo to [back v] layer\nshow\nrepeat until <not <(level) = [2]>>\n point in direction ((90) + (([cos v] of ((timer) * (200)) ) * (-200)))\nend\nhide\n\n@Island\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\n\nwhen I receive [nextcostume v]\nnext costume\n\nwhen I receive [gamestart v]\nswitch costume to (2 v)\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen I receive [6 v]\n\nwhen I receive [gamestart v]\nhide\n\nwhen I receive [gamestart v]\ngo to x: (0) y: (0)\nwait until <(level) = [5]>\ngo to [back v] layer\nshow\nrepeat until <not <(level) = [5]>>\n glide (3) secs to x: (0) y: (30)\n wait (1) seconds\n glide (3) secs to x: (0) y: (0)\nend\nhide\n\nwhen I receive [gamestart v]\nforever\n if <not <(level) = [5]>> then\n hide\n else\n if <(level) = [5]> then\n show\n end\n end\nend\n\n@Chainsaw3\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\n\nwhen I receive [nextcostume v]\nnext costume\n\nwhen I receive [gamestart v]\nswitch costume to (2 v)\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen I receive [6 v]\n\nwhen I receive [gamestart v]\nhide\n\nwhen I receive [gamestart v]\ngo to x: (130) y: (40)\nwait until <(level) = [5]>\ngo to [back v] layer\nshow\nrepeat until <not <(level) = [5]>>\n point in direction ((90) + (([cos v] of ((timer) * (200)) ) * (-200)))\nend\nhide\n\n@Man2\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\n\nwhen I receive [nextcostume v]\nnext costume\n\nwhen I receive [gamestart v]\nswitch costume to (2 v)\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen I receive [6 v]\n\nwhen I receive [gamestart v]\nhide\n\nwhen I receive [gamestart v]\ngo to x: (77) y: (26)\nwait until <(level) = [7]>\nbroadcast (quote2 v)\ngo to [back v] layer\nshow\n\n\n\nwhen I receive [quote2 v]\nwait (19) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\n@Quote2\n\nwhen flag clicked\nhide\nswitch costume to (0 v)\n\nwhen I receive [quote2 v]\ngo to [front v] layer\nhide\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (2)\n change [ghost v] effect by (-25)\nend\nswitch costume to (2 v)\nwait (3) seconds\nswitch costume to (3 v)\nwait (3) seconds\nswitch costume to (7 v)\nwait (3) seconds\nswitch costume to (5 v)\nwait (3) seconds\nswitch costume to (6 v)\nwait (3) seconds\nswitch costume to (4 v)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\ngo to [back v] layer\nhide\n\n@Chainsaw4\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\n\nwhen I receive [nextcostume v]\nnext costume\n\nwhen I receive [gamestart v]\nswitch costume to (2 v)\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen I receive [6 v]\n\nwhen I receive [gamestart v]\nhide\n\nwhen I receive [gamestart v]\ngo to x: (200) y: (-40)\nwait until <(level) = [9]>\ngo to [back v] layer\nshow\nrepeat until <not <(level) = [9]>>\n point in direction ((90) + (([cos v] of ((timer) * (200)) ) * (-200)))\nend\nhide\n\n@Boss\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\n\nwhen I receive [nextcostume v]\nnext costume\n\nwhen I receive [gamestart v]\nswitch costume to (2 v)\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen I receive [6 v]\n\nwhen I receive [gamestart v]\nhide\n\nwhen I receive [gamestart v]\ngo to x: (77) y: (26)\nwait until <(level) = [14]>\nbroadcast (bossbegin v)\ngo to [back v] layer\nshow\n\n\n\nwhen I receive [bossstart v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\n@QuoteBoss\n\nwhen flag clicked\nhide\nswitch costume to (0 v)\n\nwhen I receive [bossbegin v]\ngo to [front v] layer\nhide\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (2)\n change [ghost v] effect by (-25)\nend\nswitch costume to (2 v)\nwait (3) seconds\nswitch costume to (3 v)\nwait (3) seconds\nswitch costume to (7 v)\nwait (3) seconds\nswitch costume to (5 v)\nwait (3) seconds\nswitch costume to (6 v)\nwait (3) seconds\nswitch costume to (4 v)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\nbroadcast (bossstart v)\ngo to [back v] layer\nhide\n\n@BossPhase\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\n\nwhen I receive [nextcostume v]\nnext costume\n\nwhen I receive [gamestart v]\nswitch costume to (2 v)\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen I receive [6 v]\n\nwhen I receive [gamestart v]\nhide\n\nwhen I receive [gamestart v]\ngo to x: (0) y: (0)\nwait until <(level) = [15]>\ngo to [back v] layer\nshow\nrepeat until <not <<(level) = [15]> or <(level) = [16]>>>\n point in direction ((90) + (([cos v] of ((timer) * (200)) ) * (-200)))\n wait (1) seconds\n glide (1) secs to (random position v)\nend\nhide\n\nwhen I receive [bossdefeated v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\nstop [other scripts in sprite v]\n\n@QuoteBossDefeated\n\nwhen flag clicked\nhide\nswitch costume to (0 v)\n\nwhen I receive [bossdefeated v]\ngo to [front v] layer\nhide\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (2)\n change [ghost v] effect by (-25)\nend\nswitch costume to (2 v)\nwait (3) seconds\nswitch costume to (3 v)\nwait (3) seconds\nswitch costume to (7 v)\nwait (3) seconds\nswitch costume to (5 v)\nwait (3) seconds\nswitch costume to (6 v)\nwait (3) seconds\nswitch costume to (4 v)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\ngo to [back v] layer\nhide\n\n@Man3\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\n\nwhen I receive [nextcostume v]\nnext costume\n\nwhen I receive [gamestart v]\nswitch costume to (2 v)\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen I receive [6 v]\n\nwhen I receive [gamestart v]\nhide\n\nwhen I receive [gamestart v]\ngo to x: (77) y: (-46)\nwait until <(level) = [18]>\nbroadcast (quote3 v)\ngo to [back v] layer\nshow\n\n\n\nwhen I receive [quote3 v]\nwait (19) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\n@Quote3\n\nwhen flag clicked\nhide\nswitch costume to (0 v)\n\nwhen I receive [quote3 v]\ngo to [front v] layer\nhide\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (2)\n change [ghost v] effect by (-25)\nend\nswitch costume to (2 v)\nwait (3) seconds\nswitch costume to (3 v)\nwait (3) seconds\nswitch costume to (7 v)\nwait (3) seconds\nswitch costume to (5 v)\nwait (3) seconds\nswitch costume to (6 v)\nwait (3) seconds\nswitch costume to (4 v)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\ngo to [back v] layer\nhide\n\n@Decorations\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\n\nwhen I receive [nextcostume v]\nnext costume\n\nwhen I receive [gamestart v]\nswitch costume to (1 v)\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen I receive [gamestart v]\nset [level v] to [1]\nforever\n if <(level) = [1]> then\n switch costume to (1 v)\n else\n if <(level) = [2]> then\n switch costume to (2 v)\n else\n if <(level) = [3]> then\n switch costume to (3 v)\n else\n if <(level) = [4]> then\n switch costume to (4 v)\n else\n if <(level) = [5]> then\n switch costume to (5 v)\n else\n if <(level) = [6]> then\n switch costume to (6 v)\n else\n if <(level) = [7]> then\n switch costume to (7 v)\n else\n if <(level) = [8]> then\n switch costume to (8 v)\n else\n if <(level) = [9]> then\n switch costume to (9 v)\n else\n if <(level) = [10]> then\n switch costume to (10 v)\n else\n if <(level) = [11]> then\n switch costume to (11 v)\n else\n if <(level) = [12]> then\n switch costume to (12 v)\n else\n if <(level) = [13]> then\n switch costume to (13 v)\n else\n if <(level) = [14]> then\n switch costume to (14 v)\n else\n if <(level) = [15]> then\n switch costume to (15 v)\n else\n if <(level) = [16]> then\n switch costume to (16 v)\n else\n if <(level) = [17]> then\n switch costume to (17 v)\n else\n if <(level) = [18]> then\n switch costume to (18 v)\n else\n if <(level) = [19]> then\n switch costume to (19 v)\n else\n if <(level) = [20]> then\n switch costume to (20 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\nend\n\n | Aqua 4 - A Platformer (THE FINALE) (BETA v0.5)\n----------------------------------------\nAqua 4, the finale. After countless months of waiting and requests, this is the finale of the Aqua series. Since the beginning of the series, it was about the dedication and perseverance it took to overcome fears. From amazing artwork to interactive gameplay, you will seriously miss this series. This sequel also involves a boss fight, so be prepared. Enough talking from me, so hop on in and experience the final adventure!\n----------------------------------------\nInstructions:\nTo move simply press - Arrow keys(↑, ↓, ←, →) or WASD(W, S, A, D)\n----------------------------------------\nNotice any bugs?\nPlease message @HeliosOfficial or one of the Engineers!\n----------------------------------------\nAqua 4 - A Platformer\nA production by Team Aqua\nFrom the creators of Moody.io & Aqua - A Platformer\n----------------------------------------\nSpecial News:\n-New updates are coming out very soon! Make sure to follow @HeliosOfficial to keep up to date!\n-------------------------------------------------------------------------\nUpdate Board:\n2/22/2021 - Game released in BETA v0.5.\n----------------------------------------\nEngineers:\nLead Engineer: @HeliosOfficial\nCreative Lead: @tropicaltantrum\nVisualizations Designer: @AmberWolfOfficial\n----------------------------------------\nContributors: \nInspiration: @mistaclean\nJump Code: @cs1087547\nMusic: @AGST\n----------------------------------------\nDisclaimer:\nAll assets were either created by Team Aqua or other individuals. Individuals that created an asset that was used in Aqua 3 were listed in the Contributors section. \n----------------------------------------\nTags:\n#platformer #parkour #obstacle #arcade #rpg #fun #character #scratch #aqua #cartoon #island #island #griffpatch #trending #projectsoftheweek #bestplatformer #bestprojects #Aqua #Aqua2 #Aqua3 #Aqua4 #games #art #animations #other\n----------------------------------------\nIn cooperation with, "Helios Productions" and scratch studio, "Team Aqua". |
Lava Land - A Platformer (Mobile Friendly) #games #all | @Stage\n\n@player\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n switch costume to (costume7 v)\n change size by (-5)\n change [ghost v] effect by (-5)\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (-200) y: (-100)\nset size to (80) %\nswitch costume to (costume1 v)\nshow\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 down?> and <(mouse x) > [10]>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> 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 (platform v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platforms v)?>> then\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (platform v)?> or <touching (moving platforms 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 platforms v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [12]\n end\n end\n if <touching (trampoline v)?> then\n set [yv v] to [20]\n end\n change y by (1)\n if <key (r v) pressed?> then\n reset\n end\n if <<<(y position) < [-177]> or <<touching (spikes v)?> or <touching (lava v)?>>> or <touching (keeper’s trident v)?>> then\n broadcast (Dead v)\n start sound [Death v]\n reset\n end\nend\n\ndefine reset\ngo to x: (-200) y: (-100)\n\nwhen I receive [start v]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> then\n switch costume to (costume4 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [start v]\nforever\n if <(y position) > [165]> then\n change [level v] by (1)\n broadcast (Next level! v)\n reset\n end\n if <(level) = [10]> then\n stop [this script v]\n end\nend\n\nwhen I receive [gg! v]\nhide\nstop [other scripts in sprite v]\n\n@Platform\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (3) layers\nswitch costume to (costume1 v)\n\nwhen I receive [next level! v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\nset [ghost v] effect to (0)\nwait (7.98) seconds\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\nend\nbroadcast (start v)\n\n@Black screen\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nset [ghost v] effect to (0)\nwait (3) seconds\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n play sound [Elevate - TheFatRat v] until done\nend\n\nstop [this script v]\n\nwhen I receive [song music v]\n\nwhen I receive [next level! v]\nif <(level) = [10]> then\n stop all sounds\n stop [other scripts in sprite v]\n broadcast (Song Music v)\n forever\n play sound [Final Battle v] until done\n end\nend\n\nwhen I receive [gg! v]\nstop all sounds\nstop [other scripts in sprite v]\nstart sound [trim v]\n\n@Intro text\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nwait (1) seconds\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Spikes\n\nwhen I receive [next level! v]\nnext costume\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nshow\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (-280)\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nforever\n wait (0.25) seconds\n next costume\nend\n\nwhen I receive [start v]\nbroadcast (Rise lava v)\n\nwhen I receive [next level! v]\nif <(level) = [10]> then\n broadcast (Final Level v) and wait\nelse\n go to x: (0) y: (-280)\n set [ghost v] effect to (100)\n broadcast (Rise lava v)\nend\n\nwhen I receive [dead v]\nif <(level) = [10]> then\n broadcast (Final Level v)\nelse\n go to x: (0) y: (-280)\n set [ghost v] effect to (100)\n broadcast (Rise lava v)\nend\n\nwhen I receive [rise lava v]\nwait (1) seconds\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (-10)\nend\nrepeat until <(y position) > [30]>\n wait (0.001) seconds\n change y by (3.5)\nend\n\nwhen I receive [final level v]\ngo to x: (0) y: (-280)\nset [ghost v] effect to (100)\nstop [other scripts in sprite v]\nwait (5) seconds\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (-10)\nend\nrepeat until <(y position) > [30]>\n wait (0.001) seconds\n change y by (1.75)\nend\n\n@Effects\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n wait (pick random (0.1) to (0.3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (pick random (50) to (100)) %\ngo to x: (pick random (-230) to (230)) y: (-180)\ngo to [back v] layer\nshow\nrepeat until <(y position) > [170]>\n change y by (3)\nend\ndelete this clone\n\n@trampoline\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n switch costume to (1 v)\n repeat (3)\n next costume\n wait (0.001) seconds\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.001) seconds\n end\n end\nend\n\nwhen I receive [next level! v]\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <(level) < [5]> then\n hide\n else\n if <(level) = [5]> then\n show\n go to x: (-66) y: (-113)\n else\n if <(level) = [6]> then\n show\n go to x: (-132) y: (-109)\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [next level! v]\ndelete this clone\n\n@Text\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@Moving Platforms\n\nwhen I receive [final level v]\n\nwhen flag clicked\ndelete this clone\n\nrepeat (5)\nrepeat (5)\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\ndefine Generate\ngo to x: (-156) y: (29)\nrepeat (2)\n create clone of (_myself_ v)\n change y by (-90)\nend\ngo to x: (-6) y: (29)\nrepeat (2)\n create clone of (_myself_ v)\n change y by (-90)\nend\ngo to x: (144) y: (29)\nrepeat (2)\n create clone of (_myself_ v)\n change y by (-90)\nend\n\nwhen I receive [next level! v]\nif <(level) = [10]> then\n Generate\nend\n\nwhen I start as a clone\nforever\n wait (pick random (0.5) to (2.5)) seconds\n hide\n wait (pick random (0.5) to (2.5)) seconds\n show\nend\n\n@The Keeper\n\nwhen flag clicked\nhide\n\nwhen I receive [final level v]\nshow\n\n@Keeper’s Trident\n\nwhen flag clicked\nhide\n\nwhen I receive [final level v]\nshow\nforever\n go to (the keeper v)\n wait (1) seconds\n point towards (player v)\n repeat until <touching (_edge_ v)?>\n move (8) steps\n end\nend\n\n@Switch\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [song music v]\nshow\nforever\n if <touching (player v)?> then\n switch costume to (costume2 v)\n change [dead? v] by (1)\n broadcast (GG??? v)\n stop [this script v]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (1) seconds\ngo to [front v] layer\n\nwhen I receive [gg??? v]\nif <(Dead?) = [2]> then\n broadcast (GG! v)\n repeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (-10)\n end\nend\n\n@Switch2\n\nwhen flag clicked\nset [dead? v] to [0]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [final level v]\n\nwhen I receive [song music v]\nshow\nforever\n if <touching (player v)?> then\n switch costume to (costume2 v)\n change [dead? v] by (1)\n broadcast (GG??? v)\n stop [this script v]\n end\nend\n\nwhen I receive [dead v]\n\n | Epic New Game!\nhttps://scratch.mit.edu/projects/511193394/\n\nLava Land - A Mobile Friendly Platformer\n\nYou are paying a visit to lava land, but you have a mission, which is to defeat the deadly demon that calls himself the Keeper of The Lava. To reach him, you must avoid obstacles including rising lava.\n\n—Instructions—\nReach the top of the level to move on to the next one\nArrow keys or WASD to move\nFinal Goal is to defeat the Keeper of The Lava\nTo defeat the boss, hit both the switches that are in either side of him\n\nWhat? #10 on #games ? 10K+ VIEWS??? |
Scratch - Scrolling Platformer #Games #All | @Stage\n\nwhen flag clicked\nforever\n play sound [Dj CUTMAN - Super Mario 3D World Hiphop Remix - GameChops v] until done\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [20]>>>> then\n switch costume to (1a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (20))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-20]>>>> then\n switch costume to (2a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\n end\nend\n\nwhen flag clicked\nset [color v] effect to (0)\ngo to [front v] layer\nshow\nset [player2: xv v] to [0]\nset [player2: yv v] to [0]\nswitch costume to (center v)\nforever\n broadcast (tick v)\nend\n\ndefine Tick\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [player2: xv v] by (4.5)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [player2: xv v] by (-4.5)\nend\nset [player2: xv v] to ((Player2: Xv) * (0.650))\nchange x by (Player2: Xv)\nif <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or >>> then\n change y by (1)\n if <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or >>> then\n change y by (1)\n if <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or >>> then\n change y by (1)\n if <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or >>> then\n change y by (1)\n if <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or >>> then\n change y by (1)\n if <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or >>> then\n change x by ((Player2: Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Player2: Xv) > [0]> then\n set [player2: xv v] to [-10]\n else\n set [player2: xv v] to [10]\n end\n set [player2: yv v] to [18]\n else\n set [player2: xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [player2: yv v] by (-1)\nchange y by (Player2: Yv)\nif <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or >>> then\n change y by ((Player2: Yv) * (-1))\n set [player2: yv v] to [0]\nend\nchange y by (-1)\nif <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or >>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [Jump2 v]\n set [player2: yv v] to [18]\n end\nend\nif <<([y position v] of [platforms v]) > [830]> or > then\n set [scrollx v] to [810]\n set [scrolly v] to [400]\n start sound [AAAA v]\nend\nchange [scrollx v] by ((x position) * (-1))\nchange [scrolly v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <touching (portals v)?> then\n set [player2: xv v] to [0]\n set [scrollx v] to [810]\n set [scrolly v] to [400]\n broadcast (Next Level v)\nend\nif then\n set [player2: yv v] to [21]\nend\nchange y by (1)\nif <<touching (spikes v)?> or <<touching (spikes2 v)?> or >> then\n set [scrollx v] to [810]\n set [scrolly v] to [400]\n start sound [Rip v]\nend\nif <(ScrollX) > [893]> then\n set [scrollx v] to [893]\nend\n\nwhen I receive [tick v]\nTick\n\nwhen flag clicked\nforever\n if <not <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>>>>> then\n switch costume to (center v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (up v)\n end\nend\n\nwhen I receive [next level v]\nstart sound [Collect v]\n\n@asssets\n\n@Platforms\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Platforms2\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Platforms3\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Platforms4\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@letters\n\nwhen flag clicked\ngo to [back v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Spikes2\n\nwhen flag clicked\ngo to [back v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Spikes3\n\nwhen flag clicked\ngo to [back v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Trampoline\n\nwhen flag clicked\ngo to [back v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Portals\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Kukla 1\n\nwhen flag clicked\nforever\n change [ghost v] effect by (100)\n go to [front v] layer\n show\nend\n\n | Scratch - Scrolling Platformer\n\nIf its lagging play it here:\nhttps://turbowarp.org/490926576\n\nArrow keys or W,A,D to move or else (Have mobile control)\nCollect the coin to go to the next level\nDon't touch spikes\nDon't fall\nHave 3 levels\nAll levels are possible\nIts easy (or hard?)\nNo ads!\n\n#Games #All #Platformer #Scrolling #Scratch\n\nCredits:\nScratch 3.0 for most of the art\n@griffpatch for spikes and background\n@INorth for some codes\n@Supercube_123 for player art\n@StratfordJames for coin art\n@DincProductions for the contest\nand you for playing\nand yeah |
Sandy beach at night platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [BGM v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (0) y: (50)\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]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\ndefine 動作\nif <not <key (any v) pressed?>> then\n switch costume to (2 v)\nend\nset rotation style [left-right v]\npoint in direction (90)\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n switch costume to (1 v)\n point in direction (90)\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 switch costume to (1 v)\n point in direction (-90)\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (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) = [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: (50)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\n@海\n\nwhen flag clicked\ngo to x: (0) y: (-182)\nshow\nforever\n show\n repeat (16)\n change y by (([sin v] of (5) ) * (10))\n end\n repeat (16)\n change y by (([sin v] of (5) ) * (-10))\n end\nend\n\nif <([y position v] of [ステージ v]) < [-30]> then\nelse\n hide\nend\n\nwhen flag clicked\nforever\n play sound [海岸1 v] until done\nend\n\nwhen flag clicked\nforever\n play sound [風が吹く1 v] until done\nend\n\nwhen flag clicked\nforever\n if <[100] < (Y)> then\n hide\n else\n show\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nset [ghost v] effect to (30)\ngo to [back v] layer\nforever\n go to (player v)\n set size to ((100) + (([cos v] of ((timer) * (180)) ) * (10))) %\nend\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (205) y: (143)\nforever\n set size to ((100) + (([cos v] of ((timer) * (180)) ) * (10))) %\n set [ghost v] effect to ((size) / (3.5))\nend\n\n@スプライト4\n\nwhen flag clicked\nhide\nforever\n go to x: (pick random (-50) to (250)) y: (pick random (-180) to (180))\n wait (pick random (0.5) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset volume to (60) %\nset [brightness v] effect to (0)\nstart sound [star2 v]\nshow\nrepeat until <<<[-225] > (x position)> or <[-180] > (y position)>> or <touching (海 v)?>>\n change x by (-10)\n change y by (-10)\nend\nrepeat (4)\n wait (0.1) seconds\n change [ghost v] effect by (25)\nend\ndelete this clone\n\n@障害物\n\nwhen flag clicked\nhide\nステージ配置 [100] [100] [1]\nswitch costume to (none v)\n\nステージ配置 [-200] [420] [2]\nステージ配置 [625] [2050] [3]\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@チェックポイント\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((1020) - (Camera_x)) ((235) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (player v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [1050]\n set [復活y v] to [238]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\n@チェックポイント2\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((2550) - (Camera_x)) ((655) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (player v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [2550]\n set [復活y v] to [658]\n broadcast (クリアだよん v)\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\n@スプライト1\n\nwhen flag clicked\nset size to (100) %\ngo to x: (36) y: (186)\nhide\nswitch costume to (コスチューム1 v)\nforever\n wait (pick random (10) to (25)) seconds\n show\n broadcast (トントントン v)\n go to x: (36) y: (186)\n repeat (11)\n wait (0.1) seconds\n next costume\n end\nend\n\nwhen I receive [トントントン v]\nset size to (100) %\nshow\nrepeat (2)\n change y by (-5)\n change y by (-3)\nend\nrepeat (2)\n change y by (-5)\n change y by (-3)\nend\nchange size by (5)\nchange y by (2)\nchange size by (-5)\nchange y by (-2)\nwait (2) seconds\nhide\n\nwhen I receive [クリアだよん v]\nshow\nbroadcast (トントントン v)\ngo to x: (36) y: (186)\nrepeat (11)\n wait (0.1) seconds\n next costume\nend\n\nwhen I receive [トントントン v]\nwait (0.2) seconds\nstart sound [click v]\nwait (0.4) seconds\nstart sound [click v]\nwait (0.4) seconds\nstart sound [click v]\n\nwhen I receive [クリアだよん v]\nwait (0.2) seconds\nstart sound [click v]\nwait (0.4) seconds\nstart sound [click v]\nwait (0.4) seconds\nstart sound [click v]\nwait (0.1) seconds\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] [100] [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] [300] [5]\nステージ配置 [2300] [300] [6]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n | 日本語は下\n短くてごめんw\n\nthe flag twice\n→↑←↓or click \nmobile=Tap\nIt ’s very easy\n\n旗2回押し推奨\n→↑←↓またはクリック\nmobile = Tap\n超簡単です |
シャトルラン platformer | @Stage\n\nwhen flag clicked\nplay sound [Alan Walker - Fade \[NCS Release\].mp3 v] until done\n\nwhen I receive [アナウンス v]\nset volume to (10) %\n\nwhen I receive [アナウンス完了 v]\nrepeat (50)\n change volume by (1)\nend\n\n@123\n\nwhen flag clicked\nset [シャトルラン v] to [0]\nset [システム v] to [0]\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [あkk v]\nnext costume\n\nwhen I receive [\] v]\nhide\n\nwhen [timer v] > (0)\nbroadcast (\] v)\n\nwhen flag clicked\nforever\n reset timer\nend\n\nshow\n\n@111\n\nwhen flag clicked\ngo to x: (-220) y: (-50)\n\nwhen I receive [動けーーー v]\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset size to (75) %\ngo to [front v] layer\ngo to x: (-220) y: (-50)\nset [上座標j v] to [0]\nset [変数 v] to [0]\nforever\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [上座標j v] by (1)\n end\n if <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [上座標j v] by (-1)\n end\n set [上座標j v] to ((上座標j) * (0.89))\n change x by (上座標j)\n if <<touching color (#40e617)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#39e816)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#40e617)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#40e617)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#40e617)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#40e617)?> or <touching color (#000000)?>> then\n change x by ((上座標j) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n start sound [jump3 v]\n set [変数 v] to [10]\n if <[0] < (上座標j)> then\n set [上座標j v] to [-7]\n else\n set [上座標j v] to [7]\n end\n else\n set [上座標j v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#40e617)?> or <touching color (#000000)?>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n start sound [ぴょーん v]\n set [変数 v] to [15]\n end\n end\n change y by (1)\n change [変数 v] by (-1)\n change y by (変数)\n if <<touching color (#40e617)?> or <touching color (#000000)?>> then\n change y by ((変数) * (-1))\n set [変数 v] to [0]\n end\n if <<(y position) < [-170]> or <touching color (#ff0000)?>> then\n go to x: (-220) y: (-50)\n end\n if <[235] < (x position)> then\n go to x: (-220) y: (-50)\n broadcast (あkk v)\n end\nend\n\nhide\n\nwhen I receive [止まれーーー v]\nshow\nstop [this script v]\n\n@スプライト4\n\nwhen flag clicked\ngo to x: (465) y: (0)\nhide\n\nwhen I receive [あkk v]\nset [システム v] to [1]\nset [システム v] to [0]\nshow\nrepeat until <(x position) < [1]>\n change x by (((x position) / (3)) * (-1))\nend\nrepeat until <(x position) < [-464]>\n change x by (((([abs v] of (x position) ) + (10)) / (1)) * (-1))\nend\nchange [シャトルラン v] by (1)\nhide\ngo to x: (465) y: (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@スプライト1\n\nwhen flag clicked\nshow variable [スピード v]\nhide variable [☁ 世界記録 v]\nhide variable [1 v]\nshow variable [lv v]\ngo to [front v] layer\nset [lv v] to [0]\nswitch costume to (コスチューム1 v)\nshow\nclear graphic effects\nbroadcast (アナウンス v)\nset voice to (alto v)::tts\nset language to (en v)::tts\nspeak [3]::tts\nwait () seconds\nrepeat (10)\n change [pixelate v] effect by (10)\nend\nnext costume\nrepeat (10)\n change [pixelate v] effect by (-10)\nend\nspeak [2]::tts\nwait () seconds\nrepeat (10)\n change [pixelate v] effect by (10)\nend\nnext costume\nrepeat (10)\n change [pixelate v] effect by (-10)\nend\nspeak [1]::tts\nwait () seconds\nrepeat (10)\n change [pixelate v] effect by (10)\nend\nnext costume\nrepeat (10)\n change [pixelate v] effect by (-10)\nend\nspeak [start]::tts\nset [シャトルラン v] to [1]\nwait (1) seconds\nbroadcast (動けーーー v)\nbroadcast (アナウンス完了 v)\nrepeat (10)\n change [pixelate v] effect by (10)\nend\nrepeat (10)\n change [pixelate v] effect by (-10)\nend\nhide\nbroadcast (カウント開始 v)\nbroadcast (ストップ機能 v)\n\nhide\n\nwhen I receive [カウント開始 v]\nset instrument to (17 v)\nplay note (60) for (スピード) beats\nplay note (62) for (スピード) beats\nplay note (64) for (スピード) beats\nplay note (65) for (スピード) beats\nplay note (67) for (スピード) beats\nplay note (69) for (スピード) beats\nplay note (71) for (スピード) beats\nplay note (72) for (スピード) beats\nbroadcast (アナウンス v)\nset instrument to (3 v)\nplay note (60) for (1.2) beats\nchange [lv v] by (1)\nbroadcast (アナウンス完了 v)\nbroadcast (折り返し v)\n\nwhen I receive [折り返し v]\nset instrument to (17 v)\nplay note (72) for (スピード) beats\nplay note (71) for (スピード) beats\nplay note (69) for (スピード) beats\nplay note (67) for (スピード) beats\nplay note (65) for (スピード) beats\nplay note (64) for (スピード) beats\nplay note (62) for (スピード) beats\nplay note (60) for (スピード) beats\nbroadcast (アナウンス v)\nset instrument to (3 v)\nplay note (60) for (1.2) beats\nchange [lv v] by (1)\nbroadcast (アナウンス完了 v)\nbroadcast (カウント開始 v)\n\nwhen flag clicked\nforever\n if <(Lv) < [3]> then\n set [スピード v] to [1.3]\n end\n if <<(Lv) > [4]> and <(Lv) < [7]>> then\n set [スピード v] to [1.1]\n end\n if <<(Lv) > [8]> and <(Lv) < [11]>> then\n set [スピード v] to [1]\n end\n if <<(Lv) > [12]> and <(Lv) < [14]>> then\n set [スピード v] to [0.9]\n end\n if <<(Lv) > [15]> and <(Lv) < [19]>> then\n set [スピード v] to [0.85]\n end\n if <<(Lv) > [20]> and <(Lv) < [25]>> then\n set [スピード v] to [0.7]\n end\n if <<(Lv) > [24]> and <(Lv) < [30]>> then\n set [スピード v] to [0.65]\n end\n if <<(Lv) > [31]> and <(Lv) < [35]>> then\n set [スピード v] to [0.6]\n end\n if <<(Lv) > [36]> and <(Lv) < [40]>> then\n set [スピード v] to [0.55]\n end\n if <<(Lv) > [41]> and <(Lv) < [45]>> then\n set [スピード v] to [0.5]\n end\n if <<(Lv) > [46]> and <(Lv) < [50]>> then\n set [スピード v] to [0.4]\n end\n if <<(Lv) > [51]> and <(Lv) < [55]>> then\n set [スピード v] to [0.3]\n end\n if <<(Lv) > [56]> and <(Lv) < [60]>> then\n set [スピード v] to [0.25]\n end\n if <<(Lv) > [61]> and <(Lv) < [65]>> then\n set [スピード v] to [0.2]\n end\n if <<(Lv) > [66]> and <(Lv) < [100]>> then\n set [スピード v] to [0.1]\n end\nend\n\nwhen I receive [ストップ機能 v]\nforever\n if <((Lv) + (1)) > (シャトルラン)> then\n hide variable [スピード v]\n hide variable [lv v]\n set [1 v] to (Lv)\n show variable [1 v]\n if <(Lv) > (☁ 世界記録)> then\n set [☁ 世界記録 v] to (Lv)\n broadcast (結果 v)\n end\n show variable [☁ 世界記録 v]\n switch costume to (コスチューム5 v)\n show\n go to [front v] layer\n stop [all v]\n else\n if <((シャトルラン) - (1)) > (Lv)> then\n broadcast (動けーーー v)\n else\n broadcast (止まれーーー v)\n end\n end\nend\n\nwhen flag clicked\n\nset [スピード v] to [0.1]\n\n@タイトルなし2\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (10) to (50))\ngo to x: (230) y: (pick random (160) to (100))\nrepeat (150)\n go to [back v] layer\nend\nhide\n\nwhen flag clicked\nforever\n switch costume to (pick random (1) to (3))\n set [brightness v] effect to (40)\n create clone of (_myself_ v)\n wait (2) seconds\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (50) to (70))\ngo to x: (230) y: (pick random (160) to (103))\nrepeat (150)\n move (-3) steps\nend\nhide\n\ndelete this clone\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [結果 v]\nshow\ngo to [front v] layer\n\n@スプライト3\n\nwhen flag clicked\nhide\n\nhide\n\nshow\n\n | シャトルラン platformer\n\nWindows以外だとバグるかもしれません‼\n\n音ありでプレイお願いします。←これ大事\n\n操作方法ーーーーーーーーー\nモバイル~タップ\nパソコン~矢印キー\n\nルールーーーーーーーーーー\nドレミファソラシドが鳴り終わるまでに次のコースへ向かいましょう!\nLEVELが上がるごとに音が早くなります!\n世界記録更新を目指して頑張りましょう(^^)v\nコースは20しかないので何回も繰り返します。\n\nバージョンーーーーーーーー\nV1.1 2月23日 共有・完成\n\nバグなどがあれば教えてください。\nもしよければ♡と☆、フォローをお願いします(^^)/\n\n音楽\nAlan Walker - Fade \n\nこちらも遊んでみてください。\nhttps://scratch.mit.edu/projects/487773285/\n\n2021年2月26日 傾向2ページ目 |
Görünmez-Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nshow\nswitch costume to (kostüm 1 v)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-201) y: (-24)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < [0]>>> then\n change [x v] by (1)\n switch costume to (kostüm 1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > [0]>>> then\n change [x v] by (-1)\n switch costume to (kostüm 2 v)\n end\n change x by (X)\n set [x v] to ((X) * (0.9))\n if <touching (yoh v)?> then\n change y by (1)\n if <touching (yoh v)?> then\n change y by (1)\n if <touching (yoh v)?> then\n change y by (1)\n if <touching (yoh v)?> then\n change y by (1)\n if <touching (yoh v)?> then\n change y by (1)\n if <touching (yoh v)?> then\n change x by ((X) * (-1.2))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(X) > [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (yoh v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <touching (yoh v)?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [215]> then\n go to x: (-201) y: (-24)\n broadcast (Next level v)\n end\n if <<touching color (#ff8500)?> or <touching color (#010101)?>> then\n go to x: (-201) y: (-24)\n end\n if <touching color (#97ff73)?> then\n set [y v] to [20]\n end\n if <touching color (#95ff00)?> then\n set [x v] to [50]\n end\nend\n\n@Platform\n\nwhen flag clicked\nshow\nswitch costume to (kostüm 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@YOH\n\nwhen flag clicked\nshow\nswitch costume to (kostüm 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Kukla 1\n\nwhen flag clicked\nhide\n\n | Geçebildin mi hah tabiki hayır\n\nTREND 47 |
Popcornia: a Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [bensound-buddy.mp3 v] until done\nend\n\n@PLAYER\n\nwhen I receive [next level v]\nswitch costume to (stare v)\ngo to x: (-226) y: (-30)\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (13)\nend\nhide\ndelete this clone\n\nwhen I receive [death v]\ngo to x: (-226) y: (-30)\nwait (0.3) seconds\nchange [deaths v] by (1)\n\nwhen flag clicked\nswitch costume to (stare v)\nhide\n\nwhen flag clicked\nswitch backdrop to (backdrop0.5 v)\nshow\ngo to x: (-210) y: (200)\nhide variable [score v]\nset [score v] to [0]\nset [my variable v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n change [my variable v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n change [my variable v] by (-0.7)\n end\n set [my variable v] to ((my variable) * (0.9))\n change x by (my variable)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((my variable) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(my variable) > [0]> then\n set [my variable v] to [-1]\n else\n set [my variable v] to [5]\n end\n set [yv v] to [10]\n else\n set [my variable v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n start sound [Jump v]\n switch costume to (stare v)\n set [yv v] to [11]\n end\n end\n change y by (1)\n if <touching (next level v)?> then\n broadcast (Next level v)\n start sound [Coin v]\n end\n if <<touching (spikes v)?> or <touching (lava rises v)?>> then\n start sound [Low Whoosh v]\n switch costume to (stare v)\n broadcast (death v)\n end\n if <touching (trampoline v)?> then\n start sound [Boing v]\n set [yv v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-210) y: (200)\n end\n if <key (s v) pressed?> then\n wait (0.2) seconds\n go to x: (242) y: (160)\n change [skips v] by (1)\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nset [skips v] to [0]\n\nwhen flag clicked\nhide variable [deaths v]\nhide variable [skips v]\nwait (1) seconds\nshow variable [deaths v]\nshow variable [skips v]\n\nwhen flag clicked\nforever\n if <(Skips) > [15]> then\n if <key (s v) pressed?> then\n stop [all v]\n end\n end\nend\n\n@Spikes\n\nwhen I receive [next level v]\nwait (0.1) seconds\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\ngo to x: (0) y: (-137)\nforever\n repeat (10)\n change y by (0.5)\n end\n repeat (10)\n change y by (-0.5)\n end\nend\n\n@THUMBNAIL\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Next level\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Next level v)\n end\nend\n\nwhen I receive [next level v]\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (0.1) seconds\nnext costume\n\n@Level Words\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nwait (0.1) seconds\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nwait (0.1) seconds\nnext costume\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Deaths) > [-1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset size to (100) %\n\nwhen I receive [next level v]\nwait (0.1) seconds\nnext costume\n\n@Level\n\nwhen I receive [next level v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nwait (0.1) seconds\nnext costume\n\n@Sprite7\n\n | Use arrow keys to move the player. Press r to restart and s to skip! Have fun!\n\nSummary:\n Popcornia is a world of popcorn! (Surprise surprise.) You must find the Kernel of Destiny and avoid obstacles along the way!\n\nALL LEVELS ARE POSSIBLE\n\nComment if you want a sequel |
Sunny Day - a platformer #all #games #music | @Stage\n\n@ground\n\nwhen flag clicked\ngo to x: (25) y: (-144)\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop3 v]\nnext costume\n\nwhen backdrop switches to [backdrop4 v]\nnext costume\n\nwhen backdrop switches to [backdrop5 v]\nnext costume\n\nwhen backdrop switches to [backdrop6 v]\nnext costume\n\nwhen backdrop switches to [backdrop7 v]\nnext costume\n\nwhen backdrop switches to [backdrop8 v]\nnext costume\n\nwhen backdrop switches to [backdrop10 v]\nnext costume\n\nwhen backdrop switches to [backdrop9 v]\nnext costume\n\nwhen backdrop switches to [backdrop12 v]\nnext costume\n\nwhen backdrop switches to [backdrop13 v]\nnext costume\n\nwhen backdrop switches to [backdrop14 v]\nnext costume\n\nwhen backdrop switches to [backdrop15 v]\nnext costume\n\nwhen backdrop switches to [backdrop16 v]\nnext costume\n\nwhen backdrop switches to [backdrop17 v]\nnext costume\n\nwhen backdrop switches to [backdrop18 v]\nnext costume\n\nmove (10) steps\n\nwhen backdrop switches to [backdrop20 v]\nnext costume\n\nwhen backdrop switches to [backdrop19 v]\nnext costume\n\nwhen backdrop switches to [backdrop21 v]\nnext costume\n\nwhen backdrop switches to [backdrop22 v]\nnext costume\n\nwhen backdrop switches to [backdrop23 v]\nnext costume\n\nwhen backdrop switches to [backdrop24 v]\nnext costume\n\ngo to (random position v)\n\n@player\n\nwhen flag clicked\ngo to x: (-200) y: (-15)\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\ndefine touch ground\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n change y by (1)\n set [speedy y v] to [0]\n set [falling? v] to [0]\nend\n\nwhen flag clicked\nset [speedy y v] to [0]\nset rotation style [left-right v]\nforever\n change [speedy y v] by (-1)\n change y by (speedy y)\n touch ground\n touch grounf <(speedy y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <key (right arrow v) pressed?> then\n change [speed x v] by (2)\n end\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-2)\n end\n end\n if <(speed x) < [-0.5]> then\n walk [-90] (speed x)\n else\n if <[-0.5] < (speed x)> then\n walk [90] (speed x)\n end\n end\n if <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n set [speedy y v] to [15]\n end\nend\n\ndefine walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [6]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [6]> 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 ((speed) * (-1.2))\n set [speedy y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\n\ndefine touch grounf <up>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up> then\n change y by (0.01)\n else\n change y by (-1)\n set [falling? v] to [0]\n end\n set [speedy y v] to [0]\nend\n\nwhen flag clicked\nforever\n if <touching (finish v)?> then\n next backdrop\n go to x: (-200) y: (-15)\n end\n if <touching (spikes v)?> then\n go to x: (-200) y: (-15)\n end\n if <touching (spikes2 v)?> then\n go to x: (-200) y: (-15)\n end\n if <touching (spikes3 v)?> then\n go to x: (-200) y: (-15)\n end\n if <touching (player2 v)?> then\n go to x: (-200) y: (-15)\n end\n if <touching (lava v)?> then\n go to x: (-200) y: (-15)\n end\n if <touching (finish2 v)?> then\n go to x: (-200) y: (-15)\n end\nend\n\nwhen flag clicked\nforever\n change y by (1)\n change y by (-1)\nend\n\nwhen backdrop switches to [backdrop24 v]\nif <(time) < (☁ best time!!!!)> then\n set [☁ best time!!!! v] to (time)\nend\n\n@finish\n\nwhen flag clicked\ngo to x: (238) y: (-1)\nset [ghost v] effect to (100)\n\n@spikes\n\nwhen flag clicked\ngo to x: (36) y: (-80)\nhide\npoint in direction (90)\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\n\nwhen backdrop switches to [backdrop8 v]\nshow\nhide\n\nwhen flag clicked\nforever\n play sound [Sunny Day v] until done\nend\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen backdrop switches to [backdrop10 v]\nshow\nhide\n\nwhen backdrop switches to [backdrop11 v]\nshow\n\nwhen backdrop switches to [backdrop12 v]\nshow\nhide\n\nwhen backdrop switches to [backdrop13 v]\nshow\nhide\n\n@spikes2\n\nwhen flag clicked\ngo to x: (99) y: (-80)\npoint in direction (90)\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop8 v]\nshow\nhide\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen backdrop switches to [backdrop10 v]\nshow\nhide\n\n@spikes3\n\nwhen flag clicked\ngo to x: (-26) y: (-80)\nhide\npoint in direction (90)\n\nwhen backdrop switches to [backdrop5 v]\nshow\n\nwhen backdrop switches to [backdrop8 v]\nshow\nhide\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen backdrop switches to [backdrop10 v]\nshow\nhide\n\n@text\n\nwhen backdrop switches to [backdrop2 v]\nnext costume\n\nwhen backdrop switches to [backdrop3 v]\nnext costume\n\nwhen backdrop switches to [backdrop4 v]\nnext costume\n\nwhen backdrop switches to [backdrop5 v]\nnext costume\n\nwhen backdrop switches to [backdrop6 v]\nnext costume\n\nwhen backdrop switches to [backdrop7 v]\nnext costume\n\nwhen flag clicked\ngo to x: (6) y: (135)\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\npoint in direction (90)\nforever\n go to [back v] layer\nend\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen backdrop switches to [backdrop24 v]\nshow\nnext costume\nchange y by (-30)\nrepeat (3)\n turn right (5) degrees\nend\nwait (0.2) seconds\nforever\n repeat (6)\n turn right (-5) degrees\n end\n wait (0.2) seconds\n repeat (6)\n turn right (5) degrees\n end\n wait (0.2) seconds\nend\n\nwhen backdrop switches to [backdrop10 v]\nshow\nnext costume\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen backdrop switches to [backdrop12 v]\nshow\nnext costume\n\nwhen backdrop switches to [backdrop13 v]\nnext costume\n\nmove (10) steps\n\nwhen backdrop switches to [backdrop14 v]\nnext costume\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\nnext costume\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\n@player2\n\nwhen flag clicked\nhide\n\ndefine touch grounf <up>\nchange [falling 2 v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up> then\n change y by (1)\n else\n change y by (-1)\n set [falling 2 v] to [0]\n end\n set [speedy y 2 v] to [0]\nend\n\ndefine touch ground\nchange [falling 2 v] by (1)\nrepeat until <not <touching (ground v)?>>\n change y by (1)\n set [speedy y 2 v] to [0]\n set [falling 2 v] to [0]\nend\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (55) y: (-4)\nshow\nset [speedy y 2 v] to [0]\nset rotation style [left-right v]\nforever\n change [speedy y 2 v] by (-1)\n change y by (speedy y 2)\n touch ground\n touch grounf <(speedy y 2) > [0]>\nend\n\nwhen backdrop switches to [backdrop10 v]\npoint in direction (-90)\nrepeat (10)\n move (6) steps\nend\nforever\n turn right (180) degrees\n repeat (20)\n move (6) steps\n end\nend\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (45) y: (-4)\nshow\nset [speedy y 2 v] to [0]\nset rotation style [left-right v]\nforever\n change [speedy y 2 v] by (-1)\n change y by (speedy y 2)\n touch ground\n touch grounf <(speedy y 2) > [0]>\nend\n\nwhen backdrop switches to [backdrop16 v]\ngo to x: (100) y: (-4)\nshow\nset [speedy y 2 v] to [0]\nset rotation style [left-right v]\nforever\n change [speedy y 2 v] by (-1)\n change y by (speedy y 2)\n touch ground\n touch grounf <(speedy y 2) > [0]>\nend\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\nwhen backdrop switches to [backdrop19 v]\ngo to x: (166) y: (158)\nshow\nset [speedy y 2 v] to [0]\nset rotation style [left-right v]\nforever\n change [speedy y 2 v] by (-1)\n change y by (speedy y 2)\n touch ground\n touch grounf <(speedy y 2) > [0]>\nend\n\nwhen backdrop switches to [backdrop20 v]\nhide\n\nwhen backdrop switches to [backdrop23 v]\ngo to x: (144) y: (158)\nshow\nset [speedy y 2 v] to [0]\nset rotation style [left-right v]\nforever\n change [speedy y 2 v] by (-1)\n change y by (speedy y 2)\n touch ground\n touch grounf <(speedy y 2) > [0]>\nend\n\nwhen backdrop switches to [backdrop24 v]\nhide\n\n@Lava\n\nwhen flag clicked\ngo to x: (25) y: (-144)\nhide\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop12 v]\nshow\n\nwhen backdrop switches to [backdrop13 v]\nshow\nhide\n\nwhen backdrop switches to [backdrop14 v]\nshow\nnext costume\n\nwhen backdrop switches to [backdrop15 v]\nshow\nnext costume\n\nwhen backdrop switches to [backdrop16 v]\nshow\nhide\n\nwhen backdrop switches to [backdrop18 v]\nshow\nnext costume\n\nwhen backdrop switches to [backdrop19 v]\nshow\nnext costume\n\nwhen backdrop switches to [backdrop20 v]\nshow\nhide\n\n@finish2\n\nwhen flag clicked\ngo to x: (8) y: (-172)\nset [ghost v] effect to (100)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (177) y: (-123)\ngo [forward v] (3) layers\n\nwhen this sprite clicked\nask [] and wait\nif <(answer) = [what level are you on]> then\n set [☁ message v] to [ 25]\nend\nif <(answer) = [hi]> then\n set [☁ message v] to [26]\nend\nif <(answer) = [bye]> then\n set [☁ message v] to [27]\nend\nif <(answer) = [I died]> then\n set [☁ message v] to [28]\nend\nif <(answer) = [This game is awesome]> then\n set [☁ message v] to [29]\nend\nif <(answer) = [1]> then\n set [☁ message v] to [1]\nend\nif <(answer) = [2]> then\n set [☁ message v] to [1]\nend\nif <(answer) = [3]> then\n set [☁ message v] to [1]\nend\nif <(answer) = [4]> then\n set [☁ message v] to [4]\nend\nif <(answer) = [5]> then\n set [☁ message v] to [5]\nend\nif <(answer) = [6]> then\n set [☁ message v] to [6]\nend\nif <(answer) = [7]> then\n set [☁ message v] to [7]\nend\nif <(answer) = [8]> then\n set [☁ message v] to [8]\nend\nif <(answer) = [9]> then\n set [☁ message v] to [9]\nend\nif <(answer) = [10]> then\n set [☁ message v] to [10]\nend\nif <(answer) = [11]> then\n set [☁ message v] to [11]\nend\nif <(answer) = [12]> then\n set [☁ message v] to [12]\nend\nif <(answer) = [13]> then\n set [☁ message v] to [13]\nend\nif <(answer) = [14]> then\n set [☁ message v] to [14]\nend\nif <(answer) = [15]> then\n set [☁ message v] to [15]\nend\nif <(answer) = [16]> then\n set [☁ message v] to [16]\nend\nif <(answer) = [17]> then\n set [☁ message v] to [17]\nend\nif <(answer) = [18]> then\n set [☁ message v] to [18]\nend\nif <(answer) = [19]> then\n set [☁ message v] to [19]\nend\nif <(answer) = [20]> then\n set [☁ message v] to [20]\nend\nif <(answer) = [21]> then\n set [☁ message v] to [21]\nend\nif <(answer) = [22]> then\n set [☁ message v] to [22]\nend\nif <(answer) = [23]> then\n set [☁ message v] to [23]\nend\nif <(answer) = [24]> then\n set [☁ message v] to [24]\nend\n\nwhen flag clicked\nforever\n if <(☁ message) = [25]> then\n set [message v] to [what level are you on]\n end\n if <(☁ message) = [26]> then\n set [message v] to [hi]\n end\n if <(☁ message) = [27]> then\n set [message v] to [bye]\n end\n if <(☁ message) = [28]> then\n set [message v] to [I died]\n end\n if <(☁ message) = [29]> then\n set [message v] to [This game is awesome]\n end\n if <(☁ message) = [1]> then\n set [message v] to [1]\n end\n if <(☁ message) = [2]> then\n set [message v] to [2]\n end\n if <(☁ message) = [3]> then\n set [message v] to [3]\n end\n if <(☁ message) = [4]> then\n set [message v] to [4]\n end\n if <(☁ message) = [5]> then\n set [message v] to [5]\n end\n if <(☁ message) = [6]> then\n set [message v] to [6]\n end\n if <(☁ message) = [7]> then\n set [message v] to [7]\n end\n if <(☁ message) = [8]> then\n set [message v] to [8]\n end\n if <(☁ message) = [9]> then\n set [message v] to [9]\n end\n if <(☁ message) = [10]> then\n set [message v] to [10]\n end\n if <(☁ message) = [11]> then\n set [message v] to [11]\n end\n if <(☁ message) = [12]> then\n set [message v] to [12]\n end\n if <(☁ message) = [13]> then\n set [message v] to [13]\n end\n if <(☁ message) = [14]> then\n set [message v] to [14]\n end\n if <(☁ message) = [15]> then\n set [message v] to [15]\n end\n if <(☁ message) = [16]> then\n set [message v] to [16]\n end\n if <(☁ message) = [17]> then\n set [message v] to [17]\n end\n if <(☁ message) = [18]> then\n set [message v] to [18]\n end\n if <(☁ message) = [19]> then\n set [message v] to [19]\n end\n if <(☁ message) = [20]> then\n set [message v] to [20]\n end\n if <(☁ message) = [21]> then\n set [message v] to [21]\n end\n if <(☁ message) = [22]> then\n set [message v] to [22]\n end\n if <(☁ message) = [23]> then\n set [message v] to [23]\n end\n if <(☁ message) = [24]> then\n set [message v] to [24]\n end\nend\n\nwait (1) seconds\n\n@Screenshot 2021-03-02 at 8\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nthink [Hmm...]\n\n | You can advertise\narrow keys to move\nCurrently, the chat only takes “what level are you on” “hi” “bye” “ I died” “ This game is awesome”\nNumbers below 25\nRemember to put when your playing in the comments so people can chat with you\n\n143 on trending February 26\n49 on games February 26\n\nNO HATE!!! |
cube a platformer #game #platformer #fun | @Stage\n\nwhen flag clicked\nforever\n start sound [Life is Fun - TheOdd1sOut v]\nend\n\n@ground\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow\n\nset [☁ cloud v] to [1]\n\nwhen flag clicked\n\n@clouds\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 (100) to (150))\n create clone of (_myself_ v)\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nshow\n\n@player\n\nwhen flag clicked\ngo to x: (-197) y: (-23)\nhide variable [y v]\nhide variable [x v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n broadcast (fgh v)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n broadcast (fgh v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (spikes v)?> then\n go to x: (-177) y: (-30)\n start sound [Oops v]\n end\n if <(x position) > [232]> then\n broadcast (message1 v)\n go to x: (-176) y: (-40)\n end\nend\n\nnext backdrop\n\nwhen flag clicked\nshow\n\nset [☁ cloud v] to [1]\n\nwhen I receive [fgh v]\nset [☁ cloud v] to [1]\nwait (10000000000000000000000000000000000) seconds\n\n@words\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow\n\n@spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nshow\n\n@ThumNail\n\nwhen flag clicked\nhide\n\n | if laggy play here https://turbowarp.org/491144183?hqpen\n----------------------------------------------------------------------\npart 2 is out! \n https://scratch.mit.edu/projects/494242451/\n-----------------------------------------------------------------------\nhttps://scratch.mit.edu/discuss/topic/488655/?page=1#post-4931957 click this if you what to stay updated\n------------------------------------------------------------------------\n\n INSTRUCTIONS\n----------------------------------------------------------------------\nHello this is cube, up arrow to jump, left arrow to go left, and right arrow to go right. \n-------------------------------------------------------------------------\n INFORMATION\n-------------------------------------------------------------------------Hello it has been a long time since i uploaded a project.\n-------------------------------------------------------------------------\n I have been working on this one for so long and i have been spending time with my faimly.\n-------------------------------------------------------------------------\nIt would be nice if you could give this a hart and a star.\n-------------------------------------------------------------------------\ni know its short but if we hit 20 star's and 20 heart's\nwe do a part 2 with 15 levels! so hit that heart and star button and have a good day!.\n-------------------------------------------------------------------------\nand tell me in the commets what i should add!\n-------------------------------------------------------------------------\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nand tell me in the commets what i should add! |
Sky Pixels - A Platformer | @Stage\n\nwhen I receive [next level v]\nswitch backdrop to (pick random (1) to (4))\n\nwhen flag clicked\nset volume to (100) %\nset [pixelate v] effect to (20)\nforever\n play sound (pick random (1) to (4)) until done\nend\n\nwhen I receive [unmute v]\nset volume to (100) %\n\nwhen I receive [mute v]\nset volume to (0) %\n\n@player\n\nwhen flag clicked\nset [pixelate v] effect to (0)\nset rotation style [left-right v]\ngo to x: (-115) y: (100)\nshow\nswitch costume to (normal v)\nset size to (75) %\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching (ground v)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching (ground v)?> then\n change y by (Yv)\n if <touching (ground v)?> then\n change y by (Yv)\n if <touching (ground v)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [10]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-115) y: (100)\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.5)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.5)\n end\n if <touching (bottom v)?> then\n go to x: (-115) y: (100)\n end\n if <touching (checkpoint v)?> then\n broadcast (next level v)\n end\nend\n\n@ground\n\nwhen flag clicked\nset [pixelate v] effect to (20)\nswitch costume to (grasslands1 v)\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [23]> then\n set [pixelate v] effect to (0)\n broadcast (end v)\nend\n\nwhen flag clicked\nforever\n set [ground:costume number v] to (costume [number v])\nend\n\nbroadcast (next level v)\n\n@bottom\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@checkpoint\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@mute/unmute\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n broadcast (mute v)\nelse\n switch costume to (costume1 v)\n broadcast (unmute v)\nend\n\nset volume to (0) %\n\nset volume to (100) %\n\n@skip\n\nwhen this sprite clicked\nif <not <(ground:costume number) = [23]>> then\n broadcast (next level v)\nelse\n just do nothing\nend\n\ndefine just do nothing\n\nwhen flag clicked\nforever\n if <(ground:costume number) = [23]> then\n hide\n end\nend\n\nwhen flag clicked\nshow\n\n@timer\n\nwhen flag clicked\nshow variable [timeshowed v]\nset [time v] to [0]\nforever\n set [timeshowed v] to (join (time) [ seconds])\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\n | TYSM FOR TRENDING!!\n\nmy record is 74 seconds. if you can beat it, follow me to prove it! |
Dark || Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [hollow-knight-ost-enter-hallownest-youtubemp3free v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (dark v)\n\n@Platforms\n\nwhen I receive [end v]\n\nhide\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (01 v)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [now v]\n\n@Spikes\n\nhide\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (01 v)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [now v]\n\n@Dark\n\nwhen flag clicked\nhide\n\nshow\n\n@Effects\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n set [ghost v] effect to (50)\n go to x: (0) y: (0)\n glide (8) secs to x: (-500) y: (0)\nend\n\nhide\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\nforever\n go to [back v] layer\n set [ghost v] effect to (50)\n go to x: (0) y: (0)\n glide (5) secs to x: (-500) y: (0)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [now v]\n\n@Particals\n\nwhen flag clicked\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\nhide\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 [now v]\n\n@More stuff\n\nwhen flag clicked\nshow\nclear graphic effects\nforever\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\npoint in direction (pick random (1) to (360))\nset [color v] effect to (pick random (1) to (200))\nrepeat (20)\n move (5) steps\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [now v]\n\n@Player Light\n\nwhen flag clicked\nhide\nset [size v] to [0]\nset [clone # v] to [1]\ncreate clone of (_myself_ v)\nset [size v] to [22]\nset [clone # v] to [2]\ncreate clone of (_myself_ v)\nset [size v] to [45]\nset [clone # v] to [3]\ncreate clone of (_myself_ v)\nset [size v] to [67]\nset [clone # v] to [4]\ncreate clone of (_myself_ v)\n\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (Clone #)\nforever\n change [size v] by (5)\n go to (player v)\n set size to ((100) + (([cos v] of (size) ) * (10))) %\n set [brightness v] effect to (([sin v] of ((size) * (3)) ) * (2))\n go to [back v] layer\nend\n\nwhen I receive [now v]\n\nhide\n\n@Player\n\nwhen flag clicked\nset size to (65) %\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [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 switch costume to (costume2 v)\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 switch costume to (costume1 v)\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 (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 <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 (platforms 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 (platforms 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\nhide\n\nwhen I receive [now v]\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: (-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) = [15]> then\n broadcast (end v)\n stop [other scripts in sprite v]\n end\nend\n\n@Moon\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\nhide\n\nwhen I receive [now v]\n\n | Welcome little fellow to a scary adventure\n\nWhat you got to do: Play with your hands\n\nLoved and Favorited by - @TeachMeToHowl\n\nControls: W A S D and Arrow Keys \n(This can be played on mobile) (All levels are possible)\n\nCredits: All platform games You the viewer This is a gift for - \n(@Berricake, Shadow_Kid21, @-NerdAnimator-, And @TeachMeToHowl)\n\nHashtags: #Platformer #Scary #Dark #Games #Music #Halloween |
Hidden places 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 create clone of (_myself_ v)\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 (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change x by ((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 (スプライト1 v)?> 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 (スプライト1 v)?> 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\nwhen I start as a clone\nrepeat (20)\n change size by (-2)\n change [ghost v] effect by (5)\nend\ndelete this clone\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 [My Heart 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\nswitch costume to (コスチューム1 v)\nset [あああああaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa v] to [0]\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\nwhen flag clicked\nforever\n if <(costume [name v]) = [くりあ]> then\n set [あああああaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa v] to [1]\n end\nend\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: ()\nstart sound [Whiz v]\nglide (1) secs to x: (-605) y: ()\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\nset [あああああaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa v] to [0]\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\n if <[1] = (あああああaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa)> then\n hide\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\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@スプライト6\n\nwhen I start as a clone\ngo to x: (pick random (-200) to (200)) y: (155)\nshow\nrepeat until <(y position) = [-125]>\n change y by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [ビントロ v]\nhide\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\n change [color v] effect by (25)\nend\n\n@スプライト7\n\nwhen flag clicked\nhide\n\nwhen I receive [ビントロ v]\ngo to x: (-195) y: (-147)\nshow\nset [ghost v] effect to (50)\n\n@スプライト8\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [あああああaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa v] to [0]\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 | ※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‼ |
Rocky Terrain || ☁ Scrolling Platformer ☁ | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLLX)) (join [, ] ((mouse y) + (SCROLLY))))\n\nwhen flag clicked\nswitch backdrop to (joining v)\nset volume to (40) %\nforever\n play sound [Xaf - Goodbye \(1\) v] until done\nend\n\nwhen I receive [join game v]\nbroadcast (switch track v)\n\nwhen I receive [switch track v]\nrepeat (40)\n change volume by (-1)\nend\nstop [other scripts in sprite v]\nset volume to (30) %\nwait (1) seconds\nforever\n play sound [14 v] until done\n play sound [Xaf - Nebula v] until done\nend\n\n@Blank\n\n@Player\n\ndefine Point Towards X: (x) Y: (y)\npoint in direction (((180) * <<(y position) > (y)> or <(y position) = (y)>>) + ([atan v] of (((x position) - (x)) / ((y position) - (y))) ))\n\nwhen flag clicked\nhide\ndelete all of [buffer v]\n\nset [my player # v] to [0]\nset [max players v] to [8]\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n switch backdrop to (joined v)\nelse\n switch backdrop to (full v)\nend\nwait (1) seconds\nswitch backdrop to (game v)\nbroadcast (begin v)\nbroadcast ( Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [SpeedRuns]> then\n set [☁ speed runs v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nif <(MY PLAYER #) < [1]> then\n stop [this script v]\nend\nadd (x) to [buffer v]\nadd (y) to [buffer v]\nchange [cloud timer v] by (1)\nif <(cloud timer) < [3]> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nwrite (LEVEL) to encoded\nwrite (size) to encoded\nwrite (ghost effect) to encoded\nwrite (username) to encoded\nwrite (CHAT) to encoded\nwrite (round ((timer) * (10))) to encoded\nrepeat (length of [buffer v])\n write (item (1) of [buffer v]) to encoded\n delete (1) of [buffer v]\nend\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Tick\nif <(wait) < [1]> then\n if <(chatting) < [1]> then\n if <<(x position) < [-200]> and <<(y position) < [-140]> and <mouse down?>>> then\n set [chatting v] to [50]\n set [chat v] to (i)\n end\n if <key (any v) pressed?> then\n key\n end\n say []\n else\n change [chatting v] by (-1)\n if <(chatting) < [1]> then\n set [chat v] to [0]\n end\n if <not <(Show Text) = [none]>> then\n say (item (CHAT) of [chats v])\n else\n say []\n end\n end\n if <(double clicked) > [0]> then\n change [double clicked v] by (-1)\n end\n Zero Pressed?\n Space Pressed?\n if <(TELEPORTING) = [n/a]> then\n double clicked\n if <key (space v) pressed?> then\n set [started level? v] to [yes]\n if <(Attacking) = [no]> then\n set [attacking v] to [yes]\n broadcast (Attack v)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n set [started level? v] to [yes]\n point in direction (-90)\n change [speed x v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [started level? v] to [yes]\n point in direction (90)\n change [speed x v] by (1)\n end\n set [speed x v] to ((SPEED X) * (.9))\n if <touching (moving platforms v)?> then\n get out of moving platforms\n end\n change y by (-3)\n if <touching (moving platforms v)?> then\n set [touching platform v] to [yes]\n else\n if <(touching platform) = [yes]> then\n change [speed x v] by ((GLIDESPEED) * (-1))\n end\n set [touching platform v] to [no]\n end\n change y by (3)\n if <<([abs v] of (SPEED X) ) > [1]> or <(touching platform) = [yes]>> then\n if <(touching platform) = [yes]> then\n Change Player X by (round ((SPEED X) + ((GLIDESPEED) * (-1))))\n else\n Change Player X by (round (SPEED X))\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> then\n set [started level? v] to [yes]\n if <<(in air) < [3]> and <(TRAMP - player) < [1]>> then\n set [speed y v] to [12]\n end\n end\n if <(SPEED Y) > [-19]> then\n change [speed y v] by (-1)\n end\n if <(touching platform) = [yes]> then\n change [x v] by (GLIDESPEED)\n end\n Change Player Y by (SPEED Y)\n if <(touching platform) = [yes]> then\n change [x v] by ((-1) * (GLIDESPEED))\n end\n test - die\n Test - Restart\n test - skip/back\n test - reset levels\n delete all of [enemydanger v]\n if <(y) < [-180]> then\n set [exit v] to [die]\n end\n else\n if <(TELEPORTING) > [10]> then\n change [teleporting v] by (-1)\n set [x v] to (TELEPORT X)\n set [y v] to (TELEPORT Y)\n change size by (-3)\n change [brightness v] effect by (8)\n else\n if <(TELEPORTING) > [0]> then\n change [teleporting v] by (-1)\n set [x v] to (TELEPORT X)\n set [y v] to (TELEPORT Y)\n change size by (3)\n change [brightness v] effect by (-8)\n else\n set [brightness v] effect to (0)\n set size to (100) %\n set [teleporting v] to [n/a]\n set [touching platform v] to [no]\n set [speed x v] to [0]\n set [speed y v] to [0]\n end\n end\n end\nelse\n change [wait v] by (-1)\nend\nif <(started level?) = [no]> then\n set [start time v] to (Time)\nend\nchange [scrollx v] by (round (((x) - (SCROLLX)) / (9)))\nif <(SCROLLX) < [-50]> then\n set [scrollx v] to [-50]\nend\nchange [scrolly v] by (round (((y) - (SCROLLY)) / (9)))\nif <(SCROLLY) < [0]> then\n set [scrolly v] to [0]\nend\nposition\ndelete all of [player stuff v]\nadd (x position) to [player stuff v]\nadd (y position) to [player stuff v]\n\nwhen I receive [ green flag v]\nhide\ngo to [front v] layer\ndelete all of [platform speeds v]\ndelete all of [playerstartingpos v]\nChat - Help\nadd [0] to [playerstartingpos v]\nadd [0] to [playerstartingpos v]\n\nwhen I receive [play game v]\npoint in direction (90)\nset [show text v] to [all]\nswitch costume to (costume1 v)\nshow\nset [flymode v] to [off]\nset [levels v] to [4]\nset [clone type v] to [tri]\nset [time v] to [0]\nset [start time v] to [0]\nset [started level? v] to [no]\nset rotation style [all around v]\ncreate clone of (_myself_ v)\nset [clone type v] to [player]\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\nset rotation style [left-right v]\nforever\n Game On\n repeat until <(EXIT) > []>\n if <(username) = [rudytudy]> then\n if <key (1 v) pressed?> then\n if <(key1pressed) = [no]> then\n if <(flymode) = [off]> then\n set [flymode v] to [on]\n else\n set [flymode v] to [off]\n end\n end\n set [key1pressed v] to [yes]\n else\n set [key1pressed v] to [no]\n end\n if <(flymode) = [on]> then\n Fly\n else\n Tick\n end\n else\n Tick\n end\n broadcast (tick v)\n broadcast (move enemies v)\n send cloud data\n end\n broadcast (Hide Clone v) and wait\n if <(EXIT) = [win]> then\n Game - Win\n else\n if <(EXIT) = [die]> then\n Game - Die\n else\n if <(EXIT) = [restart]> then\n Game - Restart\n else\n if <(EXIT) = [back]> then\n Skip [-1]\n else\n if <(EXIT) = [skip]> then\n Skip [1]\n end\n end\n end\n end\n end\nend\n\ndefine Game On\nset [x v] to (item (1) of [playerstartingpos v])\nset [y v] to (item (2) of [playerstartingpos v])\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [5]\nset [exit v] to []\nset [scrollx v] to (item (1) of [playerstartingpos v])\nset [scrolly v] to (item (2) of [playerstartingpos v])\nset [wait v] to [5]\nset [touching platform v] to [no]\nset size to (100) %\nset [ghost effect v] to [0]\nset [ghost v] effect to (ghost effect)\nshow\n\ndefine Change Player Y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nif <(TRAMP - player) > [0]> then\n change [tramp - player v] by (-1)\nend\nposition\nrepeat until <not <<touching (platforms v)?> or <touching (moving platforms v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [speed y v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\nif <<((x) - (SCROLLX)) = (x position)> and <((y) - (SCROLLY)) = (y position)>> then\n show\nelse\n if <not <((x) - (SCROLLX)) = (x position)>> then\n hide\n end\nend\n\ndefine Change Player X by (sx)\nchange [x v] by (sx)\nposition\nif <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n repeat (10)\n change [y v] by (1)\n position\n if <not <<touching (platforms v)?> or <touching (moving platforms v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-10)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-11]\n else\n set [speed x v] to [11]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <<touching (platforms v)?> or <touching (moving platforms v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [446115__justinvoke__wet-splat v]\nexplode\nhide\nDeath - Cloud\nwait (.5) seconds\nset size to (100) %\nset [ghost effect v] to [0]\nset [ghost v] effect to (ghost effect)\n\ndefine test - die\nif <<touching (saws v)?> or <touching (danger v)?>> then\n set [exit v] to [die]\nend\nif <touching (enemies v)?> then\n Check Enemies\nend\n\nwhen I start as a clone\nif <(clone type) = [death]> then\n switch costume to (costume2 v)\n set [ghost effect v] to [0]\n set [ghost v] effect to (ghost effect)\n show\n if <(pick random (1) to (10)) = [1]> then\n set [sy v] to (pick random (3.0) to (4.0))\n set [sx v] to (pick random (-2.0) to (2.0))\n else\n set [sy v] to (pick random (4.0) to (7))\n set [sx v] to (pick random (-5.0) to (5.0))\n end\n change x by (pick random (-8) to (8))\n change y by (pick random (-8) to (8))\n repeat (20)\n switch costume to (costume4 v)\n change x by (sx)\n change y by (sy)\n switch costume to (costume2 v)\n change [ghost effect v] by (4)\n set [ghost v] effect to (ghost effect)\n change [sy v] by (-.5)\n end\n delete this clone\nelse\n if <(clone type) = [highscore]> then\n go to x: (((digits) * (21)) + (0)) y: (-80)\n do letter stuff [190]\n else\n if <(clone type) = [letter]> then\n go to x: (((digits) * (22)) - (((1) + (length of (ShowTimer))) * (11))) y: (-32)\n do letter stuff [200]\n end\n end\nend\n\ndefine Game - Win\nstart sound [433635__tmpz-1__scifi-swoosh v]\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-2)\n change [ghost effect v] by (2)\n set [ghost v] effect to (ghost effect)\nend\nshow\nset [ghost v] effect to (100)\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nbroadcast (Highscores v) and wait\nif <(item (LEVEL) of [speed runs v]) > ((Time) - (START TIME))> then\n switch costume to (highscore v)\n replace item (LEVEL) of [speed runs v] with (REAL TIME)\n replace item (LEVEL) of [speed run names v] with (username)\n Set Highscore\n broadcast (Highscores v) and wait\n set [clone type v] to [highscore]\n Show your time\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\n switch costume to (costume1 v)\n hide\nelse\n switch costume to (highscore2 v)\n set [clone type v] to [letter]\n Show your time\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\n switch costume to (costume1 v)\n hide\nend\nchange [level v] by (1)\nif <(LEVEL) > (Levels)> then\n stop [all v]\nend\nset [time v] to [0]\nset [start time v] to [0]\nset [started level? v] to [no]\ndelete all of [playerstartingpos v]\nadd [0] to [playerstartingpos v]\nadd [-25] to [playerstartingpos v]\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\n\ndefine get out of moving platforms\nrepeat (10)\n change [x v] by (2)\n position\n if <not <touching (moving platforms v)?>> then\n stop [this script v]\n end\nend\nchange [x v] by (-20)\nrepeat until <not <touching (moving platforms v)?>>\n change [x v] by (-2)\n position\nend\n\ndefine key\nif <key ((join [] [enter]) v) pressed?> then\n set [i v] to [0]\n repeat (length of [chats v])\n change [i v] by (1)\n set [pressed v] to (item (i) of [alphabet v])\n if <key ((pressed) v) pressed?> then\n set [chatting v] to [50]\n set [chat v] to (i)\n stop [this script v]\n end\n end\nend\nset [chat v] to [0]\n\ndefine Chat - Help\ndelete all of [chat - help v]\nset [i v] to [0]\nrepeat (length of [chats v])\n change [i v] by (1)\n add (join (join (join (item (i) of [alphabet v]) [ + ↵ ]) [= "]) (join (item (i) of [chats v]) ["])) to [chat - help v]\nend\n\ndefine Space Pressed?\nif <key (9 v) pressed?> then\n if <(space pressed) = [no]> then\n if <(Show Text) = [all]> then\n set [show text v] to [some]\n else\n if <(Show Text) = [none]> then\n set [show text v] to [all]\n else\n set [show text v] to [none]\n end\n end\n broadcast (Space v)\n end\n set [space pressed v] to [yes]\nelse\n set [space pressed v] to [no]\nend\n\ndefine Zero Pressed?\nif <key (0 v) pressed?> then\n if <(0 pressed?) = [no]> then\n if <(chat showing?) = [yes]> then\n set [chat showing? v] to [no]\n show list [chat - help v]\n else\n set [chat showing? v] to [yes]\n hide list [chat - help v]\n end\n end\n set [0 pressed? v] to [yes]\nelse\n set [0 pressed? v] to [no]\nend\n\ndefine Fly\nif <key (left arrow v) pressed?> then\n change [speed x v] by (-2)\nend\nif <key (right arrow v) pressed?> then\n change [speed x v] by (2)\nend\nif <key (up arrow v) pressed?> then\n change [speed y v] by (2)\nend\nif <key (down arrow v) pressed?> then\n change [speed y v] by (-2)\nend\nset [speed y v] to ((SPEED Y) * (.9))\nset [speed x v] to ((SPEED X) * (.9))\nchange [x v] by (SPEED X)\nchange [y v] by (SPEED Y)\nchange [scrollx v] by (round (((x) - (SCROLLX)) / (8)))\nif <(SCROLLX) < [-50]> then\n set [scrollx v] to [-50]\nend\nchange [scrolly v] by (round (((y) - (SCROLLY)) / (8)))\nif <(SCROLLY) < [0]> then\n set [scrolly v] to [0]\nend\nposition\nshow\ndelete all of [player stuff v]\nadd (x position) to [player stuff v]\nadd (y position) to [player stuff v]\ntest - reset levels\n\ndefine double clicked\nif <mouse down?> then\n if <(mouse down) = [no]> then\n if <(double clicked) > [0]> then\n set [started level? v] to [yes]\n if <(Attacking) = [no]> then\n set [attacking v] to [yes]\n broadcast (Attack v)\n end\n end\n set [double clicked v] to [6]\n end\n set [mouse down v] to [yes]\nelse\n set [mouse down v] to [no]\nend\n\nwhen I receive [tick v]\nif <(clone type) = [tri]> then\n if <(TELEPORTING) = [n/a]> then\n show\n set size to (100) %\n go to [front v] layer\n go [backward v] (4) layers\n switch costume to (costume3 v)\n go to x: (item (1) of [player stuff v]) y: (item (2) of [player stuff v])\n turn right (round ((SPEED X) * (2))) degrees\n else\n hide\n end\nend\n\ndefine Check Enemies\nrepeat (length of [enemydanger v])\n if <(item (1) of [enemydanger v]) = [alive]> then\n set [exit v] to [die]\n stop [this script v]\n end\n delete (1) of [enemydanger v]\nend\n\nif <(TELEPORTING) = [n/a]> then\n change [scrollx v] by (round (((x) - (SCROLLX)) / (1)))\nend\n\ndefine Set Highscore\nset [encoded v] to []\nset [i v] to [1]\nrepeat (Levels)\n write (item (i) of [speed run names v]) to encoded\n write (item (i) of [speed runs v]) to encoded\n change [i v] by (1)\nend\nset cloud # [SpeedRuns] to (encoded)\n\ndefine explode\nrepeat (40)\n set [clone type v] to [death]\n create clone of (_myself_ v)\n set [clone type v] to [player]\n change size by (-3)\n change [ghost effect v] by (3)\n set [ghost v] effect to (ghost effect)\nend\n\ndefine Death - Cloud\nset size to (100) %\nset [ghost effect v] to [0]\nset [ghost v] effect to (ghost effect)\nrepeat (30)\n set [clone type v] to [player]\n change size by (-3)\n change [ghost effect v] by (3)\n set [ghost v] effect to (ghost effect)\n send cloud data\nend\n\nwhen I receive [hide clone v]\nif <(clone type) = [tri]> then\n hide\nend\n\ndefine Test - Restart\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [exit v] to [restart]\nend\n\ndefine Game - Restart\nrepeat (3)\n set [ghost effect v] to [100]\n set [ghost v] effect to (ghost effect)\n wait (.1) seconds\n set [ghost effect v] to [0]\n set [ghost v] effect to (ghost effect)\n wait (.1) seconds\nend\nset [time v] to [0]\nset [start time v] to [0]\nset [started level? v] to [no]\ndelete all of [playerstartingpos v]\nadd [0] to [playerstartingpos v]\nadd [-25] to [playerstartingpos v]\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\n\nSet Highscore\n\ndefine Show your time\nset [digits v] to [0]\nrepeat (length of (ShowTimer))\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine do letter stuff (size)\nif <(length of (ShowTimer)) < (digits)> then\n hide\nelse\n show\n switch costume to (letter (digits) of (ShowTimer))\nend\nset size to (size) %\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [reset v]\nif <<(clone type) = [highscore]> or <(clone type) = [letter]>> then\n delete this clone\nend\n\ndefine test - reset levels\nif <key (x v) pressed?> then\n broadcast (Reset v) and wait\n broadcast (Setup v)\nend\n\ndefine test - skip/back\nif <(LEVEL) < (Levels)> then\n if <<key (q v) pressed?> and <key (o v) pressed?>> then\n set [exit v] to [skip]\n end\nend\nif <[1] < (LEVEL)> then\n if <<key (q v) pressed?> and <key (p v) pressed?>> then\n set [exit v] to [back]\n end\nend\n\ndefine Skip (how many)\nchange [level v] by (how many)\nif <<(LEVEL) > (Levels)> or <[1] > (LEVEL)>> then\n stop [all v]\nend\nset [time v] to [0]\nset [start time v] to [0]\nset [started level? v] to [no]\ndelete all of [playerstartingpos v]\nadd [0] to [playerstartingpos v]\nadd [-25] to [playerstartingpos v]\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\n\ndefine Wait\nwait until <key (r v) pressed?>\nwait until <not <key (r v) pressed?>>\n\nreplace item (2) of [speed run names v] with [cantankerousmaams]\nreplace item (3) of [speed run names v] with [cantankerousmaams]\n\nreplace item (3) of [speed run names v] with [No-name]\nreplace item (3) of [speed runs v] with [50.00]\n\nreplace item (4) of [speed run names v] with [moipanp1]\n\nreplace item (2) of [speed runs v] with [11.79]\nreplace item (3) of [speed runs v] with [8.68]\n\nreplace item (4) of [speed runs v] with [26.26]\n\nSet Highscore\n\nset [time v] to [0]\nset [start time v] to [0]\nset [started level? v] to [no]\n\nwhen [r v] key pressed\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\n\n@Other players\n\ndefine setup players\ndelete all of [buffer v]\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nset [original sprite v] to [no]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\nset [original sprite v] to [yes]\n\nwhen I receive [tick v]\nif <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n set [x v] to [-999]\n hide\nelse\n tick\nend\n\nwhen I receive [setup - opponents v]\nUpdate highscores\nsetup players\n\ndefine tick\nhide\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(Offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(Offline) > [99]> then\n show\n end\n set [offline v] to [0]\n Begin decode of (value)\n value = read from encoded\n set [my level v] to (value)\n value = read from encoded\n set size to (value) %\n value = read from encoded\n set [ghost v] effect to (value)\n value = read from encoded\n if <(Show Text) = [all]> then\n say (join (player #) (join [: ] (value)))\n else\n say []\n end\n value = read from encoded\n if <(value) > [0]> then\n if <not <(Show Text) = [none]>> then\n say (item (value) of [chats v])\n else\n say []\n end\n end\n value = read from encoded\n value = read from encoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n value = read from encoded\n end\nend\nif <(length of [buffer v]) > [0]> then\n set [x v] to (item (1) of [buffer v])\n delete (1) of [buffer v]\n set [y v] to (item (1) of [buffer v])\n delete (1) of [buffer v]\nend\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\ndefine Begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (2) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<<(x) = (x position)> and <(y) = (y position)>> and <<[100] > (Offline)> and <(my level) = (LEVEL)>>> then\n show\nelse\n hide\nend\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [highscores v]\nif <(original sprite) = [yes]> then\n Update highscores\nend\n\ndefine Update highscores\nBegin decode of (☁ Speed Runs)\ndelete all of [speed run names v]\ndelete all of [speed runs v]\nrepeat (Levels)\n value = read from encoded\n add (value) to [speed run names v]\n value = read from encoded\n add (value) to [speed runs v]\nend\n\nwhen flag clicked\nwait (.5) seconds\nUpdate highscores\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\nend\n\n@Platforms\n\nwhen I receive [ green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n set [costume v] to (costume [number v])\n Clone at X: [1000] Y: [0]\n Clone at X: [-900] Y: [300]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n set [costume v] to (costume [number v])\n Clone at X: [1200] Y: [373]\n Clone at X: [1200] Y: [-150]\n Clone at X: [-1700] Y: [-270]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n set [costume v] to (costume [number v])\n Clone at X: [1150] Y: [450]\n Clone at X: [-500] Y: [319]\n Clone at X: [360] Y: [230]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n set [costume v] to (costume [number v])\n Clone at X: [450] Y: [100]\n Clone at X: [880] Y: [490]\n Clone at X: [840] Y: [200]\n end\n end\n end\nend\n\ndefine position (x) (y)\nswitch costume to (big v)\ngo to x: (x) y: (y)\nswitch costume to (costume)\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\nset [costume v] to (costume [number v])\n\nwhen flag clicked\nhide\n\ndelete this clone\n\n@Coins\n\nwhen I receive [ green flag v]\nhide\n\nwhen I receive [tick v]\nif <(collecting) = [n/a]> then\n set [addedx v] to (round ((([sin v] of ((Time) * (200)) ) * (float)) + (4)))\n position ((x) - (SCROLLX)) (((y) - (SCROLLY)) + (addedX))\n if <touching (player v)?> then\n start sound [554346__deephazed__silver-coin-flip-l-ayex v]\n set [collecting v] to [15]\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n end\nelse\n if <(collecting) > [0]> then\n change [collecting v] by (-1)\n position ((x) - (SCROLLX)) ((((y) - (SCROLLY)) + ((60) - ((collecting) * (4)))) + (addedX))\n set [ghost v] effect to ((100) - ((collecting) * (8)))\n else\n delete this clone\n end\nend\nif <(wait) < [1]> then\n next costume\n set [wait v] to [1]\nelse\n change [wait v] by (-1)\nend\n\nwhen I receive [setup v]\npoint in direction (90)\nhide\nset [float v] to [8]\nset [x v] to [0]\nset [y v] to [0]\nset [collecting v] to [n/a]\nset [collected v] to [0]\nset [collected max v] to [0]\nswitch costume to (1 v)\nif <(LEVEL) = [1]> then\n Clone at X: [56] Y: [-72] Float: [5]\n Clone at X: [136] Y: [-72] Float: [-5]\n Clone at X: [319] Y: [-72] Float: [5]\n Clone at X: [890] Y: [-72] Float: [5]\n Clone at X: [980] Y: [-72] Float: [5]\n Clone at X: [1070] Y: [-72] Float: [5]\n Clone at X: [1162] Y: [23] Float: [5]\n Clone at X: [1132] Y: [113] Float: [5]\n Clone at X: [1105] Y: [203] Float: [5]\n Clone at X: [1080] Y: [293] Float: [5]\n Clone at X: [296] Y: [232] Float: [-5]\n Clone at X: [102] Y: [232] Float: [-5]\n Clone at X: [-85] Y: [232] Float: [-5]\n Clone at X: [205] Y: [308] Float: [5]\n Clone at X: [14] Y: [308] Float: [5]\nelse\n if <(LEVEL) = [2]> then\n Clone at X: [133] Y: [10] Float: [5]\n Clone at X: [57] Y: [174] Float: [-5]\n Clone at X: [-168] Y: [174] Float: [5]\n Clone at X: [660] Y: [257] Float: [5]\n Clone at X: [745] Y: [257] Float: [-5]\n Clone at X: [830] Y: [257] Float: [5]\n Clone at X: [1400] Y: [263] Float: [-5]\n Clone at X: [1600] Y: [263] Float: [5]\n Clone at X: [1700] Y: [263] Float: [-5]\n Clone at X: [1800] Y: [263] Float: [5]\n Clone at X: [1900] Y: [263] Float: [-5]\n Clone at X: [2000] Y: [263] Float: [5]\n Clone at X: [2308] Y: [263] Float: [-5]\n Clone at X: [2458] Y: [263] Float: [5]\n Clone at X: [2600] Y: [327] Float: [5]\n Clone at X: [2600] Y: [387] Float: [5]\n else\n if <(LEVEL) = [3]> then\n Clone at X: [60] Y: [-10] Float: [5]\n Clone at X: [-15] Y: [95] Float: [-5]\n Clone at X: [54] Y: [231] Float: [-5]\n Clone at X: [148] Y: [231] Float: [5]\n Clone at X: [350] Y: [231] Float: [-5]\n Clone at X: [470] Y: [231] Float: [5]\n Clone at X: [750] Y: [231] Float: [-5]\n Clone at X: [1081] Y: [411] Float: [5]\n Clone at X: [997] Y: [481] Float: [5]\n Clone at X: [1081] Y: [560] Float: [5]\n Clone at X: [892] Y: [665] Float: [-5]\n Clone at X: [611] Y: [665] Float: [-5]\n Clone at X: [511] Y: [737] Float: [5]\n Clone at X: [627] Y: [811] Float: [-5]\n Clone at X: [707] Y: [811] Float: [5]\n Clone at X: [787] Y: [811] Float: [-5]\n Clone at X: [867] Y: [811] Float: [5]\n else\n if <(LEVEL) = [4]> then\n Clone at X: [2091] Y: [1032] Float: [5]\n Clone at X: [2172] Y: [1032] Float: [-5]\n Clone at X: [199] Y: [-13] Float: [5]\n Clone at X: [368] Y: [156] Float: [-5]\n Clone at X: [545] Y: [156] Float: [5]\n Clone at X: [740] Y: [156] Float: [-5]\n Clone at X: [840] Y: [156] Float: [5]\n Clone at X: [940] Y: [156] Float: [-5]\n Clone at X: [1106] Y: [392] Float: [5]\n Clone at X: [1206] Y: [392] Float: [-5]\n Clone at X: [1300] Y: [482] Float: [5]\n Clone at X: [1472] Y: [611] Float: [-5]\n Clone at X: [1472] Y: [711] Float: [-5]\n Clone at X: [1900] Y: [950] Float: [5]\n Clone at X: [1622] Y: [950] Float: [-5]\n Clone at X: [915] Y: [625] Float: [5]\n Clone at X: [815] Y: [625] Float: [-5]\n Clone at X: [715] Y: [625] Float: [5]\n end\n end\n end\nend\nset [x v] to [-1000]\n\ndefine position (x) (y)\nset size to (150) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y) Float: (float)\nset [float v] to (float)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n set [timer v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (TIMER)\nshow list [chat - help v]\nstart sound [Xaf - Inferno v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset volume to (40) %\nforever\n switch costume to (costume2 v)\n set y to (([sin v] of ((timer) * (200)) ) * (8))\n point in direction ((([sin v] of ((timer) * (100)) ) * (2)) + (90))\n switch costume to (costume1 v)\n set [timer v] to ((timer) + (.1))\nend\n\n@Saws\n\nwhen I receive [ green flag v]\nhide\n\nwhen I receive [tick v]\nif <(cos/sin) = [cos]> then\n position (((x) - (SCROLLX)) + (round (([cos v] of ((Time) * (speedx)) ) * (widthx)))) (((y) - (SCROLLY)) + (round (([cos v] of ((Time) * (speedy)) ) * (widthy))))\nelse\n position (((x) - (SCROLLX)) + (round (([sin v] of ((Time) * (speedx)) ) * (widthx)))) (((y) - (SCROLLY)) + (round (([sin v] of ((Time) * (speedy)) ) * (widthy))))\nend\nturn right (15) degrees\n\nwhen I receive [setup v]\npoint in direction (90)\nhide\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nset [cos/sin v] to [sin]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at X: [189] Y: [-95] speedx [60] widthx [100] speedy [0] widthy [0] size [75] cos/sin [sin]\n Clone at X: [15] Y: [192] speedx [0] widthx [0] speedy [-100] widthy [120] size [75] cos/sin [sin]\n Clone at X: [205] Y: [192] speedx [0] widthx [0] speedy [100] widthy [120] size [75] cos/sin [sin]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (1 v)\n Clone at X: [1200] Y: [231] speedx [75] widthx [190] speedy [0] widthy [0] size [75] cos/sin [sin]\n Clone at X: [1200] Y: [300] speedx [75] widthx [-190] speedy [0] widthy [0] size [75] cos/sin [sin]\n Clone at X: [2233] Y: [236] speedx [0] widthx [0] speedy [-100] widthy [100] size [75] cos/sin [sin]\n Clone at X: [2383] Y: [236] speedx [0] widthx [0] speedy [100] widthy [100] size [75] cos/sin [sin]\n Clone at X: [2533] Y: [236] speedx [0] widthx [0] speedy [-100] widthy [100] size [75] cos/sin [cos]\n else\n if <(LEVEL) = [3]> then\n switch costume to (1 v)\n Clone at X: [-15] Y: [69] speedx [-100] widthx [50] speedy [0] widthy [0] size [75] cos/sin [sin]\n Clone at X: [183] Y: [69] speedx [0] widthx [0] speedy [100] widthy [100] size [75] cos/sin [sin]\n Clone at X: [-184] Y: [69] speedx [0] widthx [0] speedy [100] widthy [100] size [75] cos/sin [sin]\n Clone at X: [580] Y: [220] speedx [0] widthx [0] speedy [0] widthy [0] size [80] cos/sin [sin]\n Clone at X: [1105] Y: [615] speedx [0] widthx [0] speedy [0] widthy [0] size [80] cos/sin [sin]\n Clone at X: [966] Y: [540] speedx [0] widthx [0] speedy [0] widthy [0] size [80] cos/sin [sin]\n Clone at X: [1105] Y: [465] speedx [0] widthx [0] speedy [0] widthy [0] size [80] cos/sin [sin]\n Clone at X: [966] Y: [390] speedx [0] widthx [0] speedy [0] widthy [0] size [80] cos/sin [sin]\n Clone at X: [468] Y: [765] speedx [0] widthx [0] speedy [0] widthy [0] size [40] cos/sin [sin]\n Clone at X: [1079] Y: [1003] speedx [0] widthx [0] speedy [90] widthy [100] size [75] cos/sin [sin]\n Clone at X: [941] Y: [1003] speedx [0] widthx [0] speedy [-90] widthy [100] size [75] cos/sin [sin]\n Clone at X: [914] Y: [1003] speedx [0] widthx [0] speedy [-160] widthy [100] size [75] cos/sin [cos]\n else\n if <(LEVEL) = [4]> then\n switch costume to (1 v)\n Clone at X: [354] Y: [52] speedx [0] widthx [0] speedy [90] widthy [60] size [75] cos/sin [sin]\n Clone at X: [546] Y: [130] speedx [200] widthx [100] speedy [0] widthy [0] size [75] cos/sin [sin]\n Clone at X: [1427] Y: [707] speedx [0] widthx [0] speedy [250] widthy [80] size [85] cos/sin [sin]\n Clone at X: [1514] Y: [707] speedx [0] widthx [0] speedy [250] widthy [-80] size [85] cos/sin [sin]\n Clone at X: [2133] Y: [985] speedx [200] widthx [80] speedy [0] widthy [0] size [60] cos/sin [sin]\n Clone at X: [1760] Y: [930] speedx [100] widthx [60] speedy [0] widthy [0] size [70] cos/sin [cos]\n Clone at X: [1290] Y: [746] speedx [100] widthx [100] speedy [0] widthy [0] size [70] cos/sin [cos]\n Clone at X: [1290] Y: [746] speedx [100] widthx [100] speedy [0] widthy [0] size [70] cos/sin [sin]\n end\n end\n end\nend\nset [x v] to [-1000]\n\ndefine position (x) (y)\nset size to ((size) + (50)) %\ngo to x: (x) y: (y)\nset size to (size) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y) speedx (speedx) widthx (widthx) speedy (speedy) widthy (widthy) size (size) cos/sin (cos/sin)\nset [x v] to (x)\nset [y v] to (y)\nset [speedx v] to (speedx)\nset [widthx v] to (widthx)\nset [speedy v] to (speedy)\nset [widthy v] to (widthy)\nset [size v] to (size)\nset [cos/sin v] to (cos/sin)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\ndelete this clone\n\nwhen [g v] key pressed\nreplace item (1) of [speed runs v] with [100]\nreplace item (2) of [speed runs v] with [100]\nreplace item (3) of [speed runs v] with [100]\nreplace item (4) of [speed runs v] with [100]\n\n@Portal\n\nwhen I receive [ green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\nset size to (round ((([sin v] of ((Time) * (100)) ) * (14)) + (100))) %\nif <<touching (player v)?> and <(costume [name v]) = [Open]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\npoint in direction (90)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [collecting v] to [n/a]\nswitch costume to (closed v)\nif <(LEVEL) = [1]> then\n Clone at X: [-173] Y: [207]\nelse\n if <(LEVEL) = [2]> then\n Clone at X: [2600] Y: [460]\n else\n if <(LEVEL) = [3]> then\n Clone at X: [1010] Y: [1500]\n else\n if <(LEVEL) = [4]> then\n Clone at X: [450] Y: [712]\n else\n Clone at X: [800] Y: [50]\n end\n end\n end\nend\n\ndefine position (x) (y)\nset size to (150) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen flag clicked\nhide\n\nClone at X: [2500] Y: [1025] Float: [8]\n\n@Moving Platforms\n\nwhen I receive [ green flag v]\nhide\n\nwhen I receive [tick v]\nposition (((x) - (SCROLLX)) + (last x)) ((y) - (SCROLLY))\nset [last speed v] to ((last x) - (round (([cos v] of (((Time) - (+glide)) * (speedx)) ) * (widthx))))\nreplace item (clone#) of [platform speeds v] with (last speed)\nif <(start glide) = [no]> then\n if <((widthx) * (speedx)) = ([abs v] of ((widthx) * (speedx)) )> then\n set [last x v] to ([abs v] of (widthx) )\n else\n set [last x v] to ((-1) * ([abs v] of (widthx) ))\n end\n set [+glide v] to (Time)\nelse\n set [last x v] to (round (([cos v] of (((Time) - (+glide)) * (speedx)) ) * (widthx)))\nend\nchange y by (2)\nif <touching (player v)?> then\n set [glidespeed v] to (item (clone#) of [platform speeds v])\n set [start glide v] to [yes]\nend\nchange y by (-2)\n\nwhen I receive [setup v]\npoint in direction (90)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [clone# v] to [0]\nswitch costume to (1 v)\nif <(LEVEL) = [1]> then\n Clone at X: [572] Y: [-110] speedx [-75] widthx [75] size [2] wait for player? [no]\nelse\n if <(LEVEL) = [2]> then\n Clone at X: [700] Y: [217] speedx [90] widthx [-110] size [2] wait for player? [yes]\n Clone at X: [1800] Y: [217] speedx [75] widthx [-200] size [2] wait for player? [yes]\n else\n if <(LEVEL) = [3]> then\n Clone at X: [580] Y: [190] speedx [75] widthx [-230] size [2] wait for player? [yes]\n Clone at X: [826] Y: [770] speedx [90] widthx [-200] size [2] wait for player? [yes]\n else\n if <(LEVEL) = [4]> then\n Clone at X: [350] Y: [-55] speedx [90] widthx [-200] size [2] wait for player? [yes]\n Clone at X: [889] Y: [116] speedx [125] widthx [-150] size [1] wait for player? [yes]\n Clone at X: [1760] Y: [911] speedx [100] widthx [100] size [3] wait for player? [no]\n Clone at X: [763] Y: [581] speedx [100] widthx [150] size [2] wait for player? [yes]\n end\n end\n end\nend\nset [x v] to [-1000]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y) speedx (speedx) widthx (widthx) size (size) wait for player? (wait for player?)\nset [x v] to (x)\nset [y v] to (y)\nset [speedx v] to (speedx)\nset [widthx v] to (widthx)\nset [speedy v] to (speedy)\nset [widthy v] to (widthy)\nif <(wait for player?) = [yes]> then\n set [start glide v] to [no]\nelse\n set [+glide v] to [0]\n set [start glide v] to [yes]\nend\nchange [clone# v] by (1)\nadd [] to [platform speeds v]\nswitch costume to (size)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\ndelete this clone\n\n@Checkpoints\n\nwhen I receive [ green flag v]\nhide\n\nwhen I receive [tick v]\nset [color v] effect to (0)\nif <(collecting) = [n/a]> then\n position ((x) - (SCROLLX)) (((y) + (([sin v] of ((Time) * (200)) ) * (float))) - (SCROLLY))\n if <<touching (player v)?> and <(already touched) = [no]>> then\n start sound [500912__bertsz__squish-impact v]\n set [already touched v] to [yes]\n switch costume to (1 v)\n replace item (1) of [playerstartingpos v] with (x)\n replace item (2) of [playerstartingpos v] with (y)\n explode\n end\nelse\n if <(collecting) > [0]> then\n switch costume to (3 v)\n change [collecting v] by (-1)\n change [yv v] by (-1)\n change [x v] by (xv)\n change [y v] by (yv)\n turn right (rotate) degrees\n position ((x) - (SCROLLX)) ((y) - (SCROLLY))\n set [ghost v] effect to ((100) - ((collecting) * (10)))\n else\n delete this clone\n end\nend\n\nwhen I receive [setup v]\nhide\npoint in direction (90)\nhide\nset [float v] to [8]\nset [x v] to [0]\nset [y v] to [0]\nset [collecting v] to [n/a]\nset [already touched v] to [no]\nswitch costume to (2 v)\nif <(LEVEL) = [1]> then\nelse\n if <(LEVEL) = [2]> then\n Clone at X: [931] Y: [265] Float: [8]\n else\n if <(LEVEL) = [3]> then\n Clone at X: [1041] Y: [327] Float: [8]\n else\n if <(LEVEL) = [4]> then\n Clone at X: [2135] Y: [950] Float: [8]\n end\n end\n end\nend\nset [x v] to [-1000]\n\nClone at X: [-155] Y: [527] Float: [8]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y) Float: (float)\nset [float v] to (float)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine explode\nset [y v] to ((y) + ())\nset [collecting v] to [15]\nrepeat (5)\n set [xv v] to (pick random (0) to (6))\n set [yv v] to (pick random (8) to (14))\n set [rotate v] to (pick random (-10) to (10))\n set size to (pick random (80) to (120)) %\n create clone of (_myself_ v)\nend\nrepeat (5)\n set [xv v] to (pick random (-6) to (0))\n set [yv v] to (pick random (8) to (14))\n set [rotate v] to (pick random (-10) to (10))\n set size to (pick random (80) to (120)) %\n create clone of (_myself_ v)\nend\nset size to (100) %\nset [collecting v] to [n/a]\n\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Clouds\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (cloud-a v)\n Clone at X: [400] Y: [250]\n Clone at X: [40] Y: [100]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at X: [180] Y: [200]\n Clone at X: [800] Y: [600]\n Clone at X: [2000] Y: [520]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at X: [0] Y: [0]\n Clone at X: [320] Y: [300]\n end\n end\nend\nset [x v] to [-9999]\n\nClone at X: [40] Y: [100]\n\ndefine Clone at X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nset [ghost v] effect to (50)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition (round ((x) - ((SCROLLX) / (6)))) (round ((y) - ((SCROLLY) / (6))))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\n\nhide\n\n@Coin Counter\n\nwhen I receive [setup v]\nsetup\n\ndefine setup\nset [digits v] to [0]\ngo to [front v] layer\nrepeat (6)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\nchange [digits v] by (1)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\ngo to x: (((220) + ((digits) * (18))) - ((length of (join (COLLECTED) (join [/] (COLLECTED MAX)))) * (18))) y: (155)\nset size to (23) %\nif <(length of (join (COLLECTED) (join [/] (COLLECTED MAX)))) < (digits)> then\n hide\nelse\n show\n switch costume to (letter (digits) of (join (COLLECTED) (join [/] (COLLECTED MAX))))\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [space v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (-100)\nswitch costume to (Show Text)\nset [showing v] to [45]\nset [ghost v] effect to (0)\n\nwhen I receive [tick v]\nif <<(showing) > [0]> and <(showing) < [21]>> then\n change [ghost v] effect by (5)\nend\nif <(showing) > [0]> then\n change [showing v] by (-1)\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\n@Tramp\n\nwhen I receive [ green flag v]\nhide\n\nwhen I receive [tick v]\nset [color v] effect to (0)\nif <(collecting) = [n/a]> then\n set size to (200) %\n position ((x) - (SCROLLX)) ((y) - (SCROLLY))\n set size to (80) %\n switch costume to (1 v)\n if <<touching (player v)?> and <(already touched) = [no]>> then\n set [tramp - player v] to [4]\n set [already touched v] to [yes]\n set [speed x v] to (xv)\n set [speed y v] to (yv)\n set [collecting v] to [4]\n end\nelse\n if <(collecting) > [0]> then\n next costume\n change [collecting v] by (-1)\n set size to (200) %\n position ((x) - (SCROLLX)) ((y) - (SCROLLY))\n set size to (80) %\n else\n set [collecting v] to [n/a]\n set [already touched v] to [no]\n end\nend\n\nwhen I receive [setup v]\nhide\nset [float v] to [8]\nset [x v] to [0]\nset [y v] to [0]\nset [collecting v] to [n/a]\nset [already touched v] to [no]\nswitch costume to (1 v)\nif <(LEVEL) = [1]> then\n Clone at X: [1209] Y: [-96] sx [-14] sy [30] direction [90]\nelse\n if <(LEVEL) = [2]> then\n Clone at X: [2619] Y: [237] sx [0] sy [20] direction [90]\n Clone at X: [847] Y: [-148] sx [0] sy [30] direction [90]\n else\n if <(LEVEL) = [3]> then\n Clone at X: [1116] Y: [1138] sx [-11] sy [28] direction [90]\n Clone at X: [904] Y: [1138] sx [11] sy [28] direction [90]\n else\n if <(LEVEL) = [4]> then\n Clone at X: [1471] Y: [541] sx [0] sy [22] direction [90]\n end\n end\n end\nend\nset [x v] to [-1000]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y) sx (sx) sy (sy) direction (dir)\nset [xv v] to (sx)\nset [yv v] to (sy)\nset [x v] to (x)\nset [y v] to (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\ndefine explode\n\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Enemies\n\ndefine Tick\nif <(wait) < [1]> then\n if <(clone type) = [enemy]> then\n if <(x position) > ([x position v] of [player v])> then\n change [sx v] by (-.5)\n end\n if <([x position v] of [player v]) > (x position)> then\n change [sx v] by (.5)\n end\n end\n set [sx v] to ((sx) * (.9))\n if <touching (moving platforms v)?> then\n get out of moving platforms\n end\n if <([abs v] of (sx) ) > [1]> then\n Change Player X by (round (sx))\n end\n if <([y position v] of [player v]) > (y position)> then\n if <(in air) < [3]> then\n set [sy v] to [11]\n end\n end\n if <(sy) > [-19]> then\n change [sy v] by (-1)\n end\n Change Player Y by (sy)\n if <(clone type) = [enemy]> then\n if <[1] > (hurt)> then\n test - die\n switch costume to (costume1 v)\n else\n change [hurt v] by (-1)\n switch costume to (costume4 v)\n end\n if <(y) < [-180]> then\n replace item (enemy#) of [enemies v] with [dead]\n delete this clone\n end\n if <<(health) < [0]> and <(health) > [0]>> then\n else\n change [hurt v] by (-1)\n if <(hurt) < [1]> then\n delete this clone\n end\n change [ghost v] effect by (4)\n switch costume to (costume3 v)\n end\n if <touching (player v)?> then\n add (item (enemy#) of [enemies v]) to [enemydanger v]\n end\nelse\n change [wait v] by (-1)\nend\nposition\n\nwhen I receive [ green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [setup v]\npoint in direction (90)\nswitch costume to (costume1 v)\nshow\ndelete all of [enemydanger v]\ndelete all of [enemies v]\nset [enemy# v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [clone type v] to [enemy]\nif <(LEVEL) = [1]> then\n Enemy at x: [867] y: [-73] health: [1]\n Enemy at x: [960] y: [-73] health: [1]\nelse\n if <(LEVEL) = [2]> then\n Enemy at x: [670] y: [-9] health: [1]\n Enemy at x: [760] y: [-9] health: [2]\n Enemy at x: [850] y: [-9] health: [2]\n else\n if <(LEVEL) = [3]> then\n Enemy at x: [183] y: [220] health: [2]\n Enemy at x: [1085] y: [312] health: [1]\n Enemy at x: [850] y: [681] health: [4]\n Enemy at x: [542] y: [650] health: [2]\n else\n if <(LEVEL) = [4]> then\n Enemy at x: [1187] y: [397] health: [1]\n Enemy at x: [1308] y: [475] health: [1]\n Enemy at x: [2066] y: [954] health: [1]\n Enemy at x: [1476] y: [845] health: [2]\n Enemy at x: [875] y: [615] health: [1]\n Enemy at x: [946] y: [615] health: [1]\n end\n end\n end\nend\nset [x v] to [-999]\n\ndefine Change Player Y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <<touching (platforms v)?> or <touching (moving platforms v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\n\ndefine Change Player X by (sx)\nchange [x v] by (sx)\nposition\nif <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n repeat (10)\n change [y v] by (1)\n position\n if <not <<touching (platforms v)?> or <touching (moving platforms v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-10)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-10]\n else\n set [sx v] to [10]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (platforms v)?> or <touching (moving platforms v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine test - die\nif <<touching (saws v)?> or <<touching (sprite5 v)?> or <touching (danger v)?>>> then\n change [health v] by (-1)\n start sound [547035__eponn__hit-impact-sword v]\n if <(health) < [1]> then\n Explode\n replace item (enemy#) of [enemies v] with [dead]\n delete this clone\n else\n set [hurt v] to [6]\n set [sy v] to [8]\n if <([x position v] of [player v]) > (x position)> then\n set [sx v] to [-17]\n else\n set [sx v] to [17]\n end\n end\nend\n\ndefine get out of moving platforms\nrepeat (10)\n change [x v] by (2)\n position\n if <not <touching (moving platforms v)?>> then\n stop [this script v]\n end\nend\nchange [x v] by (-20)\nrepeat until <not <touching (moving platforms v)?>>\n change [x v] by (-2)\n position\nend\n\nwhen I receive [tick v]\nchange [y v] by (sy)\nchange [x v] by (sx)\nposition\nset [is visible v] to <<((x) - (SCROLLX)) = (x position)> and <((y) - (SCROLLY)) = (y position)>>\nchange [y v] by ((sy) * (-1))\nchange [x v] by ((sx) * (-1))\n\nchange [y v] by (SPEED Y)\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Enemy at x: (x) y: (y) health: (health)\nset [hurt v] to [0]\nset [health v] to (health)\nset [x v] to (x)\nset [y v] to (y)\nchange [enemy# v] by (1)\nadd [alive] to [enemies v]\nset [is visible v] to [true]\ncreate clone of (_myself_ v)\n\nwhen I receive [move enemies v]\nif <(is visible) = [true]> then\n show\n Tick\nelse\n hide\nend\n\ndefine Explode\nset [clone type v] to [animation]\nrepeat (8)\n set [in air v] to [200]\n set [sy v] to (pick random (5) to (12))\n set [sx v] to (pick random (-18) to (18))\n set [hurt v] to [20]\n create clone of (_myself_ v)\nend\nset [clone type v] to [enemy]\n\nstart sound [446115__justinvoke__wet-splat v]\n\n@Sprite5\n\nwhen I receive [attack v]\nset [weaponused v] to (WeaponType)\nset [sword swinging v] to [14]\nset size to (100) %\nset [ghost v] effect to (0)\ngo to [back v] layer\nshow\nset [direction v] to ([direction v] of [player v])\nstart sound [380488__deleted-user-6479820__sword-swipes v]\nif <([direction v] of [player v]) = [90]> then\n switch costume to (costume1 v)\n point in direction (-75)\nelse\n switch costume to (costume2 v)\n point in direction (75)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\ngo to (player v)\nif <(Sword swinging) > [6]> then\n change [sword swinging v] by (-1)\n if <(direction) = [90]> then\n turn right (22) degrees\n else\n turn right (-22) degrees\n end\nelse\n if <(Sword swinging) > [0]> then\n hide\n else\n set [attacking v] to [no]\n set [sword swinging v] to [0]\n end\n change [sword swinging v] by (-1)\nend\n\nwhen I receive [death v]\nhide\n\n@Time\n\ndefine Setup\nset [digits v] to [0]\nrepeat (10)\n go to [front v] layer\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [ green flag v]\nhide\nset [spacing v] to [18]\nset [originalsprite v] to [no]\nSetup\nset [originalsprite v] to [yes]\n\nwhen I receive [tick v]\nif <(originalsprite) = [yes]> then\n set [real time v] to (([floor v] of (((Time) - (START TIME)) * (100)) ) / (100))\n set [showtimer v] to []\n if <([floor v] of ((REAL TIME) / (60)) ) > [0]> then\n set [showtimer v] to (join ([floor v] of ((REAL TIME) / (60)) ) [:])\n if <(length of (([floor v] of (REAL TIME) ) mod (60))) < [2]> then\n set [showtimer v] to (join (ShowTimer) (join [0] ([floor v] of ((REAL TIME) mod (60)) )))\n else\n set [showtimer v] to (join (ShowTimer) ([floor v] of ((REAL TIME) mod (60)) ))\n end\n else\n set [showtimer v] to ([floor v] of (REAL TIME) )\n end\n Take away the zero ((REAL TIME) - ([floor v] of (REAL TIME) ))\n change [time v] by (.03333)\nend\nif <(originalsprite) = [no]> then\n set [color v] effect to (80)\n set size to (23) %\n go to x: (((digits) * (spacing)) - (230)) y: (155)\n if <(digits) > (length of (ShowTimer))> then\n hide\n else\n show\n switch costume to (letter (digits) of (ShowTimer))\n end\nend\n\ndefine Take away the zero (decimal)\nset [showtimer v] to (join (ShowTimer) (join (letter (2) of (decimal)) (join (letter (3) of (decimal)) (letter (4) of (decimal)))))\n\n@Teleports\n\nwhen I receive [ green flag v]\nhide\n\nwhen I receive [tick v]\nset [color v] effect to (0)\nposition (((x) + (([sin v] of ((timer) * (200)) ) * (float))) - (SCROLLX)) ((y) - (SCROLLY))\nif <(collecting) = [n/a]> then\n if <touching (player v)?> then\n start sound [220193__gameaudio__teleport-spacey v]\n set [teleport x v] to (pair x)\n set [teleport y v] to (pair y)\n set [teleporting v] to [20]\n add (x) to [teleport pos v]\n add (y) to [teleport pos v]\n broadcast (Teleport v)\n set [collecting v] to [20]\n end\nelse\n if <(collecting) > [10]> then\n change [collecting v] by (-1)\n change [brightness v] effect by (10)\n else\n if <(collecting) > [0]> then\n change [collecting v] by (-1)\n change [brightness v] effect by (-10)\n else\n set [brightness v] effect to (0)\n if <not <touching (player v)?>> then\n set [collecting v] to [n/a]\n end\n end\n end\nend\n\nexplode\n\nswitch costume to (3 v)\nchange [collecting v] by (-1)\nchange [yv v] by (-1)\nchange [x v] by (xv)\nchange [y v] by (yv)\nturn right (rotate) degrees\nset [ghost v] effect to ((100) - ((collecting) * (10)))\n\nwhen I receive [setup v]\nhide\npoint in direction (90)\nhide\nset [float v] to [8]\nset [x v] to [0]\nset [y v] to [0]\nset [collecting v] to [n/a]\nset [already touched v] to [no]\nswitch costume to (2 v)\nif <(LEVEL) = [1]> then\n Pair at x1: [1063] y1: [348] x2: [298] y2: [270] Float: [2]\nelse\n if <(LEVEL) = [2]> then\n Pair at x1: [-236] y1: [216] x2: [590] y2: [270] Float: [2]\n else\n if <(LEVEL) = [4]> then\n Pair at x1: [1035] y1: [160] x2: [1035] y2: [400] Float: [2]\n Pair at x1: [1474] y1: [767] x2: [2300] y2: [900] Float: [2]\n end\n end\nend\nset [x v] to [-1000]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Pair at x1: (x1) y1: (y1) x2: (x2) y2: (y2) Float: (float)\nset [float v] to (float)\nset [x v] to (x1)\nset [y v] to (y1)\nset [pair x v] to (x2)\nset [pair y v] to (y2)\ncreate clone of (_myself_ v)\nset [x v] to (x2)\nset [y v] to (y2)\nset [pair x v] to (x1)\nset [pair y v] to (y1)\ncreate clone of (_myself_ v)\n\ndefine explode\nset [y v] to ((y) + ())\nset [collecting v] to [15]\nrepeat (5)\n set [xv v] to (pick random (0) to (6))\n set [yv v] to (pick random (8) to (14))\n set [rotate v] to (pick random (-10) to (10))\n set size to (pick random (80) to (120)) %\n create clone of (_myself_ v)\nend\nrepeat (5)\n set [xv v] to (pick random (-6) to (0))\n set [yv v] to (pick random (8) to (14))\n set [rotate v] to (pick random (-10) to (10))\n set size to (pick random (80) to (120)) %\n create clone of (_myself_ v)\nend\nset size to (100) %\nset [collecting v] to [n/a]\n\ndelete this clone\n\nwhen flag clicked\nhide\n\nset [☁ p1 v] to [0]\n\nwhen I receive [teleport v]\nif <<(x) = (TELEPORT X)> and <(y) = (TELEPORT Y)>> then\n set [collecting v] to [20]\nend\n\n@Front Screen\n\nwhen flag clicked\ngo to [back v] layer\nshow\nswitch costume to (bg v)\ngo to x: (0) y: (0)\nset [startstate v] to [front]\nQuick Stuff\nSetup\n\ndefine Setup\nset [clone type v] to [button]\nset [button type v] to [info]\ncreate clone of (_myself_ v)\nset [button type v] to [play]\ncreate clone of (_myself_ v)\nset [button type v] to [speed runs]\ncreate clone of (_myself_ v)\nset [button type v] to [back]\ncreate clone of (_myself_ v)\nset [button type v] to [screen]\n\nwhen I start as a clone\nif <(clone type) = [button]> then\n switch costume to (button type)\n go to [front v] layer\n hide\n set [first... v] to [6]\n forever\n if <(first...) > [0]> then\n change [first... v] by (-1)\n else\n clicked\n end\n if <(StartState) = [front]> then\n show\n end\n if <(button type) = [play]> then\n go to x: (-120) y: (-10)\n if <(button clicked?) = [yes]> then\n set [startstate v] to [play]\n setup - level select\n broadcast (play v) and wait\n end\n else\n if <(button type) = [info]> then\n go to x: (120) y: (-10)\n if <(button clicked?) = [yes]> then\n set [clone type v] to [hover]\n create clone of (_myself_ v)\n set [clone type v] to [button]\n broadcast (info v) and wait\n end\n else\n if <(button type) = [speed runs]> then\n go to x: (0) y: (-110)\n if <(button clicked?) = [yes]> then\n setup - highscores\n broadcast (speed runs v) and wait\n end\n else\n if <(button type) = [back]> then\n go to x: (208) y: (152)\n if <(StartState) = [front]> then\n hide\n end\n else\n if <(button type) = [right]> then\n go to x: (180) y: (0)\n if <(StartState) = [play]> then\n show\n end\n if <(just pressed) < [1]> then\n if <(button clicked?) = [yes]> then\n if <((Levels) - (1)) > (Level Select +)> then\n change [level select + v] by (1)\n set [just pressed v] to [6]\n end\n end\n else\n change [just pressed v] by (-1)\n end\n else\n if <(button type) = [left]> then\n go to x: (-180) y: (0)\n if <(StartState) = [play]> then\n show\n end\n if <(just pressed) < [1]> then\n if <(button clicked?) = [yes]> then\n if <(Level Select +) > [0]> then\n change [level select + v] by (-1)\n set [just pressed v] to [6]\n end\n end\n else\n change [just pressed v] by (-1)\n end\n else\n if <(button type) = [level]> then\n switch costume to (button type)\n switch costume to ((costume [number v]) + (Level Select +))\n go to x: (0) y: (0)\n if <(StartState) = [play]> then\n show\n end\n if <(button clicked?) = [yes]> then\n set [level v] to ((Level Select +) + (1))\n set [my player # v] to [0]\n set [max players v] to [8]\n broadcast (begin v)\n broadcast ( Green Flag v) and wait\n broadcast (setup - opponents v) and wait\n switch backdrop to (joining v)\n broadcast (join game v) and wait\n if <(MY PLAYER #) > [0]> then\n switch backdrop to (joined v)\n else\n switch backdrop to (full v)\n end\n wait (1) seconds\n switch backdrop to (game v)\n broadcast (Play Game v)\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\nelse\n if <(clone type) = [letters]> then\n forever\n set [brightness v] effect to (0)\n go to x: (((digits) * (13)) + (-105)) y: (((letter level #) * (-50)) + (130))\n set [value thing v] to (join (item (letter level #) of [speed run names v]) (join [: ] (item (letter level #) of [speed runs v])))\n switch costume to (z v)\n if <(length of (value thing)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (value thing))\n end\n end\n else\n forever\n set size to (100) %\n switch costume to (hover v)\n go to x: (240) y: (0)\n wait until <touching (mouse-pointer v)?>\n go to [front v] layer\n repeat (6)\n change x by (-40)\n end\n go to x: (0) y: (0)\n wait until <not <touching (mouse-pointer v)?>>\n repeat (6)\n change x by (40)\n end\n end\n end\nend\n\ndefine clicked\nif <<(StartState) = [front]> or <<<<(button type) = [back]> or <(button type) = [right]>> or <(button type) = [left]>> or <(button type) = [level]>>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n set [button clicked? v] to [no]\n if <mouse down?> then\n set [button clicked? v] to [yes]\n end\n else\n set [brightness v] effect to (0)\n set [button clicked? v] to [no]\n end\nend\n\nwhen I receive [info v]\nhide\nif <(button type) = [screen]> then\n show\n switch costume to (bg2 v)\nend\nif <(button type) = [back]> then\n show\n set [startstate v] to [info]\n wait until <(button clicked?) = [yes]>\n set [startstate v] to [front]\n broadcast (back to start v)\n hide\nend\nif <(clone type) = [hover]> then\n show\n wait until <(StartState) = [front]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone type) = [button]> then\n forever\n if <touching (mouse-pointer v)?> then\n repeat (5)\n change size by (2)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (5)\n change size by (-2)\n end\n end\n end\nend\n\nwhen I receive [back to start v]\nif <(button type) = [screen]> then\n switch costume to (bg v)\n show\nend\nif <<<(clone type) = [letters]> or <<(button type) = [right]> or <<(button type) = [left]> or <(button type) = [level]>>>> or <(clone type) = [number]>> then\n delete this clone\nend\n\nwhen I receive [speed runs v]\nhide\nif <(button type) = [screen]> then\n show\n switch costume to (bg3 v)\nend\nif <(button type) = [back]> then\n show\n set [startstate v] to [speed runs]\n wait until <(button clicked?) = [yes]>\n set [startstate v] to [front]\n broadcast (back to start v)\n hide\nend\n\nwhen I receive [play v]\nset [level select + v] to [0]\nshow\nif <(button type) = [back]> then\n wait until <(button clicked?) = [yes]>\n set [startstate v] to [front]\n broadcast (back to start v)\nend\nhide\nif <(button type) = [screen]> then\n show\n switch costume to (bg5 v)\nend\n\ndefine setup - highscores\nset [clone type v] to [letters]\nset [letter level # v] to [1]\nrepeat (Levels)\n set [digits v] to [1]\n repeat (length of (join (item (letter level #) of [speed run names v]) (join [: ] (item (letter level #) of [speed runs v]))))\n create clone of (_myself_ v)\n change [digits v] by (1)\n end\n change [letter level # v] by (1)\nend\nset [clone type v] to [button]\n\ndefine setup - level select\nshow\ngo to [back v] layer\nset [button clicked? v] to [no]\nset [clone type v] to [button]\nset [button type v] to [right]\ncreate clone of (_myself_ v)\nset [button type v] to [left]\ncreate clone of (_myself_ v)\nset [button type v] to [level]\ncreate clone of (_myself_ v)\ngo to [front v] layer\nhide\nset [button clicked? v] to [yes]\nset [button type v] to [play]\n\nwhen I receive [begin v]\nhide\nif <not <(button type) = [level]>> then\n delete this clone\nend\n\ndefine Fix Nums for Cloud\nset [i v] to [0]\nrepeat (Levels)\n change [i v] by (1)\n replace item (i) of [player nums v] with [0]\nend\n\ndefine Quick Stuff\nrepeat (Levels)\n add [0] to [player nums v]\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nshow\ngo to [back v] layer\ngo to x: ((SCROLLX) / (-6)) y: ((SCROLLY) / (-6))\n\n | ~~~~~~~~~~~~~~~~~~INTRO~~~~~~~~~~~~~~~~~~\nRocky Terrain || etc. has saws, moving platforms, checkpoints, coins, trampolines, teleports, enemies, a sword, world records, and 27 cloud chats. Quick heads up—THIS GAME IS HARD!\n~~~~~~~~~~~~~~~~CONTROLS~~~~~~~~~~~~~~~~\nQ+R - Restarts the level.\nQ+O - Skips the level.\nQ+P - Goes back a level.\nThe rest of the instructions are in the game. Collect all of the coins to open the portal and touch checkpoints to save your progress. If you see me playing, comment down below!\n~~~~~~~~~~~~~~~~HEADS UP~~~~~~~~~~~~~~~~\nUnfortunately, because everyone's timer starts when they click the flag, it may appear as though people are floating when they are on their moving platforms.\n~~~~~~~~~~~~~~~~CHATTING~~~~~~~~~~~~~~~~~\n0 to open up the chat help, although you can chat when it's closed as well. Press nine to turn off usernames. Nine again to turn of chats as well. Nine again to turn it all back on.\n~~~~~~~GETTING TIRED OF THE MUSIC??~~~~~~~\nIf you want to actually stop the project, hit stop super fast twice. |
Mountain - A scrolling Platformer - | @Stage\n\nwhen flag clicked\nforever\n play sound [Illenium - Let You Go \(ft v] until done\n wait (1) seconds\nend\n\n@Player\n\nwhen flag clicked\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]\nset [復活x v] to [-200]\nset [復活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 <<(Y) < [-430]> 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) = [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 (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3360] [80] [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@障害物\n\nwhen flag clicked\nhide\nステージ配置 [300] [-110] [1]\nステージ配置 [480] [-110] [2]\nステージ配置 [950] [0] [3]\nステージ配置 [1200] [100] [4]\nステージ配置 [1300] [100] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2400] [-100] [7]\nステージ配置 [2430] [-100] [8]\nステージ配置 [2880] [100] [9]\nswitch costume to (none v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@チェックポイント\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((900) - (Camera_x)) ((-90) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (player v)?> and <(チェックポイント到達) = [0]>> then\n broadcast (チェックポイント効果音 v)\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [900]\n set [復活y v] to [-70]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen I receive [チェックポイント効果音 v]\nplay sound [チェックポイント v] until done\n\n@スプライト2\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to x: (0) y: (-20)\n\n@背面\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\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@チェックポイント2\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((2242) - (Camera_x)) ((240) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (player v)?> and <(チェックポイント到達) = [0]>> then\n broadcast (チェックポイント効果音 v)\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [2242]\n set [復活y v] to [280]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen I receive [チェックポイント効果音 v]\nplay sound [チェックポイント v] until done\n\n@サムネ\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (34) y: (-2)\nset [ghost v] effect to (100)\n\n | Mountain - A scrolling Platformer -\n▷How to play / 遊び方\nUse the arrow keys or tap to move the Player.\n矢印キーまたはタップでPlayerを動かします。\nENJOY :D |
Mountains || a Platformer #games #all | @Stage\n\nwhen flag clicked\nforever\n play sound [Plugged v] until done\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (up arrow v) pressed?>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\ngo to x: (-216) y: (100)\nset [level v] to [1]\nshow\nforever\n go to [back v] layer\n set [y v] to [0]\n set [x v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n change x by (x)\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (platforms v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (platforms v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (bounce pads v)?> then\n set [y v] to [19]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> or <touching (lava v)?>> then\n go to x: (-216) y: (60)\n end\n if <(x position) = [239]> then\n broadcast (Next Level v)\n change [level v] by (1)\n go to x: (-216) y: (60)\n end\nend\n\nwhen I start as a clone\nrepeat (100)\n change [ghost v] effect by (15)\n change size by (-15)\nend\ndelete this clone\n\nwhen flag clicked\nshow\n\nwhen I receive [the end v]\nhide\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Text and Decoration\n\ndefine position: x: (x) , y: (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Bounce pads\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n reset timer\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Assets [all]\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nforever\n repeat (5)\n wait (0.01) seconds\n change y by (-3)\n end\n wait (0.1) seconds\n repeat (5)\n change y by (3)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n | \nWelcome to Mountains,a platformer!\nInstructions\narrow keys to move.\nReport the bugs in the comments please.\n\n\n |
platformer 2d cube v5.1 | @Stage\n\nwhen flag clicked\nbroadcast (game v)\nforever\n play sound [ParagonX9 - Chaoz Fantasy v] until done\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n switch backdrop to (sky v)\n else\n switch backdrop to (sky h v)\n end\nend\n\n@Blank\n\n@player\n\nwhen I receive [game v]\nshow\nreset timer\nstart\ntick\nforever\n gravity <(gravity) > [0]>\n jump\n set [time v] to (timer)\n set [cy v] to (y position)\n set [cx v] to (x position)\n x control\n if <(x position) > [224]> then\n start\n change [level v] by (1)\n broadcast (next lavel v)\n wait (0.2) seconds\n end\n if <(y position) < [-180]> then\n start\n end\n if <touching (obstacles v)?> then\n start\n end\n if <touching (bat v)?> then\n start sound [Big Boing v]\n change [gravity v] by (35)\n end\n if <(gravity) = [0]> then\n if <touching (red cube v)?> then\n start\n end\n end\n if <touching (cul v)?> then\n start\n end\n if <touching (cul2 v)?> then\n start\n end\n if <touching (_2 v)?> then\n start\n end\n if <touching (red cube3 v)?> then\n start\n end\n if <touching (_3 v)?> then\n start\n end\nend\n\ndefine gravity <y>\nchange [gravity v] by (-1)\nchange y by (gravity)\nchange [back v] by (1)\nrepeat until <not <<touching (platforma v)?> or <touching (ground v)?>>>\n if <y> then\n change [gravity v] by (-1)\n change y by (-2)\n else\n change y by (1)\n set [gravity v] to [0]\n end\n set [back v] to [0]\nend\n\ndefine jump\nif <key (up arrow v) pressed?> then\n if <<(jamp) = [0]> and <(back) < [3]>> then\n set [gravity v] to [15]\n set [jamp v] to [1]\n end\nelse\n set [jamp v] to [0]\nend\n\ndefine start\nbroadcast (start v)\nset [gravity v] to [0]\ngo to x: (-200) y: (-30)\n\nwhen I receive [game v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (cube v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (cube2 v)\n end\nend\n\ndefine tick\nset [level v] to [1]\nset [jamp v] to [12]\nset [gravity v] to [0]\nset [back v] to [0]\nset [time v] to [0]\nset [sx v] to [5]\n\ndefine x control\nset rotation style [left-right v]\nif <key (left arrow v) pressed?> then\n change x by ((0) - (sx))\n if <<touching (ground v)?> or <touching (platforma v)?>> then\n change x by (sx)\n end\nend\nif <key (right arrow v) pressed?> then\n change x by (sx)\n if <<touching (ground v)?> or <touching (platforma v)?>> then\n change x by ((0) - (sx))\n end\nend\n\nwhen flag clicked\nhide\n\n@foto\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@_3\n\nwhen I receive [game v]\nhide\nforever\n if <(level) = [14]> then\n wait (3) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (234) y: (pick random (-96) to (96))\nforever\n change x by (-3)\n if <(x position) < [-234]> then\n delete this clone\n end\nend\n\n@_2\n\nwhen I receive [boom3 v]\nshow\nif <(level) = [13]> then\n go to (red cube3 v)\n point in direction ([direction v] of [red cube3 v])\n move (10) steps\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n if <touching (player v)?> then\n set size to (130) %\n wait (0.2) seconds\n hide\n end\n hide\n delete this clone\nelse\n if <(level) = [14]> then\n go to (red cube3 v)\n point in direction ([direction v] of [red cube3 v])\n move (10) steps\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n if <touching (player v)?> then\n set size to (130) %\n wait (0.2) seconds\n hide\n end\n hide\n delete this clone\n else\n delete this clone\n end\nend\n\nwhen I receive [boom3 v]\nrepeat (15)\n create clone of (_myself_ v)\nend\n\nwhen I receive [game v]\nhide\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\n@red cube3\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nhide\nforever\n if <(level) = [13]> then\n point towards (player v)\n else\n if <(level) = [14]> then\n point towards (player v)\n else\n hide\n end\n end\nend\n\nwhen I receive [game v]\nhide\nforever\n if <(level) = [13]> then\n go to x: (130) y: (-100)\n show\n wait (4) seconds\n broadcast (boom3 v)\n else\n if <(level) = [14]> then\n go to x: (130) y: (-100)\n show\n wait (4) seconds\n broadcast (boom3 v)\n else\n hide\n end\n end\nend\n\n@red cube2\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nhide\nforever\n if <(level) = [11]> then\n point towards (player v)\n else\n if <(level) = [12]> then\n point towards (player v)\n else\n if <(level) = [14]> then\n point towards (player v)\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [game v]\nhide\nforever\n if <(level) = [11]> then\n go to x: (-205) y: (117)\n show\n set [b v] to (pick random (1) to (2))\n wait (2) seconds\n if <[1] = (b)> then\n broadcast (boom v)\n end\n if <[2] = (b)> then\n broadcast (boom2 v)\n end\n else\n if <(level) = [12]> then\n go to x: (197) y: (131)\n show\n set [b v] to (pick random (1) to (2))\n wait (2) seconds\n if <[1] = (b)> then\n broadcast (boom v)\n end\n if <[2] = (b)> then\n broadcast (boom2 v)\n end\n else\n if <(level) = [14]> then\n go to x: (-7) y: (144)\n show\n set [b v] to (pick random (1) to (2))\n wait (2) seconds\n if <[1] = (b)> then\n broadcast (boom v)\n end\n if <[2] = (b)> then\n broadcast (boom2 v)\n end\n else\n hide\n end\n end\n end\nend\n\n@cul2\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [boom v]\nrepeat (10)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nshow\ngo to (red cube2 v)\npoint in direction ([direction v] of [red cube2 v])\nmove (10) steps\nrepeat until <<touching (ground v)?> or <<touching (player v)?> or <touching (_edge_ v)?>>>\n move (10) steps\nend\nif <<touching (ground v)?> or <touching (_edge_ v)?>> then\n hide\nend\nif <touching (player v)?> then\n set size to (130) %\n wait (0.2) seconds\n hide\nend\n\n@cul\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [next lavel v]\nif <(level) = [9]> then\n hide\n repeat (5)\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\n stop [this script v]\nelse\n if <(level) = [9]> then\n hide\n repeat (5)\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\ngo to x: (pick random (-240) to (240)) y: (180)\nforever\n change y by (-3)\n if <not <(level) = [14]>> then\n if <<touching (obstacles v)?> or <touching (ground v)?>> then\n set size to (120) %\n wait (0.2) seconds\n delete this clone\n end\n end\n if <(level) = [14]> then\n if <touching (ground v)?> then\n set size to (120) %\n wait (0.2) seconds\n delete this clone\n end\n end\nend\n\nwhen I receive [start v]\nif <(level) = [9]> then\n hide\n repeat (5)\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\n stop [this script v]\nelse\n hide\nend\n\nwhen I receive [boom2 v]\nif <(level) = [11]> then\n hide\n repeat (5)\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\n stop [this script v]\nelse\n if <(level) = [12]> then\n hide\n repeat (5)\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\n stop [this script v]\n else\n if <(level) = [14]> then\n hide\n repeat (5)\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\n stop [this script v]\n else\n hide\n end\n end\nend\n\n@red cube\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nhide\nforever\n if <<(level) = [10]> or <<(level) = [8]> or <(level) = [12]>>> then\n if <(show) = [0]> then\n show\n end\n else\n hide\n end\nend\n\nwhen I receive [game v]\nhide\nforever\n if <<(level) = [10]> or <<(level) = [8]> or <(level) = [12]>>> then\n if <not <touching (ground v)?>> then\n if <(cx) > (x position)> then\n change x by (3)\n end\n end\n if <not <touching (ground v)?>> then\n if <(x position) > (cx)> then\n change x by (-3)\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [game v]\nhide\nforever\n if <<(level) = [10]> or <<(level) = [8]> or <(level) = [12]>>> then\n if <[0] > (gravity)> then\n if <touching (player v)?> then\n set [show v] to [1]\n hide\n end\n end\n if <(y position) < [-180]> then\n set [show v] to [1]\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [next lavel v]\nif <(level) = [8]> then\n go to x: (204) y: (94)\n set [show v] to [0]\n set [y v] to [0]\nend\n\nwhen I receive [game v]\nhide\nforever\n if <<(level) = [10]> or <<(level) = [8]> or <(level) = [12]>>> then\n change [y v] by (-1)\n change y by (y)\n repeat until <not <<touching (platforma v)?> or <touching (ground v)?>>>\n change y by (1)\n set [y v] to [0]\n end\n else\n hide\n end\nend\n\nwhen I receive [start v]\nif <(level) = [8]> then\n go to x: (204) y: (94)\n set [show v] to [0]\n set [y v] to [0]\nend\n\nwhen I receive [next lavel v]\nif <(level) = [10]> then\n go to x: (-178) y: (135)\n set [show v] to [0]\n set [y v] to [0]\nend\n\nwhen I receive [start v]\nif <(level) = [10]> then\n go to x: (-178) y: (135)\n set [show v] to [0]\n set [y v] to [0]\nend\n\nwhen I receive [start v]\nif <(level) = [12]> then\n go to x: (174) y: (-95)\n set [show v] to [0]\n set [y v] to [0]\nend\n\nwhen I receive [next lavel v]\nif <(level) = [12]> then\n go to x: (174) y: (-95)\n set [show v] to [0]\n set [y v] to [0]\nend\n\n@platforma\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nhide\n\nwhen I receive [next lavel v]\nforever\n if <not <<(level) = [8]> or <(level) = [9]>>> then\n hide\n stop [this script v]\n end\n if <(level) = [8]> then\n go to x: (120) y: (65)\n show\n glide (2) secs to x: (-120) y: (65)\n glide (2) secs to x: (120) y: (65)\n else\n if <(level) = [9]> then\n go to x: (85) y: (-51)\n show\n glide (2) secs to x: (-96) y: (-51)\n glide (2) secs to x: (85) y: (-51)\n else\n hide\n end\n end\nend\n\n@bat\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nforever\n if <(level) = [5]> then\n go to x: (116) y: (-110)\n show\n else\n if <(level) = [6]> then\n go to x: (-8) y: (-110)\n show\n else\n if <(level) = [7]> then\n go to x: (190) y: (-69)\n show\n else\n if <(level) = [8]> then\n go to x: (-139) y: (-110)\n show\n else\n if <(level) = [10]> then\n go to x: (61) y: (-110)\n show\n else\n hide\n end\n end\n end\n end\n end\nend\n\n@_\n\nwhen I receive [game v]\ngo to x: (0) y: (240)\nforever\n wait (25) seconds\n glide (0.5) secs to x: (0) y: (170)\n wait (3) seconds\n glide (0.5) secs to x: (0) y: (240)\nend\n\n@cloud2\n\nwhen I receive [game v]\nhide\nforever\n if <(level) = [15]> then\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo [backward v] (pick random (1) to (2)) layers\ngo to x: (-271) y: (pick random (-100) to (100))\nset size to (pick random (10) to (100)) %\nset [ghost v] effect to (pick random (25) to (70))\nset [x v] to [3]\nset [y v] to (pick random (0) to (1))\nrepeat (10)\n change x by (x)\n if <(y) = [0]> then\n change y by (-0.03)\n end\n if <(y) = [1]> then\n change y by (0.03)\n end\nend\nrepeat (200)\n change x by (x)\n if <(y) = [0]> then\n change y by (-0.3)\n end\n if <(y) = [1]> then\n change y by (0.3)\n end\nend\ndelete this clone\n\n@cloud\n\nwhen I receive [game v]\nhide\nforever\n if <(level) = [15]> then\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo [backward v] (pick random (1) to (2)) layers\ngo to x: (271) y: (pick random (-100) to (100))\nset size to (pick random (10) to (100)) %\nset [ghost v] effect to (pick random (25) to (70))\nset [x v] to [-3]\nset [y v] to (pick random (0) to (1))\nrepeat (10)\n change x by (x)\n if <(y) = [0]> then\n change y by (-0.03)\n end\n if <(y) = [1]> then\n change y by (0.03)\n end\nend\nrepeat (200)\n change x by (x)\n if <(y) = [0]> then\n change y by (-0.3)\n end\n if <(y) = [1]> then\n change y by (0.3)\n end\nend\ndelete this clone\n\n@obstacles\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [next lavel v]\nnext costume\n\nwhen I receive [game v]\nshow\n\n@ground\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [next lavel v]\nnext costume\n\nwhen I receive [game v]\nshow\n\n | |
Platformer engine | @Stage\n\n@Blank\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (up arrow v) pressed?>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\ngo to x: (-216) y: (100)\nset [level v] to [1]\nshow\nforever\n go to [back v] layer\n set [y v] to [0]\n set [x v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n change x by (x)\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (platforms v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (platforms v)?>> then\n set [y v] to [15]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> or <touching (lava v)?>> then\n go to x: (-216) y: (100)\n end\n if <(x position) = [239]> then\n broadcast (Next Level v)\n change [level v] by (1)\n go to x: (-216) y: (100)\n end\nend\n\nwhen I start as a clone\nrepeat (100)\n change [ghost v] effect by (15)\n change size by (-15)\nend\ndelete this clone\n\nwhen flag clicked\nshow\n\nwhen I receive [the end v]\nhide\n\nchange y by (1)\nif <touching (bounce pads v)?> then\n set [y v] to [19]\nend\n\nwhen flag clicked\nforever\n if <touching color (#373737)?> then\n go to [front v] layer\n end\nend\n\n@Danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Platforms2\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n | Platformer engine. use with credit. \n\nInstructions\n\nArrow keys to move, dodge the spikes\n\nlike and star for part two xd. Also ask if you want another animation. \n\n |
WORLDS 2 || A PLATFORMER EASIER AND LESS LAGGY VERSION | @Stage\n\nwhen flag clicked\nforever\n play sound [Treenan v] until done\nend\n\n@LESS LAG\n\n@PLAYER\n\ndefine SIMULATION\nchange y by (FALLTEMPO)\nif <touching (ground v)?> then\n if <<(FALLTEMPO) < [0]> or <(FALLTEMPO) = [0]>> then\n set [überground v] to [1]\n repeat until <not <touching (ground v)?>>\n change y by (ÜBERGROUND)\n end\n else\n set [überground v] to [-1]\n repeat until <not <touching (ground v)?>>\n change y by (ÜBERGROUND)\n end\n end\n set [falltempo v] to [0]\nelse\n change [falltempo v] by (SCHWERKRAFT)\nend\n\ndefine SPRUNG\nif <key (up arrow v) pressed?> then\n change y by (-1)\n if <touching (ground v)?> then\n set [falltempo v] to [30]\n end\n change y by (-1)\n if <<touching (dangers v)?> or <(y position) < [-180]>> then\n repeat (5)\n turn right (15) degrees\n change [ghost v] effect by (15)\n end\n point in direction (90)\n go to x: (-210) y: (-50)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [start game v]\nset [schwerkraft v] to [-3]\ngo to x: (-210) y: (0)\nset size to (100) %\npoint in direction (90)\nswitch costume to (right v)\nswitch backdrop to (backdrop2 v)\nshow\nforever\n LAUFE\n SPRUNG\n SIMULATION\n TOT\nend\n\ndefine LAUFE\nif <key (right arrow v) pressed?> then\n switch costume to (right v)\n change x by (7)\n if <<touching (dangers v)?> or <(y position) < [-180]>> then\n repeat (5)\n turn right (15) degrees\n change [ghost v] effect by (15)\n end\n point in direction (90)\n go to x: (-210) y: (-50)\n set [ghost v] effect to (0)\n end\n if <touching (ground v)?> then\n change x by (-7)\n end\n if <(x position) > [230]> then\n broadcast (NEW LEVEL v)\n end\nend\nif <key (left arrow v) pressed?> then\n switch costume to (left v)\n change x by (-7)\n if <<touching (dangers v)?> or <(y position) < [-180]>> then\n repeat (5)\n turn right (15) degrees\n change [ghost v] effect by (15)\n end\n point in direction (90)\n go to x: (-210) y: (-50)\n set [ghost v] effect to (0)\n end\n if <touching (ground v)?> then\n change x by (7)\n end\nend\n\nwhen I receive [new level v]\ngo to x: (-210) y: (-50)\n\nwhen [r v] key pressed\ngo to x: (-210) y: (-50)\n\nwhen flag clicked\nset [is this ok v] to [0]\nswitch backdrop to (backdrop7 v)\ngo to x: (0) y: (0)\nshow\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n wait until <not <mouse down?>>\n if <key (left arrow v) pressed?> then\n change [color v] effect by (10)\n end\n if <key (right arrow v) pressed?> then\n change [color v] effect by (-10)\n end\nend\nset [is this ok v] to [COMMENT: THIS IS SOOOOOOO HARD XD]\nbroadcast (START GAME v)\n\nwhen [s v] key pressed\nbroadcast (NEW LEVEL v)\n\nwhen flag clicked\nswitch costume to (right v)\ngo to [front v] layer\nclear graphic effects\npoint in direction (90)\nrepeat until <(is this ok) = [COMMENT: THIS IS SOOOOOOO HARD XD]>\n point in direction ((([sin v] of ((timer) * (500)) ) * (12)) + (90))\n set size to ((([sin v] of ((timer) * (400)) ) * (8)) + (200)) %\nend\n\ndefine TOT\nif <<touching (dangers v)?> or <(y position) < [-180]>> then\n repeat (5)\n turn right (15) degrees\n change [ghost v] effect by (15)\n end\n point in direction (90)\n go to x: (-210) y: (-50)\n set [ghost v] effect to (0)\nend\n\n@GROUND\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [start game v]\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [new level v]\nchange [level v] by (1)\nnext costume\nif <(LEVEL) = [5]> then\n switch backdrop to (backdrop3 v)\n go [backward v] (2) layers\nend\nif <(LEVEL) = [6]> then\n switch backdrop to (backdrop4 v)\nend\nif <(LEVEL) = [10]> then\n switch backdrop to (backdrop5 v)\nend\nif <(LEVEL) = [11]> then\n switch backdrop to (backdrop6 v)\nend\n\n@ART\n\nwhen I receive [start game v]\nset [id v] to [0]\nforever\n create clone of (_myself_ v)\n if <(ID) = [0]> then\n wait (pick random (0.5) to (1)) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <<(ID) = [0]> and <(LEVEL) < [5]>> then\n go to [back v] layer\n set [ghost v] effect to (50)\n show\n go to x: (240) y: (pick random (0) to (180))\n switch costume to (pick random (1) to (4))\n repeat (92)\n change x by (-5)\n end\n delete this clone\nend\nif <(ID) = [1]> then\n go to [back v] layer\n set [ghost v] effect to (0)\n show\n go to x: (pick random (-240) to (240)) y: (180)\n switch costume to (costume5 v)\n repeat (92)\n change y by (-5)\n end\n delete this clone\nend\n\nwhen I receive [new level v]\nif <(LEVEL) = [6]> then\n hide\nend\nif <(LEVEL) = [10]> then\n set [id v] to [1]\nend\n\n@DANGERS\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [new level v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [new level v]\nif <(LEVEL) = [16]> then\n show\n forever\n if <touching (player v)?> then\n broadcast (END v)\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\ngo to [front v] layer\nrepeat (10)\n go to x: (pick random (-10) to (10)) y: (pick random (-10) to (10))\n wait (0) seconds\n go to x: (0) y: (0)\nend\nforever\n if <mouse down?> then\n show variable [is this ok v]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@GROUND2\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [new level v]\nnext costume\n\n | OMG\nTHIS HAS GOT MORE LOVES THAN THE ORIGINAL???????????!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n\nWHAT??????????? - \n\n\n\nTHE EASIER AND LESS LAGGY VERSION OF WORLDS 2\n\nPLEASE TELL ME IF YOU FIND ANY LAGS |
||Black|| scrolling platformer v3.4 | @Stage\n\nwhen I receive [конец интро v]\nforever\n play sound [музычка v] until done\nend\n\n@Игрок\n\nwhen I receive [initialise v]\nНачатттттть\n\ndefine Начатттттть\ngo to x: (0) y: (0)\nset [x положение v] to [0]\nset [y положение v] to [50]\nset [y v] to [0]\nset [моя переменная v] to [0]\nset [скролл y v] to [0]\nset [x v] to [0]\nset [уровень\( v] to [1]\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\nforever\n Начатттттть\n forever\n платформы)\n change [моя переменная v] by (round (((x положение) - (моя переменная)) / (5)))\n change [скролл y v] by (round (((y положение) - (СКРОЛЛ Y)) / (8)))\n Перейти в координаты\n broadcast (Move Platformer v) and wait\n if <[] = [1]> then\n Перейти в координаты\n end\n end\nend\n\ndefine платформы)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (2)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-2)\nend\nset [x v] to ((x) * (.8))\nif <([abs v] of (x) ) > [.9]> then\n X двигатель (x)\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(время в воздухе\)) < [4]> then\n set [y v] to [13]\n end\nend\nchange [y v] by (-1)\nY двигатель (y)\nif <(y position) < [-183]> then\n Начатттттть\nend\nif <touching (jgcyjcm v)?> then\n Начатттттть\nend\n\ndefine Перейти в координаты\ngo to x: ((x положение) - (моя переменная)) y: ((y положение) - (СКРОЛЛ Y))\n\ndefine X двигатель (x)\nchange [x положение v] by (x)\nПерейти в координаты\nif <touching (земля v)?> then\n repeat (8)\n change [y положение v] by (1)\n Перейти в координаты\n if <not <touching (земля v)?>> then\n stop [this script v]\n end\n end\n change [y положение v] by (-8)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [время в воздухе\) v] to [0]\n else\n set [x v] to [0]\n end\n repeat until <not <touching (земля v)?>>\n if <(x) > [0]> then\n change [x положение v] by (-1)\n else\n change [x положение v] by (1)\n end\n Перейти в координаты\n end\nend\n\ndefine Y двигатель (y)\nchange [y положение v] by (y)\nПерейти в координаты\nchange [время в воздухе\) v] by (1)\nrepeat until <not <touching (земля v)?>>\n if <(y) < [0]> then\n change [y положение v] by (1)\n set [время в воздухе\) v] to [0]\n else\n change [y положение v] by (-1)\n end\n Перейти в координаты\n set [y v] to [0]\nend\n\nbroadcast (Initialise v)\n\nwhen I receive [конец интро v]\nshow\nbroadcast (Initialise v) and wait\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nset [timer v] to [0]\nhide\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n broadcast (Initialise v)\n end\nend\n\nwhen I receive [конец интро v]\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#0058ff)?> then\n broadcast (Каниц v)\n end\nend\n\nwhen I receive [каниц v]\nhide\n\n@лого\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\nset [ghost v] effect to (100)\n\n@Пустое :)\n\n@поствь\n\nwhen I receive [конец интро v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@Земля\n\nwhen I receive [initialise v]\ngo to x: (0) y: (0)\nhide\nset [x v] to [0]\nset [y v] to [0]\ndelete this clone\n\nwhen I receive [move platformer v]\nПозиция ((x) - (моя переменная)) ((y) - (СКРОЛЛ Y))\n\ndefine Позиция (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 Клон по x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [play game v]\nif <(УРОВЕНЬ\() = [1]> then\n switch costume to (1 v)\n Клон по x [360] y [0]\n Клон по x [450] y [0]\n Клон по x [450] y [-100]\n Клон по x [480] y [10]\n Клон по x [470] y [10]\n Клон по x [500] y [0]\n Клон по x [480] y [100]\n Клон по x [480] y [100]\n Клон по x [480] y [0]\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n set [timer v] to (Timer)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@Спрайт 1\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to (игрок v)\nend\n\nwhen I receive [конец интро v]\ngo to [front v] layer\n\n@jgcyjcm\n\nwhen I receive [initialise v]\ngo to x: (0) y: (0)\nhide\nset [x v] to [0]\nset [y v] to [0]\ndelete this clone\n\nwhen I receive [move platformer v]\nПозиция ((x) - (моя переменная)) ((y) - (СКРОЛЛ Y))\n\ndefine Позиция (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 Клон по x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [play game v]\nif <(УРОВЕНЬ\() = [1]> then\n switch costume to (1 v)\n Клон по x [360] y [0]\n Клон по x [450] y [0]\n Клон по x [450] y [-100]\n Клон по x [480] y [10]\n Клон по x [470] y [10]\n Клон по x [500] y [0]\n Клон по x [480] y [100]\n Клон по x [480] y [100]\n Клон по x [480] y [0]\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n set [timer v] to (Timer)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@Интро\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nreset timer\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (1) %\nwait (1) seconds\nсоздание линий\nrepeat (10)\n change size by (((100) - (size)) / (2))\nend\nforever\n turn right (([sin v] of ((timer) * (200)) ) * (10)) degrees\nend\n\ndefine создание линий\nrepeat (24)\n create clone of (_myself_ v)\n turn right (15) degrees\nend\n\nwhen I start as a clone\nif <(timer) < [2]> then\n set size to (100) %\n switch costume to (2 v)\n set [скорость v] to [20]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-4)\n move (скорость) steps\n change [скорость v] by (-1)\n end\n delete this clone\nelse\n point in direction (90)\n switch costume to (3 v)\n go to x: (280) y: (0)\n repeat until <(x position) < [-280]>\n switch costume to (костюм 1 v)\n change x by (-7)\n switch costume to (3 v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (2) seconds\nrepeat (15)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\nwait (1) seconds\nrepeat (14)\n change size by (((1) - (size)) / (3))\nend\nhide\nbroadcast (Конец интро v)\nstop [other scripts in sprite v]\nstop [this script v]\n\n | New game! https://scratch.mit.edu/projects/494735067/\n\n-------------------Black a scrolling platformer----------------\nSPECIAL 100 FOLLOWERS!\nArrow keys to move\nPlease love and fave\nI do this 1 day \n\n---------------------------Thank you!-----------------------------------\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWhy???? |
grassland ll Platformer #game | @Stage\n\nwhen flag clicked\n\nwhen I receive [y v]\nforever\n play sound [Vexento - Happy Robot v] until done\nend\n\n@修造先生\n\nwhen flag clicked\nhide variable [パァ v]\nhide variable [しらす v]\nhide variable [玉葱 v]\nhide\n\nwhen I receive [y v]\ngo to x: (228) y: (160)\nset size to (100) %\ngo to [front v] layer\nshow\nset [玉葱 v] to [100]\nforever\n change size by ([cos v] of (玉葱) )\n change [玉葱 v] by (3)\nend\n\n@食に詳しい渡部\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (40) to (60)) %\nset [ghost v] effect to (pick random (10) to (40))\ngo to [back v] layer\nshow\ngo to x: (-200) y: (pick random (140) to (40))\nrepeat until <[200] < (x position)>\n change x by (2)\nend\ndelete this clone\n\nwhen I receive [y v]\nforever\n repeat (pick random (2) to (7))\n create clone of (_myself_ v)\n wait (1) seconds\n end\n wait (pick random (1) to (2)) seconds\nend\n\n@魔ップ\n\nwhen flag clicked\nhide\n\nwhen I receive [⚓️瀧 v]\nnext costume\n\nwhen I receive [y v]\nswitch backdrop to (背景2 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@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)\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 if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [パァ v] by (-0.725)\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 (0.725)\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)?> or <touching (魔ップ2 v)?>> then\n change y by (1)\n if <<touching (魔ップ v)?> or <touching (魔ップ2 v)?>> then\n change y by (1)\n if <<touching (魔ップ v)?> or <touching (魔ップ2 v)?>> then\n change y by (1)\n if <<touching (魔ップ v)?> or <touching (魔ップ2 v)?>> then\n change y by (1)\n if <<touching (魔ップ v)?> or <touching (魔ップ2 v)?>> then\n change y by (1)\n if <<touching (魔ップ v)?> or <touching (魔ップ2 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 if <not <touching (魔ップ2 v)?>> then\n set [しらす v] to [11]\n end\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 [13]\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)?> or <touching (魔ップ2 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 (冷たい水 v)?> or <touching (愚痴 v)?>> then\n 他界\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\ndefine 他界\nswitch costume to (変なの3 v)\nset [しらす v] to [0]\nset [パァ v] to [0]\npoint in direction (90)\nset rotation style [all around v]\nstart sound [Pew v]\nset [ハハッ俺ミキー v] to (pick random (15) to (18))\nrepeat until <(y position) < [-180]>\n go to [front v] layer\n turn right (15) degrees\n change y by (ハハッ俺ミキー)\n change [ハハッ俺ミキー v] by (-1.5)\nend\nhide\nswitch costume to (変なの v)\nwait (0.5) seconds\npoint in direction (90)\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\nstart sound [Finger Snap v]\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム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@愚痴\n\nwhen I receive [⚓️瀧 v]\nnext costume\n\nwhen I receive [y v]\ngo to [back v] layer\nshow\ngo to x: (36) y: (28)\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide\n\n@冷たい水\n\nwhen I receive [⚓️瀧 v]\nnext costume\n\nwhen I receive [y v]\ngo to [back v] layer\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nforever\n change [某社 v] by (5)\n change y by ([cos v] of (某社) )\nend\n\nwhen flag clicked\nhide\n\n@ハム\n\nwhen I receive [⚓️瀧 v]\nnext costume\n\nwhen I receive [y v]\ngo to [back v] layer\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\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 | The operation method is the arrow keys. The remix is ok. ♡ and ☆ Nice to meet you. |
Platformer Engine || Mobile Friendly || #games #all | @Stage\n\nwhen flag clicked\nswitch backdrop to (sky v)\nforever\n play sound (pick random (1) to (3)) until done\nend\n\nwhen flag clicked\nset volume to (100) %\nset [muted? v] to [0]\nforever\n if <key (m v) pressed?> then\n if <(muted?) = [0]> then\n set [muted? v] to [1]\n set volume to (0) %\n else\n set [muted? v] to [0]\n set volume to (100) %\n end\n wait until <not <key (m v) pressed?>>\n end\nend\n\n@Player\n\nwhen flag clicked\nshow\nswitch costume to (front v)\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-.9)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (12)\n end\n end\n change y by (1)\n if <<(x position) < [-240]> and <(level) = [1]>> then\n set x to (-240)\n end\n if <<touching (spikes v)?> or <touching (saws v)?>> then\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>>> then\n switch costume to (front v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n switch costume to (up v)\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n switch costume to (up right v)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n switch costume to (up left v)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n go to x: (-240) y: (y position)\n change [level v] by (1)\n end\n if <<(x position) < [-240]> and <not <(level) = [1]>>> then\n go to x: (240) y: (y position)\n change [level v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change [y v] by (-0.3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (2)\n end\n set [y v] to ((y) * (.9))\n end\nend\n\n@Level\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n switch costume to (level)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@Words\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@Saws\n\nwhen flag clicked\ngo to [back v] layer\nforever\n turn right (saw vel) degrees\n if <(level) = [4]> then\n show\n go to x: (10) y: (-20)\n else\n hide\n end\nend\n\nwhen flag clicked\nset [saw vel v] to [0]\nforever\n repeat (20)\n change [saw vel v] by (1)\n end\n repeat (40)\n change [saw vel v] by (-1)\n end\nend\n\n@Text\n\nwhen flag clicked\nset [text on? v] to [0]\ngo to x: (-160) y: (80)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(text on?) = [1]>\n repeat (10)\n set size to ((size) + (((80) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(text on?) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <(text on?) = [0]> then\n set [text on? v] to [1]\n else\n set [text on? v] to [0]\n end\n wait until <not <key (space v) pressed?>>\n end\nend\n\n@Music On/Off\n\nwhen flag clicked\ngo to x: (210) y: (155)\nforever\n if <(muted?) = [0]> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\nend\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | Hi guys, this is my platformer engine!! There are spikes, saws and water, all in one neat pack. You are able to move around, jump and wall jump. This is basically all the movement things you need for a good platformer on scratch.\n\n★★★ CONTROLS ★★★\n• Move around - Arrow keys, WASD or mobile\n• Wall jump - Hold the up arrow key and either the left or right arrow key depending on which side the wall is\n• Mute/unmute music - Press the 'm' to mute and unmute the music\n• Show text - Press the space bar to show some text that talks about this engine\n\n★★★ HOW TO USE THIS ENGINE ★★★\nGo into the project code, click file and then press save to your computer. Make a new project, press file, click on load from your computer, choose the file you just downloaded and then change it to become your own game. You could also just remix this if you want, though. |
Desert Lands || A Platformer #games #all #music #stories #art | @Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo 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 (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 switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nbroadcast (Next Level v)\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\n@Spikes\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (The Level)\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set y to (Magma)\n switch costume to (The Level)\n go to [back v] layer\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@Thumb\n\nwhen flag clicked\nhide\n\nshow\n\n@Sand\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (50)\nrepeat (20)\n create clone of (_myself_ v)\nend\nforever\n repeat (20)\n change y by (-10)\n end\n go to x: (pick random (-250) to (250)) y: (151)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (50)\ngo to [back v] layer\nforever\n repeat (20)\n change y by (-10)\n end\n go to x: (pick random (-250) to (250)) y: (151)\nend\n\nwhen flag clicked\nshow\n\n@Transition\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo [forward v] (10000) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nrepeat (5)\n change x by (-80)\nend\nhide\n\n | 1k follower game jam \n https://scratch.mit.edu/projects/488588698 \n ♢ɪɴsᴛʀᴜᴄᴛɪᴏɴs♢\n♢ᴀʀʀᴏᴡ ᴋᴇʏs ᴛᴏ ᴍᴏᴠᴇ♢\n♢ᴅᴏᴡɴ ᴀʀʀᴏᴡ ᴛᴏ ᴄʀᴏᴜᴄʜ♢\n♢ᴅᴏɴ'ᴛ ᴛᴏᴜᴄʜ sᴘɪᴋᴇs/ʟᴀᴠᴀ♢\n♢ʏᴏᴜ ᴄᴀɴ ᴡᴀʟʟᴊᴜᴍᴘ♢\n♢100% ᴘᴏssɪʙʟᴇ♢\n♢ʜᴏᴘᴇғᴜʟʟʏ ʏᴏᴜ ᴇɴᴊᴏʏ! |
Dark Night || A Platformer | @Stage\n\nwhen flag clicked\nwait (2) seconds\nswitch backdrop to (tag v)\n\nwhen flag clicked\nswitch backdrop to (tag v)\nswitch backdrop to (intro v)\nwait (1) seconds\nbroadcast (\[INTRO\] Play intro v) and wait\nnext backdrop\n\nwhen flag clicked\nwait (8) seconds\nforever\n play sound [284502 v] until done\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nforever\n if <key (2 v) pressed?> then\n set volume to (100) %\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-216) y: (100)\nset [level v] to [1]\nshow\nforever\n go to [front v] layer\n set [y v] to [0]\n set [x v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n 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 <key (w v) pressed?>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (platforms v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (platforms v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (bouncer v)?> then\n set [y v] to [19]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> or <touching (lava v)?>> then\n go to x: (-216) y: (100)\n play sound [OOF v] until done\n end\n if <(x position) = [242]> then\n broadcast (Next Level v)\n change [level v] by (1)\n go to x: (-216) y: (100)\n end\n if <(y position) = [-179]> then\n go to x: (-216) y: (100)\n end\nend\n\nwhen flag clicked\nhide\nwait (11.10) seconds\nshow\n\n@Platforms\n\nwhen flag clicked\nhide\nwait (11.10) seconds\nshow\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Danger\n\nwhen flag clicked\nhide\nwait (11.10) seconds\nshow\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (-35) y: (-28)\n\nwhen I receive [next level v]\nnext costume\n\n@Bouncer\n\nwhen flag clicked\nhide\nwait (11.10) seconds\nshow\nswitch costume to (level 1 v)\ngo to x: (17) y: (-34)\n\nwhen I receive [next level v]\nnext costume\n\n@Lava\n\nwhen flag clicked\nhide\nwait (11.10) seconds\nshow\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (-181)\nforever\n repeat (5)\n wait (0.01) seconds\n change y by (-3)\n end\n wait (0.1) seconds\n repeat (5)\n change y by (3)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Player cloner\n\nwhen flag clicked\nswitch costume to (clone v)\nforever\n if <<key (up arrow v) pressed?> or <<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?>>>>>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nrepeat (100)\n change [ghost v] effect by (15)\n change size by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nwait (11.10) seconds\nshow\ngo to [back v] layer\nforever\n go to (player v)\nend\n\n@Daytime\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to [back v] layer\n\nwhen flag clicked\nhide\nwait (11.10) seconds\nshow\n\n@Intro\n\ndefine 🎥 go to x: (x) y: (y) z: (z)\nset [🎥 x pos v] to (x)\nset [🎥 y pos v] to (y)\nset [🎥 z pos v] to (z)\n\ndefine 🎥 move cam to x: (x) y: (y) z: (z)\nset [\[intro\] 🎥 cam x pos v] to (x)\nset [\[intro\] 🎥 cam y pos v] to (y)\nset [\[intro\] 🎥 cam z pos v] to (z)\n\ndefine 🎥 Frame tween size: (s) speed: (spd)\nchange [🎥 size v] by (((round (s)) - (round (🎥 size))) / (spd))\n\ndefine Frame tween rotation: (r) speed: (spd)\nturn right (((round (r)) - (round (direction))) / (spd)) degrees\n\ndefine 🎥 Frame tween position x: (x) y: (y) z: (z) speed: (spd)\nchange [🎥 x pos v] by (((round (x)) - (round (🎥 x pos))) / (spd))\nchange [🎥 y pos v] by (((round (y)) - (round (🎥 y pos))) / (spd))\nchange [🎥 z pos v] by (((round (z)) - (round (🎥 z pos))) / (spd))\n\ndefine 🎥 Frame tween animation x: (x) y: (y) z: (z) size: (s) rotate: (r) speed: (spd)\n🎥 Frame tween position x: (x) y: (y) z: (z) speed: (spd)\n🎥 Frame tween size: (s) speed: (spd)\nFrame tween rotation: (r) speed: (spd)\n\nwhen I start as a clone\nif <(CloneID) = [SE]> then\n go to [front v] layer\n set [🖼️ autoupdatecolor v] to [true]\n set [🎥 use3dfx v] to [true]\n set [🎥 auto scale hack v] to [true]\n wait (0) seconds\n set [var1 v] to [10]\n set [val2 v] to (pick random (25) to (50))\n set [var4 v] to ((Var4) + (pick random (0) to (10)))\n set [🎥 costume v] to [138]\n set [s v] to [0]\n 🖼️ Set colors: (🖼️ Color) (🖼️ Brightness) (🖼️ Ghost)\n 🎥 Frame tween animation x: (X) y: (Y) z: [0] size: [100] rotate: [90] speed: [1]\n set [x v] to ((X) + (pick random ((Var5) * (-1)) to (Var5)))\n set [y v] to ((Y) + (pick random ((Var5) * (-1)) to (Var5)))\n show\n repeat until <[100] < (🖼️ Ghost)>\n change [🎥 costume v] by (((round (147)) - (round (🎥 Costume))) / ((Var4) * (0.75)))\n change [var1 v] by (((round (0)) - (round (Var1))) / ((Var4) * (1)))\n change [var6 v] by (((round (0)) - (round (Var6))) / ((Var4) * (1)))\n change [s v] by (Val2)\n set [🎥 size v] to ([abs v] of (([sin v] of (S) ) * ((Var6) * (Var6))) )\n 🎥 Frame tween position x: (X) y: (Y) z: [0] speed: (Var4)\n if <(Var1) < [1]> then\n change [🖼️ ghost v] by (25)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [GS]> then\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) (🖼️ Brightness) [0]\n Frame Tween Animation x: [0] y: [0] size: [0] rotate: [90] speed: [1]\n show\n repeat (25)\n change [🖼️ ghost v] by (4)\n switch costume to (scalingdot v)\n Frame Tween Size: [575] speed: [7]\n switch costume to (gradientshockwave v)\n go to [front v] layer\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [S4]> then\n set [var1 v] to [169]\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) (🖼️ Brightness) [0]\n switch costume to (screen1 v)\n Frame Tween Animation x: (X) y: (Y) size: [99999] rotate: (R) speed: [1]\n set size to (0) %\n show\n repeat until <[189] < (Var1)>\n switch costume to (scalingdot v)\n Frame Tween Size: (S) speed: (Var3)\n switch costume to (Var1)\n turn right (Val2) degrees\n change [var1 v] by (((round (190)) - (round (Var1))) / (Var3))\n change [val2 v] by (((round (0)) - (round (Val2))) / (Var3))\n end\n repeat (4)\n change [🖼️ ghost v] by (25)\n Frame Tween Size: (S) speed: (Var3)\n switch costume to (Var1)\n turn right (Val2) degrees\n change [var1 v] by (((round (190)) - (round (Var1))) / (Var3))\n change [val2 v] by (((round (0)) - (round (Val2))) / (Var3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [S8]> then\n set [var1 v] to [191]\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) (🖼️ Brightness) [0]\n switch costume to (screen1 v)\n Frame Tween Animation x: (X) y: (Y) size: [99999] rotate: (R) speed: [1]\n set size to (0) %\n show\n repeat until <[211] < (Var1)>\n switch costume to (scalingdot v)\n Frame Tween Size: (S) speed: [5]\n switch costume to (Var1)\n turn right (Val2) degrees\n change [var1 v] by (((round (212)) - (round (Var1))) / (Var3))\n change [val2 v] by (((round (0)) - (round (Val2))) / (Var3))\n end\n repeat (4)\n change [🖼️ ghost v] by (25)\n switch costume to (scalingdot v)\n Frame Tween Size: (S) speed: [5]\n switch costume to (Var1)\n turn right (Val2) degrees\n change [var1 v] by (((round (212)) - (round (Var1))) / (Var3))\n change [val2 v] by (((round (0)) - (round (Val2))) / (Var3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [LE]> then\n set [var1 v] to [66]\n set [var5 v] to [0]\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) (🖼️ Brightness) (🖼️ Ghost)\n switch costume to (screen1 v)\n Frame Tween Animation x: (X) y: (Y) size: [0] rotate: (R) speed: [1]\n show\n repeat until <[75] < (Var1)>\n switch costume to (screen1 v)\n Frame Tween Size: (S) speed: ((Var3) * (0.25))\n switch costume to (Var1)\n change [var1 v] by (((round (76)) - (round (Var1))) / (Var3))\n change [val2 v] by (((round (0)) - (round (Val2))) / (Var3))\n change [var4 v] by (((round (0)) - (round (Var4))) / (Var3))\n change [var5 v] by (Val2)\n go to x: (X) y: (Y)\n turn right (Var4) degrees\n move (Var5) steps\n end\n repeat (4)\n change [🖼️ ghost v] by (25)\n switch costume to (screen1 v)\n Frame Tween Size: (S) speed: ((Var3) * (0.25))\n switch costume to (Var1)\n change [var1 v] by (((round (76)) - (round (Var1))) / (Var3))\n change [val2 v] by (((round (0)) - (round (Val2))) / (Val2))\n change [var4 v] by (((round (0)) - (round (Var4))) / (Var3))\n change [var5 v] by (Val2)\n go to x: (X) y: (Y)\n turn right (Var4) degrees\n move (Var5) steps\n end\n delete this clone\nend\n\ndefine 💥 Clone line explosion (x) (y) (s) (r) (spread) (spd) (aspd) (rspd) (count)\nset [val2 v] to (spd)\nset [var3 v] to (aspd)\nset [var4 v] to (rspd)\nset [x v] to (x)\nset [y v] to (y)\nset [s v] to (s)\nset [r v] to (r)\nset [cloneid v] to [LE]\nrepeat (count)\n create clone of (_myself_ v)\n change [r v] by ((spread) / (count))\nend\nset [cloneid v] to [0]\n\nwhen I start as a clone\nif <(CloneID) = [SF]> then\n go to [front v] layer\n 🖼️ Set colors: [0] [100] [100]\n switch costume to (screen2 v)\n Frame Tween Animation x: [0] y: [0] size: [100] rotate: [90] speed: [1]\n show\n forever\n change [🖼️ ghost v] by (((round (100)) - (round (🖼️ Ghost))) / (5))\n go to [front v] layer\n end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(CloneID) = [SF]> then\n set [🖼️ ghost v] to [50]\nend\n\ndefine 💥 Clone 1/8 shockwave (x) (y) (s) (r) (aspd) (rspd)\nset [val2 v] to (rspd)\nset [var3 v] to (aspd)\nset [x v] to (x)\nset [y v] to (y)\nset [s v] to (s)\nset [r v] to ((r) + ((-45) / (2)))\nset [cloneid v] to [S8]\ncreate clone of (_myself_ v)\nset [cloneid v] to [0]\n\ndefine 💥 Clone 1/4 shockwave (x) (y) (s) (r) (aspd) (rspd)\nset [val2 v] to (rspd)\nset [var3 v] to (aspd)\nset [x v] to (x)\nset [y v] to (y)\nset [s v] to (s)\nset [r v] to ((r) + ((-90) / (2)))\nset [cloneid v] to [S4]\ncreate clone of (_myself_ v)\nset [cloneid v] to [0]\n\ndefine 💥 Clone gradient shockwave\nset [cloneid v] to [GS]\ncreate clone of (_myself_ v)\nset [cloneid v] to [0]\n\ndefine 💥 Clone sparkle explosion (x) (y) (s) (spread) (aspd) (count)\nset [x v] to (x)\nset [y v] to (y)\nset [var4 v] to (spread)\nset [var5 v] to (aspd)\nset [var6 v] to (s)\nset [cloneid v] to [SE]\nrepeat (count)\n create clone of (_myself_ v)\nend\nset [cloneid v] to [0]\n\ndefine 💥 Clone screen flash\nset [cloneid v] to [SF]\ncreate clone of (_myself_ v)\nset [cloneid v] to [0]\n\nwhen I start as a clone\nif <(CloneID) = [S]> then\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) (🖼️ Brightness) (🖼️ Ghost)\n Frame Tween Animation x: (X) y: (Y) size: [0] rotate: [90] speed: [1]\n show\n repeat until <[99] < (🖼️ Ghost)>\n change [🖼️ ghost v] by (((round (100)) - (round (🖼️ Ghost))) / (Var1))\n switch costume to (dot v)\n Frame Tween Size: (S) speed: (Var1)\n switch costume to (circle v)\n go to [front v] layer\n end\n delete this clone\nend\n\ndefine 💥 Clone shockwave (x) (y) (s) (aspd)\nset [x v] to (x)\nset [y v] to (y)\nset [s v] to (s)\nset [var1 v] to (aspd)\nset [cloneid v] to [S]\ncreate clone of (_myself_ v)\nset [cloneid v] to [0]\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(CloneID) = [0]> then\n set [zoom v] to [0]\n set [csx v] to [0]\n set [csy v] to [0]\n set [css v] to [0]\n forever\n 🎥 move cam to x: ((([sin v] of (csX) ) * (csS)) + (0)) y: ((([sin v] of (csY) ) * (csS)) + (0)) z: (((csS) * (0.05)) + (Zoom))\n change [\[intro\] 🎥 cam fov v] by (((round ((60) * (0.01))) - (round (\[INTRO\] 🎥 cam fov))) / (8))\n change [css v] by (((round (0)) - (round (csS))) / (8))\n change [csx v] by (45)\n change [csy v] by (37.5)\n end\nend\n\ndefine 💥 Clone 1/1 shockwave (x) (y) (s) (aspd)\nset [var3 v] to (aspd)\nset [x v] to (x)\nset [y v] to (y)\nset [s v] to (s)\nset [cloneid v] to [S1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [0]\n\nwhen I start as a clone\nif <(CloneID) = [S1]> then\n set [var1 v] to [5]\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) (🖼️ Brightness) [0]\n switch costume to (screen1 v)\n Frame Tween Animation x: (X) y: (Y) size: [99999] rotate: [90] speed: [1]\n set size to (0) %\n show\n repeat until <[27] < (Var1)>\n switch costume to (scalingdot v)\n Frame Tween Size: (S) speed: (Var3)\n switch costume to (Var1)\n change [var1 v] by (((round (28)) - (round (Var1))) / (Var3))\n end\n repeat (4)\n change [🖼️ ghost v] by (25)\n Frame Tween Size: (S) speed: (Var3)\n switch costume to (Var1)\n change [var1 v] by (((round (28)) - (round (Var1))) / (Var3))\n end\n delete this clone\nend\n\ndefine Frame Tween Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Start intro\nif <(\[INTRO\] Playing) = [false]> then\n hide\n set rotation style [all around v]\n Frame Tween Animation x: [0] y: [0] size: [100] rotate: [90] speed: [1]\n 🖼️ Set colors: [0] [0] [0]\n 🎥 move cam to x: [0] y: [0] z: [0]\n set [\[intro\] 🎥 cam fov v] to ((60) * (0.01))\n set [\[intro\] keyframe v] to [1]\n set [🖼️ autoupdatecolor v] to [true]\n set [🎥 use3dfx v] to [false]\n set [🎥 auto scale hack v] to [true]\n set [\[intro\] playing v] to [true]\n Clone sprites [1] [1]\n Clone clouds\n Clone sprites [100] [4]\n 💥 Clone screen flash\n switch costume to (text v)\n set [\[intro\] keyframe v] to [1]\n broadcast (\[INTRO\] listen for keyframes v)\n reset timer\n clear sound effects\n play sound [IMPERIOUS v] until done\n wait (1) seconds\n set [\[intro\] playing v] to [false]\n broadcast (\[INTRO\] Stop intro v)\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nset [\[intro\] playing v] to [false]\n\ndefine 🖼️ Set colors: (color) (brightness) (transparency)\nset [🖼️ color v] to (color)\nset [🖼️ brightness v] to (brightness)\nset [🖼️ ghost v] to (transparency)\nset [color v] effect to (🖼️ Color)\nset [brightness v] effect to (🖼️ Brightness)\nset [ghost v] effect to (🖼️ Ghost)\n\nwhen I receive [\[intro\] play intro v]\ndelete this clone\n\nwhen I receive [\[intro\] play intro v]\nStart intro\n\ndefine Frame Tween Animation x: (x) y: (y) size: (s) rotate: (r) speed: (spd)\nFrame Tween Position x: (x) y: (y) speed: (spd)\nFrame Tween Size: (s) speed: (spd)\nFrame tween rotation: (r) speed: (spd)\n\nwhen I receive [\[intro\] stop intro v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(CloneID) = [0]> then\n forever\n if <(item (\[INTRO\] Keyframe) of [keyframes v]) < (timer)> then\n broadcast (\[INTRO\] keyframe signal v)\n change [\[intro\] keyframe v] by (1)\n if <(length of [keyframes v]) < (\[INTRO\] Keyframe)> then\n stop [this script v]\n end\n end\n end\nend\n\ndefine Clone same sprite (id) (count)\nset [cloneid v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\nend\nset [cloneid v] to [0]\n\ndefine Clone sprites (id) (count)\nset [cloneid v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\n change [cloneid v] by (1)\nend\nset [cloneid v] to [0]\n\ndefine Frame Tween Position x: (x) y: (y) speed: (spd)\nchange x by (((round (x)) - (round (x position))) / (spd))\nchange y by (((round (y)) - (round (y position))) / (spd))\n\nwhen I start as a clone\nif <not <(CloneID) = [0]>> then\n forever\n if <(🖼️ AutoUpdateColor) = [true]> then\n set [color v] effect to (🖼️ Color)\n set [brightness v] effect to (🖼️ Brightness)\n set [ghost v] effect to (🖼️ Ghost)\n end\n if <(🎥 Use3DFX) = [true]> then\n if <(🎥 auto scale hack) = [true]> then\n switch costume to (scalingdot v)\n set size to (9999999999) %\n switch costume to (screen1 v)\n end\n go to x: (((🎥 x pos) - (\[INTRO\] 🎥 cam x pos)) / ((((🎥 z pos) - (\[INTRO\] 🎥 cam z pos)) * (\[INTRO\] 🎥 cam fov)) + (1))) y: (((🎥 y pos) - (\[INTRO\] 🎥 cam y pos)) / ((((🎥 z pos) - (\[INTRO\] 🎥 cam z pos)) * (\[INTRO\] 🎥 cam fov)) + (1)))\n set size to ((🎥 size) / ((((🎥 z pos) - (\[INTRO\] 🎥 cam z pos)) * (\[INTRO\] 🎥 cam fov)) + (1))) %\n switch costume to (🎥 Costume)\n end\n end\nend\n\ndefine 💥 Clone spline explosion (x) (y) (s) (r) (spread) (spd) (aspd) (rspd) (count)\nset [val2 v] to (spd)\nset [var3 v] to (aspd)\nset [var4 v] to (rspd)\nset [x v] to (x)\nset [y v] to (y)\nset [s v] to (s)\nset [r v] to (r)\nset [cloneid v] to [SP]\nrepeat (count)\n create clone of (_myself_ v)\n change [r v] by ((spread) / (count))\nend\nset [cloneid v] to [0]\n\nwhen I start as a clone\nif <(CloneID) = [SP]> then\n set [var1 v] to [213]\n set [var5 v] to [0]\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) (🖼️ Brightness) (🖼️ Ghost)\n switch costume to (screen1 v)\n Frame Tween Animation x: (X) y: (Y) size: (S) rotate: (R) speed: [1]\n show\n repeat until <[271] < (Var1)>\n switch costume to (screen1 v)\n switch costume to (Var1)\n change [var1 v] by (((round (272)) - (round (Var1))) / (Var3))\n change [val2 v] by (((round (0)) - (round (Val2))) / (Var3))\n change [var4 v] by (((round (0)) - (round (Var4))) / (Var3))\n change [var5 v] by (Val2)\n go to x: (X) y: (Y)\n turn right (Var4) degrees\n move (Var5) steps\n end\n repeat (4)\n change [🖼️ ghost v] by (25)\n switch costume to (screen1 v)\n Frame Tween Size: (S) speed: ((Var3) * (0.25))\n switch costume to (Var1)\n change [var1 v] by (((round (272)) - (round (Var1))) / (Var3))\n change [val2 v] by (((round (0)) - (round (Val2))) / (Val2))\n change [var4 v] by (((round (0)) - (round (Var4))) / (Var3))\n change [var5 v] by (Val2)\n go to x: (X) y: (Y)\n turn right (Var4) degrees\n move (Var5) steps\n end\n delete this clone\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(CloneID) = [0]> then\n if <(item ((\[INTRO\] Keyframe) + (-1)) of [keyframetypes v]) = [kick]> then\n set [css v] to [20]\n set [\[intro\] 🎥 cam fov v] to ((50) * (0.01))\n else\n set [css v] to [4]\n set [\[intro\] 🎥 cam fov v] to ((58) * (0.01))\n end\nend\n\ndefine 💥 Clone spark explosion (x) (y) (s) (r) (spread) (spd) (rspd) (count)\nset [x v] to (x)\nset [y v] to (y)\nset [s v] to (s)\nset [r v] to (r)\nset [var4 v] to (spread)\nset [var5 v] to (spd)\nset [var6 v] to (rspd)\nset [cloneid v] to [SPK]\nrepeat (count)\n create clone of (_myself_ v)\nend\nset [cloneid v] to [0]\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(CloneID) = [0]> then\n wait until <[1] < (\[INTRO\] Keyframe)>\n 🖼️ Set colors: [0] [100] [0]\n 💥 Clone gradient shockwave\nend\n\n💥 Clone sparkle explosion [0] [0] [10] [25] [50] [10]\n💥 Clone spline explosion [0] [0] [10] [0] [360] [10] [5] [10] [10]\n💥 Clone line explosion [0] [0] [100] [0] [360] [10] [5] [10] [10]\n💥 Clone 1/1 shockwave [0] [0] [500] [10]\n💥 Clone 1/4 shockwave [0] [0] [500] [0] [5] [10]\n💥 Clone 1/8 shockwave [0] [0] [500] [0] [5] [10]\n💥 Clone shockwave [0] [0] [250] [5]\n\nwhen I start as a clone\nif <(CloneID) = [SPK]> then\n set [var1 v] to [213]\n set [var4 v] to ((Var4) * (pick random (0.1) to (1)))\n set [var5 v] to ((Var5) * (pick random (0.1) to (1)))\n set [var7 v] to (pick random (-180) to (180))\n set [var8 v] to (pick random (-45) to (45))\n set rotation style [all around v]\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) (🖼️ Brightness) (🖼️ Ghost)\n switch costume to (screen1 v)\n Frame Tween Animation x: (X) y: (Y) size: (S) rotate: ((R) + ((pick random ((Var6) * (-1)) to (Var6)) / (2))) speed: [1]\n show\n repeat until <[271] < (Var1)>\n switch costume to (screen1 v)\n switch costume to (Var1)\n change [var1 v] by (((round (272)) - (round (Var1))) / (Var3))\n change [var5 v] by (((round (0)) - (round (Var5))) / (Var3))\n move (Var5) steps\n turn right (([sin v] of (Var7) ) * (Var4)) degrees\n change [var7 v] by (Var8)\n end\n repeat (4)\n change [🖼️ ghost v] by (25)\n switch costume to (screen1 v)\n Frame Tween Size: (S) speed: ((Var3) * (0.25))\n switch costume to (Var1)\n change [var1 v] by (((round (272)) - (round (Var1))) / (Var3))\n change [var5 v] by (((round (0)) - (round (Var5))) / (Val2))\n move (Var5) steps\n turn right (([sin v] of (Var7) ) * (Var4)) degrees\n change [var7 v] by (Var8)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [1]> then\n go to [front v] layer\n 🖼️ Set colors: [0] [0] [100]\n Frame Tween Animation x: [0] y: [0] size: [100] rotate: [90] speed: [1]\n switch costume to (screen4 v)\n show\n repeat (20)\n change [🖼️ ghost v] by (-5)\n end\n wait until <[8] < (\[INTRO\] Keyframe)>\n set [🖼️ brightness v] to [100]\n repeat (25)\n change [🖼️ ghost v] by (4)\n end\n delete this clone\nend\n\ndefine Clone clouds\nset [cloneid v] to [2]\nset [var1 v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change [var1 v] by (1)\nend\nset [cloneid v] to [0]\n\nwhen I start as a clone\nif <(CloneID) = [2]> then\n go to [front v] layer\n 🖼️ Set colors: [0] [-12] [0]\n set [🎥 use3dfx v] to [true]\n set [🎥 auto scale hack v] to [false]\n 🎥 Frame tween animation x: [0] y: [-600] z: [4] size: [400] rotate: [90] speed: [1]\n set [🎥 costume v] to (((Var1) * (-1)) + (285))\n wait (0) seconds\n wait (((Var1) * (-0.2)) + (0.6)) seconds\n show\n repeat until <[8] < (\[INTRO\] Keyframe)>\n 🎥 Frame tween position x: [0] y: [0] z: [4] speed: [6]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [102]> then\n go to [front v] layer\n 🖼️ Set colors: [0] [0] [0]\n set [🎥 use3dfx v] to [true]\n set [🎥 auto scale hack v] to [false]\n 🎥 Frame tween animation x: [0] y: [0] z: [0] size: [100] rotate: [90] speed: [1]\n set [🎥 costume v] to [278]\n wait (0) seconds\n wait until <[1] < (\[INTRO\] Keyframe)>\n show\n repeat until <[8] < (\[INTRO\] Keyframe)>\n 🎥 Frame tween position x: [0] y: [0] z: [0] speed: [5]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [100]> then\n go to [front v] layer\n 🖼️ Set colors: [0] [0] [0]\n set [🎥 use3dfx v] to [true]\n set [🎥 auto scale hack v] to [false]\n 🎥 Frame tween animation x: [0] y: [0] z: [0] size: [100] rotate: [90] speed: [1]\n set [🎥 costume v] to [279]\n wait (0) seconds\n wait until <[1] < (\[INTRO\] Keyframe)>\n show\n repeat until <[8] < (\[INTRO\] Keyframe)>\n 🎥 Frame tween position x: [0] y: [0] z: [0] speed: [3]\n change [🖼️ brightness v] by (((round (0)) - (round (🖼️ Brightness))) / (3))\n end\n delete this clone\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(CloneID) = [101]> then\n 🎥 Frame tween position x: [10] y: [3] z: [0] speed: [1]\n set [🖼️ brightness v] to [100]\nend\n\nwhen I start as a clone\nif <(CloneID) = [101]> then\n go to [front v] layer\n 🖼️ Set colors: [0] [0] [0]\n set [🎥 use3dfx v] to [true]\n set [🎥 auto scale hack v] to [false]\n 🎥 Frame tween animation x: [0] y: [0] z: [0] size: [100] rotate: [90] speed: [1]\n set [🎥 costume v] to [280]\n wait (0) seconds\n wait until <[1] < (\[INTRO\] Keyframe)>\n show\n repeat until <[8] < (\[INTRO\] Keyframe)>\n 🎥 Frame tween position x: [0] y: [0] z: [0] speed: [3]\n change [🖼️ brightness v] by (((round (0)) - (round (🖼️ Brightness))) / (3))\n end\n delete this clone\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(CloneID) = [100]> then\n 🎥 Frame tween position x: [-10] y: [-3] z: [0] speed: [1]\n set [🖼️ brightness v] to [100]\nend\n\nwhen I start as a clone\nif <[clonegroup1 v] contains (CloneID)?> then\n wait until <[7] < (\[INTRO\] Keyframe)>\n forever\n change [🖼️ brightness v] by (((round (100)) - (round (🖼️ Brightness))) / (20))\n end\nend\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(CloneID) = [0]> then\n wait until <[7] < (\[INTRO\] Keyframe)>\n repeat until <[8] < (\[INTRO\] Keyframe)>\n change [zoom v] by (0.05)\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [102]> then\n wait until <[7] < (\[INTRO\] Keyframe)>\n forever\n change [🎥 size v] by ((Zoom) * (0.75))\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [101]> then\n wait until <[7] < (\[INTRO\] Keyframe)>\n forever\n change [🎥 size v] by ((Zoom) * (0.75))\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [100]> then\n wait until <[7] < (\[INTRO\] Keyframe)>\n forever\n change [🎥 size v] by ((Zoom) * (0.75))\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [103]> then\n go to [front v] layer\n 🖼️ Set colors: [0] [100] [0]\n set [🎥 use3dfx v] to [true]\n set [🎥 auto scale hack v] to [false]\n 🎥 Frame tween animation x: [0] y: [0] z: [0] size: [400] rotate: [90] speed: [1]\n set [🎥 costume v] to [153]\n wait (0) seconds\n wait until <[1] < (\[INTRO\] Keyframe)>\n show\n repeat (10)\n change [🖼️ ghost v] by (((round (100)) - (round (🖼️ Ghost))) / (5))\n end\n wait until <[7] < (\[INTRO\] Keyframe)>\n repeat until <[8] < (\[INTRO\] Keyframe)>\n change [🖼️ ghost v] by (((round (0)) - (round (🖼️ Ghost))) / (5))\n end\n delete this clone\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(CloneID) = [0]> then\n if <(item ((\[INTRO\] Keyframe) + (-1)) of [keyframetypes v]) = [kick]> then\n 🖼️ Set colors: [0] [100] [0]\n 💥 Clone spark explosion [0] [0] [10] [0] [25] [25] [360] [25]\n 💥 Scattered Shockwave effect\n 💥 Clone 1/1 shockwave [0] [0] [500] [8]\n end\n if <(item ((\[INTRO\] Keyframe) + (-1)) of [keyframetypes v]) = [hihat]> then\n 🖼️ Set colors: [0] [100] [0]\n 💥 Clone shockwave [0] [0] [300] [4]\n end\n if <(item ((\[INTRO\] Keyframe) + (-1)) of [keyframetypes v]) = [snare]> then\n 🖼️ Set colors: [0] [100] [0]\n 💥 Clone spline explosion [0] [0] [25] [35] [360] [40] [5] [0] [5]\n 💥 Clone line explosion [0] [0] [100] [0] [360] [20] [5] [0] [5]\n end\nend\n\ndefine 💥 Scattered Shockwave effect\nrepeat (10)\n 💥 Clone 1/8 shockwave [0] [0] (pick random (500) to (700)) (pick random (-180) to (180)) (pick random (5) to (7)) (pick random (-5) to (5))\nend\n\n | Wad keys, and Arrow keys to move, \n1 is mute, 2 is unmute,\nEVERYONE CHECK OUT @DINOMAN252 NOW!\n\n1,000 VIEWS!?!? THANKS!!! New Platformer!\nhttps://scratch.mit.edu/projects/639129948/\n\nTook FOREVER to make, \nLet's get this featured!\nI Promise all levels are Possible!!!\nCOMPLETELY DONE NOW!!!\n |
PLATFORMER 1.5k followers! CLOUD CELEBRATION #games | @Stage\n\nwhen flag clicked\n\nif <not <<(username) = [skidsteerloader]> or <(username) = [-FriendlyFox-]>>> then\n stop [all v]\nend\n\n@Blank\n\nwhen flag clicked\nforever\n play sound [Dance v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [max players v] to [8]\nset [my player # v] to [0]\nset [chatopen? v] to [0]\nshow list [safe_chat v]\nGame is on!\nbroadcast (setup - opponents v) and wait\nbroadcast (join game v) and wait\nbroadcast (Answer v) and wait\nbroadcast (begin v)\n\nbroadcast (Loading 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 Tick\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (SafeChatting) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (costume [number v]) to encoded\nwrite (direction) to encoded\nwrite (size) to encoded\nwrite ((size) - (25)) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Movement\nif <(Wall Jump) > [0]> then\n change [wall jump v] by (-1)\nelse\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [sx v] to ((sx) * (0.9))\n set [crouching v] to [1]\n else\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [sx v] by (-2)\n set [direction v] to [-90]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [sx v] by (2)\n set [direction v] to [90]\n end\n set [sx v] to ((sx) * (0.8))\n set [crouching v] to [0]\n end\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Collision get out platform x,y: (round (sx)) [1] [12]\nend\nif <(sy) > [-20]> then\n change [sy v] by (-1)\nend\nchange [y v] by (sy)\nchange [falling v] by (1)\nif <not <(Wall Jump) > [0]>> then\n if <<key (space v) pressed?> and <<(sy) < [0]> and <(falling) > [6]>>> then\n set [parachute v] to [1]\n set [sy v] to ((sy) * (0.6))\n else\n set [parachute v] to [0]\n end\nend\nCheck Collision\nif <(Touching) > [100]> then\n if <(sy) > [0]> then\n Collision get out platform x,y: [0] [-1] [999]\n else\n Collision get out platform x,y: [0] [1] [999]\n set [falling v] to [0]\n end\n set [sy v] to [0]\nend\nif <(Crouching) = [0]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(falling) < [3]>> then\n set [sy v] to [15]\n set [falling v] to [3]\n end\nend\nif <(y) < [-180]> then\n repeat (20)\n switch costume to (walk c1 v)\n change size by (10)\n change [ghost v] effect by (10)\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\n think (SafeChatting)\n broadcast (Tick v) and wait\n end\n Game is on!\nend\n\ndefine Check Collision\ngo to x: (round ((x) - (SCROLL X))) y: (round ((y) - (SCROLL Y)))\nif <touching (level v)?> then\n set [touching v] to [101]\nelse\n set [touching v] to [0]\nend\n\ndefine Get Costume\npoint in direction (direction)\nif <(Parachute) = [1]> then\n switch costume to (parachute v)\nelse\n if <(falling) < [6]> then\n if <(Crouching) = [1]> then\n switch costume to (crouch v)\n else\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [frame v] by (.5)\n switch costume to ([floor v] of ((2) + (((frame) + (1)) mod (10))) )\n else\n switch costume to (stand v)\n end\n end\n else\n if <(sy) < [0]> then\n switch costume to (fall v)\n else\n switch costume to (jump v)\n end\n end\nend\n\ndefine Set Scroll\nset [scroll x v] to (round ((x) + (SCROLL_ADD)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) * (0.1)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\n\ndefine Collision get out platform x,y: (ox) (oy) (limit)\nchange [x v] by (ox)\nCheck Collision\nset [lim v] to [0]\nset [slope size v] to [0]\nrepeat until <<(Lim) > (limit)> or <(Touching) < [101]>>\n change [y v] by (oy)\n change [lim v] by (1)\n change [slope size v] by (1)\n Check Collision\nend\nif <(Lim) > (limit)> then\n change [x v] by ((0) - (ox))\n change [y v] by ((0) - (Lim))\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <([abs v] of (ox) ) > [3]>> and <(Parachute) = [0]>> then\n set [sx v] to ((-1.2) * (ox))\n set [sy v] to [11]\n set [falling v] to [6]\n set [wall jump v] to [15]\n set [direction v] to ((direction) * (-1))\n else\n set [sx v] to [0]\n end\n Check Collision\nend\n\ndefine Game is on!\nset rotation style [left-right v]\ngo to x: (0) y: (0)\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 [wall jump v] to [0]\nset size to (25) %\ngo to [front v] layer\nclear graphic effects\nCheck Collision\nbroadcast (Tick v) and wait\n\nadd (x) to [recording v]\nadd (y) to [recording v]\nadd (costume [number v]) to [recording v]\nadd (direction) to [recording v]\n\ndelete all of [recording v]\n\ndefine Check Chat\nif <<(ChatOpen?) = [1]> and <<key (t v) pressed?> and <(KeyPress) = [0]>>> then\n set [chatopen? v] to [0]\n set [keypress v] to [1]\n show list [safe_chat v]\nelse\n if <not <key (t v) pressed?>> then\n set [keypress v] to [0]\n end\nend\nif <<(ChatOpen?) = [0]> and <<key (t v) pressed?> and <(KeyPress) = [0]>>> then\n set [chatopen? v] to [1]\n set [keypress v] to [1]\n hide list [safe_chat v]\nelse\n if <not <key (t v) pressed?>> then\n set [keypress v] to [0]\n end\nend\nif <(ChatTime) > [0]> then\n change [chattime v] by (-1)\n set [chatopen? v] to [0]\n show list [safe_chat v]\nelse\n set [safechatting v] to []\nend\nif <(ChatOpen?) = [1]> then\n if <key (1 v) pressed?> then\n set [safechatting v] to [Hi!!!!]\n set [chattime v] to [60]\n end\n if <key (2 v) pressed?> then\n set [safechatting v] to [This is cool!]\n set [chattime v] to [60]\n end\n if <key (3 v) pressed?> then\n set [safechatting v] to [Lots of people here!]\n set [chattime v] to [60]\n end\n if <key (4 v) pressed?> then\n set [safechatting v] to [everyone should love and fav XD]\n set [chattime v] to [60]\n end\n if <key (5 v) pressed?> then\n set [safechatting v] to [1.5k!! Yay!!!]\n set [chattime v] to [60]\n end\n if <key (6 v) pressed?> then\n set [safechatting v] to [Gtg!!!]\n set [chattime v] to [60]\n end\n if <key (7 v) pressed?> then\n set [safechatting v] to [Look! Its that wizard guy!!!:0]\n set [chattime v] to [60]\n end\n if <key (8 v) pressed?> then\n set [safechatting v] to [Is that you Bill-0?!]\n set [chattime v] to [60]\n end\n if <key (9 v) pressed?> then\n set [safechatting v] to [Come with me]\n set [chattime v] to [60]\n end\n if <key (0 v) pressed?> then\n set [safechatting v] to [:0]\n set [chattime v] to [60]\n end\n if <key (q v) pressed?> then\n set [safechatting v] to [Yes! It is me bill-0! ]\n set [chattime v] to [60]\n end\n set [scroll_add v] to [0]\nelse\n set [scroll_add v] to [0]\nend\n\nset [safechatting v] to [Yea it is me! Bill-0! ]\nset [chattime v] to [60]\n\ndelete all of [safe_chat v]\nadd [1 Hi!!!!] to [safe_chat v]\nadd [2 This is cool!] to [safe_chat v]\nadd [3 Lots of people here! :0] to [safe_chat v]\nadd [4 everyone should love and fav! XD] to [safe_chat v]\nadd [5 1.5k!!!! YAYYY!!!!!] to [safe_chat v]\nadd [6 Gtg!] to [safe_chat v]\nadd [7 Look! Its that wizard guy!] to [safe_chat v]\nadd [ 8 Is that you Bill-0?!] to [safe_chat v]\nadd [9 Come with me!] to [safe_chat v]\nadd [0 :0] to [safe_chat v]\n\n\n\nset [keypress v] to [0]\n\ndefine Tick\nCheck Collision\npoint in direction (90)\nswitch costume to (hitbox v)\nMovement\nSet Scroll\nCheck Collision\nGet Costume\nCheck Collision\nCheck Chat\nif <(MY PLAYER #) > [0]> then\n send cloud data\nend\nthink (SafeChatting)\nbroadcast (Tick v) and wait\n\nif <(Slope size) > [0]> then\n switch costume to (slope v)\nend\n\nwhen flag clicked\nshow\n\ndelete all of [safe_chat v]\nadd [1 Hi!!!!] to [safe_chat v]\nadd [2 This is cool!] to [safe_chat v]\nadd [3 Lots of people here! :0] to [safe_chat v]\nadd [4 everyone should love and fav! XD] to [safe_chat v]\nadd [5 1.5k!!!! YAYYY!!!!!] to [safe_chat v]\nadd [6 Gtg!] to [safe_chat v]\nadd [7 Look! Its that wizard guy!] to [safe_chat v]\nadd [ 8 Is that you Bill-0?!] to [safe_chat v]\nadd [9 Come with me!] to [safe_chat v]\nadd [0 :0] to [safe_chat v]\n\nif <(username) = [Bill-0]> then\n delete all of [safe_chat v]\n add [1 Yea! Its me! ] to [safe_chat v]\n add [2 this is super fun!] to [safe_chat v]\n add [3 Lots of people here! :0] to [safe_chat v]\n add [4 everyone should love and fav! XD] to [safe_chat v]\n add [5 1.5k!!!! YAYYY!!!!!] to [safe_chat v]\n add [6 Gtg!] to [safe_chat v]\n add [7 Look! Its that wizard guy!] to [safe_chat v]\n add [ 8 Is that you Bill-0?!] to [safe_chat v]\n add [9 Come with me!] to [safe_chat v]\n add [0 :0] to [safe_chat v]\nend\n\nwhen flag clicked\nforever\n if <<key (f v) pressed?> and <(username) = [Bill-0]>> then\n ask [say stuff \(answer\)] and wait\n if <(answer) = [ 1]> then\n set [safechatting v] to [Yep! Its Bill-0!]\n set [chattime v] to [60]\n end\n if <(answer) = [ 2 ]> then\n set [safechatting v] to [I have special chatting options! So you know its me! ]\n set [chattime v] to [60]\n end\n if <(answer) = [3]> then\n set [safechatting v] to [That's my OC! ]\n set [chattime v] to [60]\n end\n if <(answer) = [4 ]> then\n set [safechatting v] to [THANK YOU SO MUCH FOR ALL THE SUPPORT]\n set [chattime v] to [60]\n end\n if <(answer) = [5]> then\n set [safechatting v] to [Make sure to love, fave and follow for more epic content ]\n set [chattime v] to [60]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (f v) pressed?> and <(username) = [iloveplanes380]>> then\n ask [say stuff \(answer\)] and wait\n if <(answer) = [ 1]> then\n set [safechatting v] to [I LOVE PLANES!!!!]\n set [chattime v] to [60]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (f v) pressed?> and <(username) = [ __-ANIMATOR-__]>> then\n ask [Press 1 to say obey bill-0] and wait\n if <(answer) = [ 1]> then\n set [safechatting v] to [OBEY BILL-0]\n set [chattime v] to [60]\n end\n end\nend\n\n@Opponents\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (90)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nset rotation style [left-right v]\nbegin decode of (value)\nvalue = read from encoded\nset [chating v] to (value)\nvalue = read from encoded\nsay (join (player #) (join [: ] (join (value) (join [ ] (Chating)))))\nif <(value) = [skidsteerloader]> then\n set [color v] effect to (-10)\nelse\n set [color v] effect to (90)\nend\nvalue = read from encoded\nvalue = read from encoded\nchange [smoothing x v] by (((Smoothing X) - (value)) / (-5))\nset x to ((Smoothing X) - (SCROLL X))\nvalue = read from encoded\nchange [smoothing y v] by (((Smoothing Y) - (value)) / (-5))\nset y to ((Smoothing Y) - (SCROLL Y))\nvalue = read from encoded\nif <<([abs v] of ((Smoothing X) - (SCROLL X)) ) > [240]> or <([abs v] of ((Smoothing Y) - (SCROLL Y)) ) > [170]>> then\n switch costume to (blank v)\nelse\n switch costume to (value)\nend\nvalue = read from encoded\npoint in direction (value)\nvalue = read from encoded\nset size to (value) %\nvalue = read from encoded\nset [ghost v] effect to (value)\n\nif <not <(offline) = [100]>> then\n\nhide\n\nshow\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [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 [tick v]\nif <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\nelse\n tick\nend\n\n\n\n@Level\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup - opponents v]\nswitch costume to (l1 x0 y0 v)\ncetup clone at x,y: [0] [0]\nswitch costume to (l1 x1 y0 v)\ncetup clone at x,y: [0.6] [0]\nswitch costume to (l1 x2 y0 v)\ncetup clone at x,y: [1.2] [0]\nswitch costume to (l1 x2 y2 v)\ncetup clone at x,y: [2] [0]\nswitch costume to (l1 x1 y1 v)\ncetup clone at x,y: [3] [0.5]\nswitch costume to (costume1 v)\ncetup clone at x,y: [3] [1.8]\nshow\n\ndefine cetup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nposition ((x) - (SCROLL X)) ((y) - (SCROLL 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@Multiplayer\n\nwhen I receive [join game v]\nswitch costume to (joining v)\n\ngo to x: (0) y: (100)\n\nrepeat (30)\n change y by (((100) - (y position)) * (0.3))\nend\n\nwhen I receive [answer v]\nif <(MY PLAYER #) > [0]> then\n switch costume to ( joined v)\nelse\n switch costume to (full v)\nend\n\nswitch costume to ( joined v)\n\nswitch costume to (full v)\n\nswitch backdrop to (full v)\n\nwhen I receive [join game v]\n\ngo to x: (0) y: (100)\n\nrepeat (30)\n change y by (((100) - (y position)) * (0.3))\nend\n\ngo to x: (0) y: (100)\n\nrepeat (30)\n change y by (((100) - (y position)) * (0.3))\nend\n\nwhen flag clicked\nshow\n\n@Splash Screen\n\nwhen flag clicked\nhide\n\nshow\n\nset [ghost v] effect to (0)\n\n@Sprite1\n\nwhen flag clicked\nset size to (50) %\nhide\nforever\n create clone of (_myself_ v)\n wait (.1) seconds\nend\n\nwhen I start as a clone\nshow\nchange [color v] effect by (pick random (1) to (500))\npoint in direction (pick random (0) to (360))\nset y to (181)\nset x to (pick random (-240) to (240))\nrepeat until <(y position) < [-170]>\n change y by (-10)\n turn right (10) degrees\nend\ndelete this clone\n\n | I finally acually hit 1.5k on march 4th, YAY!\nYour invited! Join all my most iconic characters from my games for a party like no other! \nT to chat!\nDown arrow to crouch \nSpace for parachute! |
yuhaku platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Teminite & MDK - Space Invaders v] until done\nend\n\n@ \n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Stage/ステージ\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\nshow\n\nwhen I receive [氷1かい v]\nswitch costume to (2 v)\n\nwhen I receive [氷終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [next氷 v]\nstop [other scripts in sprite v]\n\n@cloud/雲\n\nwhen I start as a clone\nshow\nglide (pick random (4) to (8)) secs to x: (-281) y: (y position)\ndelete this clone\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n go to x: (287) y: (pick random (50) to (150))\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (2) to (4)) seconds\nend\n\nwhen I receive [氷終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [next氷 v]\nstop [other scripts in sprite v]\n\n@stage/ステージ\n\nwhen flag clicked\nswitch costume to (stage1 v)\nhide\ngo to x: (0) y: (-2)\n\nwhen flag clicked\nshow\n\nwhen I receive [氷1かい v]\nswitch costume to (stage20 v)\n\nwhen I receive [氷終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [next氷 v]\nstop [other scripts in sprite v]\n\n@player/プレイヤー\n\ndefine reset\nshow\ngo to x: (-220) y: (-50)\nswitch costume to (\\(^o^\)/ v)\nset [xx v] to [0]\nset [yy v] to [0]\nhide variable [xx v]\nhide variable [yy v]\nset rotation style [left-right v]\npoint in direction (90)\n\ndefine Movement\nif <<<mouse down?> and <(mouse y) < [0]>> or <<key (s v) pressed?> or <key (down arrow v) pressed?>>> then\n switch costume to (ʕ⁎̯͡⁎ʔ༄ v)\nelse\n switch costume to (\\(^o^\)/ v)\nend\nif <<<mouse down?> and <[0] < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [xx v] by (1)\n point in direction (90)\nend\nif <<<mouse down?> and <(mouse x) < [0]>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [xx v] by (-1)\n point in direction (-90)\nend\nif <touching color (#00fff5)?> then\n set [xx v] to ((Xx) * (0.8))\nelse\n set [xx v] to ((Xx) * (0.9))\nend\nchange x by (Xx)\nif <touching color (#00fff5)?> then\n change y by (1)\n if <touching color (#00fff5)?> then\n change y by (1)\n if <touching color (#00fff5)?> then\n change y by (1)\n if <touching color (#00fff5)?> then\n change y by (1)\n if <touching color (#00fff5)?> then\n change y by (1)\n if <touching color (#00fff5)?> then\n change y by (1)\n if <touching color (#00fff5)?> then\n change y by (1)\n if <touching color (#00fff5)?> then\n change x by ((0) - (Xx))\n change y by (-7)\n if <<<mouse down?> and <[0] < (mouse y)>> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>>> then\n set [yy v] to [9]\n if <((Xx) - (Xx)) < (Xx)> then\n set [xx v] to [-5]\n else\n set [xx v] to [5]\n end\n else\n set [xx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (-1)\nif <touching color (#00fff5)?> then\n if <<<mouse down?> and <[0] < (mouse y)>> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>>> then\n set [yy v] to [12]\n end\nend\nchange y by (1)\nchange [yy v] by (-1)\nchange y by (Yy)\nif <touching color (#00fff5)?> then\n change y by (((Yy) - (Yy)) - (Yy))\n set [yy v] to [0]\nend\n\ndefine Judgment\nif <<(y position) < [-169]> or <touching color (#ff0000)?>> then\n reset\nend\nif <[235] < (x position)> then\n hide\n set [ok v] to [0]\n if <(氷の世界) = [0]> then\n broadcast (氷1かい v)\n change [氷の世界 v] by (1)\n else\n broadcast (NEXT氷 v)\n end\nend\n\nwait until <(OK) = [1]>\nset [ok v] to [0]\nreset\n\nwhen flag clicked\nset [氷の世界 v] to [0]\nreset\nhide\n\nset size to (100) %\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (25)\n change size by (-5)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\nwhen I receive [ stage ok v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n Judgment\nend\n\nwhen flag clicked\nset size to (100) %\nreset\nforever\n Movement\nend\n\nwhen I receive [氷1かい v]\nreset\n\nbroadcast (氷終了 v)\n\nwhen I receive [氷終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [next氷 v]\nstop [other scripts in sprite v]\n\n@2 (2)\n\nwhen I receive [simple - platformer 痒い v]\nshow\ngo to [back v] layer\n\nwhen I receive [simple - platformer 終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [sinext v]\nstop [other scripts in sprite v]\n\n@STAGE\n\nwhen flag clicked\n\nwhen I receive [simple - platformer 痒い v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (9 v)\n\nwhen I receive [si1かい v]\nswitch costume to (17 v)\n\nwhen I receive [simple - platformer 終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [sinext v]\nstop [other scripts in sprite v]\n\n@YOU\n\ndefine Reset\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\n\nwhen I receive [simple - platformer 痒い v]\nwait (1) seconds\nset [simple - platformer v] to [0]\nReset\nshow\nforever\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <[25] < (mouse x)>>>> then\n change [x v] by (1)\n point in direction ([abs v] of (direction) )\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-25]>>>> then\n change [x v] by (-1)\n point in direction ((-1) * ([abs v] of (direction) ))\n end\n set [x v] to ((x) * (.88))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1.11)\n if <touching color (#000000)?> then\n change y by (1.11)\n if <touching color (#000000)?> then\n change y by (1.11)\n if <touching color (#000000)?> then\n change y by (1.11)\n if <touching color (#000000)?> then\n change y by (1.11)\n if <touching color (#000000)?> then\n change y by (1.11)\n if <touching color (#000000)?> then\n change y by (1.11)\n if <touching color (#000000)?> then\n change x by ((-1) * (x))\n change y by (-7.77)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n start sound [ジャンプ v]\n if <(x) = ([abs v] of (x) )> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n 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 end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n start sound [ジャンプ v]\n set [y v] to [13]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((-1) * (y))\n set [y v] to [0]\n end\n if <<(y position) < [-170]> or <touching color (#110000)?>> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n Reset\n repeat (25)\n change [ghost v] effect by (-4)\n end\n end\n if <[230] < (x position)> then\n if <(SIMPLE - PLATFORMER) = [0]> then\n Reset\n broadcast (si1かい v)\n change [simple - platformer v] by (1)\n else\n broadcast (sinext v)\n end\n end\nend\n\nwhen I receive [simple - platformer 終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [氷終了 v]\nbroadcast (SIMPLE - PLATFORMER 痒い v)\n\nwhen flag clicked\nhide\n\nwhen I receive [sinext v]\nstop [other scripts in sprite v]\n\n@ 2\n\ndefine A\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <[30] < (mouse x)>>> then\n change [x v] by (0.8)\n point in direction ([abs v] of (direction) )\nend\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < [-30]>>> then\n change [x v] by (-0.8)\n point in direction (() - ([abs v] of (direction) ))\nend\nset [x v] to ((X) / (1.15))\nchange x by (X)\nif <<touching color (#4eff00)?> or <touching color (#6b1212)?>> then\n change y by (1)\n if <<touching color (#4eff00)?> or <touching color (#6b1212)?>> then\n change y by (1)\n if <<touching color (#4eff00)?> or <touching color (#6b1212)?>> then\n change y by (1)\n if <<touching color (#4eff00)?> or <touching color (#6b1212)?>> then\n change y by (1)\n if <<touching color (#4eff00)?> or <touching color (#6b1212)?>> then\n change y by (1)\n if <<touching color (#4eff00)?> or <touching color (#6b1212)?>> then\n change y by (1)\n if <<touching color (#4eff00)?> or <touching color (#6b1212)?>> then\n change y by (1)\n if <<touching color (#4eff00)?> or <touching color (#6b1212)?>> then\n change x by (() - (X))\n change y by (-7)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<[30] < (mouse y)> and <mouse down?>>>> then\n start sound [scratchより【壁キック】 v]\n set [y v] to [10]\n if <(X) = ([abs v] of (X) )> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (-1)\nif <<touching color (#4eff00)?> or <touching color (#6b1212)?>> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<[30] < (mouse y)> and <mouse down?>>>> then\n start sound [ジャンプ v]\n set [y v] to [10]\n end\nend\nchange y by (1)\nchange [y v] by (-0.5)\nchange y by (Y)\nif <<touching color (#4eff00)?> or <touching color (#6b1212)?>> then\n change y by (() - (Y))\n set [y v] to [0]\nend\nif <touching color (#00adff)?> then\n change y by (-0.1)\n change [y v] by (0.6)\nend\n\ndefine リスポーン\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\n\ndefine B\nif <<<(y position) < [-175]> and <touching (_edge_ v)?>> or <<touching color (#ff0000)?> or <touching color (#ff7979)?>>> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n リスポーン\n repeat (25)\n change [ghost v] effect by (-4)\n end\nend\nif <[240] < (x position)> then\n if <(家に帰ろう) = [0]> then\n リスポーン\n broadcast (家に帰ろう1かい v)\n change [家に帰ろう v] by (1)\n else\n broadcast (家に帰ろうNEXT v)\n end\nend\n\nset [y v] to []\n\nwhen I receive [家に帰ろうスタート v]\nset [家に帰ろう v] to [0]\nshow\ngo [forward v] (2013) layers\nリスポーン\nforever\n A\n B\nend\n\nwhen I receive [家に帰ろう終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [simple - platformer 終了 v]\nbroadcast (家に帰ろうスタート v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [家に帰ろうnext v]\nstop [other scripts in sprite v]\n\n@ \n\nwhen flag clicked\n\nwhen I receive [家に帰ろうスタート v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (5 v)\n\nwhen I receive [家に帰ろう1かい v]\nswitch costume to (6 v)\n\nwhen I receive [家に帰ろう終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [家に帰ろうnext v]\nstop [other scripts in sprite v]\n\n@ステージ\n\nwhen I receive [家に帰ろう終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [家に帰ろうスタート v]\nshow\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [家に帰ろうnext v]\nstop [other scripts in sprite v]\n\n@はいけい\n\nwhen I receive [nightスタート v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [night終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [nightnext v]\nstop [other scripts in sprite v]\n\n@Platformer\n\nwhen flag clicked\n\nwhen I receive [nightスタート v]\nswitch costume to (3 v)\nshow\n\nwhen I receive [night1かい v]\nswitch costume to (5 v)\n\nwhen I receive [night終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [nightnext v]\nstop [other scripts in sprite v]\n\n@Light\n\nwhen flag clicked\n\nchange size by (10)\n\nwhen flag clicked\n\nbroadcast (Nightスタート v)\n\nwhen I receive [nightスタート v]\nforever\n go to (player v)\nend\n\nwhen I receive [nightスタート v]\nswitch costume to (pick random (1) to (2))\ngo to [back v] layer\nset [ghost v] effect to (30)\nshow\nforever\n set size to ((120) + (([cos v] of ((timer) * (180)) ) * (20))) %\nend\n\nwhen I receive [night終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [nightnext v]\nstop [other scripts in sprite v]\n\n@Player\n\ndefine 初期化\nset size to (125) %\ngo to x: (-200) y: (0)\nset [y2 v] to [0]\nset [x2 v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\n\ndefine 移動作\nchange [y2 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n change [x2 v] by (1)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change [x2 v] by (-1)\n point in direction (-90)\nend\nset [x2 v] to ((X2) * (0.88))\nchange x by (X2)\nrepeat (8)\n if <touching (platformer v)?> then\n change y by (1.1)\n end\nend\nif <touching (platformer v)?> then\n change x by (() - (X2))\n change y by (-8.8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y2 v] to [11]\n set [x2 v] to ((7) - ((14) * <[0] < (X2)>))\n end\nend\nchange y by (Y2)\nif <touching (platformer v)?> then\n change y by (() - (Y2))\n set [y2 v] to [0]\nend\nchange y by (-1)\nif <touching (platformer v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y2 v] to [13]\n end\nend\nchange y by (1)\nif <[235] < (x position)> then\n if <(Night) = [0]> then\n 初期化\n broadcast (Night1かい v)\n change [night v] by (1)\n else\n broadcast (NightNEXT v)\n end\nend\nif <<(y position) < [-180]> or <touching (together v)?>> then\n 初期化\nend\n\nwhen I receive [nightスタート v]\nset [night v] to [0]\nshow\n初期化\nforever\n 移動作\nend\n\nwhen I receive [night終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [家に帰ろう終了 v]\nbroadcast (Nightスタート v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [nightnext v]\nstop [other scripts in sprite v]\n\n@膜\n\nwhen I receive [nightスタート v]\nshow\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen I receive [night終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [nightnext v]\nstop [other scripts in sprite v]\n\n@スプライト1\n\nbroadcast (WALK 開始 v)\n\nwhen I receive [walk 開始 v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [walk 終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [wlnext v]\nstop [other scripts in sprite v]\n\n@Sun\n\nwhen flag clicked\n\nwhen I receive [walk 開始 v]\ngo to x: (-210) y: (150)\nshow\ngo to [back v] layer\nforever\n set size to ((160) + (([cos v] of ((timer) * (120)) ) * (40))) %\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [walk 終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [wlnext v]\nstop [other scripts in sprite v]\n\n@☁︎\n\nwhen I start as a clone\nset [ghost v] effect to (20)\nshow\nglide (pick random (5) to (7)) secs to x: (-284) y: (y position)\ndelete this clone\n\nwhen flag clicked\n\nwhen I receive [walk 開始 v]\nhide\nset x to (284)\nforever\n set y to (pick random (0) to (150))\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [walk 終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [wlnext v]\nstop [other scripts in sprite v]\n\n@Platformer2\n\nwhen flag clicked\nhide\n\nwhen I receive [walk 開始 v]\nshow\ngo to [back v] layer\nswitch costume to (9 v)\n\nwhen I receive [walk 1買い v]\nswitch costume to (12 v)\n\nwhen I receive [walk 終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [wlnext v]\nstop [other scripts in sprite v]\n\n@Player2\n\ndefine 初期化\nset size to (20) %\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-200) y: ((0) + ())\nset [x3 v] to [0]\nset [y3 v] to [0]\n\ndefine Program\nif <<<mouse down?> and <(mouse x) > [0]>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [x3 v] by (1.1)\n point in direction ([abs v] of (direction) )\nend\nif <<<mouse down?> and <[0] > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [x3 v] by (-1.1)\n point in direction (() - ([abs v] of (direction) ))\nend\nset [x3 v] to ((X3) * (0.888))\nchange x by (X3)\nrepeat (8)\n if <touching (platformer2 v)?> then\n change y by (1)\n end\nend\nif <touching (platformer2 v)?> then\n change x by (() - (X3))\n change y by (-8)\n if <<<(mouse y) > [0]> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y3 v] to [10]\n if <(X3) = ([abs v] of (X3) )> then\n set [x3 v] to [-6]\n else\n set [x3 v] to [6]\n end\n else\n set [x3 v] to [0]\n end\nend\nchange y by (-1)\nif <touching (platformer2 v)?> then\n if <<<(mouse y) > [0]> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y3 v] to [15]\n end\nend\nchange y by (1)\nchange [y3 v] by (-1)\nchange y by (Y3)\nif <touching (platformer2 v)?> then\n change y by (() - (Y3))\n set [y3 v] to [0]\nend\n\nProgram\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [walk 開始 v]\nset [walk v] to [0]\nshow\n初期化\nset [ok v] to [0]\nforever\n if <(OK) = [0]> then\n Program\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [walk 終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [walk 開始 v]\nforever\n if <[235] < (x position)> then\n set [ok v] to [1]\n change [l v] by (1)\n if <(WALK) = [0]> then\n broadcast (WALK 1買い v)\n change [walk v] by (1)\n 初期化\n else\n broadcast (WLNEXT v)\n end\n set [ok v] to [0]\n end\n if <(y position) < [-175]> then\n 初期化\n end\nend\n\nwhen I receive [night終了 v]\nbroadcast (WALK 開始 v)\n\nwhen I receive [wlnext v]\nstop [other scripts in sprite v]\n\nset [l v] to [0]\n\nwhen flag clicked\nhide\n\n@moon\n\nwhen flag clicked\n\ndefine (1~9▽) 層目へ行く\ngo to [front v] layer\ngo [backward v] (1~9▽) layers\n\nrepeat (30)\n change size by (0.5)\nend\nrepeat (30)\n change size by (-0.5)\nend\n\nset [ghost v] effect to (50)\n\nwhen flag clicked\n\ngo to x: (-77) y: (-31)\n\nwhen I start as a clone\nforever\n set size to ((125) + (([cos v] of ((timer) * (ID)) ) * (25))) %\nend\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nshow\ngo to x: (200) y: (150)\nforever\n [1] 層目へ行く\nend\n\nwhen I receive [ night 2開始 v]\nhide\nswitch costume to ( v)\nset [id v] to [45]\ncreate clone of (_myself_ v)\nswitch costume to ( v)\nset [id v] to [75]\ncreate clone of (_myself_ v)\nswitch costume to ( v)\nset [id v] to [90]\ncreate clone of (_myself_ v)\nswitch costume to ( v)\nset [id v] to [60]\ncreate clone of (_myself_ v)\n\nwhen I receive [ night 2終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nbroadcast (WALK 終了 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [walk 終了 v]\nbroadcast ( Night 2開始 v)\n\nwhen I receive [ night 2next v]\nstop [other scripts in sprite v]\n\n@Platformer3\n\ndefine (1~9▽) 層目へ行く\ngo to [front v] layer\ngo [backward v] (1~9▽) layers\n\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (level2)\nend\n\nwhen I receive [ night 2開始 v]\nshow\nforever\n [9] 層目へ行く\nend\n\nwhen I receive [ night 2開始 v]\nswitch costume to (11 v)\n\nwhen I receive [ night 21かい v]\nswitch costume to (15 v)\n\nwhen I receive [ night 2終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [ night 2next v]\nstop [other scripts in sprite v]\n\n@Light2\n\nwhen flag clicked\n\ndefine (1~9▽) 層目へ行く\ngo to [front v] layer\ngo [backward v] (1~9▽) layers\n\nrepeat (30)\n change size by (0.5)\nend\nrepeat (30)\n change size by (-0.5)\nend\n\nset [ghost v] effect to (20)\n\nwhen flag clicked\n\nwhen I receive [ night 2開始 v]\nshow\nforever\n set size to ((80) + (([cos v] of ((timer) * (120)) ) * (10))) %\nend\n\nwhen I receive [ night 2開始 v]\ngo to x: (0) y: (0)\nforever\n go to (player3 v)\n [6] 層目へ行く\nend\n\nwhen I receive [ night 2終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [ night 2next v]\nstop [other scripts in sprite v]\n\n@Player3\n\ndefine (1~9▽) 層目へ行く\ngo to [front v] layer\ngo [backward v] (1~9▽) layers\n\nwhen flag clicked\n\nwhen flag clicked\n\ndefine 初期化\nset [x4 v] to [0]\nset [y4 v] to [0]\ngo to x: (-200) y: (0)\nswitch costume to (右 v)\n\ndefine 移動\nshow\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<[0] < (mouse x)> and <mouse down?>>>> then\n change [x4 v] by (1)\n switch costume to (右 v)\nend\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>>> then\n change [x4 v] by (-1)\n switch costume to (左 v)\nend\nset [x4 v] to ((X4) * (0.85))\nchange x by (X4)\nrepeat (10)\n if <touching (platformer3 v)?> then\n change y by (1)\n end\nend\nif <touching (platformer3 v)?> then\n change x by (() - (X4))\n change y by (-10)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>>> then\n set [y4 v] to [10]\n if <[0] < (X4)> then\n set [x4 v] to [-6]\n else\n set [x4 v] to [6]\n end\n else\n set [x4 v] to [0]\n end\nend\nchange y by (-1)\nif <touching (platformer3 v)?> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>>> then\n if <(([ceiling v] of (([abs v] of (X4) ) * (10)) ) / (10)) = [5.7]> then\n set [y4 v] to [20]\n else\n set [y4 v] to [12.5]\n end\n end\nend\nchange y by (1)\nchange [y4 v] by (-1)\nchange y by (Y4)\nif <touching (platformer3 v)?> then\n change y by (() - (Y4))\n set [y4 v] to [0]\nend\nif <[235] < ([ceiling v] of (x position) )> then\n if <(Night 2) = [0]> then\n 初期化\n broadcast ( Night 21かい v)\n change [night 2 v] by (1)\n else\n broadcast ( Night 2NExT v)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [ night 2開始 v]\nset [night 2 v] to [0]\n初期化\nset [level2 v] to [1]\nforever\n 移動\nend\n\nwhen I receive [ night 2開始 v]\nforever\n [1] 層目へ行く\nend\n\nwhen I receive [ night 2開始 v]\nforever\n if <<(y position) < [-175]> or <touching (platformerオトゲ。 v)?>> then\n 初期化\n end\nend\n\nbroadcast ( Night 2終了 v)\n\nwhen I receive [ night 2終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [ night 2next v]\nstop [other scripts in sprite v]\n\n@NEXT\n\nwhen flag clicked\nhide\n\ndefine 動き (メール)\nshow\nclear graphic effects\ngo to x: (999) y: (0)\nrepeat until <[.1] > (x position)>\n change x by (((0) - (x position)) / (7))\n go to [front v] layer\nend\nbroadcast (メール)\ngo to x: (1) y: (0)\nrepeat (20)\n change x by (((-473) - (x position)) / (7))\n change [ghost v] effect by (5)\n go to [front v] layer\nend\nhide\n\nwhen I receive [next氷 v]\n動き [氷終了]\n\nwhen I receive [sinext v]\n動き [8]\n\nwhen I receive [8 v]\nbroadcast (SIMPLE - PLATFORMER 終了 v)\n\nwhen I receive [家に帰ろうnext v]\n動き [家に帰ろう終了]\n\nwhen I receive [nightnext v]\n動き [Night終了]\n\nwhen I receive [wlnext v]\n動き [7]\n\nwhen I receive [7 v]\nbroadcast (WALK 終了 v)\n\nwhen I receive [ night 2next v]\n動き [6]\n\nwhen I receive [6 v]\nbroadcast ( Night 2終了 v)\n\nwhen I receive [mixnext v]\n動き [tt]\n\n@革\n\ndefine (1~9▽) 層目へ行く\ngo to [front v] layer\ngo [backward v] (1~9▽) layers\n\nwhen flag clicked\nhide\n\ncreate clone of (_myself_ v)\n\nwhen I receive [ night 2開始 v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (10)\nforever\n [0] 層目へ行く\nend\n\nwhen I receive [ night 2終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [ night 2next v]\nstop [other scripts in sprite v]\n\n@スプライト2\n\nwhen I receive [ night 2開始 v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [ night 2next v]\nstop [other scripts in sprite v]\n\nwhen I receive [ night 2終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Stage\n\nwhen flag clicked\nhide\n\nwhen I receive [mix開始 v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nswitch costume to (10 v)\n\nwhen I receive [next v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nswitch costume to (7 v)\n\nwhen I receive [mix終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [tt v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@CHANGE\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(ID) = [1]> then\n show\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (9))\n else\n change size by (((80) - (size)) / (9))\n end\n if <(LVEVL) = [20]> then\n delete this clone\n end\n turn right ([cos v] of ((timer) * ((160) - ((20) * ((([abs v] of (x position) ) - (180)) / (10))))) ) degrees\n end\nelse\n show\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (9))\n if <mouse down?> then\n broadcast (costume [name v])\n wait until <not <mouse down?>>\n end\n else\n change size by (((80) - (size)) / (9))\n end\n if <(LVEVL) = [20]> then\n delete this clone\n end\n turn right ([cos v] of ((timer) * ((160) - ((20) * ((([abs v] of (x position) ) - (180)) / (10))))) ) degrees\n end\nend\n\nbroadcast ( v)\nbroadcast (SKIP v)\nbroadcast (CHANGE v)\n\nif <mouse down?> then\n wait until <not <mouse down?>>\nend\n\nwhen I receive [mix開始 v]\npoint in direction (90)\npoint in direction (90)\nhide\nset [id v] to [1]\nswitch costume to (skip v)\ngo to x: (-190) y: (140)\ncreate clone of (_myself_ v)\nset [id v] to [2]\nswitch costume to (change v)\ngo to x: (180) y: (150)\ncreate clone of (_myself_ v)\n\nwhen I receive [mix終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [tt v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Player4\n\nset size to (50) %\n\nset rotation style [all around v]\n\nwhen I receive [change v]\npoint in direction ((180) - (direction))\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nset [lvevl v] to [1]\n\nwhen I receive [reset v]\nshow\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-200) y: (0)\npoint in direction (0)\n\ndefine Hit () \nset [hit v] to []\nif <touching (stage v)?> then\n if <() = [G]> then\n if <[0] < (direction)> then\n set [hit v] to <color (#ffffff) is touching (#ffffff)?>\n else\n set [hit v] to <color (#000000) is touching (#000000)?>\n end\n set [hit v] to (() + (Hit))\n else\n if <[0] < (direction)> then\n set [hit v] to <color (#ffffff) is touching (#000000)?>\n else\n set [hit v] to <color (#000000) is touching (#ffffff)?>\n end\n set [hit v] to ((() + (Hit)) + (1))\n end\nend\n\nHit [] \n\ndefine Program\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <[50] < (mouse x)>>>> then\n change [xv v] by (1)\nend\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-50]>>>> then\n change [xv v] by (-1)\nend\nset [xv v] to ((Xv) * (0.88))\nchange x by (Xv)\nrepeat (8)\n Hit [G] \n if <(Hit) = [1]> then\n change y by (1)\n end\nend\nHit [G] \nif <(Hit) = [1]> then\n change x by (() - (Xv))\n change y by (-8)\nend\nchange y by (-1)\nHit [G] \nif <(Hit) = [1]> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>>> then\n set [yv v] to [14]\n end\nend\nchange y by (1)\nchange [yv v] by (-1)\nchange y by (Yv)\nHit [G] \nif <(Hit) = [1]> then\n change y by (() - (Yv))\n set [yv v] to [0]\nend\n\nwhen flag clicked\n\nwhen I receive [skip v]\nwait (0.5) seconds\nbroadcast (RESET v)\n\nwhen I receive [mix開始 v]\nshow\nset [mix v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-200) y: (0)\npoint in direction (0)\nforever\n Program\n Hit [] \n if <(Hit) = [2]> then\n set [yv v] to [15]\n repeat until <(y position) < [-175]>\n turn right (15.75) degrees\n change y by (Yv)\n change [yv v] by (-1)\n end\n broadcast (RESET v)\n end\n if <[235] < (x position)> then\n if <(MIX) = [0]> then\n broadcast (NEXT v)\n change [mix v] by (1)\n hide\n broadcast (RESET v)\n else\n broadcast (MIXnext v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [mix開始 v]\nshow\n\nwhen I receive [mix開始 v]\nforever\n if <key (space v) pressed?> then\n broadcast (CHANGE v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [mix終了 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [ night 2終了 v]\nbroadcast (MIX開始 v)\n\nwhen I receive [tt v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@スプライト3\n\nwhen I receive [mix開始 v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\n@背景\n\nwhen flag clicked\nhide\n\nwhen I receive [ラスト v]\nshow\ngo to [back v] layer\n\n@地面\n\nwhen I receive [ラスト v]\nshow\n\nwhen flag clicked\nhide\n\n@プレイヤー\n\nwhen I receive [ラスト v]\nclear graphic effects\nset size to (100) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\nset [x2 v] to [0]\nset [y2 v] to [0]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x2 v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x2 v] by (1)\n end\n set [x2 v] to ((x2) * (0.87))\n change x by (x2)\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) - (x2))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <[0] < (x2)> then\n set [x2 v] to [-6]\n else\n set [x2 v] to [6]\n end\n set [y2 v] to [15]\n else\n set [x2 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y2 v] by (-1)\n change y by (y2)\n if <touching (地面 v)?> then\n change y by ((0) - (y2))\n set [y2 v] to [0]\n end\n change y by (-2)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n set [y2 v] to [15]\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tt v]\nbroadcast (ラスト v)\n\n | yuhaku platformerです((((\nサムネの画質悪いのは許してください(((\n\n<操作方法>\n基本十字キー、WADSキー、タップで操作 |
Sunset || A scrolling platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Pixel Party v] until done\nend\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@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) < [-550]> 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 [-150]\nset [camera _y v] to [0]\nset [x v] to [-100]\nset [y v] to [0]\n\nset [ghost v] effect to (100)\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 [0] [-300] [2]\nステージ配置 [480] [50] [3]\nステージ配置 [960] [0] [4]\nステージ配置 [1435] [250] [5]\nステージ配置 [1935] [300] [6]\nステージ配置 [2435] [450] [7]\nステージ配置 [2775] [525] [8]\nステージ配置 [3150] [600] [9]\nステージ配置 [3470] [725] [10]\nステージ配置 [3860] [815] [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ステージ配置 [960] [0] [3]\n\nステージ配置 [3680] [250] [9]\nステージ配置 [3680] [350] [10]\n\nステージ配置 [-480] [0] [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@Spike\n\nwhen flag clicked\nhide\nステージ配置 [25] [-60] [1]\nステージ配置 [970] [-58] [2]\nswitch costume to (none v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(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ステージ配置 [960] [0] [3]\n\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]\n\nbroadcast (プログラム v)\n\nステージ配置 [480] [0] [3]\nステージ配置 [960] [0] [4]\n\n@スプライト1\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n | |
Evening - a platformer #games | @Stage\n\nwhen I receive [nowy level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (tło1 v)\n\n@Duszek1\n\nwhen flag clicked\ngo to x: (-91) y: (-60)\nset [ghost v] effect to (100)\ngo to [front v] layer\nwait (0.1) seconds\ngo to x: (-208) y: (-104)\nset [pan paweł v] to [0]\nforever\n if <touching color (#008f12)?> then\n set [pan paweł v] to [0.75]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [pan paweł v] by (9)\n broadcast (skok v)\n end\n else\n change [pan paweł v] by (-0.7)\n end\n change y by (pan paweł)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n move (3.5) steps\n create clone of (duszek3 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n move (3.5) steps\n create clone of (duszek3 v)\n end\n if <touching color (#900000)?> then\n if <key (right arrow v) pressed?> then\n move (-3.5) steps\n end\n end\n if <touching color (#900000)?> then\n if <key (left arrow v) pressed?> then\n move (-3.5) steps\n end\n end\nend\n\nwhen I receive [nowy level v]\ngo to x: (-208) y: (-104)\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-208) y: (-104)\n play sound [Squeaky Toy v] until done\n end\nend\n\nwhen I receive [skok v]\nplay sound [Jump v] until done\n\nwhen flag clicked\nbroadcast (flaga v)\n\nwhen I receive [flaga v]\nset [ghost v] effect to (0)\n\n@Duszek2\n\nwhen flag clicked\ngo to x: (207) y: (-97)\n\nwhen flag clicked\nforever\n if <touching (duszek1 v)?> then\n broadcast (nowy level v)\n end\nend\n\n@Duszek3\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to (duszek1 v)\nchange y by (5)\nset [ghost v] effect to (80)\nrepeat (4)\n change [color v] effect by (5)\nend\ndelete this clone\n\n@Duszek4\n\nwhen flag clicked\ngo to x: (-45) y: (-82)\nforever\n glide (0.8) secs to x: (-117) y: (-101)\n glide (0.8) secs to x: (-45) y: (-82)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [tło9]> then\n show\n else\n hide\n end\nend\n\n@Duszek5\n\nwhen flag clicked\ngo to x: (-180) y: (141)\npoint in direction (90)\n\nwhen flag clicked\nforever\n turn left (5) degrees\n wait (0.1) seconds\n turn right (5) degrees\nend\n\nwhen flag clicked\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\nend\n\nwhen this sprite clicked\nbroadcast (nowy level v)\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [tło10]> then\n hide\n else\n show\n end\nend\n\n@Duszek6\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (101) %\ngo to x: (0) y: (0)\n\n | #3 ON TRENDING!!!!\nALL LEVELS ARE POSSIBLE!\n\nWelcome in my next platformer :)\nmove with arrow keys or WAD, dont touch the lava, go to the flag to reach next level. Hope you enjoy =) |
[UPDATED] Scrolling Platformer Engine | @Stage\n\nwhen flag clicked\nsetup\n\ndefine setup\ndelete all of [settings v]\nadd [0] to [settings v]\nadd [1] to [settings v]\ndelete all of [block hardness v]\nadd [infinity] to [block hardness v]\nadd ((4) * (10)) to [block hardness v]\nadd ((4) * (10)) to [block hardness v]\nadd ((18) * (10)) to [block hardness v]\nadd ((18) * (10)) to [block hardness v]\nadd ((4) * (10)) to [block hardness v]\nadd [infinity] to [block hardness v]\nadd ((4) * (10)) to [block hardness v]\nadd ((10) * (10)) to [block hardness v]\nadd ((10) * (10)) to [block hardness v]\nadd ((18) * (10)) to [block hardness v]\nadd ((10) * (10)) to [block hardness v]\nadd ((10) * (10)) to [block hardness v]\nadd ((10) * (10)) to [block hardness v]\nadd ((18) * (10)) to [block hardness v]\nadd ((18) * (10)) to [block hardness v]\nadd ((18) * (10)) to [block hardness v]\nadd ((18) * (10)) to [block hardness v]\nadd ((18) * (10)) to [block hardness v]\nadd ((18) * (10)) to [block hardness v]\nadd ((100) * (10)) to [block hardness v]\nadd [1] to [block hardness v]\nadd [1] to [block hardness v]\nadd ((4) * (10)) to [block hardness v]\nadd ((4) * (10)) to [block hardness v]\nadd [infinity] to [block hardness v]\nadd ((4) * (10)) to [block hardness v]\nadd [infinity] to [block hardness v]\nadd ((7) * (10)) to [block hardness v]\ndelete all of [sound types v]\nadd [] to [sound types v]\nadd [grass] to [sound types v]\nadd [gravel] to [sound types v]\nadd [stone] to [sound types v]\nadd [stone] to [sound types v]\nadd [gravel] to [sound types v]\nadd [stone] to [sound types v]\nadd [grass] to [sound types v]\nadd [wood] to [sound types v]\nadd [wood] to [sound types v]\nadd [stone] to [sound types v]\nadd [wood] to [sound types v]\nadd [wood] to [sound types v]\nadd [wood] to [sound types v]\nadd [stone] to [sound types v]\nadd [stone] to [sound types v]\nadd [stone] to [sound types v]\nadd [stone] to [sound types v]\nadd [stone] to [sound types v]\nadd [stone] to [sound types v]\nadd [stone] to [sound types v]\nadd [grass] to [sound types v]\nadd [wood] to [sound types v]\nadd [sand] to [sound types v]\nadd [grass] to [sound types v]\nadd [] to [sound types v]\nadd [grass] to [sound types v]\nadd [] to [sound types v]\nadd [stone] to [sound types v]\n\n@player\n\ndefine reset\nset size to (70) %\npoint in direction (90)\nset rotation style [left-right v]\nset [speed v] to [0]\nset [falling speed v] to [0]\ngo to x: (0) y: (0)\nset [player x v] to [-100]\nset [player y v] to [100]\nset [camera x v] to [-100]\nset [camera y v] to [100]\n\ndefine touch ground\nset [touching ground? v] to [0]\nset [slope v] to [0]\nif <(falling speed) < [0]> then\n repeat until <<(slope) = [40]> or <not <touching (ground v)?>>>\n set [touching ground? v] to [1]\n set [falling speed v] to [0]\n change [slope v] by (1)\n change y by (1)\n end\nelse\n repeat until <<(slope) = [-40]> or <not <touching (ground v)?>>>\n change [slope v] by (-1)\n set [falling speed v] to [0]\n change y by (-1)\n end\nend\nif <(slope) = [40]> then\n change y by (((0) - (slope)) + (1))\nelse\n if <(slope) = [-40]> then\n change y by (((0) - (slope)) + (-11))\n end\nend\n\ndefine wall detection\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change [slope v] by (1)\n change y by (1)\nend\nif <(slope) = [8]> then\n change x by (() - (speed))\n change y by (() - (slope))\n set [speed v] to ((speed) * (0.05))\nend\n\ndefine center camera\nchange [player x v] by ((x position) - (last x))\nchange [player y v] by ((y position) - (last y))\nchange [camera x v] by (round (((player x) - (camera x)) / (5)))\nchange [camera y v] by (round (((player y) - (camera y)) / (5)))\nif <(y position) < [-175]> then\n reset\nend\nif <(camera x) < [0]> then\n set [camera x v] to [0]\nend\nif <(camera y) < [0]> then\n set [camera y v] to [0]\nend\ngo to x: ((player x) + (() - (camera x))) y: ((player y) + (() - (camera y)))\n\nwhen flag clicked\nclear graphic effects\nshow\nreset\nforever\n set [speed v] to ((speed) * (0.6))\n change [speed v] by ((<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>) * (3))\n point in direction (speed)\n set [last y v] to (y position)\n set [last x v] to (x position)\n switch costume to (hitbox v)\n change [falling speed v] by (-1)\n if <<(touching ground?) = [1]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [falling speed v] to [14]\n end\n if <(falling speed) < [-25]> then\n set [falling speed v] to [-25]\n end\n change y by (falling speed)\n touch ground\n change x by (speed)\n wall detection\n switch costume to (player v)\n center camera\nend\n\n@Ground\n\nwhen flag clicked\nmake clone at grid x: [0] and grid y: [0] with costume: [2]\nmake clone at grid x: [1] and grid y: [0] with costume: [3]\n\ndefine make clone at grid x: (x) and grid y: (y) with costume: (costume)\nset [clone x v] to (x)\nset [clone y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nforever\n switch costume to (size hack v)\n go to x: (((0) - (camera x)) + ((clone x) * (480))) y: (((0) - (camera y)) + ((clone y) * (360)))\n switch costume to (costume)\nend\n\n@Foreground\n\nwhen flag clicked\nmake clone at grid x: [0] and grid y: [0] with costume: [2]\nmake clone at grid x: [1] and grid y: [0] with costume: [3]\n\ndefine make clone at grid x: (x) and grid y: (y) with costume: (costume)\nset [clone x v] to (x)\nset [clone y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n switch costume to (size hack v)\n go to x: (((0) - (camera x)) + ((clone x) * (480))) y: (((0) - (camera y)) + ((clone y) * (360)))\n switch costume to (costume)\nend\n\n@Background\n\nwhen flag clicked\nmake clone at grid x: [0] and grid y: [0] with costume: [2]\nmake clone at grid x: [1] and grid y: [0] with costume: [3]\n\ndefine make clone at grid x: (x) and grid y: (y) with costume: (costume)\nset [clone x v] to (x)\nset [clone y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n switch costume to (size hack v)\n go to x: (((0) - (camera x)) + ((clone x) * (480))) y: (((0) - (camera y)) + ((clone y) * (360)))\n switch costume to (costume)\nend\n\n | My old scrolling platformer tutorial from my old account, @10010101001010101010 is very glitchy and is old, too. I made a new, updated scrolling platformer engine that you can use for your games if you give credit.\n\nNOT A GAME, IT IS CODE THAT YOU CAN USE |
Skywalker || A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (logo v)\nset volume to (200) %\nstart sound [Star Wars v]\n\nwhen I receive [next level v]\nbroadcast (setup v) and wait\nnext backdrop\n\nwhen I receive [reboot level v]\nbroadcast (setup v) and wait\nswitch backdrop to (backdrop [number v])\n\nwhen [r v] key pressed\nset [player status v] to [die]\n\nwhen [s v] key pressed\nset [player status v] to [win]\n\nwhen [a v] key pressed\nif <<(backdrop [number v]) > [1]> and <(backdrop [number v]) < [14]>> then\n switch backdrop to ((backdrop [number v]) - (1))\n broadcast (spawn num v) and wait\n set [enemy status v] to [die]\n set [player status v] to [die]\nend\n\nwhen I receive [music v]\nset volume to (100) %\n\n play sound [The Force Theme v] until done\nend\n\nwhen I receive [green flag v]\nswitch backdrop to (level-1 v)\nstop all sounds\nbroadcast (music v)\nbroadcast (setup v) and wait\nbroadcast (play game v) and wait\n\nwhen backdrop switches to [level-win v]\nbroadcast (End v) and wait\nstop [other scripts in sprite v]\nforever\n play sound [End Title v] until done\nend\n\n@Blank\n\n@You\n\nwhen I receive [setup v]\nset [player status v] to []\nset [x velocity v] to [0]\nset [in air v] to [0]\nset [y velocity v] to [0]\nset rotation style [left-right v]\nswitch costume to (luke skywalker v)\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\n\nwhen I receive [play game v]\nset [spawn num v] to [1]\nforever\n go to x: (item (spawn num) of [spawn x v]) y: (item (spawn num) of [spawn y v])\n repeat until <(Player Status) > []>\n run\n end\n if <(Player Status) = [win]> then\n change [spawn num v] by (1)\n broadcast (next level v) and wait\n else\n broadcast (reboot level v) and wait\n end\nend\n\ndefine movement\ndivision x\ndivision y\nchange x by (round (x velocity))\nchange y by (y velocity)\n\ndefine division x\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n x velocity [-1]\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n x velocity [1]\nend\nfriction\n\ndefine division y\nif <<key (up arrow v) pressed?> and <(in air) < [8]>> then\n y velocity [16]\n change [in air v] by (1)\nend\ngravity\n\ndefine gravity\nchange [y velocity v] by (-2)\nchange [in air v] by (1)\n\ndefine get out of the ground\nif <touching color (#000000)?> then\n if <(y velocity) > [0]> then\n repeat until <not <touching color (#000000)?>>\n change y by (-1)\n set [y velocity v] to [0]\n end\n else\n repeat until <not <touching color (#000000)?>>\n change y by (1)\n set [y velocity v] to [0]\n set [in air v] to [0]\n end\n end\nend\n\ndefine x velocity (v)\nchange [x velocity v] by (v)\n\ndefine friction\nset [x velocity v] to ((x velocity) * (0.9))\n\ndefine y velocity (y)\nset [y velocity v] to (y)\n\ndefine change x by (x)\nchange x by (x)\nrepeat (8)\n if <touching color (#000000)?> then\n change y by (1)\n end\nend\nif <not <touching color (#000000)?>> then\n\ndefine change y by (y)\nchange y by (y)\nget out of the ground\n\ndefine did I win\nif <(x position) > [240]> then\n set [player status v] to [win]\nend\n\ndefine test die\nif <<(y position) < [-180]> or <touching color (#603b00)?>> then\n set [player status v] to [die]\nend\n\nwhen [m v] key pressed\nadd (mouse x) to [spawn x v]\nadd (mouse y) to [spawn y v]\nwait until <[51] = [50]>\n\nwhen I receive [spawn num v]\nchange [spawn num v] by (-1)\n\ndefine run\nmovement\nbroadcast (movement v) and wait\ndid I win\ntest die\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Lightsaber\n\nwhen I receive [setup v]\nhide\nset [in action v] to [0]\nif <<(backdrop [number v]) = [5]> and <not <(lightsaber) = [true]>>> then\n show\nend\n\nwhen I receive [slash v]\nif <(in action) = [0]> then\n set [in action v] to [1]\n start sound (pick random (1) to (5))\n point in direction ([direction v] of [you v])\n go to (you v)\n turn left (180) degrees\n switch costume to (swing v)\n show\n repeat (12)\n go to (you v)\n turn right (12) degrees\n create clone of (_myself_ v)\n go to (you v)\n turn right (12) degrees\n create clone of (_myself_ v)\n go to (you v)\n turn right (12) degrees\n create clone of (_myself_ v)\n end\n hide\n wait (0.5) seconds\n wait until <not <key (space v) pressed?>>\n set [in action v] to [0]\nend\n\nwhen backdrop switches to [level-4 v]\nif <not <(lightsaber) = [true]>> then\n point in direction (90)\n go to x: (2) y: (58)\n switch costume to (collect v)\n show\n wait until <touching (you v)?>\n hide\n broadcast (you go a... LIGHTSABER v) and wait\nend\n\nwhen I start as a clone\nwait (0.01) seconds\ndelete this clone\n\nset [in action v] to [0]\n\nwhen backdrop switches to [level-5 v]\nhide\nbroadcast (you go a... LIGHTSABER v) and wait\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Weapon Icon\n\nwhen flag clicked\nhide\nset [lightsaber v] to [false]\nset [blaster v] to [false]\n\nwhen I receive [you go a... lightsaber v]\nswitch costume to (weapon-lightsaber v)\nshow\nset [lightsaber v] to [true]\n\nwhen [space v] key pressed\nset [weapon choice v] to (costume [number v])\nif <<(lightsaber) = [true]> and <(weapon choice) = [1]>> then\n if <(in action) = [0]> then\n broadcast (Slash v)\n end\nend\nif <<(blaster) = [true]> and <(weapon choice) = [2]>> then\n if <(in action) = [0]> then\n broadcast (blaster fire v)\n end\nend\nwait until <not <key (space v) pressed?>>\n\nwhen backdrop switches to [level-5 v]\nswitch costume to (weapon-lightsaber v)\nshow\nset [lightsaber v] to [true]\n\nwhen backdrop switches to [level-3 v]\nhide\nset [lightsaber v] to [false]\n\nwhen I receive [you got a.. blaster v]\nset [blaster v] to [true]\n\nwhen backdrop switches to [level-7 v]\nset [blaster v] to [false]\n\nwhen [z v] key pressed\nif <(blaster) = [true]> then\n next costume\n set [weapon choice v] to (costume [number v])\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Moving Platform\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level-3 v]\nshow\ngo to x: (-119) y: (-131)\nrepeat until <not <(backdrop [number v]) = [3]>>\n repeat until <<touching color (#000000)?> and <not <touching (you v)?>>>\n change x by (6)\n if <not <(backdrop [number v]) = [3]>> then\n hide\n stop [this script v]\n end\n end\n get out of wall 1\n repeat until <touching color (#000000)?>\n change x by (-6)\n if <not <(backdrop [number v]) = [3]>> then\n hide\n stop [this script v]\n end\n end\n get out of wall 2\nend\nhide\n\ndefine get out of wall 1\nif <touching color (#000000)?> then\n repeat until <not <touching color (#000000)?>>\n change x by (-1)\n end\nend\n\ndefine get out of wall 2\nif <touching color (#000000)?> then\n repeat until <not <touching color (#000000)?>>\n change x by (1)\n end\nend\n\nwhen backdrop switches to [level-10 v]\nshow\ngo to x: (-104) y: (-156)\nrepeat until <not <(backdrop [number v]) = [10]>>\n repeat until <<touching color (#000000)?> and <not <touching (you v)?>>>\n change x by (6)\n if <not <(backdrop [number v]) = [10]>> then\n hide\n stop [this script v]\n end\n end\n get out of wall 1\n repeat until <touching color (#000000)?>\n change x by (-6)\n if <not <(backdrop [number v]) = [10]>> then\n hide\n stop [this script v]\n end\n end\n get out of wall 2\nend\nhide\n\nwhen backdrop switches to [level-13 v]\nshow\ngo to x: (38) y: (-156)\nrepeat until <not <(backdrop [number v]) = [13]>>\n repeat until <<touching color (#000000)?> and <not <touching (you v)?>>>\n change x by (6)\n if <not <(backdrop [number v]) = [13]>> then\n hide\n stop [this script v]\n end\n end\n get out of wall 1\n repeat until <touching color (#000000)?>\n change x by (-6)\n if <not <(backdrop [number v]) = [13]>> then\n hide\n stop [this script v]\n end\n end\n get out of wall 2\nend\nhide\n\nwhen I receive [end v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Enemy\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [# v] to [0]\n\nwhen backdrop switches to [level-5 v]\nset [# v] to [1]\ngo to x: (item (#) of [enemy spawn x v]) y: (item (#) of [enemy spawn y v])\nset [player status v] to []\nset [enemy status v] to []\nshow\nwait until <<<touching (lightsaber v)?> or <(Player Status) = [win]>> or <(enemy status) = [die]>>\nset [enemy status v] to [die]\nhide\n\nwhen [f v] key pressed\nadd (mouse x) to [enemy spawn x v]\nadd (mouse y) to [enemy spawn y v]\n\nwhen backdrop switches to [level-6 v]\nset [# v] to [2]\ngo to x: (item (#) of [enemy spawn x v]) y: (item (#) of [enemy spawn y v])\nset [player status v] to []\nset [enemy status v] to []\nshow\nwait until <<<touching (lightsaber v)?> or <(Player Status) = [win]>> or <(enemy status) = [die]>>\nset [enemy status v] to [die]\nhide\n\nwait until <<<touching (lightsaber v)?> or <(Player Status) = [win]>> or <(enemy status) = [die]>>\nset [enemy status v] to [die]\nhide\n\nwhen backdrop switches to [level-10 v]\nset [# v] to [3]\ngo to x: (item (#) of [enemy spawn x v]) y: (item (#) of [enemy spawn y v])\nset [player status v] to []\nset [enemy status v] to []\nshow\nwait until <<<touching (lightsaber v)?> or <(Player Status) = [win]>> or <(enemy status) = [die]>>\nset [enemy status v] to [die]\nhide\n\nwhen backdrop switches to [level-14 v]\nset [# v] to [2]\ngo to x: (item (#) of [enemy spawn x v]) y: (item (#) of [enemy spawn y v])\nset [player status v] to []\nset [enemy status v] to []\nshow\nwait until <<<touching (lightsaber v)?> or <(Player Status) = [win]>> or <(enemy status) = [die]>>\nset [enemy status v] to [die]\nhide\n\nwhen I receive [end v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Enemy-Fire\n\nwhen backdrop switches to [level-5 v]\nrepeat until <<not <(backdrop [number v]) = [5]>> or <(enemy status) = [die]>>\n hide\n go to x: ([x position v] of [enemy v]) y: (([y position v] of [enemy v]) + (25))\n wait (0.7) seconds\n point towards (you v)\n start sound [Blaster v]\n show\n repeat until <<<touching (you v)?> or <touching (_edge_ v)?>> or <<touching (lightsaber v)?> or <touching color (#fff8be)?>>>\n move (15) steps\n if <<not <(backdrop [number v]) = [5]>> or <(enemy status) = [die]>> then\n hide\n stop [this script v]\n end\n end\n what did i hit\nend\n\nwhen flag clicked\nhide\n\ndefine what did i hit\nif <touching (lightsaber v)?> then\n turn right (180) degrees\n repeat until <<<touching (enemy v)?> or <touching (_edge_ v)?>> or <touching color (#fff8be)?>>\n move (15) steps\n if <<(Player Status) = [win]> or <(enemy status) = [die]>> then\n hide\n stop [this script v]\n end\n end\nend\nif <<touching color (#fff8be)?> or <touching (_edge_ v)?>> then\n hide\nend\nif <touching (you v)?> then\n set [player status v] to [die]\n hide\nend\nif <touching (enemy v)?> then\n set [enemy status v] to [die]\n hide\nend\n\nwhen I receive [reshoot v]\n\nbroadcast (reshoot v) and wait\n\nwhen backdrop switches to [level-6 v]\nrepeat until <<not <(backdrop [number v]) = [6]>> or <(enemy status) = [die]>>\n hide\n go to x: ([x position v] of [enemy v]) y: (([y position v] of [enemy v]) + (25))\n wait (0.7) seconds\n point towards (you v)\n start sound [Blaster v]\n show\n repeat until <<<touching (you v)?> or <touching (_edge_ v)?>> or <<touching (lightsaber v)?> or <touching color (#fff8be)?>>>\n move (15) steps\n if <<not <(backdrop [number v]) = [6]>> or <(enemy status) = [die]>> then\n hide\n stop [this script v]\n end\n end\n what did i hit\nend\n\nif <<touching color (#fff8be)?> or <touching (_edge_ v)?>> then\n hide\nend\nif <touching (you v)?> then\n set [player status v] to [die]\n hide\nend\nif <touching (enemy v)?> then\n set [enemy status v] to [die]\n hide\nend\n\nwhen backdrop switches to [level-10 v]\nrepeat until <<not <(backdrop [number v]) = [10]>> or <(enemy status) = [die]>>\n hide\n go to x: ([x position v] of [enemy v]) y: (([y position v] of [enemy v]) + (25))\n wait (0.7) seconds\n point towards (you v)\n start sound [Blaster v]\n show\n repeat until <<<touching (you v)?> or <touching (_edge_ v)?>> or <<touching (lightsaber v)?> or <touching color (#fff8be)?>>>\n move (15) steps\n if <<not <(backdrop [number v]) = [10]>> or <(enemy status) = [die]>> then\n hide\n stop [this script v]\n end\n end\n what did i hit\nend\n\nwhen backdrop switches to [level-6 v]\nrepeat until <<not <(backdrop [number v]) = [14]>> or <(enemy status) = [die]>>\n hide\n go to x: ([x position v] of [enemy v]) y: (([y position v] of [enemy v]) + (25))\n wait (0.7) seconds\n point towards (you v)\n start sound [Blaster v]\n show\n repeat until <<<touching (you v)?> or <touching (_edge_ v)?>> or <<touching (lightsaber v)?> or <touching color (#fff8be)?>>>\n move (15) steps\n if <<not <(backdrop [number v]) = [14]>> or <(enemy status) = [die]>> then\n hide\n stop [this script v]\n end\n end\n what did i hit\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Target\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level-8 v]\ngo to x: (141) y: (63)\nshow\nwait until <<<touching (blaster-fire v)?> or <(Player Status) = [win]>> or <(Player Status) = [die]>>\nhide\nbroadcast (kazap v)\n\nwhen backdrop switches to [level-9 v]\ngo to x: (57) y: (40)\nshow\nwait until <<<touching (blaster-fire v)?> or <(Player Status) = [win]>> or <(Player Status) = [die]>>\nhide\nbroadcast (kazap v)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Walls\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen backdrop switches to [level-8 v]\npoint in direction (90)\nswitch costume to (1 v)\ngo to x: (239) y: (0)\ncreate clone of (_myself_ v)\ngo to x: (239) y: (-100)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\nwhen I receive [kazap v]\ndelete this clone\n\nwhen I receive [reboot level v]\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen backdrop switches to [level-9 v]\npoint in direction (90)\nswitch costume to (4 v)\ngo to x: (-12) y: (-110)\ncreate clone of (_myself_ v)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Blaster\n\nwhen backdrop switches to [level-8 v]\nif <not <(blaster) = [true]>> then\n point in direction (90)\n go to x: (34) y: (-25)\n switch costume to (costume1 v)\n show\n wait until <touching (you v)?>\n hide\n broadcast (you got a.. blaster v) and wait\nend\n\nwhen I receive [blaster fire v]\nif <(in action) = [0]> then\n go to [front v] layer\n set [in action v] to [1]\n point in direction ([direction v] of [you v])\n go to (you v)\n turn left (180) degrees\n switch costume to (costume1 v)\n show\n repeat until <not <key (space v) pressed?>>\n go to (you v)\n point towards (mouse-pointer v)\n if <(mouse x) > (x position)> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n end\n start sound [Blaster v]\n broadcast (shoot v)\n hide\n wait (1) seconds\n set [in action v] to [0]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen backdrop switches to [level-9 v]\nhide\nbroadcast (you got a.. blaster v) and wait\n\n@Blaster-Fire\n\nwhen I receive [shoot v]\nshow\npoint in direction ([direction v] of [blaster v])\ngo to (blaster v)\nrepeat until <<<touching color (#fff8be)?> or <touching (_edge_ v)?>> or <touching (enemy v)?>>\n move (15) steps\nend\nif <<touching color (#fff8be)?> or <touching (_edge_ v)?>> then\n hide\nend\nif <touching (enemy v)?> then\n set [enemy status v] to [die]\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (logo v)\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\nwhen I receive [end v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\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)\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\nwhen I receive [end v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\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\nwhen I receive [end v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Thumbnail2\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n | • Arrow keys to move.\n• Space bar to slash lightsaber.\n• Hold space bar to aim blaster at mouse pointer, and release to fire.\n• Blaster has a 1 second cooldown.\n• Shoot targets.\n• Kill Stormtroopers.\n• Z to change weapon.\n• S to skip a level.\n• A to go back a level.\n• R to restart the level.\n• Avoid mud.\n• Have fun.\n• Follow @Saturn-Rings. |
Platformer #game #All #platformer | @Stage\n\nwhen flag clicked\nset volume to (70) %\nforever\n set volume to (70) %\n play sound [Vexento - Syndrome v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <not <<touching color (#4c86ff)?> or <touching color (#437de0)?>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to ((jump height) - (3.5))\n if <[0] < (Xvel)> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (ground v)?> then\n set [yvel v] to (jump height)\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n broadcast (Ded v) and wait\n end\n if <touching (bouncy v)?> then\n set [yvel v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#54ceff)?> or <touching color (#63d2ff)?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1.3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (1.3)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [yvel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yvel v] by (1.3)\n end\n set [xvel v] to ((Xvel) * (0.81))\n set [yvel v] to ((Yvel) * (0.81))\n change [yvel v] by (((Yvel) / (14.9)) + (0.1))\n end\n set size to (125) %\nend\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (10) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Lava\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [backward v] (9) layers\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\n@Bouncy\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (8) layers\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat until <(costume [number v]) = [5]>\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go [backward v] (8) layers\nend\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (8) layers\nhide\nif <(Level) = [4]> then\n Clone at x: [-120] y: [-115]\nelse\n hide\n delete this clone\nend\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n Clone at x: [-120] y: [-115]\nelse\n hide\n delete this clone\nend\n\n@Woter\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [backward v] (11) layers\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\n@Saw\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n set size to (70) %\n hide\n go to [front v] layer\n go [backward v] (9) layers\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [next level v]\nif <(Level) = [1]> then\n Clone at x: [150] y: [-125]\nelse\n if <(Level) = [3]> then\n Clone at x: [30] y: [125]\n else\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (8) layers\nhide\nif <(Level) = [2]> then\n Clone at x: [150] y: [-125]\nelse\n if <(Level) = [4]> then\n Clone at x: [30] y: [125]\n else\n hide\n delete this clone\n end\nend\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (8) layers\nswitch costume to (costume1 v)\nshow\nforever\n turn right (10) degrees\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwait until <(Level) = [50]>\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@Text\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n go to [front v] layer\n go [backward v] (2) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Tb\n\nwhen flag clicked\nhide variable [timer v]\ngo to [front v] layer\nhide\nset [ghost v] effect to (100)\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (Timer)\nset [ghost v] effect to (0)\nshow\nforever\n go to [front v] layer\nend\n\n | welcome to platformer arrow keys to move watch out for lava spikes and saws and you can swim in water \n |
Grassland: A platformer (Mobile Friendly) | @Stage\n\nwhen flag clicked\nswitch backdrop to (beginning v)\n\n@Player\n\nwhen flag clicked\nforever\n if <<not <key (up arrow v) pressed?>> and <<not <key (right arrow v) pressed?>> and <not <<key (left arrow v) pressed?> or <key (down arrow v) pressed?>>>>> then\n switch costume to (middle v)\n end\nend\n\nwhen flag clicked\nforever\n wait until <touching (end v)?>\n broadcast (NEXT LEVEL v)\n go to x: (-200) y: (-101)\nend\n\nwhen flag clicked\nforever\n if <(x position) = [240]> then\n Next level\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ee67ff)?> then\n set [y v v] to [20]\n end\nend\n\nwhen flag clicked\nswitch costume to (middle v)\n\nwhen flag clicked\ngo to [front v] layer\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 (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (up 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 (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (down v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nset size to (100) %\nreset\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 v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X v) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [15]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-1)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n If touching\nend\n\ndefine Reset player variables\nset [x v v] to [0]\nset [y v v] to [0]\nhide variable [level v]\nhide variable [y v v]\nhide variable [x v v]\n\ndefine reset\nset size to (100) %\nshow\ngo to x: (-200) y: (0)\npoint in direction (90)\nReset player variables\n\nwhen flag clicked\nswitch costume to (middle v)\n\ndefine Next level\nchange [level v] by (1)\nReset player variables\nreset\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\ndefine If touching\nif <touching (spikes v)?> then\n reset\nend\n\nwhen backdrop switches to [mountains v]\nforever\n show\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (-15) y: (-8)\nshow\n\nwhen backdrop switches to [mountains v]\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [mountains v]\nshow\n\n@End\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [mountains v]\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume17]> then\n broadcast (Cool_Scratch_Outro v)\n end\nend\n\n@Text\n\nwhen flag clicked\ngo to x: (36) y: (28)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [mountains v]\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Bounce\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\n@Sun\n\nwhen flag clicked\ngo to [back v] layer\nreset timer\nforever\n go to x: (206) y: (160)\n set size to ((([sin v] of ((timer) * (160)) ) * (20)) + (120)) %\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [mountains v]\nshow\n\n@Play button\n\nwhen flag clicked\nswitch backdrop to (beginning v)\nset [level v] to [1]\nshow\ngo to [front v] layer\nforever\n next costume\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen this sprite clicked\nhide\nswitch backdrop to (mountains v)\nbroadcast (start level v)\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n go to [front v] layer\n change [ghost v] effect by (500)\nend\n\n@Skipbutton\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (11) y: (-124)\nhide\n\nwhen this sprite clicked\nbroadcast (NEXT LEVEL v)\n\nwhen backdrop switches to [mountains v]\nshow\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [cool_scratch_outro v]\nshow\n\n | Use WASD, Mouse or Arrow Keys to move.\nDo not touch spikes or lava.\nTrampolines make you jump up.\nAnd most importantly have fun!\nPlease Love and Fave because this took me a long time and when I was almost done, it got deleted and the Player kept moving wherever so I had to redo it. Also I tried to make a copy and I I actually didn't make a copy, I was using the same one so I deleted it! -_- \n\nBy the way if we get 250 likes and 100 faves I will make another one of these but a space version.\n\nCredits:\nThe Amazing Sun: @SGChase18\nRest (Coding, Pictures and Sprites): Me\nHave fun! :) \n\nTags:\n#GrassLand #Grassland #Platformer #Grassland Platformer #Fun #Fun Games #All #Games #quality\n#thisisatagDEALWITHITBRUH #tags #wolvesrule #whyamiwriteingthis #catsrcute #stopthetags #toomanytags. #animations #stories #games #music #all #everything #fun #amazing #beautiful #bestprojectever #BLM #ALM #Simplebutsrong #Indisguise #WeNeedMoreTags #AugustFools #games #all #art #pen #planet #rotate #multiplayer #trending #scrolling #platformer #360 #1 #guys #we #need #MORE #c #v #s #n #o ##need #more #tags #wow #tagadders #23112views #45loves #23favs #Most #Tags #Ever #Add #Tags #Lets #Do #This #Random #Fun #Stuff #Cool #How #Did #This #Get #So #Popular #(: #haha #bye! #scratch #scratchcat #bfdi #clicker #bfb_1877 #what #the #ok #digging #dig #tycoon #cat #zero #1 #2 #3 #4 #5 #6 #7 #8 #9 #10 #forum #block #greenflag #snap #word #idle #why #am #I #making #random #tags #mouse #house #bored #Chi #Anime #Speed draw #Cute #Adorable #Nee #Cats #Dogs #Animals #Mice #Awesome #DerpAnimation #griffpatch #nutting2 #tag #tag #tag #tag #tag #tag #tag #tag #tag #tag #tag #tag #tag #tag #tag #tag #a #b #c #d #e #f #g #h #i #j #k #l #m #n #o #p #q #r #s #t #u #v #w #x #y #z #BLM #BLM #STOPCLIMATECHANGE #THEADDALLPROJECTSSTUDIOHASACUTEPIC! #LOL #LMAO #welovetags #spideybells #loliamsoobsessed #plshelpme #whydidyousearchupthisproject #pleasedontjudgemyloveformarvel #spell"ICUP"outloud #tagsforlife #transformers #skycinemamoviesbelike\n #scratch #scratchcat #bfdi #clicker #bfb_1877 #what #the #ok #digging #dig #tycoon #cat #zero #1 #2 #3 #4 #5 #6 #7 #8 #9 #10 #forum #block #greenflag #snap #word #idle #contestants #green #flag #scratch #cat #abonmanis #abon #manis #a #b #c #d #e #f #g #h #i #j #k #l # m #n #o #p #q #r #s #t #u #v #w #x #y #z #floorgang #floor #gang #itsfreerealestate #its #free #real #estate #Games #Super #Mario #Bros #Bros. #3 #Tanooki #Fire #Flower #Flying #Gliding #Piranha #Plant #Goomba #Koopa #Troopa #Bullet #Bill #Hammer #Bro #Swimming #Platformer #games #Underwater #Coins #Scroll #Lives #Fly #Map #Levels #Timer #Tail #Limit #Music #Battle #Scrolling #Boss #Larry #Boom #Retro #Art #Spike #Scroller #Desert #Larry #Game #Semi #Solid #Bounce #Morton #Running #Stomp #Moving #Jump #Spin #Statue #Fire #game #Fireball #Bar #Castle #Fortress #Wings #Platform #Cheep #Bloopers #Lava #Play #Update #World |
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