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360°platformer/360°プラットフォーマー
@Stage\n\n@ゴボ\n\nwhen flag clicked\nset [ww v] to [1]\ngo to x: (0) y: (-1)\nshow\nforever\n switch costume to (gobo-a v)\n change y by (-5)\n set size to (55) %\n if <<touching color (#5d5d5d)?> or <<touching color (#ff0000)?> or <touching color (#979797)?>>> then\n broadcast (respawn v)\n end\n if <touching color (#e2ff00)?> then\n change [ww v] by (1)\n broadcast (Next stage v)\n end\n change y by (5)\nend\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@動くやつ\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [b v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\nbroadcast (respawn v)\nswitch costume to (サイズ調整 v)\nset size to (200) %\nswitch costume to (1 v)\nforever\n change [y v] by (1)\n if <<key (right arrow v) pressed?> or <<<(mouse x) > (x position)> and <mouse down?>> or <key (d v) pressed?>>> then\n change [b v] by (-0.2)\n end\n if <<key (left arrow v) pressed?> or <<<(x position) > (mouse x)> and <mouse down?>> or <key (a v) pressed?>>> then\n change [b v] by (0.2)\n end\n set [b v] to ((B) * (0.8))\n turn right (B) degrees\n if <touching (ゴボ v)?> then\n change y by (-1)\n if <touching (ゴボ v)?> then\n change y by (-1)\n if <touching (ゴボ v)?> then\n change y by (-1)\n if <touching (ゴボ v)?> then\n change y by (-1)\n if <touching (ゴボ v)?> then\n change y by (4)\n turn right ((B) * (-1)) degrees\n set [b v] to [0]\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (ゴボ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (1)\n if <touching (ゴボ v)?> then\n if <<key (up arrow v) pressed?> or <<<(mouse y) > [50]> and <mouse down?>> or <key (w v) pressed?>>> then\n set [y v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [next stage v]\nif <(costume [name v]) = [3]> then\n stop [this script v]\nelse\n switch costume to (ww)\n point in direction (90)\n go to x: (-10) y: (-500)\n set [b v] to [0]\n set [y v] to [0]\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\n
矢印、wads、タップで移動!\nゴールしてもThank you for playingって出てきて終わり。\n\n\n
Scrolling Platformer Engine! #games #all #art #animations #scrolling #engine #platformer
@Stage\n\nwhen flag clicked\nset volume to (10) %\nforever\n set volume to (10) %\n play sound [Elektronomia - Summersong 2020 v] until done\nend\n\n@player\n\nwhen flag clicked\nforever\n if <touching (wotar v)?> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x vel 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 [x vel 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 [y vel 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 [y vel v] by (1.3)\n end\n set [x vel v] to ((X vel) * (0.81))\n set [y vel v] to ((Y vel) * (0.81))\n change [y vel v] by (((Y vel) / (14.9)) + (0.1))\n end\n set size to (125) %\nend\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n broadcast (Tick v)\nend\n\ndefine Tick & Physics (jump height) (friction) (gravity) (speed)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x vel v] by (speed)\n switch costume to (costume1 v)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x vel v] by ((speed) * (-1))\n switch costume to (costume2 v)\nend\nchange x by (X vel)\nset [x vel v] to ((X vel) * (friction))\nif <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 if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change x by ((X vel) * (-2))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(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 (jump height)\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 (gravity)\nchange y by (Y vel)\nif <touching (platforms 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?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (platforms v)?> then\n set [y vel v] to ((jump height) - (2))\n end\nend\nchange y by (1)\nchange [scroll x v] by ((x position) * (-1))\nchange [scroll y v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <[730] < (Scroll Y)> then\n Position\nend\nif <touching (spikes v)?> then\n Position\nend\nif <touching (bouncies v)?> then\n set [y vel v] to [20]\nend\nif <touching (lava v)?> then\n Position\nend\n\nwhen I receive [tick v]\nTick & Physics [15] [0.9] [-1] [1]\n\nwhen I receive [start v]\nshow\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n repeat (3)\n change size by (-20)\n change [ghost v] effect by (33)\n end\n wait until <not <touching (portal v)?>>\n clear graphic effects\n point in direction (90)\n broadcast (Next level v)\n Position\n end\nend\n\nwhen flag clicked\nforever\n if <[729] < (Scroll Y)> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\n if <touching (spikes v)?> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\n if <touching (bouncies v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\n if <touching (lava v)?> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n play sound [Ding Sound Effect v] until done\n wait until <not <touching (portal v)?>>\n end\nend\n\n@Platforms\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\n go to [front v] layer\n go [backward v] (3) layers\nend\n\n@Words\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\nend\n\n@Spikes\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Borders DO NOT DELETE\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n@Lava\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: ((([sin v] of ((timer) * (100)) ) * (20)) + (Scroll Y))\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Bouncies\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\nset size to (400) %\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Wotar\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: ((([sin v] of ((timer) * (100)) ) * (20)) + (Scroll Y))\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Portal\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\n go to [front v] layer\n go [backward v] (5) layers\nend\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
Check these projects out. NOW. https://scratch.mit.edu/projects/473000857/\nhttps://scratch.mit.edu/projects/468910949/\nhttps://scratch.mit.edu/projects/472872471/\n\nhttps://www.youtube.com/watch?v=rUxXWtnUFek\n\nHey guys! So I hear that many of you guys want to make scrolling platformers, but don't know the code to do it. Well here it is!! The platform engine! Feel free to remix and design your own levels, just make sure to give credit to me, @Ziyu3!!!!\nSong is Vexento - Syndrome\n\nNo ads pls\n\nFAQ answers : \n\nOn the last level, remove the big block on the right side to continue and add more levels\n\nIf you can't get past it, then make it easier by remixing it and making your own.\n\nYou can also change the sounds into other sounds, but I recommend you keeping them except for the music :D\n\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\n\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\n\nI had to do this because so many of you guys think this is a game and call it too short, or ez, or whatever mean thing you called it. I keep telling you that this is not a game and this is an engine, but you guys don't listen.\n\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\n\n
Cubeland- a scrolling platformer game
@Stage\n\nwhen I receive [play v]\nswitch backdrop to (cenário 1 v)\n\nwhen flag clicked\nswitch backdrop to (cenário 2 v)\n\n@o actor 1\n\ndefine Tick\nshow\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\nend\nchange x by (Xv)\nset [xv v] to ((Xv) * (0.9))\nif <<touching color (#00d227)?> or <touching color (#946200)?>> then\n change y by (1)\n if <<touching color (#00d227)?> or <touching color (#946200)?>> then\n change y by (1)\n if <<touching color (#00d227)?> or <touching color (#946200)?>> then\n change y by (1)\n if <<touching color (#00d227)?> or <touching color (#946200)?>> then\n change y by (1)\n if <<touching color (#00d227)?> or <touching color (#946200)?>> then\n change y by (1)\n if <<touching color (#00d227)?> or <touching color (#946200)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <<touching color (#00d227)?> or <touching color (#946200)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<touching color (#00d227)?> or <touching color (#946200)?>> then\n set [yv v] to [13]\n end\nend\nchange y by (1)\nchange [scrollx v] by ((x position) * (-1))\nchange [scrolly v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <<touching color (#ff0000)?> or <(ScrollY) > [700]>> then\n set [scrollx v] to [0]\n set [scrolly v] to [-25]\nend\nif <touching color (#fbff00)?> then\n broadcast (Next Nevel v) and wait\nend\nif <touching color (#008fff)?> then\n change [yv v] by (7)\nend\n\nwhen I receive [tick v]\nTick\n\nwhen I receive [play v]\nset size to (50) %\nshow\ngo to [front v] layer\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n broadcast (Tick v)\nend\n\nwhen flag clicked\ngo to x: (14) y: (20)\nset size to (75) %\nrepeat until <([backdrop # v] of [_stage_ v]) = [1]>\n\nstart sound [Pop! v]\n\nwhen flag clicked\nforever\n if <(click times 1) = [1]> then\n switch costume to (skin black v)\n end\n if <(click times 1) = [2]> then\n switch costume to (skin red v)\n end\n if <(click times 1) = [3]> then\n switch costume to (skin orange v)\n end\n if <(click times 1) = [4]> then\n switch costume to (skin yellow v)\n end\n if <(click times 1) = [5]> then\n switch costume to (skin greenclaro v)\n end\n if <(click times 1) = [6]> then\n switch costume to (skin green escuro v)\n end\n if <(click times 1) = [7]> then\n switch costume to (skin azul claro v)\n end\n if <(click times 1) = [8]> then\n switch costume to (skin azul escuro v)\n end\n if <(click times 1) = [9]> then\n switch costume to (skin rosa v)\n end\n if <(click times 1) = [10]> then\n switch costume to (skin roxo v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Dance Chill Out v] until done\nend\n\n@o actor 2\n\nwhen this sprite clicked\nbroadcast (Play v)\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\nshow\n\n@o actor 3\n\nwhen this sprite clicked\nchange [click times 1 v] by (1)\n\nwhen flag clicked\nshow\nset [click times 1 v] to [1]\n\nwhen I receive [play v]\nhide\n\n@o actor 4\n\nwhen this sprite clicked\nchange [click times 1 v] by (-1)\n\nwhen flag clicked\nshow\n\nwhen I receive [play v]\nhide\n\n@o actor 5\n\nwhen flag clicked\nshow\n\nwhen I receive [play v]\nhide\n\n@level\n\nwhen flag clicked\nhide\n\ndefine Position\nset [scrollx v] to [-5]\nset [scrolly v] to [-30]\n\nwhen I receive [play v]\nshow\nswitch costume to (blank v)\nset size to (300) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next nevel v]\nPosition\nnext costume\nwait (0.1) seconds\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
2000views!!! Thanks!!\nNew game!!!!\nhttps://scratch.mit.edu/projects/494262454/\n\nWelcome to my NEW platform game !!!!!\nControls:\n- to change the skin you just have to click on the arrows and to play in play.\n- Use the arrow keys to move the player\n- Avoid red color\n- Tap the yellow color to pass the level\n- The color blue is a stepping stone.\nOnly has 10 LEVELS\n\nHave fun!!\nPlease love and fave.\n--Credits--\nThanks to @Coltroc for some drawings.\nThanks to @amazingQ for the player and platform codes\n\n\n\nAnd it all
750! Platformer Contest!
@Stage\n\nwhen flag clicked\nforever\n play sound [Zyzyx---Echolands v] until done\nend\n\n@Orange\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (-210) y: (-80)\nshow\ngo to [front v] layer\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [xvel v] by (0.75)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [xvel v] by (-0.75)\n end\n set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((Xvel) * (-1))\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)>>> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-7]\n else\n set [xvel v] to [7]\n end\n set [yvel v] to [12]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (Yvel)\n if <touching (level v)?> then\n change y by ((Yvel) * (-1))\n set [yvel 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)>>> then\n set [yvel v] to [15]\n end\n end\n change y by (1)\n if <<(x position) > [239]> or <key (b v) pressed?>> then\n change [level v] by (1)\n broadcast (Next Level v)\n go to x: (-210) y: (-80)\n show\n go to [front v] layer\n set [xvel v] to [0]\n set [yvel v] to [0]\n end\nend\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Trail\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n point in direction ([direction v] of [orange v])\n go to (orange v)\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\n@Text\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n
My 3rd contest!\nInstructions are all in the project.\nThe song is Zyzyx - Echolands\nYou can enter and be a prize giver! Stop asking that question!\nPrize Givers will get 5 loves each at the end of the contest.\n68 prize givers so far.\n1 @OOFXDTHUNDERBRO\n2 @LJuracan\n3 @Poseidon-29_alt\n4 @V_Gamer\n5 @-0d0g\n6 @AxolotGir123\n7 @30ivanthepro\n8 @shrija2044\n9 @winstonchurchill2020\n10 @IanSetiawan\n11 @Sahil876\n12 @embear12\n13 @awesomeduderockstar\n14 @hehh97\n15 @--aprexl--\n16 @marshalminecraft71\n17 @1650293\n18 @2021bob\n19 @glitteruni1\n20 @ArthurcodEmh\n21 @s1828823\n22 @cwkconor54539\n23 @IvanaOneChan\n24 @Tonylepore\n25 @HelenaLi2020\n26 @Hawk_Owl\n27 @Blue1180\n28 @Laxoloti\n29 @4Grape\n30 @itchy717\n31 @NetherStrydr\n32 @Morgan_Le_Fay\n33 @MugiYuto\n34 @DevenSSpr4\n35 @Hayoon123456\n36 @LunaLovegoodisme\n37 @npark2020\n38 @krish1234512345\n39 @yeetbr0p\n40 @The_god_Kakashi\n41 @ninjaboy475\n42 @CarysWangAiLian\n43 @coolrocks12345\n44 @puppydogcake\n45 @-BeachAnimator-\n46 @dantesaurus\n47 @higamersmanloop\n48 @DrawedScratch\n49 @Baby-blue-crewmate\n50 @beezer2017\n51 @Amau9278\n52 @Mairo46423\n53 @Aadhim\n54 @wewe224\n55 @GabrielNinja66\n56 @PowerStaffs_animater\n57 @UnderTheSeaParty\n58 @cs4973655\n59 @ikermago777\n60 @sheeepbob\n61 @awtygiannakisd\n62 @pokemonabhi139\n63 @PIXLERAMAZE\n64 @-Skiez-\n65 @8979iscool\n66 @mj28s144\n67 @corecircle\n68 @RandomUwUCookies
The Miner 4 | Turn-based battle | platformer #games
@Stage\n\nwhen flag clicked\nset [turn v] to [Warrior]\nset [warrior health v] to [1300]\nset [mage health v] to [1000]\nset [archer health v] to [1000]\nset [m1 health v] to (pick random (100) to (200))\nset [m2 health v] to (pick random (100) to (200))\nset [m3 health v] to (pick random (100) to (200))\nset [swing attk v] to [no]\nset [animation v] to [no]\nset [wave v] to [1]\ndelete (all) of [m-health max v]\nadd (M1 health) to [m-health max v]\nadd (M2 Health) to [m-health max v]\nadd (M3 Health) to [m-health max v]\ndelete (all) of [players alive v]\nadd [Warrior] to [players alive v]\nadd [Mage] to [players alive v]\nadd [Archer] to [players alive v]\nforever\n if <(Warrior Health) < [0]> then\n set [warrior health v] to [0]\n end\n if <(Mage Health) < [0]> then\n set [mage health v] to [0]\n end\n if <(Archer Health) < [0]> then\n set [archer health v] to [0]\n end\n if <(Warrior Health) > [1300]> then\n set [warrior health v] to [1300]\n end\n if <(Mage Health) > [1000]> then\n set [mage health v] to [1000]\n end\n if <(Archer Health) > [1000]> then\n set [archer health v] to [1000]\n end\n if <<(Turn) = [Warrior]> and <(Warrior Health) = [0]>> then\n broadcast (delete buttons v)\n set [turn v] to [Mage]\n end\n if <<(Turn) = [Mage]> and <(Mage Health) = [0]>> then\n broadcast (delete buttons v)\n set [turn v] to [Archer]\n end\n if <<(Turn) = [Archer]> and <(Archer Health) = [0]>> then\n broadcast (delete buttons v)\n set [turn v] to [Monster 1]\n end\n if <<(Turn) = [Monster 1]> and <(M1 health) = [0]>> then\n broadcast (delete buttons v)\n set [turn v] to [Monster 2]\n end\n if <<(Turn) = [Monster 2]> and <(M2 Health) = [0]>> then\n broadcast (delete buttons v)\n set [turn v] to [Monster 3]\n end\n if <<(Turn) = [Monster 3]> and <(M3 Health) = [0]>> then\n broadcast (delete buttons v)\n set [turn v] to [Warrior]\n end\n if <<(M1 health) = [0]> and <<(M2 Health) = [0]> and <(M3 Health) = [0]>>> then\n wait until <(animation) = [no]>\n wait until <<([costume # v] of [monster 1 v]) = [4]> and <<([costume # v] of [monster 2 v]) = [4]> and <([costume # v] of [monster 3 v]) = [4]>>>\n wait (1) seconds\n change [wave v] by (1)\n broadcast (new wave v)\n end\nend\n\nwhen I receive [new wave v]\nset [m1 health v] to ((pick random (100) to (200)) + ((wave) * (80)))\nset [m2 health v] to ((pick random (100) to (200)) + ((wave) * (80)))\nset [m3 health v] to ((pick random (100) to (200)) + ((wave) * (80)))\ndelete (all) of [m-health max v]\nadd (M1 health) to [m-health max v]\nadd (M2 Health) to [m-health max v]\nadd (M3 Health) to [m-health max v]\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nclear graphic effects\nwait until <(Level) = [11]>\nswitch backdrop to (backdrop1 v)\nforever\n repeat (18)\n change [color v] effect by (0.5)\n wait (0.01) seconds\n end\n repeat (18)\n change [color v] effect by (-0.5)\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nclear graphic effects\nwait until <(Level) = [8]>\nswitch backdrop to (cave v)\n\n@battle miner\n\nwhen flag clicked\nswitch costume to (warrior v)\ngo to x: (-147) y: (77)\npoint in direction (90)\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\nwait (0.25) seconds\nswitch costume to (warrior v)\nwait (0.1) seconds\nswitch costume to (warrior-jab 1 v)\nbroadcast (thrust attack v)\nrepeat (5)\n wait (0.07) seconds\n next costume\nend\nwait (0.1) seconds\nswitch costume to (warrior v)\nwait (0.1) seconds\npoint in direction (-90)\nbroadcast (return v)\n\nwhen I receive [return v]\nforever\n if <<(x position) = [-147]> and <(y position) = [77]>> then\n broadcast (finish v)\n stop [this script v]\n end\n wait (0.1) seconds\n switch costume to (warrior-walk1 v)\n wait (0.1) seconds\n switch costume to (warrior-walk2 v)\n wait (0.1) seconds\n switch costume to (warrior-walk3 v)\n wait (0.1) seconds\n switch costume to (warrior-walk2 v)\nend\n\nwhen I receive [swing v]\nset [animation v] to [yes]\nwait until <(Selecting) = [no]>\nswitch costume to (warrior v)\nforever\n wait (0.1) seconds\n switch costume to (warrior-walk1 v)\n wait (0.1) seconds\n switch costume to (warrior-walk2 v)\n wait (0.1) seconds\n switch costume to (warrior-walk3 v)\n wait (0.1) seconds\n switch costume to (warrior-walk2 v)\nend\n\nwhen I receive [thrust v]\nset [animation v] to [yes]\nwait until <(Selecting) = [no]>\nswitch costume to (warrior v)\nforever\n wait (0.1) seconds\n switch costume to (warrior-walk1 v)\n wait (0.1) seconds\n switch costume to (warrior-walk2 v)\n wait (0.1) seconds\n switch costume to (warrior-walk3 v)\n wait (0.1) seconds\n switch costume to (warrior-walk2 v)\nend\n\nwhen I receive [thrust v]\nwait until <(Selecting) = [no]>\nglide (2.5) secs to x: (attack x) y: (attack y)\nbroadcast (message1 v)\n\nwhen I receive [return v]\nglide (2.5) secs to x: (-147) y: (77)\n\nwhen I receive [finish v]\nswitch costume to (warrior v)\npoint in direction (90)\nset [animation v] to [no]\n\nwhen I receive [swing v]\nwait until <(Selecting) = [no]>\nglide (2.5) secs to x: (attack x) y: (attack y)\nbroadcast (message2 v)\n\nwhen I receive [message2 v]\nstop [other scripts in sprite v]\nwait (0.25) seconds\nswitch costume to (warrior v)\nwait (0.1) seconds\nswitch costume to (warrior-swing 1 v)\nrepeat (4)\n wait (0.02) seconds\n next costume\nend\nwait (0.14) seconds\nswitch costume to ((costume [number v]) - (1))\nswitch costume to ((costume [number v]) - (1))\nswitch costume to ((costume [number v]) - (1))\nswitch costume to ((costume [number v]) - (1))\nbroadcast (swing attack v)\nswitch costume to (warrior v)\nwait (0.1) seconds\npoint in direction (-90)\nbroadcast (return v)\n\nwhen I receive [monster attack v]\nwait (0.1) seconds\nif <not <(costume [number v]) = [22]>> then\n if <(Warrior Health) = [0]> then\n wait (0.25) seconds\n switch costume to (warrior-death 1 v)\n repeat (9)\n wait (0.01) seconds\n next costume\n end\n set [#3 v] to [1]\n repeat (length of [players alive v])\n if <(item (#3) of [players alive v]) = [Warrior]> then\n set [id v] to (#3)\n end\n change [#3 v] by (1)\n end\n delete (ID) of [players alive v]\n end\nend\n\nwhen this sprite clicked\nif <(revive) = [yes]> then\n set [revived v] to [Warrior]\n set [revive v] to [no]\nend\n\nwhen I receive [reborn v]\nif <<(revived) = [Warrior]> and <(Warrior Health) = [0]>> then\n set [warrior health v] to (pick random (500) to (800))\n wait (0.25) seconds\n switch costume to (warrior-death 10 v)\n repeat (9)\n wait (0.01) seconds\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (warrior v)\n add [Warrior] to [players alive v]\nend\n\nwhen this sprite clicked\nif <<(heal) = [yes]> and <not <(Warrior Health) = [0]>>> then\n set [healed v] to [Warrior]\n set [heal v] to [no]\nend\n\nwhen I receive [new wave v]\nset [battleover? v] to [1]\n\nwhen I receive [_battle v]\nif <(Warrior Health) > [0]> then\n switch costume to (archer v)\nend\n\n@Mage\n\nwhen flag clicked\nswitch costume to (mage v)\ngo to x: (-164) y: (-15)\n\nwhen I receive [revive v]\nwait until <(revive) = [no]>\nset [selecting v] to [no]\nswitch costume to (mage v)\nwait (0.1) seconds\nswitch costume to (mage-cast 1 v)\nwait (0.05) seconds\nswitch costume to (mage-cast 2 v)\nwait (0.05) seconds\nswitch costume to (mage-cast 3 v)\nwait (0.05) seconds\nswitch costume to (mage-cast 2 v)\nwait (0.05) seconds\nswitch costume to (mage-cast 1 v)\nwait (0.05) seconds\nswitch costume to (mage v)\nbroadcast (Light Beam v)\n\nwhen I receive [toxic v]\nset [animation v] to [yes]\nwait until <(Selecting) = [no]>\nswitch costume to (mage v)\nwait (0.1) seconds\nswitch costume to (mage-cast 1 v)\nwait (0.05) seconds\nswitch costume to (mage-cast 2 v)\nwait (0.05) seconds\nswitch costume to (mage-cast 3 v)\nwait (0.05) seconds\nswitch costume to (mage-cast 2 v)\nwait (0.05) seconds\nswitch costume to (mage-cast 1 v)\nwait (0.05) seconds\nswitch costume to (mage v)\nbroadcast (Poison v)\n\nwhen I receive [monster attack v]\nwait (0.1) seconds\nif <not <(costume [number v]) = [14]>> then\n if <(Mage Health) = [0]> then\n wait (0.25) seconds\n switch costume to (mage-death 1 v)\n repeat (9)\n wait (0.01) seconds\n next costume\n end\n set [#3 v] to [1]\n repeat (length of [players alive v])\n if <(item (#3) of [players alive v]) = [Mage]> then\n set [id v] to (#3)\n end\n change [#3 v] by (1)\n end\n delete (ID) of [players alive v]\n go [backward v] (10) layers\n end\nend\n\nwhen this sprite clicked\nif <<(heal) = [yes]> and <not <(Mage Health) = [0]>>> then\n set [healed v] to [Mage]\n set [heal v] to [no]\nend\n\nwhen I receive [_battle v]\nif <(Mage Health) > [0]> then\n switch costume to (archer v)\nend\n\n@Archer\n\nwhen flag clicked\nswitch costume to (archer v)\ngo to x: (-134) y: (-115)\n\nwhen I receive [shoot v]\nset [animation v] to [yes]\nwait until <(Selecting) = [no]>\nswitch costume to (archer v)\nwait (0.1) seconds\nrepeat (18)\n wait (0.01) seconds\n next costume\nend\nwait (0.5) seconds\nbroadcast (arrow fire v)\nrepeat (5)\n wait (0.01) seconds\n next costume\nend\nswitch costume to (archer v)\n\nwhen I receive [monster attack v]\nwait (0.1) seconds\nif <not <(costume [number v]) = [34]>> then\n if <(Archer Health) = [0]> then\n wait (0.25) seconds\n switch costume to (archer-death 1 v)\n repeat (9)\n wait (0) seconds\n next costume\n end\n set [#3 v] to [1]\n repeat (length of [players alive v])\n if <(item (#3) of [players alive v]) = [Archer]> then\n set [id v] to (#3)\n end\n change [#3 v] by (1)\n end\n delete (ID) of [players alive v]\n end\nend\n\nwhen this sprite clicked\nif <(revive) = [yes]> then\n set [revived v] to [Archer]\n set [revive v] to [no]\nend\n\nwhen I receive [reborn v]\nif <<(revived) = [Archer]> and <(Archer Health) = [0]>> then\n set [archer health v] to (pick random (400) to (700))\n wait (0.25) seconds\n switch costume to (archer-death 10 v)\n repeat (9)\n wait (0) seconds\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (archer v)\n add [Archer] to [players alive v]\nend\n\nwhen I receive [heal v]\nset [animation v] to [yes]\nwait until <(heal) = [no]>\nset [selecting v] to [no]\nswitch costume to (archer v)\nwait (0.1) seconds\nrepeat (18)\n wait (0.01) seconds\n next costume\nend\nwait (0.5) seconds\nbroadcast (heal arrow v)\nrepeat (5)\n wait (0.01) seconds\n next costume\nend\nswitch costume to (archer v)\n\nwhen this sprite clicked\nif <<(heal) = [yes]> and <not <(Archer Health) = [0]>>> then\n set [healed v] to [Archer]\n set [heal v] to [no]\nend\n\nwhen I receive [_battle v]\nif <(Archer Health) > [0]> then\n switch costume to (archer v)\nend\n\n@Arrow\n\nwhen flag clicked\ngo to (archer v)\npoint in direction (90)\nset [ghost v] effect to (100)\n\nwhen I receive [arc v]\nrepeat (5)\n turn right (-1.2) degrees\n wait (0.05) seconds\nend\n\nwhen I receive [arc 2 v]\nrepeat (5)\n turn right (2) degrees\n wait (0.05) seconds\nend\n\nwhen I receive [arrow fire v]\nset [ghost v] effect to (0)\nset [arrow gone v] to [no]\nif <(arrow attack) = [1]> then\n point in direction (80)\n broadcast (Arc 2 v)\n glide (0.57) secs to x: (61) y: (72)\n broadcast (Arrow Fired v)\nend\nif <(arrow attack) = [2]> then\n broadcast (Arc v)\n glide (0.5) secs to x: (61) y: (-21)\n broadcast (Arrow Fired v)\nend\nif <(arrow attack) = [3]> then\n repeat (18)\n revolve (-5) degrees around x: (-10) y: (-200)\n turn right (2.5) degrees\n end\n broadcast (Arrow Fired v)\nend\n\nwhen I receive [arrow fired v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nset [arrow gone v] to [yes]\nset [animation v] to [no]\ngo to (archer v)\npoint in direction (90)\n\ndefine None\nif <((y position) - (ypos)) = [0]> then\n if <(x position) > (xpos)> then\n set x to ((([sin v] of ((90) - (deg)) ) * ([sqrt v] of ((((x position) - (xpos)) * ((x position) - (xpos))) + (((y position) - (ypos)) * ((y position) - (ypos)))) )) + (xpos))\n set y to ((([cos v] of ((90) - (deg)) ) * ([sqrt v] of ((((x position) - (xpos)) * ((x position) - (xpos))) + (((y position) - (ypos)) * ((y position) - (ypos)))) )) + (ypos))\n else\n set x to ((([sin v] of ((-90) - (deg)) ) * ([sqrt v] of ((((x position) - (xpos)) * ((x position) - (xpos))) + (((y position) - (ypos)) * ((y position) - (ypos)))) )) + (xpos))\n set y to ((([cos v] of ((-90) - (deg)) ) * ([sqrt v] of ((((x position) - (xpos)) * ((x position) - (xpos))) + (((y position) - (ypos)) * ((y position) - (ypos)))) )) + (ypos))\n end\nelse\n if <((y position) - (ypos)) < [0]> then\n set x to ((([sin v] of ((([atan v] of (((x position) - (xpos)) / ((y position) - (ypos))) ) + (180)) - (deg)) ) * ([sqrt v] of ((((x position) - (xpos)) * ((x position) - (xpos))) + (((y position) - (ypos)) * ((y position) - (ypos)))) )) + (xpos))\n set y to ((([cos v] of ((([atan v] of (((x position) - (xpos)) / ((y position) - (ypos))) ) + (180)) - (deg)) ) * ([sqrt v] of ((((x position) - (xpos)) * ((x position) - (xpos))) + (((y position) - (ypos)) * ((y position) - (ypos)))) )) + (ypos))\n else\n set x to ((([sin v] of (([atan v] of (((x position) - (xpos)) / ((y position) - (ypos))) ) - (deg)) ) * ([sqrt v] of ((((x position) - (xpos)) * ((x position) - (xpos))) + (((y position) - (ypos)) * ((y position) - (ypos)))) )) + (xpos))\n set y to ((([cos v] of (([atan v] of (((x position) - (xpos)) / ((y position) - (ypos))) ) - (deg)) ) * ([sqrt v] of ((((x position) - (xpos)) * ((x position) - (xpos))) + (((y position) - (ypos)) * ((y position) - (ypos)))) )) + (ypos))\n end\nend\n\nwhen I receive [heal arrow v]\nset [ghost v] effect to (0)\nglide (0.25) secs to x: (-2) y: (-72)\nset [speed v] to [5]\nrepeat (40)\n revolve (5) degrees around x: (-20) y: (0)\n turn right ((6) - (speed)) degrees\n change [speed v] by (0.1)\nend\nif <(healed) = [Warrior]> then\n repeat (10)\n revolve (5) degrees around x: (-20) y: (0)\n turn right ((6) - (speed)) degrees\n change [speed v] by (0.1)\n end\nend\nif <(healed) = [Mage]> then\n repeat (10)\n revolve (5) degrees around x: (-20) y: (0)\n turn right ((6) - (speed)) degrees\n change [speed v] by (0.1)\n end\nend\nif <(healed) = [Archer]> then\nend\nrepeat (10)\n revolve (5) degrees around x: (-20) y: (0)\n turn right ((6) - (speed)) degrees\n change [speed v] by (0.1)\n change [ghost v] effect by (10)\nend\nif <(healed) = [Warrior]> then\n change [warrior health v] by (pick random (400) to (600))\nend\nif <(healed) = [Mage]> then\n change [mage health v] by (pick random (300) to (500))\nend\nif <(healed) = [Archer]> then\n change [archer health v] by (pick random (300) to (500))\nend\nbroadcast (Arrow Fired v)\n\n@Enemies\n\n@Monster 1\n\nwhen flag clicked\ngo to x: (116) y: (77)\nswitch costume to (slime v)\nforever\n if <<not <(M1 health) = [0]>> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(swing attk) = [yes]> then\n set [attack x v] to [52]\n else\n set [attack x v] to [48]\n end\n set [attack y v] to [95]\n set [selecting v] to [no]\n set [arrow attack v] to [1]\n end\n if <(M1 health) < [1]> then\n set [m1 health v] to [0]\n end\nend\n\nwhen I receive [swing attack v]\nif <(attack y) = [95]> then\n change [m1 health v] by (pick random (-150) to (-250))\nend\nif <(M1 health) < [0]> then\n if <(_enemy) = [mud]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n else\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\nend\n\nwhen I receive [arrow fired v]\nif <touching (arrow v)?> then\n set [rand v] to (pick random (1) to (4))\n if <(rand) = [4]> then\n change [m1 health v] by (pick random (-240) to (-280))\n else\n change [m1 health v] by (pick random (-60) to (-160))\n end\nend\nif <(M1 health) < [0]> then\n wait until <(arrow gone) = [yes]>\n if <(_enemy) = [mud]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n else\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\nend\n\nwhen I receive [thrust attack v]\nchange [m1 health v] by (pick random (-50) to (-120))\nif <(M1 health) < [0]> then\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [poison v]\nif <(attack y) = [95]> then\n repeat until <(duration) = [0]>\n if <touching (poison v)?> then\n change [m1 health v] by (-2)\n end\n end\nend\n\nwhen I receive [erase v]\nwait (1) seconds\nif <<not <(costume [number v]) = [4]>> and <(M1 health) = [0]>> then\n if <(_enemy) = [mud]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n else\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\nend\n\nwhen I receive [new wave v]\nset [ghost v] effect to (0)\nwait (0) seconds\nglide (pick random (1.1) to (2)) secs to x: (116) y: (77)\n\nwhen I receive [new wave v]\ngo to x: (240) y: (77)\nif <(_enemy) = [mud]> then\n switch costume to (costume1 v)\nelse\n switch costume to (slime-bounce 1 v)\n repeat until <<(x position) = [116]> and <(y position) = [77]>>\n repeat (2)\n wait (0.15) seconds\n next costume\n end\n repeat (2)\n wait (0.15) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\n switch costume to (slime v)\nend\n\nwhen I receive [delete buttons v]\nif <(Turn) = [Monster 1]> then\n if <(M1 health) = [0]> then\n set [turn v] to [Monster 2]\n broadcast (delete buttons v)\n end\n if <not <(M1 health) = [0]>> then\n set [victim v] to (item (random) of [players alive v])\n wait until <(animation) = [no]>\n wait (1) seconds\n set [found v] to [no]\n broadcast (find victim v)\n if <(_enemy) = [mud]> then\n switch costume to (costume1 v)\n else\n switch costume to (slime-bounce 1 v)\n end\n repeat until <(found) = [yes]>\n if <not <(_enemy) = [mud]>> then\n repeat (2)\n wait (0.15) seconds\n next costume\n end\n repeat (2)\n wait (0.15) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n if <(victim) = [Warrior]> then\n if <(_enemy) = [mud]> then\n change [warrior health v] by ((pick random (-120) to (-160)) - ((wave) * (60)))\n else\n change [warrior health v] by ((pick random (-100) to (-150)) - ((wave) * (60)))\n end\n end\n if <(victim) = [Mage]> then\n if <(_enemy) = [mud]> then\n change [mage health v] by ((pick random (-120) to (-150)) - ((wave) * (60)))\n else\n change [mage health v] by ((pick random (-100) to (-150)) - ((wave) * (60)))\n end\n end\n if <(victim) = [Archer]> then\n if <(_enemy) = [mud]> then\n change [archer health v] by ((pick random (-120) to (-150)) - ((wave) * (60)))\n else\n change [archer health v] by ((pick random (-100) to (-150)) - ((wave) * (60)))\n end\n end\n set [found v] to [no]\n broadcast (monster attack v)\n repeat until <(found) = [yes]>\n if <not <(_enemy) = [mud]>> then\n repeat (2)\n wait (0.15) seconds\n next costume\n end\n repeat (2)\n wait (0.15) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n set [turn v] to [Monster 2]\n broadcast (delete buttons v)\n if <not <(_enemy) = [mud]>> then\n switch costume to (slime v)\n end\n else\n switch costume to (slime v)\n repeat (10)\n set [turn v] to [Monster 2]\n broadcast (delete buttons v)\n end\n end\nend\n\nwhen I receive [monster attack v]\nif <(Turn) = [Monster 1]> then\n if <not <(M1 health) = [0]>> then\n glide (2.5) secs to x: (116) y: (77)\n set [found v] to [yes]\n end\nend\n\nwhen I receive [find victim v]\nif <(Turn) = [Monster 1]> then\n if <not <(M1 health) = [0]>> then\n if <(victim) = [Warrior]> then\n glide (2.5) secs to x: (-121) y: (54)\n end\n if <(victim) = [Mage]> then\n glide (2.5) secs to x: (-142) y: (-50)\n end\n if <(victim) = [Archer]> then\n glide (2.5) secs to x: (-113) y: (-138)\n end\n set [found v] to [yes]\n end\nend\n\nwhen I receive [_battle v]\nclear graphic effects\nforever\n if <<(M1 health) = [0]> and <(Turn) = [Monster 1]>> then\n set [turn v] to [Monster 2]\n broadcast (delete buttons v)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(_enemy) = [boss]> then\n stop [other scripts in sprite v]\n set [ghost v] effect to (100)\n hide\n if <(Turn) = [Monster 1]> then\n set [turn v] to [Monster 2]\n broadcast (delete buttons v)\n end\n if <(Turn) = [Monster 3]> then\n set [turn v] to [Warrior]\n end\n end\nend\n\n@Monster 2\n\nwhen flag clicked\ngo to x: (116) y: (-15)\nswitch costume to (slime v)\nforever\n if <<not <(M2 Health) = [0]>> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(swing attk) = [yes]> then\n set [attack x v] to [52]\n else\n set [attack x v] to [48]\n end\n set [attack y v] to [4]\n set [selecting v] to [no]\n set [arrow attack v] to [2]\n end\n if <(M2 Health) < [0]> then\n set [m2 health v] to [0]\n end\nend\n\nwhen I receive [thrust attack v]\nchange [m2 health v] by (pick random (-100) to (-120))\nif <(M2 Health) < [0]> then\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [swing attack v]\nif <(attack y) = [4]> then\n change [m2 health v] by (pick random (-150) to (-250))\nend\nif <(M2 Health) < [0]> then\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [arrow fired v]\nif <touching (arrow v)?> then\n set [rand v] to (pick random (1) to (4))\n if <(rand) = [4]> then\n change [m2 health v] by (pick random (-240) to (-280))\n else\n change [m2 health v] by (pick random (-60) to (-160))\n end\nend\nif <(M2 Health) < [1]> then\n wait until <(arrow gone) = [yes]>\n if <not <(_enemy) = [boss]>> then\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [poison v]\nif <(attack y) = [4]> then\n repeat until <(duration) = [0]>\n if <touching (poison v)?> then\n change [m2 health v] by (-2)\n end\n end\nend\n\nwhen I receive [erase v]\nwait (1) seconds\nif <<not <(costume [number v]) = [4]>> and <(M2 Health) = [0]>> then\n if <not <(_enemy) = [boss]>> then\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [new wave v]\nset [ghost v] effect to (0)\nwait (0) seconds\nglide (pick random (1.1) to (2)) secs to x: (116) y: (-15)\n\nwhen I receive [new wave v]\ngo to x: (240) y: (-15)\nswitch costume to (slime-bounce 1 v)\nrepeat until <<(x position) = [116]> and <(y position) = [-15]>>\n repeat (2)\n wait (0.15) seconds\n next costume\n end\n repeat (2)\n wait (0.15) seconds\n switch costume to ((costume [number v]) - (1))\n end\nend\nswitch costume to (slime v)\n\nwhen I receive [delete buttons v]\nif <(Turn) = [Monster 2]> then\n if <not <(M2 Health) = [0]>> then\n set [victim v] to (item (random) of [players alive v])\n wait until <(animation) = [no]>\n wait (1) seconds\n set [found v] to [no]\n broadcast (find victim v)\n if <not <(_enemy) = [boss]>> then\n switch costume to (slime-bounce 1 v)\n repeat until <(found) = [yes]>\n repeat (2)\n wait (0.15) seconds\n next costume\n end\n repeat (2)\n wait (0.15) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n if <(victim) = [Warrior]> then\n change [warrior health v] by ((pick random (-100) to (-150)) - ((wave) * (60)))\n end\n if <(victim) = [Mage]> then\n change [mage health v] by ((pick random (-100) to (-150)) - ((wave) * (60)))\n end\n if <(victim) = [Archer]> then\n change [archer health v] by ((pick random (-100) to (-150)) - ((wave) * (60)))\n end\n set [found v] to [no]\n broadcast (monster attack v)\n repeat until <(found) = [yes]>\n if <not <(_enemy) = [boss]>> then\n repeat (2)\n wait (0.15) seconds\n next costume\n end\n repeat (2)\n wait (0.15) seconds\n switch costume to ((costume [number v]) - (1))\n end\n if <not <(_enemy) = [boss]>> then\n switch costume to (slime v)\n set [turn v] to [Monster 3]\n broadcast (delete buttons v)\n else\n set [turn v] to [Monster 3]\n broadcast (delete buttons v)\n end\n end\n end\n else\n if <not <(_enemy) = [boss]>> then\n switch costume to (slime v)\n set [turn v] to [Monster 3]\n broadcast (delete buttons v)\n else\n set [turn v] to [Monster 3]\n broadcast (delete buttons v)\n end\n end\nend\n\nwhen I receive [monster attack v]\nif <(Turn) = [Monster 2]> then\n if <not <(M2 Health) = [0]>> then\n glide (2.5) secs to x: (116) y: (-15)\n set [found v] to [yes]\n end\nend\n\nwhen I receive [find victim v]\nif <(Turn) = [Monster 2]> then\n if <not <(M2 Health) = [0]>> then\n if <(victim) = [Warrior]> then\n glide (2.5) secs to x: (-121) y: (54)\n end\n if <(victim) = [Mage]> then\n glide (2.5) secs to x: (-142) y: (-50)\n end\n if <(victim) = [Archer]> then\n glide (2.5) secs to x: (-113) y: (-138)\n end\n if <(_enemy) = [boss]> then\n if <(victim) = [Warrior]> then\n change [warrior health v] by ((pick random (-200) to (-300)) - ((wave) * (60)))\n end\n if <(victim) = [Mage]> then\n change [mage health v] by ((pick random (-100) to (-150)) - ((wave) * (60)))\n end\n if <(victim) = [Archer]> then\n change [archer health v] by ((pick random (-230) to (-300)) - ((wave) * (60)))\n end\n end\n set [found v] to [yes]\n end\nend\n\nwhen I receive [_battle v]\nclear graphic effects\nif <(_enemy) = [boss]> then\n set [m2 health v] to [2600]\nend\nforever\n if <(Turn) = [Monster 2]> then\n wait (3) seconds\n broadcast (find victim v)\n wait (3) seconds\n broadcast (monster attack v)\n wait (3) seconds\n set [turn v] to [Monster 3]\n end\nend\n\nwhen flag clicked\nforever\n if <(_enemy) = [boss]> then\n switch costume to (ancient wyrm v)\n set [_enemy v] to [boss]\n end\nend\n\n@Monster 3\n\nwhen flag clicked\ngo to x: (116) y: (-115)\nswitch costume to (slime v)\nforever\n if <<not <(M3 Health) = [0]>> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(swing attk) = [yes]> then\n set [attack x v] to [52]\n else\n set [attack x v] to [48]\n end\n set [attack y v] to [-97]\n set [selecting v] to [no]\n set [arrow attack v] to [3]\n end\n if <(M3 Health) < [1]> then\n set [m3 health v] to [0]\n end\nend\n\nwhen I receive [swing attack v]\nif <(attack y) = [-97]> then\n change [m3 health v] by (pick random (-150) to (-250))\nend\nif <(M3 Health) < [0]> then\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [thrust attack v]\nchange [m3 health v] by (pick random (-100) to (-120))\nif <(M3 Health) < [0]> then\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [arrow fired v]\nif <touching (arrow v)?> then\n set [rand v] to (pick random (1) to (4))\n if <(rand) = [4]> then\n change [m3 health v] by (pick random (-240) to (-280))\n else\n change [m3 health v] by (pick random (-60) to (-160))\n end\nend\nif <(M3 Health) < [0]> then\n wait until <(arrow gone) = [yes]>\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [poison v]\nif <(attack y) = [-97]> then\n repeat until <(duration) = [0]>\n if <touching (poison v)?> then\n change [m3 health v] by (-2)\n end\n end\nend\n\nwhen I receive [erase v]\nwait (1) seconds\nif <<not <(costume [number v]) = [4]>> and <(M3 Health) = [0]>> then\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [new wave v]\nset [ghost v] effect to (0)\nwait (0) seconds\nglide (pick random (1.1) to (2)) secs to x: (116) y: (-115)\n\nwhen I receive [new wave v]\ngo to x: (240) y: (-115)\nswitch costume to (slime-bounce 1 v)\nrepeat until <<(x position) = [116]> and <(y position) = [-115]>>\n repeat (2)\n wait (0.15) seconds\n next costume\n end\n repeat (2)\n wait (0.15) seconds\n switch costume to ((costume [number v]) - (1))\n end\nend\nswitch costume to (slime v)\n\nwhen I receive [delete buttons v]\nif <(Turn) = [Monster 3]> then\n if <not <(M3 Health) = [0]>> then\n set [victim v] to (item (random) of [players alive v])\n wait until <(animation) = [no]>\n wait (1) seconds\n set [found v] to [no]\n broadcast (Find victim v)\n switch costume to (slime-bounce 1 v)\n repeat until <(found) = [yes]>\n repeat (2)\n wait (0.15) seconds\n next costume\n end\n repeat (2)\n wait (0.15) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\n if <(victim) = [Warrior]> then\n change [warrior health v] by ((pick random (-100) to (-150)) - ((wave) * (60)))\n end\n if <(victim) = [Mage]> then\n change [mage health v] by ((pick random (-100) to (-150)) - ((wave) * (60)))\n end\n if <(victim) = [Archer]> then\n change [archer health v] by ((pick random (-100) to (-150)) - ((wave) * (60)))\n end\n set [found v] to [no]\n broadcast (Monster Attack v)\n repeat until <(found) = [yes]>\n repeat (2)\n wait (0.15) seconds\n next costume\n end\n repeat (2)\n wait (0.15) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\n switch costume to (slime v)\n set [turn v] to [Warrior]\n broadcast (delete buttons v)\n else\n switch costume to (slime v)\n set [turn v] to [Warrior]\n broadcast (Delete Buttons v)\n end\nend\n\nwhen I receive [monster attack v]\nif <(Turn) = [Monster 3]> then\n if <not <(M3 Health) = [0]>> then\n glide (2.5) secs to x: (116) y: (-115)\n set [found v] to [yes]\n end\nend\n\nwhen I receive [find victim v]\nif <(Turn) = [Monster 3]> then\n if <not <(M3 Health) = [0]>> then\n if <(victim) = [Warrior]> then\n glide (2.5) secs to x: (-121) y: (54)\n end\n if <(victim) = [Mage]> then\n glide (2.5) secs to x: (-142) y: (-50)\n end\n if <(victim) = [Archer]> then\n glide (2.5) secs to x: (-113) y: (-138)\n end\n set [found v] to [yes]\n end\nend\n\nwhen I receive [_battle v]\nclear graphic effects\n\nwhen flag clicked\nshow\nforever\n if <(_enemy) = [boss]> then\n hide\n end\nend\n\n@Healthbars\n\nwhen flag clicked\nset size to (100) %\nset [_enemy v] to [slime]\nhide\nset [ghost v] effect to (100)\nset [# v] to [1]\nrepeat (6)\n create clone of (_myself_ v)\n wait (0) seconds\n change [# v] by (1)\nend\n\nwhen I start as a clone\nif <(#) = [1]> then\n show\n clear graphic effects\n go to x: (-95) y: (168)\n forever\n if <(Warrior Health) = [1300]> then\n switch costume to (full v)\n else\n if <(Warrior Health) = [0]> then\n switch costume to (empty v)\n else\n switch costume to ((-1) * ((1) + (((48.5) / (1300)) * (Warrior Health))))\n end\n end\n end\nend\nif <(#) = [2]> then\n show\n clear graphic effects\n go to x: (-95) y: (152)\n forever\n if <(Mage Health) = [1000]> then\n switch costume to (full v)\n else\n if <(Mage Health) = [0]> then\n switch costume to (empty v)\n else\n switch costume to ((-1) * ((1) + (((48.5) / (1300)) * (Mage Health))))\n end\n end\n end\nend\nif <(#) = [3]> then\n show\n clear graphic effects\n go to x: (-95) y: (138)\n forever\n if <(Archer Health) = [1000]> then\n switch costume to (full v)\n else\n if <(Archer Health) = [0]> then\n switch costume to (empty v)\n else\n switch costume to ((-1) * ((1) + (((48.5) / (1000)) * (Archer Health))))\n end\n end\n end\nend\nif <(#) = [4]> then\n if <not <(_enemy) = [boss]>> then\n show\n clear graphic effects\n end\n go to x: (64) y: (168)\n forever\n if <not <(_enemy) = [boss]>> then\n if <(M1 health) = (item (1) of [m-health max v])> then\n switch costume to (full v)\n else\n if <(M1 health) = [0]> then\n switch costume to (empty v)\n else\n switch costume to ((-1) * ((1) + (((48.5) / (item (1) of [m-health max v])) * (M1 health))))\n end\n end\n else\n hide\n end\n end\nend\nif <(#) = [5]> then\n if <not <(_enemy) = [boss]>> then\n show\n clear graphic effects\n end\n if <not <(_enemy) = [boss]>> then\n go to x: (64) y: (152)\n forever\n if <(M2 Health) = (item (2) of [m-health max v])> then\n switch costume to (full v)\n else\n if <(M2 Health) = [0]> then\n switch costume to (empty v)\n else\n switch costume to ((-1) * ((1) + (((48.5) / (item (2) of [m-health max v])) * (M2 Health))))\n end\n end\n end\n else\n hide\n end\nend\nif <(#) = [6]> then\n if <not <(_enemy) = [boss]>> then\n show\n clear graphic effects\n end\n go to x: (64) y: (138)\n forever\n if <not <(_enemy) = [boss]>> then\n if <(M3 Health) = (item (3) of [m-health max v])> then\n switch costume to (full v)\n else\n if <(M3 Health) = [0]> then\n switch costume to (empty v)\n else\n switch costume to ((-1) * ((1) + (((48.5) / (item (3) of [m-health max v])) * (M3 Health))))\n end\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Archer Health) < [1]> then\n set [archer health v] to [0]\n end\n if <(Warrior Health) < [1]> then\n set [warrior health v] to [0]\n end\n if <(Mage Health) < [1]> then\n set [mage health v] to [0]\n end\nend\n\n@Displays\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (25)\nwait until <(Level) = [11]>\nswitch costume to (costume2 v)\n\nwhen I receive [_battle v]\nwait until <<(M3 Health) < [1]> and <<(M2 Health) < [1]> and <(M1 health) < [1]>>>\nwait (1) seconds\nbroadcast (new wave v)\n\n@Buttons\n\nwhen flag clicked\nset [#2 v] to []\nset [selecting v] to [no]\nset [ghost v] effect to (100)\nforever\n if <<(Turn) = [Warrior]> or <<(Turn) = [Mage]> or <(Turn) = [Archer]>>> then\n show\n if <(Turn) = [Warrior]> then\n wait until <(Selecting) = [no]>\n wait until <(animation) = [no]>\n set [#2 v] to [Thrust]\n create clone of (_myself_ v)\n wait (0) seconds\n set [#2 v] to [Swing]\n create clone of (_myself_ v)\n wait (0) seconds\n set [#2 v] to [Pass]\n create clone of (_myself_ v)\n wait until <not <(Turn) = [Warrior]>>\n broadcast (delete buttons v)\n end\n if <(Turn) = [Mage]> then\n wait until <(Selecting) = [no]>\n wait until <(animation) = [no]>\n set [#2 v] to [Poison]\n create clone of (_myself_ v)\n wait (0) seconds\n set [#2 v] to [Revive]\n create clone of (_myself_ v)\n wait (0) seconds\n set [#2 v] to [Pass]\n create clone of (_myself_ v)\n wait until <not <(Turn) = [Mage]>>\n broadcast (delete buttons v)\n end\n if <(Turn) = [Archer]> then\n wait until <(Selecting) = [no]>\n wait until <(animation) = [no]>\n set [#2 v] to [Shoot]\n create clone of (_myself_ v)\n wait (0) seconds\n set [#2 v] to [Heal]\n create clone of (_myself_ v)\n wait (0) seconds\n set [#2 v] to [Pass]\n create clone of (_myself_ v)\n wait until <not <(Turn) = [Archer]>>\n broadcast (delete buttons v)\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nif <(#2) = [Pass]> then\n switch costume to (pass v)\n go to x: (10) y: (-145)\nend\nif <(#2) = [Thrust]> then\n switch costume to (thrust v)\n go to x: (-10) y: (-50)\nend\nif <(#2) = [Swing]> then\n switch costume to (swing v)\n go to x: (1) y: (-95)\nend\nif <(#2) = [Poison]> then\n switch costume to (poison v)\n go to x: (0) y: (-46)\nend\nif <(#2) = [Revive]> then\n switch costume to (revive v)\n go to x: (-5) y: (-95)\nend\nif <(#2) = [Pass]> then\n switch costume to (pass v)\n go to x: (10) y: (-145)\nend\nif <(#2) = [Shoot]> then\n switch costume to (shoot v)\n go to x: (0) y: (-46)\nend\nif <(#2) = [Heal]> then\n switch costume to (heal v)\n go to x: (8) y: (-95)\nend\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <(Turn) = [Archer]> then\n set [turn v] to [Monster 1]\n end\n if <(Turn) = [Mage]> then\n set [turn v] to [Archer]\n end\n if <(Turn) = [Warrior]> then\n set [turn v] to [Mage]\n end\n if <(costume [number v]) = [2]> then\n set [selecting v] to [yes]\n broadcast (thrust v)\n end\n if <(costume [number v]) = [3]> then\n set [selecting v] to [yes]\n set [swing attk v] to [yes]\n broadcast (swing v)\n end\n if <(costume [number v]) = [4]> then\n set [selecting v] to [yes]\n broadcast (shoot v)\n end\n if <(costume [number v]) = [5]> then\n set [selecting v] to [yes]\n set [heal v] to [yes]\n broadcast (heal v)\n end\n if <(costume [number v]) = [6]> then\n set [selecting v] to [yes]\n broadcast (toxic v)\n end\n if <(costume [number v]) = [7]> then\n set [selecting v] to [yes]\n set [revive v] to [yes]\n broadcast (revive v)\n end\n end\nend\n\nwhen I receive [delete buttons v]\ndelete this clone\n\n@Poison\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nrepeat (pick random (8) to (12))\n change x by (((((10) * ([sin v] of ((sine) + (off set)) )) + (x off set)) - (x position)) * (0.3))\n change y by (4)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\nnext costume\nrepeat (pick random (8) to (12))\n change x by (((((12) * ([sin v] of ((sine) + (off set)) )) + (x off set)) - (x position)) * (0.3))\n change y by (4)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\ndelete this clone\n\ndefine None\nset [ghost v] effect to (40)\nhide\nset size to (size) %\nforever\n go to x: (firex) y: (firey)\n set [color v] effect to (pick random (10) to (-10))\n set [x off set v] to (firex)\n set [off set v] to (pick random (0) to (500))\n create clone of (_myself_ v)\nend\n\nwhen I receive [poison v]\ncreate poison cloud at x: ((attack x) + (70)) y: ((attack y) - (20)) with size: (100)\n\nwhen I receive [poison v]\nset [duration v] to (pick random (3) to (5))\nrepeat until <(duration) = [0]>\n wait (1) seconds\n change [duration v] by (-1)\nend\nbroadcast (Erase v)\n\nwhen I receive [erase v]\nchange [ghost v] effect by (25)\nwait (0) seconds\nchange [ghost v] effect by (25)\nwait (0) seconds\nchange [ghost v] effect by (25)\nwait (0) seconds\nchange [ghost v] effect by (25)\nstop [other scripts in sprite v]\nset [animation v] to [no]\ndelete this clone\n\n@Revive\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [light beam v]\nif <(revived) = [Warrior]> then\n go to (battle miner v)\nend\nif <(revived) = [Archer]> then\n go to x: (([x position v] of [archer v]) - (30)) y: ([y position v] of [archer v])\nend\nrepeat (10)\n wait (0.05) seconds\n change [ghost v] effect by (-2)\nend\nbroadcast (Reborn v)\nwait (1) seconds\nrepeat (10)\n wait (0.05) seconds\n change [ghost v] effect by (2)\nend\n\nif <(revived) = [Warrior]> then\n go to (battle miner v)\nend\nif <(revived) = [Archer]> then\n go to (archer v)\nend\n\n@Game Over\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nwait (1) seconds\nforever\n go to [front v] layer\n if <<(Warrior Health) = [0]> and <<(Mage Health) = [0]> and <(Archer Health) = [0]>>> then\n show\n repeat (25)\n wait (0.01) seconds\n change [ghost v] effect by (-4)\n end\n stop [all v]\n end\nend\n\n@story\n\nwhen flag clicked\nstart sound [Wings v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nforever\n if <mouse down?> then\n if <(costume [number v]) = [7]> then\n broadcast (start v)\n end\n next costume\n wait until <not <mouse down?>>\n end\n if <key (x v) pressed?> then\n switch costume to (costume7 v)\n end\nend\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen I receive [start v]\nstop all sounds\nstop [other scripts in sprite v]\ngo to x: (999) y: (999)\nhide\nforever\n play sound [Darkside - Alan Walker v] until done\n play sound [Spectre - Alan Walker v] until done\nend\n\nwhen I receive [_battle v]\nif <(Level) = [11]> then\n stop [other scripts in sprite v]\n forever\n play sound [Heartache.mp3 v] until done\n end\nend\n\n@Player\n\ndefine Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (size) %\n\nwhen flag clicked\nhide\n\ndefine Gravity, Platform Detection, Physics....\nforever\n if <(battleover?) = [1]> then\n go to [front v] layer\n change [y v] by (-1)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (3 v)\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (4 v)\n point in direction (90)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (dirt v)?> then\n set [x v] to [-3]\n set [y v] to [2]\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (levels v)?>> then\n switch costume to (4 v)\n set [y v] to [15]\n end\n change y by (1)\n if <<<<touching (deadlies v)?> or <touching (enemies v)?>> or <(y position) < [-175]>> or <key (r v) pressed?>> then\n if <(Level) = [6]> then\n change [level v] by (1)\n Place Player: [-200] [0] Set Size To: [100]\n broadcast (lvlchange v)\n else\n Place Player: [-200] [0] Set Size To: [100]\n end\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n Place Player: [-200] [0] Set Size To: [100]\n broadcast (lvlchange v)\n end\n if <touching (bouncers v)?> then\n start sound [Squish Pop v]\n set [y v] to [20]\n end\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <<key ((join [] [,]) v) pressed?> and <key (q v) pressed?>> then\n if <(battleover?) = [1]> then\n Place Player: [-200] [0] Set Size To: [100]\n change [level v] by (1)\n broadcast (lvlchange v)\n wait (0.1) seconds\n if <(Level) = [11]> then\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [start v]\nshow\nwait (0) seconds\n\nwhen I receive [start v]\nPlace Player: [-200] [0] Set Size To: [100]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\nforever\n Gravity, Platform Detection, Physics....\nend\n\nwhen I receive [_battle v]\nhide\nwait until <(battleover?) = [1]>\nPlace Player: [-200] [0] Set Size To: [100]\nshow\n\nwhen I receive [_clearfront v]\nhide\nwait until <(battleover?) = [1]>\nPlace Player: [-200] [0] Set Size To: [100]\nshow\n\n@Levels\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [_battle v]\nhide\nwait until <(battleover?) = [1]>\nshow\n\nwhen I receive [_clearfront v]\nhide\nwait until <(battleover?) = [1]>\nshow\n\n@lv art\n\nwhen flag clicked\nhide variable [coins v]\ngo to [front v] layer\ngo [backward v] (3) layers\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\n if <(costume [number v]) = [2]> then\n show variable [coins v]\n end\nend\n\nwhen I receive [_battle v]\nhide\nwait until <(battleover?) = [1]>\nshow\n\nwhen I receive [_clearfront v]\nhide\nwait until <(battleover?) = [1]>\nshow\n\n@pick\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to (player v)\n point in direction ([direction v] of [player v])\nend\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (pickaxe7 v)\n go to [front v] layer\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n wait (0.2) seconds\n switch costume to (pickaxe2 v)\n wait (0.2) seconds\n switch costume to (pickaxe7 v)\n end\nend\n\nwhen I receive [_battle v]\nhide\nwait until <(battleover?) = [1]>\nshow\n\nwhen I receive [_clearfront v]\nhide\nwait until <(battleover?) = [1]>\nshow\n\n@coin\n\nwhen flag clicked\nset [coins v] to [0]\nhide\nset [_coincome v] to [0]\nforever\n if <(_coincome) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to [front v] layer\n\nwhen I receive [_battle v]\nrepeat until <(battleover?) = [1]>\n hide\nend\nshow\n\nwhen I receive [start v]\nset [level v] to [1]\nforever\n if <touching (player v)?> then\n hide\n change [coins v] by (1)\n set [_coincome v] to [0]\n start sound [Coin v]\n wait until <(_coincome) = [1]>\n show\n end\nend\n\nwhen I receive [lvlchange v]\nif <(Level) = [2]> then\n go to x: (212) y: (149)\n set [_coincome v] to [1]\n show\nend\nif <(Level) = [3]> then\n go to x: (-26) y: (-75)\n show\n set [_coincome v] to [1]\nend\nif <(Level) = [4]> then\n go to x: (216) y: (45)\n set [_coincome v] to [1]\n show\nend\nif <(Level) = [5]> then\n go to x: (140) y: (-83)\n set [_coincome v] to [1]\n show\nend\nif <(Level) = [7]> then\n go to x: (140) y: (-70)\n set [_coincome v] to [1]\n show\nend\nif <(Level) = [11]> then\n hide\n hide variable [coins v]\nend\nif <(Level) = [9]> then\n go to x: (-145) y: (20)\n set [_coincome v] to [1]\n show\nend\nif <(Level) = [8]> then\n go to x: (137) y: (-2)\n set [_coincome v] to [1]\n show\nend\n\nwhen I receive [_clearfront v]\nhide\nwait until <(battleover?) = [1]>\nshow\n\n@Bouncers\n\nwhen I receive [start v]\nshow\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [_battle v]\nhide\nwait until <(battleover?) = [1]>\nshow\n\n@touchable\n\nwhen flag clicked\nhide\nset [battleover? v] to [1]\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nbroadcast (enemyspawn v)\n\nwhen I receive [_battle v]\nrepeat until <(battleover?) = [1]>\n go to [back v] layer\n hide\nend\n\nwhen I receive [_battle v]\nhide variable [coins v]\nwait until <(battleover?) = [1]>\ngo to [front v] layer\nshow variable [coins v]\n\nwhen I receive [enemyspawn v]\nforever\n if <(Level) = [4]> then\n show\n switch costume to (Level)\n stop [other scripts in sprite v]\n wait until <touching (player v)?>\n if <touching (player v)?> then\n set [_enemy v] to [slime]\n set [battleover? v] to [0]\n broadcast (_battle v)\n hide\n end\n wait until <(Level) = [5]>\n broadcast (enemyspawn v)\n end\nend\n\nstop [this script v]\n\nwhen I receive [enemyspawn v]\nforever\n if <(Level) = [11]> then\n show\n switch costume to (Level)\n stop [other scripts in sprite v]\n wait until <touching (player v)?>\n if <touching (player v)?> then\n set [_enemy v] to [boss]\n set [battleover? v] to [0]\n broadcast (_battle v)\n hide\n wait until <(battleover?) = [1]>\n broadcast (enemyspawn v)\n end\n end\nend\n\nwhen I receive [enemyspawn v]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [enemyspawn v]\nforever\n if <(Level) = [9]> then\n show\n switch costume to (Level)\n stop [other scripts in sprite v]\n wait until <touching (player v)?>\n broadcast (new wave v)\n repeat (10)\n broadcast (_battle v)\n set [battleover? v] to [0]\n broadcast (_clearfront v)\n set [_enemy v] to [mud]\n end\n hide\n wait until <(Level) = [10]>\n broadcast (enemyspawn v)\n end\nend\n\nstop [this script v]\n\nwhen I receive [enemyspawn v]\nforever\n if <(Level) = [6]> then\n show\n switch costume to (Level)\n stop [other scripts in sprite v]\n wait until <touching (player v)?>\n if <touching (player v)?> then\n set [_enemy v] to [slime]\n set [battleover? v] to [0]\n broadcast (_battle v)\n hide\n wait until <(Level) = [7]>\n broadcast (enemyspawn v)\n end\n end\nend\n\nstop [this script v]\n\n@Deadlies\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [_battle v]\nhide\nwait until <(battleover?) = [1]>\nshow\n\n@dirt\n\nwhen flag clicked\nhide\nwait until <(Level) = [6]>\nswitch costume to (dirt v)\nshow\nforever\n go to [front v] layer\n if <<touching (pick v)?> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n wait (2) seconds\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [_battle v]\nrepeat until <(battleover?) = [1]>\n go to [back v] layer\n hide\nend\nif <(Level) = [6]> then\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nset [level v] to [1]\nwait until <(Level) = [8]>\nswitch costume to (rocks v)\nshow\nforever\n go to [front v] layer\n if <<touching (pick v)?> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n wait (3) seconds\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [_clearfront v]\nhide\nwait until <(battleover?) = [1]>\n\n@shop\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nshow\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n say [A customer! Be careful down there, buy some of my health potions before you go!] for (1.5) seconds\n say [ \[press space to buy healing potions, $6\]] for (1) seconds\n end\nend\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nshow\ngo to [front v] layer\nforever\n if <not <touching (player v)?>> then\n say []\n end\n if <<touching (player v)?> and <<(Coins) > [5]> and <key (space v) pressed?>>> then\n set [mage health v] to [1000]\n set [warrior health v] to [1300]\n set [archer health v] to [1000]\n stop [other scripts in sprite v]\n change [coins v] by (-6)\n say [Thanks, good luck!]\n end\n if <(Level) = [11]> then\n hide\n end\nend\n\n@LuckyLMJ's Health Bar\n\ndefine Draw health bar with a length of ( length ) and a thickness of (thickness) at XY (x) (y) max (max) current (current)\ngo to x: ((x) - (( length ) / (2))) y: (y)\nset pen size to ((thickness) + (3))\npen down\nset pen color to (#000000)\nchange x by ( length )\npen up\ngo to x: ((x) - (( length ) / (2))) y: (y)\nset pen size to (thickness)\npen down\nif <((current) / (max)) < [.2]> then\n set pen color to (#e81818)\n set pen shade to (50)\n change pen shade by (((current) / (max)) * (25))\nelse\n if <((current) / (max)) < [.5]> then\n set pen color to (#ee7d16)\n set pen shade to (50)\n change pen shade by (((current) / (max)) * (20))\n else\n if <((current) / (max)) < [.7]> then\n set pen color to (#e1a91a)\n set pen shade to (50)\n change pen shade by (((current) / (max)) * (15))\n else\n set pen shade to (30)\n set pen color to (#0e9a6c)\n change pen shade by (((current) / (max)) * (10))\n end\n end\nend\nchange x by (((current) / (max)) * ( length ))\npen up\n\ngo to x: ((x) - ((size) / (45))) y: ((y) - ((size) / (45)))\n\ngo to x: ((x) - ((size) / (45))) y: ((y) - ((size) / (45)))\n\nwhen I receive [_battle v]\nif <(_enemy) = [boss]> then\n forever\n erase all\n Draw health bar with a length of (100) and a thickness of (10) at XY (40) (135) max (2600) current (M2 Health)\n end\nend\n\nwhen flag clicked\nerase all\n\n@tb\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nwait until <<(M2 Health) = [0]> and <(_enemy) = [boss]>>\nwait (1) seconds\ngo to [front v] layer\nshow\nstop [all v]\n\n
the miner 1 (start here if u haven't played it) https://scratch.mit.edu/projects/486252650/\nprevious: https://scratch.mit.edu/projects/490894133/\nWASD or arrows to move\nin a battle, select the move you want to use, then select the enemy you want to attack.\nm to mute\nmay contain some glitches, i tried to fix as many as i could but let me know if there are any game breaking glitches\nheart and star if u enjoyed! :)\nno ads\ntop loved!! :D\ncredits:\nmusic used: Darkside by Alan Walker, Spectre by Alan Walker, Hearthache from Undertale, and Wings by Halcyonic Falcon X \n@Thepuzzlegame for some art and the turn based battle engine\nhealth bars by @liquidmetal\nboss health bar @luckylmj\nplatforming engine by @MCBRex\n@RendHeaven for the boss art\npart of the story by @i_xm_bxd_luck\ncoin art @birdnani\n@coltroc for the helmet and pickaxe art\n@mushroomman1009 for the mudman edited by me\n#stories
GrassLands!#Platformer #Games #All #Trending
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\n@Player\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to x: (-222) y: (-119)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvel v] by (1)\n switch costume to (2a v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvel v] by (-1)\n switch costume to (1a v)\n end\n else\n switch costume to (3a v)\n end\n set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\n if <touching color (#00a70e)?> then\n change y by (1)\n if <touching color (#00a70e)?> then\n change y by (1)\n if <touching color (#00a70e)?> then\n change y by (1)\n if <touching color (#00a70e)?> then\n change y by (1)\n if <touching color (#00a70e)?> then\n change y by (1)\n if <touching color (#00a70e)?> then\n change x by ((Xvel) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n if <(Xvel) > [0]> then\n set [xvel v] to [-5]\n else\n set [xvel v] to [5]\n end\n set [yvel v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (Yvel)\n if <touching color (#00a70e)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<touching color (#00a70e)?> and <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>>> then\n switch costume to (6a v)\n set [yvel v] to [12]\n end\n change y by (1)\nend\n\nwhen flag clicked\nset volume to (100) %\ngo to x: (-204) y: (-49)\nset [xvel v] to [0]\nset [yvel v] to [0]\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [1]> and <(x position) > [220]>> then\n switch backdrop to (backdrop1 v)\n go to x: (-202) y: (-82)\n end\n if <<(backdrop [number v]) = [2]> and <(x position) > [220]>> then\n switch backdrop to (backdrop2 v)\n go to x: (-202) y: (-82)\n end\n if <<(backdrop [number v]) = [3]> and <(x position) > [220]>> then\n switch backdrop to (backdrop3 v)\n go to x: (-202) y: (-82)\n end\n if <<(backdrop [number v]) = [4]> and <(x position) > [220]>> then\n switch backdrop to (backdrop4 v)\n go to x: (-202) y: (-82)\n end\n if <<(backdrop [number v]) = [5]> and <(x position) > [220]>> then\n switch backdrop to (backdrop5 v)\n go to x: (-202) y: (-82)\n end\n if <<(backdrop [number v]) = [6]> and <(x position) > [220]>> then\n switch backdrop to (21 v)\n go to x: (-202) y: (-82)\n end\nend\n\nset volume to (100) %\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n broadcast (oof v)\n end\nend\n\nwhen I receive [oof v]\ngo to x: (-205) y: (-87)\nplay sound [roblox-death-sound_1 v] until done\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Faded v] until done\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [2]> then\n switch costume to (1 v)\n show\n go to x: (36) y: (-21)\n end\n if <(backdrop [number v]) = [3]> then\n show\n switch costume to (2 v)\n go to x: (39) y: (-55)\n end\n if <(backdrop [number v]) = [4]> then\n hide\n end\n if <(backdrop [number v]) = [5]> then\n show\n switch costume to (7 v)\n go to x: (-37) y: (-4)\n end\n if <(backdrop [number v]) = [6]> then\n hide\n end\nend\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (2) to (8)) 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@thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n
-GRASSLANDS A PLATFORMER-\n#Trending\n#15Trending in Scratch on 9/3/2021\nPart 2 is out!\nPlay here: https://scratch.mit.edu/projects/494965482/\nPart-3 is Out Play Here: https://scratch.mit.edu/projects/510810848/\nHey, There! This another game by @-TechnoCoder- (Ashish). This is just a basic platformer. The Code of the player sprite can help a lot of people with platformer!\nWant to use the Player Code?\n↪You can you the player code by just giving me the credit!\n-INSTRUCTIONS-\n↪Works With W, A, S, D, and Arrow Keys!\n↪It's Not Mobile-friendly lol\n↪I was just bored and done this!:P\n\n-CREDITS-\nCode: All Code is by me!\n Art: All art is by me!\n Thanks a lot to @GraphicFox for the thumbnail!\n Music: All Music is by #Youtube!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n Boring stuff coming at ya!\n\n\n\n\n\n\n\n\n -TAGS-\n#GreenLand #Platformer #Games #Scratch #-TechnoCoder- #GraphicFox #Youtube #idk #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games
Minecraft - A Nether Platformer              
@Stage\n\nwhen flag clicked\nbroadcast (Start v)\nswitch backdrop to (img_2 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (img_2 v)\n\n@Minecraft Main Character\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [C418 - Minecraft - Minecraft Volume Alpha v]\nshow\nforever\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nend\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (blockgrass v)\n\n@Music becuz I love making useless sprites\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n play sound [C418 - Moog City v] until done\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif <([costume # v] of [platforms v]) = [15]> then\n stop [other scripts in sprite v]\n stop all sounds\n start sound [Goal Cheer v]\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to x: (0) y: (-9)\n set [ghost v] effect to (100)\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@Skip\n\nwhen flag clicked\nforever\n if <(deaths) > [4]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [deaths v] to [0]\nbroadcast (Skip v)\n\nwhen flag clicked\ngo to x: (350) y: (0)\nforever\n repeat (20)\n change y by (.5)\n end\n repeat (20)\n change y by (-.5)\n end\nend\n\n
\nChangeLogs-----\n>New netherite armor\n>Glitch fixes\n\n\nPlease like the project. I have fixed the glitch\n\nHelp Steve find his way through the unknown lands! \n\n< < < How to Play > > >\n<> WASD or Arrow Keys to move!\n<> Run against a wall and hold jump to wall jump!
Green Land! // A platformer #all #games remix
@Stage\n\n@player\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y vel v] by (-1)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (speed)\n switch costume to (costume1 v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by ((speed) * (-1))\n switch costume to (costume2 v)\nend\nset [x vel v] to ((X vel) * (friction))\nchange x by (X vel)\nset [slope v] to [0]\nif <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <(slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by (slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X vel) ) / (X vel)) * (-1))\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-12]\n else\n set [x vel v] to [12]\n end\n set [y vel v] to [12]\n else\n set [x vel v] to [0]\n end\nend\nchange y by (Y vel)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y vel) ) / (Y vel)) * (-1))\n end\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (level v)?>> then\n set [y vel v] to (jump height)\nend\nchange y by (1)\n\nwhen flag clicked\n\nwhen I receive [end v]\ngo to x: (-198) y: (-10)\n\nwhen I receive [intro v]\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [hurt v]\nreset\n\nwhen I receive [intro v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\ndefine spin off screen\nchange [deaths v] by (1)\nset [y vel v] to [10]\nrepeat until <(y position) < [-179]>\n switch costume to (dead v)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y vel)\n change [y vel v] by (-1)\nend\nhide\ngo to x: (-198) y: (-10)\nreset\n\ndefine reset\nswitch costume to (costume1 v)\nclear graphic effects\nshow\ngo to x: (-198) y: (10)\npoint in direction (90)\nset [y vel v] to [0]\nset [x vel v] to [0]\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n stop all sounds\n show variable [timer v]\n play sound [Coffin Dance \(Official Music Video HD\) v] until done\n end\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [level v] to [1]\nset [deaths v] to [0]\nhide variable [deaths v]\nset [timer v] to [0]\nhide variable [timer v]\nset [x vel v] to [0]\nset [y vel v] to [0]\nswitch costume to (costume1 v)\nset size to (70) %\ngo to x: (-198) y: (-10)\npoint in direction (90)\nforever\n Platformer Physics [1] [0.9] [16]\n if <<<<touching (danger v)?> or <touching (smasher v)?>> or <touching (jelly v)?>> or <touching (big spike v)?>> then\n spin off screen\n end\n if <touching (trampoline v)?> then\n set [y vel v] to [23]\n end\nend\n\nwhen flag clicked\nforever\n repeat until <(level) = [14]>\n change [timer v] by (1)\n wait (1) seconds\n end\nend\n\nforever\n play sound [recording3 v] until done\nend\n\nwhen flag clicked\nforever\n play sound [Allison & Vexento - Mango Breeze v] until done\nend\n\nwhen flag clicked\nforever\n set [color v] effect to (39)\nend\n\n@level\n\nwhen flag clicked\nshow\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nchange [level v] by (1)\nnext costume\n\nwhen I receive [intro v]\n\nwhen flag clicked\nchange [color v] effect by (25)\n\n@end\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n hide\n end\nend\n\nwhen I receive [defeat boss v]\nforever\n show\nend\n\nwhen I receive [defeat boss v]\nshow\ngo to x: (136) y: (-4)\nforever\n if <touching (player v)?> then\n broadcast (end v)\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (136) y: (-4)\nforever\n if <touching (player v)?> then\n broadcast (end v)\n end\nend\n\n@danger\n\nwhen flag clicked\nshow\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\ngo to [back v] layer\nforever\n repeat (3)\n change y by (-10)\n end\n wait (0.4) seconds\n repeat (3)\n change y by (10)\n end\nend\n\nwhen I receive [end v]\nshow\ngo to [back v] layer\nnext costume\n\n@smasher\n\nwhen flag clicked\ngo to x: (-25) y: (76)\nhide\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n show\n repeat (10)\n change y by (-10)\n end\n wait (2) seconds\n repeat (10)\n change y by (10)\n end\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nchange [color v] effect by (25)\n\n@Jelly\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n show\n switch costume to (costume1 v)\n go to x: (192) y: (-97)\n glide (0.25) secs to x: (192) y: (-97)\n glide (0.40) secs to x: (9) y: (-99)\n glide (0.25) secs to x: (-91) y: (-13)\n glide (0.20) secs to x: (-171) y: (-99)\n switch costume to (costume2 v)\n glide (0.25) secs to x: (-65) y: (-4)\n glide (0.90) secs to x: (44) y: (-102)\n glide (0.60) secs to x: (192) y: (-97)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n hide\n end\nend\n\n@Thumb\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@big spike\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (-2) y: (-274)\n show\n wait (0.75) seconds\n glide (1) secs to x: (-2) y: (-14)\n wait (0.15) seconds\n glide (1) secs to x: (-2) y: (-274)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n hide\n end\nend\n\nchange y by (10)\n\n@yeet\n\nwhen I start as a clone\nshow\nforever\n next costume\n turn right (3) degrees\n set [brightness v] effect to ((((size) * (-1)) + (100)) * (-1))\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n hide\n change [color v] effect by (50)\n forever\n set size to (pick random (120) to (50)) %\n go to x: (pick random (240) to (-240)) y: (999)\n create clone of (_myself_ v)\n change [color v] effect by (75)\n turn right (pick random (999) to (0)) degrees\n end\n end\nend\n\nwhen I start as a clone\nrepeat until <[-178] > (y position)>\n change y by ((size) / (-20))\n go to [front v] layer\n change x by ([cos v] of ((y position) + ((size) * (10))) )\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (-74) y: (-116)\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nchange [color v] effect by (25)\n\n@Boss coming soon!\n\nwhen flag clicked\nhide\ngo to x: (12) y: (-266)\ngo to [back v] layer\nset [ghost v] effect to (25)\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n switch costume to (costume1 v)\n show\n repeat (475)\n change y by (0.5)\n end\n switch costume to (costume2 v)\n forever\n show\n end\n end\nend\n\n
Minecraft platformer hackawed|| #Hacked #Games
@Stage\n\n@player\n\nwhen flag clicked\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (-10)\n switch costume to (steve 2 v)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (10)\n switch costume to (steve 1 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?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [y v] to [100]\n if <(x) > [0]> then\n set [x v] to [-100]\n else\n set [x v] to [-100]\n end\n else\n set [x v] to [-1]\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 (nether portal v)?> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v) and wait\n end\nend\n\nif <(x position) > [222]> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v) and wait\nend\n\nwhen flag clicked\nset [level v] to [0]\nset [deaths v] to [0]\ngo to x: (-53) y: (-115)\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n broadcast (ok 2 v)\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <touching (mob v)?> then\n change [not dead v] by (not dead)\n go to x: (not dead) y: (not dead)\n set [not dead v] to [1000000000000000]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n broadcast (ok time v)\n end\nend\n\n@ground\n\nwhen flag clicked\nswitch costume to (grass v)\n\nwhen I receive [next level v]\nnext costume\n\n@soil\n\n@mob\n\nwhen flag clicked\nswitch costume to (zombie3 v)\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n go to x: (-43) y: (28)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [ok time v]\nshow\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n hide\n switch costume to (blank v)\n end\nend\n\nwhen I receive [ok 2 v]\nhide\n\n@nether portal\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow variable [timer: v]\nset [timer: v] to [0]\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [timer: v] by (1)\nend\n\nwhen flag clicked\nforever\n play sound [recMINECRAFT v] until done\nend\n\n
Hi and welcome to Minecraft a platformer hacked, this is not done Advertising is ok to do on this project\nInstructions\n- Arrow keys to move\n-dodge the enemies\n- make it to the end\n \nPlease give a love and a star if you enjoyed.\nComment your fastest time in the comments\n#32 on trending????? on games
Nice Day!! ~Scrolling platformer~
@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Electro-Light - Throwback \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nforever\n if <<[5] < (current [hour v])> and <(current [hour v]) < [18]>> then\n switch backdrop to (noon v)\n else\n switch backdrop to (night v)\n end\nend\n\nwhen [timer v] > (0)\nif <[0] = (Outro)> then\n set [outro v] to [1]\n broadcast (outro v)\nend\n\nwhen flag clicked\nset [outro v] to [0]\nforever\n reset timer\nend\n\n@Zone\n\nwhen I receive [set zone v]\ngo to [front v] layer\nif <not <(costume [number v]) = [1]>> then\n go to x: (round ((Zone_X) - (Player_X))) y: (round ((Zone_Y) - (Player_Y)))\n if <<(x position) = (round ((Zone_X) - (Player_X)))> and <(y position) = (round ((Zone_Y) - (Player_Y)))>> then\n show\n else\n hide\n end\n broadcast (Set Player v)\nend\n\nwhen I start as a clone\nhide\n\ndefine Set Zone (cosutume num) (x) (y) (direct) (size)\nswitch costume to ((cosutume num) + (1))\nset [zone_x v] to (x)\nset [zone_y v] to (y)\npoint in direction (direct)\nset size to (size) %\ncreate clone of (_myself_ v)\nswitch costume to (none v)\n\nwhen flag clicked\nhide\nSet Zone [1] [0] [0] [90] [100]\nSet Zone [2] [600] [0] [90] [100]\nSet Zone [3] [1200] [0] [90] [100]\nSet Zone [4] [1680] [180] [90] [100]\nSet Zone [5] [2090] [500] [90] [100]\nSet Zone [6] [2550] [550] [60] [100]\nSet Zone [1] [3480] [0] [90] [100]\nSet Zone [7] [4400] [540] [90] [100]\nSet Zone [8] [4880] [540] [90] [100]\nSet Zone [9] [5360] [540] [90] [100]\nforever\n switch costume to (none v)\nend\n\nSet Zone [Costume num] [X] [Y] [Direct] [Size]\n\nSet Zone [コスチューム#or名] [X座標] [Y座標] [向き] [サイズ]\n\n@Moving Zone\n\nwhen I receive [set zone v]\nif <not <(costume [number v]) = [1]>> then\n go to x: (round ((Mov) + ((Zone_X) - (Player_X)))) y: (round ((Zone_Y) - (Player_Y)))\n if <<(x position) = (round ((Mov) + ((Zone_X) - (Player_X))))> and <(y position) = (round ((Zone_Y) - (Player_Y)))>> then\n show\n else\n hide\n end\n broadcast (Set Player v)\nend\n\nwhen I start as a clone\nhide\n\ndefine Set Zone (cosutume num) (x) (y) (direct) (size)\nswitch costume to ((cosutume num) + (1))\nset [zone_x v] to (x)\nset [zone_y v] to (y)\npoint in direction (direct)\nset size to (size) %\ncreate clone of (_myself_ v)\nswitch costume to (none v)\n\nwhen flag clicked\nhide\nSet Zone [1] [650] [0] [90] [100]\nSet Zone [1] [2800] [700] [90] [100]\nSet Zone [1] [2800] [0] [90] [100]\nSet Zone [1] [3800] [0] [90] [100]\nSet Zone [1] [3900] [100] [90] [100]\nSet Zone [1] [4000] [200] [90] [100]\nset [mov v] to [0]\nforever\n repeat (50)\n switch costume to (none v)\n change [mov v] by (5)\n end\n repeat (50)\n change [mov v] by (-5)\n switch costume to (none v)\n end\nend\n\n@Out\n\nwhen I receive [set zone v]\nif <not <(costume [number v]) = [1]>> then\n go to x: (round ((Zone_X) - (Player_X))) y: (round ((Zone_Y) - (Player_Y)))\n if <<(x position) = (round ((Zone_X) - (Player_X)))> and <(y position) = (round ((Zone_Y) - (Player_Y)))>> then\n show\n else\n hide\n end\n broadcast (Set Player v)\nend\n\nwhen I start as a clone\nhide\n\ndefine Set Zone (cosutume num) (x) (y) (direct) (size)\nswitch costume to ((cosutume num) + (1))\nset [zone_x v] to (x)\nset [zone_y v] to (y)\npoint in direction (direct)\nset size to (size) %\ncreate clone of (_myself_ v)\nswitch costume to (none v)\n\nwhen flag clicked\nhide\nSet Zone [1] [1200] [0] [90] [100]\nSet Zone [2] [2090] [500] [90] [100]\nSet Zone [3] [4400] [540] [90] [100]\nforever\n switch costume to (none v)\nend\n\n@Jumper\n\nwhen I receive [set zone v]\nif <not <(costume [number v]) = [1]>> then\n go to x: (round ((Zone_X) - (Player_X))) y: (round ((Zone_Y) - (Player_Y)))\n if <<(x position) = (round ((Zone_X) - (Player_X)))> and <(y position) = (round ((Zone_Y) - (Player_Y)))>> then\n show\n else\n hide\n end\n broadcast (Set Player v)\nend\n\nwhen I start as a clone\nhide\n\ndefine Set Zone (cosutume num) (x) (y) (direct) (size)\nswitch costume to ((cosutume num) + (1))\nset [zone_x v] to (x)\nset [zone_y v] to (y)\npoint in direction (direct)\nset size to (size) %\ncreate clone of (_myself_ v)\nswitch costume to (none v)\n\nwhen flag clicked\nhide\nSet Zone [1] [1680] [0] [90] [100]\nforever\n switch costume to (none v)\nend\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n if <<[5] < (current [hour v])> and <(current [hour v]) < [18]>> then\n switch costume to (コスチューム1 v)\n else\n switch costume to (コスチューム3 v)\n end\nend\n\n@Woods\n\nwhen I receive [set zone v]\ngo to [back v] layer\nif <not <(costume [number v]) = [1]>> then\n go to x: (round ((Zone_X) - (Player_X))) y: (round ((Zone_Y) - (Player_Y)))\n if <<(x position) = (round ((Zone_X) - (Player_X)))> and <(y position) = (round ((Zone_Y) - (Player_Y)))>> then\n show\n else\n hide\n end\n broadcast (Set Player v)\nend\n\nwhen I start as a clone\nhide\n\ndefine Set Zone (cosutume num) (x) (y) (direct) (size)\nswitch costume to ((cosutume num) + (1))\nset [zone_x v] to (x)\nset [zone_y v] to (y)\npoint in direction (direct)\nset size to (size) %\ncreate clone of (_myself_ v)\nswitch costume to (none v)\n\nwhen flag clicked\nhide\nSet Zone [1] [0] [0] [90] [100]\nSet Zone [2] [600] [0] [90] [100]\nSet Zone [2] [1680] [0] [90] [100]\nSet Zone [3] [2090] [500] [90] [100]\nSet Zone [4] [2553] [708] [90] [100]\nSet Zone [1] [3480] [0] [90] [100]\nSet Zone [5] [4880] [540] [90] [100]\nforever\n switch costume to (none v)\nend\n\nSet Zone [Costume num] [X] [Y] [Direct] [Size]\n\nSet Zone [コスチューム#or名] [X座標] [Y座標] [向き] [サイズ]\n\nSet Zone [5] [1900] [0] [90] [100]\n\n@Player\n\nwhen flag clicked\nbroadcast (Set Player v)\ngo to [front v] layer\ngo [backward v] (1) layers\nRe:Start [0] [50]\n\ndefine Re:Start (player_x) (player_y)\nswitch costume to (a v)\nclear graphic effects\nset [player_x v] to (player_x)\nset [player_y v] to (player_y)\nset [back_x v] to (player_x)\nset [back_y v] to (player_y)\nset [power_x v] to [0]\nset [power_y v] to [0]\nset [jumping? v] to [0]\npoint in direction (90)\nshow\n\ndefine Set Player\nset size to (120) %\nbroadcast (Set Zone v)\nswitch costume to (a v)\nSet Player's X&Y\nif <touching (zone v)?> then\n change [back_y v] by (5)\n Set Player's X&Y\n if <not <touching (zone v)?>> then\n stop [this script v]\n end\n change [back_y v] by (-5)\n repeat until <not <touching (zone v)?>>\n if <[0] < (Power_X)> then\n change [back_x v] by (-1)\n else\n change [back_x v] by (1)\n end\n Set Player's X&Y\n end\n if <<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [power_x v] to (() - ((Power_X) * (2)))\n set [power_y v] to [10]\n else\n set [power_x v] to [0]\n end\n Set Player's X&Y\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [power_x v] by (2)\n switch costume to (b v)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [power_x v] by (-2)\n switch costume to (c v)\nend\nif <<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <(Jumping?) = [0]> then\n set [power_y v] to [13]\n end\nend\nchange [power_y v] by (-1)\nchange [back_y v] by (Power_Y)\nset [jumping? v] to [1]\nSet Player's X&Y\nSet Player's Y\nif <touching (jumper v)?> then\n set [power_y v] to [18]\nend\nSet Player's X for Moving Zone\nif <<touching (out v)?> or <<[1000] < (Back_Y)> or <(Player_Y) < [-200]>>> then\n if <[1499] < (Player_X)> then\n if <[3249] < (Player_X)> then\n if <[4199] < (Player_X)> then\n Re:Start [4200] [500]\n else\n Re:Start [3250] [50]\n end\n else\n Re:Start [1500] [50]\n end\n else\n Re:Start [0] [50]\n end\nend\nSet Player's X&Y\nchange [player_x v] by (round (((Back_X) - (Player_X)) / (5)))\nchange [player_y v] by (round (((Back_Y) - (Player_Y)) / (15)))\nset [power_x v] to ((Power_X) * (0.75))\nchange [back_x v] by (round ((Power_X) * (1.25)))\nSet Player's X&Y\n\ndefine Set Player's X&Y\ngo to x: (round ((Back_X) - (Player_X))) y: (round ((Back_Y) - (Player_Y)))\n\nwhen I receive [set player v]\nif <(Back_X) < [-210]> then\n set [back_x v] to [-210]\nend\nif <(Power_Y) < [-9]> then\n set [power_y v] to [-9]\nend\nif <[5550] < (Back_X)> then\n set [back_x v] to [5550]\nend\nSet Player\n\ndefine Set Player's Y\nrepeat until <not <touching (zone v)?>>\n if <[0] < (Power_Y)> then\n change [back_y v] by (-1)\n else\n change [back_y v] by (1)\n if <not <key (up arrow v) pressed?>> then\n set [jumping? v] to [0]\n end\n end\n Set Player's X&Y\n set [power_y v] to [0]\nend\n\ndefine Set Player's X for Moving Zone\nif <<touching (moving zone v)?> and <not <touching (zone v)?>>> then\n change [back_x v] by ([x position v] of [moving zone v])\n change [player_x v] by ([x position v] of [moving zone v])\nend\nrepeat until <not <touching (moving zone v)?>>\n if <[0] < (Power_Y)> then\n change [back_y v] by (-1)\n else\n change [back_y v] by (1)\n if <not <key (up arrow v) pressed?>> then\n set [jumping? v] to [0]\n end\n end\n Set Player's X&Y\n set [power_y v] to [0]\nend\n\n@outro\n\nwhen I receive [outro v]\nset [α v] to [0]\nreset timer\npoint in direction (90)\ngo to x: (0) y: (0)\nhide\nswitch costume to (none v)\nset size to (100) %\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nswitch costume to (background2 v)\ncreate clone of (_myself_ v)\nswitch costume to (thank you v)\ncreate clone of (_myself_ v)\nswitch costume to (for watching v)\ncreate clone of (_myself_ v)\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\nswitch costume to (pinwheel v)\ncreate clone of (_myself_ v)\nswitch costume to (icon v)\ncreate clone of (_myself_ v)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nswitch costume to (指示1 v)\ncreate clone of (_myself_ v)\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 \[NCS Release\] v] until done\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n show\n set [ghost v] effect to (100)\n repeat (40)\n change [ghost v] effect by (-2.5)\n end\n wait until <[5.3] < (timer)>\n repeat (5)\n change [ghost v] effect by (20)\n end\nend\nif <(costume [number v]) = [3]> then\n wait (3) seconds\n go to [back v] layer\n show\nend\nif <(costume [number v]) = [9]> then\n point in direction (45)\n go to x: (-420) y: (40)\n set size to (120) %\n show\n wait (1) seconds\n set [ghost v] effect to (80)\n repeat (30)\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n end\n wait (1) seconds\n set [α v] to [0]\n repeat (30)\n change x by (α)\n turn right ((α) / (10)) degrees\n change [α v] by (2)\n end\n delete this clone\nend\nif <(costume [number v]) = [10]> then\n point in direction (135)\n go to x: (420) y: (-40)\n set size to (120) %\n show\n wait (1) seconds\n set [ghost v] effect to (80)\n repeat (30)\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n end\n wait (1) seconds\n set [α v] to [0]\n repeat (30)\n change x by (α)\n turn right ((α) / (10)) degrees\n change [α v] by (-2)\n end\n delete this clone\nend\nif <(costume [number v]) = [11]> then\n clear graphic effects\n wait until <[8.8] < (timer)>\n go to [front v] layer\n show\n forever\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (3.4) seconds\n end\nend\nif <(costume [number v]) = [8]> then\n wait until <[5.4] < (timer)>\n show\n set [ghost v] effect to (100)\n switch costume to (none v)\n switch costume to (pinwheel v)\n point in direction (90)\n set [α v] to [0]\n repeat (5)\n turn right (α) degrees\n change [ghost v] effect by (-20)\n change [α v] by (0.5)\n end\n repeat (15)\n turn right (α) degrees\n change [α v] by (0.5)\n end\n repeat (50)\n turn right (((90) - (direction)) / (10)) degrees\n end\n forever\n point in direction (90)\n set [α v] to [0]\n repeat (20)\n turn right (α) degrees\n change [α v] by (0.5)\n end\n repeat (50)\n turn right (((90) - (direction)) / (10)) degrees\n end\n end\nend\nif <(costume [number v]) = [2]> then\n wait until <[5.4] < (timer)>\n set size to (150) %\n go to x: (0) y: (0)\n show\n forever\n point in direction ((90) + (([sin v] of ((timer) * (250)) ) * (10)))\n set y to ((20) + (([sin v] of ((timer) * (125)) ) * (10)))\n end\nend\nif <(costume [number v]) = [12]> then\n wait until <[5.4] < (timer)>\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (-120)\n show\n forever\n set y to ((-120) + (([sin v] of ((timer) * (125)) ) * (20)))\n set x to ((0) + (([cos v] of ((timer) * (125)) ) * (50)))\n set size to ((100) + (([sin v] of ((0) - ((timer) * (125))) ) * (20))) %\n point in direction ((90) + (([sin v] of ((timer) * (250)) ) * (10)))\n end\nend\nif <(costume [number v]) = [12]> then\n wait until <[5.4] < (timer)>\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (-120)\n show\n forever\n set y to ((-120) + (([sin v] of ((timer) * (125)) ) * (20)))\n set x to ((0) + (([cos v] of ((timer) * (125)) ) * (50)))\n set size to ((100) + (([sin v] of ((0) - ((timer) * (125))) ) * (20))) %\n set [pixelate v] effect to ((10) - (([sin v] of ((0) - ((timer) * (125))) ) * (10)))\n point in direction ((90) + (([sin v] of ((timer) * (250)) ) * (10)))\n end\nend\nif <(costume [number v]) = [13]> then\n wait until <[5.4] < (timer)>\n forever\n switch costume to (pick random (5) to (7))\n set [α v] to (pick random (-180) to (180))\n set [β v] to (pick random (-60) to (170))\n パーン\n switch costume to (circle v)\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\nend\nif <<<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> or <(costume [number v]) = [7]>> then\n go to x: (α) y: (β)\n set size to (pick random (40) to (60)) %\n show\n set [α v] to (pick random (-15) to (15))\n set [β v] to (pick random (5) to (17))\n repeat until <<([abs v] of (x position) ) > [240]> or <([abs v] of (y position) ) > [200]>>\n change x by (α)\n change y by (β)\n if <[1] < (α)> then\n change [α v] by (-0.2)\n end\n if <(β) < [-1]> then\n change [β v] by (0.2)\n end\n turn right ((costume [number v]) * (3)) degrees\n change [β v] by (-1)\n end\n delete this clone\nend\nif <(costume [number v]) = [14]> then\n go to x: (α) y: (β)\n show\n set [α v] to [20]\n set size to (80) %\n repeat (30)\n set [ghost v] effect to (α)\n change [α v] by (((100) - (α)) / (5))\n change size by (((120) - (size)) / (2))\n end\n delete this clone\nend\n\nset [pixelate v] effect to (0)\n\ndefine パーン\nrepeat (5)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n
Nice Day!!\n<操作方法>\n矢印キーです!\nモバイルの方は画面のタップした方向に行きます!!\n壁に触れた状態で上+左右で壁キックです!\nマグマや針に触れると死にます!\n青色に触れると飛べます!\n~よい一日を~
Minecraft platformer || #all #games remix
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 \(1\) v)\n\n@player\n\nwhen flag clicked\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (-1)\n switch costume to (steve 2 v)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (1)\n switch costume to (steve 1 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?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<key (w v) pressed?> or <touching (ground v)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (nether portal v)?> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v) and wait\n end\nend\n\nif <(x position) > [222]> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v) and wait\nend\n\nwhen flag clicked\nset [level v] to [0]\nset [deaths v] to [0]\ngo to x: (-53) y: (-115)\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <touching (mob v)?> then\n change [deaths v] by (1)\n go to x: (-53) y: (-115)\n end\nend\n\nwhen I receive [ok 2 v]\nswitch backdrop to (cenário1 v)\n\n@ground\n\nwhen flag clicked\nswitch costume to (grass v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n broadcast (ok time v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n broadcast (ok 2 v)\n end\nend\n\n@soil\n\n@mob\n\nwhen flag clicked\nswitch costume to (zombie3 v)\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n go to x: (-43) y: (28)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [ok time v]\nshow\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n hide\n switch costume to (blank v)\n end\nend\n\nwhen I receive [ok 2 v]\nhide\n\n@nether portal\n\n@thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow variable [timer: v]\nset [timer: v] to [0]\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [timer: v] by (1)\nend\n\nwhen flag clicked\nforever\n play sound [minecraft song v] until done\nend\n\n
UZE AS TECLAS ⇡ ⇢ ⇠ ⇣
Nether Platformer
@Stage\n\n@Coins\n\nwhen I receive [setup v]\nset rotation style [left-right v]\nset [move x v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (1 v)\n clone at x: [153] y: [75]\n clone at x: [285] y: [400]\n clone at x: [80] y: [650]\n clone at x: [-360] y: [1470]\n clone at x: [155] y: [1750]\n clone at x: [450] y: [1750]\n clone at x: [550] y: [725]\n clone at x: [-25] y: [1050]\n clone at x: [-135] y: [2325]\n clone at x: [490] y: [2665]\n clone at x: [318] y: [2770]\n clone at x: [165] y: [2865]\nend\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo [forward v] (5) layers\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n change [nether coins v] by (1)\n start sound [Collect v]\n hide\n delete this clone\n end\nend\n\n@opponents\n\ndefine begin decoding of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from ecoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\ndelete all of [buffer v]\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\ndefine tick\ngo to [front v] layer\ngo [backward v] (1) layers\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 decoding of (value)\n value = read from ecoded\n set [username v] to (value)\n if <(username) = [amawesome2000]> then\n hide\n stop [this script v]\n end\n value = read from ecoded\n if <(names) = [1]> then\n say (join (username) (item (value) of [opponent chat v]))\n else\n say []\n end\n value = read from ecoded\n value = read from ecoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n value = read from ecoded\n end\nend\nif <(length of [buffer v]) > [0]> then\n set x to ((item (1) of [buffer v]) - (scroll x))\n delete (1) of [buffer v]\n set y to ((item (1) of [buffer v]) - (scroll y))\n delete (1) of [buffer v]\nend\ncheck if of edge\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen flag clicked\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n set [names v] to [0]\n else\n set [names v] to [1]\n end\n end\n wait until <not <key (n v) pressed?>>\nend\n\ndefine check if of edge\nif <<<(x position) > [200]> or <(x position) < [-200]>> or <<(y position) > [150]> or <(y position) < [-150]>>> then\n switch costume to (arrow v)\n point towards (player v)\n if on edge, bounce\nelse\n switch costume to (costume1 v)\n point in direction (90)\nend\n\nwhen flag clicked\nhide variable [nether coins v]\nwait (5) seconds\nshow variable [nether coins v]\n\n@shopbutton\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (5)\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (Shop v)\nhide\n\nwhen I receive [show v]\nshow\n\n@player\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n send cloud data\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nif <[1] > (MY PLAYER #)> then\n stop [this script v]\nend\nadd (x) to [buffer v]\nadd (y) to [buffer v]\nchange [cloud timer v] by (1)\nif <[3] > (cloud timer)> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nwrite (username) to encoded\nwrite (Chat Words) 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 game on\nset rotation style [don't rotate v]\nset size to (50) %\nclear graphic effects\npoint in direction (90)\nshow\nset [in air 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 [x v] to [0]\nset [y v] to [0]\nset [exit v] to []\nreset timer\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine tick\nset size to (40) %\nif <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [sx v] by (2)\n switch costume to (costume2 v)\nend\nif <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [sx v] by (-2)\n switch costume to (costume3 v)\nend\nif <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(in air) < [4]> then\n set [sy v] to (Y)\n end\nend\nset [sx v] to ((SX) * (0.8))\nif <([abs v] of (SX) ) > [0.9]> then\n change player x by (round (SX))\nend\nif <(sy) > [-15]> then\n change [sy v] by (-2)\nend\nchange player y by (sy)\nposition\ntest - die\nchange [scroll x v] by (round (((x) - (scroll x)) / (10)))\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) < [-200]> then\n set [exit v] to [die]\nend\nif <<key (any v) pressed?> or <mouse down?>> then\n set [timeout? v] to [1100]\nelse\n if <not <(username) = [MXNHD]>> then\n change [timeout? v] by (-1)\n end\nend\nif <(timeout?) < [1]> then\n broadcast (session timeout v) and wait\nend\n\nwhen I receive [play game v]\nset [level v] to [1]\nbroadcast (showcoins v)\nforever\n broadcast (reset v)\n broadcast (setup v)\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\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nif <touching (platformz v)?> then\n if <(sy) > [0]> then\n touching platformer out [-1]\n else\n touching platformer out [1]\n end\nend\n\nwhen I receive [begin v]\nbroadcast (green flag v) and wait\nbroadcast (play game v) and wait\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platformz v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platformz v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platformz v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine game - die\nset [exit v] to []\nwait (0.5) seconds\n\ndefine test - die\nif <<touching (danger v)?> and <(Lives) = [1]>> then\n set [exit v] to [die]\n set [nether coins v] to [0]\nend\n\ndefine Game - win\nset [level v] to [2]\nbroadcast (win v)\nwait (1) seconds\n\ndefine touching platformer out (out)\nchange [y v] by (out)\nposition\nrepeat until <not <touching (platformz v)?>>\n change [y v] by (out)\n position\nend\nset [sy v] to [0]\nif <(out) > [0]> then\n set [in air v] to [0]\nend\n\nwhen flag clicked\nset [chat v] to [0]\nshow list [opponent chat v]\nshow list [chat v]\ndelete all of [chat v]\ndelete all of [opponent chat v]\nadd [Hello!] to [chat v]\nadd [Bye!] to [chat v]\nadd [wait for me!] to [chat v]\nadd [HARD!] to [chat v]\nadd [c'mon!] to [chat v]\nadd [yes] to [chat v]\nadd [no thanks!] to [chat v]\nadd [Ok] to [chat v]\nadd [race to the top?] to [chat v]\nset [i v] to [0]\nrepeat (length of [chat v])\n change [i v] by (1)\n add (join [: ] (item (i) of [chat v])) to [opponent chat v]\nend\n\nwhen I receive [begin v]\nforever\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [timeout? v] to [1100]\n\nwhen I receive [mg intro done =d v]\nhide\nset [max players v] to [10]\nset [my player # v] to [0]\ndelete all of [buffer v]\nbroadcast (setup opponents v) and wait\nbroadcast (joinibng v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (joined v)\nelse\n broadcast (full v)\nend\nwait (1) seconds\nbroadcast (begin v)\n\nwhen I receive [begin v]\nforever\n if <key (t v) pressed?> then\n if <(Chat) = [0]> then\n set [chat v] to [1]\n else\n set [chat v] to [0]\n end\n wait until <not <key (t v) pressed?>>\n end\n if <(Chat) = [0]> then\n show list [chat v]\n else\n hide list [chat v]\n end\nend\n\nwhen flag clicked\nbroadcast (mg intro done =D v)\n\nwhen flag clicked\nset [y v] to [17]\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> and <(Lives) = [2]>> then\n wait (1) seconds\n set [lives v] to [1]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [lives v] to [1]\n\n@End\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\npoint in direction ((([cos v] of ((timer) * (180)) ) * (-6)) + (90))\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (open v)\n clone at x: [-95] y: [3052]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen flag clicked\nset [nether coins v] to [0]\n\n@Danger\n\nwhen I receive [setup v]\nset rotation style [left-right v]\nset [move x v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (1 v)\n clone at x: [70] y: [625]\n switch costume to (2 v)\n clone at x: [70] y: [850]\n switch costume to (3 v)\n clone at x: [-100] y: [1500]\n switch costume to (4 v)\n clone at x: [150] y: [1500]\n switch costume to (5 v)\n clone at x: [490] y: [2000]\n switch costume to (6 v)\n clone at x: [400] y: [2600]\nend\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo [forward v] (5) layers\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nset [clone id v] to [0]\n\nset [x v] to [-9999]\n\n\n\nnext costume\n\n@glow\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\npoint in direction ((timer) * (15))\n\nwhen I receive [setup v]\nset size to (30) %\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (open v)\n clone at x: [-95] y: [3052]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [joined v]\ngo [forward v] (1322) layers\ngo to [front v] layer\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n broadcast (showcoins v)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nstart sound [Disconnect v]\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [mg intro done =d v]\nswitch costume to (joining v)\nshow\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [joinibng v]\nrepeat (10)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [joined v]\nhide\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [full v]\nhide\ndelete this clone\n\n@platformz\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\ngo to [back v] layer\ngo [forward v] (5) layers\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (1 v)\n clone at x: [0] y: [250]\n clone at x: [0] y: [360]\n repeat (4)\n clone at x: [0] y: [240]\n end\n clone at x: [0] y: [380]\n repeat (5)\n clone at x: [0] y: [240]\n end\nend\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nhide\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@Shopitem1\n\nwhen flag clicked\nforever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n hide\n broadcast (show v)\n end\nend\n\nwhen I receive [shop v]\nshow variable [nether coins v]\nswitch costume to (costume1 v)\nshow\nset size to (0) %\nrepeat (10)\n change size by (10)\nend\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (5)\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\nend\n\nwhen flag clicked\nset [boughtitem1? v] to [0]\nset size to (0) %\nhide\n\nwhen I receive [hide v]\nhide\n\nwhen this sprite clicked\nif <(Boughtitem1?) = [1]> then\n say [You have already bought this item!] for (2) seconds\nend\nif <(Nether Coins) < [10]> then\n say [Not enough coins!] for (2) seconds\nend\nif <<(Boughtitem1?) = [0]> and <<(Nether Coins) = [10]> or <(Nether Coins) > [10]>>> then\n ask [Are you sure you want to buy this item? It will cost you 30 coins.] and wait\n if <<(answer) = [yes]> and <<(Nether Coins) = [10]> or <(Nether Coins) > [10]>>> then\n change [nether coins v] by (-30)\n switch costume to (costume2 v)\n broadcast (gogounlocked v)\n set [boughtitem1? v] to [1]\n set [y v] to [21]\n end\nend\n\nchange [nether coins v] by (30)\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait (0.2) seconds\n if <(Boughtitem1?) = [1]> then\n say [You have already bought this item!] for (2) seconds\n end\n if <(Nether Coins) < [30]> then\n say [Not enough coins!] for (2) seconds\n end\n if <<(Boughtitem1?) = [0]> and <<(Nether Coins) = [30]> or <(Nether Coins) > [30]>>> then\n ask [Are you sure you want to buy this item? It will cost you 30 coins.] and wait\n if <<(answer) = [yes]> and <<(Nether Coins) = [30]> or <(Nether Coins) > [30]>>> then\n change [nether coins v] by (-30)\n switch costume to (costume2 v)\n broadcast (gogounlocked v)\n set [boughtitem1? v] to [1]\n end\n end\n end\nend\n\n@Shopitem2\n\nwhen flag clicked\nforever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n hide\n broadcast (show v)\n end\nend\n\nwhen I receive [shop v]\nshow variable [nether coins v]\nswitch costume to (costume1 v)\nshow\nset size to (0) %\nrepeat (10)\n change size by (10)\nend\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (5)\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\nend\n\nwhen flag clicked\nset [boughtitem1? v] to [0]\nset size to (0) %\nhide\n\nwhen I receive [hide v]\nhide\n\nwhen this sprite clicked\nif <(Boughtitem2?) = [1]> then\n say [You have already bought this item!] for (2) seconds\nend\nif <(Nether Coins) < [10]> then\n say [Not enough coins!] for (2) seconds\nend\nif <<(Boughtitem2?) = [0]> and <<(Nether Coins) = [30]> or <(Nether Coins) > [30]>>> then\n ask [Are you sure you want to buy this item? It will cost you 30 coins.] and wait\n if <<(answer) = [yes]> and <<(Nether Coins) = [30]> or <(Nether Coins) > [30]>>> then\n change [nether coins v] by (-30)\n switch costume to (costume2 v)\n broadcast (picounlocked v)\n set [boughtitem2? v] to [1]\n set [lives v] to [2]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait (0.2) seconds\n if <(Boughtitem2?) = [1]> then\n say [You have already bought this item!] for (2) seconds\n end\n if <(Nether Coins) < [30]> then\n say [Not enough coins!] for (2) seconds\n end\n if <<(Boughtitem2?) = [0]> and <<(Nether Coins) = [30]> or <(Nether Coins) > [30]>>> then\n ask [Are you sure you want to buy this item? It will cost you 30 coins.] and wait\n if <<(answer) = [yes]> and <<(Nether Coins) = [30]> or <(Nether Coins) > [30]>>> then\n change [nether coins v] by (-30)\n switch costume to (costume2 v)\n broadcast (picounlocked v)\n set [boughtitem2? v] to [1]\n end\n end\n end\nend\n\n@tn\n\nwhen flag clicked\nhide variable [collected show v]\nhide variable [collected2 v]\nshow\nswitch costume to (co3stume1 v)\nset [ghost v] effect to (100)\nrepeat (20)\n hide variable [collected show v]\nend\nforever\n go to [front v] layer\n if <(level) = [2]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (300)\nswitch costume to (costume 1 v)\nset [level v] to [1]\nwait until <(level) = [2]>\nstop [other scripts in sprite v]\nclear graphic effects\nshow list [cloud chat items v]\nhide variable [collected show v]\nset [show v] to (seconds)\nshow variable [show v]\nstop [all v]\n\nwhen flag clicked\nset [play? v] to [0]\nreset timer\nhide variable [show v]\nhide variable [seconds v]\nforever\n set [seconds v] to (timer)\nend\n\nwhen flag clicked\nwait (1) seconds\nrepeat (200)\n hide variable [collected show v]\nend\n\nwhen I receive [session timeout v]\nswitch costume to (timeout2 v)\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\nshow list [chat v]\nrepeat until <(y position) < [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\nend\ngo to x: (0) y: (0)\nstop [this script v]\n\n
This game is where YOUR platform has to make it to the ultimate star and get to the surface of the earth, which is out of the underworld! This multiplayer game is played just like any platformer: jump on platforms and try to achieve a goal. Your goal is to make it out of the underworld. However, you WILL see unusual things such as SNOW! How did snow make it beneath earth?? Play to find out! Collect nether coins to represent your awesome and dangerous voyage to your peers above the earth! Good luck!\n\nUse the arrow keys to move.\n\n
Cloud Scrolling Platformer Engine
@Stage\n\n@Slides\n\nwhen I receive [tick v]\nif <<<<key (any v) pressed?> or <(username) = [Cloud-Multiplayer]>> or <mouse down?>> or <(Event) = [Full]>> then\n set [i v] to [2000]\nend\nchange [i v] by (-1)\nif <(i) < [1]> then\n set [event v] to [Boot]\n broadcast (Event v) and wait\n stop [all v]\nend\n\nwhen I receive [event v]\nif <(Event) = [Full]> then\n switch costume to (full v)\n wait (1) seconds\n hide\nelse\n if <(Event) = [Boot]> then\n switch costume to (booted v)\n show\n go to [front v] layer\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\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 [tick v] to [0]\n\nwhen flag clicked\nbroadcast (Initialise v) and wait\nGet Player Slot\nif <not <(PlayerSlot) > [0]>> then\n set [event v] to [Full]\nend\nbroadcast (Event v)\nbroadcast (Start v)\nset [i v] to [2000]\nbroadcast (Play Game v)\n\ndefine Get Player Slot\nset [playerslot v] to [0]\nbroadcast (Get Data v) and wait\nset [i v] to [0]\ndelete all of [check v]\nrepeat (10)\n change [i v] by (1)\n add (item (((i) * (Cloud List Length)) - (0)) of [cloud list v]) to [check v]\nend\nwait (pick random (1.9) to (3.1)) seconds\nbroadcast (Get Data v) and wait\nset [i v] to [0]\nrepeat (10)\n change [i v] by (1)\n if <(item (i) of [check v]) = (item (((i) * (Cloud List Length)) - (0)) of [cloud list v])> then\n set [playerslot v] to (i)\n stop [this script v]\n end\nend\n\n@Player\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 change [tick v] by (1)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\ndelete all of [player buffer v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\ngo to [back v] layer\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nthink (username)\nSave My Data\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\nif <touching (boost v)?> then\n set [sy v] to [30]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [initialise v]\nbroadcast (Reset v) and wait\nbroadcast (Green Flag v) and wait\ngo to x: (0) y: (0)\nhide\n\ndefine Save My Data\ndelete all of [my list v]\nadd (x) to [my list v]\nadd (y) to [my list v]\nadd (costume [number v]) to [my list v]\nadd (username) to [my list v]\nadd (Tick) to [my list v]\nset [cloud list length v] to (length of [my list v])\n\n@Cloud Players\n\nwhen I receive [initialise v]\nhide\nset [clone id v] to [0]\nrepeat (10)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [tick v]\nPlayer (Clone ID)\n\ndefine Player (id)\nif <<(item (id) of [active check v]) = [False]> or <(id) = (PlayerSlot)>> then\n hide\nelse\n show\n think (item (((id) * (Cloud List Length)) - (1)) of [cloud list v])\n set x to ((item (((id) * (Cloud List Length)) - (4)) of [cloud list v]) - (SCROLL X))\n set y to ((item (((id) * (Cloud List Length)) - (3)) of [cloud list v]) - (SCROLL Y))\n if <<<(x position) > [237]> or <(x position) < [-237]>> or <<(y position) > [177]> or <(y position) < [-177]>>> then\n switch costume to (nothing v)\n else\n switch costume to (item (((id) * (Cloud List Length)) - (2)) of [cloud list v])\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) * (Cloud List Length)) - (0)) 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 <(item (Player List) of [check v]) = (item (((Player List) * (Cloud List Length)) - (0)) of [cloud list v])> then\n replace item (Player List) of [active check v] with [False]\n else\n replace item (Player List) of [active check v] with [True]\n end\n end\n end\nend\n\nwhen I receive [initialise v]\ndelete all of [active check v]\nrepeat (10)\n add [False] 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)\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\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@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 [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [180]\n Clone at x: [-360] y: [0]\n Clone at x: [-360] y: [0]\n Clone at x: [-360] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Danger\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\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]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [180]\n Clone at x: [-360] y: [0]\n Clone at x: [-360] y: [0]\n Clone at x: [-360] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n 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@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 [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [180]\n Clone at x: [-360] y: [0]\n Clone at x: [-360] y: [0]\n Clone at x: [-360] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n 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
Left/Right/Up Arrow keys to move \nMobile supported\n\nThe newest engine, Cloud Scrolling Platformer Engine allows you to create your own multidirectional platformer that scrolls and allows up to ten players. \n\nWARNING: There may be some errors I need to correct and this is not fully made so expect some glitches. \n\nCredits:\n\n@griffpatch for his great scrolling platformer tutorial on Youtube.
Notebook 3 || Platformer (Finished)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [play scene v]\nswitch backdrop to (page2 v)\n\nwhen I receive [intro done v]\nswitch backdrop to (page3 v)\n\n@Blank\n\n@Intro\n\nwhen flag clicked\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nstart sound [Never Mind v]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\npoint in direction (-90)\nset size to (300) %\nset [sine v] to [30]\nrepeat (40)\n change size by (((100) - (size)) * (1))\n turn right (((90) - (direction)) * (0.18)) degrees\nend\nset [glide v] to [7]\nrepeat (20)\n change y by ((glide) - (1))\n change [glide v] by (-0.34)\nend\nwait (5.8) seconds\nhide\n\nwhen I start as a clone\nif <(id) = [1]> then\n clear graphic effects\n show\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n switch costume to (bg v)\nelse\n if <(id) = [2]> then\n id 2\n else\n if <(id) = [3]> then\n id 3\n else\n id 4\n end\n end\nend\n\ndefine id 2\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (dot v)\nend\nbroadcast (Play Scene v)\n\nbroadcast (Intro Done v)\n\nwhen I receive [play scene v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\ndefine id 3\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.2) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (smaller dot v)\nend\n\ndefine id 4\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.4) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (crazy dot v)\n turn left (1) degrees\nend\n\n@text\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait (2.4) seconds\ngo to x: (0) y: (-60)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nset [rotation v] to [-10]\nrepeat (70)\n change [ghost v] effect by (rotation)\n change [rotation v] by (-1)\n wait (0.01) seconds\nend\nset [ghost v] effect to (0)\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [play scene v]\nhide\n\n@Player\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)>>> and <(DOUBLEJUMP) = [2]>> then\n wait until <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>>\n repeat until <(DOUBLEJUMP) = [1]>\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(DOUBLEJUMP) = [2]>> then\n if <(PURPLE?) = [1]> then\n if <(size) = [100]> then\n set [y velocity v] to [12]\n set [doublejump v] to [1]\n else\n set [y velocity v] to [9.99]\n set [doublejump v] to [1]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-221) y: (-113)\nset volume to (50) %\nset [left? v] to [0]\nset [right? v] to [0]\nset [level v] to [1]\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nif <not <touching (water v)?>> then\n change [y velocity v] by (-1)\nend\nif <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <<not <(Right?) = [1]>> or <not <(Left?) = [1]>>>> then\n change [x velocity v] by (speed)\nend\nif <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <<not <(Right?) = [1]>> or <not <(Left?) = [1]>>>> then\n change [x velocity v] by ((0) - (speed))\nend\nset [x velocity v] to ((X Velocity) * (Times))\nchange x by (X Velocity)\nset [slope v] to [0]\nif <<touching (level v)?> or <<touching (purple blocks v)?> or >> then\n repeat until <<not <<touching (level v)?> or <<touching (purple blocks v)?> or >>> or <(Slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <<touching (level v)?> or <<touching (purple blocks v)?> or >> then\n change y by (Slope)\n repeat until <not <<touching (level v)?> or <<touching (purple blocks v)?> or >>>\n change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n set [x velocity v] to [0]\nend\nchange y by (Y Velocity)\nif <<touching (level v)?> or <<touching (purple blocks v)?> or >> then\n repeat until <not <<touching (level v)?> or <<touching (purple blocks v)?> or >>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n set [doublejump v] to [1]\n end\n set [y velocity v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching (level v)?> or <<touching (purple blocks v)?> or >>> then\n set [doublejump v] to [2]\n if <not <touching (water v)?>> then\n set [y velocity v] to (jump height)\n end\nend\nif <touching (level v)?> then\n set [level? v] to [1]\nelse\n set [level? v] to [0]\nend\nif <(size) = [100]> then\n if <touching (ice levels v)?> then\n set [times v] to [0.899]\n else\n set [times v] to [0.798]\n end\nelse\n if <touching (ice levels v)?> then\n set [times v] to [0.85]\n else\n set [times v] to [0.79]\n end\nend\nchange y by (1)\nif <touching color (#af3afd)?> then\n set [purple? v] to [1]\nend\nif <touching color (#e2a146)?> then\n set [purple? v] to [0]\nend\n\ndefine Detection\nif <touching (flag v)?> then\n broadcast (Next v)\n start sound [Ding Sound Effect v]\n set [level v] to ((Level) + (1))\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [left? v] to [0]\n set [right? v] to [0]\n go to x: (-221) y: (-113)\nend\nif <<<<<touching (danger v)?> or <touching (bullet v)?>> or <<touching (saws v)?> or >> or <(y position) = [-179]>> and <not <(CHEAT2) = [1]>>> then\n broadcast (RESET PURPLE v)\n set [purple? v] to [0]\n set [right? v] to [0]\n start sound [Oops v]\n repeat (3)\n hide\n wait (0.11) seconds\n show\n wait (0.11) seconds\n end\n hide\n wait (0.11) seconds\n show\n set size to (100) %\n go to x: (-221) y: (-113)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <touching (bouncy v)?> then\n start sound [Big Boing v]\n if <(size) = [100]> then\n set [y velocity v] to [16]\n else\n set [y velocity v] to [14]\n end\nend\nif <touching color (#ff3b3b)?> then\n set size to (70) %\nend\nif <touching color (#56bf50)?> then\n set size to (100) %\nend\n\nwhen I receive [intro done v]\nset size to (100) %\nset [cheat2 v] to [0]\nwait (0.1) seconds\nshow\ngo [forward v] (88) layers\ngo to x: (-221) y: (-113)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [doublejump v] to [1]\nset [purple? v] to [0]\nforever\n if <touching (activate v)?> then\n Platformer Physics [2] [0.8] [16]\n Detection\n else\n if <(size) = [70]> then\n Platformer Physics [2] [0.79] [9.99]\n Detection\n else\n if <(size) = [100]> then\n Platformer Physics [1.92] [0.798] [12.4]\n Detection\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n Cheats Menu\n set [x2 v] to (round (x position))\n set [y2 v] to (round (y position))\nend\n\ndefine Cheats Menu\nset drag mode [not draggable v]\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [-Scrumptious-]>>> and <not <(CHEAT2) = [1]>>> then\n set [cheat2 v] to [1]\n wait (1) seconds\nelse\n if <<key (1 v) pressed?> and <(CHEAT2) = [1]>> then\n set [cheat2 v] to [0]\n wait (1) seconds\n end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT2) = [1]>> then\n set [y velocity v] to [7]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT2) = [1]>> then\n set [y velocity v] to [-8]\nend\n\nset [right? v] to [0]\n\ndelete this clone\n\nwhen I receive [transition v]\n\nchange y by (1)\n\nbroadcast (Intro Done v)\n\ngo to x: (-221) y: (-113)\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 down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (0.8)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y velocity v] by (-0.8)\n end\n if <touching (water v)?> then\n if <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n change [y velocity v] by (-0.2)\n end\n end\n end\nend\n\n@Level\n\nwhen flag clicked\nhide\nforever\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nshow\n\n@Danger\n\nwhen flag clicked\nhide\n\ngo to [back v] layer\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\n go [backward v] (1) layers\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nclear graphic effects\nforever\n switch costume to (Level)\n if <touching (player v)?> then\n set [ghost v] effect to (45)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [intro done v]\nshow\n\n@Bouncy\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Flag\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Turret\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [9]>\npoint in direction (180)\ngo to x: (75) y: (123)\nshow\nrepeat until <not <(Level) = [9]>>\n create clone of (bullet v)\n wait (1.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait until <(Level) = [10]>\nforever\n point towards (player v)\n if <not <(Level) = [10]>> then\n stop [this script v]\n end\nend\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [10]>\npoint in direction (180)\ngo to x: (207) y: (140)\nshow\nrepeat until <not <(Level) = [10]>>\n create clone of (bullet v)\n wait (2) seconds\nend\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [11]>\npoint in direction (180)\ngo to x: (-207) y: (140)\nshow\nrepeat until <not <(Level) = [11]>>\n create clone of (bullet v)\n wait (3) seconds\nend\npoint in direction (-90)\n\nwhen flag clicked\nwait until <(Level) = [11]>\nforever\n point towards (player v)\n if <not <(Level) = [11]>> then\n stop [this script v]\n end\nend\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [12]>\npoint in direction (-90)\ngo to x: (207) y: (140)\nshow\nrepeat until <not <(Level) = [12]>>\n create clone of (bullet v)\n wait (3) seconds\nend\n\nwhen I receive [intro done v]\nwait until <(Level) = [14]>\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [13]>\ngo to x: (195) y: (110)\npoint towards (player v)\nshow\nrepeat until <not <(Level) = [13]>>\n create clone of (bullet v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [13]>\nforever\n point towards (player v)\n if <not <(Level) = [13]>> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [15]>\nforever\n point towards (player v)\n if <not <(Level) = [15]>> then\n stop [this script v]\n end\nend\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [15]>\ngo to x: (153) y: (132)\npoint towards (player v)\nshow\nrepeat until <not <(Level) = [15]>>\n create clone of (bullet v)\n wait (2) seconds\nend\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [18]>\ngo to x: (206) y: (141)\npoint towards (player v)\nshow\nrepeat until <not <(Level) = [18]>>\n create clone of (bullet v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [18]>\nforever\n point towards (player v)\n if <not <(Level) = [18]>> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [19]>\nhide\n\n@Bullet\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to (turret v)\npoint in direction ([direction v] of [turret v])\nrepeat until <<<touching (player v)?> or <touching (level v)?>> or <<touching (_edge_ v)?> or <<touching (purple blocks v)?> or <<touching (danger v)?> or <<touching (saws v)?> or <<touching (ice levels v)?> or >>>>>>\n move (4.5) steps\nend\ndelete this clone\n\ndefine sa-pause\n\n@Activate\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Small\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nshow\nshow\n\n@TN\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Normal\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nshow\nshow\n\n@Saws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [13]> then\n Clone At X: [147] [-90] At Size: [80]\n Clone At X: [71] [38] At Size: [80]\nend\nif <(Level) = [14]> then\n Clone At X: [-1] [120] At Size: [80]\nend\nif <(Level) = [15]> then\n Clone At X: [153] [45] At Size: [80]\nend\nif <(Level) = [16]> then\n Clone At X: [90] [130] At Size: [80]\n Clone At X: [120] [-115] At Size: [60]\nend\nif <(Level) = [17]> then\n Clone At X: [165] [-119] At Size: [80]\nend\nif <(Level) = [18]> then\n Clone At X: [-50] [40] At Size: [70]\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (4) degrees\nend\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\n@Transition\n\nwhen I receive [transition v]\nshow\ngo to [front v] layer\ngo to [front v] layer\nwait (0.8) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Skip\n\nwhen flag clicked\nwait until <(Level) = [21]>\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\ngo to x: (169) y: (-160)\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro done v]\nwait (0.8) seconds\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [intro done v]\nwait until <(Level) = [21]>\nhide\n\nwhen [s v] key pressed\nbroadcast (Transition v)\nbroadcast (Next v)\nchange [level v] by (1)\n\n@title screen\n\nwhen flag clicked\nset [in v] to [0]\nhide\n\nwhen I receive [in v]\nset [in v] to [1]\nshow\nclear graphic effects\nset size to (10) %\ngo to [front v] layer\nrepeat (20)\n change size by (((100) - (size)) / (5))\nend\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset [in v] to [0]\n\n@Text2\n\nwhen flag clicked\nset [screen v] to [0]\nhide\n\nwhen I receive [play scene v]\nset [screen v] to [1]\nwait (0.1) seconds\nshow\ngo [forward v] (9) layers\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n change [titleturn v] by (1)\n end\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <(SCREEN) = [0]> then\n go [backward v] (6) layers\n end\nend\n\n@Play Button\n\nwhen I receive [play scene v]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nset [screen v] to [0]\nbroadcast (Transition v)\nbroadcast (Intro Done v)\nbroadcast (st v)\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <not <(IN) = [1]>>> then\n set volume to (70) %\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (30)\n else\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\n@instructions\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <not <(IN) = [1]>>> then\n set volume to (70) %\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n change size by (((80) - (size)) / (5))\n if <<<mouse down?> and <not <(IN) = [1]>>> and <(SCREEN) = [1]>> then\n broadcast (in v)\n end\n else\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\n@Tracker\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\ngo to [back v] layer\nshow\nforever\n if <(SCREEN) = [1]> then\n go to x: (-25) y: (-40)\n else\n go to x: (-215) y: (-156)\n end\nend\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(IN) = [1]>> then\n set volume to (70) %\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [15]>\nhide\n\n@Purple Blocks\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [4]> then\n Clone At X: [34] [26] At Size: [80]\n Clone At X: [125] [57] At Size: [80]\nend\nif <(Level) = [5]> then\n Clone At X: [-130] [-74] At Size: [80]\n Clone At X: [-19] [-2] At Size: [80]\n Clone At X: [204] [-113] At Size: [80]\nend\nif <(Level) = [6]> then\n Clone At X: [-123] [60] At Size: [80]\nend\nif <(Level) = [7]> then\n Clone At X: [-95] [80] At Size: [80]\n Clone At X: [-17] [132] At Size: [80]\nend\nif <(Level) = [9]> then\n Clone At X: [141] [-125] At Size: [80]\n Clone At X: [141] [20] At Size: [80]\nend\nif <(Level) = [10]> then\n Clone At X: [68] [-15] At Size: [80]\nend\nif <(Level) = [11]> then\n Clone At X: [226] [-8] At Size: [80]\n Clone At X: [96] [120] At Size: [80]\n Clone At X: [220] [100] At Size: [80]\nend\nif <(Level) = [12]> then\n Clone At X: [-107] [95] At Size: [80]\n Clone At X: [108] [-10] At Size: [80]\nend\nif <(Level) = [13]> then\n Clone At X: [142] [30] At Size: [80]\nend\nif <(Level) = [14]> then\n Clone At X: [-226] [-15] At Size: [80]\n Clone At X: [178] [-60] At Size: [80]\nend\nif <(Level) = [18]> then\n Clone At X: [93] [10] At Size: [80]\n Clone At X: [-180] [121] At Size: [80]\n Clone At X: [-55] [135] At Size: [80]\nend\n\nwhen I start as a clone\n\nwhen [m v] key pressed\nset [mx v] to (mouse x)\nset [my v] to (mouse y)\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nforever\n change y by (3)\n if <touching (player v)?> then\n wait (0.2) seconds\n show\n repeat (10)\n change [ghost v] effect by (19)\n change y by (-5)\n end\n hide\n delete this clone\n end\n change y by (-3)\nend\n\nwhen I receive [reset purple v]\nif then\n delete this clone\nend\nif <(Level) = [4]> then\n Clone At X: [34] [26] At Size: [80]\n Clone At X: [125] [57] At Size: [80]\nend\nif <(Level) = [5]> then\n Clone At X: [-130] [-74] At Size: [80]\n Clone At X: [-19] [-2] At Size: [80]\n Clone At X: [204] [-113] At Size: [80]\nend\nif <(Level) = [6]> then\n Clone At X: [-123] [60] At Size: [80]\nend\nif <(Level) = [7]> then\n Clone At X: [-95] [80] At Size: [80]\n Clone At X: [-17] [132] At Size: [80]\nend\nif <(Level) = [9]> then\n Clone At X: [141] [-125] At Size: [80]\n Clone At X: [141] [20] At Size: [80]\nend\nif <(Level) = [10]> then\n Clone At X: [68] [-15] At Size: [80]\nend\nif <(Level) = [11]> then\n Clone At X: [226] [-8] At Size: [80]\n Clone At X: [96] [120] At Size: [80]\n Clone At X: [220] [100] At Size: [80]\nend\nif <(Level) = [12]> then\n Clone At X: [-107] [95] At Size: [80]\n Clone At X: [108] [-10] At Size: [80]\nend\nif <(Level) = [13]> then\n Clone At X: [142] [30] At Size: [80]\nend\nif <(Level) = [14]> then\n Clone At X: [-226] [-15] At Size: [80]\n Clone At X: [178] [-60] At Size: [80]\nend\nif <(Level) = [18]> then\n Clone At X: [93] [10] At Size: [80]\n Clone At X: [-180] [121] At Size: [80]\n Clone At X: [-55] [135] At Size: [80]\nend\n\n@Double Jumper\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nshow\nshow\n\n@Normal Jumper\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nshow\nshow\n\n@Ice Levels\n\nwhen flag clicked\nhide\nforever\n switch costume to (Level)\n go to x: (0) y: (0)\nend\n\nwhen I receive [intro done v]\nshow\n\n@Liquid Fire\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\n go to [back v] layer\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nset y to (([sin v] of ((timer) * (100)) ) * (5))\n\n@Water\n\nwhen flag clicked\nhide\nforever\n switch costume to (Level)\n go to x: (0) y: (0)\n set y to (([sin v] of ((timer) * (100)) ) * (5))\n set [ghost v] effect to (30)\n go to [back v] layer\nend\n\nwhen I receive [intro done v]\nshow\n\n@Music\n\nwhen flag clicked\nwait until <(Level) = [19]>\nhide\n\nwhen I receive [intro done v]\nwait (2) seconds\nforever\n play sound [DJVI - Cycles v] until done\nend\n\nwhen this sprite clicked\nif <(volume) = [50]> then\n switch costume to (costume2 v)\n set volume to (0) %\nelse\n switch costume to (costume1 v)\n set volume to (50) %\nend\n\nwhen I receive [play scene v]\nset volume to (50) %\nshow\nswitch costume to (costume1 v)\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n go to x: (-25) y: (-40)\n else\n go to x: (-215) y: (-156)\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n change size by (((80) - (size)) / (5))\n else\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [screen v] to [1]\nhide\nset volume to (50) %\n\n
Sky - A Platformer
@Stage\n\n@Player\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 (-2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (2)\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 <not <(level) = [4]>> then\n if <(x position) > [239]> then\n broadcast (nl v)\n end\nend\nif <(y position) < [-178]> then\n broadcast (reset v)\nend\n\nwhen flag clicked\ngo to x: (-187) y: (39)\nset [speed x v] to [0]\nset [speed y v] to [0]\nforever\n Run Game\nend\n\nwhen I receive [nl v]\nbroadcast (reset v)\n\nwhen I receive [reset v]\ngo to x: (-187) y: (39)\nset [speed x v] to [0]\nset [speed y v] to [0]\n\n@Ground\n\nwhen I receive [nl v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n set [level v] to (costume [number v])\nend\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Clouds\n\nwhen flag clicked\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (240) y: (pick random (-200) to (200))\nsize hack (pick random (50) to (150))\nset [ghost v] effect to (pick random (0) to (99))\nrepeat until <(x position) < [-239]>\n change x by (((size) / (15)) * (-1))\nend\ndelete this clone\n\ndefine size hack (size)\nswitch costume to (costume2 v)\nset size to (size) %\nswitch costume to (costume1 v)\n\n
Welcome To Sky A Platformer!\n\nThere Are Only 4 Levels But I Will Add More Soon!\nSay In The Comments What I Should Add!!\n\nPart 2: https://scratch.mit.edu/projects/497588322/
Global Warming Platformer! || Exciting New Game || Beta!
@Stage\n\nwhen flag clicked\nset [pitch v] effect to (-25)\nset [brightness v] effect to (10)\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Preparin' Up v] until done\nend\n\nwhen I receive [next level v]\nnext backdrop\n\n@No Lag Sprite\n\n@player\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (100) %\ngo to x: (-200) y: (100)\nforever\n Platform engine\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (trail v)\nrepeat (20)\n change [ghost v] effect by (15)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-200) y: (-80)\n\ndefine Timer\nrepeat until <(backdrop [number v]) = [10]>\n change [timer v] by (0.1)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n Timer\nend\n\ndefine Platform engine\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (2)\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x velocity v] by (-2)\n end\nend\nset [x velocity v] to ((X velocity) * ((0.78) - (friction)))\nchange x by (X velocity)\nchange [y velocity v] by (-1.2)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change x by ((X velocity) * (-1))\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y velocity v] to [15]\n if <(X velocity) > [0]> then\n set [x velocity v] to [-7]\n else\n set [x velocity v] to [7]\n end\n else\n set [x velocity v] to [0]\n end\nend\nchange y by (Y velocity)\nif <touching (ground v)?> then\n change y by ((Y velocity) - ((Y velocity) * (2)))\n set [y velocity v] to [0]\nend\nchange y by (-1)\nif <<<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y velocity v] to [15]\nend\nif <(x position) > [237]> then\n broadcast (next level v)\nend\nif <<touching (danger v)?> or <<touching (danger2 v)?> or <<touching (danger3 v)?> or <touching (danger4 v)?>>>> then\n go to x: (-200) y: (-80)\nend\n\nwhen flag clicked\nforever\n if <not <<<<<<<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> or <key (d v) pressed?>> or <key (w v) pressed?>> or <key (space v) pressed?>> or <key (up arrow v) pressed?>> or <mouse down?>>> then\n switch costume to (idle v)\n end\n if <<<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<mouse down?> and <<(mouse y) > (y position)> and <(X velocity) < [0]>>>> and <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>>> then\n switch costume to (up v)\n end\n if <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <(mouse y) > (y position)>>> and <[-40] < (y position)>> then\n switch costume to (up right v)\n end\n if <<<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> and <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <(mouse y) > (y position)>>> and <[-40] < (y position)>> then\n switch costume to (up left v)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> and <not <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (left v)\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <not <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (right v)\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [20]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (20))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-20]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\n end\n if <<<(YV) < [-1.5]> and <<(PARACHUTE) = [1]> and <(water) < [3]>>> and <<key (space v) pressed?> or <mouse down?>>> then\n switch costume to (join (letter (1) of (costume [name v])) [b])\n end\nend\n\nwhen flag clicked\nforever\n hide variable [level v]\n hide variable [timer v]\nend\n\n@ground\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n if <(costume [number v]) = [1]> then\n set [level v] to [1]\n end\n if <(costume [number v]) = [2]> then\n set [level v] to [2]\n end\n if <(costume [number v]) = [3]> then\n set [level v] to [3]\n end\n if <(costume [number v]) = [4]> then\n set [level v] to [4]\n end\n if <(costume [number v]) = [5]> then\n set [level v] to [5]\n end\n if <(costume [number v]) = [6]> then\n set [level v] to [6]\n end\n if <(costume [number v]) = [7]> then\n set [level v] to [7]\n end\n if <(costume [number v]) = [8]> then\n set [level v] to [8]\n end\n if <(costume [number v]) = [9]> then\n set [level v] to [9]\n end\n if <(costume [number v]) = [10]> then\n set [level v] to [10]\n end\nend\n\nwhen I receive [next level v]\npoint in direction (90)\nnext costume\n\nwhen [timer v] > (0.1)\nhide\n\n@Danger\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n show\n if <(costume [number v]) = [2]> then\n glide (0.75) secs to x: (0) y: (-3)\n glide (0.75) secs to x: (0) y: (3)\n end\n if <(costume [number v]) = [3]> then\n glide (0.75) secs to x: (0) y: (-3)\n glide (0.75) secs to x: (0) y: (3)\n end\n if <(costume [number v]) = [4]> then\n point in direction (90)\n end\n if <(costume [number v]) = [6]> then\n glide (0.75) secs to x: (0) y: (-3)\n glide (0.75) secs to x: (0) y: (3)\n end\n if <(costume [number v]) = [9]> then\n glide (0.75) secs to x: (0) y: (-3)\n glide (0.75) secs to x: (0) y: (3)\n end\nend\n\nwhen I receive [next level v]\npoint in direction (90)\nnext costume\n\nwhen [timer v] > (0.1)\nhide\n\n@Danger2\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n show\n if <(costume [number v]) = [4]> then\n go to x: (-100) y: (-120)\n repeat until <not <(costume [number v]) = [4]>>\n turn right (15) degrees\n end\n end\n if <(costume [number v]) = [4]> then\n point in direction (90)\n end\nend\n\nwhen I receive [next level v]\npoint in direction (90)\nnext costume\nif <not <(costume [number v]) = [4]>> then\n go to x: (0) y: (0)\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@Danger3\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n show\n if <(costume [number v]) = [4]> then\n go to x: (160) y: (-120)\n repeat until <not <(costume [number v]) = [4]>>\n turn right (15) degrees\n end\n end\n if <(costume [number v]) = [4]> then\n point in direction (90)\n end\nend\n\nwhen I receive [next level v]\npoint in direction (90)\nnext costume\nif <not <(costume [number v]) = [4]>> then\n go to x: (0) y: (0)\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@Danger4\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n show\n if <(costume [number v]) = [4]> then\n go to x: (30) y: (-120)\n repeat until <not <(costume [number v]) = [4]>>\n turn right (15) degrees\n end\n end\n if <(costume [number v]) = [4]> then\n point in direction (90)\n end\nend\n\nwhen I receive [next level v]\npoint in direction (90)\nnext costume\nif <not <(costume [number v]) = [4]>> then\n go to x: (0) y: (0)\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@heart, star, follow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (2))\n else\n change size by (((30) - (size)) / (2))\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n show\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nforever\n hide\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\n\n@player2\n\nwhen flag clicked\nforever\n go to [back v] layer\n hide\nend\n\nwhen [timer v] > (0.1)\nshow\n\n@Danger thumbnail\n\nwhen flag clicked\nforever\n go to [back v] layer\n hide\nend\n\nwhen [timer v] > (0.1)\nshow\n\n@Danger thumbnail2\n\nwhen flag clicked\nforever\n go to [back v] layer\n hide\nend\n\nwhen [timer v] > (0.1)\nshow\n\n@Danger5\n\nwhen flag clicked\nforever\n go to [back v] layer\n hide\nend\n\nwhen [timer v] > (0.1)\nshow\n\n@new\n\nwhen flag clicked\nforever\n go to [front v] layer\n hide\nend\n\nwhen [timer v] > (0.1)\nshow\n\n@backdrop thing\n\nwhen flag clicked\nforever\n go to [front v] layer\n hide\nend\n\nwhen [timer v] > (0.1)\nshow\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (217) y: (155)\ngo to [front v] layer\ngo [backward v] (4) layers\n\n@Glow\n\nwhen flag clicked\nset size to (900) %\ngo to [back v] layer\ngo to (sprite1 v)\nforever\n turn right (3) degrees\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (2))\n switch costume to (costume1 v)\n else\n change size by (((50) - (size)) / (2))\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [ghost v] effect to (0)\nwait (6) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nhide\n\n@Cloud\n\nwhen flag clicked\nhide\nset [# v] to [0]\nrepeat (20)\n change [# v] by (1)\n go to x: (pick random (-240) to (240)) y: (pick random (75) to (180))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset size to (150) %\nset [ghost v] effect to (pick random (20) to (40))\nif <(#) < [10]> then\n go [backward v] (99) layers\nend\nforever\n repeat until <<touching (_edge_ v)?> and <<(x position) < [-239]> or <(x position) > [239]>>>\n change x by ((((Wind) - (50)) / ((9) - ((#) / (4)))) * (0.5))\n set [brightness v] effect to ((#) / (2))\n end\n if <(x position) < [-239]> then\n set x to (238)\n else\n set x to (-238)\n end\nend\n\n
Global Warming Platformer! || Exciting New Game || Beta\nThis game is not done so be respectful... pwease.\n✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯ ✯\nIt may not all be ready but its a good game!\nI worked over 4 days just to get the fast load ready so you don't have to wait hours!\n✯ Dodge Spikes And Lava!\n\n✯ WASD To Move
【#1】Covid-21 - A platformer
@Stage\n\nwhen flag clicked\nchange [☁ plays v] by (1)\nhide variable [☁ plays v]\nhide variable [/20 v]\nset [deaths v] to [0]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [start v]\nswitch backdrop to (dark v)\n\nwhen I receive [covid&game-info v]\nswitch backdrop to (light v)\n\nwhen I receive [greenflag v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [color change for backdrop v]\nchange [color v] effect by (10)\n\nwhen I receive [next backdrop v]\nswitch backdrop to (pick random (3) to (23))\n\nwhen I receive [music on v]\nset volume to (100) %\n\nwhen I receive [music off v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I receive [yo v]\nswitch backdrop to (light v)\nwait (.5) seconds\nswitch backdrop to (backdrop1 v)\nforever\n play sound (pick random (1) to (8)) until done\n set volume to (100) %\nend\n\n@blank\n\n@player\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nXy and position reset\nset rotation style [left-right v]\nswitch costume to (middle v)\nset size to (119) %\nset [color v] effect to (0)\nshow\nforever\n set [x v] to (x position)\n set [y v] to (y position)\n set [direction v] to (direction)\n if <not <key (any v) pressed?>> then\n wait (0.025) seconds\n switch costume to (middle v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>> then\n change [x2 v] by (1.175)\n switch costume to (right v)\n point in direction (0)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>> then\n change [x2 v] by (-1.175)\n switch costume to (left v)\n point in direction (180)\n end\n set [x2 v] to ((x2) * (0.9))\n change x by (x2)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n if <touching (level v)?> then\n change x by ((x2) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n if <(x2) > [0]> then\n set [x2 v] to [-5]\n else\n set [x2 v] to [5]\n end\n set [y2 v] to [10]\n else\n set [y2 v] to [0]\n end\n end\n change [y2 v] by (-1)\n change y by (y2)\n if <touching (level v)?> then\n change y by ((y2) * (-1))\n set [y2 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 y) - (5)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n set [y2 v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [236]> then\n broadcast (Next level v)\n Xy and position reset\n end\n if <<<<touching (enemies v)?> or <<touching (standing sprites v)?> or <touching (pico walking v)?>>> or <touching (sprite9 v)?>> or <<touching (9. lazers v)?> or <<touching (sawblade v)?> or <touching (sawblade2 v)?>>>> then\n Xy and position reset\n broadcast (death-respawn? v)\n change [deaths v] by (1)\n start sound [Crunch v]\n end\n if <touching (white mask2 v)?> then\n change x by (3)\n broadcast (white-mask-touched v)\n end\n if <touching (vaccine v)?> then\n set [vaccine-touched v] to [1]\n end\n if <touching (key v)?> then\n set [key v] to [1]\n end\n if <touching (key2 v)?> then\n set [key v] to [2]\n end\n if <touching color (#6682ff)?> then\n set [y2 v] to [18]\n broadcast (hi :D v)\n end\n if <(Level) = [12]> then\n hide\n end\nend\n\nwhen I receive [retry/reset v]\nXy and position reset\n\nwhen I receive [next skin v]\nchange [color v] effect by (10)\n\ndefine Xy and position reset\nwait (0.025) seconds\ngo to x: (-200) y: (-60)\nset [x2 v] to [0]\nset [y2 v] to [0]\n\nwhen I receive [skip v]\nchange [level v] by (1)\nXy and position reset\n\nwhen I receive [skip v]\n\nchange [level v] by (1)\n\nwhen I receive [covid&game-info v]\nhide\n\nwhen I receive [greenflag v]\nStart\n\ndefine Start\nhide variable [direction v]\nhide variable [x v]\nhide variable [y v]\nset [level v] to [1]\nhide variable [level v]\ngo to x: (-175) y: (-120)\nswitch costume to (middle v)\ngo to [front v] layer\nset size to (250) %\nshow\nwait (0.5) seconds\nsay (join (join [Hey there ] (username)) [!!!]) for (2) seconds\nwait (0.5) seconds\nsay [I will teach you how to stay safe from covid!] for (2.5) seconds\nwait (0.5) seconds\nsay [Click info to learn more, or play to start!] for (2.5) seconds\n\nwhen I receive [next level v]\nchange [level v] by (1)\nXy and position reset\n\nwhen I receive [yo v]\nStart\n\n@level scripts\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0.025) seconds\nswitch costume to (Level)\nshow\n\nwhen I receive [start v]\nshow\ngo to x: (203) y: (23)\ngo to [front v] layer\nswitch costume to (costume1 v)\nforever\n if <(Level) = [5]> then\n go to [front v] layer\n end\nend\n\nshow\n\nwhen this sprite clicked\nhide\n\nnext costume\n\n@Level\n\nwhen flag clicked\nset [brightness v] effect to (5)\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (-6)\ngo to [back v] layer\nswitch costume to (1 v)\nforever\n if <(Level) = [5]> then\n show\n go [backward v] (0) layers\n else\n go [backward v] (0) layers\n end\n if <(Level) = [10]> then\n switch costume to (12 v)\n end\n if <(Level) = [11]> then\n repeat until <[19] < (/20)>\n switch costume to (9 v)\n end\n if <[19] < (/20)> then\n switch costume to (10 v)\n end\n end\nend\n\nwhen I receive [next level v]\nwait (0.025) seconds\nswitch costume to (Level)\nshow\n\nif <[19] < (/20)> then\n delete this clone\nend\n\n@enemies\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset size to (60) %\ngo to [front v] layer\nswitch costume to (costume1 v)\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n set size to (60) %\n go to [front v] layer\n go to x: (10) y: (-65)\n point in direction (3)\n switch costume to (costume1 v)\n show\n end\n if <(Level) = [5]> then\n set size to (60) %\n go to x: (10) y: (-63)\n point in direction (90)\n show\n repeat until <(vaccine-touched) = [1]>\n set size to (60) %\n switch costume to (costume2 v)\n end\n if <(vaccine-touched) = [1]> then\n set size to (60) %\n switch costume to (costume7 v)\n end\n end\n if <(Level) = [6]> then\n go to x: (-10) y: (-125)\n go to [back v] layer\n set size to (30) %\n switch costume to (costume4 v)\n show\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [8]> then\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [10]> then\n switch costume to (costume6 v)\n show\n wait until <(key) = [2]>\n hide\n end\n if <(Level) = [11]> then\n hide\n end\nend\n\nnext costume\n\nwhen I receive [next level v]\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n set size to (60) %\n go to [front v] layer\n go to x: (10) y: (-65)\n point in direction (3)\n switch costume to (costume1 v)\n show\n end\n if <(Level) = [5]> then\n set size to (60) %\n go to x: (10) y: (-63)\n point in direction (90)\n show\n repeat until <(vaccine-touched) = [1]>\n set size to (60) %\n switch costume to (costume2 v)\n end\n if <(vaccine-touched) = [1]> then\n set size to (60) %\n switch costume to (costume7 v)\n end\n end\n if <(Level) = [6]> then\n go to x: (-10) y: (-125)\n go to [back v] layer\n set size to (30) %\n switch costume to (costume4 v)\n show\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [8]> then\n switch costume to (costume5 v)\n set size to (50) %\n go to x: (80) y: (-50)\n turn right (-8) degrees\n show\n end\n if <(Level) = [9]> then\n switch costume to (costume3 v)\n point in direction (90)\n show\n end\n if <(Level) = [10]> then\n go to x: (-5) y: (-50)\n switch costume to (costume6 v)\n show\n wait until <(key) = [1]>\n switch costume to (costume8 v)\n wait until <(key) = [2]>\n hide\n end\n if <(Level) = [11]> then\n hide\n end\nend\n\n\n show\nelse\n hide\nend\n\nswitch costume to (costume5 v)\nset size to (50) %\ngo to x: (80) y: (-50)\nturn right (-8) degrees\nshow\n\nhide\n\n@Info\n\nwhen this sprite clicked\nbroadcast (covid&game-info v)\nshow\nset size to (100) %\nswitch costume to (costume2 v)\ngo to x: (39) y: (-134)\n\nwhen flag clicked\nhide\n\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (5))\n end\n if <not <touching (mouse-pointer v)?>> then\n change size by (((110) - (size)) / (5))\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [greenflag v]\nshow\nswitch costume to (1408f535-27f6-4599-93cc-70a9b1b120f4 v)\ngo to x: (0) y: (-110)\nset size to (55) %\nset [ghost v] effect to (100)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n if <(costume [number v]) = [3]> then\n if <touching (mouse-pointer v)?> then\n change size by (((75) - (size)) / (5))\n end\n if <not <touching (mouse-pointer v)?>> then\n change size by (((55) - (size)) / (5))\n end\n end\nend\n\nwhen I receive [yo v]\nshow\nswitch costume to (1408f535-27f6-4599-93cc-70a9b1b120f4 v)\ngo to x: (0) y: (-110)\nset size to (55) %\nset [ghost v] effect to (100)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n if <(costume [number v]) = [3]> then\n if <touching (mouse-pointer v)?> then\n change size by (((75) - (size)) / (5))\n end\n if <not <touching (mouse-pointer v)?>> then\n change size by (((55) - (size)) / (5))\n end\n end\nend\n\n@play\n\nwhen this sprite clicked\nbroadcast (start v)\nset [start v] to [1]\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [covid&game-info v]\nhide\n\nwhen I receive [greenflag v]\n\nwhen flag clicked\nhide\n\nwhen I receive [greenflag v]\nset [start v] to [0]\nshow\ngo to x: (16) y: (30)\nset size to (40) %\nset [ghost v] effect to (100)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (5))\n end\n if <not <touching (mouse-pointer v)?>> then\n change size by (((40) - (size)) / (5))\n end\nend\n\nset [%scene v] to [Game]\n\nwhen I receive [yo v]\nset [start v] to [0]\nshow\ngo to x: (16) y: (30)\nset size to (40) %\nset [ghost v] effect to (100)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (5))\n end\n if <not <touching (mouse-pointer v)?>> then\n change size by (((40) - (size)) / (5))\n end\nend\n\n@covid in air\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (30) to (100)) %\ngo to [front v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nrepeat (5)\n change [ghost v] effect by (pick random (-3) to (-10))\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\n wait (0.225) seconds\nend\n\n@Intro2\n\nwhen flag clicked\nhide\n\nstop [other scripts in sprite v]\nhide\n\nwhen I start as a clone\nset size to (pick random (25) to (50)) %\ngo to [back v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nrepeat (5)\n change [ghost v] effect by (pick random (-3) to (-10))\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [yo v]\nswitch costume to (virus v)\nhide\nrepeat until <(start) = [1]>\n create clone of (_myself_ v)\n wait (1) seconds\nend\nif <(start) = [1]> then\n delete this clone\nend\n\n@time\n\ndefine Print (number) at x: (x) y: (y) spacing: (spacing) brightness (brightness) ghost (ghost) allign(0/1) (al)\nset size to (100) %\nshow\ngo to [front v] layer\nset [ghost v] effect to (ghost)\nset [brightness v] effect to (brightness)\ngo to x: ((x) - (((((length of (number)) - (1)) * (spacing)) / (25)) * (al))) y: (y)\nset [counter v] to [1]\nrepeat (length of (number))\n switch costume to (letter (counter) of (number))\n create clone of (_myself_ v)\n change x by (spacing)\n change [counter v] by (1)\nend\nhide\n\nPrint (☁ HighScore) at x: (-19) y: (-150) spacing: (18) brightness [0] ghost [0] allign(0/1) [0]\n\nwhen I receive [text-clear v]\ndelete this clone\n\nwhen flag clicked\nhide variable [time v]\nset [time v] to [0]\nbroadcast (Text-Clear v)\nhide\n\nif <<(time) = (☁ HighScore)> or <(time) > (☁ HighScore)>> then\n set [☁ highscore v] to (time)\nend\n\nwhen I receive [start v]\nhide variable [time v]\nset [time v] to [0]\nbroadcast (Text-Clear v)\ngo to x: (225) y: (150)\nforever\n broadcast (Text-Clear v)\n Print (time) at x: (-165) y: (-167) spacing: (18) brightness [100] ghost [0] allign(0/1) [2]\nend\n\ngo to [front v] layer\n\nwhen I receive [start v]\nrepeat until <(Level) = [12]>\n wait (1) seconds\n change [time v] by (1)\nend\n\n@Collectables shadow\n\nwhen I receive [start v]\nhide\n\nwhen I receive [white-mask-touched v]\nwait (0.6) seconds\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\ngo to [front v] layer\nset size to (90) %\npoint in direction (90)\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n go to x: (-100) y: (-266)\n show\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n hide\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\nend\n\n@White mask2\n\nwhen flag clicked\nset [masked-touched v] to [no]\ngo to [front v] layer\nhide\nset size to (90) %\npoint in direction (90)\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n go to x: (15) y: (-106)\n show\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n hide\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\nend\n\nwhen I receive [white-mask-touched v]\nset [masked-touched v] to [yes]\nwait (0.5) seconds\nhide\nstop [other scripts in sprite v]\n\n@Cloud\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to x: (-250) y: (pick random (25) to (150))\nset [ghost v] effect to (pick random (0) to (50))\nset size to (pick random (200) to (300)) %\nrepeat until <(x position) > [239]>\n change x by (1)\nend\ndelete this clone\n\ngo [backward v] (10000000000000) layers\n\nwhen I receive [start v]\nset size to (300) %\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (4)) seconds\nend\n\n@standing sprites\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (abby-a v)\nhide\nforever\n if <(Level) = [3]> then\n repeat until <(masked-touched) = [yes]>\n show\n go to x: (-77) y: (-76)\n next costume\n wait (0.75) seconds\n end\n if <(masked-touched) = [yes]> then\n wait (0.2) seconds\n hide\n end\n else\n hide\n end\nend\n\nhide\n\nwhen I receive [next level v]\nforever\n if <(Level) = [3]> then\n repeat until <(masked-touched) = [yes]>\n show\n go to x: (-77) y: (-76)\n next costume\n wait (0.75) seconds\n end\n if <(masked-touched) = [yes]> then\n wait (0.2) seconds\n hide\n end\n else\n hide\n end\nend\n\n@Pico Walking\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (pico walk1 v)\ngo to x: (211) y: (-79)\nif <(Level) = [3]> then\n repeat until <(masked-touched) = [yes]>\n show\n move (-2) steps\n next costume\n wait (0.45) seconds\n end\n if <(masked-touched) = [yes]> then\n wait (0.5) seconds\n hide\n end\n if <<(x position) = [-72]> and <<(y position) = [25]> and <<(Level) = [3]> and <not <touching (level v)?>>>>> then\n repeat until <touching (level v)?>\n change y by (-5)\n end\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 if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n end\n end\n end\n end\n end\nelse\n hide\nend\n\nwhen I receive [white-mask-touched v]\n\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n repeat until <(masked-touched) = [yes]>\n show\n move (-2) steps\n next costume\n wait (0.45) seconds\n end\n if <(masked-touched) = [yes]> then\n wait (0.5) seconds\n hide\n end\n if <<(x position) = [-72]> and <<(y position) = [25]> and <<(Level) = [3]> and <not <touching (level v)?>>>>> then\n repeat until <touching (level v)?>\n change y by (-5)\n end\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 if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n end\n end\n end\n end\n end\nelse\n hide\nend\n\n@vaccine\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\npoint in direction (90)\nhide variable [vaccine-touched v]\nset [vaccine-touched v] to [0]\ngo to [front v] layer\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n set size to (32) %\n repeat until <(vaccine-touched) = [1]>\n go to x: (-151) y: (67)\n show\n change y by (1)\n change y by (-1)\n wait (0.2) seconds\n turn right (15) degrees\n end\n if <(vaccine-touched) = [1]> then\n wait (0.25) seconds\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\n end\n hide\n end\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n set size to (45) %\n point in direction ([direction v] of [player v])\n go to (player v)\n set [ghost v] effect to (0)\n go to [back v] layer\n show\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n end\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\nend\n\nset [ghost v] effect to (0)\n\ngo to x: ([x position v] of [player v]) y: ([x position v] of [player v])\n\nwhen I start as a clone\nset size to (30) %\nrepeat until <<touching (sprite9 v)?> or <<touching (level v)?> or <touching (enemies v)?>>>\n change x by (10)\nend\nif <<touching (sprite9 v)?> or <<touching (level v)?> or <touching (enemies v)?>>> then\n delete this clone\nend\n\nwhen I receive [vaccine needle v]\n\nwhen I receive [vaccine needle v]\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n set size to (32) %\n repeat until <(vaccine-touched) = [1]>\n go to x: (-151) y: (67)\n show\n change y by (1)\n change y by (-1)\n wait (0.2) seconds\n turn right (15) degrees\n end\n if <(vaccine-touched) = [1]> then\n wait (0.25) seconds\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\n end\n hide\n end\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n set size to (45) %\n point in direction ([direction v] of [player v])\n go to (player v)\n set [ghost v] effect to (0)\n go to [back v] layer\n show\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n end\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\nend\n\n@back from info\n\nwhen flag clicked\nhide\n\nwhen I receive [covid&game-info v]\ngo to x: (205) y: (-148)\nshow\n\nwhen this sprite clicked\nbroadcast (greenflag v)\nhide\n\n@settings\n\nwhen this sprite clicked\nSettings\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo [forward v] (0) layers\ngo to x: (-222) y: (-163)\nswitch costume to (settings v)\nset size to (17) %\nshow\nforever\n if <(costume [number v]) = [1]> then\n broadcast (not settings v)\n go to x: (-222) y: (-163)\n set size to (17) %\n show\n end\n if <(costume [number v]) = [2]> then\n broadcast (settings v)\n go to x: (-7) y: (-70)\n set size to (70) %\n show\n end\nend\n\nif <<key (space v) pressed?> and > then\nend\n\ndefine Settings\nnext costume\nhide\nwait (0.25) seconds\nshow\n\nif <(start) = [1]> then\n\nwait (0.25) seconds\n\nwait (0.25) seconds\n\nwhen [space v] key pressed\nif <(costume [number v]) = [2]> then\n Settings\nend\n\n@buttons\n\nwhen flag clicked\nhide\n\nwhen I receive [settings v]\ngo to x: (-98) y: (10)\nshow\n\nwhen this sprite clicked\nbroadcast (next skin v)\n\nwhen I receive [not settings v]\nhide\n\n@Sprite1\n\nwhen I receive [settings v]\ngo to x: (-9) y: (10)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [not settings v]\nhide\n\nwhen this sprite clicked\nbroadcast (retry/reset v)\n\n@Sprite2\n\nwhen I receive [settings v]\nif <not <(Level) = [12]>> then\n go to x: (80) y: (10)\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nbroadcast (Next level v)\n\nbroadcast (Skip v)\n\nchange [level v] by (1)\n\nwhen I receive [not settings v]\nhide\n\nif <[] > [50]> then\nend\n\n@Sprite3\n\nwhen I receive [settings v]\nset [backdropz v] to [0]\ngo to x: (-97) y: (-60)\nshow\n\nwhen flag clicked\nset [backdropz v] to [0]\nhide\n\nwhen I receive [start v]\nset [backdropz v] to [0]\nhide\n\nwhen I receive [not settings v]\nhide\n\nwhen this sprite clicked\nbroadcast (next backdrop v)\n\nset [backdropz v] to [1]\nwait (1) seconds\nset [backdropz v] to [0]\n\n@Sprite4\n\nwhen I receive [settings v]\ngo to x: (-8) y: (-60)\nshow\nforever\n if <(costume [number v]) = [1]> then\n if <(costume [number v]) = [2]> then\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nhide\n\nwhen this sprite clicked\nnext costume\n\nwait (0.025) seconds\n\nwhen I receive [not settings v]\nhide\n\n@Sprite5\n\nwhen I receive [settings v]\ngo to x: (-7) y: (-121)\nshow\nforever\n if <(costume [number v]) = [1]> then\n broadcast (Light v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (Dark v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen this sprite clicked\nnext costume\n\nbroadcast (Dark v)\n\nwait (0.025) seconds\n\nwhen I receive [not settings v]\nhide\n\n@Sprite6\n\nwhen I receive [settings v]\ngo to x: (74) y: (-60)\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nhide\nforever\n if <(costume [number v]) = [1]> then\n broadcast (Music on v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (Music off v)\n end\nend\n\nwhen I receive [not settings v]\nhide\n\n@Sprite9\n\nwhen I receive [next level v]\n\nrepeat until \nend\n\nshow\n\nwhen flag clicked\nforever\n set size to (80) %\n hide\nend\n\nwhen flag clicked\nset [clonez v] to [0]\nhide\nwait (1) seconds\ncreate clone of (_myself_ v)\ngo to x: (157) y: (-81)\nset [clonez v] to [1]\nwait (1) seconds\ncreate clone of (_myself_ v)\ngo to x: (101) y: (-81)\nset [clonez v] to [2]\nwait (1) seconds\ncreate clone of (_myself_ v)\ngo to x: (45) y: (-81)\nset [clonez v] to [3]\nwait (1) seconds\ncreate clone of (_myself_ v)\ngo to x: (-11) y: (-81)\nset [clonez v] to [4]\nhide\n\nwhen I start as a clone\nforever\n wait until <(Level) = [7]>\n if <(clonez) = [1]> then\n show\n set size to (80) %\n repeat until <<<touching (player v)?> or <touching (vaccine v)?>> or <(Level) = [8]>>\n change x by (-1.5)\n end\n if <touching (player v)?> then\n show\n go to x: (157) y: (-81)\n end\n if <touching (vaccine v)?> then\n delete this clone\n end\n if <(Level) = [8]> then\n delete this clone\n end\n end\n if <(clonez) = [2]> then\n show\n set size to (80) %\n repeat until <<<touching (player v)?> or <touching (vaccine v)?>> or <(Level) = [8]>>\n change x by (-1.5)\n end\n if <touching (player v)?> then\n show\n go to x: (101) y: (-81)\n end\n if <touching (vaccine v)?> then\n delete this clone\n end\n if <(Level) = [8]> then\n delete this clone\n end\n end\n if <(clonez) = [3]> then\n show\n set size to (80) %\n repeat until <<<touching (player v)?> or <touching (vaccine v)?>> or <(Level) = [8]>>\n change x by (-1.5)\n end\n if <touching (player v)?> then\n show\n go to x: (45) y: (-81)\n end\n if <touching (vaccine v)?> then\n delete this clone\n end\n if <(Level) = [8]> then\n delete this clone\n end\n end\n if <(clonez) = [4]> then\n show\n set size to (80) %\n repeat until <<<touching (player v)?> or <touching (vaccine v)?>> or <(Level) = [8]>>\n change x by (-1.5)\n end\n if <touching (player v)?> then\n show\n go to x: (-11) y: (-81)\n end\n if <touching (vaccine v)?> then\n delete this clone\n end\n end\n if <(Level) = [8]> then\n delete this clone\n end\nend\n\nif then\nelse\n hide\nend\n\nbroadcast (level8 v)\n\nwhen flag clicked\n\n\nend\n\nhide\n\nif <not <(Level) = [7]>> then\n delete this clone\nend\n\nrepeat until \nend\nwait (1) seconds\n\nwait until <(Level) = [8]>\ndelete this clone\n\n@546e50f0a2aa85b3554d6c5e590328b6\n\nwhen this sprite clicked\nset [vaccine needle v] to [1]\nbroadcast (vaccine needle v)\n\nwhen flag clicked\nhide variable [vaccine needle v]\nset [vaccine needle v] to [0]\nhide\n\nwhen I receive [start v]\nset [vaccine needle v] to [0]\nforever\n if <(Level) = [7]> then\n set [vaccine needle v] to [0]\n go to x: (-85) y: (-160)\n show\n else\n hide\n end\nend\n\n@Sun ☀️ moon 🌙 \n\nwhen flag clicked\nswitch costume to (moon v)\nhide\n\nwhen I receive [start v]\nswitch costume to (moon v)\nforever\n show\n go to [back v] layer\n go to x: (0) y: (0)\nend\n\nwhen I receive [light v]\nswitch costume to (sun v)\nshow\n\nwhen I receive [dark v]\nswitch costume to (moon v)\nshow\n\n@counter\n\nwhen flag clicked\nStart \n\nwhen I receive [start v]\nStart \nforever\n if <(Level) = [11]> then\n show\n if <(/20) > [19]> then\n wait (0.5) seconds\n broadcast (Next level v)\n end\n else\n hide\n end\nend\n\ndefine Start \nset [/20 v] to [0]\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (150) %\nset [brightness v] effect to (100)\ngo to x: (190) y: (-315)\nhide\n\nhide variable [level 9 spike speed v]\n\nwhen I receive [+1 v]\nchange [/20 v] by (1)\nif <not <(costume [number v]) > [20]>> then\n next costume\nend\n\nwhen I receive [back to 0 v]\nset [/20 v] to [0]\nif <not <(costume [number v]) > [20]>> then\n switch costume to (costume1 v)\nend\n\nswitch costume to (costume21 v)\n\n@clone1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nforever\n if <(Level) = [11]> then\n repeat until <[19] < (/20)>\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\n end\n else\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <<not <[19] < (/20)>> and <not <(Level) = [12]>>> then\n set size to (pick random (75) to (125)) %\n switch costume to (pick random (1) to (6))\n go to [front v] layer\n show\n go to x: (pick random (-180) to (250)) y: (300)\n point in direction (pick random (-105) to (-75))\n forever\n repeat until <<touching (player v)?> or <touching (level v)?>>\n change y by (pick random (-4) to (-14))\n end\n if <touching (level v)?> then\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [1]> and <touching (player v)?>> then\n broadcast (Back to 0 v)\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [2]> and <touching (player v)?>> then\n broadcast (+1 v)\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [3]> and <touching (player v)?>> then\n broadcast (Back to 0 v)\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [4]> and <touching (player v)?>> then\n broadcast (+1 v)\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [5]> and <touching (player v)?>> then\n broadcast (Back to 0 v)\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [6]> and <touching (player v)?>> then\n broadcast (+1 v)\n wait (0.01) seconds\n delete this clone\n end\n end\nelse\n stop [other scripts in sprite v]\n delete this clone\nend\n\n\nend\n\n@clone2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nforever\n if <(Level) = [11]> then\n repeat until <[19] < (/20)>\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\n end\n else\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <<not <[19] < (/20)>> and <not <(Level) = [12]>>> then\n set size to (pick random (75) to (125)) %\n switch costume to (pick random (1) to (6))\n go to [front v] layer\n show\n go to x: (pick random (-180) to (250)) y: (300)\n point in direction (pick random (-105) to (-75))\n forever\n repeat until <<touching (player v)?> or <touching (level v)?>>\n change y by (pick random (-4) to (-14))\n end\n if <touching (level v)?> then\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [1]> and <touching (player v)?>> then\n broadcast (Back to 0 v)\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [2]> and <touching (player v)?>> then\n broadcast (+1 v)\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [3]> and <touching (player v)?>> then\n broadcast (Back to 0 v)\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [4]> and <touching (player v)?>> then\n broadcast (+1 v)\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [5]> and <touching (player v)?>> then\n broadcast (Back to 0 v)\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [6]> and <touching (player v)?>> then\n broadcast (+1 v)\n wait (0.01) seconds\n delete this clone\n end\n end\nelse\n stop [other scripts in sprite v]\n delete this clone\nend\n\nif <(/20) = [20]> then\n delete this clone\nend\n\nif <[19] < (/20)> then\nend\n\n@clone3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nforever\n if <(Level) = [11]> then\n repeat until <[19] < (/20)>\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\n end\n else\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <<not <[19] < (/20)>> and <not <(Level) = [12]>>> then\n set size to (pick random (75) to (125)) %\n switch costume to (pick random (1) to (6))\n go to [front v] layer\n show\n go to x: (pick random (-180) to (250)) y: (300)\n point in direction (pick random (-105) to (-75))\n forever\n repeat until <<touching (player v)?> or <touching (level v)?>>\n change y by (pick random (-4) to (-14))\n end\n if <touching (level v)?> then\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [1]> and <touching (player v)?>> then\n broadcast (Back to 0 v)\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [2]> and <touching (player v)?>> then\n broadcast (+1 v)\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [3]> and <touching (player v)?>> then\n broadcast (Back to 0 v)\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [4]> and <touching (player v)?>> then\n broadcast (+1 v)\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [5]> and <touching (player v)?>> then\n broadcast (Back to 0 v)\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [6]> and <touching (player v)?>> then\n broadcast (+1 v)\n wait (0.01) seconds\n delete this clone\n end\n end\nelse\n stop [other scripts in sprite v]\n delete this clone\nend\n\nif <[19] < (/20)> then\nend\n\nif <(/20) = [20]> then\n\ndelete this clone\n\n@clone4\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nforever\n if <(Level) = [11]> then\n repeat until <[19] < (/20)>\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\n end\n else\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <<not <[19] < (/20)>> and <not <(Level) = [12]>>> then\n set size to (pick random (75) to (125)) %\n switch costume to (pick random (1) to (6))\n go to [front v] layer\n show\n go to x: (pick random (-180) to (250)) y: (300)\n point in direction (pick random (-105) to (-75))\n forever\n repeat until <<touching (player v)?> or <touching (level v)?>>\n change y by (pick random (-4) to (-14))\n end\n if <touching (level v)?> then\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [1]> and <touching (player v)?>> then\n broadcast (Back to 0 v)\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [2]> and <touching (player v)?>> then\n broadcast (+1 v)\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [3]> and <touching (player v)?>> then\n broadcast (Back to 0 v)\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [4]> and <touching (player v)?>> then\n broadcast (+1 v)\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [5]> and <touching (player v)?>> then\n broadcast (Back to 0 v)\n wait (0.01) seconds\n delete this clone\n end\n if <<(costume [number v]) = [6]> and <touching (player v)?>> then\n broadcast (+1 v)\n wait (0.01) seconds\n delete this clone\n end\n end\nelse\n stop [other scripts in sprite v]\n delete this clone\nend\n\nif <[19] < (/20)> then\nend\n\nif <(/20) = [20]> then\n delete this clone\nend\n\nwait (0.01) seconds\ndelete this clone\n\n@hand sanitizer\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Level) = [9]> then\n repeat until <<touching (player v)?> or <(Level) = [10]>>\n show\n set size to (25) %\n wait (0.01) seconds\n next costume\n end\n else\n switch costume to (20cbacda-3577-4e5b-9e25-a237dfe3f49e v)\n hide\n end\nend\n\nif <touching (player v)?> then\n hide\nend\n\n@trampoline!\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nforever\n go to x: (-65) y: (-87)\n if <(Level) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [hi :d v]\nrepeat (2)\n next costume\n wait (0.175) seconds\nend\n\n@9. Lazers\n\nwhen flag clicked\nswitch costume to (level 4 v)\nhide\n\nwhen I receive [start v]\nswitch costume to (level 4 v)\nhide\nforever\n set [costume v] to (costume [number v])\n if <(Level) = [10]> then\n show\n go to x: (195) y: (98)\n switch costume to (level 4 v)\n wait (1.25) seconds\n switch costume to (costume1 v)\n wait (1.25) seconds\n else\n hide\n end\nend\n\n@Sawblade2\n\nwhen flag clicked\nset [££££ v] to [0]\nset [£££ v] to [0]\nset size to (50) %\nhide\n\nwhen I receive [start v]\ncreate clone of (_myself_ v)\nset [££££ v] to [1]\nforever\n if <(Level) = [10]> then\n go [forward v] (1) layers\n go to x: (95) y: (-100)\n turn right (-15) degrees\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nif <(££££) = [1]> then\n hide\n wait until <(Level) = [10]>\n go to x: (210) y: (-100)\n repeat until <(Level) = [11]>\n show\n go [forward v] (1) layers\n turn right (15) degrees\n end\nend\nif <not <(Level) = [10]>> then\n delete this clone\nend\n\nforever\n\n@key\n\nwhen flag clicked\nset [key v] to [0]\nhide\n\nwhen I receive [start v]\npoint in direction (90)\nset [key v] to [0]\nhide\nforever\n if <<(Level) = [10]> and <(key) = [0]>> then\n go to x: (205) y: (120)\n show\n point in direction ((([cos v] of (You found the easter egg!:>) ) * (8)) + (90))\n change [you found the easter egg!:> v] by (7.5)\n else\n hide\n end\nend\n\nset y to (([sin v] of (You found the easter egg!:>) ) + (20))\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nforever\n if <(Level) = [10]> then\n show\n else\n hide\n end\nend\n\n@key2\n\nwhen flag clicked\nset [key v] to [0]\nset [you found the easter egg!:> v] to [0]\nhide\n\nwhen I receive [start v]\npoint in direction (90)\nset [key v] to [0]\nhide\nforever\n if <<(Level) = [10]> and <(key) = [1]>> then\n go to x: (-200) y: (30)\n show\n point in direction ((([cos v] of (You found the easter egg!:>) ) * (8)) + (90))\n change [you found the easter egg!:> v] by (7.5)\n else\n hide\n end\nend\n\nset y to (([sin v] of (You found the easter egg!:>) ) * (5))\n\n@Sprite7\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\n\nwhen this sprite clicked\nbroadcast (yo v)\nhide\n\n
Read instructions!!!!!! Use arrow keys or wasd keys. Mobile friendly. You are in the middle of a pandemic, its not 2019 anymore when it "started", but now were in 2021! Where we have to focus on now more than ever. This is a platformer game adressing the issue of covid-19 or covid-21 to you. \nOk now comment NoMoreCovid, heart and star and remix for a guaranteed follow!\nComment your time! \nMy top time was 50, with no hacks! Beat that!\ni named it covid-21 not because thats what its called but that we all need to focus on now than before more than ever and i thoguht it was a creative name! ok!!!!!!!!!!! And Everything is 100% possible
Pen World || a Mobile Platformer #games #all
@Stage\n\nwhen flag clicked\nset [☁ test v] to [1]\n\nwhen flag clicked\nwait (10.5) seconds\nset volume to (5) %\nforever\n play sound [Vexento - Tevo v] until done\nend\n\n@Blank\n\n@Render\n\ndefine Render\ndelete all of [platform-type v]\ndelete all of [platform-height v]\ndelete all of [platform-length v]\ndelete all of [platform-x v]\ndelete all of [platform-y v]\nRender Grid\nPlatforms\nLava\nGravitiy\nBouncy\nWin\nDraw Player // Width: (Player width) X: (Player X) Y: (Player Y) Size: [10]\nbroadcast (tick v)\n\nwhen flag clicked\nwait (12) seconds\nbroadcast (Scripts v)\nbroadcast (reset v) and wait\nforever\n Loop\n if <(Dead) = [1]> then\n stop [other scripts in sprite v]\n broadcast (Scripts v)\n broadcast (reset v) and wait\n end\n if <[1] = (win)> then\n repeat until <<(round (item (item # of [w] in [platform-type v]) of [platform-x v])) = (round (Player X))> and <(round (item (item # of [w] in [platform-type v]) of [platform-y v])) = (round (Player Y))>>\n change [player x v] by (((item (item # of [w] in [platform-type v]) of [platform-x v]) - (Player X)) / (5))\n change [player y v] by (((item (item # of [w] in [platform-type v]) of [platform-y v]) - (Player Y)) / (5))\n set [cam x v] to (Player X)\n set [cam y v] to (Player Y)\n change [player width v] by (-0.3)\n erase all\n Render\n end\n set [win text v] to [You Win!]\n broadcast (win v) and wait\n stop [this script v]\n end\nend\n\ndefine Draw Player // Width: (width) X: (x) Y: (y) Size: (size)\nset pen color to (#ff6100)\nLine // X: ((x) - (width)) Y: ((y) + (width)) X2: ((x) + (width)) Y2: ((y) + (width)) Size: (size)\nLine // X: ((x) + (width)) Y: ((y) + (width)) X2: ((x) + (width)) Y2: ((y) - (width)) Size: (size)\nLine // X: ((x) + (width)) Y: ((y) - (width)) X2: ((x) - (width)) Y2: ((y) - (width)) Size: (size)\nLine // X: ((x) - (width)) Y: ((y) - (width)) X2: ((x) - (width)) Y2: ((y) + (width)) Size: (size)\n\ndefine Line // X: (x) Y: (y) X2: (x2) Y2: (y2) Size: (size)\nset pen size to (size)\npen up\ngo to x: ((x) - (Cam X)) y: ((y) - (Cam Y))\npen down\ngo to x: ((x2) - (Cam X)) y: ((y2) - (Cam Y))\npen up\n\ndefine Physics // Move Speed: (speed) Jump Height: (jump)\ngo to x: ((Player X) - (Cam X)) y: ((Player Y) - (Cam Y))\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > ((x position) + (10))> and <mouse down?>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) - (10))> and <mouse down?>>> then\n change [xvel v] by ((0) - (speed))\nend\nset [xvel v] to ((xvel) * (0.9))\nif <([abs v] of (xvel) ) > [0.9]> then\n Change X // Change: (round (xvel))\nend\nchange [yvel v] by (-2)\nif <(in air) < [6]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (x position)> and <mouse down?>>> then\n set [yvel v] to (jump)\n end\nend\nif <[collisions v] contains [b]?> then\n set [yvel v] to [30]\nend\nChange Y // Change: (yvel)\nif <<<[collisions v] contains [l]?> or <(Player Y) < [-300]>> or <(Player Y) > [800]>> then\n set [dead v] to [1]\nend\nchange [cam x v] by (((Player X) - (Cam X)) / (5))\nchange [cam y v] by (((Player Y) - (Cam Y)) / (5))\nCollisions // Width: (Collision Width)\nif <[collisions v] contains [w]?> then\n set [win v] to [1]\nend\n\ndefine Change X // Change: (change)\nchange [player x v] by (change)\nCollisions // Width: (Collision Width)\nif <[collisions v] contains [p]?> then\n repeat (8)\n change [player y v] by (1)\n Collisions // Width: (Collision Width)\n if <not <[collisions v] contains [p]?>> then\n stop [this script v]\n end\n end\n change [player y v] by (-8)\n repeat until <not <[collisions v] contains [p]?>>\n Collisions // Width: (Collision Width)\n if <(change) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n end\nend\n\nwhen I receive [reset v]\nReset\n\ndefine Render Grid\nset pen color to (#191919)\nset pen size to (10)\ngo to x: (((-240) - (((Cam X) * (0.5)) mod (Grid Length))) + (() mod (Grid Length))) y: (-180)\nrepeat (13)\n pen down\n set y to (180)\n pen up\n change x by (40)\n set y to (-180)\nend\ngo to x: (-240) y: (((-180) - (((Cam Y) * (0.5)) mod (Grid Length))) + (() mod (Grid Length)))\nrepeat (10)\n pen down\n set x to (240)\n pen up\n change y by (40)\n set x to (-240)\nend\n\ndefine Draw Platform // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd ([abs v] of (height) ) to [platform-height v]\nadd [p] to [platform-type v]\nset pen color to (#0050ff)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#0050ff)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\ndefine Platforms\nDraw Platform // X: [2] Y: [-40] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [394] Y: [-40] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [606] Y: [60] Length: (((1) * (Grid Length)) / (2)) Height: ((3.5) * (Grid Length))\nDraw Platform // X: [706] Y: [430] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [1130] Y: [430] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [1400] Y: [100] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [1792] Y: [100] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [2070] Y: [200] Length: ((2) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2185] Y: [400] Length: ((5) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2800] Y: [400] Length: ((5) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2680] Y: [200] Length: ((2) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [3000] Y: [200] Length: ((2) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [3200] Y: [500] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [3550] Y: [580] Length: ((1) * (Grid Length)) Height: ((3) * (Grid Length))\nDraw Platform // X: [3700] Y: [380] Length: ((2.5) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [4100] Y: [560] Length: ((7) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [4000] Y: [700] Length: ((7) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [4500] Y: [400] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [4500] Y: [700] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [4700] Y: [300] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [5105] Y: [300] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [5305] Y: [300] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [5510] Y: [500] Length: ((6) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [6000] Y: [500] Length: ((2) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [-170] Y: [95] Length: [40] Height: [180]\nDraw Platform // X: [3550] Y: [850] Length: [150] Height: [25]\nDraw Platform // X: [3710] Y: [750] Length: [] Height: [70]\nDraw Platform // X: [4000] Y: [400] Length: [155] Height: [20]\nDraw Platform // X: [4500] Y: [810] Length: [120] Height: [15]\nDraw Platform // X: [3200] Y: [300] Length: [10] Height: [120]\nDraw Platform // X: [2490] Y: [530] Length: [130] Height: [20]\n\ndefine Change Y // Change: (change)\nif <(Reverse?) = [0]> then\n change [player y v] by (change)\nelse\n change [player y v] by ((0) - (change))\nend\nchange [in air v] by (1)\nCollisions // Width: (Collision Width)\nrepeat until <not <[collisions v] contains [p]?>>\n Collisions // Width: (Collision Width)\n set [yvel v] to [0]\n if <(Reverse?) = [1]> then\n if <((0) - (change)) > [0]> then\n change [player y v] by (-1)\n set [in air v] to [0]\n else\n change [player y v] by (1)\n end\n else\n if <(change) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [in air v] to [0]\n end\n end\nend\n\ndefine Collisions // Width: (width)\ndelete all of [collisions v]\nset [i v] to [0]\nrepeat (length of [platform-x v])\n change [i v] by (1)\n if <not <(Player X) > (((item (i) of [platform-x v]) + (item (i) of [platform-length v])) + (width))>> then\n if <not <(Player Y) > (((item (i) of [platform-y v]) + (item (i) of [platform-height v])) + (width))>> then\n if <not <(Player X) < (((item (i) of [platform-x v]) - (item (i) of [platform-length v])) - (width))>> then\n if <not <(Player Y) < (((item (i) of [platform-y v]) - (item (i) of [platform-height v])) - (width))>> then\n add (item (i) of [platform-type v]) to [collisions v]\n end\n end\n end\n end\nend\n\ndefine Loop\nerase all\nRender\nPhysics // Move Speed: [1.5] Jump Height: [16]\n\ndefine Draw Bounce // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd ([abs v] of (height) ) to [platform-height v]\nadd [b] to [platform-type v]\nset pen color to (#ffdd00)\nset pen (brightness v) to (80)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#ffdc00)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\ndefine Draw Lava // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd (([abs v] of (height) ) + ((0) - (pen tick))) to [platform-height v]\nadd [l] to [platform-type v]\nset pen color to (#ff0000)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 2)\nset pen color to (#ff0000)\nLine // X: ((x) - (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 1)\n\nwhen I receive [scripts v]\nforever\n change [pen tick v] by (1)\n if <(pen tick) > [20]> then\n repeat until <(pen tick) < [1]>\n change [pen tick v] by (-1)\n end\n end\nend\n\nwhen I receive [scripts v]\nforever\n set [reverse? v] to [0]\n wait until <not <[collisions v] contains [r]?>>\n wait until <[collisions v] contains [r]?>\n set [reverse? v] to [1]\n wait until <not <[collisions v] contains [r]?>>\n wait until <[collisions v] contains [r]?>\n set [reverse? v] to [0]\nend\n\ndefine Draw Gravity Switch // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd (length) to [platform-length v]\nadd (height) to [platform-height v]\nadd [r] to [platform-type v]\nset pen color to (#2aff00)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#2aff00)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\ndefine Lava\nDraw Lava // X: [218] Y: [-40] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [1616] Y: [100] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [1930] Y: [100] Length: ((1) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [2900] Y: [475] Length: ((1.2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [2900] Y: [475] Length: ((1.2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [3345] Y: [500] Length: ((1.2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [4000] Y: [605] Length: ((0.1) * (Grid Length)) Height: ((0.3) * (Grid Length))\nDraw Lava // X: [4150] Y: [605] Length: ((0.1) * (Grid Length)) Height: ((0.3) * (Grid Length))\nDraw Lava // X: [4575] Y: [400] Length: ((0.5) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Lava // X: [4990] Y: [307] Length: ((1.5) * (Grid Length)) Height: ((0.7) * (Grid Length))\n\ndefine Gravitiy\nDraw Gravity Switch // X: [682] Y: [160] Length: ((01) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Gravity Switch // X: [1306] Y: [430] Length: ((01) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Gravity Switch // X: [2110] Y: [250] Length: ((01) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Gravity Switch // X: [2700] Y: [350] Length: ((01) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Gravity Switch // X: [3750] Y: [450] Length: ((01) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Gravity Switch // X: [4100] Y: [505] Length: ((6) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Gravity Switch // X: [3820] Y: [650] Length: ((1.5) * (Grid Length)) Height: ((0.4) * (Grid Length))\nDraw Gravity Switch // X: [5600] Y: [200] Length: ((1.5) * (Grid Length)) Height: ((0.4) * (Grid Length))\nDraw Gravity Switch // X: [4500] Y: [600] Length: [75] Height: [20]\n\ndefine Reset\ndelete all of [platform-type v]\ndelete all of [platform-height v]\ndelete all of [platform-length v]\ndelete all of [platform-x v]\ndelete all of [platform-y v]\ndelete all of [collisions v]\nset [reverse? v] to [0]\nset [dead v] to [0]\nset [collision width v] to [23]\nset [grid length v] to [40]\nset [cam x v] to [0]\nset [cam y v] to [0]\nset [player x v] to [0]\nset [player y v] to [50]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [player width v] to [15]\nset [win v] to [0]\n\ndefine Bouncy\nDraw Bounce // X: [530] Y: [-20] Length: ((1) * (Grid Length)) Height: (((1) * (Grid Length)) / (2))\nDraw Bounce // X: [2320] Y: [345] Length: ((1) * (Grid Length)) Height: (((1) * (Grid Length)) / (2))\nDraw Bounce // X: [3135] Y: [200] Length: ((1) * (Grid Length)) Height: (((1) * (Grid Length)) / (2))\nDraw Bounce // X: [3450] Y: [480] Length: ((1) * (Grid Length)) Height: (((1) * (Grid Length)) / (2))\nDraw Bounce // X: [4835] Y: [300] Length: ((2) * (Grid Length)) Height: (((1) * (Grid Length)) / (2))\n\ndefine Win\nDraw Win // X: [6000] Y: [400] Length: ((0.5) * (Grid Length)) Height: ((0.5) * (Grid Length))\n\ndefine Draw Win // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd ([abs v] of (height) ) to [platform-height v]\nadd [w] to [platform-type v]\nset pen color to (#ff00e9)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#ff00e7)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\nwhen [timer v] > (0.01)\nerase all\nset [player x v] to [0]\nset [player y v] to [25]\nset [cam x v] to [0]\nset [cam y v] to [40]\nset [player width v] to [15]\nRender Grid\nPlatforms\nLava\nGravitiy\nBouncy\nWin\nDraw Player // Width: (Player width) X: (Player X) Y: (Player Y) Size: [10]\nbroadcast (tn v)\n\nwhen I receive [scripts v]\nforever\n reset timer\nend\n\n@TextEngine\n\ndefine _calcWW (text) (width) (firstwidth) (cspace) (spacewidth)\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\nset [_i3 v] to [1]\nset [_i4 v] to [0]\nset [_i5 v] to [0]\nset [_i6 v] to [0]\nset [_i7 v] to (firstwidth)\nrepeat (length of (text))\n if <(letter (_i3) of (text)) = [ ]> then\n if <(_i4) = [0]> then\n if <((_i7) + ((_i5) - (cspace))) > (width)> then\n insert [1] at (1) of [_ww0 v] \n add [0] to [_ww1 v]\n add [0] to [_ww2 v]\n set [_i6 v] to [1]\n end\n change [_i7 v] by ((_i5) - (cspace))\n else\n if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n set [_i6 v] to (_i4)\n set [_i7 v] to ((_i5) - (cspace))\n else\n change [_i7 v] by ((spacewidth) + (_i5))\n end\n end\n add [1] to [_ww0 v]\n set [_i4 v] to (length of [_ww0 v])\n set [_i5 v] to [0]\n else\n switch costume to (blank v)\n switch costume to (join (letter (_i3) of (text)) [_])\n set [_i9 v] to ((costume [number v]) - (1))\n if <(_i9) > [0]> then\n set [_i8 v] to (item (_i9) of [_chwidth v])\n if <((_i5) + (_i8)) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n add ((_i5) - (cspace)) to [_ww1 v]\n add ((length of [_ww0 v]) - (_i4)) to [_ww2 v]\n add [1] to [_ww0 v]\n set [_i4 v] to (length of [_ww0 v])\n set [_i5 v] to ((_i8) + (cspace))\n set [_i6 v] to (_i4)\n set [_i7 v] to ((-1) * ((cspace) + (spacewidth)))\n else\n change [_i5 v] by ((_i8) + (cspace))\n end\n add (_i9) to [_ww0 v]\n end\n end\n change [_i3 v] by (1)\nend\nif <(length of [_ww0 v]) > (_i6)> then\n if <(_i4) = [0]> then\n if <((_i7) + ((_i5) - (cspace))) > (width)> then\n insert [1] at (1) of [_ww0 v] \n add [0] to [_ww1 v]\n add [0] to [_ww2 v]\n set [_i6 v] to [1]\n end\n change [_i7 v] by ((_i5) - (cspace))\n else\n if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n set [_i6 v] to (_i4)\n set [_i7 v] to ((_i5) - (cspace))\n else\n change [_i7 v] by ((spacewidth) + (_i5))\n end\n end\n add (_i7) to [_ww1 v]\n add ((length of [_ww0 v]) - (_i6)) to [_ww2 v]\nend\n\nwhen flag clicked\nwait (12) seconds\npen up\nhide\nswitch costume to (blank v)\nset size to (100000) %\nswitch costume to ( _ v)\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [don't rotate v]\n\ndefine Clear | Character Data\nswitch costume to (blank v)\nswitch costume to ((costume [number v]) - (1))\nif <((costume [number v]) - (1)) > (length of [_chindex v])> then\n set [_i0 v] to ((costume [number v]) - (1))\nelse\n set [_i0 v] to (length of [_chindex v])\nend\ndelete all of [_chindex v]\ndelete all of [_chwidth v]\ndelete all of [_chdata0 v]\ndelete all of [_chdata1 v]\ndelete all of [_chdata2 v]\ndelete all of [_chdata3 v]\nrepeat (_i0)\n add [__] to [_chdata0 v]\n add [none] to [_chdata1 v]\n add [] to [_chdata2 v]\n add [] to [_chdata3 v]\n add ((length of [_chdata0 v]) + (1)) to [_chindex v]\n add ((1) * (0)) to [_chwidth v]\n repeat (25)\n add [] to [_chdata0 v]\n add [] to [_chdata1 v]\n add [] to [_chdata2 v]\n add [] to [_chdata3 v]\n end\nend\nadd [__] to [_chdata0 v]\nadd [none] to [_chdata1 v]\nadd [] to [_chdata2 v]\nadd [] to [_chdata3 v]\n\ndefine Load | Font (fontname)\nset [_i0 v] to (item # of (fontname) in [_fontname v])\nif <(_i0) < [1]> then\n stop [this script v]\nend\nset [_i0 v] to (item (_i0) of [_fontindex v])\nset [_i1 v] to (item (_i0) of [_fontdata v])\nchange [_i0 v] by (2)\nrepeat (item ((_i0) - (1)) of [_fontdata v])\n set [_i2 v] to (item (_i0) of [_fontdata v])\n replace item (_i2) of [_chwidth v] with (item ((_i0) + (1)) of [_fontdata v])\n set [_i3 v] to (item (_i2) of [_chindex v])\n if <not <(item ((_i3) - (1)) of [_chdata1 v]) = (_i1)>> then\n replace item ((_i3) - (1)) of [_chdata1 v] with (_i1)\n replace item ((_i3) - (1)) of [_chdata2 v] with []\n replace item ((_i3) - (1)) of [_chdata3 v] with []\n _unpackDef (_i2) (_i3) (item ((_i0) + (2)) of [_fontdata v])\n end\n change [_i0 v] by (3)\nend\n\ndefine Set Pen Color | RGBA (r) (g) (b) (a)\nset pen color to ((round (b)) + ((256) * ((round (g)) + ((256) * ((round (r)) + ((256) * (round (a))))))))\n\ndefine _unpackDef (id) (idx) (d)\nset [_i5 v] to (length of (d))\nset [_i6 v] to (idx)\nset [_i7 v] to [1]\nset [_i8 v] to [0]\nrepeat until <(_i7) > (_i5)>\n if <(item (_i6) of [_chdata0 v]) = [__]> then\n insert [] at (_i6) of [_chdata0 v] \n insert [] at (_i6) of [_chdata1 v] \n insert [] at (_i6) of [_chdata2 v] \n insert [] at (_i6) of [_chdata3 v] \n change [_i8 v] by (1)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata0 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata0 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata1 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata1 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata2 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata2 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata3 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata3 v] with (_i9)\n end\n change [_i6 v] by (1)\nend\nif <(_i8) > [0]> then\n set [_i5 v] to (id)\n repeat ((length of [_chindex v]) - (_i5))\n change [_i5 v] by (1)\n replace item (_i5) of [_chindex v] with ((item (_i5) of [_chindex v]) + (_i8))\n end\nend\n\ndefine _getWidth (text) (size) (cspace)\nset [_width v] to [0]\nset [_i0 v] to [1]\nset [_i1 v] to [0]\nrepeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n set [_i2 v] to ((costume [number v]) - (1))\n if <(_i2) > [0]> then\n change [_width v] by (((size) * (item (_i2) of [_chwidth v])) + (cspace))\n change [_i1 v] by (1)\n end\n change [_i0 v] by (1)\nend\nif <(_i1) > [0]> then\n change [_width v] by ((-1) * (cspace))\nend\n\ndefine New Lines | Number (lines) Size (size) Space (lspace)\nchange [_y v] by (((lines) + <(lines) = []>) * (((size) + ((12) * <(size) = []>)) * ((-1) - ((0.7) * ((lspace) + <(lspace) = []>)))))\n\ndefine Print | Pos (x) (y) Size (size) (width) Bounds (xmin) (xmax) Space (cspace) Style (weight) (slant) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i8 v] to ((size) + ((12) * <(size) = []>))\nif <not <(_i8) > [0]>> then\n set [_x v] to ((1) * (x))\n set [_y v] to ((1) * (y))\n switch costume to ( _ v)\n stop [this script v]\nend\nset [_i7 v] to (((width) + <(width) = []>) * (_i8))\nset [_i9 v] to (([tan v] of (slant) ) * (_i8))\nset [_i2 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i3 v] to ((al.y) + (((0.5) * <(al.y) = [c]>) + <(al.y) = [t]>))\nset [_i4 v] to (((cspace) + <(cspace) = []>) * ((0.27) * (_i8)))\nset pen size to ((0.125) * (((weight) + <(weight) = []>) * (_i8)))\n_printText (text) ((1) * (x)) ((y) - ((_i3) * (_i8))) ((xmin) + (<(xmin) = []> * ((-1) / (0)))) ((xmax) + (<(xmax) = []> * ((1) / (0)))) (_i4) (ul.height) (((weight) + <(weight) = []>) * ((ul.weight) + <(ul.weight) = []>)) ((-1) * (_i2))\n\ndefine Get Width | Size (size) (width) Space (cspace) Text (text)\n_getWidth (text) (((size) + ((12) * <(size) = []>)) * ((width) + <(width) = []>)) (((cspace) + <(cspace) = []>) * ((0.27) * ((size) + ((12) * <(size) = []>))))\n\ndefine Print WW | Pos (x) (y) Size (size) (width) Bounds (xmin) (xmax) (ymax) (ymin) Space (cspace) (lspace) Style (weight) (slant) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to ((size) + ((12) * <(size) = []>))\nif <not <(_i0) > [0]>> then\n set [_x v] to ((1) * (x))\n set [_y v] to ((1) * (y))\n switch costume to ( _ v)\n stop [this script v]\nend\nset [_i0 v] to (((width) + <(width) = []>) * (_i0))\nset [_i1 v] to ((xmin) + ((-230) * <(xmin) = []>))\nset [_i2 v] to ((xmax) + ((230) * <(xmax) = []>))\nset [_i3 v] to (item (1) of [_chwidth v])\nset [_i4 v] to (((0.27) * ((cspace) + <(cspace) = []>)) / ((width) + <(width) = []>))\n_calcWW (text) (((_i2) - (_i1)) / (_i0)) (<not <(x) = []>> * (((x) - (_i1)) / (_i0))) (_i4) ((_i4) + (_i3))\nset [_i7 v] to (_i0)\nset [_i8 v] to ((size) + ((12) * <(size) = []>))\nset [_i3 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i0 v] to ((lspace) + <(lspace) = []>)\nif <(al.y) = []> then\n set [_i4 v] to [1]\nelse\n if <(al.y) = ((1) * (al.y))> then\n set [_i4 v] to (al.y)\n else\n if <(al.y) = [b]> then\n set [_i4 v] to ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)\n else\n if <(al.y) = [c]> then\n set [_i4 v] to ((0.5) * ((((0.7) * (_i0)) / (((0.7) * (_i0)) + (1))) + ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)))\n else\n set [_i4 v] to (((0.7) * (_i0)) / (((0.7) * (_i0)) + (1)))\n end\n end\n end\nend\nset [_i5 v] to ((0.1) * ((((ul.weight) + <(ul.weight) = []>) * ((weight) + <(weight) = []>)) * (_i8)))\nif <(ymax) = []> then\n set [_i6 v] to ((1) / (0))\nelse\n set [_i6 v] to ((ymax) - (_i0))\nend\nset [_i9 v] to (([tan v] of (slant) ) * (_i8))\n_printWW ((((1) - (_i3)) * (_i1)) + ((_i3) * (_i2))) (x) ((1) - <(x) = []>) ((1) * (y)) (_i6) ((ymin) + (<(ymin) = []> * ((-1) / (0)))) (((cspace) + <(cspace) = []>) * ((0.27) * (_i8))) ((_i8) * ((-1) - ((0.7) * (_i0)))) ((0.125) * (((weight) + <(weight) = []>) * (_i8))) ((ul.height) * (_i8)) (_i5) ((ul.height) * (_i9)) <not <(ul.height) = []>> ((-1) * ((_i3) * (_i7))) (_i4)\n\ndefine _printText (text) (x) (y) (xmin) (xmax) (cspace) (ul.height) (ul.weight) (al.x)\nset [_x v] to (x)\nset [_y v] to (y)\nif <not <(al.x) = [0]>> then\n set [_width v] to [0]\n _getWidth (text) (_i7) (cspace)\n change [_x v] by ((al.x) * (_width))\nend\nset [_bq v] to ([ceiling v] of (((0.075) * ([sqrt v] of ((_i7) * (_i8)) )) + (0.5)) )\nset [_bq2 v] to ((4) * ((_bq) * (_bq)))\nset [_i0 v] to [1]\nif <<(xmin) = ((-1) / (0))> and <(xmax) = ((1) / (0))>> then\n if <(_i9) = [0]> then\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n _printCh ((costume [number v]) - (1))\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\n else\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n _printChSl ((costume [number v]) - (1))\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\n end\nelse\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n if <not <<(_x) < (xmin)> or <((_x) + ((_i7) * (item ((costume [number v]) - (1)) of [_chwidth v]))) > (xmax)>>> then\n _printChSl ((costume [number v]) - (1))\n else\n change [_x v] by ((_i7) * (item ((costume [number v]) - (1)) of [_chwidth v]))\n end\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\nend\nswitch costume to ( _ v)\nif <not <(ul.height) = []>> then\n set pen size to ((0.1) * (((ul.weight) + <(ul.weight) = []>) * (_i8)))\n set [_i1 v] to ((x) + ((al.x) * (_width)))\n if <(_i1) < (xmin)> then\n set [_i1 v] to (xmin)\n end\n go to x: (((_i1) + ((_i9) * (ul.height))) - ((0.13) * (_i7))) y: ((y) + ((ul.height) * (_i8)))\n pen down\n set [_i2 v] to ((_x) - (cspace))\n if <(_i2) > (xmax)> then\n set [_i2 v] to (xmax)\n end\n set x to (((_i2) + ((_i9) * (ul.height))) + ((0.13) * (_i7)))\n pen up\nend\n\ndefine _printWW (x) (firstx) (firstline) (y) (ymax) (ymin) (cspace) (lspace) (wt) (ul.height) (ul.weight) (ul.offset) <undl> (al.x) (al.y)\nswitch costume to ( _ v)\nset [_x v] to (x)\nset [_y v] to ((y) - (((al.y) - (1)) * (lspace)))\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nif <(item (1) of [_ww2 v]) = [0]> then\n change [_i0 v] by (1)\n change [_i1 v] by (1)\n if <(firstline) = [1]> then\n change [_y v] by (lspace)\n end\nend\nrepeat until <<not <(_y) > (ymax)>> or <(_i0) > (length of [_ww1 v])>>\n change [_i1 v] by ((item (_i0) of [_ww2 v]) + (1))\n change [_i0 v] by (1)\n change [_y v] by (lspace)\nend\nset [_bq v] to ([ceiling v] of (((0.075) * ([sqrt v] of ((_i7) * (_i8)) )) + (0.5)) )\nset [_bq2 v] to ((4) * ((_bq) * (_bq)))\nrepeat until <<(_y) < (ymin)> or <(_i0) > (length of [_ww1 v])>>\n if <(_i0) = (firstline)> then\n set [_x v] to (firstx)\n else\n set [_x v] to ((x) + ((al.x) * (item (_i0) of [_ww1 v])))\n end\n set pen size to (wt)\n if <(_i9) = [0]> then\n repeat (item (_i0) of [_ww2 v])\n _printCh (item (_i1) of [_ww0 v])\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n else\n repeat (item (_i0) of [_ww2 v])\n _printChSl (item (_i1) of [_ww0 v])\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n end\n if <undl> then\n set pen size to (ul.weight)\n if <(_i0) = (firstline)> then\n go to x: (((firstx) + (ul.offset)) - ((0.13) * (_i7))) y: ((_y) + (ul.height))\n else\n go to x: ((((x) + ((al.x) * (item (_i0) of [_ww1 v]))) + (ul.offset)) - ((0.13) * (_i7))) y: ((_y) + (ul.height))\n end\n pen down\n set x to ((((_x) - (cspace)) + (ul.offset)) + ((0.13) * (_i7)))\n pen up\n end\n change [_i0 v] by (1)\n change [_i1 v] by (1)\n change [_y v] by (lspace)\nend\nif <((length of [_ww1 v]) - <(item (1) of [_ww2 v]) = [0]>) > [0]> then\n change [_y v] by ((-1) * (lspace))\nend\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\n\ndefine _printCh (id)\nset [_i2 v] to (item (id) of [_chindex v])\nif <(item (_i2) of [_chdata1 v]) = [Q]> then\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n if <(item (_i2) of [_chdata0 v]) = [L]> then\n go to x: ((x position) + ((_i7) * (item (_i2) of [_chdata1 v]))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata2 v])))\n else\n set [_i3 v] to (((_i7) * (item (_i2) of [_chdata0 v])) / (_bq2))\n set [_i4 v] to ((((_i7) * (item (_i2) of [_chdata1 v])) / (_bq)) + ((_i3) / (2)))\n set [_i5 v] to (((_i8) * (item (_i2) of [_chdata2 v])) / (_bq2))\n set [_i6 v] to ((((_i8) * (item (_i2) of [_chdata3 v])) / (_bq)) + ((_i5) / (2)))\n repeat (_bq)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n end\n end\n end\n pen up\n end\nelse\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n go to x: ((x position) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata1 v])))\n end\n pen up\n end\nend\nchange [_i2 v] by (1)\nchange pen size by (1)\nrepeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n pen up\nend\nchange pen size by (-1)\nchange [_x v] by ((_i7) * (item (id) of [_chwidth v]))\n\ndefine _printChSl (id)\nset [_i2 v] to (item (id) of [_chindex v])\nif <(item (_i2) of [_chdata1 v]) = [Q]> then\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n if <(item (_i2) of [_chdata0 v]) = [L]> then\n go to x: ((x position) + (((_i7) * (item (_i2) of [_chdata1 v])) + ((_i9) * (item (_i2) of [_chdata2 v])))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata2 v])))\n else\n set [_i3 v] to ((((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata2 v]))) / (_bq2))\n set [_i4 v] to (((((_i7) * (item (_i2) of [_chdata1 v])) + ((_i9) * (item (_i2) of [_chdata3 v]))) / (_bq)) + ((_i3) / (2)))\n set [_i5 v] to (((_i8) * (item (_i2) of [_chdata2 v])) / (_bq2))\n set [_i6 v] to ((((_i8) * (item (_i2) of [_chdata3 v])) / (_bq)) + ((_i5) / (2)))\n repeat (_bq)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n end\n end\n end\n pen up\n end\nelse\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n go to x: ((x position) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata1 v])))\n end\n pen up\n end\nend\nchange [_i2 v] by (1)\nchange pen size by (1)\nrepeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n pen up\nend\nchange pen size by (-1)\nchange [_x v] by ((_i7) * (item (id) of [_chwidth v]))\n\nwhen I receive [win v]\nerase all\nset pen color to (#ffffff)\nPrint | Pos [-195] [-20] Size [60] [] Bounds [] [] Space [1.5] Style [2] [] Underline [] [] Align [] [] Text (win text)\n\nwhen I receive [tn v]\nset pen color to (#ffffff)\nPrint | Pos [-170] [140] Size [20] [] Bounds [] [] Space [1.5] Style [2] [] Underline [] [] Align [] [] Text [.]\nPrint | Pos [-50] [110] Size [20] [] Bounds [] [] Space [1.5] Style [2] [] Underline [] [] Align [] [] Text [.]\n\n@PTE\n\nwhen flag clicked\nwait (12) seconds\nhide\nswitch costume to ( v)\nset size to (108000) %\nswitch costume to (a v)\n\ndefine INTERNAL | printChar (index) (x) (y) (i.x) (i.y) (j.x) (j.y)\nchange [_x v] by ((i.x) * (item (index) of [_char_width v]))\nchange [_y v] by ((i.y) * (item (index) of [_char_width v]))\nset [_i3 v] to (item (index) of [_char_index v])\nrepeat (item ((_i3) - (1)) of [_font_data v])\n go to x: ((x) + (((i.x) * (item (_i3) of [_font_data v])) + ((j.x) * (item ((_i3) + (1)) of [_font_data v])))) y: ((y) + (((i.y) * (item (_i3) of [_font_data v])) + ((j.y) * (item ((_i3) + (1)) of [_font_data v]))))\n pen down\n change [_i3 v] by (3)\n repeat (item ((_i3) - (1)) of [_font_data v])\n go to x: ((x) + (((i.x) * (item (_i3) of [_font_data v])) + ((j.x) * (item ((_i3) + (1)) of [_font_data v])))) y: ((y) + (((i.y) * (item (_i3) of [_font_data v])) + ((j.y) * (item ((_i3) + (1)) of [_font_data v]))))\n change [_i3 v] by (2)\n end\n pen up\nend\nchange [_i3 v] by (1)\nchange pen size by (1)\nrepeat (item ((_i3) - (1)) of [_font_data v])\n go to x: ((x) + (((i.x) * (item (_i3) of [_font_data v])) + ((j.x) * (item ((_i3) + (1)) of [_font_data v])))) y: ((y) + (((i.y) * (item (_i3) of [_font_data v])) + ((j.y) * (item ((_i3) + (1)) of [_font_data v]))))\n pen down\n pen up\n change [_i3 v] by (2)\nend\nchange pen size by (-1)\n\ndefine Set Pen Color to RGBA (r) (g) (b) (a)\nset pen color to ((round (b)) + ((256) * ((round (g)) + ((256) * ((round (r)) + ((256) * (round (a))))))))\n\ndefine Print | Pos (x) (y) Size (size) Transform (i.x) (i.y) (j.x) (j.y) Spacing (cspace) Weight (weight) Underline (ul.left) (ul.right) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to (((<(size) = []> * (12)) + (size)) / (100))\nset pen size to ((0.125) * ((<(weight) = []> + (weight)) * ((100) * (_i0))))\nset [_i1 v] to ((_i0) * (<(i.x) = []> + (i.x)))\nset [_i2 v] to ((_i0) * ((1) * (i.y)))\nset [_i3 v] to (<(cspace) = []> + (cspace))\nset [_i4 v] to ((-1) * ((<(al.x) = [r]> + (<(al.x) = [c]> * (0.5))) + (al.x)))\nset [_i5 v] to ((-1) * ((<(al.y) = [t]> + (<(al.y) = [c]> * (0.5))) + (al.y)))\nINTERNAL | printText (text) ((1) * (x)) ((1) * (y)) (_i1) (_i2) ((_i0) * ((1) * (j.x))) ((_i0) * (<(j.y) = []> + (j.y))) ((30) * ((_i3) * (_i1))) ((30) * ((_i3) * (_i2))) (ul.left) (ul.right) ((0.125) * ((<(ul.weight) = []> + (ul.weight)) * ((100) * (_i0)))) (_i4) (_i5)\n\ndefine INTERNAL | printText (text) (x) (y) (i.x) (i.y) (j.x) (j.y) (cs.x) (cs.y) (ul.left) (ul.right) (ul.weight) (al.x) (al.y)\nset [_x v] to ((x) + ((100) * ((al.y) * (j.x))))\nset [_y v] to ((y) + ((100) * ((al.y) * (j.y))))\nif <not <(al.x) = [0]>> then\n set [_i0 v] to [1]\n set [_i1 v] to [0]\n set [_i2 v] to [0]\n repeat (length of (text))\n switch costume to ( v)\n switch costume to (letter (_i0) of (text))\n change [_i1 v] by (((i.x) * (item (costume [number v]) of [_char_width v])) + (cs.x))\n change [_i2 v] by (((i.y) * (item (costume [number v]) of [_char_width v])) + (cs.y))\n change [_i0 v] by (1)\n end\n change [_x v] by ((al.x) * ((_i1) - (cs.x)))\n change [_y v] by ((al.x) * ((_i2) - (cs.y)))\nend\nset [_i1 v] to ((_x) + (((100) * ((ul.left) * (j.x))) - ((0.3) * (cs.x))))\nset [_i2 v] to ((_y) + (((100) * ((ul.left) * (j.y))) - ((0.3) * (cs.y))))\nset [_i0 v] to [1]\nrepeat (length of (text))\n switch costume to ( v)\n switch costume to (letter (_i0) of (text))\n INTERNAL | printChar (costume [number v]) (_x) (_y) (i.x) (i.y) (j.x) (j.y)\n change [_x v] by (cs.x)\n change [_y v] by (cs.y)\n change [_i0 v] by (1)\nend\nif <not <<(ul.left) = []> or <(ul.right) = []>>> then\n set pen size to (ul.weight)\n go to x: ((_x) + (((100) * ((ul.right) * (j.x))) - ((0.7) * (cs.x)))) y: ((_y) + (((100) * ((ul.right) * (j.y))) - ((0.7) * (cs.y))))\n pen down\n go to x: (_i1) y: (_i2)\n pen up\nend\n\ndefine INTERNAL | printWW (x) (y) (i.x) (i.y) (j.x) (j.y) (cs.x) (cs.y) (ls.x) (ls.y) (ul.left) (ul.right) (ul.weight) (al.x) (al.y)\nswitch costume to (a v)\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nrepeat (length of [_tmp1 v])\n set [_x v] to (((x) + ((ls.x) * ((_i0) - (al.y)))) - ((al.x) * ((i.x) * (item (_i0) of [_tmp1 v]))))\n set [_y v] to (((y) + ((ls.y) * ((_i0) - (al.y)))) - ((al.x) * ((i.y) * (item (_i0) of [_tmp1 v]))))\n repeat (item (_i0) of [_tmp2 v])\n INTERNAL | printChar (item (_i1) of [_tmp0 v]) (_x) (_y) (i.x) (i.y) (j.x) (j.y)\n change [_x v] by (cs.x)\n change [_y v] by (cs.y)\n change [_i1 v] by (1)\n end\n change [_i0 v] by (1)\n change [_i1 v] by (1)\nend\nif <not <<(ul.left) = []> or <(ul.right) = []>>> then\n set pen size to (ul.weight)\n set [_i0 v] to [1]\n repeat (length of [_tmp1 v])\n set [_x v] to ((x) + ((ls.x) * ((_i0) - (al.y))))\n set [_y v] to ((y) + ((ls.y) * ((_i0) - (al.y))))\n set [_i1 v] to (item (_i0) of [_tmp1 v])\n go to x: (((_x) - ((al.x) * ((i.x) * (_i1)))) + (((100) * ((ul.left) * (j.x))) - ((0.3) * (cs.x)))) y: (((_y) - ((al.x) * ((i.y) * (_i1)))) + (((100) * ((ul.left) * (j.y))) - ((0.3) * (cs.y))))\n pen down\n go to x: (((_x) - (((al.x) - (1)) * ((i.x) * (_i1)))) + (((100) * ((ul.right) * (j.x))) + ((0.3) * (cs.x)))) y: (((_y) - (((al.x) - (1)) * ((i.y) * (_i1)))) + (((100) * ((ul.right) * (j.y))) + ((0.3) * (cs.y))))\n pen up\n change [_i0 v] by (1)\n end\nend\nset [_x v] to ((x) + ((ls.x) * ((_i0) - (al.y))))\nset [_y v] to ((y) + ((ls.y) * ((_i0) - (al.y))))\n\ndefine INTERNAL | calcWW (text) (length) (extlen) (cspace) (emptyline) (emptyword)\ndelete all of [_tmp0 v]\ndelete all of [_tmp1 v]\ndelete all of [_tmp2 v]\nset [_i0 v] to [1]\nset [_i1 v] to (emptyword)\nset [_i2 v] to [0]\nset [_i3 v] to (emptyline)\nset [_i4 v] to [0]\nrepeat (length of (text))\n if <(letter (_i0) of (text)) = [ ]> then\n if <((_i3) + (_i1)) > (length)> then\n if <(((_i2) - (1)) - (_i4)) > [0]> then\n add (_i3) to [_tmp1 v]\n add (((_i2) - (1)) - (_i4)) to [_tmp2 v]\n set [_i3 v] to ((_i1) + (emptyline))\n set [_i4 v] to (_i2)\n end\n else\n change [_i3 v] by (_i1)\n end\n set [_i1 v] to (emptyword)\n add [1] to [_tmp0 v]\n set [_i2 v] to (length of [_tmp0 v])\n else\n switch costume to ( v)\n switch costume to (letter (_i0) of (text))\n set [_i5 v] to ((item (costume [number v]) of [_char_width v]) + (cspace))\n if <((_i1) + (_i5)) > (extlen)> then\n if <((_i2) - (_i4)) > [0]> then\n add (_i3) to [_tmp1 v]\n add (((_i2) - (1)) - (_i4)) to [_tmp2 v]\n end\n add ((emptyline) + (_i1)) to [_tmp1 v]\n add ((length of [_tmp0 v]) - (_i2)) to [_tmp2 v]\n add [1] to [_tmp0 v]\n set [_i3 v] to (emptyline)\n set [_i1 v] to ((emptyword) + (_i5))\n set [_i2 v] to (length of [_tmp0 v])\n set [_i4 v] to (_i2)\n else\n change [_i1 v] by (_i5)\n end\n add (costume [number v]) to [_tmp0 v]\n end\n change [_i0 v] by (1)\nend\nif <not <(_i4) = (length of [_tmp0 v])>> then\n if <(_i2) = (length of [_tmp0 v])> then\n add (_i3) to [_tmp1 v]\n add ((length of [_tmp0 v]) - (_i4)) to [_tmp2 v]\n else\n if <((_i3) + (_i1)) > (length)> then\n if <(((_i2) - (1)) - (_i4)) > [0]> then\n add (_i3) to [_tmp1 v]\n add (((_i2) - (1)) - (_i4)) to [_tmp2 v]\n end\n add ((emptyline) + (_i1)) to [_tmp1 v]\n add ((length of [_tmp0 v]) - (_i2)) to [_tmp2 v]\n else\n add ((_i3) + (_i1)) to [_tmp1 v]\n add ((length of [_tmp0 v]) - (_i4)) to [_tmp2 v]\n end\n end\nend\n\ndefine WW Print | Pos (x) (y) Size (size) Length (length) Transform (i.x) (i.y) (j.x) (j.y) Spacing (cspace) (lspace.y) (lspace.x) Weight (weight) Underline (ul.left) (ul.right) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to ((<(size) = []> * (12)) + (size))\nset pen size to ((0.125) * ((<(weight) = []> + (weight)) * (_i0)))\nset [_i1 v] to (<(cspace) = []> + (cspace))\nset [_i2 v] to ((((100) / (_i0)) * ((<(length) = []> * (460)) + (length))) / ([sqrt v] of (((<(i.x) = []> + (i.x)) * (<(i.x) = []> + (i.x))) + ((i.y) * (i.y))) ))\nINTERNAL | calcWW (text) (_i2) ((_i2) + (((30) * (_i1)) + (20))) ((30) * (_i1)) ((-1) * (((60) * (_i1)) + (20))) (((30) * (_i1)) + (20))\nset [_i0 v] to (((<(size) = []> * (12)) + (size)) / (100))\nset [_i1 v] to ((_i0) * (<(i.x) = []> + (i.x)))\nset [_i2 v] to ((_i0) * ((1) * (i.y)))\nset [_i3 v] to ((_i0) * ((1) * (j.x)))\nset [_i4 v] to ((_i0) * (<(j.y) = []> + (j.y)))\nset [_i5 v] to (<(cspace) = []> + (cspace))\nset [_i6 v] to (<(lspace.y) = []> + (lspace.y))\nset [_i0 v] to (((<(al.y) = [b]> * (length of [_tmp1 v])) + ((<(al.y) = [c]> * (((length of [_tmp1 v]) + (((0.7) * (_i6)) / ((1) + ((0.7) * (_i6))))) / (2))) + (<(al.y) = [t]> * (((0.7) * (_i6)) / ((1) + ((0.7) * (_i6))))))) + (<(al.y) = []> + (al.y)))\nset [_i6 v] to ((-100) - ((70) * (_i6)))\nINTERNAL | printWW ((1) * (x)) ((1) * (y)) (_i1) (_i2) (_i3) (_i4) ((30) * ((_i5) * (_i1))) ((30) * ((_i5) * (_i2))) (((_i3) * (_i6)) - ((_i6) * ((_i1) * (lspace.x)))) (((_i4) * (_i6)) - ((_i6) * ((_i2) * (lspace.x)))) (ul.left) (ul.right) ((0.125) * ((<(ul.weight) = []> + (ul.weight)) * ((<(size) = []> * (12)) + (size)))) ((<(al.x) = [r]> + (<(al.x) = [c]> * (0.5))) + (al.x)) (_i0)\ndelete all of [_tmp0 v]\n\ndefine Move Down | Lines (lines) Size (size) Transform (i.x) (i.y) (j.x) (j.y) Spacing (lspace.y) (lspace.x)\nset [_i0 v] to (((<(size) = []> * (12)) + (size)) / (100))\nset [_i1 v] to ((_i0) * (<(i.x) = []> + (i.x)))\nset [_i2 v] to ((_i0) * ((1) * (i.y)))\nset [_i3 v] to ((_i0) * ((1) * (j.x)))\nset [_i4 v] to ((_i0) * (<(j.y) = []> + (j.y)))\nset [_i5 v] to ((-100) - ((70) * (<(lspace.y) = []> + (lspace.y))))\nset [_i6 v] to (<(lines) = []> + (lines))\nchange [_x v] by ((_i6) * (((_i3) * (_i5)) - ((_i5) * ((_i1) * (lspace.x)))))\nchange [_y v] by ((_i6) * (((_i4) * (_i5)) - ((_i5) * ((_i2) * (lspace.x)))))\n\nwhen I receive [tn v]\nset pen color to (#ffffff)\nPrint | Pos [-170] [140] Size [20] Transform [] [] [] [] Spacing [1.5] Weight [] Underline [] [] [] Align [] [] Text [.]\nPrint | Pos [-50] [110] Size [20] Transform [] [] [] [] Spacing [1.5] Weight [] Underline [] [] [] Align [] [] Text [.]\n\nwhen I receive [win v]\nerase all\nset pen color to (#ffffff)\nPrint | Pos [-200] [-20] Size [60] Transform [] [] [] [] Spacing [1.5] Weight [] Underline [] [] [] Align [] [] Text (win text)\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (11) seconds\nshow\ngo to [front v] layer\nrepeat (10)\n wait () seconds\n change [ghost v] effect by (10)\nend\n\n@SnowDist\n\nwhen flag clicked\n\nwait (14) seconds\nhide\nset [ghost v] effect to (100)\nset size to (15) %\nforever\n change [ghost v] effect by (-1)\n set size to (pick random (3) to (85)) %\n go to (random position v)\n create clone of (_myself_ v)\n turn right (pick random (0) to (360)) degrees\n wait (.015) seconds\n next costume\nend\n\nwhen I start as a clone\nsize (pick random (1) to (100))\n\ndefine size (sz)\nset size to ((size) * ((sz) / (55))) %\ngo to [front v] layer\nset [ghost v] effect to (((y position) / (6)) * (-1))\nshow\nrepeat (50)\n change [ghost v] effect by (2)\n change x by ((.6) + ((1) * ((sz) / (75))))\n change y by ((1.3) + ((1) * ((sz) / (65))))\n move ((1) * ((sz) / (45))) steps\n turn left ((-.2) + ((-1) * ((sz) / (75)))) degrees\nend\ndelete this clone\n\n@Blank2\n\n@Pen intro\n\ndefine draw line (x) (y) to (ex) (ey) pensize (pen)\ngoto (x) (y)\nset pen (transparency v) to (ghost)\nset pen size to ((pen) / (z))\npen down\ngoto (ex) (ey)\npen up\n\nwhen flag clicked\nerase all\ndelete all of [list v]\nrepeat (30)\n add (pick random (-500) to (500)) to [list v]\n add (pick random (-250) to (250)) to [list v]\n add (pick random (-500) to (500)) to [list v]\n add (pick random (-250) to (250)) to [list v]\n add (pick random (-500) to (500)) to [list v]\n add (pick random (-250) to (250)) to [list v]\n add (pick random (-500) to (500)) to [list v]\n add (pick random (-250) to (250)) to [list v]\nend\nforever\n erase all\n stars (ghost)\n set pen color to (#ffffff)\n draw line [0] [100] to [-75] [-75] pensize [40]\n draw line [0] [100] to [75] [-75] pensize [40]\n draw line [-50] [-40] to [50] [-40] pensize [40]\n set pen color to (#ff7e1c)\n draw line [0] [100] to [-75] [-75] pensize [18]\n draw line [0] [100] to [75] [-75] pensize [18]\n draw line [-50] [-40] to [50] [-40] pensize [18]\nend\n\ndefine goto (x) (y)\ngo to x: ((((x) + (xshift)) * (Xrotation)) / (z)) y: (((y) * (yrotation)) / (z))\n\nwhen flag clicked\nset [xshift v] to [0]\nset [yrotation v] to [1]\nset [xrotation v] to [1]\nset [z v] to [1000]\nset [ghost v] to [0]\nwait (1) seconds\nset volume to (5) %\nstart sound [Jim Yosef - Link \[NCS Release\] v]\nrepeat (60)\n change [z v] by (((0.9) - (z)) / (4))\nend\nset [1 v] to [0]\nrepeat until <(xshift) > [235]>\n change [1 v] by (1)\n change [xshift v] by (1)\nend\nset [xshift v] to [-300]\nrepeat (45)\n change [xshift v] by (((0) - (xshift)) / (9))\nend\nwait (0.5) seconds\nrepeat (20)\n change [yrotation v] by (((-1) - (yrotation)) / (6))\nend\nrepeat (35)\n change [yrotation v] by (((1) - (yrotation)) / (6))\nend\nset [1 v] to [0]\nrepeat until <(xshift) > [235]>\n change [1 v] by (1)\n change [xshift v] by (1)\n change [ghost v] by (5)\n change volume by (-5)\nend\nstop [other scripts in sprite v]\nerase all\nbroadcast (start game v)\n\nrepeat (35)\n change [xrotation v] by (((1) - (Xrotation)) / (6))\nend\n\nrepeat (20)\n change [z v] by (((10) - (z)) / (12))\n change [ghost v] by (5)\nend\n\ndefine stars (ghost)\nset [i v] to [1]\nset pen color to (#ff7b00)\nchange [ghost v] by (50)\nrepeat (120)\n draw line (item (i) of [list v]) (item ((1) + (i)) of [list v]) to (item (i) of [list v]) (item ((1) + (i)) of [list v]) pensize [12]\n change [i v] by (2)\nend\nset [ghost v] to (ghost)\n\n@Blank3\n\n@Transition\n\nwhen flag clicked\nhide\n\ndefine Change X by (x)\nswitch costume to (pos v)\nset size to (Infinity) %\nchange x by (x)\nset size to (100) %\nswitch costume to (transition v)\n\nwhen flag clicked\nwait (12) seconds\nshow\ngo to [front v] layer\nswitch costume to (pos v)\nset size to (Infinity) %\ngo to x: (-660) y: (0)\nset size to (100) %\nswitch costume to (transition v)\nrepeat (23)\n Change X by (((0) - (x position)) / (6))\nend\nset [var 1 v] to [1]\nbroadcast (-Transition Type)\ngo to [front v] layer\nrepeat (24)\n Change X by (Var 1)\n change [var 1 v] by ((Var 1) / (4))\nend\nhide\n\n@SnowDist2\n\nwhen flag clicked\nwait (14) seconds\nhide\nset [ghost v] effect to (100)\nset size to (15) %\nforever\n change [ghost v] effect by (-1)\n set size to (pick random (3) to (85)) %\n go to (random position v)\n create clone of (_myself_ v)\n turn right (pick random (0) to (360)) degrees\n wait (.015) seconds\n next costume\nend\n\nwhen I start as a clone\nsize (pick random (1) to (100))\n\ndefine size (sz)\nset size to ((size) * ((sz) / (55))) %\ngo to [front v] layer\nset [ghost v] effect to (((y position) / (6)) * (-1))\nshow\nrepeat (50)\n change [ghost v] effect by (2)\n change x by ((.6) + ((1) * ((sz) / (75))))\n change y by ((1.3) + ((1) * ((sz) / (65))))\n move ((1) * ((sz) / (45))) steps\n turn left ((-.2) + ((-1) * ((sz) / (75)))) degrees\nend\ndelete this clone\n\n
Checkout Bubble Frenzy! https://scratch.mit.edu/projects/488284180\nWelcome to Pen World!\n99% pen platformer (including intro)\nArrow keys, WASD, or tap to move\nColors:\nRed = Lava\nBlue = Platforms\nYellow = Bounce\nGreen = Gravity switch\nPink = Win
The Desert - A Platformer #All #Games #Animations
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [airplane time v]\nwait (3) seconds\nswitch backdrop to (desert2 v)\n\nwhen I receive [start v]\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Player\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (die! v)\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (15)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (-50)\n\nwhen flag clicked\ngo to x: (36) y: (28)\nswitch costume to (not in plane v)\nforever\n if <touching (airplane v)?> then\n hide\n broadcast (Airplane time v)\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [15]> then\n broadcast (SHow v)\nend\n\nwhen [r v] key pressed\nbroadcast (Reset v)\n\nwhen I receive [start v]\nset [level v] to [1]\nbroadcast (Next Level v)\nshow\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-.9999999)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (.999999999)\n end\n set [x velocity v] to ((X velocity) * (0.85))\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 (([y position v] of [platform v]) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y velocity)\n if <touching (platform 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 (duck v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (platform v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [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 [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 (duck 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\n if <touching (tramps v)?> then\n set [y velocity v] to [17]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nset [level v] to [15]\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [animation v]\nhide\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [animation v]\nhide\n\n@Sprite1\n\ndefine Shake\npoint in direction (90)\ngo to x: (0) y: (0)\nset [i v] to [0]\nset [costume v] to (costume [number v])\nswitch costume to (blank v)\nset size to (250) %\nrepeat until <(size) < [101]>\n switch costume to (blank v)\n go to x: (0) y: (0)\n change y by (([cos v] of ((i) * (500)) ) * (((100) - (size)) * (0.2)))\n change x by (([sin v] of ((i) * (500)) ) * (((100) - (size)) * (0.2)))\n change size by (((100) - (size)) * (0.2))\n change [i v] by (10)\n point in direction ((([sin v] of ((i) * (500)) ) * (((100) - (size)) * (0.2))) + (90))\n switch costume to (costume)\nend\n\ndefine Slide (#)\nhide\ngo to [back v] layer\nset [clone id v] to [Slide]\nrepeat (#)\n create clone of (_myself_ v)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\ndefine Smooth Grow label size (size) speed (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\n\ndefine Smooth Glide and Ghost | x: (x) y: (y) speed: (speed) ghost: (ghost)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((x) - (x position)) / (speed))\n change [ghost v] effect by (ghost)\n change y by (((y) - (y position)) / (speed))\nend\n\ndefine Smooth Glide and stuff | x: (x) y: (y) direction: (direction) speed: (speed) size: (size) ghost: (ghost)\nrepeat until <<(round (x position)) = (round (x))> and <<(round (y position)) = (round (y))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n change [ghost v] effect by (ghost)\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen flag clicked\nstart sound [Emdi x Coorby - Lonewolf \(feat. Kristi-Leah\) v]\nset [clone id v] to [0]\nset [dr v] to [90]\nhide\nclear graphic effects\nrepeat (20)\n create clone of (_myself_ v)\n change [clone id v] by (1)\nend\nSlide [6]\nwait (0.3) seconds\nrepeat (5)\n Particles | repeat: [40]\n wait (0.9) seconds\nend\nwait (3.5) seconds\nbroadcast (Start v)\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n set size to (-100) %\n point in direction (90)\n switch costume to (name v)\n show\n go to [front v] layer\n Smooth Grow label size [200] speed [4]\n Smooth Grow label size [120] speed [6]\n wait (0.3) seconds\n Shake\n repeat (2)\n Smooth Grow label size [140] speed [1]\n Smooth Grow label size [120] speed [7]\n end\n set [dr v] to (direction)\n set [dr v] to [90]\n wait (0) seconds\n point in direction (90)\n repeat (20)\n set [dr v] to (direction)\n turn right (var1) degrees\n change size by (((200) - (size)) / (4))\n change [var1 v] by ((var1) / (5))\n end\n repeat until <<(round (direction)) = (round (90))> and <(round (size)) = (round (120))>>\n set [dr v] to (direction)\n change size by (((120) - (size)) / (4))\n turn right (((90) - (direction)) / (10)) degrees\n end\n point in direction (90)\n Shake\n wait (0.5) seconds\n delete this clone\nend\nif <(Clone ID) = [3]> then\n Spawn chevrons | repeat: [3]\nend\nif <(Clone ID) = [4]> then\n Spawn chevrons 2 | [3]\nend\nif <(Clone ID) = [Chevron]> then\n set size to (0) %\n wait (1.8) seconds\n point in direction (90)\n chevron\n delete this clone\nend\nif <(Clone ID) = [5]> then\n wait (0.7) seconds\n repeat (100)\n point in direction (90)\n go to [back v] layer\n set size to (100) %\n switch costume to (bg v)\n show\n go to [back v] layer\n end\n wait (4.5) seconds\n delete this clone\nend\nif <(Clone ID) = [Chevron2]> then\n set size to (0) %\n point in direction (90)\n wait (2.4) seconds\n chevron 2\n delete this clone\nend\nif <(Clone ID) = [6]> then\n point in direction (90)\n wait (2) seconds\n go to [back v] layer\n set size to (100) %\n switch costume to (grid1 v)\n show\n wait (6.5) seconds\n delete this clone\nend\nif <(Clone ID) = [7]> then\n point in direction (90)\n wait (1.7) seconds\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (150) %\n switch costume to (ring1 v)\n set [ghost v] effect to (100)\n show\n set size to (150) %\n repeat (90)\n turn right (3) degrees\n change [ghost v] effect by (-10)\n end\n repeat (20)\n turn right (12) degrees\n end\n repeat (60)\n turn right (3) degrees\n end\n repeat (10)\n turn right (3) degrees\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\n end\n delete this clone\nend\nif <(Clone ID) = [8]> then\n point in direction (90)\n wait (1.7) seconds\n repeat (6)\n go to x: (pick random (150) to (-150)) y: (pick random (150) to (-150))\n go to [front v] layer\n set [brightness v] effect to (100)\n set size to (-100) %\n switch costume to (line explosion - 1 v)\n set [ghost v] effect to (0)\n show\n repeat until <(costume [name v]) = [Last Line Explosion]>\n next costume\n turn right (3) degrees\n change size by (((50) - (size)) / (4))\n end\n hide\n wait (0.28) seconds\n end\n delete this clone\nend\nif <(Clone ID) = [9]> then\n point in direction (90)\n wait (7.5) seconds\n switch costume to (slide - end v)\n set size to (100) %\n go to x: (0) y: (1000)\n show\n go to [front v] layer\n Smooth Glide and stuff | x: [0] y: [0] direction: [90] speed: [8] size: [100] ghost: [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Particles | repeat: (#)\nrepeat (#)\n set [clone id v] to [Particles]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particles]> then\n set size to (pick random (30) to (80)) %\n switch costume to (pick random (3) to (5))\n set [i v] to (pick random (10) to (15))\n show\n point in direction (pick random (0) to (360))\n go to [front v] layer\n set size to (pick random (30) to (80)) %\n repeat (25)\n move (I) steps\n change size by (-2)\n set [i v] to ((I) * (0.9))\n end\n set [brightness v] effect to (-100)\n repeat (25)\n move (I) steps\n change size by (-1)\n change [ghost v] effect by (13)\n set [i v] to ((I) * (0.9))\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n point in direction (90)\n set [var1 v] to [1]\n repeat (20)\n turn right (var1) degrees\n change [var1 v] by ((var1) / (5))\n end\n set [var1 v] to [1]\n repeat until <(round (direction)) = (round (90))>\n turn right (((90) - (direction)) / (10)) degrees\n end\n point in direction (90)\n wait (4) seconds\nend\n\ndefine chevron\nset size to (-100) %\npoint in direction (90)\nswitch costume to (chevron v)\nshow\ngo to x: (0) y: (0)\nset size to (-100) %\nset size to (0) %\ngo to [back v] layer\ngo [forward v] (10) layers\npoint in direction (DR)\nrepeat (5)\n change size by (12)\nend\nrepeat until <(size) > [300]>\n switch costume to (hack v)\n change size by (Val)\n change [val v] by (((12) - (Val)) / (50))\n point in direction (DR)\n switch costume to (chevron v)\nend\npoint in direction (DR)\nswitch costume to (chevron v)\nrepeat until <(size) > [800]>\n switch costume to (hack v)\n change size by (Val)\n point in direction (DR)\n change [val v] by (((12) - (Val)) / (50))\n switch costume to (chevron v)\nend\ndelete this clone\n\ndefine Spawn chevrons | repeat: (#)\nrepeat (#)\n set [clone id v] to [Chevron]\n create clone of (_myself_ v)\n wait (1.2) seconds\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Slide]> then\n set size to (200) %\n point in direction (90)\n go to x: (0) y: (-1000)\n switch costume to (slide v)\n set size to (200) %\n show\n go [forward v] (0) layers\n Smooth Glide and stuff | x: [0] y: [0] direction: [90] speed: [3] size: [155] ghost: [0]\n go to [back v] layer\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Spawn chevrons 2 | (#)\nrepeat (#)\n set [clone id v] to [Chevron2]\n create clone of (_myself_ v)\n wait (1.2) seconds\nend\n\ndefine chevron 2\nset size to (-100) %\npoint in direction (90)\nswitch costume to (chevron v)\nshow\ngo to x: (0) y: (0)\nset size to (-100) %\nset size to (0) %\ngo to [back v] layer\ngo [forward v] (1) layers\npoint in direction (DR)\nrepeat (10)\n change size by (12)\nend\nrepeat until <(size) > [800]>\n switch costume to (hack v)\n change size by (Val)\n change [val v] by (((12) - (Val)) / (50))\n switch costume to (chevron v)\nend\ndelete this clone\n\nwhen I start as a clone\nif <(Clone ID) = [Chevron]> then\n point in direction (90)\n forever\n point in direction (DR)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Chevron2]> then\n point in direction (90)\n forever\n point in direction (DR)\n end\nend\n\n@Airplane (getting hit)\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [animation v]\nwait (2) seconds\nshow\nswitch costume to (costume2 v)\nrepeat (7)\n next costume\nend\nbroadcast (Explosion v)\n\nset [level v] to [15]\n\nwhen I receive [explosion v]\nforever\n hide\nend\n\n@TN\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset volume to (100) %\n\nwhen [timer v] > (.01)\nshow\nforever\n go to [front v] layer\nend\n\n@Airplane\n\nwhen flag clicked\nrepeat (80)\n hide\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n forever\n show\n end\n else\n end\nend\n\nwhen I receive [airplane time v]\nswitch costume to (in plane v)\nwait (1) seconds\nrepeat (20)\n change x by (12)\nend\nbroadcast (Hide v)\nwait (1) seconds\nbroadcast (Animation v)\n\nwhen I receive [airplane time v]\nwait (1) seconds\nrepeat (20)\n change y by (8)\nend\nhide\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\nswitch costume to (not in plane v)\nset [level v] to [1]\nset [p v] to [1]\nset [level v] to [15]\n\nwhen I receive [animation v]\ngo to x: (-100) y: (100)\nswitch costume to (in plane2 v)\nrepeat (10)\n show\nend\n\nwhen I receive [explosion v]\nforever\n hide\nend\n\nwhen I receive [animation v]\nrepeat (10)\n set [p v] to [0]\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <<(Level) = [15]> and <(P) = [0]>> then\n set [p v] to [0]\n else\n end\nend\n\nwhen flag clicked\nrepeat (80)\n hide\nend\n\nwhen I receive [start v]\nrepeat (80)\n hide\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [15]>> then\n hide\n else\n show\n end\nend\n\n@Intrsturtor\n\nwhen flag clicked\nset [go v] to [0]\nhide\nrepeat (100)\n go to [front v] layer\nend\n\nwhen I receive [start v]\nshow\nrepeat until <(Go) = [1]>\n switch costume to (Level)\nend\n\nwhen I receive [animation v]\nset [go v] to [1]\nshow\nforever\n switch costume to (costume16 v)\nend\n\nwhen I receive [explosion v]\nstop all sounds\nforever\n hide\nend\n\n@Tramps\n\nwhen flag clicked\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n forever\n show\n repeat (20)\n change size by (2)\n end\n repeat (20)\n change size by (-2)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [11]> or <<(Level) = [12]> or <(Level) = [13]>>> then\n show\n else\n hide\n end\nend\n\n@giphy\n\nwhen flag clicked\nhide\nswitch costume to (giphy v)\n\nwhen flag clicked\nhide\n\nwhen I receive [explosion v]\nshow\nrepeat (100)\n next costume\nend\nhide\nbroadcast (Outro v)\n\nwhen I receive [explosion v]\nset volume to (0) %\nshow\nrepeat (100)\n go to [front v] layer\nend\nforever\n set volume to (100) %\nend\n\n@OUTRO\n\nwhen I start as a clone\nif <(Clone ID) = [credit down]> then\n show\n switch costume to (credit down v)\n go to x: (0) y: (-251)\n forever\n if <touching (mouse-pointer v)?> then\n if <(mouse y) > [-180]> then\n Smooth Glide X [0] Y [-170] Speed [3]\n end\n else\n wait until <not <touching (mouse-pointer v)?>>\n Smooth Glide X [0] Y [-250] Speed [3]\n end\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n go to [front v] layer\n show\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (name v)\n set size to (100) %\n wait (0) seconds\n forever\n point in direction ((([tan v] of ((timer) * (140)) ) * (20)) + (90))\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [BG]> then\n set [color v] effect to (75)\n show\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (bg v)\n go to [front v] layer\n Size Hack [200]\n forever\n point in direction ((([tan v] of ((timer) * (130)) ) * (20)) + (90))\n end\nend\n\ndefine Size Hack (#)\nswitch costume to (blank v)\nset size to (#) %\nswitch costume to (bg v)\n\ndefine Smooth Glide X (x) Y (y) Speed (speed)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nif <(Clone ID) = [credit down]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Love]> then\n go to x: (0) y: (160)\n go to [front v] layer\n show\n switch costume to (stuff together v)\n set size to (pick random (30) to (60)) %\n set [ghost v] effect to (pick random (10) to (30))\n forever\n glide (1) secs to x: (0) y: (160)\n glide (1) secs to x: (0) y: (140)\n end\nend\n\ndefine Line\nset [clone id v] to [Line]\npoint in direction (90)\ngo to x: (0) y: (0)\nrepeat (20)\n turn right (18) degrees\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Line]> then\n go to x: (0) y: (0)\n go to [front v] layer\n set [brightness v] effect to (100)\n set [outro: i v] to [35]\n switch costume to (line v)\n set size to (0) %\n show\n repeat (5)\n set [outro: i v] to ((OUTRO: i) * (0.85))\n change size by (((100) - (size)) / (5))\n move (OUTRO: i) steps\n end\n repeat (10)\n set [outro: i v] to ((OUTRO: i) * (0.85))\n change size by (((100) - (size)) / (5))\n move (OUTRO: i) steps\n next costume\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 <(Clone ID) = [Name]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n forever\n wait (5) seconds\n repeat (15)\n turn right (10) degrees\n switch costume to (blank v)\n change size by (200)\n switch costume to (name v)\n end\n repeat (15)\n turn right (10) degrees\n switch costume to (blank v)\n change size by (-200)\n switch costume to (name v)\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [credit left]> then\n show\n switch costume to (credit left v)\n go to x: (-200) y: (0)\n forever\n if <touching (mouse-pointer v)?> then\n if <(mouse y) > [-180]> then\n Smooth Glide X [-140] Y [0] Speed [3]\n end\n else\n wait until <not <touching (mouse-pointer v)?>>\n Smooth Glide X [-270] Y [0] Speed [3]\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [credit left]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) < [4]> then\n show\n switch costume to ((Clone ID) + (1))\n set size to (0) %\n set [ghost v] effect to (0)\n repeat (14)\n change [ghost v] effect by (-10)\n switch costume to (size hack v)\n change size by (((1075) - (size)) / (5))\n switch costume to ((Clone ID) + (1))\n end\nend\n\ndefine Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(Clone ID) = [cir1]> then\n set [color v] effect to (-85)\n set [brightness v] effect to (-10)\n point in direction (-50)\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (circle v)\n set size to (5) %\n show\n set [\[intro\] grav v] to [10]\n repeat (20)\n change y by (\[Intro\] Grav)\n change [\[intro\] grav v] by (-2)\n end\n set [\[intro\] timing v] to [1]\n Smooth Size to: [500] SPD [15] Costume [circle]\n go to x: (0) y: (0)\n wait until <(\[Intro\] Timing) = [2]>\n go to x: (0) y: (0)\n Smooth Size to: [10] SPD [5] Costume [circle]\n set [\[intro\] grav v] to [20]\n repeat (40)\n change y by (\[Intro\] Grav)\n change [\[intro\] grav v] by (-1.8)\n change [ghost v] effect by (3)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [cir2]> then\n set [brightness v] effect to (-30)\n set [color v] effect to (-70)\n point in direction (-50)\n repeat (2)\n go to [front v] layer\n end\n go to x: (0) y: (0)\n switch costume to (circle v)\n set size to (5) %\n show\n set [\[intro\] grav v] to [-10]\n repeat (20)\n change y by (\[Intro\] Grav)\n change [\[intro\] grav v] by (2)\n end\n set [\[intro\] timing v] to [1]\n Smooth Size to: [500] SPD [15] Costume [circle]\n go to x: (0) y: (0)\n wait until <(\[Intro\] Timing) = [2]>\n go to x: (0) y: (0)\n Smooth Size to: [10] SPD [5] Costume [circle]\n set [\[intro\] grav v] to [20]\n repeat (40)\n change y by (\[Intro\] Grav)\n change [\[intro\] grav v] by (1.8)\n change [ghost v] effect by (3)\n end\nend\n\nwhen flag clicked\n\ndefine Smooth Size to: (size) SPD (speed) Costume (prev cos)\nrepeat until <(round (size)) = (round (size))>\n if <(size) > [1000]> then\n switch costume to ( v)\n change size by (((size) - (size)) / (speed))\n switch costume to (prev cos)\n else\n if <<(size) < [100]> and <(size) > [0]>> then\n change size by (((size) - (size)) / (speed))\n switch costume to (prev cos)\n else\n if <not <(size) = [0]>> then\n switch costume to ( v)\n change size by (((size) - (size)) / (speed))\n switch costume to (prev cos)\n else\n stop [this script v]\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [cir1]> then\n repeat (2)\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [cir2]> then\n repeat (2)\n go to [front v] layer\n end\nend\n\nwhen I receive [outro v]\nwait (4) seconds\nset [clone id v] to [Name]\ncreate clone of (_myself_ v)\nset [clone id v] to [BG]\ncreate clone of (_myself_ v)\nset [clone id v] to [credit down]\ncreate clone of (_myself_ v)\nset [clone id v] to [Love]\ncreate clone of (_myself_ v)\nset [clone id v] to [credit left]\ncreate clone of (_myself_ v)\n\nwhen I receive [outro v]\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (size hack v)\nhide\nreset timer\npoint in direction (90)\nhide\nwait (4) seconds\nforever\n wait (1.2) seconds\n Line\nend\n\nwhen I receive [outro v]\nwait (0) seconds\nwait (.2) seconds\nClone [2]\nwait (.2) seconds\nClone [3]\nwait (.2) seconds\nClone [1]\nwait (1) seconds\n\nwhen I receive [outro v]\nwait (1.5) seconds\nset [clone id v] to [cir1]\ncreate clone of (_myself_ v)\nwait (.8) seconds\nset [clone id v] to [cir2]\ncreate clone of (_myself_ v)\n\nwhen I receive [outro v]\nstop all sounds\nclear sound effects\nset volume to (100) %\nforever\n play sound [Trevor Daniel - Falling \(Lyrics\) v] until done\nend\n\n@...\n\nwhen flag clicked\nhide\nwait (.01) seconds\ngo to x: (0) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n hide\n end\nend\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (Reset v)\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\nwait (.01) seconds\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n@Audio\n\nwhen this sprite clicked\nif <(volume) = [50]> then\n switch costume to ((costume [number v]) + (1))\n set volume to (0) %\nelse\n switch costume to ((costume [number v]) - (1))\n set volume to (50) %\nend\n\nwhen flag clicked\nswitch costume to (play v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset volume to (50) %\nstart sound [TheFatRat & Anjulie - Close To The Sun v]\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n hide\n end\nend\n\nset [color v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
Use the Arrow keys are WASD\nThis is a game / Funny Animation at the end so play until the end!\nREALLY GOOD INTRO TEMPLATE FOR YOU GUYS!\nhttps://scratch.mit.edu/projects/507542151/\n
Bread-a platformer
@Stage\n\n@Sprite1\n\nwhen flag clicked\nshow\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 end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#795548)?> then\n change y by (1)\n end\n if <touching color (#795548)?> then\n change y by (1)\n end\n if <touching color (#795548)?> then\n change y by (1)\n end\n if <touching color (#795548)?> then\n change y by (1)\n end\n if <touching color (#795548)?> 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 (#795548)?> 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 (#795548)?>> 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\nwhen flag clicked\nforever\n play sound [4559513546391552 v] until done\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffe866)?> then\n go to x: (-176) y: (-40)\n end\nend\n\n@color2\n\nwhen flag clicked\ngo to [back v] layer\n\n@spikes\n\nwhen flag clicked\nswitch costume to (spikes1 v)\n\nwhen I receive [message1 v]\nnext costume\n\n@ground\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (butter1 v) and wait\n else\n broadcast (nobutter1 v) and wait\n end\nend\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [message2 v]\nforever\n hide\n go to [back v] layer\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (butter v) and wait\n else\n broadcast (nobutter v) and wait\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (butter2 v) and wait\n else\n broadcast (nobutter2 v) and wait\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (plz v) and wait\n else\n broadcast (noplz v) and wait\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n@botter\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0) seconds\n wait (0) seconds\nend\n\nwhen I receive [butter v]\nshow\ngo to x: (83) y: (-132)\n\nwhen I receive [nobutter v]\nhide\n\n@Sprite4\n\nwhen I receive [nobutter1 v]\nhide\n\nwhen I receive [butter1 v]\nshow\ngo to x: (83) y: (-132)\n\nwhen flag clicked\nhide\nforever\n next costume\n wait () seconds\n wait () seconds\nend\n\n@Sprite5\n\nwhen I receive [plz v]\nshow\n\ngo to x: (36) y: (28)\n\nwhen I receive [noplz v]\nhide\n\ngo to [front v] layer\n\nwhen flag clicked\n\n@bitter\n\nwhen I receive [nobutter2 v]\nhide\n\nwhen I receive [butter2 v]\nshow\ngo to x: (83) y: (-132)\n\nwhen flag clicked\nhide\nforever\n next costume\n wait () seconds\n wait () seconds\nend\n\n
Yes the music will get annoying.\nThis is my FIRST platformer so ❤ and star please\nAnyways....\n\nYou are a piece of bread and you must survive. Use the arrow keys to move and stuff, knives and butter kill you. This is supposed to be like a classic pixel game. Well that's all so yea.....
The Jump || A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (costume11 v)\nif <([costume # v] of [ground v]) = [5]> then\n forever\n go to x: (133) y: (-80)\n repeat (56)\n change x by (-5)\n end\n repeat (56)\n change x by (5)\n end\n end\nend\nif <([costume # v] of [ground v]) = [6]> then\n forever\n go to x: (70) y: (15)\n repeat (53)\n change x by (-5)\n change y by (-1.5)\n end\n repeat (53)\n change x by (5)\n change y by (1.5)\n end\n end\nend\nif <([costume # v] of [ground v]) = [7]> then\n forever\n go to x: (140) y: (13)\n repeat (68)\n change x by (-5)\n end\n repeat (68)\n change x by (5)\n end\n end\nend\nif <([costume # v] of [ground v]) = [9]> then\n forever\n go to x: (120) y: (50)\n repeat (47)\n change x by (-5)\n end\n repeat (47)\n change x by (5)\n end\n end\nend\n\nwhen [space v] key pressed\nset [my variable v] to (join (mouse x) (mouse y))\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen [s v] key pressed\nif <not <([costume # v] of [ground v]) = [10]>> then\n broadcast (Next level v)\nend\n\nwhen flag clicked\nstart sound [le moosicc v]\nwait until <(costume [number v]) = [8]>\nbroadcast (game done v)\nstop all sounds\nforever\n play sound [Thomas The Tank Engine \(Earrape\) \(128 kbps\)2 v] until done\nend\n\nwhen flag clicked\nwait until <(costume [number v]) = [7]>\nbroadcast (spikes hide v)\n\n@Player\n\nwhen flag clicked\nshow\nforever\n if <<(x position) > [230]> and <touching (_edge_ v)?>> then\n broadcast (Next level v)\n end\n if <<touching (spikes v)?> or <<touching (lava v)?> or <<(y position) < [-170]> and <touching (_edge_ v)?>>>> then\n broadcast (Restart v)\n end\n if <touching (bounce v)?> then\n set [y v] to [20]\n end\nend\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\ngo to x: (-220) y: (-30)\npoint in direction (90)\nset [y v] to [0]\nset [x v] to [0]\n\nchange [y v] by (-1)\n\nwhen flag clicked\nforever\n Move\nend\n\ndefine Move\ngo to [front v] layer\n\nwhen flag clicked\nbroadcast (Restart v)\nswitch costume to (costume1 v)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n go to [front v] layer\n if <touching (ladders v)?> then\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [8]\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [y v] to [-8]\n end\n else\n change [y 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 point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (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 [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (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)\nend\n\nwhen flag clicked\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [spikes hide v]\nhide\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Message v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nforever\n wait (18) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@thing\n\nwhen I start as a clone\nset [ghost v] effect to (70)\nswitch costume to (pick random (1) to (3))\nset x to (pick random (-360) to (360))\nglide (3) secs to x: (x position) y: (-172)\ndelete this clone\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (40)\ngo to x: (0) y: (169)\nforever\n show\n create clone of (_myself_ v)\n hide\n wait (0.01) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
https://scratch.mit.edu/projects/499716634/\n==\nThis is my FIRST platformer!! this took a LONG time.\n\n --------INSTRUCTIONS------------\n1. arrow keys to move\n2. [r] key to respawn\n3. [s] key to skip to the next level\n4. ENJOY\n\nmy studio: https://scratch.mit.edu/studios/28943159/\n\n#Games #All
Mincraft platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Minecraft OST - Pigstep v] until done\nend\n\n@ground\n\nwhen flag clicked\nswitch costume to (grass v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\n\ndefine higher score (higher score)\n\nforever\n if <(timer:) > (☁ Highscore)> then\n set [☁ highscore v] to (timer:)\n end\n if <(☁ Highscore) < (timer:)> then\n set [☁ highscore v] to (☁ Highscore)\n end\n if <(higher score) > (☁ Highscore)> then\n set [☁ highscore v] to (timer:)\n add (timer:) to [cloud v]\n end\nend\n\nadd (☁ Highscore) to [cloud v]\nadd <(☁ Highscore) = [50]> to [cloud v]\nforever\n if <(timer:) > (☁ Highscore)> then\n set [☁ highscore v] to (timer:)\n end\n if <(level) = [9]> then\n stop [this script v]\n end\nend\n\ndefine Cloud\n\nwhen flag clicked\n\n\nwhen I receive [die v]\ngo to x: (16) y: (-64)\n\n@soil\n\n@nether portal\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@player\n\nwhen flag clicked\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (-1)\n switch costume to (steve 2 v)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (1)\n switch costume to (steve 1 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?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (nether portal v)?> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v) and wait\n end\nend\n\nif <(x position) > [222]> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v) and wait\nend\n\nwhen flag clicked\nset [level v] to [0]\nset [deaths v] to [0]\ngo to x: (-53) y: (-115)\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n broadcast (ok 2 v)\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <touching (mob v)?> then\n change [deaths v] by (1)\n go to x: (-53) y: (-115)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n broadcast (ok time v)\n end\nend\n\n@thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow variable [timer: v]\nset [timer: v] to [0]\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [timer: v] by (1)\nend\n\nwhen flag clicked\nforever\n\nplay sound [minecraft song v] until done\n\n@thumb2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow variable [timer: v]\nset [timer: v] to [0]\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [timer: v] by (1)\nend\n\nwhen flag clicked\nshow list [your next quest link! v]\n\nplay sound [minecraft song v] until done\n\nforever\n\nwhen I receive [die v]\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n end\nend\n\nhide list [your next quest link! v]\n\nhide list [your next quest link! v]\n\ndelete all of [cloud v]\n\n
You know wut to due.\n\nComplete to continue the quest!\n\nClick the green flag twice!!!
The Underworld- A ☁ Scrolling Platformer #games #all #Multiplayer
@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 (5)) 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 broadcast (Transition v)\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\nwhen this sprite clicked\nchange [color v] effect by (3)\n\nwhen flag clicked\nset [color v] effect to (0)\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@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@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 screen2 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 screen2 v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\nwait (2.30) seconds\nswitch costume to (costume1 v)\nrepeat (8)\n next costume\nend\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@Sprite2\n\n@Sprite3\n\n@Sprite4\n\n@Sprite5\n\n@Sprite6\n\n@Sprite7\n\n@Sprite8\n\n@Sprite9\n\n@Sprite10\n\n@Sprite11\n\n@Sprite12\n\n@Sprite1\n\n@Sprite13\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\nwhen flag clicked\ngo to [front v] layer\n\n@ASSETS\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Sprite15\n\nwhen flag clicked\nshow\nset size to (100) %\nswitch costume to (costume14 v)\nforever\n glide (0.001) secs to (player v)\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen this sprite clicked\nif <(costume [number v]) = [3]> then\n broadcast (Million views pls v)\nend\n\nwhen I receive [million views pls v]\nset size to (0) %\nhide\n\nwhen I receive [repeat v]\nshow\nset size to (100) %\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <(costume [number v]) = [1]>> then\n say [click on me to customize]\n else\n say []\n end\nend\n\n@Sprite14\n\nwhen flag clicked\nset size to (0) %\nhide\nforever\n glide (0.001) secs to (player v)\nend\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen I receive [million views pls v]\nset size to (100) %\nshow\n\nwhen this sprite clicked\nset size to (0) %\nhide\nbroadcast (repeat v)\n\n
Please don't forget to Love and Fave. I spent over 1 entire week to complete this project and this is my first time making a scrolling platformer. Don't forget to follow me too!, also I might be online when you are playing.\n\n    also go check out this project===> \n   https://scratch.mit.edu/projects/511649144/\n\n ▬▬▬ Smoother gameplay ▬▬▬\n Spam that flag for better gameplay :)\n https://turbowarp.org/494212757 for 60 FPS\n Close all tabs if open (for lesser lag)\n\n ▬▬▬ Story ▬▬▬\n You and your friends were having a party,\n when suddenly you (and your friends) were pulled \n into a portal....\n\n a portal that you didn't know will take you to the \n Underworld.\n ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n\n ▬▬▬ The Underworld ▬▬▬\n A place beneath the depth of Earth.\n The world is always burning there\n ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n\n ▬▬▬ Instructions ▬▬▬\n Use arrow keys, WSAD, Click. \n to move.\n Click on your self to see the. \n numbers to chat.\n You can swim on lava.\n Dodge spikes and all dangers.\n Click on yourself to change skin color.\n R to restart\n ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nCan we get this on trending please?\n\n ▬▬▬ #TAGS ▬▬▬\n#games #☁ #Friends #Enjoy #Multiplayer #2 weeks #LoveN'Fave #IHopeYouHaveABeautifulDay #Bye #Hi #Nice #Barrels #Realsm #Winner #;) #AlanWalker?! #Marshmello #Fave #Love #2Weeks #Follow #3D #Play #Hard? #CloudData #REFLEX #xxREFLEXxx #JC_ProGold\n\n\nArt of the day:-\n\n ──────▄▀▄─────▄▀▄\n ─────▄█░░▀▀▀▀▀░░█▄\n ─▄▄──█░░░░░░░░░░░█──▄▄\n █▄▄█─█░░▀░░┬░░▀░░█─█▄▄█\n\n\n\nAlso for the people who read my secret messages, if you click on the UFO on top of the player, YOU CAN CHANGE THE ITEM\n\n\n\n\n\nNice
Black And Grey Photo Land A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\n@Cube\n\nwhen flag clicked\nhide variable [☁ timer v]\n\nwhen flag clicked\nforever\n if <(☁ Timer) < (☁ Highscore)> then\n set [☁ highscore v] to (☁ Timer)\n end\nend\n\nwhen flag clicked\nplay sound [Vexento - Pixel Party v] until done\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (NEXT LEVEL v)\nforever\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [15]\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [239]> then\n change [level v] by (1)\n broadcast (NEXT LEVEL v) and wait\n end\n if <touching (spikes v)?> then\n broadcast (restart v)\n end\n if <touching (bounce v)?> then\n set [y vel v] to [19]\n end\n if <touching (enemy v)?> then\n set [y vel v] to [15]\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-226) y: (-4)\n\nwhen flag clicked\ngo to x: (-224) y: (-3)\n\nwhen flag clicked\nforever\n if <touching (ink v)?> then\n broadcast (restart v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n broadcast (you win and time c v)\n end\nend\n\nwhen [up arrow v] key pressed\nswitch costume to (1 v)\n\nwhen [down arrow v] key pressed\nswitch costume to (2 v)\n\nwhen [right arrow v] key pressed\nswitch costume to (3 v)\n\nwhen [left arrow v] key pressed\nswitch costume to (4 v)\n\nwhen flag clicked\nforever\n if <touching (ink v)?> then\n set [brightness v] effect to (-100)\n repeat (10)\n wait (00.1) seconds\n change [brightness v] effect by (10)\n end\n end\nend\n\nwhen flag clicked\nset size to (100) %\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n set size to (50) %\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n set size to (100) %\n end\nend\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Backgrouwnd pawrtikuls\n\nwhen I start as a clone\nset [ghost v] effect to (70)\nswitch costume to (pick random (1) to (3))\nset x to (pick random (-360) to (360))\nglide (3) secs to x: (x position) y: (-172)\ndelete this clone\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (40)\ngo to x: (0) y: (169)\nforever\n show\n create clone of (_myself_ v)\n hide\n wait (0.01) seconds\nend\n\n@Ink\n\nwhen flag clicked\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (1)\n end\n repeat (20)\n change [tide v] by (-1)\n end\n repeat (10)\n change [tide v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n set y to (Tide)\n switch costume to (Level)\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Message v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@You win\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [you win and time c v]\nshow\ngo to [front v] layer\nstop [other scripts in sprite v]\nshow variable [timer v]\nset [timer v] to (Timer)\n\nwhen flag clicked\nhide variable [timer v]\n\nwhen flag clicked\nset [timer v] to [0]\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n
New Animation Out! :) https://scratch.mit.edu/projects/497786103/\n\nYou Are A Cube who is trapped in the 1900's photos you will have to get threw spikes and ink and many challanges to get threw to the 2000's can you get threw?\n\nComment Your Best Time mine is 29 Seconds\n\nThanks @0014049 For the tutorial on Youtube Thanks @TimMcCool for the love and fav dector and Thanks @StratfordJames for the you win screen
Platformer rush
@Stage\n\nwhen flag clicked\nRestart\nshow\nset [level v] to [1]\nforever\n Physics\n if <touching (next level v)?> then\n broadcast (message1 v) and wait\n Restart\n change [level v] by (1)\n end\n if <touching (lava v)?> then\n Restart\n end\nend\n\ndefine Physics\nif <key (right arrow v) pressed?> then\n change [x v] by (2)\n switch costume to (traje 1 v)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (-2)\n switch costume to (traje 2 v)\nend\nchange x by (x)\nif <touching (level v)?> then\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n if <[0] < (x)> then\n set [x v] to [-10]\n set [y v] to [10]\n else\n set [x v] to [10]\n set [y v] to [10]\n end\n else\n set [x v] to [0]\n end\nelse\n set [x v] to ((x) * (0.8))\nend\nchange y by (y)\nif <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <key (up arrow v) pressed?> then\n if <(Jumping?) = [y]> then\n set [y v] to [12]\n set [jumping? v] to [n]\n end\n end\nelse\n change [y v] by (-1)\n set [jumping? v] to [y]\nend\n\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\ndefine Restart\nswitch costume to (traje 1 v)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-125) y: (20)\n\n@level\n\nwhen flag clicked\nshow\n\nwhen I receive [end v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to [back v] layer\nclear graphic effects\nforever\n if <(level) = [11]> then\n broadcast (super end v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Video Game 2 v] until done\nend\n\n@Next Level\n\n@player\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y vel v] by (-1)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (speed)\n switch costume to (costume1 v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by ((speed) * (-1))\n switch costume to (effect v)\nend\nset [x vel v] to ((X vel) * (friction))\nchange x by (X vel)\nset [slope v] to [0]\nif <<touching (sprite1 v)?> or <touching (level v)?>> then\n repeat until <<not <<touching (sprite1 v)?> or <touching (level v)?>>> or <(slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <<touching (sprite1 v)?> or <touching (level v)?>> then\n change y by (slope)\n repeat until <not <<touching (sprite1 v)?> or <touching (level v)?>>>\n change x by ((([abs v] of (X vel) ) / (X vel)) * (-1))\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-12]\n else\n set [x vel v] to [12]\n end\n set [y vel v] to [12]\n else\n set [x vel v] to [0]\n end\nend\nchange y by (Y vel)\nif <<touching (sprite1 v)?> or <touching (level v)?>> then\n repeat until <not <<touching (sprite1 v)?> or <touching (level v)?>>>\n change y by ((([abs v] of (Y vel) ) / (Y vel)) * (-1))\n end\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (level v)?>> then\n set [y vel v] to (jump height)\nend\nchange y by (1)\n\nwhen flag clicked\n\nwhen I receive [end v]\ngo to x: (-198) y: (-10)\n\nwhen I receive [hurt v]\ngo to x: (-198) y: (-10)\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nclear graphic effects\nshow\ngo to [front v] layer\nset [level v] to [1]\nset [x vel v] to [0]\nset [y vel v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-198) y: (-10)\npoint in direction (90)\nforever\n Platformer Physics [1] [0.9] [13]\n if <<<<touching (danger v)?> or <touching (lava v)?>> or <touching (snow monsters v)?>> or <touching (imposter v)?>> then\n go to x: (-198) y: (-10)\n end\n if <touching ( ice trampoline v)?> then\n set [y vel v] to [20]\n end\n if <touching (golden diamond v)?> then\n broadcast (enter v)\n end\n if <touching (next level v)?> then\n go to x: (-198) y: (-10)\n broadcast (end v)\n end\n if <touching (button v)?> then\n broadcast (button v)\n end\n if <not <touching (button v)?>> then\n broadcast (button 2 v)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n@danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nforever\n glide (0.75) secs to x: (-9) y: (-37)\n glide (0.75) secs to x: (-9) y: (-42)\nend\n\n@Lava\n\nwhen flag clicked\ngo to [front v] layer\nforever\n glide (0.75) secs to x: (38) y: (33)\n glide (0.75) secs to x: (38) y: (27)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (188) y: (-27)\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\nwhen I receive [button v]\nglide (3) secs to x: (188) y: (26)\n\nwhen I receive [button 2 v]\nglide (3) secs to x: (188) y: (-27)\n\n@button\n\nwhen flag clicked\nhide\nforever\n if <(level) = [10]> then\n go to x: (90) y: (53)\n show\n end\nend\n\nwhen I receive [button v]\nswitch costume to (costume2 v)\n\nwhen I receive [button 2 v]\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nhide\n\n@o actor 1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n show\n go to x: (-17) y: (5)\n glide (1) secs to x: (-15) y: (321)\n stop [this script v]\n end\nend\n\n@o actor 2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n wait (2) seconds\n show\n go to x: (312) y: (36)\n glide (1) secs to x: (-36) y: (39)\n stop [this script v]\n end\nend\n\n@o actor 3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n wait (6) seconds\n show\n go to x: (389) y: (1)\n glide (1) secs to x: (16) y: (1)\n stop [this script v]\n end\nend\n\n@Money\n\nwhen flag clicked\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n set size to (100) %\n go to x: (((Digits) * (14)) - (183)) y: (147)\n if <(length of (time)) < (Digits)> then\n hide\n else\n show\n switch costume to (letter (Digits) of (time))\n end\nend\n\nwhen flag clicked\nset [☁ world record v] to [94]\nhide variable [☁ world record v]\nhide variable [time v]\nset [time v] to [0]\nrepeat until <(level) = [11]>\n change [time v] by (1)\n wait (0.25) seconds\nend\nif <(level) = [11]> then\n hide\n wait (2.5) seconds\n show variable [time v]\n wait (2.5) seconds\n show variable [☁ world record v]\nend\nif <(time) < (☁ World record)> then\n set [☁ world record v] to (time)\nend\n\n@TB\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
New game!!!\nhttps://scratch.mit.edu/projects/494798727/\nWelcome to my new platform game !!\nPlatformer rush !!\nTry to pass only 10 levels as fast as possible and beat other people's world records !!\n\n\n--Instructions--\n-Use the directional keys to move the player.\n- Avoids spikes and lava.\n-You can walljumping !!\n-On level 10 to open the door, touch the yellow button with the player.\n\n--Credits--\n- @amazingQ for some codes, for the idea and title !!!\n- Art-me !!!\n\nPlease love and fave !!!!\nAnd if you like my projects follow me !!\n\nAnd, That's all!!
Prison break || A platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Bossfight - Wobbly Tooth, Crunchy Apple v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nset [deaths v] to [0]\nbroadcast (start/restart level v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (0) y: (0)\nforever\n Physics [1] [0.9] [15]\nend\n\ndefine Physics (speed) (friction) (jump height)\nchange [yv v] by (-1)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> 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 <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by ((speed) * (-1))\n point in direction (-90)\nend\nset [xv v] to ((Xv) * (friction))\nchange x by (Xv)\nset [slope v] to [0]\nif <touching (main level v)?> then\n repeat until <<not <touching (main level v)?>> or <(slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <<touching (main level v)?> or <touching (locked v)?>> then\n change y by (slope)\n repeat until <not <<touching (main level v)?> or <touching (locked v)?>>>\n change x by ((([abs v] of (Xv) ) / (Xv)) * (-1))\n end\nend\nchange y by (Yv)\nif <touching (main level v)?> then\n repeat until <not <touching (main level v)?>>\n change y by ((([abs v] of (Yv) ) / (Yv)) * (-1))\n end\n set [yv v] to [0]\nend\nif <not <touching (sprite13 v)?>> then\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (main level v)?>> then\n set [yv v] to (jump height)\n end\n change y by (1)\nelse\n set [yv v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n change y by (4)\n end\nend\n\nwhen I receive [start/restart level v]\nset [yv v] to [0]\nset [key collected? v] to [no]\nhide\ngo to x: (-215) y: (-60)\nshow\n\nwhen flag clicked\nforever\n if <<<touching (saws v)?> or <touching (still obstacles v)?>> or <<touching (lava v)?> or <<touching (basketball v)?> or <<touching (baseball player v)?> or <touching (wild dog v)?>>>>> then\n change [deaths v] by (1)\n broadcast (start/restart level v)\n end\n if <[230] < (x position)> then\n broadcast (next level v)\n end\n if <(y position) < [-170]> then\n change [deaths v] by (1)\n broadcast (start/restart level v)\n end\nend\n\nwhen I receive [next level v]\nchange [backdrop v] by (1)\nbroadcast (start/restart level v)\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<<<<<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <key (a v) pressed?>>>> or <<mouse down?> and <(x position) < (mouse x)>>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(Yv) = [0]>> and <not <touching (sprite13 v)?>>> then\n next costume\n wait (0) seconds\n else\n switch costume to (costume1 v)\n end\nend\n\nbroadcast (lobby v)\n\nwhen I receive [start game v]\nset [deaths v] to [0]\ngo to x: (-215) y: (-60)\n\nwhen I receive [start game v]\nwait until <(Deaths) = (Death requirement)>\nstop [all v]\n\n@main level\n\nwhen flag clicked\nset [backdrop v] to [1]\nforever\n set [brightness v] effect to (([y position v] of [sprite3 v]) / (15))\n switch costume to (backdrop)\n go to [front v] layer\n go [backward v] (11) layers\nend\n\nset [backdrop v] to [14]\n\nchange [backdrop v] by (-1)\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [brightness v] effect to (-100)\nset size to (142) %\ngo to x: (0) y: (0)\nrepeat (100)\n change [brightness v] effect by (1)\n change size by (-0.2)\nend\nbroadcast (buttons v)\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [lobby v]\nshow\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [buttons v]\nshow\nset [ghost v] effect to (100)\nset size to (80) %\ngo to x: (0) y: (-175)\nrepeat (100)\n change y by (1.5)\n change [ghost v] effect by (-2)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n set [brightness v] effect to (-10)\n else\n set size to (80) %\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start game v)\n\nwhen I receive [start game v]\nhide\nset [backdrop v] to [1]\n\nwhen I receive [lobby v]\nset [deaths v] to [0]\nshow\n\n@Sprite4\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@still obstacles\n\nwhen flag clicked\nforever\n show\n go to [back v] layer\n go [forward v] (2) layers\n switch costume to (backdrop)\nend\n\nset [backdrop v] to [6]\n\n@Sprite5\n\nwhen flag clicked\nforever\n hide\n reset timer\nend\n\nwhen [timer v] > (0.0000000000001)\ngo to x: (0) y: (-360)\nshow\nif <not <(y position) = [0]>> then\n forever\n go to [front v] layer\n change y by ([abs v] of ((y position) / (5)) )\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [buttons v]\nshow\nset [ghost v] effect to (100)\nset size to (80) %\ngo to x: (0) y: (-175)\nwait until <([y position v] of [sprite3 v]) < [50]>\nrepeat (100)\n change y by (0.75)\n change [ghost v] effect by (-2)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n set [brightness v] effect to (-10)\n else\n set size to (80) %\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nbroadcast (settings v)\n\nwhen I receive [start game v]\nhide\nset [backdrop v] to [1]\n\nwhen I receive [lobby v]\nshow\n\n@Sprite7\n\nwhen flag clicked\nforever\n switch costume to (death requirement costume)\nend\n\nwhen I receive [settings v]\nshow\nwait until <<key (space v) pressed?> or <<mouse down?> and <not <touching (mouse-pointer v)?>>>>\nhide\n\nwhen flag clicked\nset [deaths v] to [0]\nhide\nset [death requirement costume v] to [2]\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n next costume\n wait (0.5) seconds\n end\n if <key (left arrow v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n set [brightness v] effect to (-5)\n else\n set size to (100) %\n clear graphic effects\n end\nend\n\nwhen I receive [start game v]\nif <(costume [number v]) = [2]> then\n set [death requirement v] to [100000000]\nelse\n if <(costume [number v]) = [1]> then\n set [death requirement v] to [1]\n else\n if <(costume [number v]) = [3]> then\n set [death requirement v] to [3]\n end\n end\nend\n\nwhen flag clicked\nforever\n set [touching mouse? v] to <touching (mouse-pointer v)?>\nend\n\n@lives\n\n@Sprite8\n\nwhen I receive [settings v]\ngo to [front v] layer\nshow\nwait until <<key (space v) pressed?> or <<mouse down?> and <(touching mouse?) = [false]>>>\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n else\n clear graphic effects\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n set size to ([size v] of [sprite7 v]) %\nend\n\nwhen this sprite clicked\nchange [death requirement costume v] by (1)\n\n@Sprite9\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n else\n clear graphic effects\n end\nend\n\nwhen I receive [settings v]\ngo to [front v] layer\nshow\nwait until <<key (space v) pressed?> or <<mouse down?> and <(touching mouse?) = [false]>>>\nhide\n\nwhen flag clicked\nforever\n set size to ([size v] of [sprite7 v]) %\nend\n\nwhen this sprite clicked\nchange [death requirement costume v] by (-1)\n\n@basketball\n\nwhen flag clicked\ngo to x: (-165) y: (-105)\nforever\n turn right (2) degrees\n if <(backdrop) = [3]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-165) y: (-105)\nwait until <(backdrop) = [3]>\nforever\n glide (1) secs to x: (165) y: (-105)\n glide (1) secs to x: (-165) y: (-105)\nend\n\n@Sprite10\n\nwhen flag clicked\nset [backdrop v] to [1]\nhide\n\nwhen I receive [start game v]\nshow\nforever\n switch costume to (backdrop)\n go to [back v] layer\nend\n\n@baseball player\n\nwhen flag clicked\nforever\n wait (0) seconds\n next costume\nend\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nwait until <(backdrop) = [4]>\nforever\n repeat until <(x position) = [200]>\n point in direction (90)\n change x by (5)\n end\n repeat until <(x position) = [-200]>\n point in direction (-90)\n change x by (-5)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop) = [4]> then\n show\n else\n hide\n end\nend\n\n@Sprite11\n\ngo to [front v] layer\n\nforever\n wait (0) seconds\n next costume\nend\n\n@Sprite13\n\nwhen flag clicked\nforever\n switch costume to (backdrop)\nend\n\n@wild dog\n\nwhen flag clicked\nforever\n wait (0) seconds\n next costume\nend\n\nwhen flag clicked\ngo to x: (0) y: (-105)\nwait until <(backdrop) = [12]>\nforever\n repeat until <(x position) = [-200]>\n point in direction (-90)\n change x by (-5)\n end\n repeat until <(x position) = [0]>\n point in direction (90)\n change x by (5)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop) = [12]> then\n show\n else\n hide\n end\nend\n\n
New game: https://scratch.mit.edu/projects/502695389\n\nUse the arrow keys, WASD or drag your mouse / finger to move the prisoner.\nSome levels, prisoners are dangerous, others, they're not. Escape the prison. You can choose how many lives you have heading into the game play!\nAlso, you must avoid sports equipment, the basketballs can hit your head and baseball bats are dangerous!\nHave fun with it!
To Mars - A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (mars2 v)\n\nwhen I receive [fin intro mars v]\nnext backdrop\n\nwhen I receive [fin intro mars v]\nforever\n switch backdrop to (LEVEL)\nend\n\nwhen I receive [intro de la fin v]\nswitch backdrop to (arrière plan25 v)\n\n@PLayer\n\ndefine Platformer Engine\nswitch costume to (111 v)\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (droit v)\n change [x v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (1)\n switch costume to (parachute v)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nif <touching (platforme v)?> then\n change y by (1)\n if <touching (platforme v)?> then\n change y by (1)\n if <touching (platforme v)?> then\n change y by (1)\n if <touching (platforme v)?> then\n change y by (1)\n if <touching (platforme v)?> then\n change y by (1)\n if <touching (platforme v)?> then\n change x by (-6)\n change x by ((X) * (-1))\n if <<<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> or <<<key (w v) pressed?> or <key (d v) pressed?>> or <touching (platforme v)?>>> then\n set [y v] to [10]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (Y)\nif <touching (platforme v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching (platforme v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <<touching (danger v)?> or <<touching (alien v)?> or <touching (alien2 v)?>>> then\n go to x: (X spaw) y: (Y spaw)\nend\n\n go to x: (X spaw) y: (Y spaw)\nend\nif <<touching (vent toxic \(boss\)//vent toxic v)?> or <touching (vent toxic \(boss\)//vent toxic2 v)?>> then\n go to x: (-219) y: (164)\nend\nif <(x position) > [215]> then\n change [level v] by (1)\n go to x: (X spaw) y: (Y spaw)\nend\nif <(level2) = [0]> then\n switch costume to (parachute v)\nelse\n switch costume to (gauche 2 v)\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n switch costume to (haut v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (parachute v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (droit v)\n end\nend\n\nwhen flag clicked\ngo to x: (-142) y: (151)\n\nwhen I receive [fin intro mars v]\npoint in direction (-90)\nset [x spaw v] to [-151]\nset [y spaw v] to [-30]\ngo to x: (X spaw) y: (Y spaw)\nset size to (80) %\nset [x v] to [0]\nset [y v] to [0]\nrepeat until <(trouvre jet pack) = [1]>\n Platformer Engine\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level2 v] to [0]\n\nwhen flag clicked\nforever\n play sound [the-arrival by evgeny-bardyuzha Artlist v] until done\nend\n\nwhen I receive [trouve jet pack v]\nforever\n switch costume to (jet pack v)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n change [x v] by (0.5)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n change [x v] by (-0.5)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (platforme v)?> then\n change y by (1)\n if <touching (platforme v)?> then\n change y by (1)\n if <touching (platforme v)?> then\n change y by (1)\n if <touching (platforme v)?> then\n change y by (1)\n if <touching (platforme v)?> then\n change y by (1)\n end\n if <touching (platforme v)?> then\n change x by (-6)\n change x by ((X) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <key (right arrow v) pressed?>> or <<<touching (platforme v)?> or <<mouse down?> and <(y position) < (mouse y)>>> or <<<mouse down?> and <(mouse x) < (x position)>> or <<mouse down?> and <(x position) < (mouse x)>>>>> then\n set [y v] to [5]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n change y by (-1)\n if <<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to [6]\n end\n change y by (1)\n if <(x position) > [215]> then\n change [level v] by (1)\n go to x: (X spaw) y: (Y spaw)\n end\nend\n\nwhen flag clicked\nforever\n if <<(LEVEL) = [20]> and <(y position) = [-166]>> then\n broadcast (intro jet pack v)\n end\nend\n\nwhen flag clicked\nset [trouvre jet pack v] to [0]\n\nwhen I receive [intro jet pack v]\nrepeat until <(trouvre jet pack) = [1]>\n hide\nend\n\nwhen I receive [trouve jet pack v]\nshow\n\nwhen I receive [trouve jet pack v]\nset [trouvre jet pack v] to [1]\n\nwhen I receive [fin intro mars v]\nrepeat until <(LEVEL) = [20]>\n repeat (50)\n if <<<[-179] > (y position)> or <(y position) = [-180]>> and <(LEVEL) = [20]>> then\n broadcast (intro jet pack v)\n end\n end\nend\nrepeat (50)\n if <<<[-179] > (y position)> or <(y position) = [-180]>> and <(LEVEL) = [20]>> then\n broadcast (intro jet pack v)\n end\nend\n\nwhen I receive [intro de la fin v]\nforever\n hide\nend\n\nwhen I receive [intro de la fin v]\nset [intro de la fin v] to [1]\n\nwhen I receive [intro de la fin v]\nforever\n hide variable [level v]\nend\n\nwhen I receive [fin intro mars v]\nshow variable [level v]\n\nwhen flag clicked\nhide variable [level v]\n\n@platforme\n\nwhen I receive [fin intro mars v]\nswitch costume to (costume1 v)\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [fin intro mars v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [trouve jet pack v]\nshow\n\nwhen I receive [intro jet pack v]\nhide\n\nwhen I receive [fin intro mars v]\nshow\n\nwhen I receive [fin intro mars v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [intro de la fin v]\nforever\n hide\nend\n\n@danger\n\nwhen I receive [fin intro mars v]\nforever\n show\n go to [back v] layer\nend\n\nwhen I receive [fin intro mars v]\nswitch costume to (costume6 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nswitch costume to (580b585b2edbce24c47b26f3 \(1\)2 v)\nset [level v] to [1]\n\n@intro mars\n\nwhen flag clicked\nrepeat (89)\n wait (0.1) seconds\n next costume\nend\nset [intro mars v] to [1]\nbroadcast (fin intro mars v)\n\nwhen flag clicked\nswitch costume to (1008294 v)\nshow\n\nwhen I receive [fin intro mars v]\nhide\n\nwhen flag clicked\nstart sound [galactic-realms by night-rider-87 Artlist v]\nif <(intro mars) = [1]> then\n stop [this script v]\nend\n\nwhen flag clicked\nset [intro mars v] to [0]\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n go [backward v] (1) layers\nend\n\nwhen I receive [fin intro mars v]\nhide\n\n@alien\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [18]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset size to (70) %\ngo to x: (0) y: (-70)\nforever\n repeat (30)\n change x by (3)\n end\n repeat (60)\n change x by (-3)\n end\n repeat (30)\n change x by (3)\n end\nend\n\n@alien2\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [18]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset size to (70) %\ngo to x: (0) y: (-70)\nforever\n repeat (30)\n change x by (5)\n end\n repeat (60)\n change x by (-3)\n end\n repeat (30)\n change x by (3)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(LEVEL) = [21]> then\n show\n if <touching (player v)?> then\n hide\n broadcast (intro de la fin v)\n end\n end\nend\n\nwhen I receive [fin intro mars v]\nforever\n hide\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [intro jet pack v]\nshow\n\nwhen I receive [trouve jet pack 1 v]\nbroadcast (trouve jet pack v)\n\nwhen I receive [intro jet pack v]\nrepeat (49)\n wait (0.08) seconds\n next costume\nend\nhide\nbroadcast (trouve jet pack 1 v)\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\n@Sprite4\n\nwhen I receive [intro de la fin v]\nshow\nrepeat (79)\n wait (0.1) seconds\n next costume\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@téléchargement (91)\n\nwhen flag clicked\nhide\n\n
*English* Welcome To Mars ! \n \nPlease ❤️⭐️ & follow me !\n\nControls : w or up arrow to jump (or fly with your jet pack) - left & right arrows or a & d to move. \n\nThis game combines adventure, animation and surprises. Beware of aliens!\n21 levels.\n100% possible.\nCan you complete your next mission to Mars?\n\n*Français* Bienvenue Vers Mars - un Platformer!\nMerci d'❤️⭐️ & de me suivre!\nContrôle : w ou flèche haut pour sauter (or voler avec votre jet pack) - flèches gauche & droite ou a & d pour avancer et reculer. \n\nCe jeu combine l'aventure, l'animation et des surprises. Gare aux aliens!\n21 niveaux.\n100% possible.\nSaurez-vous terminer votre prochaine mission sur Mars?
Green world// a platformer game
@Stage\n\n@level\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\n@player\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y vel v] by (-1)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (speed)\n switch costume to (costume1 v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by ((speed) * (-1))\n switch costume to (costume2 v)\nend\nset [x vel v] to ((X vel) * (friction))\nchange x by (X vel)\nset [slope v] to [0]\nif <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <(slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by (slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X vel) ) / (X vel)) * (-1))\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-12]\n else\n set [x vel v] to [12]\n end\n set [y vel v] to [12]\n else\n set [x vel v] to [0]\n end\nend\nchange y by (Y vel)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y vel) ) / (Y vel)) * (-1))\n end\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (level v)?>> then\n set [y vel v] to (jump height)\nend\nchange y by (1)\n\nwhen flag clicked\n\nwhen I receive [end v]\ngo to x: (-198) y: (-10)\n\nwhen flag clicked\nhide\n\nwhen I receive [hurt v]\ngo to x: (-198) y: (-10)\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [x vel v] to [0]\nset [y vel v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-198) y: (-10)\npoint in direction (90)\nforever\n Platformer Physics [1] [0.9] [13]\n if <<<<touching (danger v)?> or <touching (monsters v)?>> or <touching (snow monsters v)?>> or <touching (imposter v)?>> then\n go to x: (-198) y: (-10)\n end\n if <touching ( ice trampoline v)?> then\n set [y vel v] to [20]\n end\n if <touching ( ice trampoline v)?> then\n broadcast (end v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Video Game 1 v] until done\nend\n\n@end\n\nwhen flag clicked\nset [level v] to [1]\nhide\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (player v)?> then\n repeat (5)\n wait (0.02) seconds\n next costume\n end\n broadcast (end v)\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n go to x: (150) y: (55)\n end\n if <(level) = [2]> then\n go to x: (150) y: (55)\n end\n if <(level) = [3]> then\n go to x: (150) y: (55)\n end\n if <(level) = [4]> then\n go to x: (150) y: (55)\n end\n if <(level) = [5]> then\n go to x: (150) y: (55)\n end\n if <(level) = [6]> then\n go to x: (150) y: (55)\n end\n if <(level) = [7]> then\n go to x: (150) y: (55)\n end\n if <(level) = [8]> then\n go to x: (-237) y: (220)\n end\n if <(level) = [9]> then\n go to x: (150) y: (55)\n end\n if <(level) = [10]> then\n go to x: (150) y: (55)\n end\n if <(level) = [11]> then\n go to x: (150) y: (55)\n end\n if <(level) = [12]> then\n go to x: (150) y: (55)\n end\n if <(level) = [13]> then\n go to x: (150) y: (55)\n end\n if <(level) = [14]> then\n go to x: (160) y: (216)\n end\n if <(level) = [15]> then\n hide\n end\nend\n\nwhen I receive [end v]\nchange [level v] by (1)\n\n@danger\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\n@monsters\n\nwhen flag clicked\ngo to x: (195) y: (-44)\nhide\nforever\n if <(level) = [11]> then\n show\n glide (3) secs to x: (-21) y: (-43)\n glide (3) secs to x: (195) y: (-44)\n end\n if <(level) = [14]> then\n show\n go to x: (219) y: (118)\n glide (3) secs to x: (102) y: (118)\n glide (3) secs to x: (214) y: (117)\n end\nend\n\nwhen I receive [end v]\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n hide\n end\n if <(level) = [15]> then\n hide\n end\nend\n\n@TB\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
Welcome to another platformer game !!!\nGREEN WORLD !!\n\n--Instructions--\n- Use arrow keys to move the player\n-Avoid spikes and monsters (blue colored cubes)\n-You can walljumping\n- 15 levels\n\n\nEverything in the green world is green !! LOL\n\n--Credits--\nSome codes were taken from my other platformer rush game originally from @amazingQ\nthis is the link to my game: platformer rush\nhttps://scratch.mit.edu/projects/494262454/\nArt-me\n\nFave and love this project!\nAnd if you like my projects follow me !!!\n\nHave fun!!!!!!!!!!!
TRON: LEGACY ~ A Platformer
@Stage\n\nwhen flag clicked\nset [brightness v] effect to (0)\nchange [brightness v] effect by (-100)\nswitch backdrop to (black v)\nstart sound [Tron Legacy the grid a digital frontier v]\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (3) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (5) seconds\nbroadcast (clip v)\nswitch backdrop to (tron logo v)\nwait (37) seconds\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait (4) seconds\nbroadcast (A Platformer v)\n\nwhen I receive [start game v]\nset [brightness v] effect to (0)\nstop [other scripts in sprite v]\nstop all sounds\nswitch backdrop to (level1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nwait until <(backdrop [number v]) = [12]>\nbroadcast (Normal Player v)\n\nwhen I receive [end show v]\nswitch backdrop to (end show v)\n\n@Player\n\nwhen flag clicked\nhide\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 (-2)\n if <(costume [number v]) = [1]> then\n switch costume to (small player v)\n else\n switch costume to (left normal player v)\n end\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (2)\n if <(costume [number v]) = [1]> then\n switch costume to (small player v)\n else\n switch costume to (right normal player v)\n end\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 (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w 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 <touching (_edge_ v)?> then\n broadcast (Next Level v)\nend\nif <<touching (dangers v)?> or <touching (moving dangers v)?>> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [speed x v] to [0]\n set [speed y v] to [0]\n set [ghost v] effect to (0)\n go to x: (-215) y: (-70)\nend\n\nwhen I receive [next level v]\ngo to x: (-215) y: (-70)\n\nwhen I receive [start game v]\nset size to (100) %\npoint in direction (90)\nshow\nswitch costume to (right normal player v)\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-215) y: (-70)\nset rotation style [left-right v]\nset drag mode [not draggable v]\nrepeat until <(costume [name v]) = [End Person]>\n Run Game\nend\n\nwhen I receive [small player v]\nswitch costume to (small player v)\n\nwhen I receive [start game v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n switch costume to (small shadow v)\nend\nif <(costume [number v]) = [4]> then\n switch costume to (normal shadow v)\nend\nif <(costume [number v]) = [7]> then\n switch costume to (normal shadow v)\nend\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [normal player v]\nset size to (100) %\nswitch costume to (end person v)\ngo to x: (-250) y: (-132)\nglide (1) secs to x: (-210) y: (-132)\nwait (3) seconds\nsay [Clu!] for (4) seconds\nhide\n\nbroadcast (Next Level v)\n\n@Clu\n\nwhen flag clicked\nswitch costume to (normal v)\nset size to (100) %\ngo to x: (255) y: (-132)\nset drag mode [not draggable v]\nhide\n\nwhen I receive [normal player v]\nwait (2) seconds\nshow\nglide (1) secs to x: (204) y: (-132)\nwait (5) seconds\nhide\nbroadcast (End Show v)\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level1 v)\nhide\n\nwhen I receive [start game v]\nshow\n\nbroadcast (Start Game v)\n\nwhen flag clicked\nset drag mode [not draggable v]\nwait until <(costume [number v]) = [8]>\nbroadcast (Small Player v)\nwait until <(costume [number v]) = [10]>\nbroadcast (Final Battle v)\nbroadcast (Normal Player v)\n\nwhen I receive [end show v]\nhide\n\n@A Platformer\n\nwhen flag clicked\nset drag mode [not draggable v]\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\ngo to [front v] layer\nchange [brightness v] effect by (-100)\nhide\n\nwhen I receive [a platformer v]\nshow\nrepeat (20)\n change [brightness v] effect by (5)\nend\nbroadcast (Press Space to Start v)\n\nwhen I receive [start game v]\nhide\n\n@Start Button\n\nwhen flag clicked\nset drag mode [not draggable v]\nset [brightness v] effect to (-100)\ngo to x: (-160) y: (-50)\nhide\n\nwhen I receive [press space to start v]\nwait (4) seconds\nshow\nrepeat (25)\n change [brightness v] effect by (4)\nend\nforever\n repeat (25)\n change [brightness v] effect by (-2)\n end\n repeat (25)\n change [brightness v] effect by (2)\n end\nend\n\nwhen [space v] key pressed\nbroadcast (Start Game v)\nhide\n\n@TRON PLAYLIST\n\nwhen flag clicked\nset [song v] to [0]\nhide\n\nwhen I receive [start game v]\nbroadcast (Song Playlist v)\n\nbroadcast (Next Level v)\n\nwhen I receive [song playlist v]\nplay sound [The Son of Flynn v] until done\nif <(Song) = [0]> then\n broadcast (Song Playlist 2 v)\nend\n\nwhen I receive [final battle v]\nset [song v] to [3]\n\nstop all sounds\n\nwhen I receive [song playlist v]\nforever\n Check Song\nend\n\ndefine Check Song\nif <(Song) = [3]> then\n set volume to (200) %\n stop all sounds\n play sound [TRON Legacy v] until done\nend\n\nwhen I receive [song playlist 2 v]\nplay sound [Castor v] until done\nif <(Song) = [0]> then\n broadcast (Song Playlist 3 v)\nend\n\nwhen I receive [song playlist 3 v]\nplay sound [TRON Legacy v] until done\nif <(Song) = [0]> then\n broadcast (Song Playlist v)\nend\n\n@Dangers\n\nwhen flag clicked\nset drag mode [not draggable v]\nswitch costume to (level1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Moving Dangers\n\nwhen flag clicked\nset drag mode [not draggable v]\nshow\nswitch costume to (level1 v)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nforever\n if <(costume [number v]) = [8]> then\n go to x: (-1) y: (-12)\n repeat until <(costume [number v]) = [9]>\n glide (2) secs to x: (130) y: (-12)\n glide (2) secs to x: (-1) y: (-12)\n end\n hide\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Tron Shockwave\n\nwhen I start as a clone\nset size to (0) %\nif <(Clone ID) = [Shockwave]> then\n switch costume to (costume1 v)\n repeat (5)\n next costume\n change size by (((350) - (size)) / (5))\n end\n repeat (7)\n next costume\n change size by (((350) - (size)) / (5))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\ngo to x: (0) y: (0)\nwait (1) seconds\nshow\nset [clone id v] to [Shockwave]\ncreate clone of (_myself_ v)\nset [ghost v] effect to (0)\nhide\n\ndefine Smooth Grow | size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nhide\n\n@Tron Intro\n\nwhen flag clicked\nset drag mode [not draggable v]\nhide\ngo to [front v] layer\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (10) %\nclear graphic effects\nwait (1) seconds\nshow\nSmooth Grow | size: [95] speed: [4]\nSmooth Grow | size: [105] speed: [10]\nwait (1) seconds\nbroadcast (Shrink and Fade v)\nSmooth Grow | size: [10] speed: [5]\n\ndefine Smooth Grow | size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\nhide\n\nwhen I receive [shrink and fade v]\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nhide\n\n@1st GIF\n\nwhen flag clicked\nset drag mode [not draggable v]\nhide\n\nwhen I receive [clip v]\nwait (3) seconds\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (200) %\nswitch costume to (tron_legacy 1st gif v)\nrepeat (140)\n next costume\n wait (0.066) seconds\nend\nbroadcast (clip2 v)\nhide\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nhide\n\n@2nd GIF\n\nwhen flag clicked\nset drag mode [not draggable v]\nhide\n\nwhen I receive [clip2 v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (200) %\nswitch costume to (tron_legacy 2nd gif v)\nrepeat (139)\n next costume\n wait (0.066) seconds\nend\nbroadcast (clip3 v)\nhide\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nhide\n\n@3rd GIF\n\nwhen flag clicked\nset drag mode [not draggable v]\nhide\n\nwhen I receive [clip3 v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (200) %\nswitch costume to (tron_legacy 3rd gif v)\nrepeat (139)\n next costume\n wait (0.066) seconds\nend\nbroadcast (clip4 v)\nhide\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nhide\n\n@4th GIF\n\nwhen flag clicked\nset drag mode [not draggable v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [clip4 v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (200) %\nswitch costume to (tron_legacy 4th and final gif v)\nrepeat (28)\n next costume\n wait (0.066) seconds\nend\nrepeat (41)\n next costume\n change [ghost v] effect by (3)\n wait (0.066) seconds\nend\nhide\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nhide\n\n@Love and Fave\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [end show v]\nshow\nforever\n Smooth Grow | size: [98] speed: [4]\n Smooth Grow | size: [100] speed: [4]\nend\n\ndefine Smooth Grow | size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\n@Thumbnail\n\nwhen [timer v] > (0.01)\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (100000)\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (4))\nend\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nshow\ngo to [front v] layer\n\n
SPAM that green program!!\n________________________\nOk, I know that this project has hit 100+ loves and 50+ and I am now again working on the Final Battle after almost a year!!! Thanks for all the support. \nI still can't believe that this is so POPULAR!!! :O\n====================\n@HyperEel viewed!!\n#125 on games!!!!\n#43 on Popular if you search Tron\n====================\nWatch and Play! Thank you so much to my friends and followers for all the support.\nThis project has been a couple of weeks in the making. Almost 500 blocks, and about 30 hours of work!\n=========================\nNOTICE: You can actually skip the intro clicking space.\n=========================\nTRON: LEGACY is honestly one of the most awesome movies I have ever seen. I love the graphics and the whole idea of going inside a video game.\n________________________________\n| STORY |\nThe nefarious program Clu has taken over the Grid! Journey across this dangerous landscape to overtake Clu and bring him down. \n___________________________________\n| INSTRUCTIONS |\n- WAD or Arrow Keys to Move\n- Space Bar can also be used to jump\n- Avoid the spikes\n- Defeat Clu!\n\nLET'S GET THIS ON TRENDING OR FEATURED!!!\nAlso check out this platformer It's pretty awesome\nhttps://scratch.mit.edu/projects/505627008
Plains! #Platformer #Games
@Stage\n\ngo to [front v] layer\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen flag clicked\n\nwhen I receive [next!:\) v]\ngo to x: (-223) y: (-49)\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n Reset\n end\n if <touching (spikes v)?> then\n Reset\n end\nend\n\ndefine Reset\ngo to x: (-223) y: (-49)\nstart sound [Death v]\n\nwhen flag clicked\ngo to [front v] layer\nset [xvel v] to [0]\nset [yvel 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)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (1)\n switch costume to (2a v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xvel v] by (-1)\n switch costume to (1a v)\n end\n else\n switch costume to (3a v)\n end\n set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((Xvel) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-5]\n else\n set [xvel v] to [5]\n end\n set [xvel v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (Yvel)\n if <touching (platform v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<touching (platform v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n set [yvel v] to [12]\n switch costume to (6a v)\n end\n change y by (1)\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (4a 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 <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (5a v)\n end\n if <(x position) > [234]> then\n broadcast (next!:\) v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nplay sound [Alan Walker - The Spectre v] until done\ngo to x: (-161) y: (5)\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n show\n go to x: (-37) y: (0)\n switch costume to (7 v)\n end\n if <(Level) = [3]> then\n show\n go to x: (-31) y: (4)\n switch costume to (8 v)\n end\n if <(Level) = [4]> then\n show\n go to x: (-25) y: (5)\n switch costume to (2 v)\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n show\n go to x: (-25) y: (5)\n switch costume to (17 v)\n end\n if <(Level) = [6]> then\n show\n go to x: (-52) y: (6)\n switch costume to (22 v)\n end\n if <(Level) = [7]> then\n hide\n end\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\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@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (2) to (10)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (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@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (50)\nforever\n wait (2) seconds\n create clone of (_myself_ v)\nend\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\n@Platform\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [next!:\) v]\nforever\n switch costume to (Level)\nend\n\n
Hey guys! It's me @-TechnoCoder- (Ashish)!\nDidn't Played part 1?\nPlay here: https://scratch.mit.edu/projects/493290168/\nPart-3 is Out Play Here: https://scratch.mit.edu/projects/510810848/\nSo a lot of you guys asked for the grasslands part 2. Well, here it is! Plains A Platformer! It took me 2 days to make it!\n-INSTRUCTIONS-\n↪Works With W, A, S, D, and Arrow Keys!\n↪It's Not Mobile-friendly lol\n↪Same Instructions as Greenlands!\n\n-CREDITS-\n↪Code: All Code is by me!\n↪ Art: All art is by me!\n↪Music: From #Youtube\n↪Music By #AlanWalker #theSpecter\n\n-TAGS-\n#Plains #Platformer #games #-TechnoCoder-\n #Youtube #AlanWalker #theSpecter\n\n\n\n
Mosaic || -A platformer-
@Stage\n\nwhen flag clicked\nforever\n set [pixelate v] effect to (pick random (300) to (400))\nend\n\n@キャラクター\n\nwhen flag clicked\ngo to x: (-186) y: (13)\nset rotation style [left-right v]\ngo to [front v] layer\nset size to (60) %\npoint in direction (90)\nshow\nhide variable [ステージ v]\nhide variable [x v]\nhide variable [y v]\nset [ステージ v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (0.8)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.8)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.92))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <[0] < (x)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [11]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (ステージ v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ステージ v)?>> then\n set [y v] to [15.3]\n start sound [suck1 v]\n end\n change y by (1)\n if <<touching (障害物 v)?> or <[-170] > (y position)>> then\n set [x v] to [0]\n set [y v] to [0]\n set rotation style [left-right v]\n start sound [Crunch v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-186) y: (13)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.03) seconds\nend\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-7.2)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n go to x: (-186) y: (13)\n broadcast (次のステージ v)\n change [ステージ v] by (1)\n end\nend\n\nwhen flag clicked\nset volume to (55) %\nforever\n play sound [harpohikunezumi v] until done\nend\n\nwhen flag clicked\nforever\n if <not <(ステージ) = [6]>> then\n set [pixelate v] effect to (pick random (100) to (120))\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [6]> then\n set [pixelate v] effect to (0)\n end\nend\n\n@ステージ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (1) y: (-9)\nset rotation style [left-right v]\nset size to (100) %\npoint in direction (90)\nshow\nforever\n if <<<(ステージ) = [1]> or <(ステージ) = [2]>> or <(ステージ) = [3]>> then\n set [pixelate v] effect to (pick random (80) to (110))\n end\n if <<(ステージ) = [4]> or <(ステージ) = [5]>> then\n set [pixelate v] effect to (pick random (120) to (150))\n end\n if <(ステージ) = [6]> then\n set [pixelate v] effect to (0)\n end\nend\n\nwhen I receive [次のステージ v]\nnext costume\n\n@障害物\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [次のステージ v]\ngo to x: (36) y: (28)\nnext costume\nset size to (50) %\nshow\n\nwhen flag clicked\nforever\n set [pixelate v] effect to (pick random (140) to (160))\nend\n\n@サムネ用1\n\nwhen flag clicked\nforever\n hide\nend\n\n@サムネ用2\n\nwhen flag clicked\nforever\n hide\nend\n\n@サムネ用3\n\nwhen flag clicked\nforever\n hide\nend\n\n@サムネ用5\n\nwhen flag clicked\nforever\n hide\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nshow\n\n
<English>\nThis game is a collaboration work with @sochanpiko. It is a platformer with the theme of "mosaic", and mosaics are applied everywhere. \nThe number of stages is small, but please enjoy it!\n\n<日本語>\n今回の作品は、@sochanpikoさんとのコラボ作品です!\nあらゆる所にモザイクがかかっていて、少し見にくくなっています。ステージ数は少ないですが、楽しんで頂けたら幸いです(^^♪\n\n正直モザイクがかかっていてもあんまり見にくくなi(((((((((((((((((殴蹴叩打投燃切裂\n\n※@sochanpiko様の作品はこちらから!\nhttps://scratch.mit.edu/projects/494114362
my 1st platformer!
@Stage\n\nwhen flag clicked\nset volume to (70) %\nforever\n set volume to (70) %\n play sound [Space Ambience v] until done\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n set [level v] to (costume [number v])\nend\n\n@player\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-118)\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 (#4b84ff)?> or <touching color (#427ce0)?>>> then\n switch costume to (disfraz2 v)\n else\n switch costume to (disfraz1 v)\n end\n else\n switch costume to (disfraz1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#52ceff)?> or <touching color (#89ebff)?>> then\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 (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 (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 wait (1) seconds\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 (50) %\nend\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-118)\nset [ghost v] effect to (0)\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\nend\nif <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n broadcast (Ded v)\nend\nif <touching (bouncy v)?> then\n set [yvel v] to [20]\nend\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-118)\nset [ghost v] effect to (0)\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 [next level v]\ngo to x: (-180) y: (-50)\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 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 set [yvel v] to [20]\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 broadcast (Ded v)\n play sound [Take Damage \(1\) v] until done\n end\nend\n\nwhen I receive [ded v]\nstart sound [Take Damage \(1\) v]\ngo to x: (-180) y: (-118)\nset [ghost v] effect to (0)\n\nwhen I receive [ded v]\nset [ghost v] effect to (0)\ngo to x: (-180) y: (-118)\n\n@spikes\n\nwhen flag clicked\nswitch costume to (disfraz1 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 (disfraz1 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 (disfraz1 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 (disfraz1 v)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n set size to (100) %\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]\nif <(Level) = [2]> then\n Clone at x: [-7] y: [120]\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\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [next level v]\ndelete this clone\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) = [3]> then\n Clone at x: [30] y: [125]\n else\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (8) layers\nswitch costume to (disfraz1 v)\nshow\nforever\n turn right (10) degrees\nend\n\n@bouncy\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 (disfraz1 v)\nshow\nforever\n if <touching (player v)?> then\n switch costume to (disfraz1 v)\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.11) seconds\n next costume\n wait (0.1) seconds\n switch costume to (disfraz1 v)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (8) layers\nhide\nif <(Level) = [4]> then\n Clone at x: [-115] 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\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go [backward v] (8) layers\nend\n\n@woter\n\nwhen flag clicked\nswitch costume to (disfraz1 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 (disfraz1 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@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 (disfraz1 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 (disfraz1 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@cover\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
- arrows or WASD to move the player \n- down arrow to bend over\n- in the bouncy you have to jump to jump higuer
☁ Cloudy A Scrolling Platformer ☁
@Stage\n\nwhen flag clicked\nplay sound [Frontier - Doctor Vox v] until done\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\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n switch backdrop to (backdrop2 v)\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [1047]\n set [y v] to [0]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [2233]\n set [y v] to [144]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [3090]\n set [y v] to [0]\n else\n if <(Checkpoint) = [4]> then\n set [x v] to [4307]\n set [y v] to [-80]\n else\n set [x v] to [5347]\n set [y v] to [226]\n end\n end\n end\n end\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (100) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [4797]> then\n set [scroll x v] to [4797]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n set [exit v] to [Die]\nend\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\nif <touching (bounce v)?> then\n set [speed y v] to [25]\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\nwhen flag clicked\n\ngo [forward v] (1) layers\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (-12) y: (0)\ngo [forward v] (1) layers\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 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]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Danger\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 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]\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@BLANK\n\nwhen flag clicked\nshow\ngo [forward v] (2) layers\ngo to [front v] layer\nset [ghost v] effect to (500)\n\n@picture/minia\n\nwhen flag clicked\nhide\n\n
☁ Cloudy A Scrolling Platformer ☁\nMy first scrolling platformer\n\nPlease ❤️⭐️ & Follow me for more ☻ \n \n_Instructions_\n\nUse ⬆⬅➡ \nHave Fun !\n-----Notes-----\nLast update : 02/03/2021\n\n------Tags------ \n#clemJ72 #Games #All #Cool #platformer #FR #me #you\n\n---Other---\n12h of work \nmusic : Doctor Vox || Frontier\n \n*Credits*\n@You for watching\n@rolibdan32
Platformer
@Stage\n\n@Platform\n\nwhen flag clicked\n\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nset [lv# v] to [1]\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Player\n\nwhen flag clicked\nshow\nset size to (25) %\ngo to x: (-210) y: (0)\nset rotation style [left-right v]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (platform v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (platform v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<touching (spikes v)?> or <touching (saw v)?>> or <<<<<<(y position) < [-180]> or <touching (lava v)?>> or <touching (boss v)?>> or <touching (saw 2 v)?>> or <touching (enemy ai blue v)?>> or <touching (enemy ai geen v)?>>> then\n broadcast (Die v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\n end\n clear graphic effects\n set size to (25) %\n point in direction (90)\n go to x: (-210) y: (50)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <touching (bouncer v)?> then\n set [y v] to [15]\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (bouncer v)?>> then\n set [y v] to [20]\n end\nend\n\nwhen [space v] key pressed\nnext costume\n\nwhen flag clicked\nforever\n if <(x position) = [241]> then\n broadcast (Next Level v)\n go to x: (-215) y: (30)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n broadcast (Die v)\n end\nend\n\nwhen I receive [die v]\ngo to x: (-250) y: (30)\n\nwhen flag clicked\nswitch costume to (player4 v)\n\n@Figur1\n\nwhen flag clicked\ngo to [back v] layer\n\n@Figur2\n\nwhen flag clicked\nforever\n hide\nend\n\n
Move with the arrow keys or awds or touch\nPress space to change the color\n
Sky-platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Dance Around v] until done\nend\n\n@player\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (-205) y: (0)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n broadcast (Tick v)\n if <(x position) > [230]> then\n go to x: (-205) y: (0)\n change [level v] by (1)\n end\n if <<(y position) < [-200]> or <<touching color (#b3b3b3)?> or <touching color (#7f7f7f)?>>> then\n go to x: (-205) y: (0)\n end\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\nend\nchange x by (xv)\nset [xv v] to ((xv) * (0.9))\nif <<touching color (#29ff00)?> or <touching color (#820000)?>> then\n change y by (1)\n if <<touching color (#29ff00)?> or <touching color (#820000)?>> then\n change y by (1)\n if <<touching color (#29ff00)?> or <touching color (#820000)?>> then\n change y by (1)\n if <<touching color (#29ff00)?> or <touching color (#820000)?>> then\n change y by (1)\n if <<touching color (#29ff00)?> or <touching color (#820000)?>> then\n change y by (1)\n if <<touching color (#29ff00)?> or <touching color (#820000)?>> then\n change x by ((xv) * (-1))\n change y by (-5)\n if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (yv)\nif <<touching color (#29ff00)?> or <touching color (#820000)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <<touching color (#29ff00)?> or <touching color (#820000)?>> then\n set [yv v] to [13]\n end\nend\nchange y by (1)\n\nwhen I receive [tick v]\nTick\n\nwhen flag clicked\nwait (1) seconds\n\nif <[] = [1]> then\nif <[] = [2]> then\n\nwhen [1 v] key pressed\nforever\n\ngo to x: (-191) y: (-185)\n\n@Levels\n\nwhen flag clicked\nforever\n switch costume to (Level)\n if <(Level) > [11]> then\n set [level v] to [11]\n end\nend\n\n@Template\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
Hi! You are on a Sky-platformer! To control, use the arrows or W-A-D
GHOST | A Platformer [ with the TUTORIAL ]
@Stage\n\n@Player\n\nchange x by ((x) * (-1))\nchange y by (-5)\nif <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\nelse\n set [x v] to [0]\nend\n\nwhen flag clicked\nshow\nswitch costume to (middle 1 v)\nreset timer\nset [x v] to [0]\nset [y v] to [0]\nset [time v] to [0]\ngo to x: (-206) y: (-77)\n\ndefine Jumping\nif <touching (platforms v)?> then\n change y by (5)\n if <touching (platforms v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(x) > [0]> then\n set [x v] to [-12]\n else\n set [x v] to [12]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\nend\nchange [y v] by (-1)\nchange y by (y)\nif <touching (platforms v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <touching (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 change [y v] by (15)\n end\nend\nchange y by (1)\n\nwhen flag clicked\nclear graphic effects\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (-4)\nend\ndelete this clone\n\ndefine Barrier touching & Level changing\nif <<touching (falling trap v)?> or <<touching (spikes v)?> or >> then\n go to x: (-220) y: (-50)\n clear graphic effects\nend\nif <(x position) > [220]> then\n go to x: (-220) y: (-77)\n broadcast (Next level v)\nend\n\ndefine Walking\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 (1)\nend\nif <<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)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\n\ndefine Costume Change\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (right 1 v)\n wait (.2) seconds\n switch costume to (right 2 v)\n wait (.2) seconds\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (left 1 v)\n wait (.2) seconds\n switch costume to (left 2 v)\n wait (.2) seconds\n else\n switch costume to (middle 1 v)\n wait (.2) seconds\n switch costume to (middle 2 v)\n wait (.2) seconds\n end\nend\n\nwhen flag clicked\nforever\n Walking\nend\n\nwhen flag clicked\nforever\n Barrier touching & Level changing\nend\n\nwhen flag clicked\nforever\n Costume Change\nend\n\nwhen I receive [the end v]\nset [time 2 v] to (Time)\nhide\nstop [this script v]\n\nwhen flag clicked\nhide variable [☁ best time v]\nshow variable [time v]\nhide variable [time 2 v]\nforever\n repeat until <([costume # v] of [platforms v]) = [11]>\n set [time v] to (round (timer))\n end\nend\n\nwhen flag clicked\nforever\n Jumping\nend\n\nwhen I receive [the end v]\nforever\n if <(☁ best time) > (time 2)> then\n set [☁ best time v] to (time 2)\n end\nend\n\nwhen flag clicked\nforever\n set [☁ best time v] to (☁ best time)\nend\n\n@Platforms\n\nwhen I receive [next level v]\nshow\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen flag clicked\nwait until <(costume [number v]) = [11]>\nbroadcast (The end v)\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\ngo to [back v] layer\nnext costume\n\n@Spinnig wheel\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nshow\nnext costume\n\nwhen flag clicked\nforever\n turn right (15) degrees\n if <(costume [number v]) = [5]> then\n go to [back v] layer\n go to x: (133) y: (-97)\n end\n if <(costume [number v]) = [7]> then\n go to [back v] layer\n go to x: (133) y: (-93)\n end\nend\n\n@Lava\n\nwhen I receive [next level v]\ngo to x: (3) y: (0)\nnext costume\nif <(costume [number v]) = [4]> then\n go to [back v] layer\nend\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen flag clicked\ngo to x: (3) y: (0)\nforever\n repeat (10)\n change y by (-1)\n wait (.1) seconds\n end\n wait (.03) seconds\n repeat (10)\n change y by (1)\n wait (.01) seconds\n end\nend\n\n@Falling trap\n\nwhen flag clicked\nhide\nforever\n wait until <([costume # v] of [platforms v]) = [10]>\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n show\n go to x: (-122) y: (28)\n repeat until <([costume # v] of [platforms v]) = [11]>\n glide (pick random (1.5) to (2.1)) secs to x: (-122) y: (-266)\n glide (pick random (1.5) to (2.1)) secs to x: (-122) y: (28)\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\ngo to x: (52) y: (-236)\nrepeat until <([costume # v] of [platforms v]) = [11]>\n go to [back v] layer\n glide (pick random (1.5) to (2.1)) secs to x: (52) y: (60)\n glide (pick random (1.5) to (2.1)) secs to x: (52) y: (-236)\n wait (1) seconds\nend\nstop [this script v]\n\n@Scorebaord\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nshow\ngo to [front v] layer\nshow variable [time 2 v]\nhide variable [time v]\n\nwhen I receive [the end v]\nshow variable [☁ best time v]\nforever\n next costume\n wait (.1) seconds\nend\n\n@Shoutboard\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n switch costume to ([costume # v] of [platforms v])\nend\n\nwhen I receive [the end v]\nhide\n\nwhen flag clicked\nclear graphic effects\nforever\n repeat (20)\n change [ghost v] effect by (5)\n end\n wait (.1) seconds\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n play sound [yt1s v] until done\nend\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to [front v] layer\nwait (.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n
---------------GHOST | A Platformer-------------- \n \nControls:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::\n\nArrow keys/WAD/Tap = move the player\nR = Reset player position\nAvoid touching lava, spikes, spinning wheel, falling traps and other traps\n\nMAKE SURE TO COMMENT YOUR TIME.\nClick See Inside to see the TUTORIAL\n__________________________________________\n\nCan we GET 150 LOVS : )\nPlz FOLLOW ME & Help me to reach 250 FOLLOWERS\nYou Can ask me to do F4F In my profile ^_~
Hardest Platformer
@Stage\n\nwhen flag clicked\nset volume to (10) %\nforever\n set volume to (10) %\n play sound [Vexento - Syndrome v] until done\nend\n\nwhen flag clicked\nset [your time v] to [0]\nhide variable [☁ world record v]\nshow variable [your time v]\nrepeat until <(Level) = [12]>\n wait (1) seconds\n change [your time v] by (1)\nend\nshow variable [☁ world record v]\nif <(☁ World Record) > (Your Time)> then\n change [☁ world record v] by (Your Time)\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 if <(SKIN) = [1]> then\n switch costume to (costume2 v)\n end\n if <(SKIN) = [2]> then\n switch costume to (costume4 v)\n end\n else\n if <(SKIN) = [1]> then\n switch costume to (costume1 v)\n end\n if <(SKIN) = [2]> then\n switch costume to (costume3 v)\n end\n end\n else\n if <(SKIN) = [1]> then\n switch costume to (costume1 v)\n end\n if <(SKIN) = [2]> then\n switch costume to (costume3 v)\n end\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\nwhen flag clicked\nset [skin v] to [1]\nforever\n if <(SKIN) = [1]> then\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\n end\n if <(SKIN) = [2]> then\n if <[4] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[4] = (costume [number v])>>\n end\n end\nend\n\nwhen [z v] key pressed\nif <(SKIN) = [1]> then\n set [skin v] to [2]\n switch costume to (costume3 v)\nend\n\nif <(SKIN) = [1]> then\n\nif <(SKIN) = [1]> then\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 if <(Level) = [12]> then\n Clone at x: [-35] y: [-105]\n else\n hide\n delete this clone\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n Clone at x: [-120] y: [-115]\nelse\n if <(Level) = [11]> then\n Clone at x: [-35] y: [-105]\n else\n hide\n delete this clone\n end\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 if <(Level) = [5]> then\n Clone at x: [30] y: [-125]\n else\n hide\n delete this clone\n end\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 if <(Level) = [6]> then\n Clone at x: [30] y: [-125]\n else\n hide\n delete this clone\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\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@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\nshow\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)\nhide variable [☁ world record v]\nhide variable [your time v]\nshow\nforever\n go to [front v] layer\nend\n\n@Clouds\n\nwhen flag clicked\nset [cloud skin v] to [0]\ngo to [back v] layer\ngo [backward v] (1) layers\nforever\n create clone of (_myself_ v)\n wait (pick random (1.2) to (2.5)) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (300) y: (pick random (-50) to (200))\nrepeat (100)\n change x by (Wind speed)\nend\n\nwhen I start as a clone\nset [cloud skin v] to (pick random (1) to (10))\nif <(Cloud skin) = [1]> then\n switch costume to (costume1 v)\nend\nif <(Cloud skin) = [2]> then\n switch costume to (costume2 v)\nend\nif <(Cloud skin) = [3]> then\n switch costume to (costume3 v)\nend\nif <(Cloud skin) = [4]> then\n switch costume to (costume4 v)\nend\nif <(Cloud skin) = [5]> then\n switch costume to (costume5 v)\nend\nif <(Cloud skin) = [6]> then\n switch costume to (costume6 v)\nend\nif <(Cloud skin) = [7]> then\n switch costume to (costume7 v)\nend\nif <(Cloud skin) = [8]> then\n switch costume to (costume8 v)\nend\nif <(Cloud skin) = [9]> then\n switch costume to (costume9 v)\nend\nif <(Cloud skin) = [10]> then\n switch costume to (costume10 v)\nend\nif <(Cloud skin) = [11]> then\n switch costume to (costume11 v)\nend\nif <(Cloud skin) = [12]> then\n switch costume to (costume12 v)\nend\nif <(Cloud skin) = [13]> then\n switch costume to (costume13 v)\nend\n\nwhen flag clicked\nset [wind speed v] to (pick random (-5) to (-10))\nif <(Wind speed) = [-10]> then\n set [wind speed v] to (pick random (-9) to (-12))\nend\n\nwhen I start as a clone\nwait (1.205) seconds\nwait until <touching (_edge_ v)?>\nrepeat (5)\n change [ghost v] effect by (20)\n wait (.05) seconds\nend\ndelete this clone\n\nwhen I start as a clone\nchange size by (pick random (0) to (-20))\nforever\n change [ghost v] effect by (3)\n wait (.05) seconds\nend\n\n
Hey guys! I made a new Platformer, please like and remix!\nBig update! World records, more variation, and clouds.\n\nCode - @Ziyu3 and @TKD_Viking!!!!\nSong is Vexento - Syndrome\n\nNo ads pls\n\nFAQ answers : \n-All levels are possible\n-No Follow for Follow\n-Not complete\n\n#games\n#game\n#platformer\n#Popular\n#worldrecord
ADVENTURE VALLEY - A Platformer #games
@Stage\n\n@Sprite1\n\nwhen I receive [hi v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\nforever\n switch costume to (lvl)\nend\n\nwhen flag clicked\n\nwhen I receive [noice v]\nhide\n\nwhen I receive [3.141592653589..... v]\nhide\n\n@Sprite3\n\nwhen I receive [billy v]\nhide\n\nwhen I receive [hi v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (lvl)\nend\n\nwhen flag clicked\n\nwhen I receive [noice v]\nhide\n\nwhen I receive [3.141592653589..... v]\nhide\n\n@dude\n\nwhen flag clicked\nforever\n reset timer\nend\n\ndefine (x) (y) (jh)\nset rotation style [don't rotate v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nchange [y v] by (y)\nchange y by (y)\nif <touching (sprite3 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<touching (sprite3 v)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to (jh)\nend\nchange y by (1)\nset [x v] to (((x) * (x)) + (<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>))\nchange x by (x)\nstuff\nmore stuff\nset rotation style [left-right v]\nif <not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n switch costume to (costume2 v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (run)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(y) > [0]> then\n switch costume to (costume12 v)\n else\n switch costume to (costume13 v)\n end\nend\n\ndefine stuff\nrepeat (8)\n change y by (<touching (sprite3 v)?> * (1))\nend\nchange y by (<touching (sprite3 v)?> * (-8))\nchange x by (<touching (sprite3 v)?> * ((x) * (-1)))\n\nwhen flag clicked\nset [run v] to [3]\nforever\n repeat (8)\n wait (0.02) seconds\n change [run v] by (1)\n end\n wait (0.02) seconds\n set [run v] to [3]\nend\n\ndefine \nset size to (90) %\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-204) y: (-41)\nshow\n\ndefine more stuff\nif <<touching (sprite2 v)?> or <touching (sprite5 v)?>> then\n start sound [Big-Grenade-Explosion-www v]\n \nend\nif <touching (hi person v)?> then\n if <not <(lvl) = [10]>> then\n \n change [lvl v] by (1)\n end\n if <not <(lvl) = [2]>> then\n broadcast (idk v)\n end\nend\nif <[-170] > (y position)> then\n start sound [Big-Grenade-Explosion-www v]\n \nend\nif <<touching (sprite4 v)?> or <touching (sprite15 v)?>> then\n start sound [Big-Grenade-Explosion-www v]\n broadcast (goodbye world v)\n \nend\n\nwhen flag clicked\n\nwhen I receive [idk v]\nif <(lvl) = [9]> then\n broadcast (bossfight v)\nend\n\nbroadcast (goodbye world v)\n\nwhen flag clicked\nforever\n\nif <(lvl) = [10]> then\n broadcast (stop v)\n stop [all v]\nend\n\nwhen I receive [billy v]\nhide\n\nwhen I receive [hellohowareyou v]\nstart sound [Big-Grenade-Explosion-www v]\n\n\nwhen I receive [hi v]\n\nbroadcast (idk v)\nset [lvl v] to [1]\nforever\n [0.85] [-0.85] [12]\nend\n\nwhen I receive [noice v]\nhide\n\nwhen I receive [3.141592653589..... v]\nhide\n\n@Sprite2\n\nwhen I receive [billy v]\nhide\n\nwhen flag clicked\n\nwhen I receive [hi v]\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (lvl)\nend\n\nwhen I receive [3.141592653589..... v]\nhide\n\n@hi person\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [hi v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\n\nwhen I receive [noice v]\nhide\n\nwhen I receive [hi v]\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (lvl)\nend\n\nwhen I receive [3.141592653589..... v]\nhide\n\n@Sprite5\n\nwhen flag clicked\n\ndefine \ngo to x: (-77) y: (80)\nglide (0.7) secs to x: (-77) y: (-90)\nwait (1) seconds\nglide (0.7) secs to x: (-77) y: (80)\nwait (1) seconds\n\nwhen I receive [idk v]\nhide\n\nwhen I receive [noice v]\nhide\n\nwhen I receive [hi v]\nhide\nforever\n if <(lvl) = [2]> then\n show\n \n else\n hide\n end\nend\n\nwhen I receive [3.141592653589..... v]\nhide\n\n@Sprite6\n\nwhen I receive [hi v]\ngo to x: (0) y: (7)\nshow\nforever\n go to [back v] layer\n set y to (([y position v] of [dude v]) * (-0.1))\n set x to (([x position v] of [dude v]) * (-0.1))\nend\n\nwhen I receive [noice v]\nhide\n\nwhen I receive [3.141592653589..... v]\nhide\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen [timer v] > (0.3)\n\nwhen flag clicked\nbroadcast (3.141592653589..... v)\n\nbroadcast (billy v)\nbroadcast (noice v)\ngo to [front v] layer\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nbroadcast (noice v)\n\n@Sprite8\n\nwhen flag clicked\n\ngo to x: (0) y: (0)\nset [ghost v] effect to (50)\nshow\nrepeat (50)\n change [ghost v] effect by (-1)\nend\n\nwhen [timer v] > (0)\nshow\nset [ghost v] effect to (0)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen I receive [billy v]\nforever\n go to [front v] layer\nend\n\n@Sprite9\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n change [var;timer v] by (0.11111)\nend\n\nwhen this sprite clicked\nbroadcast (hi v)\n\nwhen I receive [hi v]\nstop all sounds\nforever\n play sound [2019-12-09_-_Retro_Forest_-_David_Fesliyan v] until done\nend\n\nwhen flag clicked\nplay sound [2019-01-02_-_8_Bit_Menu_-_David_Renda_-_FesliyanStudios v] until done\n\nwhen I receive [noice v]\nhide\n\nwhen I receive [hi v]\nhide\n\nwhen I receive [3.141592653589..... v]\ngo to x: (0) y: (70)\ngo to [front v] layer\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n repeat until <(size) = [115]>\n repeat (5)\n change size by (3)\n end\n end\n else\n switch costume to (costume1 v)\n repeat until <(size) = [100]>\n repeat (5)\n change size by (-3)\n end\n end\n end\nend\n\nwhen I receive [3.141592653589..... v]\nforever\n point in direction ((([cos v] of ((var;timer) * (50)) ) * (2)) + (90))\nend\n\nwhen flag clicked\nforever\n repeat (30)\n change y by (0.3)\n end\n repeat (30)\n change y by (-0.3)\n end\nend\n\n@Sprite10\n\nwhen I receive [3.141592653589..... v]\nshow\nforever\n switch costume to (costume1 v)\n wait (3) seconds\n switch costume to (costume3 v)\n wait (0.2) seconds\nend\n\nwhen I receive [hi v]\nhide\n\n@Sprite11\n\nwhen I receive [3.141592653589..... v]\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\n\nwhen this sprite clicked\nbroadcast (open menu v)\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (close menu v)\n end\nend\n\nwhen I receive [noice v]\nhide\n\nwhen flag clicked\nforever\n repeat (30)\n change y by (0.3)\n end\n repeat (30)\n change y by (-0.3)\n end\nend\n\nwhen I receive [3.141592653589..... v]\ngo to x: (0) y: (-20)\ngo to [front v] layer\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n repeat until <(size) = [115]>\n repeat (5)\n change size by (3)\n end\n end\n else\n switch costume to (costume1 v)\n repeat until <(size) = [100]>\n repeat (5)\n change size by (-3)\n end\n end\n end\nend\n\nwhen I receive [3.141592653589..... v]\nforever\n point in direction ((([cos v] of ((var;timer) * (50)) ) * (2)) + (90))\nend\n\nwhen I receive [hi v]\nhide\n\n@Sprite12\n\nwhen I receive [3.141592653589..... v]\ngo to x: (20) y: (21)\ngo [forward v] (1) layers\nshow\nforever\n set y to ((mouse y) * (-0.03))\n set x to ((mouse x) * (-0.03))\nend\n\nwhen I receive [hi v]\nhide\n\nwhen I receive [noice v]\nhide\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen I receive [open menu v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [close menu v]\nhide\n\nwhen I receive [3.141592653589..... v]\nforever\n point in direction ((([cos v] of ((var;timer) * (40)) ) * (1.5)) + (90))\nend\n\n@Sprite14\n\nwhen I receive [3.141592653589..... v]\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\n\nwhen flag clicked\nforever\n repeat (30)\n change y by (0.3)\n end\n repeat (30)\n change y by (-0.3)\n end\nend\n\nwhen I receive [3.141592653589..... v]\ngo to x: (0) y: (130)\ngo to [front v] layer\nshow\n\nwhen I receive [hi v]\nhide\n\nwhen I receive [3.141592653589..... v]\nforever\n point in direction ((([cos v] of ((var;timer) * (50)) ) * (2)) + (90))\nend\n\nwhen I receive [noice v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [bossfight v]\ngo to [front v] layer\npoint in direction (90)\nswitch costume to (costume1 v)\nset size to (120) %\ngo to x: (180) y: (-100)\nshow\nwait (1) seconds\nstuff\n\ndefine stuff\nswitch costume to (costume2 v)\nglide (0.5) secs to x: (180) y: (20)\nswitch costume to (costume3 v)\nglide (0.2) secs to x: (180) y: (0)\nswitch costume to (costume1 v)\nwait (1) seconds\nclones\n\ndefine clones\nbroadcast (clones v)\n\ndefine die\nbroadcast (boss defeated! v)\nstart sound [Bomb-Explosion-Big-www v]\nforever\n hide\nend\n\nwhen I receive [bossfight v]\ndelete this clone\n\nwhen I receive [noice v]\nhide\ndelete this clone\n\nwhen I receive [you win! v]\ndie\n\nwhen I receive [goodbye world v]\nstop [other scripts in sprite v]\nbroadcast (bossfight v)\n\nwhen I receive [idk v]\nhide\n\nwait (2) seconds\nswitch costume to (costume1 v)\nwait (1) seconds\nswitch costume to (costume4 v)\nwait (0.2) seconds\nswitch costume to (costume1 v)\nwait (0.2) seconds\nswitch costume to (costume4 v)\nwait (0.2) seconds\nswitch costume to (costume1 v)\nwait (0.2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nwhen I receive [bossfight v]\nhide\n\nwhen I start as a clone\nswitch costume to (costume5 v)\nshow\ngo to x: (245) y: (pick random (-100) to (100))\nrepeat (130)\n move (4) steps\n if <touching (sprite3 v)?> then\n switch costume to (costume6 v)\n change [stuff v] by (-1)\n start sound [Bomb-Explosion-Big-www v]\n wait (0.2) seconds\n delete this clone\n end\nend\nchange [stuff v] by (-1)\nstart sound [Bomb-Explosion-Big-www v]\ndelete this clone\n\nglide (pick random (1) to (2.3)) secs to x: ([x position v] of [dude v]) y: ([y position v] of [dude v])\n\nwhen I receive [bossfight v]\ndelete this clone\n\nwhen I receive [noice v]\nhide\ndelete this clone\n\nwhen I receive [clones v]\nset [stuff v] to [15]\nrepeat (15)\n create clone of (_myself_ v)\n wait (1) seconds\nend\nwait until <(stuff) = [0]>\nbroadcast (you win! v)\n\nwhen I receive [goodbye world v]\nstop [other scripts in sprite v]\nbroadcast (bossfight v)\n\nbroadcast (bossfight v)\n\nwhen I start as a clone\nforever\n point towards (dude v)\nend\n\nplay sound [Bomb-Explosion-Big-www v] until done\n\n@Sprite16\n\nwhen flag clicked\nhide\n\nwhen I receive [hi v]\nforever\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n glide (0.5) secs to x: (-150) y: (137)\n else\n switch costume to (costume2 v)\n glide (0.5) secs to x: (-160) y: (137)\n end\nend\n\nwhen I receive [open menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (hellohowareyou v)\n\nwhen I receive [bossfight v]\nforever\n hide\nend\n\n@Sprite17\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nset [ghost v] effect to (50)\nshow\nrepeat (50)\n change [ghost v] effect by (-1)\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen I receive [billy v]\nforever\nend\n\ngo [backward v] (1) layers\n\n@Sprite18\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [boss defeated! v]\nstop [other scripts in sprite v]\nshow\nwait (1) seconds\nhide\nwait (1) seconds\nhide\nwait (1) seconds\nshow\nwait (1) seconds\nforever\n hide\nend\n\n
ADVENTURE VALLEY\n ------------------Realistic Cartoon-ish Platformer----------\n\n-Use arrow keys to move and complete the levels\n-Once you get to the boss level, make the rockets crash against the platform \n-The boss dies after you dodge enough rockets\n-more directions in the game\nPLEASE love and fave, I worked so hard on this.\nJeeez! 100+ loves in 6 days!\nNice, 200 loves and faves!\nYay, 1000 views.\nYay, 2000 views\nTry remixing and making the levels harder, when you finish, send them to me.\nIf you remix, please make changes.
Sky-platformer 2
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (Level)\n if <(Level) > [6]> then\n set [level v] to [6]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Dance Around v] until done\nend\n\n@player\n\nwhen flag clicked\ngo to x: (-210) y: (0)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n broadcast (Tick v)\n if <<(y position) < [-200]> or <<touching color (#b3b3b3)?> or <touching color (#7f7f7f)?>>> then\n go to x: (-210) y: (0)\n end\n if <(x position) > [229]> then\n go to x: (-210) y: (0)\n change [level v] by (1)\n end\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\nend\nchange x by (xv)\nset [xv v] to ((xv) * (0.9))\nif <<touching color (#29ff00)?> or <touching color (#690000)?>> then\n change y by (1)\n if <<touching color (#29ff00)?> or <touching color (#690000)?>> then\n change y by (1)\n if <<touching color (#29ff00)?> or <touching color (#690000)?>> then\n change y by (1)\n if <<touching color (#29ff00)?> or <touching color (#690000)?>> then\n change y by (1)\n if <<touching color (#29ff00)?> or <touching color (#690000)?>> then\n change y by (1)\n if <<touching color (#29ff00)?> or <touching color (#690000)?>> then\n change x by ((xv) * (-1))\n change y by (-5)\n if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (yv)\nif <<touching color (#29ff00)?> or <touching color (#690000)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <<touching color (#29ff00)?> or <touching color (#690000)?>> then\n set [yv v] to [13]\n end\nend\nchange y by (1)\n\nwhen I receive [tick v]\nTick\n\nwhen flag clicked\nwait (1) seconds\n\nif <[] = [1]> then\nif <[] = [2]> then\n\nwhen [1 v] key pressed\nforever\n\ngo to x: (-191) y: (-185)\n\n@Template\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nshow\nstop [all v]\n\n
Hi! You are on Sky-platformer 2! To control, use the arrows or W-A-D
nature Platformer #games #all
@Stage\n\n@Menü\n\nwhen flag clicked\nshow\nforever\n if <[170] < (mouse y)> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n glide (0.3) secs to x: (0) y: (150)\n wait until <(mouse y) < [120]>\n glide (0.3) secs to x: (0) y: (210)\n else\n hide\n end\nend\n\n@Sound\n\nwhen flag clicked\nforever\n play sound [nature sounds v] until done\nend\n\nwhen I receive [zuschlagen v]\nstart sound [zuschlagen v]\n\nwhen I receive [shoot v]\nstart sound [kannon v]\n\nwhen flag clicked\nswitch costume to (100 v)\nset volume to (costume [name v]) %\nshow\nforever\n if <[170] < (mouse y)> then\n go to [front v] layer\n show\n glide (0.3) secs to x: (80) y: (150)\n repeat until <(mouse y) < [120]>\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n next costume\n wait until <not <mouse down?>>\n set volume to (costume [name v]) %\n end\n end\n end\n glide (0.3) secs to x: (80) y: (210)\n else\n hide\n end\nend\n\nwhen I receive [rip v]\nstart sound [Rip v]\n\ngo to [front v] layer\n\n@Musik\n\nwhen flag clicked\nset [musik v] to [100]\nswitch costume to (100 v)\nset volume to (costume [name v]) %\nshow\nforever\n if <[170] < (mouse y)> then\n go to [front v] layer\n show\n glide (0.3) secs to x: (-80) y: (150)\n repeat until <(mouse y) < [120]>\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n next costume\n wait until <not <mouse down?>>\n set [musik v] to (costume [name v])\n set volume to (costume [name v]) %\n end\n end\n end\n glide (0.3) secs to x: (-80) y: (210)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n play sound [Medieval2 v] until done\nend\n\ngo to [front v] layer\n\nwhen I receive [win v]\nforever\n set volume to (0) %\nend\n\nbroadcast (win v)\n\n@Startbildschirm\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@win\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nshow\nforever\n play sound [Dance Energetic2 v] until done\nend\n\nwhen I receive [win v]\nshow\nforever\n set volume to (musik) %\nend\n\nset volume to (musik) %\n\n@bullet\n\nwhen I receive [shoot v]\ngo to [back v] layer\ngo to (kanone v)\nshow\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n if <([direction v] of [kanone v]) = [90]> then\n point in direction (90)\n change x by (-10)\n else\n point in direction (-90)\n change x by (8)\n end\nend\nhide\n\nwhen flag clicked\nhide\n\n@Kanone\n\nwhen flag clicked\nforever\n if <<(level) = [8]> or <(level) = [9]>> then\n show\n wait (1) seconds\n broadcast (shoot v)\n switch costume to (kostüm1 v)\n repeat (7)\n next costume\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(level) = [8]> then\n go to x: (208) y: (121)\n point in direction (90)\n end\n if <(level) = [9]> then\n go to x: (218) y: (14)\n point in direction (90)\n end\nend\n\n@golem\n\nswitch costume to (golem_01_walking_000 v)\nrepeat (17)\n next costume\nend\n\nwhen I receive [next level v]\nhide\nset size to (30) %\nif <(level) = [7]> then\n go to x: (-162) y: (49)\n broadcast (golem v)\nend\nif <(level) = [9]> then\n go to x: (96) y: (-129)\n broadcast (golem v)\nend\n\nwhen I receive [golem v]\nset rotation style [left-right v]\nforever\n if <<(level) = [7]> or > then\n show\n point towards (player v)\n if <[80.00000000000000] > (distance to [player v])> then\n wait (0.3) seconds\n switch costume to (golem_01_attacking_000 v)\n repeat (11)\n next costume\n end\n broadcast (zuschlagen v)\n end\n if <<(costume [number v]) > [27]> and <(costume [number v]) < [39]>> then\n next costume\n wait (0.1) seconds\n else\n switch costume to (golem_01_idle_000 v)\n wait (0.1) seconds\n end\n else\n hide\n end\nend\n\nwhen I receive [golem v]\nforever\n if <<touching (player v)?> and <<([costume # v] of [player v]) > [7]> and <([costume # v] of [player v]) < [16]>>> then\n stop [other scripts in sprite v]\n switch costume to (golem_01_dying_000 v)\n repeat (14)\n next costume\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@Verschönerung\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\n@spikes\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\n@level\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\n@player\n\nwhen flag clicked\nset size to (100) %\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-215) y: (-100)\nset rotation style [left-right v]\nforever\n set [speed v] to [7]\n if <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>> then\n set [x v] to ((X) * (0.5))\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n set [x v] to [-1]\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n set [x v] to [1]\n end\n if <(pause) = [true]> then\n set [x v] to [0]\n end\n change x by ((X) * (speed))\n if <<touching (level v)?> or <touching (door \(\) v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (door \(\) v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (door \(\) v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (door \(\) v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (door \(\) v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (door \(\) v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (door \(\) v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (door \(\) v)?>> then\n change x by (((-1) * (speed)) * (X))\n change y by (-7)\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n if <(pause) = [true]> then\n set [y v] to [0]\n end\n change y by (Y)\n if <<touching (level v)?> or <touching (door \(\) 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?> and <touching (level v)?>> then\n change [y v] by (15)\n end\n change y by (1)\n if <(x position) > [240]> then\n switch costume to (nothing v)\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-215) y: (-100)\n broadcast (next level v)\n if <(level) = [14]> then\n broadcast (win v)\n stop [other scripts in sprite v]\n go to x: (33) y: (45)\n set size to (150) %\n forever\n switch costume to (idle1 v)\n wait (0.1) seconds\n repeat (12)\n next costume\n wait (0.1) seconds\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(death) = [0]> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <<(costume [number v]) > [1]> and <[5] > (costume [number v])>> then\n next costume\n wait (0.02) seconds\n else\n switch costume to (run1 v)\n end\n end\n if <key (up arrow v) pressed?> then\n switch costume to (jump2 v)\n wait until <(Y) = [0]>\n wait until <not <(Y) = [0]>>\n wait until <(Y) = [0]>\n end\n if <<key (space v) pressed?> and <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>>> then\n switch costume to (attack1 v)\n repeat (5)\n next costume\n wait (0.1) seconds\n end\n end\n if <<key (space v) pressed?> and <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (run_attack1 v)\n repeat (4)\n next costume\n wait (0.05) seconds\n end\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<not <key (space v) pressed?>> and <<not <key (right arrow v) pressed?>> and <<not <key (left arrow v) pressed?>> and <not <key (up arrow v) pressed?>>>>> then\n switch costume to (nothing v)\n end\n end\n change y by (1)\n end\nend\n\nwhen I receive [death v]\nset [ghost v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-215) y: (-100)\nset [death v] to [0]\n\nwhen flag clicked\nforever\n if <<<touching (spikes v)?> or <<touching (golem v)?> and <<([costume # v] of [golem v]) < [13]> and <[7] < ([costume # v] of [golem v])>>>> or <touching (bullet v)?>> then\n broadcast (rip v)\n repeat (5)\n switch costume to (nothing v)\n change [ghost v] effect by (20)\n end\n broadcast (death v)\n end\nend\n\nchange [level v] by (1)\nswitch costume to (nothing v)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-215) y: (-100)\nbroadcast (next level v)\n\nchange [level v] by (-1)\nswitch costume to (nothing v)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-215) y: (-100)\nbroadcast (next level v)\n\nswitch costume to (nothing v)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-215) y: (-100)\nbroadcast (next level v)\n\n
---------------------nature Platformer--------------------\n\nthe instructions are included in the Game.\nHave much fun!\n\nmove the mouse above the screen to see the settings
Sunshine || A scrolling platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Illenium - Let You Go \(ft v] until done\nend\n\n@Sun\n\nwhen flag clicked\nhide\ngo to [back v] layer\nshow\ngo to x: (205) y: (151)\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\n@Player\n\nwhen flag clicked\npoint in direction (90)\nset size to (55) %\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (stage v)?> then\n change y by (1)\n end\nend\nif <touching (stage v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (stage v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (stage v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (spike v)?>> then\n 初期位置\n start sound [crashed oof v]\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (stage v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (stage v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (stage v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (stage v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nset [ghost v] effect to (100)\n\n@Stage\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [0] [300] [3]\nステージ配置 [480] [415] [4]\nステージ配置 [1175] [535] [5]\nステージ配置 [1400] [670] [6]\nステージ配置 [1400] [375] [7]\nステージ配置 [1175] [400] [8]\nステージ配置 [1400] [-150] [9]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nステージ配置 [2800] [100] [7]\nステージ配置 [3200] [250] [8]\nステージ配置 [3680] [250] [9]\nステージ配置 [3680] [350] [10]\nステージ配置 [4160] [350] [11]\n\n@Spike\n\nwhen flag clicked\nhide\nステージ配置 [-92] [-62] [1]\nステージ配置 [252] [-62] [2]\nステージ配置 [1100] [700] [3]\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\nbroadcast (プログラム v)\n\nステージ配置 [2900] [910] [5]\nステージ配置 [2700] [1110] [6]\nswitch costume to (none v)\n\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@!\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n
NeoCity -A Platformer- #all #games
@Stage\n\nwhen flag clicked\nforever\n play sound [yt1s v] until done\n wait (0.5) seconds\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-201) y: (-100)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [x v] to [1]\nforever\n Platform Gravity: [-1] Jump Height: [14] Movement Speed: [3] Friction: [.7] Slopes: [8]\nend\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Movement Speed: (side movement speed) Friction: (friction) Slopes: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<<key (a v) pressed?> or <key (left arrow v) pressed?>> * ((side movement speed) * (-1))) + (<<key (d v) pressed?> or <key (right arrow v) pressed?>> * (side movement speed)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-201) y: (-100)\n end\nend\n\nwhen I receive [next level v]\nwait (0.5) seconds\ngo to x: (-201) y: (-100)\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bounce pad v)?> then\n set [y velocity v] to [17]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (speed pad v)?> then\n set [x velocity v] to [30]\n end\nend\n\n@Pop\n\nwhen flag clicked\nshow\nforever\n go to (player v)\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\n@Bounce Pad\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\n@Speed Pad\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\n@Glow\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\n@Background\n\nwhen flag clicked\nswitch costume to (city v)\nset size to (100) %\ngo to [back v] layer\nforever\n set y to (([y position v] of [player v]) * (-0.07))\n set x to (([x position v] of [player v]) * (-0.07))\nend\n\nwhen flag clicked\nforever\n wait (0.46) seconds\n next costume\nend\n\n@Radial\n\nwhen flag clicked\nforever\n turn right (2) degrees\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@Radial2\n\nwhen flag clicked\ngo to x: (-190) y: (-40)\nforever\n turn left (2) degrees\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@Radial3\n\nwhen flag clicked\ngo to x: (210) y: (-25)\nforever\n turn left (2) degrees\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@Next Level\n\nwhen I receive [next level v]\nhide\nwait (0.5) seconds\nshow\n\n@Transition\n\nwhen flag clicked\nhide\n\nwhen I receive [transition v]\nset [color v] effect to ((1) / (0))\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nset [size v] to [100]\nrepeat until <(size) > [4090]>\n thing\nend\nset size to (10) %\nset [size v] to [10]\nrepeat until <(size) > [400]>\n other thing\nend\nhide\n\ndefine thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((4100) - (size)) / (5))\nset [size v] to (size)\nswitch costume to (thing v)\n\ndefine other thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((403) - (size)) / (6))\nset [size v] to (size)\nswitch costume to (weird thing v)\n\nwhen I receive [next level v]\nbroadcast (transition v)\n\nwhen flag clicked\nbroadcast (transition v)\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n broadcast (Green Flag clicked v)\nend\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
NeoCity!\n\nControls:\nWASD|Arrow Keys\nW= Jump A= Left D= Right\nUp Arrow= Jump Left Arrow= left Right Arrow= right\n\nObjective:\nescape the deadly spikes and get to your house! can you make it there?
Rock5- A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (start 1 v)\nwait (1.55) seconds\nswitch backdrop to (start 2 v)\n\nwhen I receive [done v]\nswitch backdrop to (1 v)\n\nwhen flag clicked\nwait (3.60) seconds\nswitch backdrop to (start3 v)\n\nwhen flag clicked\nwait (5.02) seconds\nswitch backdrop to (start4 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 [done v]\nclear graphic effects\nset size to (150) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (player v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-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 (#815509)?> then\n change y by (1)\n if <touching color (#815509)?> then\n change y by (1)\n if <touching color (#815509)?> then\n change y by (1)\n if <touching color (#815509)?> then\n change y by (1)\n if <touching color (#815509)?> then\n change y by (1)\n if <touching color (#815509)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#815509)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#815509)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [16]\n end\n end\n if <<touching color (#977b7b)?> or <touching color (#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) = [245]> then\n go to x: (-193) y: (-50)\n next backdrop\n end\nend\n\nwhen I receive [done 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 [done 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@spaceship\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (74) y: (-66)\nshow\nglide (1.5) secs to x: (350) y: (255)\nhide\n\nwhen backdrop switches to [start 2 v]\ngo to x: (-292) y: (-207)\nshow\nglide (2) secs to x: (350) y: (255)\nhide\n\nwhen backdrop switches to [start3 v]\ngo to x: (-305) y: (-212)\nshow\nglide (1) secs to x: (190) y: (132)\nrepeat (10)\n change size by (-10)\nend\nhide\n\nsay (timer)\n\nwhen backdrop switches to [start4 v]\nset size to (100) %\ngo to x: (-207) y: (-82)\nshow\nswitch costume to (costume2 v)\nwait (1) seconds\nswitch backdrop to (start5 v)\nwait (1) seconds\nswitch costume to (costume3 v)\nswitch backdrop to (start6 v)\nglide (1) secs to x: (372) y: (236)\nbroadcast (done v)\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<key (r v) pressed?> and <touching (player v)?>> then\n switch costume to (alive v)\n end\nend\n\nwhen backdrop switches to [3 v]\nswitch costume to (dead v)\ngo to x: (-27) y: (6)\nshow\n\nwhen flag clicked\nforever\n if <<(backdrop [name v]) = [3]> or <<(backdrop [name v]) = [7]> or <(backdrop [name v]) = [12]>>> then\n show\n else\n hide\n end\nend\n\nwhen backdrop switches to [7 v]\nswitch costume to (dead v)\ngo to x: (63) y: (7)\nshow\n\nwhen backdrop switches to [12 v]\nswitch costume to (dead v)\ngo to x: (-29) y: (9)\nshow\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [14 v]\nswitch costume to (costume1 v)\ngo to x: (37) y: (-89)\nshow\nforever\n if <<<key (b v) pressed?> and <touching (player v)?>> and <(costume [name v]) = [costume1]>> then\n switch costume to (costume2 v)\n go to x: (49) y: (-117)\n end\n if <<<key (r v) pressed?> and <touching (player v)?>> and <(costume [name v]) = [costume2]>> then\n switch costume to (costume3 v)\n go to x: (67) y: (-97)\n broadcast (heal v)\n end\nend\n\nwhen I receive [heal v]\nswitch backdrop to (15 v)\nsay [Omg Thank you bestie!!!!]\nforever\n glide (0.2) secs to x: (67) y: (-53)\n glide (0.2) secs to x: (67) y: (-97)\nend\n\n
Rock5- \nA Platformer\n\nHow to play:\nArrow Keys or WASD to move \nSkip 1 time per 4 second\nAvoid spikes\n100% possible and very easy :P\nPart 1:\nhttps://scratch.mit.edu/projects/484384799/\nPart 2:\nhttps://scratch.mit.edu/projects/485498630/\nPart 3:\nhttps://scratch.mit.edu/projects/489416143/\nPart4:\nhttps://scratch.mit.edu/projects/489875014/\nMy Studio:\nhttps://scratch.mit.edu/studios/28429072/\n\nOther projects:\nSticker maker:\nhttps://scratch.mit.edu/projects/475659226/\nwizard's adventure part 1:\nhttps://scratch.mit.edu/projects/469131154/\n\nLike or favourite to support :O\nFollow for more games and stuff :D\n\nTags:\n#game #lol #cool #fun #all #platformer
lukastaniak scroling platformer część 2
@Stage\n\nwhen I receive [start v]\nswitch backdrop to (lawa v)\n\nwhen I receive [die v]\nswitch backdrop to (die v)\nstop [all v]\n\nwhen flag clicked\nforever\n play sound [Mystery v] until done\nend\n\nwhen I receive [win v]\nswitch backdrop to (win v)\nstop [all v]\n\n@Platform\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [setup v]\nhide\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nwhen I receive [reset v]\ndelete this clone\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 [tick v]\ngo to [front v] layer\n\n@END\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [setup v]\nhide\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nwhen I receive [reset v]\ndelete this clone\n\n@Player2\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stojanisko2 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (6))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (skakańsko v)\n else\n switch costume to (spadańsko 2 v)\n end\nend\n\nwhen I receive [play v]\nshow\nforever\n Griffpatch Platforming Engine [5]\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (platform v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [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 (level hitbox 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\nchange [frame v] by (0.5)\n\ndefine Griffpatch Platforming Engine (speed)\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> 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 <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk (-90) ((speed) * (-1))\n start sound [Running Footsteps Sound Effects All Sounds5 v]\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (90) (speed)\n start sound [Running Footsteps Sound Effects All Sounds5 v]\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [recording1 v]\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\nif <<(y position) < [-180]> or <touching color (#000000)?>> then\n start sound [fall v]\n go to x: (0) y: (0)\n point in direction (90)\n set [scrollx v] to [0]\n set [speed y v] to [0]\n wait (1) seconds\n stop [all v]\nend\nSet Costume\nScrolling Blocks\n\ndefine Reset Player\nshow\nset size to (40) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (100)\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 flag clicked\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 (Setup v)\nbroadcast (zxxxxxxxxx v)\nbroadcast (Start v)\nthink [Hmm...] for (2) seconds\nsay [jakaś bariaera] for (2) seconds\nsay [niewidzialna staranuj ją biegnij na nią skacz it tym podobne] for (5) seconds\nsay [ruszasz się strzałkami] for (2) seconds\nsay [udało się] for (2) seconds\nsay [teraz jak zginiemy to się nie odrodzimy więc uważaj] for (2) seconds\nsay [nie dotykaj czarnego] for (2) seconds\nsay [nadal badam sprawę hejtera] for (2) seconds\nsay [w droge!] for (2) seconds\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\nQuick Scroll\n\nplay sound [Running Footsteps Sound Effects All Sounds5 v] until done\n\nplay sound [recording1 v] until done\n\nplay sound [recording1 v] until done\n\nstart sound [Running Footsteps Sound Effects All Sounds5 v]\n\nplay sound [Running Footsteps Sound Effects All Sounds5 v] until done\n\nplay sound [Running Footsteps Sound Effects All Sounds5 v] until done\n\nwhen flag clicked\nforever\n show\nend\n\nif then\n start sound [fall v]\n go to x: (0) y: (0)\n point in direction (90)\n set [scrollx v] to [0]\n set [speed y v] to [0]\n stop [all v]\nend\n\nwhen flag clicked\n\nsay [ciapek wreszcie] for (2) seconds\nsay [co si stało?] for (2) seconds\nsay [co porwał cię hejter] for (2) seconds\nsay [rozprawię się z nim] for (2) seconds\nsay [ciąg dalszy nastąpi] for (2) seconds\n\nwhen [space v] key pressed\nforever\n say [ty : CO się stało] for (2) seconds\n say [pytka : adawin został porwany] for (2) seconds\n say [ty : jak] for (2) seconds\n say [ pytka :faceci z fabryki ciasta drożdżowego go wzieli nie udałoo mi się ich powstrzymać] for (5) seconds\n say [ty : idziemy go uratwać] for (2) seconds\n stop [all v]\nend\n\n@ustawienia\n\ndefine Game On\nset [x v] to (Checkpoint x)\nset [y v] to (Checkpoint y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [finish v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\npoint in direction (90)\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\nif <not <key (any v) pressed?>> then\n switch costume to (hitbox v)\nend\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [sx v] by (-1.75)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [sx v] by (1.75)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> 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)\nDie\nset [scroll x v] to (x)\nchange [scroll x v] by (round (((x) - (Scroll x)) / (10)))\nif <(Scroll x) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (Scroll y)) / (10)))\nif <(Scroll y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nswitch costume to (stand v)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Finish) > []>\n Tick\n Position\n broadcast (Tick v)\n end\n if <(Finish) = [Yes]> then\n Game Con\n else\n Game End\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (Scroll x)) y: ((y) - (Scroll y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-15]\n else\n set [sx v] to [15]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game End\nrepeat (2)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\nend\nhide\n\ndefine Die\nif <<touching (danger v)?> or <touching (spikes v)?>> then\n set [finish v] to [Die]\nend\n\ndefine Game Con\nbroadcast (Win v)\n\nwhen I receive [bounce v]\nif <touching (enemy v)?> then\n set [sy v] to [18]\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nbroadcast (DeleteClone v) and wait\nbroadcast (CreateClone v) and wait\n\nwhen flag clicked\nset [time v] to [0]\nbroadcast (Start v)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\nset [checkpoint x v] to [-199]\nset [checkpoint y v] to [-118]\nset size to (50) %\nshow\n\nwhen flag clicked\nforever\n if <touching (platform2 v)?> then\n broadcast (Die v)\n end\n if <touching (end v)?> then\n broadcast (WIN v)\n if <(TIME) < [50]> then\n end\n end\nend\n\nwhen I receive [start v]\nset size to (50) %\nforever\n hide\nend\n\nshow\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n change [time v] by (0.1)\nend\n\n@pick\n\nwhen I receive [play v]\nwait (1) seconds\nshow\n\nwhen flag clicked\nshow\nforever\n go to (player2 v)\n point in direction ([x position v] of [player2 v])\nend\n\n
druga część! aby pokonać nie widzialną barierę na początku po prostu chodź i skacz do oporu.\n Ruch - strzałki, lub W, A, S,d \nNie dotykaj koloru czarnego\n20 gwiazd i serc następna część\npodpowiedź ciapek może dotykać czarny kolor\n\n\nsecond part! to overcome the invisible barrier at the beginning, just walk and jump until it stops.\n Movement - arrows, or W, A, S, d\nDon't touch the black color\n20 stars and hearts next part\nThe hint of ciapek may touch the black color\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nlove,\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nfav\n\n\n\n\n\n\n\n\n\n\n\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 follow!!! \n\n\n\n\n\n\n\n\n\n\n\n\n\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 ,,Lavalands'' if you read it
scrolling platformer v.1.3
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [start game v]\nswitch backdrop to (backdrop2 v)\n\n@Sprite1\n\nwhen I receive [loop v]\nshow\nforever\n broadcast (animate v) and wait\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n turbo check\n end\n wait (0.03) seconds\nend\n\nwhen I receive [layer4 v]\ngo to [front v] layer\nbroadcast (layer5 v)\n\nwhen flag clicked\nshow\ngo to x: (-143) y: (-32)\npoint in direction (90)\nforever\n play sound [Return of the Heroes.mp3 v] until done\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\ndefine turbo check\nchange y by (-4)\nif <touching color (#ffff00)?> then\n broadcast (message1 v) and wait\nend\nchange y by (4)\n\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#666666)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#666666)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\n@Sprite2\n\nwhen I receive [message1 v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change [whirl v] effect by (150)\n wait (0.1) seconds\nend\nnext costume\ngo to x: (145) y: (28)\nset [yv v] to [-15]\nchange y by (-15)\nrepeat (10)\n change [ghost v] effect by (-10)\n change [whirl v] effect by (-150)\n wait (0.1) seconds\nend\n\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-15]\n else\n set [xv v] to [15]\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\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching color (#666666)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching color (#666666)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\nend\nchange y by (1)\n\nwhen flag clicked\nforever\n if <(Yv) > [40]> then\n if <(costume [number v]) = [5]> then\n go to x: (145) y: (8)\n set [yv v] to [-15]\n else\n go to x: (145) y: (28)\n set [yv v] to [-15]\n end\n end\nend\n\nwhen I receive [animate v]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (-1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching (sprite1 v)?> then\n change y by (-1)\n if <touching (sprite1 v)?> then\n change y by (-1)\n if <touching (sprite1 v)?> then\n change y by (-1)\n if <touching (sprite1 v)?> then\n change y by (-1)\n if <touching (sprite1 v)?> then\n change y by (-1)\n if <touching (sprite1 v)?> then\n change y by (-1)\n if <touching (sprite1 v)?> then\n change y by (-1)\n if <touching (sprite1 v)?> then\n change x by ((Xv) * (-1))\n change y by (7)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-15]\n else\n set [xv v] to [15]\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 end\nend\nchange [yv v] by (1)\nchange y by (Yv)\nif <touching (sprite1 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (1)\nif <touching (sprite1 v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n set [yv v] to [-15]\n end\nend\nchange y by (-1)\n\nwhen I receive [layer3 v]\ngo to [front v] layer\nbroadcast (layer4 v)\n\ndefine None\nset [rawangle v] to ([acos v] of ((X) / (Distance)) )\nset [v v] to (speed)\nrepeat until <<<((ypos) - (3)) < (y position)> and <(y position) < ((ypos) + (3))>> and <<((xpos) - (3)) < (x position)> and <(x position) < ((xpos) + (3))>>>\n change x by (((xpos) - (x position)) * ((V) / (8)))\n change y by (((ypos) - (y position)) * ((V) / (8)))\n wait (0.035) seconds\nend\nrepeat (4)\n change x by (((xpos) - (x position)) * ((V) / (8)))\n change y by (((ypos) - (y position)) * ((V) / (8)))\n set [v v] to ((V) / (1.2))\n wait (0.035) seconds\nend\n\ndefine None\nset [rawangle v] to ([acos v] of ((X) / (Distance)) )\nset [v v] to (speed)\nrepeat until <<<((ypos) - (3)) < (y position)> and <(y position) < ((ypos) + (3))>> and <<((xpos) - (3)) < (x position)> and <(x position) < ((xpos) + (3))>>>\n change x by (((xpos) - (x position)) * ((V) / (8)))\n change y by (((ypos) - (y position)) * ((V) / (8)))\n wait (0.035) seconds\nend\n\nwhen I receive [start game v]\nhide\ngo to x: (240) y: (279)\nwait (1) seconds\nswitch costume to (costume1 v)\nshow\nGlide (240) (28) (1)\nquick glide x: (125) y: (78) Speed: (3)\ngo to x: (125) y: (78)\nset [yv v] to [-10]\nset [xv v] to [-5]\nbroadcast (loop v)\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nset [ghost v] effect to (20)\n\nwhen I receive [layer5 v]\ngo to [front v] layer\nbroadcast (layer6 v)\n\ngo to x: (-140) y: (-152)\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n set [ghost v] effect to (20)\n set x to (([x position v] of [sprite2 v]) * (1.5))\n set y to (([y position v] of [sprite2 v]) * (1.5))\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n hide\n else\n show\n end\nend\n\n@Sprite4\n\ngo [backward v] (5) layers\n\nwhen I receive [layer2 v]\ngo to [front v] layer\nbroadcast (layer3 v)\n\nset [ghost v] effect to (25)\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nbroadcast (layer v)\nshow\nforever\n set [ghost v] effect to (25)\n set x to (([x position v] of [sprite2 v]) * (0.5))\n set y to (([y position v] of [sprite2 v]) * (0.5))\nend\n\n@Sprite5\n\nwhen flag clicked\nshow\nforever\n go to (sprite6 v)\nend\n\ngo [backward v] (6) layers\n\nwhen I receive [layer6 v]\ngo to (sprite6 v)\ngo to [front v] layer\n\nwhen [8 v] key pressed\nbroadcast (layer v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\n@Sprite6\n\nwhen flag clicked\nshow\nforever\n set x to (([x position v] of [sprite2 v]) * (0.1))\n set y to (([y position v] of [sprite2 v]) * (0.1))\nend\n\nwhen I receive [layer v]\ngo to [front v] layer\nbroadcast (layer2 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\n@Sprite7\n\ndefine None\nset [rawangle v] to ([acos v] of ((X) / (Distance)) )\nset [v v] to (speed)\nrepeat until <<<((ypos) - (3)) < (y position)> and <(y position) < ((ypos) + (3))>> and <<((xpos) - (3)) < (x position)> and <(x position) < ((xpos) + (3))>>>\n change x by (((xpos) - (x position)) * ((V) / (8)))\n change y by (((ypos) - (y position)) * ((V) / (8)))\n wait (0.03) seconds\nend\nrepeat (4)\n change x by (((xpos) - (x position)) * ((V) / (8)))\n change y by (((ypos) - (y position)) * ((V) / (8)))\n set [v v] to ((V) / (1.2))\n wait (0.03) seconds\nend\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nbroadcast (Prestart v)\n\nwhen I receive [prestart v]\nGlide (1) (-180) (2)\nhide\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (-180)\nwait (2) seconds\nshow\nGlide (0) (0) (2)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Sprite8\n\ndefine None\nset [rawangle v] to ([acos v] of ((X) / (Distance)) )\nset [v v] to (speed)\nrepeat until <<<((ypos) - (3)) < (y position)> and <(y position) < ((ypos) + (3))>> and <<((xpos) - (3)) < (x position)> and <(x position) < ((xpos) + (3))>>>\n change x by (((xpos) - (x position)) * ((V) / (8)))\n change y by (((ypos) - (y position)) * ((V) / (8)))\n wait (0.03) seconds\nend\nrepeat (4)\n change x by (((xpos) - (x position)) * ((V) / (8)))\n change y by (((ypos) - (y position)) * ((V) / (8)))\n set [v v] to ((V) / (1.2))\n wait (0.03) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-180)\nwait (1) seconds\nshow\nGlide (0) (0) (2)\n\nwhen I receive [prestart v]\nwait (1) seconds\nGlide (0) (-300) (2)\nhide\nbroadcast (Start game v)\n\n
☁scratch scrolling platformer- online☁
@Stage\n\nwhen flag clicked\nforever\n if <((() - ((у игрока) / (10))) - (-100)) > [0]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to ((() - ((у игрока) / (10))) - (-100))\n end\nend\n\n@Player\n\ndefine х+ (х)\nchange [х игрока v] by (х)\ngo to x: ((х игрока) - (скроллинг х)) y: ((у игрока) - (скроллинг у))\nif <touching (спрайт 1 v)?> then\n repeat (7)\n change [у игрока v] by (1)\n go to x: ((х игрока) - (скроллинг х)) y: ((у игрока) - (скроллинг у))\n if <not <touching (спрайт 1 v)?>> then\n stop [this script v]\n end\n end\n change [у игрока v] by (-7)\n if <key (up arrow v) pressed?> then\n if <(х) > [0]> then\n set [скорость х v] to [-2]\n else\n set [скорость х v] to [2]\n end\n else\n set [скорость х v] to [0]\n end\n repeat until <not <touching (спрайт 1 v)?>>\n if <(х) > [0]> then\n change [х игрока v] by (-1)\n else\n change [х игрока v] by (1)\n end\n go to x: ((х игрока) - (скроллинг х)) y: ((у игрока) - (скроллинг у))\n end\nend\n\ndefine <к> (х) (напр)\nif <к> then\n point in direction (напр)\n if <(скин) = [1]> then\n change [скорость х v] by (х)\n else\n if <(скин) = [2]> then\n change [скорость х v] by ((х) * (0.7))\n else\n change [скорость х v] by ((х) * (1.2))\n end\n end\nend\n\ndefine скроллинг\nif <<<(username) = [M3gaKot228]> or <(username) = [andwels]>> and <key (c v) pressed?>> then\n set [скроллинг х v] to ((х игрока) + ((mouse x) / (2)))\n set [скроллинг у v] to ((у игрока) + ((mouse y) / (2)))\nelse\n change [скроллинг х v] by (((х игрока) - (скроллинг х)) / (5))\n change [скроллинг у v] by (((у игрока) - (скроллинг у)) / (5))\nend\ngo to x: ((х игрока) - (скроллинг х)) y: ((у игрока) - (скроллинг у))\nif <(у игрока) < [-500]> then\n set [скроллинг х v] to [0]\n set [скроллинг у v] to [0]\n set [х игрока v] to [0]\n set [у игрока v] to [0]\nend\nif <touching (спрайт 4 v)?> then\n set [скроллинг х v] to [4130]\n set [скроллинг у v] to [2000]\n set [х игрока v] to [4130]\n set [у игрока v] to [2000]\nend\nbroadcast (платформа v)\n\ndefine касание земли <вверх>\ngo to x: ((х игрока) - (скроллинг х)) y: ((у игрока) - (скроллинг у))\nset [прыжок v] to [0]\nrepeat until <not <touching (спрайт 1 v)?>>\n go to x: ((х игрока) - (скроллинг х)) y: ((у игрока) - (скроллинг у))\n set [скорость падения v] to [0]\n if <вверх> then\n change [у игрока v] by (-1)\n else\n change [у игрока v] by (1)\n set [прыжок v] to [1]\n end\n go to x: ((х игрока) - (скроллинг х)) y: ((у игрока) - (скроллинг у))\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Send Cloud Data\nif <(MY PLAYER #) < [1]> then\n stop [this script v]\nend\nadd (х игрока) to [buffer v]\nadd (у игрока) to [buffer v]\nadd (direction) to [buffer v]\nadd (costume [number v]) to [buffer v]\nchange [cloud timer v] by (1)\nif <(cloud timer) < [3]> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nrepeat (length of [buffer v])\n write (item (1) of [buffer v]) to encoded\n delete (1) of [buffer v]\nend\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen I receive [begin v]\nforever\n Player Tick\n Send Cloud Data\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine Player Tick\nswitch costume to (хит бт32 v)\nchange [скорость падения v] by (-1)\nchange [у игрока v] by (скорость падения)\nкасание земли <(скорость падения) > [0]>\nset [скорость х v] to ((скорость х) * (0.9))\n<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> [0.8] [90]\n<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> [-0.8] [-90]\nх+ (round (скорость х))\nif <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <<<(прыжок) = [1]> or <<(можно летать?) = [да]> and <(pick random (1) to (20)) = [1]>>> or <<<(username) = [M3gaKot228]> or <(username) = [andwels]>> and <key (space v) pressed?>>>> then\n if <(скин) = [1]> then\n set [скорость падения v] to [15]\n else\n if <(скин) = [2]> then\n set [скорость падения v] to [20]\n else\n set [скорость падения v] to [14]\n end\n end\nend\nскроллинг\nswitch costume to (скин)\n\ndefine старт\nset [можно летать? v] to [нет]\nset [скроллинг х v] to [0]\nset [скроллинг у v] to [0]\nset [х игрока v] to [0]\nset [у игрока v] to [0]\nset [скорость падения v] to [0]\nset [прыжок v] to [0]\nset rotation style [left-right v]\n\nwhen I receive [старт игра v]\nстарт\nset [max players v] to [8]\nset [my player # v] to [0]\ndelete all of [buffer v]\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (joining v)\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n switch backdrop to (joined v)\nelse\n switch backdrop to (full v)\nend\nbroadcast (таймер v)\nbroadcast (begin v)\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 rotation style [left-right v]\ndelete all of [buffer v]\nset [color v] effect to (0)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\n begin decode of (value)\n value = read from encoded\n say (join (player #) (join [: ] (value)))\n value = read from encoded\n value = read from encoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n value = read from encoded\n end\nend\nif <(length of [buffer v]) > [0]> then\n set x to ((item (1) of [buffer v]) - (скроллинг х))\n delete (1) of [buffer v]\n set y to ((item (1) of [buffer v]) - (скроллинг у))\n delete (1) of [buffer v]\n point in direction (item (1) of [buffer v])\n delete (1) of [buffer v]\n switch costume to (item (1) of [buffer v])\n delete (1) of [buffer v]\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\n@Спрайт 1\n\nwhen I receive [платформа v]\ngo to x: ((смещение х) - (скроллинг х)) y: ((смещение у) - (скроллинг у))\nif <<(round (x position)) = (round ((смещение х) - (скроллинг х)))> and <(round (y position)) = (round ((смещение у) - (скроллинг у)))>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup - opponents v]\nhide\ngo to x: (0) y: (-2000)\nswitch costume to (костюм 8 v)\nset [смещение х v] to [0]\nset [смещение у v] to [0]\nrepeat (4)\n create clone of (_myself_ v)\n change [смещение х v] by (480)\n next costume\nend\nchange [смещение у v] by (480)\nchange [смещение х v] by (300)\ncreate clone of (_myself_ v)\nnext costume\nchange [смещение х v] by (800)\nchange [смещение у v] by (300)\ncreate clone of (_myself_ v)\nnext costume\nchange [смещение х v] by (650)\nchange [смещение у v] by (-40)\ncreate clone of (_myself_ v)\nnext costume\nchange [смещение х v] by (-1000)\nchange [смещение у v] by (500)\ncreate clone of (_myself_ v)\nnext costume\nchange [смещение х v] by (-600)\nchange [смещение у v] by (500)\ncreate clone of (_myself_ v)\nnext costume\nchange [смещение х v] by (-600)\ncreate clone of (_myself_ v)\nchange [смещение х v] by (-600)\nchange [смещение у v] by (500)\ncreate clone of (_myself_ v)\nchange [смещение х v] by (-600)\nchange [смещение у v] by (500)\ncreate clone of (_myself_ v)\nnext costume\nset [смещение х v] to [4130]\nset [смещение у v] to [1900]\n\n@Background\n\nwhen I receive [платформа v]\nposition it\ngo [backward v] (100) layers\n\nwhen I receive [setup - opponents v]\nset [ghost v] effect to (30)\nswitch costume to (background3 v)\nset size to (100) %\ngo [backward v] (100000) layers\nset [х фона v] to [0]\nset [у фона v] to [0]\ncreate clone of (_myself_ v)\nset [х фона v] to [1]\ncreate clone of (_myself_ v)\nset [у фона v] to [1]\ncreate clone of (_myself_ v)\nset [х фона v] to [0]\n\ndefine position (x) (y)\nif <(x) < [-448]> then\n change [х фона v] by (2)\n position it\nelse\n if <(x) > [448]> then\n change [х фона v] by (-2)\n position it\n else\n if <(y) < [-308]> then\n change [у фона v] by (2)\n position it\n else\n if <(y) > [308]> then\n change [у фона v] by (-2)\n position it\n else\n go to x: (x) y: (y)\n end\n end\n end\nend\n\ndefine position it\nposition (((х фона) * (448)) - ((скроллинг х) / (7))) (((у фона) * (308)) - ((скроллинг у) / (7)))\n\n@Timer\n\nwhen I receive [таймер v]\nshow\nset [таймер v] to [0]\nset [клон таймера v] to [1]\ncreate clone of (_myself_ v)\nset [клон таймера v] to [2]\ncreate clone of (_myself_ v)\nset [клон таймера v] to [3]\ncreate clone of (_myself_ v)\nhide\nforever\n change [таймер v] by (1)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n switch costume to (letter (клон таймера) of (таймер))\n if <<(length of (таймер)) = [1]> and <(клон таймера) = [1]>> then\n go to x: (218) y: (152)\n end\n if <<(length of (таймер)) = [2]> and <(клон таймера) = [1]>> then\n go to x: (200) y: (152)\n end\n if <<(length of (таймер)) = [3]> and <(клон таймера) = [1]>> then\n go to x: (182) y: (152)\n end\n if <<(length of (таймер)) = [3]> and <(клон таймера) = [2]>> then\n go to x: (200) y: (152)\n end\nend\n\n@Спрайт 2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [скин v] to [1]\nswitch costume to (костюм 2 v)\ncreate clone of (_myself_ v)\nswitch costume to (костюм 4 v)\ncreate clone of (_myself_ v)\nswitch costume to (костюм 1 v)\n\nwhen I start as a clone\ngo [forward v] (2) layers\nif <(costume [number v]) = [4]> then\n go to x: (148) y: (-145)\n repeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\n end\n broadcast (старт игра v)\n switch costume to (костюм 3 v)\n wait (0) seconds\n show\n wait (3) seconds\n delete this clone\nend\nif <(costume [number v]) = [6]> then\n go to x: (-151) y: (144)\n forever\n repeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\n end\n broadcast (изменить скин v)\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [старт игра v]\nhide\nif <(costume [number v]) = [6]> then\n delete this clone\nend\n\nwhen I receive [изменить скин v]\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>> then\n if <(costume [number v]) = [3]> then\n switch costume to (костюм 1 v)\n else\n next costume\n end\n set [скин v] to (costume [number v])\nend\n\n@Спрайт 3\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@Спрайт 4\n\nwhen I receive [платформа v]\ngo to x: ((4130) - (скроллинг х)) y: ((670) - (скроллинг у))\nif <<(round (x position)) = (round ((4130) - (скроллинг х)))> and <(round (y position)) = (round ((670) - (скроллинг у)))>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup - opponents v]\nset [ghost v] effect to (50)\ngo to [front v] layer\nhide\n\nwhen flag clicked\nhide\n\n@Dinosaur4\n\nwhen I receive [платформа v]\ngo to x: ((3500) - (скроллинг х)) y: ((1000) - (скроллинг у))\nif <<(round (x position)) = (round ((3500) - (скроллинг х)))> and <(round (y position)) = (round ((1000) - (скроллинг у)))>> then\n show\nelse\n hide\nend\nset [ghost v] effect to (<touching (player v)?> * (40))\n\nwhen flag clicked\nhide\n\n@Crystal\n\nwhen I receive [платформа v]\nif <(можно летать?) = [нет]> then\n go to x: ((3500) - (скроллинг х)) y: ((1000) - (скроллинг у))\n if <<(round (x position)) = (round ((3500) - (скроллинг х)))> and <(round (y position)) = (round ((1000) - (скроллинг у)))>> then\n show\n else\n hide\n end\n if <touching (player v)?> then\n set [можно летать? v] to [да]\n hide\n end\nend\n\n@Спрайт 5\n\nwhen I receive [платформа v]\ngo to x: ((4130) - (скроллинг х)) y: ((1900) - (скроллинг у))\nif <<(round (x position)) = (round ((4130) - (скроллинг х)))> and <(round (y position)) = (round ((1900) - (скроллинг у)))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\n
this is one of my best projects!\nuse you to move\nclick on "skins" to change skin\nproject\n70% of the code is my rest\nthank you griffpatch multiplayer engine\ndo we get to explore?\ni tried very hard please post like and follow me\nthanks to @Scratchmailru for the costumes of the ship\nthanks to @griffpatch for idea\nif you want to get cheats then follow me, put an asterisk and write in the comments "I want to get"\nand I will make a shopping mall so you can use cheats\nlist of those who received cheats:\n@andwels\n@M3gaKot228\n
|Grassy Platformer| (Mobile Friendly) #games #all
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Blank\n\n@Player\n\nwhen flag clicked\nswitch costume to (player v)\ngo [backward v] (99) layers\nhide\nset volume to (50) %\nset [level v] to [1]\nset [deaths v] to [0]\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nif <not <(Transition>) = [1]>> then\n if <not <touching (water v)?>> then\n change [y velocity v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (speed)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by ((0) - (speed))\n end\n set [x velocity v] to ((X Velocity) * (friction))\n change x by (X Velocity)\n set [slope v] to [0]\n if <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <(Slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\n end\n if <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n set [x velocity v] to [0]\n end\n change y by (Y Velocity)\n if <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (level v)?>> then\n if <not <touching (water v)?>> then\n set [y velocity v] to (jump height)\n end\n end\n change y by (1)\n if <touching (water v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (0.8)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y velocity v] by (-0.8)\n end\n if <touching (water v)?> then\n if <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n change [y velocity v] by (-0.2)\n end\n end\n end\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (jump rings v)?> then\n set [y velocity v] to [12]\n end\nend\n\ndefine Detection\nif <<(x position) = [240]> and <not <(Level) = [21]>>> then\n set [level v] to ((Level) + (1))\n broadcast (Next level v)\n broadcast (Create Clone v)\n broadcast (Next v)\n start sound [Ding Sound Effect v]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-215) y: (-70)\nend\nif <<<<<<touching (danger v)?> or <touching (cold water v)?>> or <touching (saws v)?>> or <<<touching (upspikes v)?> or <touching (downspikes v)?>> or <touching (acid v)?>>> or <<touching color (#fb6d6f)?> or >> and <not <(CHEAT) = [1]>>> then\n start sound [Crunch v]\n broadcast (died v)\n set [deaths v] to ((DEATHS) + (1))\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Move v)\nend\nif <touching (bounce pad v)?> then\n start sound [Big Boing v]\n set [y velocity v] to [17]\nend\nif <touching (trampolines v)?> then\n set [y velocity v] to [16]\nend\n\nwhen I receive [intro done v]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\ngo to x: (-215) y: (-78)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platformer Physics [1.95] [0.79] [12.5]\n Detection\nend\n\nwhen flag clicked\nforever\n Cheats Menu\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n set [cheat v] to [1]\n wait (0.3) seconds\nelse\n if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n set [cheat v] to [0]\n wait (0.3) seconds\n end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [8]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [-6]\nend\n\nwhen flag clicked\nforever\n set [x v] to (round (x position))\n set [y v] to (round (y position))\nend\n\nwhen I receive [restart v]\nstart sound [Oops v]\nset [deaths v] to ((DEATHS) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-215) y: (-70)\n\nbroadcast (Restart v)\n\nwhen I receive [jump v]\nset [y velocity v] to [8]\n\nwhen I receive [transition v]\ngo to x: (-215) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I receive [intro done v]\nset [transition> v] to [0]\n\nwhen I start as a clone\nrepeat (10)\n set [ghost v] effect to (0)\nend\ndelete this clone\n\nforever\n create clone of (_myself_ v)\nend\n\nchange [y velocity v] by (1)\n\nset [y velocity v] to [-1]\n\nwhen I receive [intro done v]\nwait until <(Level) = [10]>\ngo to x: (-215) y: (31)\n\nwhen I receive [move v]\nif <(Level) = [10]> then\n go to x: (-215) y: (31)\nelse\n if <(Level) = [13]> then\n go to x: (-192) y: (-60)\n else\n go to x: (-215) y: (-70)\n end\nend\n\nbroadcast (died v)\n\nwait until \n\nwhen I receive [create clone v]\n\nrepeat (3)\n hide\n wait (0.11) seconds\n show\n wait (0.11) seconds\nend\nhide\nwait (0.11) seconds\nshow\n\nwhen I receive [intro done v]\nwait until <(Level) = [13]>\ngo to x: (-192) y: (-60)\n\nwhen I receive [intro done v]\nwait (2) seconds\ngo [forward v] (55) layers\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [right v]\nnext costume\n\n@Level\n\ngo [backward v] (33) layers\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nglide (1) secs to x: (0) y: (0)\n\nglide (1) secs to x: (0) y: (10)\n\n@text\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait (2.4) seconds\ngo to x: (0) y: (-60)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nset [rotation v] to [-10]\nrepeat (70)\n change [ghost v] effect by (rotation)\n change [rotation v] by (-1)\n wait (0.01) seconds\nend\nset [ghost v] effect to (0)\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [start game v]\nhide\n\n@Intro\n\nwhen flag clicked\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nstart sound [Never Mind v]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\npoint in direction (-90)\nset size to (300) %\nset [sine v] to [30]\nrepeat (40)\n change size by (((100) - (size)) * (1))\n turn right (((90) - (direction)) * (0.18)) degrees\nend\nset [glide v] to [7]\nrepeat (20)\n change y by ((glide) - (1))\n change [glide v] by (-0.34)\nend\nwait (5.8) seconds\nhide\n\nwhen I start as a clone\nif <(id) = [1]> then\n clear graphic effects\n show\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n switch costume to (bg v)\nelse\n if <(id) = [2]> then\n id 2\n else\n if <(id) = [3]> then\n id 3\n else\n id 4\n end\n end\nend\n\ndefine id 2\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (dot v)\nend\nbroadcast (Start Game v)\n\nwhen I receive [start game v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\ndefine id 3\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.2) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (smaller dot v)\nend\n\ndefine id 4\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.4) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (crazy dot v)\n turn left (1) degrees\nend\n\nbroadcast (Intro Done v)\n\n@Decoration\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go [backward v] (7) layers\n switch costume to (Level)\nend\n\nchange [level v] by (-1)\n\n@Cold Water\n\nwhen I start as a clone\ngo [backward v] (1) layers\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\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@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Skip\n\nwhen I receive [intro done v]\nwait until <(Level) = [20]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [20]>\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro done v]\nwait (0.8) seconds\n\nwhen this sprite clicked\nbroadcast (s v)\nbroadcast (Transition v)\nbroadcast (Next v)\nbroadcast (Create Clone v)\nchange [level v] by (1)\n\n@Music Button\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nwait until <(Level) = [20]>\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start game v]\nwait (0.8) seconds\nset volume to (30) %\nforever\n play sound [Namice - Dreams v] until done\n play sound [Chris Henry - Flash v] until done\n play sound [Travel The Galaxy \(HD\) v] until done\nend\n\nwhen this sprite clicked\nif <(volume) = [30]> then\n switch costume to ((costume [number v]) + (1))\n set volume to (0) %\nelse\n switch costume to ((costume [number v]) - (1))\n set volume to (30) %\nend\n\nwhen flag clicked\nwait until <(Level) = [20]>\nhide\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [side v] to (pick random (1) to (2))\nshow\nset [ghost v] effect to (pick random (20) to (25))\ngo to [back v] layer\nswitch costume to (pick random (1) to (2))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-290]>\n go to [back v] layer\n change x by (-0.5)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [270]>\n go to [back v] layer\n change x by (0.5)\n end\n delete this clone\nend\n\nwhen I receive [intro done v]\nforever\n create clone of (_myself_ v)\n wait (pick random (40) to (50)) seconds\nend\n\n@UpSpikes\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen flag clicked\nwait until <(Level) = [11]>\nnext costume\n\nwhen flag clicked\nwait until <(Level) = [10]>\nrepeat until <not <(Level) = [10]>>\n switch costume to (Level)\n set size to (100) %\n go to x: (0) y: (-10)\n glide (0.2) secs to x: (0) y: (-40)\n wait (0.6) seconds\n glide (0.4) secs to x: (0) y: (-10)\nend\n\nwhen flag clicked\nwait until <(Level) = [11]>\nrepeat until <not <(Level) = [11]>>\n switch costume to (Level)\n set size to (100) %\n go to x: (0) y: (-10)\n glide (0.2) secs to x: (0) y: (-40)\n wait (0.6) seconds\n glide (0.4) secs to x: (0) y: (-10)\nend\n\nwhen flag clicked\nwait until <(Level) = [12]>\nnext costume\n\nwhen flag clicked\nwait until <(Level) = [13]>\nrepeat until <not <(Level) = [13]>>\n switch costume to (Level)\n set size to (100) %\n go to x: (0) y: (-10)\n glide (0.2) secs to x: (0) y: (-40)\n wait (0.6) seconds\n glide (0.4) secs to x: (0) y: (-10)\nend\n\nwhen flag clicked\nwait until <(Level) = [14]>\nrepeat until <not <(Level) = [14]>>\n switch costume to (Level)\n set size to (100) %\n go to x: (0) y: (-10)\n glide (0.2) secs to x: (0) y: (-40)\n wait (0.6) seconds\n glide (0.4) secs to x: (0) y: (-10)\nend\n\nwhen flag clicked\nwait until <(Level) = [15]>\nrepeat until <not <(Level) = [15]>>\n switch costume to (Level)\n set size to (100) %\n go to x: (0) y: (-10)\n glide (0.2) secs to x: (0) y: (-40)\n wait (0.6) seconds\n glide (0.4) secs to x: (0) y: (-10)\nend\n\nwhen flag clicked\nwait until <(Level) = [17]>\nrepeat until <not <(Level) = [17]>>\n switch costume to (Level)\n set size to (100) %\n go to x: (0) y: (-10)\n glide (0.2) secs to x: (0) y: (-40)\n wait (0.6) seconds\n glide (0.4) secs to x: (0) y: (-10)\nend\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\n switch costume to (Level)\nend\n\n@Bounce Pad\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n go [backward v] (5) layers\n switch costume to (Level)\nend\n\n@Transitions\n\nwhen I receive [died v]\ncreate clone of (_myself_ v)\n\ndefine thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((4100) - (size)) / (4))\nset [size v] to (size)\nswitch costume to (thing v)\n\ndefine other thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((410) - (size)) / (6))\nset [size v] to (size)\nswitch costume to (weird thing v)\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I start as a clone\nset [transition> v] to [1]\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nset [size v] to [100]\nrepeat until <(size) > [4080]>\n thing\nend\nset size to (10) %\nset [size v] to [10]\nrepeat until <(size) > [400]>\n other thing\nend\nhide\nbroadcast (Move v)\nset [transition> v] to [0]\ndelete this clone\n\nset [color v] effect to ((1) / (0))\n\n@Next Level\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [next level v]\nset [transition> v] to [1]\ngo to [front v] layer\nclear graphic effects\nshow\ngo to x: (5000) y: (0)\nrepeat until <(round (x position)) = [0]>\n go to [front v] layer\n change x by (((0) - (x position)) / (4))\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [transition> v] to [0]\n\n@Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nset [screen v] to [1]\ngo [backward v] (11) layers\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nwait (0.1) seconds\nshow\ngo [forward v] (9) layers\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n change [titleturn v] by (1)\n end\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <(SCREEN) = [0]> then\n go [backward v] (6) layers\n end\nend\n\n@Play Button\n\nwhen I receive [start game v]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nset [screen v] to [0]\nbroadcast (Transition v)\nbroadcast (Intro Done v)\nbroadcast (st v)\n\nwhen I receive [start game v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <not <(IN) = [1]>>> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [start game v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((85) - (size)) / (5))\n set [brightness v] effect to (20)\n else\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\n@Play Character\n\nwhen I receive [start game v]\nforever\n if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n if <<(SCREEN) = [1]> and <not <(IN) = [1]>>> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nnext costume\nbroadcast (Next cos v)\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [right v]\nswitch costume to ((costume [number v]) + (1))\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start game v]\nshow\ngo [forward v] (6) layers\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((89) - (size)) / (5))\n if <<mouse down?> and <not <(IN) = [1]>>> then\n start sound [Low Boing v]\n repeat (3)\n change size by (-3)\n end\n repeat (3)\n change size by (3)\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((76) - (size)) / (5))\n end\nend\n\nnext costume\nbroadcast (Next cos v)\n\nwhen I receive [start game v]\nshow\ngo [forward v] (6) layers\nforever\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (8)))\nend\n\n@Left\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start game v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((95) - (size)) / (5))\n if <<mouse down?> and <not <(IN) = [1]>>> then\n broadcast (left v)\n wait until <not <mouse down?>>\n end\n else\n change size by (((75) - (size)) / (5))\n end\nend\n\nnext costume\n\nwhen I receive [start game v]\nforever\n if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n if <(SCREEN) = [1]> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\n@Right\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start game v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((95) - (size)) / (5))\n if <<mouse down?> and <not <(IN) = [1]>>> then\n broadcast (right v)\n wait until <not <mouse down?>>\n end\n else\n change size by (((75) - (size)) / (5))\n end\nend\n\nnext costume\n\nwhen I receive [start game v]\nforever\n if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n if <(SCREEN) = [1]> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\n@instructions\n\nwhen I receive [start game v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <not <(IN) = [1]>>> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [start game v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((85) - (size)) / (5))\n set [brightness v] effect to (20)\n if <<<mouse down?> and <not <(IN) = [1]>>> and <(SCREEN) = [1]>> then\n broadcast (in v)\n end\n else\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\n@title screen\n\nwhen flag clicked\nset [in v] to [0]\nhide\n\nwhen I receive [in v]\nset [in v] to [1]\nshow\nclear graphic effects\nset size to (10) %\ngo to [front v] layer\nrepeat (20)\n change size by (((100) - (size)) / (5))\nend\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset [in v] to [0]\n\n@Lasers\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (-106) y: (3)\ngo to [back v] layer\nwait until <(Level) = [16]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [16]>>\n go to [back v] layer\n set [laser? v] to [0]\n switch costume to (1 v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (1up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [17]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [17]>\nhide\n\ndefine Bug Fixing\nif <(Level) = [17]> then\n hide\nend\n\nwhen flag clicked\nforever\n Bug Fixing\nend\n\n
New game https://scratch.mit.edu/projects/502990108\n\nWelcome to my new game "grassy platformer"\nIn this game try and avoid spikes, water, and lasers!\n-Select any color skin\n-WASD\n-Arrow Keys\n-Mobile Controls\n-Sorry no wall jumping\n-Enjoy!
Sky-Scrolling-Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\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 [Hard!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thank you.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nset [connect v] to [Connecting]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [210]\n set [y v] to [60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [5]\nset [timout v] to [0]\nset [exit v] to []\nset size to (100) %\nshow\nset rotation style [left-right v]\n\ndefine Tick\nif <touching (ladder v)?> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.65))\nelse\n change [sx v] by ((1.8) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.75))\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n set [sy v] to [12]\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [20]\nend\nif <touching (ladder v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n change [y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) < (y position)> and <mouse down?>>> then\n change [y v] by (-6)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timout v] to [0]\nelse\n change [timout v] by (1)\nend\nif <(timout) > [999]> then\n broadcast (timeout v)\n hide\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (jump_through v)?> then\n if <(sy) < [0]> then\n change [y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<touching (spinny v)?> or <touching (danger v)?>> then\n set [exit v] to [die]\n Reset\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right up v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left up v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nclear graphic effects\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value = cloud # (player #)\nif <(player #) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player #) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player #) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player #) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player #) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player #) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player #) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player #) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player #) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player #) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\ndefine tick\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join (value) [A])\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n set rotation style [all around v]\n go to [front v] layer\n point towards (player v)\n switch costume to (arrow v)\n if on edge, bounce\n think []\n set [ghost v] effect to (0)\nelse\n set rotation style [don't rotate v]\n point in direction (90)\n set [ghost v] effect to (10)\n if <(names?) = [0]> then\n think []\n else\n think (value)\n end\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nvalue = read from encoded\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen flag clicked\nset [names? v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names?) = [0]> then\n set [names? v] to [1]\n else\n set [names? v] to [0]\n end\n end\nend\n\n@Connnect\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (170) y: (130)\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n else\n switch costume to (connecting v)\n end\n end\nend\n\nwhen I receive [timeout v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nstop [all v]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [ghost v] effect to (99)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Platforms_Art\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Checkpoint\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n switch costume to (open v)\n change [checkpoint v] by (1)\n end\nend\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nset [checkpoint v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nClone at [210] [30]\nset [x v] to [-99999]\n\n@Bouncy\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [555] [-102]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nswitch costume to (bouncy2 v)\n\n@Spinny\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (6) degrees\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [175] [-105]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Chat\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(is the chat open) = [1]>\n repeat (10)\n set size to ((size) + (((100) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(is the chat open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\ndefine GO\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n GO\nend\n\n@Ladder\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Jump_Through\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (1.5) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nif <(pick random (1) to (2)) = [2]> then\n set [d v] to [-250]\nelse\n set [d v] to [250]\nend\ngo to x: (d) y: (pick random (-130) to (170))\nset [ghost v] effect to (pick random (40) to (70))\nif <(d) = [250]> then\n repeat until <(x position) < [-267]>\n change x by (pick random (-1) to (-3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nelse\n repeat until <(x position) > [267]>\n change x by (pick random (1) to (3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nend\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\n@Coins\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [coins v] by (1)\n delete this clone\nend\nif <(tick) > [0]> then\n next costume\n set [tick v] to [0]\nelse\n change [tick v] by (1)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [x v] to [0]\nset [tick v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [90] [-90]\nClone at [320] [-90]\nClone at [940] [315]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Coin_counter\n\nwhen flag clicked\nset size to (110) %\nset [clone# v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n go to x: (((clone#) * (15)) - (-55)) y: (155)\n if <(length of (COINS)) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (COINS))\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nif <(username) = [stratfordjames]> then\n show variable [☁ %c_data v]\nelse\n hide variable [☁ %c_data v]\nend\nhide\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (150) %\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nrepeat until <(size) < [100.3]>\n switch costume to (costume1 v)\n change size by (((100) - (size)) / (8))\n switch costume to (costume2 v)\n change [ghost v] effect by (-15)\nend\nset size to (100) %\n\nwhen flag clicked\nwait (0.1) seconds\nchange [☁ %c_data v] by (1)\n\n
--------------------Sky-Scrolling-Platformer---------------------------\n Welcome to sky a scrolling platformer! This is my third platformer, I made it for the SDS In The Air.\n\nPlay without lag here: https://turbowarp.org/496646818
Geometry ⎢ 3D effect platformer
@Stage\n\nwhen [space v] key pressed\nif <(username) = [974_Baguette]> then\n change [levels : v] by (1)\n broadcast (Reset v)\nend\nwait until <not <key (space v) pressed?>>\n\nwhen flag clicked\nset [cam x v] to [0]\nset [cam y v] to [50]\nforever\n if <(username) = [974_Baguette]> then\n change [cam x v] by ((<key (d v) pressed?> - <key (q v) pressed?>) * (10))\n change [cam y v] by ((<key (z v) pressed?> - <key (s v) pressed?>) * (10))\n else\n set [cam x v] to [0]\n set [cam y v] to [50]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Amadeus - Future world v] until done\nend\n\n@Joueur\n\nwhen flag clicked\nhide\nReset\nset drag mode [draggable v]\nforever\n go to x: ((0) - (mouse x)) y: ((0) - (mouse y))\n if <<<<(mouse x) < [163]> and <(mouse x) > [-163]>> and <<(mouse y) < [110]> and <(mouse y) > [-86]>>> and <mouse down?>> then\n broadcast (Start v)\n end\nend\n\ndefine Mouvement y\nswitch costume to (hit box v)\nif <not <touching (terrain v)?>> then\n change [vitesse y v] by (-2)\n if <(Vitesse y) < [-20]> then\n set [vitesse y v] to [-20]\n end\nend\nchange y by (Vitesse y)\nif <touching (terrain v)?> then\n if <(Vitesse y) < [0]> then\n set [vitesse y v] to [0]\n repeat until <not <touching (terrain v)?>>\n change y by (1)\n end\n else\n set [vitesse y v] to [-1]\n repeat until <not <touching (terrain v)?>>\n change y by (-1)\n end\n end\nend\nif <<key (up arrow v) pressed?> and <(Vitesse y) = [0]>> then\n set [vitesse y v] to [21]\nend\nswitch costume to (joueur2 v)\n\ndefine Mouvement x (vitesse x)\nswitch costume to (hit box v)\nif <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [vitesse x v] to ((vitesse x) * (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>))\nelse\n set [vitesse x v] to ((Vitesse x) - ((Vitesse x) / (7)))\nend\nchange x by (Vitesse x)\nrepeat (8)\n if <touching (terrain v)?> then\n change y by (2)\n else\n switch costume to (joueur2 v)\n stop [this script v]\n end\nend\nchange x by ((0) - (Vitesse x))\nchange y by (-16)\nswitch costume to (joueur2 v)\n\ndefine Reset\nbroadcast (Reset v)\nset [ghost v] effect to (30)\nset [vitesse y v] to [0]\nset [vitesse x v] to [0]\n\ndefine Tick\nMouvement y\nMouvement x [8]\npoint in direction (Vitesse x)\nif <<(y position) < [-179]> or <touching (lave / piques v)?>> then\n glide (0.5) secs to x: (-220) y: (-100)\n Reset\nend\nif <(x position) > [235]> then\n change [levels : v] by (1)\n broadcast (Reset v)\n glide (0.5) secs to x: (-220) y: (-100)\n Reset\nend\n\nwhen I receive [start v]\nshow\nstop [other scripts in sprite v]\nforever\n Tick\nend\n\nset [☁ record du monde v] to [1000]\n\nset [transparence v] to [85]\n\nforever\n go to x: ((0) - (mouse x)) y: ((0) - (mouse y))\nend\n\n@Terrain\n\nwhen flag clicked\nswitch costume to (0 v)\nset [ghost v] effect to (Transparence)\nset [levels : v] to [0]\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nforever\n set [ghost v] effect to (Transparence)\n switch costume to (Levels :)\n go to [back v] layer\nend\n\nwhen I receive [start v]\nset [levels : v] to [1]\n\n@Lave / piques\n\nset [transparence v] to [80]\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nforever\n set [ghost v] effect to (Transparence)\n switch costume to (Levels :)\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\n@Jump boost\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nforever\n set [ghost v] effect to (Transparence)\n switch costume to (Levels :)\n go to [back v] layer\n if <touching (joueur v)?> then\n set [vitesse y v] to [31]\n end\nend\n\nwhen flag clicked\nhide\n\n@Terrain3D\n\nwhen I start as a clone\nforever\n set x to (((([x position v] of [joueur v]) + (Cam x)) * ((100) - (size))) / (50))\n set y to (((([y position v] of [joueur v]) + (Cam y)) * ((100) - (size))) / (50))\n go [forward v] ((size) - (100)) layers\nend\n\nwhen I receive [reset v]\nbroadcast (Suppr clone v) and wait\ngo to x: (0) y: (0)\nswitch costume to (Levels :)\nset size to (105) %\nshow\nCloner\nhide\n\nwhen I receive [suppr clone v]\ndelete this clone\n\ndefine Cloner\nset [ghost v] effect to (50)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (Transparence)\nrepeat (11)\n create clone of (_myself_ v)\n change size by (-1)\n if <(size) = [100]> then\n change size by (-1)\n end\nend\nset [ghost v] effect to (50)\ncreate clone of (_myself_ v)\n\nif <<<touching (joueur v)?> or <touching (joueur3d v)?>> and <(size) < [100]>> then\n go to [back v] layer\nelse\n go to [front v] layer\nend\n\nwhen I receive [start v]\nswitch costume to (1 v)\n\n@Joueur3D2\n\ndefine Cloner\nset [ghost v] effect to (50)\nswitch costume to (joueur2 v)\ncreate clone of (_myself_ v)\nswitch costume to (joueur v)\nrepeat (5)\n change size by (-1)\n create clone of (_myself_ v)\n if <(size) = [101]> then\n change size by (-1)\n end\nend\nswitch costume to (joueur2 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n set x to ((((([x position v] of [joueur v]) + ((Cam x) - (([x position v] of [joueur v]) / (2)))) * ((100) - (size))) / (50)) + ([x position v] of [joueur v]))\n set y to ((((([y position v] of [joueur v]) + ((Cam y) - (([y position v] of [joueur v]) / (2)))) * ((100) - (size))) / (50)) + ([y position v] of [joueur v]))\n go [backward v] ((100) - (size)) layers\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nset size to (102) %\nshow\nCloner\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\nDécode\nset [record : v] to (join (join (☁ Record du monde) [ sec]) (join [ by ] (Codé)))\nwait until <not <mouse down?>>\nrepeat until <<key (any v) pressed?> or <mouse down?>>\n reset timer\n set [time : v] to [0]\nend\nrepeat until <(Levels :) = [15]>\n set [time : v] to ((round ((timer) * (10))) / (10))\nend\nif <(Time :) < (☁ Record du monde)> then\n set [☁ record du monde v] to (Time :)\n set [lettre v] to [1]\n set [☁ nom du joueur v] to []\n repeat (length of (username))\n set [☁ nom du joueur v] to (join (☁ Nom du joueur) (item # of (letter (Lettre) of (username)) in [code v]))\n change [lettre v] by (1)\n end\n set [record : v] to (join (join (☁ Record du monde) [ sec]) (join [ by ] (username)))\nend\n\ndefine Décode\nset [codé v] to []\nset [lettre v] to [1]\nrepeat ((length of (☁ Nom du joueur)) / (2))\n set [codé v] to (join (Codé) (item (join (letter (((Lettre) * (2)) - (1)) of (☁ Nom du joueur)) (letter ((Lettre) * (2)) of (☁ Nom du joueur))) of [code v]))\n change [lettre v] by (1)\nend\n\n@Sprite2\n\nwhen I receive [start v]\nhide\nforever\n set [ghost v] effect to (Transparence)\n go to [back v] layer\n show\n if <mouse down?> then\n go to (mouse-pointer v)\n repeat until <not <mouse down?>>\n point towards (mouse-pointer v)\n if <(distance to [mouse-pointer v]) > [20]> then\n if <<(direction) > [20]> and <(direction) < [180]>> then\n set [vitesse x v] to ((distance to [mouse-pointer v]) - (20))\n if <(Vitesse x) > [8]> then\n set [vitesse x v] to [8]\n end\n end\n if <<(direction) > [-180]> and <(direction) < [-20]>> then\n set [vitesse x v] to ((0) - ((distance to [mouse-pointer v]) - (20)))\n if <(Vitesse x) < [-8]> then\n set [vitesse x v] to [-8]\n end\n end\n if <<<(direction) > [-70]> and <(direction) < [70]>> and <(Vitesse y) = [0]>> then\n set [vitesse y v] to [21]\n end\n end\n end\n else\n hide\n end\nend\n\n
★★★★★ Geometry ⎢2.5D platformer ★★★★★\n\nControl :\n-Directional arrow to move\n-Mobile friendly\n\n★★★★★ Credit ★★★★★ \n\nGame made by :\n\n@974_Baguette\n\nGame tested by :\n\n@scratcheur974\n@nath_appadoo\n@membre_du_groupe_94\n\n★★★★★ Advert ★★★★★ \n\nSee the new game by @scratcheur974 !\n\nReverse-A plateformer \nhttps://scratch.mit.edu/projects/506023040/\n\nSee the new game by @974_Baguette !\n\nJetpack Platformer V.2.0\nhttps://scratch.mit.edu/projects/377795063\n–––––––––––––––––––––––––––––––––––––––––––\n\n★★★★★ Geometry ⎢2.5D platformer ★★★★★\n\nContrôler :\n-Flèche directionnelle pour se déplacer\n-Jouable sur mobile\n\n★★★★★ Crédit ★★★★★\n\nJeu réalisé par:\n\n@ 974_Baguette\n\nJeu testé par:\n\n@scratcheur974\n@nath_appadoo\n@membre_du_groupe_94\n\n★★★★★ Annonce ★★★★★\n\nDécouvrez le nouveau jeu de @scratcheur974 !\n\nReverse-A plateformer \nhttps://scratch.mit.edu/projects/506023040/\n\nDécouvrez le nouveau jeu de @974_Baguette\n\nJetpack Platformer V.2.0\nhttps://scratch.mit.edu/projects/377795063\n\n#platformer #3D #me #game #engine #amazing #cloud #speedrun #jeux
Sky: A scrolling platformer
@Stage\n\nwhen I receive [green flag v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [win!!! v]\nswitch backdrop to (win!! v)\n\n@player\n\nwhen flag clicked\nshow\nset size to (80) %\nchange [☁ sv v] by (1)\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 [green flag v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n tick\n broadcast (tick v) and wait\n end\n die!!!!!!!!!!!!!!!!\nend\n\ndefine Game on\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nshow\n\ndefine tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n Change x by [-8]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n Change x by [8]\nend\nif <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(In air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(up) = [true]> then\n if <(In air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\ncreate clone of (sprite1 v)\nChange y by (sy)\nset [scroll x v] to (x)\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 (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 x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine die!!!!!!!!!!!!!!!!\nset [exit v] to []\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (25)\nend\nhide\nset size to (75) %\nset [ghost v] effect to (0)\nwait (0.01) seconds\n\nwhen I receive [green flag v]\nforever\n if <touching color (#7a60ff)?> then\n broadcast (win!!! v)\n end\nend\n\nwhen I receive [win!!! v]\nforever\n hide\nend\n\nwhen I receive [green flag v]\nforever\n if <touching color (#0200ff)?> then\n die!!!!!!!!!!!!!!!!\n end\nend\n\nwhen I receive [win!!! v]\nhide\n\n@Platform\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [win!!! v]\nhide\n\n@text\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nreset timer\n\nwhen I receive [win!!! v]\nhide\n\nwhen flag clicked\nforever\n\n
Part 2: https://scratch.mit.edu/projects/498899333/ \n
Ice-ling ll Platformer
@Stage\n\n@Intro\n\nwhen flag clicked\nstart sound [1 v]\nswitch backdrop to (white v)\nset size to (100) %\nset [part v] to [Started]\nhide\nclear graphic effects\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <(Part) = [Finished]>\nbroadcast (Delete Clone v)\nwait (0.01) seconds\nset [clone id v] to [2]\nset [part v] to [Started]\ncreate clone of (_myself_ v)\nwait until <(Part) = [Finish]>\nbroadcast (Delete Clone v)\nwait (0.01) seconds\nset [clone id v] to [3]\ncreate clone of (_myself_ v)\nwait (0.001) seconds\nset [clone id v] to [4]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [5]\nrepeat (2)\n Particle [17]\n wait (1.5) seconds\nend\nwait until <(Part) = [Finished]>\nwait (0.01) seconds\nset [clone id v] to [6]\ncreate clone of (_myself_ v)\nwait until <(Part) = [Finished]>\nwait (2) seconds\nbroadcast (Delete Clone v)\nwait (0.01) seconds\nset [clone id v] to [7]\ncreate clone of (_myself_ v)\nwait until <(Part) = [Finished]>\nwait (1) seconds\nbroadcast (Delete Clone v)\nwait (0.01) seconds\nset [clone id v] to [8]\nParticle [8]\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n switch costume to (moving screen v)\n go to [back v] layer\n repeat (17)\n set [clone id v] to [Moving Screen]\n change [color v] effect by (5)\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n set [part v] to [Finished]\nend\nif <(Clone ID) = [Moving Screen]> then\n show\n go to x: (-470) y: (0)\n repeat until <(x position) = [0]>\n change x by (((0) - (x position)) / (10))\n end\n delete this clone\nend\nif <(Clone ID) = [2]> then\n show\n switch costume to (green line v)\n set [ghost v] effect to (100)\n go to x: (-100000) y: (0)\n repeat (10)\n set [clone id v] to [Green Lines]\n create clone of (_myself_ v)\n change y by (-50)\n end\n wait (0.5) seconds\n set [part v] to [Finish]\nend\nif <(Clone ID) = [Green Lines]> then\n go to [back v] layer\n repeat until <(x position) = [0]>\n change x by (((0) - (x position)) / (7))\n change [ghost v] effect by (-10)\n end\nend\nif <(Clone ID) = [Wheel 2]> then\n switch costume to (wheel 2 v)\nend\nif <(Clone ID) = [4]> then\n show\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (logo v)\n set [size - direction v] to [35]\n set [part v] to [Started]\n repeat (2)\n repeat (50)\n set [size - direction v] to (((size - direction) * (0.8)) + (((100) - (size)) / (5)))\n change size by (size - direction)\n end\n set [size - direction v] to [35]\n end\n wait (0.1) seconds\n set [size - direction v] to [50]\n clear graphic effects\n repeat (64)\n point in direction ((90) + (([tan v] of (size - direction) ) * (6)))\n change [size - direction v] by (5)\n end\n set [part v] to [Finished]\nend\nif <(Clone ID) = [6]> then\n set [part v] to [Started]\n clear graphic effects\n show\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (username v)\n set [pixelate v] effect to (100)\n repeat (30)\n change [pixelate v] effect by (-3)\n end\n set [pixelate v] effect to (0)\n wait (0.01) seconds\n set [part v] to [Finished]\nend\nif <(Clone ID) = [7]> then\n set [part v] to [Started]\n repeat (6)\n create clone of (_myself_ v)\n set [clone id v] to [Square]\n end\nend\nif <(Clone ID) = [Square]> then\n switch costume to (square v)\n set size to (796) %\n clear graphic effects\n show\n go to x: (0) y: (0)\n go to [front v] layer\n repeat (300)\n change size by ((size) / (-7))\n end\n set [part v] to [Finished]\nend\nif <(Clone ID) = [8]> then\n set size to (100) %\n switch costume to (yellow particle v)\n show\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (0)\n repeat (30)\n change x by (xvel)\n change y by (yvel)\n change [yvel v] by (-3)\n change [ghost v] effect by (5)\n end\n broadcast (Start v)\n delete this clone\nend\nbroadcast (Hi v)\n\nwhen I receive [delete clone v]\ndelete this clone\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n show\n go to x: (0) y: (0)\n switch costume to (wheel 1 v)\n set [clone id v] to [Wheel 2]\n create clone of (_myself_ v)\n point in direction (90)\n forever\n turn right (3) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [5]> then\n switch costume to (blue particle v)\n show\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (0)\n repeat (30)\n change x by (xvel)\n change y by (yvel)\n change [yvel v] by (-3)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Particle (times)\nrepeat (times)\n create clone of (_myself_ v)\n set [xvel v] to (pick random (-25) to (25))\n set [yvel v] to (pick random (10) to (25))\nend\n\n@Clouds\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 [hi v]\nwait (4) seconds\nset [ghost v] effect to (50)\nshow\n\nwhen I receive [start v]\nforever\n wait (2) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n@platform\n\nwhen I receive [hi v]\ngo to x: (0) y: (0)\nwait (4) seconds\nshow\n\nwhen I receive [naxt level v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nbroadcast (Start v) and wait\n\nwhen I receive [hi v]\nwait (4) seconds\nshow\n\n@Lava\n\nwhen I receive [hi v]\nwait (4) seconds\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\nhide\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\nwhen I receive [im here v]\nhide\n\nwhen I receive [done v]\nshow\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\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 (20) %\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 [hi v]\nwait (4) seconds\nshow\nTick\n\nwhen I receive [1 v]\nreset\n\nwhen I receive [hi v]\nwait (4.5) seconds\nshow\nforever\n play sound [Waiting For Love v] until done\nend\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 I receive [hi v]\nwait (4) seconds\nshow\n\n@Sprite2\n\nwhen flag clicked\nbroadcast (im here v) and wait\nshow\nwait (3.5) seconds\nhide\nbroadcast (done v) and wait\n\nwhen flag clicked\nswitch costume to (hide v)\n\n
This is a ice-ling, he wants adventure, so you help him.\nCredit to @SUNBITES10 for the amazing intro!\nThanks for all the support and enjoy!\nCredits to\nAvicii for- Waiting for love\nto: @BVND1T for the idea
COVID-19 — A mobile friendly platformer (Part 1) #all #games
@Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo \(Original Mix\).mp3 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\ngo to [front v] layer\n\ndefine reset\nswitch costume to (costume1 v)\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to x: (-200) y: (60)\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (13)\n change size by (-7)\nend\ndelete this clone\n\nwhen I receive [message1 v]\nshow\nreset\ngo to [front v] layer\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [xvel v] by (0.8)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [xvel v] by (-0.8)\n end\n set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\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 ((Xvel) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (30))> and <mouse down?>>> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-5]\n else\n set [xvel v] to [5]\n end\n set [yvel v] to [12]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (Yvel)\n if <touching (level v)?> then\n change y by ((Yvel) * (-1))\n set [yvel 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 y) > ((y position) + (30))> and <mouse down?>>> then\n set [yvel v] to [14]\n end\n end\n change y by (1)\n if <(x position) > [239]> then\n change [level v] by (1)\n reset\n end\n if <<touching (spikes v)?> or <touching color (#ff0000)?>> then\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n repeat (10)\n turn right (15) degrees\n change y by (10)\n end\n repeat (10)\n change y by (4)\n end\n repeat (30)\n turn right (15) degrees\n change y by (-10)\n end\n reset\n point in direction (90)\n end\nend\n\nhide\n\nwhen I receive [message1 v]\nrepeat until <touching (sprite6 v)?>\n if <touching (sprite6 v)?> then\n play sound [pop v] until done\n broadcast (Messgae2 v)\n end\nend\n\n@Level\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\ndefine Reset\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (Level)\nshow\n\nif <touching (sprite1 v)?> then\n play sound [pop v] until done\n hide\nend\n\nhide\nwait (0.1) seconds\nshow\nwait (0.1) seconds\nhide\nwait (0.1) seconds\nshow\nwait (0.1) seconds\n\n@Spikes\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [message1 v]\ngo to [front v] layer\n\n@Sprite4\n\nwhen flag clicked\nhide\n\n@738DB675-DE17-493C-B990-B6BC92577228\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (66)\nset [ghost v] effect to (0)\nrepeat (200)\n go to [front v] layer\n turn right (15) degrees\nend\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to [front v] layer\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nrepeat (200)\n go to x: (0) y: (0)\nend\nrepeat (25)\n change [ghost v] effect by (4)\nend\nbroadcast (message1 v)\n\nwhen flag clicked\n\n@Sprite6\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [13]> then\n show\n go to x: (166) y: (-34)\n repeat until <touching (sprite1 v)?>\n broadcast (message1 v)\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [message1 v]\n\nwhen I receive [messgae2 v]\nplay sound [pop v] until done\nforever\n hide\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n
Let’s try to get this to trending!! Shall we?\nNumber 60 in #games!!\n\n@CMlukian loved and faved!! OMG!!\n⬆️⬆️⬆️ Follow him!\n@ʙᴀʙɪᴄʜᴛᴏᴜᴋ Loved! OMG!!\n⬆️⬆️⬆️ Follow him here (@bachtoukbik)\n@JC_ProGold loved and faved and commented!!\n⬆️⬆️⬆️ Follow him!\n@kikipros (Another cool guy!) loved and commented! \n⬆️⬆️⬆️ Follow him!\n\nShoutout:\n@-UltraProgrammer-\n\nRe-open this project if you can’t see anything (or wait for a while)\nHello Everyone! Thanks for bringing me to 500! This game is made for @-UltraProgrammer-’s contest, also a little surprise for you guys! OMG 30+ loves and favs on the first day I shared! THANKS SOO MUCH!\n\n===Instructions===\n-Love and fav plsssssss\n-30 loves ❤️ and favs ⭐️ for part 2!\n-Mobile or WASD or Arrow Keys to move!\n-Dodge lava and spikes!\n-Take the vaccine!\n-100% possible!\n\n===Differences from my previous platformer===\n-You can wall jump\n-Jumping big fixed!\n-More levels (13 levels!)\n\n===Credits===\nYou for your support!\[email protected] for 5% art (text in the thumbnail\n@-UltraProgrammer- for the contest!\nVexento (a music maker) for the music (Tevo)\n100% code by \n1% art by emojis\nLoading sign from google\n\n\n#games #all #platformers #fun #animations
Forest A 2 Player Platformer #games #music #art #all
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (LEVEL)\nend\n\nwhen flag clicked\nforever\n play sound [Hall of Fame amv v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to [back v] layer\nset [color v] effect to (0)\nswitch costume to (hello5 v)\nshow\ngo to x: (-216) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n set size to (100) %\n change [y v] by (-0.5)\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(which player) = [0]>>> 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 <<<mouse down?> and <(x position) > (mouse x)>> and <(which player) = [0]>>> 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 (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> and <(which player) = [0]>>> then\n set [y v] to [0]\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 (moving platform v)?>> 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 (moving platform v)?>> and <<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> and <(which player) = [0]>>>> then\n if <[4] < (costume [number v])> then\n set [y v] to [12]\n else\n set [y v] to [9]\n end\n end\n change y by (0.5)\n if <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or >>>> then\n broadcast (Restart v)\n wait until <not <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or >>>>>\n end\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\nrepeat (10)\n set [ghost v] effect to (0)\nend\nshow\n\nwhen flag clicked\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\nchange [deaths v] by (1)\n\nwhen I receive [next level v]\nReset\n\nwhen flag clicked\nforever\n go to [front v] layer\n broadcast (Tick v)\n if <<touching (trampoline v)?> or <<touching (trampoline v)?> or <<touching (trampoline3 v)?> or <touching (trampoline4 v)?>>>> then\n set [y v] to [12]\n end\n if <touching (zoom v)?> then\n change [x v] by (5)\n end\n if <<touching (buttons v)?> and <<key (up arrow v) pressed?> or >> then\n set [y v] to [7]\n end\n if <<key (down arrow v) pressed?> or > then\n switch costume to (player2 v)\n else\n switch costume to (player v)\n end\nend\n\nwhen this sprite clicked\nset [which player v] to [0]\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nrepeat (10)\n go to x: (0) y: (0)\n set size to (90) %\n go to [front v] layer\n show\nend\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\n@Player2\n\ndefine Reset\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\ngo to x: (-180) y: (-50)\nshow\n\nwhen I receive [restart v]\nReset\n\nwhen I receive [next level v]\nReset\n\nwhen flag clicked\ngo to [back v] layer\nset [color v] effect to (0)\nswitch costume to (hello5 v)\nshow\ngo to [front v] layer\ngo to x: (-180) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [tick v]\nif <<touching (trampoline v)?> or <<touching (trampoline v)?> or <<touching (trampoline3 v)?> or <touching (trampoline4 v)?>>>> then\n set [y v] to [12]\nend\nif <touching (zoom v)?> then\n change [x v] by (5)\nend\nif <<touching (buttons v)?> and > then\n set [y v] to [7]\nend\nif then\n switch costume to (player2 v)\nelse\n switch costume to (player v)\nend\n\nwhen I receive [tick v]\nforever\n change [y v] by (-0.5)\n if <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(which player) = [1]>>> 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 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 (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (-6)\n if then\n set [y v] to [0]\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 (moving platform v)?>> 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 (moving platform v)?>> and <<<<mouse down?> and <(mouse y) > (y position)>> and <(which player) = [1]>> or <key (w v) pressed?>>> then\n if <[4] < (costume [number v])> then\n set [y v] to [12]\n else\n set [y v] to [9]\n end\n end\n change y by (0.5)\n if <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or >>>> then\n broadcast (Restart v)\n wait until <not <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or >>>>>\n end\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\n\nrepeat (10)\n set [ghost v] effect to (0)\nend\n\nshow\n\nwhen this sprite clicked\nset [which player v] to [1]\n\n@portal\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nshow\nrepeat (10)\n go to [front v] layer\nend\nforever\n turn right (3) degrees\nend\n\nwhen flag clicked\nrepeat (10)\n clear graphic effects\nend\nforever\n show\n if <(LEVEL) = [1]> then\n go to x: (200) y: (-40)\n end\n if <(LEVEL) = [2]> then\n go to x: (200) y: (-50)\n end\n if <(LEVEL) = [8]> then\n go to x: (200) y: (100)\n end\n if <(LEVEL) = [9]> then\n go to x: (200) y: (-50)\n end\n if <(LEVEL) = [10]> then\n forever\n hide\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\nrepeat (10)\n go to [front v] layer\nend\nforever\n turn left (3) degrees\nend\n\nwhen I start as a clone\nrepeat (10)\n clear graphic effects\nend\nforever\n show\n if <(LEVEL) = [1]> then\n go to x: (200) y: (-40)\n end\n if <(LEVEL) = [2]> then\n go to x: (200) y: (-50)\n end\n if <(LEVEL) = [8]> then\n go to x: (200) y: (100)\n end\n if <(LEVEL) = [9]> then\n go to x: (200) y: (-50)\n end\n if <(LEVEL) = [10]> then\n forever\n hide\n end\n end\nend\n\nwhen I receive [tick v]\nif <<touching (player2 v)?> and <touching (player v)?>> then\n broadcast (Next Level v)\nend\n\n@Buttons\n\nwhen I receive [tick v]\nset [button? v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (LEVEL)\nif <<touching (player2 v)?> or <touching (player v)?>> then\n if <(Button?) = [0]> then\n change y by (-5)\n set [button? v] to [1]\n wait until <not <<touching (player v)?> or <touching (player2 v)?>>>\n else\n change y by (5)\n set [button? v] to [0]\n wait until <not <<touching (player v)?> or <touching (player2 v)?>>>\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Saw1\n\nwhen flag clicked\nforever\n turn right (6) degrees\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n go to x: (20) y: (-70)\n end\n if <(Button?) = [1]> then\n hide\n else\n show\n end\nend\n\n@Spikes\n\nwhen flag clicked\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [2]> then\n go to x: (20) y: (-70)\n end\n if <(Button?) = [1]> then\n hide\n else\n show\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n set [ghost v] effect to (50)\n if <(which player) = [1]> then\n switch costume to (blue v)\n else\n switch costume to (red v)\n end\nend\n\n
= Welcome To My Newest Game =\n= FOREST, a platformer =\n=Only 10 levels (very short) =\n=Arrow keys for red=\n=W,A,S,D for blue=\n=Click player to be it using Mobile controls=\n=Step on tree stumps to disable saws and spikes=\n=Both Players Must Reach The Portal=\n=Love,Fave,Follow for Part 2=
Before Color / #Platformer #games
@Stage\n\nwhen flag clicked\nforever\n play sound [the final words v] until done\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\nbroadcast (alright bros let's go v)\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Player\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [alright bros let's go v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (ground v)?> 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 (killer wheel v)?> or <touching (spikes v)?>> or <touching (moving killer wheels v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n Spin off screen\n end\n if <touching (jump pad v)?> then\n set [y v v] to [20]\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\n
Well its been a wile but its out! :D I have lots more games coming out this is just the beginning!!! :)\narrows or wasd to move\nall levels are possible! they may be hard though
Cubez Platformer 2 (Christmas) #games #all
@Stage\n\nwhen flag clicked\nforever\n if <(X) = [1]> then\n switch backdrop to (background1 v)\n end\n if <(X) = [2]> then\n switch backdrop to (background1 v)\n end\n if <(X) = [3]> then\n switch backdrop to (background1 v)\n end\n if <(X) = [4]> then\n switch backdrop to (background1 v)\n end\n if <(X) = [5]> then\n switch backdrop to (background1 v)\n end\n if <(X) = [6]> then\n switch backdrop to (background1 v)\n end\n if <(X) = [7]> then\n switch backdrop to (background1 v)\n end\n if <(X) = [8]> then\n switch backdrop to (background1 v)\n end\n if <(X) = [9]> then\n switch backdrop to (background1 v)\n end\n if <(X) = [10]> then\n switch backdrop to (background2 v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (background1 v)\n\nwhen flag clicked\nforever\n play sound [Hiphop Trap Beat Instrumental _ Sick Rap Instrumental 2020 \(prod2 v] until done\nend\n\nswitch backdrop to (X)\n\n@Cube\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n glide (.1) secs to x: (-200) y: (-85)\n end\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n switch costume to (red v)\n end\n if <key (2 v) pressed?> then\n switch costume to (inverted red v)\n end\n if <key (3 v) pressed?> then\n switch costume to (blue v)\n end\n if <key (4 v) pressed?> then\n switch costume to (inverted blue v)\n end\n if <key (5 v) pressed?> then\n switch costume to (rainbow v)\n end\n if <key (6 v) pressed?> then\n switch costume to (glass v)\n end\n if <key (7 v) pressed?> then\n switch costume to (glitch v)\n end\n if <key (8 v) pressed?> then\n switch costume to (santa v)\n if <key (9 v) pressed?> then\n switch costume to (santa v)\n end\n if <key (0 v) pressed?> then\n switch costume to (santa v)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (red v)\nglide (.1) secs to x: (-200) y: (-85)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [x v] to [1]\nforever\n Platform Gravity: [-1] Jump Height: [13] Side Movement Speed: [4] Friction: [.7] Slope: [8]\nend\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Movement Speed: (side movement) Friction: (friction) Slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <<touching (level v)?> or <touching (elevator v)?>> then\n repeat until <not <<touching (level v)?> or <touching (elevator v)?>>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<<key (left arrow v) pressed?> or <key (a v) pressed?>> * ((side movement) * (-1))) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (side movement)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (1)\n if <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (checkpoint v)?> then\n change [x v] by (1)\n glide (.3) secs to x: (-200) y: (-85)\n end\nend\n\nwhen [space v] key pressed\nglide (.1) secs to x: (-200) y: (-85)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (5) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <(y position) < [-175]> then\n glide (.1) secs to x: (-200) y: (-85)\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (level 1* v)\n\nwhen flag clicked\nhide\nwait (5) seconds\nshow\n\nwhen flag clicked\nforever\n switch costume to (X)\nend\n\n@Checkpoint\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\nwait (5) seconds\nshow\n\nwhen flag clicked\nforever\n if <(X) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (225) y: (-100)\n\nwhen flag clicked\nforever\n if <(X) = [7]> then\n go to x: (-225) y: (90)\n else\n go to x: (225) y: (-100)\n end\nend\n\n@Game Name\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n go to x: (0) y: (([cos v] of (((timer) - (3)) * (200)) ) * (25))\nend\n\nwhen flag clicked\nwait (5) seconds\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Snow\n\nwhen I start as a clone\ngo to [back v] layer\nclear graphic effects\nset size to (100) %\nshow\ngo to x: (pick random (250) to (-250)) y: (200)\npoint in direction (90)\nrepeat (150)\n change y by (-3)\n change x by (pick random (-2) to (2))\n change [ghost v] effect by (.9)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n hide\n wait (.0001) seconds\nend\n\nwhen flag clicked\nforever\n switch costume to (snow v)\n if <(X) = [10]> then\n switch costume to (glitter v)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen flag clicked\nhide\nwait (5) seconds\nshow\n\nwhen flag clicked\nforever\n switch costume to (X)\nend\n\n@Elevator\n\nwhen flag clicked\nhide\nwait (5) seconds\nshow\n\nwhen flag clicked\nforever\n if <(X) = [6]> then\n switch costume to (level 6 v)\n else\n switch costume to (level 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (cube v)?> then\n glide (3) secs to x: (0) y: (150)\n wait (1) seconds\n glide (3) secs to x: (0) y: (0)\n end\nend\n\n@Santas Hat\n\nwhen flag clicked\nswitch costume to (inverted red* v)\nforever\n go to (cube v)\nend\n\nwhen flag clicked\nforever\n if <key (8 v) pressed?> then\n switch costume to (santa v)\n end\n if <key (1 v) pressed?> then\n switch costume to (red v)\n end\n if <key (2 v) pressed?> then\n switch costume to (red v)\n end\n if <key (3 v) pressed?> then\n switch costume to (red v)\n end\n if <key (4 v) pressed?> then\n switch costume to (red v)\n end\n if <key (5 v) pressed?> then\n switch costume to (red v)\n end\n if <key (6 v) pressed?> then\n switch costume to (red v)\n end\n if <key (7 v) pressed?> then\n switch costume to (red v)\n end\n if <key (9 v) pressed?> then\n switch costume to (santa v)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\nend\n\n
This is a sequel to Cubez Platformer!\nIf you haven't yet seen that one check it out!\n\nhttps://scratch.mit.edu/projects/398598772/\n\n| INSTRUCTIONS |\n- Use arrow keys and WASD for movement\n- Use keys 1-9 to change your character \n- Avoid falling and don't touch the spikes\n- Like, favorite & follow me @VeryBeary\n\n| Enjoy |
Minecraft platformer
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen [h v] key pressed\nhide variable [mouse v]\n\nwhen flag clicked\n\n@Blank \n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\n@Cute gold block\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play game v) and wait\nbroadcast (Position tiles v)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Win]> then\n Game - win\n else\n Game - fall\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 gold block x by (round (sx))\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [20]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange gold block y by (sy)\nTest - fall\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 [Fall]\nend\n\ndefine Change gold block y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change gold block x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (10)\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 (-10)\n if <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 (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen [s v] key pressed\nnext costume\n\ndefine Game - fall\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 - fall\nif <touching (danger v)?> then\n set [exit v] to [Fall]\nend\n\ndefine Game - win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen flag clicked\nforever\n \n \n if <key (space v) pressed?> then\n change size by (10)\n end\n if <(size) > [800]> then\n set size to (100) %\n end\n end\n end\nend\n\nforever\n\nwhen I receive [green flag v]\nif <touching (potion v)?> then\n broadcast (Show v)\n \n if <key (left arrow v) pressed?> then\n change [sx v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [sx v] by (1)\n end\n end\n broadcast (hide v)\nend\n\n@Exit \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [number v]) = [4]> and <touching (cute gold block v)?>> then\n set [exit v] to [Win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (glowstone v)\n Duplicate at x: [1444] y: [-41]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (glowstone v)\n Duplicate at x: [734] y: [477]\n else\n if <(LEVEL) = [3]> then\n switch costume to (glowstone v)\n Duplicate at x: [857] y: [850]\n else\n if <(LEVEL) = [4]> then\n switch costume to (glowstone v)\n Duplicate at x: [1951] y: [474]\n else\n if <(LEVEL) = [5]> then\n switch costume to (glowstone v)\n Duplicate at x: [1414] y: [1006]\n else\n if <(LEVEL) = [6]> then\n switch costume to (glowstone v)\n Duplicate at x: [702] y: [2772]\n else\n if <(LEVEL) = [7]> then\n switch costume to (glowstone v)\n Duplicate at x: [702] y: [2772]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Duplicate 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 (glowstone2 v)\n\n@Glow stone dust \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cute gold block v)?> then\n change [collected v] by (1)\n if <(Collected) = (Collected max)> then\n broadcast (Open portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected 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 (glowstone_dust v)\n Duplicate at x: [50] y: [-20]\n Duplicate at x: [130] y: [10]\n Duplicate at x: [413] y: [14]\n Duplicate at x: [810] y: [20]\n Duplicate at x: [1190] y: [1]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (glowstone_dust v)\n Duplicate at x: [-115] y: [-41]\n Duplicate at x: [162] y: [53]\n Duplicate at x: [-105] y: [114]\n Duplicate at x: [-194] y: [241]\n Duplicate at x: [612] y: [477]\n else\n if <(LEVEL) = [3]> then\n switch costume to (glowstone_dust v)\n Duplicate at x: [2] y: [287]\n Duplicate at x: [-41] y: [615]\n Duplicate at x: [264] y: [713]\n Duplicate at x: [-194] y: [241]\n Duplicate at x: [697] y: [837]\n else\n if <(LEVEL) = [4]> then\n switch costume to (glowstone_dust v)\n Duplicate at x: [1834] y: [445]\n Duplicate at x: [1197] y: [315]\n Duplicate at x: [699] y: [141]\n Duplicate at x: [186] y: [-76]\n Duplicate at x: [697] y: [140]\n else\n if <(LEVEL) = [5]> then\n switch costume to (glowstone_dust v)\n Duplicate at x: [1137] y: [1588]\n Duplicate at x: [1313] y: [972]\n Duplicate at x: [513] y: [300]\n Duplicate at x: [-192] y: [577]\n Duplicate at x: [622] y: [1665]\n else\n if <(LEVEL) = [6]> then\n switch costume to (glowstone_dust v)\n Duplicate at x: [271] y: [690]\n Duplicate at x: [-29] y: [787]\n Duplicate at x: [692] y: [1388]\n Duplicate at x: [760] y: [1680]\n Duplicate at x: [798] y: [2755]\n end\n end\n end\n end\n end\nend\nset [x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Duplicate at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\n@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\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 v)\n Duplicate at x: [380] y: [0]\n Duplicate at x: [380] y: [0]\n Duplicate at x: [380] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 5 v)\n Duplicate at x: [0] y: [350]\n Duplicate at x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 7 v)\n Duplicate at x: [0] y: [350]\n Duplicate at x: [100] y: [270]\n Duplicate at x: [400] y: [200]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 11 v)\n Duplicate at x: [520] y: [0]\n Duplicate at x: [500] y: [200]\n Duplicate at x: [640] y: [260]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 16 v)\n Duplicate at x: [525] y: [232]\n Duplicate at x: [-500] y: [150]\n Duplicate at x: [130] y: [280]\n Duplicate at x: [400] y: [200]\n Duplicate at x: [550] y: [80]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 21 v)\n Duplicate at x: [250] y: [570]\n Duplicate at x: [250] y: [500]\n Duplicate at x: [400] y: [500]\n Duplicate at x: [500] y: [460]\n Duplicate at x: [-120] y: [430]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume1 v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Duplicate at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ncreate clone of (_myself_ v)\nchange [x v] by (400)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (400)\nnext costume\n\n@Platform\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Duplicate at x: [380] y: [0]\n Duplicate at x: [380] y: [0]\n Duplicate at x: [380] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Duplicate at x: [0] y: [350]\n Duplicate at x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Duplicate at x: [0] y: [350]\n Duplicate at x: [100] y: [270]\n Duplicate at x: [400] y: [200]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Duplicate at x: [520] y: [0]\n Duplicate at x: [500] y: [200]\n Duplicate at x: [640] y: [260]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Duplicate at x: [525] y: [232]\n Duplicate at x: [-500] y: [150]\n Duplicate at x: [130] y: [280]\n Duplicate at x: [400] y: [200]\n Duplicate at x: [550] y: [80]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Duplicate at x: [250] y: [570]\n Duplicate at x: [250] y: [500]\n Duplicate at x: [400] y: [500]\n Duplicate at x: [500] y: [460]\n Duplicate at x: [-120] y: [430]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 7 1 v)\n Duplicate at x: [770] y: [115]\n Duplicate at x: [770] y: [115]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Duplicate at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n
platformer game
@Stage\n\n@Player\n\nwhen I receive [set v]\ngo to x: (XV) y: (YV)\n\nwhen I receive [game on v]\nset [❌ v] to [DIE]\nset [🤕 v] to [0]\nforever\n set [❌ + 🤕 v] to (join (❌) (join [ : ] (🤕)))\nend\n\nwhen I receive [game on v]\nset [xv v] to [-190]\nset [yv v] to [-25]\nset [level v] to [1]\ngo to x: (XV) y: (YV)\nset size to (85) %\nshow\nset [y v] to [0]\nset [x v] to [0]\nset [🤕 v] to [0]\nset [my variable v] to [0]\nshow variable [❌ + 🤕 v]\nstart sound [Connect v]\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 <(x position) > (mouse x)>>> 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 if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (X) ) = (X)> then\n set [x v] to [-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?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (#platforms v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (#trampoline v)?> then\n set [y v] to [22]\n end\n if <touching (#trampoline2 v)?> then\n set [y v] to [22]\n end\n if <<<touching (danger v)?> or <touching (lava v)?>> or <<(y position) < [-170]> or <touching (sprite7 v)?>>> then\n set [my variable v] to [1]\n change [🤕 v] by (1)\n go to x: (XV) y: (YV)\n end\n if <(x position) > [239]> then\n change [level v] by (1)\n go to x: (XV) y: (YV)\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (1.06) seconds\n play sound [Vexento - Pixel Party v] until done\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (28) %\nswitch costume to (2 v)\nrepeat (25)\n change [ghost v] effect by (5)\n change size by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (real cube v)\n\nwhen I receive [game on v]\nforever\n if <(x position) = [239]> then\n change [level v] by (1)\n go to x: (XV) y: (YV)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00e6ff)?> then\n go to [front v] layer\n broadcast (portal show v)\n go to x: (217) y: (-119)\n end\nend\n\nwhen I receive [game v]\nshow\ngo to [front v] layer\nbroadcast (GAME ON v)\n\nwhen I receive [game v]\nswitch costume to (costume1 v)\nif <[usernames v] contains (username)?> then\n say (join [Welcome back, ] (join (username) [!])) for (1) seconds\nelse\n say (join [Hi ] (join (username) [!])) for (1) seconds\n add (username) to [usernames v]\nend\n\n@#PLATFORMS\n\nwhen I receive [game on v]\ngo to x: (36) y: (28)\nswitch costume to (costume2 v)\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [game on v]\nshow\nforever\n if <(LEVEL) = [18]> then\n broadcast (SKIP 📛 v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@danger\n\nwhen I receive [game on v]\nswitch costume to (costume1 v)\ngo to x: (3-26) y: (0)\ngo to [back v] layer\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@lava\n\nwhen I receive [game on v]\nswitch costume to (costume1 v)\ngo to x: (-2) y: (39)\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@#LEVEL?\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [game on v]\nswitch costume to (level :1 v)\nshow\ngo to x: (0) y: (0)\nforever\n if <(LEVEL) = [1]> then\n switch costume to (level :1 v)\n end\n if <(LEVEL) = [2]> then\n switch costume to (level :2 v)\n end\n if <(LEVEL) = [3]> then\n switch costume to (level :3 v)\n end\n if <(LEVEL) = [4]> then\n switch costume to (level :4 v)\n end\n if <(LEVEL) = [5]> then\n switch costume to (level :5 v)\n end\n if <(LEVEL) = [6]> then\n switch costume to (level :6 v)\n end\n if <(LEVEL) = [7]> then\n switch costume to (level :7 v)\n end\n if <(LEVEL) = [8]> then\n switch costume to (level :8 v)\n end\n if <(LEVEL) = [9]> then\n switch costume to (level :9 v)\n end\n if <(LEVEL) = [10]> then\n switch costume to (level :10 v)\n end\n if <(LEVEL) = [11]> then\n switch costume to (level :11 v)\n end\n if <(LEVEL) = [12]> then\n switch costume to (level :12 v)\n end\n if <(LEVEL) = [13]> then\n switch costume to (level :13 v)\n end\n if <(LEVEL) = [14]> then\n switch costume to (level :14 v)\n end\n if <(LEVEL) = [15]> then\n switch costume to (level :15 v)\n end\n if <(LEVEL) = [16]> then\n switch costume to (level :16 v)\n end\n if <(LEVEL) = [17]> then\n switch costume to (level :17 v)\n end\n if <(LEVEL) = [18]> then\n switch costume to (level :18 v)\n broadcast (show v)\n end\n if <(LEVEL) = [19]> then\n switch costume to (level :19 v)\n broadcast (hide v)\n end\n if <(LEVEL) = [20]> then\n switch costume to (level :20 v)\n end\n if <(LEVEL) = [21]> then\n switch costume to (level :21 v)\n end\n if <(LEVEL) = [22]> then\n switch costume to (level :22 v)\n end\n if <(LEVEL) = [23]> then\n switch costume to (level :23 v)\n end\n if <(LEVEL) = [24]> then\n switch costume to (level :24 v)\n end\n if <(LEVEL) = [25]> then\n switch costume to (level :25 v)\n end\n if <(LEVEL) = [26]> then\n switch costume to (level :26 v)\n end\n if <(LEVEL) = [27]> then\n switch costume to (level :27 v)\n end\n if <(LEVEL) = [28]> then\n switch costume to (level :28 v)\n end\n if <(LEVEL) = [29]> then\n switch costume to (level :29 v)\n end\n if <(LEVEL) = [30]> then\n switch costume to (level :30 v)\n broadcast (spin v)\n end\n if <(LEVEL) = [31]> then\n switch costume to (level :31 v)\n broadcast (spin sto\[ v)\n end\n if <(LEVEL) = [32]> then\n switch costume to (level :32 v)\n end\n if <(LEVEL) = [33]> then\n switch costume to (level :33 v)\n end\n if <(LEVEL) = [34]> then\n switch costume to (level :34 v)\n broadcast (show 2 v)\n broadcast (LOL v)\n end\n if <(LEVEL) = [35]> then\n switch costume to (level :35 v)\n broadcast (hide 2 v)\n end\n if <(LEVEL) = [36]> then\n switch costume to (level :36 v)\n end\n if <(LEVEL) = [37]> then\n broadcast (show 3 v)\n switch costume to (level :37 v)\n end\n if <(LEVEL) = [38]> then\n broadcast (hide 3 v)\n broadcast (h v)\n switch costume to (level :38 v)\n end\nend\n\nwhen I receive [game on v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\ngo to [front v] layer\n\n@#TRAMPOLINE\n\nwhen I receive [game on v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@#SKIP\n\nwhen I receive [game on v]\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (SET v)\n\nwhen I receive [skip 📛 v]\nswitch costume to (skip v)\n\ngo to [front v] layer\n\nhide\n\nshow\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (skip v)\nshow\ngo to x: (0) y: (0)\nswitch costume to (skip v)\nset [brightness v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [show v]\nshow\n\nwhen I receive [hide v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [show 2 v]\nshow\n\nwhen I receive [hide 2 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [portal show v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [hide 3 v]\nhide\n\nwhen I receive [show 3 v]\nshow\n\n@Sprite4\n\nwhen I receive [show 3 v]\nshow\n\nwhen I receive [hide 3 v]\nhide\n\nwhen flag clicked\nhide\n\n@plat\n\nwhen flag clicked\nbroadcast (Game v)\nhide\n\n@Sprite7\n\nwhen I receive [spin v]\nshow\ngo to x: (127) y: (-37)\nforever\n turn right (5) degrees\nend\n\nwhen I receive [spin sto\[ v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite14\n\nwhen flag clicked\ngo to x: (-25) y: (-10)\ngo to x: (124) y: (-30)\nforever\n if <(backdrop [name v]) = [Level24]> then\n show\n \n turn right (10) degrees\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [Level25]> then\n hide\n end\nend\n\n@Particle Effects\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (80)\nset size to (pick random (80) to (150)) %\ngo to x: (240) y: (pick random (-180) to (180))\npoint in direction (pick random (-60) to (-105))\nset [speed v] to (pick random (5) to (10))\nrepeat until <<(x position) < [-230]> or <(y position) > [170]>>\n move (Speed) steps\nend\ndelete this clone\n\nwhen I receive [game on v]\nhide\nforever\n create clone of (_myself_ v)\n go to [back v] layer\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\ngo [backward v] (1) layers\n\n
this is my brand new platform game i updated it .. it is not laggy\nshoutout to : @LeBronJamesa26\nupdate:\n★march 9 2021 more levels\n★march 10 2021 more level\n★march 10 2021 more levels\n★march 11 2021 more levels\n★march11 2021 more levels\n★march 12 2021 1 levels\n★ march 13 2021 more levels\n★ march 14 2021 cube upgrade \n★ march 14 2021 cube upgrade \n★ march 14 2021 1 hard level\n★ march 20 2021 mega update\n★march 22 2021 more levels\n★march 25 2021 more levels added song\n★April 2 2021 cube update background added \n★April 2 2021 2 levels and thumbnail \n★April 2 2021 2 levels
Jungle Adventure || A scrolling platformer
@Stage\n\nwhen I receive [プログラム6 v]\nset [clear? v] to [1]\nstop all sounds\nstart sound [win v]\n\nwhen I receive [ゲームok v]\nswitch backdrop to (game v)\nset volume to (60) %\n\nwhen I receive [ゲームok v]\nplay sound [Xaf - Unlimited v] until done\nif <(Clear?) = [0]> then\n play sound [Xaf - Unlimited v] until done\nend\nif <(Clear?) = [0]> then\n play sound [Xaf - Unlimited v] until done\nend\n\nwhen flag clicked\nset [clear? v] to [0]\nswitch backdrop to (intro v)\n\n@player\n\ndefine 位置補正y (向き) (回数)\nif <(Yv) = [0]> then\n stop [this script v]\nend\nset [α v] to [0]\nrepeat until <<not <touching (ステージ 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 (ステージ v)?>>)))\nset [yv v] to [0]\n\nwhen flag clicked\nset size to (80) %\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 [0]\nset [y v] to [20]\nset [スクロールx v] to [0]\nset [スクロールy v] to [20]\nset [復活x v] to [0]\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 if <(X) < [1]> then\n change [xv v] by (1.3)\n set [xv v] to [0]\n end\n end\n set [xv v] to ((Xv) * (0.88))\n change x by (Xv)\n repeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\n end\n if <touching (ステージ v)?> then\n change y by (-6)\n 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 (ステージ 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 (ステージ 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 (ステージ 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 (障害物 v)?>> or <touching (障害物2 v)?>> or <touching (障害物3 v)?>> then\n start sound [Hurt v]\n 初期位置\n end\n change y by (-1)\n if <<touching (ステージ 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 (チェックポイント 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 (ばね 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\nwhen I receive [ゲームok v]\nshow variable [time v]\nhide variable [☁ worldrecord v]\nhide variable [your record v]\nset [time v] to [0]\nreset timer\nrepeat until <(クリあ?) = [1]>\n set [time v] to ([floor v] of (timer) )\nend\nset [your record v] to (Time)\nhide variable [time v]\nif <(Your Record) < (☁ WorldRecord)> then\n set [☁ worldrecord v] to (Your Record)\nend\nshow variable [your record v]\nshow variable [☁ worldrecord v]\n\nset [☁ worldrecord v] to [100]\n\n@ステージ\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my x v] to (x座標)\nset [my y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\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]\ngo to [front v] layer\ngo [backward v] (3) layers\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 ((480) * (3)) [0] [4]\nステージ配置 ((480) * (4)) [0] [5]\nステージ配置 ((480) * (5)) [0] [6]\nステージ配置 ((480) * (6)) [0] [7]\nステージ配置 ((480) * (7)) [0] [8]\nステージ配置 ((480) * (8)) [0] [9]\nステージ配置 ((480) * (9)) [0] [10]\nステージ配置 ((480) * (10)) [0] [11]\nステージ配置 ((480) * (11)) [0] [12]\nステージ配置 ((480) * (12)) [0] [13]\nステージ配置 ((480) * (13)) [0] [14]\nswitch costume to (none v)\nbroadcast (プログラム1 v)\n\nwhen flag clicked\nhide\n\nステージ配置 ((480) * ()) [0] []\n\n@bananas\n\ndefine バナナ配置 (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 (bananas 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 (bananas v)\nif <<touching (player v)?> and <(触れてますよ~) = [0]>> then\n set [触れてますよ~ v] to [1]\n start sound [Coin v]\n change [score v] by (1)\n delete this clone\nend\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]\ngo to [front v] layer\nset [触れてますよ~ v] to [0]\nset [score v] to [0]\nhide\nバナナ配置 ((100) * (1)) [-45]\nバナナ配置 ((100) * (2)) [-45]\nバナナ配置 ((100) * (3)) [-45]\nバナナ配置 ((100) * (4)) [-45]\nバナナ配置 ((100) * (5)) [-45]\nバナナ配置 [800] [-200]\nバナナ配置 [940] [110]\nバナナ配置 [1040] [280]\nバナナ配置 [1150] [110]\nバナナ配置 [1150] [-135]\nバナナ配置 [1080] [-135]\nバナナ配置 [1115] [-90]\nバナナ配置 [1450] [-35]\nバナナ配置 [1585] [-35]\nバナナ配置 [1900] [-35]\nバナナ配置 [2220] [-30]\nバナナ配置 [2340] [230]\nバナナ配置 [2645] [180]\nバナナ配置 [2840] [-35]\nバナナ配置 [2940] [-35]\nバナナ配置 [2975] [-240]\nバナナ配置 [2900] [-280]\nバナナ配置 [3050] [-280]\nバナナ配置 [3560] [-35]\nバナナ配置 [3740] [80]\nバナナ配置 [4000] [80]\nバナナ配置 [4190] [80]\nバナナ配置 [4350] [80]\nバナナ配置 [4530] [80]\nバナナ配置 [4670] [-30]\nバナナ配置 [4800] [40]\nバナナ配置 [4930] [-30]\nバナナ配置 [5235] [240]\nバナナ配置 [5390] [-30]\nバナナ配置 [5620] [30]\nバナナ配置 [5690] [240]\nバナナ配置 [5835] [60]\nバナナ配置 [5960] [60]\nバナナ配置 [6085] [60]\nバナナ配置 [6220] [60]\nswitch costume to (none v)\n\nバナナ配置 ((100) * (-)) [-45]\n\nバナナ配置 [-] [-]\n\n@当たり判定がないもの\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my x v] to (x座標)\nset [my y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(([abs v] of (x) ) - (0)) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (my n)\n\nwhen I start as a clone\nshow\n\nwhen I receive [プログラム6 v]\nhide\n\nwhen I receive [ゲームok v]\nhide\nステージ配置 [-120] [-33] [1]\nステージ配置 [960] [0] [4]\nステージ配置 ((480) * (6)) [0] [5]\nswitch costume to (none v)\n\n@チェックポイント\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 if <[40] > (SCORE)> then\n switch costume to (stage5 v)\n else\n switch costume to (stage3 v)\n end\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 [1780] [-25] [1] [1]\nステージ配置 [3440] [-25] [2] [1]\nステージ配置 [5000] [-25] [3] [1]\nステージ配置 [6360] [-25] [4] [3]\nswitch costume to (none v)\n\nステージ配置 [-] [-] [5] [4]\n\nステージ配置 [1780] [-20] [1] [1]\n\n@演出\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 [1780] [-20]\nステージ配置 [3440] [-20]\nステージ配置 [5000] [-20]\nswitch costume to (none v)\n\n@障害物\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my x v] to (x座標)\nset [my y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\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]\nhide\nステージ配置 [960] [0] [1]\nステージ配置 ((480) * (3)) [0] [2]\nステージ配置 ((480) * (6)) [0] [3]\nステージ配置 ((480) * (12)) [0] [4]\nステージ配置 ((480) * (13)) [0] [5]\nswitch costume to (none v)\n\n@障害物2\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]\nhide\nステージ配置 ((480) * (4)) [0] [1]\nステージ配置 ((480) * (8)) [0] [2]\nステージ配置 ((480) * (9)) [0] [3]\nswitch costume to (none v)\n\n@障害物3\n\nwhen flag clicked\n\nbroadcast (プログラム1 v)\n\ndefine ステージ配置 (x座標) (y座標)\nswitch costume to (none v)\nset [my x v] to (x座標)\nset [my y v] to (y座標)\nswitch costume to (ぐるぐる v)\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (ぐるぐる v)\n\nwhen I start as a clone\nshow\n\nbroadcast (プログラム1 v)\n\nwhen I start as a clone\nforever\n turn right (5) degrees\nend\n\nwhen I receive [プログラム6 v]\nhide\n\nwhen I receive [ゲームok v]\nhide\nset size to (120) %\nステージ配置 [4800] [-80]\nステージ配置 [5640] [-80]\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 [-]\n set [スクロールy v] to [-]\nend\n\nwhen [2 v] key pressed\nif <(username) = [pokosuke0825]> then\n set [スクロールx v] to [700]\n set [スクロールy v] to [-]\nend\n\nwhen [3 v] key pressed\nif <(username) = [pokosuke0825]> then\n set [スクロールx v] to [1430]\n set [スクロールy v] to [-]\nend\n\nwhen [4 v] key pressed\nif <(username) = [pokosuke0825]> then\n set [スクロールx v] to [1792]\n set [スクロールy v] to [-]\nend\n\nwhen [5 v] key pressed\nif <(username) = [pokosuke0825]> then\n set [スクロールx v] to [2340]\n set [スクロールy v] to [230]\nend\n\nwhen [6 v] key pressed\nif <(username) = [pokosuke0825]> then\n set [スクロールx v] to [3730]\n set [スクロールy v] to [100]\nend\n\nwhen [7 v] key pressed\nif <(username) = [pokosuke0825]> then\n set [スクロールx v] to [4650]\n set [スクロールy v] to [100]\nend\n\nwhen [8 v] key pressed\nif <(username) = [pokosuke0825]> then\n set [スクロールx v] to [5400]\n set [スクロールy v] to [100]\nend\n\nwhen [9 v] key pressed\nif <(username) = [pokosuke0825]> then\n set [スクロールx v] to [5750]\n set [スクロールy v] to [100]\nend\n\n@ばね\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 (コスチューム1 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 (コスチューム1 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]\nhide\nswitch costume to (none v)\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@tn\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@背景\n\nwhen I receive [ゲームok v]\ngo to [back v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [2]> then\n switch costume to (none v)\n go to x: (((スクロールX) - ((γ) * (1600))) * (-0.3)) y: (0)\n if <<(((スクロールX) - ((γ) * (1600))) * (-0.3)) > (x position)> or <(x position) > (((スクロールX) - ((γ) * (1600))) * (-0.3))>> then\n hide\n else\n show\n end\n switch costume to (1 v)\n else\n go to x: (((スクロールX) - ((γ) * (3200))) * (-0.15)) y: (0)\n if <<(((スクロールX) - ((γ) * (3200))) * (-0.15)) > (x position)> or <(x position) > (((スクロールX) - ((γ) * (3200))) * (-0.15))>> then\n hide\n else\n show\n end\n switch costume to (2 v)\n end\nend\n\ndefine 高速\nswitch costume to (2 v)\nset [γ v] to [-2]\nrepeat (12)\n change [γ v] by (1)\n create clone of (_myself_ v)\nend\nswitch costume to (1 v)\nset [γ v] to [-2]\nrepeat (6)\n change [γ v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [ゲームok v]\n高速\n\n@tree\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my x v] to (x座標)\nset [my y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(([abs v] of (x) ) - (0)) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (my n)\n\nwhen I start as a clone\nshow\n\nwhen I receive [プログラム6 v]\nhide\n\nwhen I receive [ゲームok v]\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 [960] [360] [4]\nステージ配置 [1440] [0] [5]\nステージ配置 [1920] [0] [6]\nステージ配置 ((480) * (6)) [0] [7]\nステージ配置 ((480) * (7)) [0] [8]\nステージ配置 ((480) * (8)) [0] [9]\nステージ配置 ((480) * (9)) [0] [10]\nステージ配置 ((480) * (10)) [0] [11]\nステージ配置 ((480) * (11)) [0] [12]\nswitch costume to (none v)\n\n@count\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(β) = [1]> then\n go to [front v] layer\n show\n go to x: (-160) y: (145)\n forever\n if <(SCORE) < [10]> then\n switch costume to (0 v)\n else\n switch costume to (letter (1) of (SCORE))\n end\n end\nend\nif <(β) = [2]> then\n go to [front v] layer\n show\n go to x: (-130) y: (145)\n forever\n if <(SCORE) < [10]> then\n switch costume to (letter (1) of (SCORE))\n else\n switch costume to (letter (2) of (SCORE))\n end\n end\nend\n\nwhen I receive [ゲームok v]\nset size to (60) %\nswitch costume to (0 v)\nset [β v] to [1]\ncreate clone of (_myself_ v)\nset [β v] to [2]\ncreate clone of (_myself_ v)\n\n@banana\n\nwhen I receive [ゲームok v]\ngo to x: (-205) y: (145)\nshow\nwait (1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nforever\nend\n\n@Intro\n\nwhen I start as a clone\nshow\nif <<[1] < (costume [number v])> and <(costume [number v]) < [10]>> then\n go to x: (500) y: (0)\n set [variable v] to [0]\n repeat (30)\n set [brightness v] effect to (Variable)\n change [variable v] by (((-200) - (Variable)) / (50))\n change x by (((0) - (x position)) / (4))\n end\n clear graphic effects\n wait until <[2.25] < (timer)>\n set size to (0) %\n go to [front v] layer\n point in direction (91)\n repeat (45)\n change size by (((100) - (size)) / (6))\n turn right ([abs v] of (((90) - (direction)) / (4)) ) degrees\n end\n wait (((costume [number v]) - (1)) * (0.08)) seconds\n repeat until <(y position) < [-240]>\n change y by (((y position) - (1)) / (4))\n end\n delete this clone\nelse\n if <(costume [number v]) = [14]> then\n set y to (500)\n repeat (30)\n change y by (((0) - (y position)) / (4))\n end\n wait until <[3] < (timer)>\n delete this clone\n else\n if <(costume [number v]) = [1]> then\n set size to (0) %\n set [variable v] to [0]\n point in direction (0)\n repeat (30)\n change size by (((100) - (size)) / (4))\n turn right (Variable) degrees\n set [variable v] to (((Variable) * (0.65)) + (((90) - (direction)) / (4)))\n end\n repeat until <[225] < (y position)>\n change y by (((y position) - (-1)) / (4))\n end\n delete this clone\n else\n if <(costume [number v]) = [12]> then\n go to x: (0) y: (500)\n set [brightness v] effect to (100)\n set size to (0) %\n repeat until <[100] < (size)>\n change size by (((2500) - (size)) / (8))\n end\n repeat until <[2499] < (size)>\n switch costume to (blank v)\n change size by (((2500) - (size)) / (8))\n switch costume to (circle v)\n end\n wait until <[5] < (timer)>\n go to x: (0) y: (0)\n set [variable v] to [100]\n repeat (40)\n change size by (((100) - (size)) / (6))\n change [variable v] by (((0) - (Variable)) / (6))\n set [brightness v] effect to (Variable)\n end\n set size to (100) %\n set [variable v] to [12]\n repeat (30)\n change size by (Variable)\n change [variable v] by (-1)\n end\n delete this clone\n else\n if <<[15] < (costume [number v])> and <(costume [number v]) < [20]>> then\n go to x: (0) y: (-240)\n set size to (pick random (30) to (50)) %\n point in direction (pick random (1) to (360))\n set [variable v] to (pick random (-5) to (5))\n set [y v] to ((size) * (0.5))\n repeat (y)\n change x by (Variable)\n change y by (y)\n turn right (Variable) degrees\n change [y v] by (-1)\n end\n repeat until <touching (_edge_ v)?>\n change x by (Variable)\n change y by (y)\n turn right (Variable) degrees\n change [y v] by (-1)\n end\n delete this clone\n end\n end\n end\n end\nend\n\ndefine Particle\nrepeat (20)\n switch costume to (pick random (16) to (19))\n create clone of (_myself_ v)\nend\n\nParticle\n\nwhen flag clicked\nif <(Intro?) = [0]> then\n broadcast (Intro v)\n wait (10) seconds\nend\nbroadcast (ゲームok v)\n\nwhen I receive [intro v]\nset [intro? v] to [1]\nreset timer\nhide\nswitch costume to (p v)\nrepeat (8)\n create clone of (_myself_ v)\n next costume\nend\nwait until <[0.75] < (timer)>\nreset timer\nstart sound [Diviners - Savannah \(feat. Philly K\) \[NCS Release\] v]\nset x to (-160)\nrepeat (3)\n switch costume to (card v)\n create clone of (_myself_ v)\n change x by (160)\n wait (0) seconds\nend\ngo to x: (0) y: (0)\nwait until <[0.5] < (timer)>\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nset [brightness v] effect to (100)\nParticle\nwait until <[2.25] < (timer)>\nswitch costume to (circle v)\ncreate clone of (_myself_ v)\nclear graphic effects\nParticle\n\nset [intro? v] to [0]\n\n@スプライト1\n\nwhen I receive [ゲームok v]\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nwait (2) seconds\nrepeat (25)\n change [ghost v] effect by (-2)\nend\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n
Jungle | Platformer | Banana\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 / Mobile friendly\nバナナを集めよう / Collect bananas\n\nPlz ♥&★! \n\n\n\n半年ぶりのゲームです()
”First” the platformer
@Stage\n\n@タイトル\n\nwhen flag clicked\nset [プログラム管理 v] to [オープニング]\nerase all\ngo to [front v] layer\nset [ghost v] effect to (0)\nset size to (100) %\nhide\npen up\nset pen size to (1)\nset pen color to (#1dff00)\ngo to x: (0) y: (0)\npen down\nrepeat (80)\n change x by (0.1)\n change x by (-0.1)\n change pen size by (15)\nend\npen up\ngo to x: (0) y: (220)\nswitch costume to (琴 v)\nshow\nrepeat (10)\n change y by (-22)\nend\nwait (1) seconds\nrepeat (26)\n change x by (-6)\nend\nstamp\nhide\nswitch costume to (mikawakengyo v)\nwait (1) seconds\ngo to x: (80) y: (220)\nshow\nrepeat (10)\n change y by (-22)\nend\nstamp\nwait (1.5) seconds\nhide\ngo to x: (0) y: (0)\nswitch costume to (黒 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\nend\nerase all\nset [プログラム管理 v] to [1]\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\nend\nhide\nforever\n play sound [BGM素材ダヨー v] until done\nend\n\nswitch costume to (サムネ v)\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\n\n@キャラ\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nwait until <not <(プログラム管理) = [オープニング]>>\nスポーン [-180] [-90]\nwait (1) seconds\nforever\n change [落ちる速さ v] by (-1)\n change y by (落ちる速さ)\n 着地 <(落ちる速さ) > [0]>\n 移動\n if <<[220] < (x position)> and <touching (_edge_ v)?>> then\n 次のステージへ\n end\n if <<(y position) < [-180]> or <touching (触ってはいけないもの v)?>> then\n ヤラレチャッタ\n end\nend\n\ndefine スポーン (x) (y)\nset [速さx v] to [0]\npoint in direction (90)\ngo to x: (-180) y: (-90)\nset size to (60) %\nshow\n\ndefine 着地 <上昇中ですか?>\nchange [落下していますか? v] by (1)\nrepeat until <not <touching (地形 v)?>>\n if <上昇中ですか?> then\n change y by (-1)\n set [落ちる速さ v] to [0]\n else\n change y by (1)\n set [落下していますか? v] to [0]\n set [落ちる速さ v] to [0]\n end\nend\n\ndefine 移動\nif <<<mouse down?> and <[0] < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n if <<<mouse down?> and <(mouse x) < [0]>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n 減速\n else\n 歩行 [1] [1]\n end\nelse\n if <<<mouse down?> and <(mouse x) < [0]>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n 歩行 [2] [-1]\n else\n 減速\n end\nend\nif <<(落下していますか?) < [3]> and <<<mouse down?> and <[30] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [落ちる速さ v] to [14]\nend\nif <<<(落下していますか?) < [3]> and <(落ちる速さ) < [10]>> and <<<mouse down?> and <(mouse y) < [-30]>> or <<key (s v) pressed?> or <key (down arrow v) pressed?>>>> then\n switch costume to (4 v)\nelse\n if <touching (地形 v)?> then\n switch costume to (4 v)\n end\nend\n\ndefine 減速\nset [速さx v] to ((速さX) * (0.88))\n坂\nswitch costume to (3 v)\n\ndefine 歩行 (コスチューム) (向き)\nchange [速さx v] by ((1) * (向き))\nif <([abs v] of ((6) * (向き)) ) < ([abs v] of (速さX) )> then\n set [速さx v] to ((6) * (向き))\nend\n坂\nswitch costume to (コスチューム)\n\ndefine 坂\nchange x by (速さX)\nset [坂 v] to [0]\nrepeat until <<not <touching (地形 v)?>> or <[7] < (坂)>>\n change y by (1)\n change [坂 v] by (1)\nend\nif <[7] < (坂)> then\n change x by ((速さX) * (-1))\n change y by ((坂) * (-1))\nend\n\ndefine ヤラレチャッタ\npoint in direction (90)\nrepeat (10)\n turn right (15) degrees\n change y by (10)\nend\nset [回転 v] to [10]\nrepeat (20)\n turn right (15) degrees\n change y by (回転)\n change [回転 v] by (-1)\nend\nset [やられる速度 v] to [-10]\nrepeat until <<touching (_edge_ v)?> and <(y position) < [0]>>\n turn right (15) degrees\n change y by (やられる速度)\n change [やられる速度 v] by (-2)\nend\nhide\nwait (1) seconds\nスポーン [-180] [-90]\n\ndefine 次のステージへ\nbroadcast (NEXT v)\nwait (1) seconds\nスポーン [-180] [-90]\nwait (0.7) seconds\n\n@地形\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nwait until <not <(プログラム管理) = [オープニング]>>\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (プログラム管理)\nend\n\n@触ってはいけないもの\n\nwhen flag clicked\nhide\nwait (0.1) seconds\ngo to x: (0) y: (0)\nwait until <not <(プログラム管理) = [オープニング]>>\nshow\nforever\n switch costume to (プログラム管理)\nend\n\n@エフェクト\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nset [brightness v] effect to (20)\nshow\nset x to (270)\nset [next 速さ v] to [-32]\nrepeat (16)\n change x by (NEXT 速さ)\n change [next 速さ v] by (2)\n go to [front v] layer\nend\nchange [プログラム管理 v] by (1)\nwait (0.5) seconds\nrepeat (20)\n change [next 速さ v] by (-2)\n change x by (NEXT 速さ)\nend\nhide\n\n@飾り\n\nwhen I start as a clone\nset size to (pick random (60) to (100)) %\nset x to (pick random (-240) to (240))\nset [ghost v] effect to (pick random (30) to (70))\nshow\nglide (pick random (2) to (4)) secs to x: (pick random (-238) to (238)) y: (180)\ndelete this clone\n\nwhen flag clicked\nwait (0.1) seconds\nwait until <not <(プログラム管理) = [オープニング]>>\ngo to x: (pick random (-240) to (240)) y: (-180)\nswitch costume to (pick random (1) to (3))\nhide\ngo to [back v] layer\nforever\n create clone of (_myself_ v)\n turn right (pick random (20) to (340)) degrees\n change [color v] effect by (pick random (0) to (10))\n next costume\n wait (pick random (0.05) to (0.15)) seconds\nend\n\n
[ENTRY] Darkness ||A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Deltarune Hip Shop \(LoFi Hip Hop Remix\) v] until done\nend\n\n@player\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1)\nend\ndelete this clone\n\nwhen I receive [restart v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (x spawn) y: (y spawn)\n\nwhen flag clicked\nbroadcast (BEGIN NOW v)\n\ndefine run engine\nchange [y v] by (-0.5)\nif < or <key (a v) pressed?>> then\n switch costume to (left v)\n change [x v] by (-.6)\nend\nif < or <key (d v) pressed?>> then\n switch costume to (right v)\n change [x v] by (.6)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [7]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (ground v)?> and <key (up arrow v) pressed?>> or < or <<touching (ground v)?> and <key (w v) pressed?>>>> then\n switch costume to (up v)\n set [y v] to [9]\nend\nchange y by (0.5)\nif <<touching (moving spikes v)?> or <<touching (saw v)?> or <touching (moving spikes v)?>>> then\n broadcast (Restart v)\nend\nif <(x position) > [233]> then\n broadcast (next v)\n change [level v] by (1)\n go to x: (x spawn) y: (y spawn)\n set [x v] to [0]\n set [y v] to [0]\nend\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [begin now v]\nclear graphic effects\nset [level v] to [1]\nshow\nset [x spawn v] to [-199]\nset [y spawn v] to [0]\ngo to x: (x spawn) y: (y spawn)\nswitch costume to (1 v)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nrepeat until <(stop) = [t]>\n run engine\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nset [stop v] to [f]\nforever\n if <(level) = [9]> then\n set [stop v] to [t]\n hide\n end\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (1) y: (-8)\nforever\n switch costume to (level)\nend\n\n@moving spikes\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n glide (.3) secs to x: (0) y: (15)\n glide (.3) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\npoint in direction (90)\n\nforever\n point in direction ((([cos v] of (((timer) - (2)) * (200)) ) * (10)) + (90))\nend\n\n@saw\n\nwhen flag clicked\nforever\n turn right (4) degrees\nend\n\nwhen flag clicked\ngo to x: (0) y: (-130)\nset size to (65) %\nset [brightness v] effect to (0)\nforever\n if <<(level) = [2]> or > then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n repeat (11)\n change y by (1)\n end\n repeat (11)\n change y by (-1)\n end\nend\n\ngo to [back v] layer\n\n@thumb\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n@timer\n\nwhen flag clicked\nswitch costume to (back v)\ngo to x: (0) y: (0)\nset [time v] to [0]\nhide variable [time v]\nhide\nforever\n if <(level) = [9]> then\n show\n show variable [time v]\n else\n hide\n hide variable [time v]\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\nwait until <(level) = [9]>\n\nrepeat until <(stop) = [t]>\n\n@light\n\nwhen flag clicked\nshow\nset size to (100) %\nswitch costume to (1 v)\nrepeat until <(stop) = [t]>\n go to [back v] layer\n go to (player v)\nend\nwait until <(stop) = [t]>\nhide\n\nwhen flag clicked\nforever\n repeat (20)\n change size by (1)\n end\n wait (.01) seconds\n repeat (20)\n change size by (-1)\n end\n wait (.01) seconds\nend\n\n
New game https://scratch.mit.edu/projects/501792940\n ♢ɪɴsᴛʀᴜᴄᴛɪᴏɴs♢\n♢ᴀʀʀᴏᴡ ᴋᴇʏs ᴛᴏ ᴍᴏᴠᴇ♢\n♢ʏᴏᴜ ᴄᴀɴ ᴡᴀʟʟᴊᴜᴍᴘ♢\n♢ᴀᴠᴏɪᴅ sᴘɪᴋᴇs/ʟᴀᴠᴀ♢\n♢100% ᴘᴏssɪʙʟᴇ♢\n♢ʜᴏᴘᴇғᴜʟʟʏ ʏᴏᴜ ᴇɴᴊᴏʏ!♢
Normal Hard Platformer!!! #games #all
@Stage\n\nwhen [timer v] > (0.004)\nswitch backdrop to (tło1 v)\n\nwhen flag clicked\nswitch backdrop to (tło1 v)\n\nwhen I receive [start v]\nswitch backdrop to (tło2 v)\n\n@black guy\n\nforever\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\ndefine reset\ngo to [front v] layer\nSet Spawnpoint (x) (y)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nshow\n\nwhen I receive [start v]\nshow\n\nset [change? v] to [1]\nset [change? v] to [0]\n\nwhen I receive [start v]\nreset\nset [level v] to [1]\ngo to [front v] layer\nset [dead? v] to [0]\nset size to (100) %\nforever\n steer\nend\n\nwhen I receive [start v]\nwait (Time Wait) seconds\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [start v]\nwait (Time Wait) seconds\nset [change? v] to [0]\nforever\n wait until <[7] > (Level)>\n if <(x position) = [240]> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [start v]\nwait (Time Wait) seconds\nforever\n if <(y position) = [-179]> then\n game-die\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\nwait (Time Wait) seconds\nshow\n\ndefine game-die\nset [dead? v] to [1]\nchange [player death v] by (1)\nreset\n\nwhen flag clicked\nswitch costume to (p v)\n\nwhen flag clicked\nset [player death v] to [0]\nhide\n\nwhen I receive [intro done v]\nbroadcast (Start v)\n\nwhen [m v] key pressed\nclear graphic effects\nforever\n change [color v] effect by (3)\nend\n\nchange y by (10)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nnext costume\n\ndefine Set Spawnpoint (x) (y)\nset x to (x)\nset y to (y)\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nreset\n\nwhen I receive [next level v]\nif <(Level) = [4]> then\n set [x v] to [-203]\n set [y v] to [34]\nend\nif <(Level) = [6]> then\n set [x v] to [-215]\n set [y v] to [-79]\nend\nif <(Level) = [8]> then\n set [x v] to [-209]\n set [y v] to [-44]\nend\n\nwhen I receive [intro done v]\nif <(Level) = [1]> then\n set [x v] to [-222]\n set [y v] to [24]\nend\n\ndefine steer\nif <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\nend\nif <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\nend\nset [x v v] to ((X v) * (0.9))\nchange x by (X v)\nif <<touching (platform v)?> or <touching (door v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <touching (door v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <touching (door v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <touching (door v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <touching (door v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <<touching (door v)?> or <touching (moving ground v)?>>> then\n change x by ((X v) * (-2))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n change y by (-5)\n end\n end\n end\n end\n end\nend\nchange [y v v] by (-0.8)\nchange y by (Y v)\nwalls detect\n\ndefine trampoline detect\nif <touching (trampoline v)?> then\n set [y v v] to [16]\nend\n\ndefine touching danger\nif <<<<<touching (spike v)?> or <touching (rrrrrr v)?>> or <touching (free intro v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n game-die\nend\n\ndefine walls detect\nif <<touching (platform v)?> or <<touching (door v)?> or <touching (moving ground v)?>>> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\nend\nchange y by (-1)\njumping\n\ndefine jumping\nif <<touching (platform v)?> or <<touching (door v)?> or <touching (moving 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\nend\nchange y by (1)\ntouching danger\ntrampoline detect\n\nwhen I receive [start v]\nforever\n if <touching color (#67ff00)?> then\n move (10) steps\n end\nend\n\nwhen flag clicked\n\nwhen I receive [start v]\nwait (Time Wait) seconds\nset [change? v] to [0]\nforever\n if <touching (flag v)?> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [start v]\nforever\n wait until <(Level) < [10]>\n change [timer v] by (0.05)\nend\n\nwhen flag clicked\nhide variable [☁ time hightsore v]\nset [timer v] to [0]\nhide variable [timer v]\nhide variable [player death v]\n\nwhen I receive [next level v]\nif <(Level) = [10]> then\n show variable [☁ time hightsore v]\n show variable [timer v]\n show variable [player death v]\n if <(timer) < (☁ time hightsore)> then\n set [☁ time hightsore v] to (round (timer))\n end\nend\n\nshow variable [timer v]\n\nset [☁ time hightsore v] to [350.65]\n\nwhen [timer v] > (0.004)\nhide\n\n@platform\n\nwhen flag clicked\nswitch costume to (level 1 1 v)\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\ndefine change costiume\nnext costume\n\nwhen I receive [next level v]\nif <(Level) = [2]> then\n change costiume\nend\nif <(Level) = [3]> then\n change costiume\nend\nif <(Level) = [4]> then\n change costiume\nend\nif <(Level) = [5]> then\n change costiume\nend\nif <(Level) = [6]> then\n change costiume\nend\nif <(Level) = [7]> then\n change costiume\nend\nif <(Level) = [8]> then\n change costiume\nend\nif <(Level) = [9]> then\n change costiume\nend\nif <(Level) = [10]> then\n change costiume\nend\n\nwhen [timer v] > (0.004)\nhide\n\n@spike\n\nwhen I receive [next level v]\nif <(Level) = [2]> then\n change at [-76] [-104]\nend\nif <(Level) = [3]> then\n change at [223] [159]\nend\nif <(Level) = [4]> then\n change at [-2] [14]\nend\nif <(Level) = [5]> then\n change at [0] [0]\nend\nif <(Level) = [6]> then\n change at [0] [0]\nend\nif <(Level) = [7]> then\n change at [0] [0]\nend\nif <(Level) = [8]> then\n change at [48] [10]\nend\nif <(Level) = [9]> then\n change at [-4] [19]\nend\nif <(Level) = [10]> then\n change at [-13] [32]\nend\n\ndefine spike reset\ngo to [back v] layer\nswitch costume to (spike 1 1 v)\n\nwhen flag clicked\nspike reset\n\ndefine change at (x) (y)\ngo to x: (x) y: (y)\nnext costume\n\nwhen I start as a clone\n\nwhen I receive [next level v]\ndelete this clone\n\ndelete this clone\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [1]> then\n go to x: (-90) y: (-102)\n spike reset\n end\nend\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\nshow\n\nwhen [timer v] > (0.004)\nhide\n\n@music\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n play sound [thefatrat-jackpot-jackpot-ep-track-1 v] until done\nend\n\n@rrrrrr\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [next level v]\nif <(Level) = [4]> then\n show\n create clone of (_myself_ v)\n go to x: (221) y: (103)\n forever\n turn right (5) degrees\n end\nelse\n if <(Level) = [5]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nif <(Level) = [4]> then\n show\n go to x: (-8) y: (180)\n forever\n turn right (5) degrees\n end\nelse\n if <(Level) = [5]> then\n hide\n delete this clone\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [5]> then\n delete\nend\n\ndefine delete\ndelete this clone\n\nwhen I receive [next level v]\nif <(Level) = [5]> then\n\nwhen I receive [next level v]\nif <(Level) = [6]> then\n show\n create clone of (_myself_ v)\n go to x: (-49) y: (-18)\n forever\n turn right (5) degrees\n end\nelse\n if <(Level) = [7]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nif <(Level) = [6]> then\n go to x: (-2) y: (38)\n forever\n turn right (5) degrees\n end\nelse\n hide\n delete this clone\nend\n\nwhen I receive [next level v]\n\nwhen I receive [next level v]\n\nwhen I receive [next level v]\nif <(Level) = [8]> then\n show\n go to x: (62) y: (110)\n forever\n turn right (5) degrees\n end\nelse\n if <(Level) = [9]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nif <(Level) = [8]> then\n go to x: (-2) y: (38)\n forever\n turn right (5) degrees\n end\nelse\n if <(Level) = [9]> then\n hide\n delete this clone\n end\nend\n\nwhen [timer v] > (0.004)\nhide\n\n@text\n\nwhen [timer v] > (0.004)\nhide\n\nwhen flag clicked\nhide\nswitch costume to (text v)\n\nwhen I receive [next level v]\nnext costume\nif <(Level) = [4]> then\n go to x: (-63) y: (148)\nend\nif <(Level) = [5]> then\n go to x: (-128) y: (156)\nend\nif <(Level) = [7]> then\n go to x: (-63) y: (148)\nend\nif <(Level) = [9]> then\n go to x: (158) y: (161)\nend\nif <(Level) = [10]> then\n go to x: (-91) y: (-76)\nend\n\nwhen I receive [start v]\ngo to x: (-63) y: (148)\nshow\n\n@Trampoline\n\nwhen [timer v] > (0.004)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(Level) = [7]> then\n clone at x: [-83] y: [-3]\n clone at x: [222] y: [-156]\nend\nif <(Level) = [8]> then\n clone at x: [-142] y: [-171]\nend\nif <(Level) = [9]> then\n clone at x: [-140] y: [-144]\n clone at x: [11] y: [-144]\n clone at x: [11] y: [-106]\nend\n\ndefine clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nforever\n if <(Level) = [8]> then\n hide\n delete this clone\n end\n if <(Level) = [10]> then\n show\n go to x: (166) y: (-112)\n delete this clone\n end\nend\n\nset [y v v] to [15]\n\nwhen I start as a clone\nshow\n\ngo to x: (0) y: (0)\n\nhide\n\n@flag\n\nwhen [timer v] > (0.004)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(Level) = [7]> then\n go to x: (212) y: (114)\n show\nend\nif <(Level) = [8]> then\n go to x: (199) y: (-148)\nend\nif <(Level) = [9]> then\n go to x: (-208) y: (136)\nend\nif <(Level) = [10]> then\n hide\nend\n\nwhen I receive [next level v]\nstart sound [ding-sound-effect v]\n\nforever\n\n@TB\n\nwhen [timer v] > (0.04)\nshow\npoint in direction (90)\nset y to (-345)\nswitch costume to (tb v)\nglide (1) secs to x: (0) y: (0)\nrepeat (4)\n create clone of (_myself_ v)\n change [clone id v] by (1)\nend\n\nforever\n point in direction ((([cos v] of (((timer) - (2)) * (150)) ) * (15)) + (90))\nend\n\nwhen I start as a clone\nif <(clone ID) = [1]> then\n go to [front v] layer\n switch costume to (tb v)\nend\n\nwhen I start as a clone\nif <(clone ID) = [2]> then\n go to x: (0) y: (-112)\n go to [front v] layer\n switch costume to (tb2 v)\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen I start as a clone\nif <(clone ID) = [4]> then\n go to x: (-38) y: (219)\n go to [front v] layer\n switch costume to (tb4 v)\n glide (1) secs to x: (-38) y: (114)\nend\n\nswitch costume to (tb4 v)\n\nwhen I start as a clone\nif <(clone ID) = [3]> then\n go to x: (-168) y: (-19)\n go to [front v] layer\n switch costume to (tb3 v)\n glide (1) secs to x: (-2) y: (-19)\nend\n\nchange x by (-10)\n\nwhen I receive [start v]\nset [clone id v] to [0]\ngo to x: (0) y: (0)\nhide\nforever\n reset timer\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [intro done v]\nforever\n if <[0.04] < (timer)> then\n end\nend\n\n@Intro :D\n\ndefine Shake X (x) Y (y) Size (s) Repeat (#) direction: (direction) speed: (speed)\nshow\nset size to (s) %\nrepeat (#)\n change size by (((100) - (size)) / (8))\n turn right (((direction) - (direction)) / (speed)) degrees\n set [direction v] to (direction)\n go to x: ((([sin v] of ((timer) * (1000)) ) * (((100) - (size)) / (2))) + (x)) y: ((([cos v] of ((timer) * (800)) ) * (((100) - (size)) / (2))) + (y))\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Cheveron]> then\n repeat until <(timer) > [14]>\n point in direction (Direction)\n go to x: (X) y: (Y)\n end\nend\n\ndefine Shake: offset x: (x) offset y: (y) Start size: (s1) End size: (s2)\nset size to (s1) %\nrepeat (50)\n go to x: (([sin v] of ((timer) * ((x) * (100))) ) * (((size) - (s2)) / (10))) y: (([sin v] of ((timer) * ((y) * (100))) ) * (((size) - (s2)) / (10)))\n change size by (((s2) - (size)) / (10))\n change [ghost v] effect by (3)\nend\n\ndefine Smooth Glide x (x) y (y) size (size) direction (direction) speed (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\ngo to x: (x) y: (y)\nset size to (size) %\npoint in direction (direction)\n\ndefine Clone (id)\nwait (0) seconds\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nplay sound (pick random (1) to (2)) until done\nbroadcast (Intro done v)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nClone [BG]\nClone [Bars]\n\nwhen I start as a clone\nif <(Clone ID) = [BG]> then\n set [fade away v] to [false]\n set [colour v] to [0]\n switch costume to (background v)\n go to [back v] layer\n go to x: (0) y: (0)\n set size to (0) %\n wait (2.6) seconds\n show\n Clone [Name]\n Smooth size: [100] speed: [4]\n repeat (17)\n Clone [Cheveron]\n wait (0.4) seconds\n end\n Clone [Cheveron]\n wait (0.5) seconds\n set [fade away v] to [true]\n wait (0.1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n go to [front v] layer\n show\n switch costume to (size hack v)\n set size to (10000) %\n switch costume to (name v)\n point in direction (90)\n go to x: (0) y: (0)\n Smooth size: [125] speed: [4]\n set [colour v] to [20]\n Clone [Flash]\n Shake X [0] Y [50] Size [150] Repeat [20] direction: [90] speed: [4]\n wait (0.125) seconds\n set [colour v] to [30]\n Clone [Flash]\n Shake X [0] Y [-50] Size [150] Repeat [20] direction: [90] speed: [4]\n wait (0.125) seconds\n set [colour v] to [50]\n Clone [Flash]\n Shake X [0] Y [0] Size [150] Repeat [20] direction: [90] speed: [4]\n wait (0.125) seconds\n go to x: (0) y: (0)\n set [turn speed v] to [1]\n set [colour v] to [100]\n Clone [Flash]\n repeat (20)\n go to [front v] layer\n turn right (Turn speed) degrees\n set [direction v] to (direction)\n go to [front v] layer\n change size by (((150) - (size)) / (5))\n change [turn speed v] by ((Turn speed) / (5))\n end\n set [turn speed v] to [1]\n repeat (35)\n turn right (((90) - (direction)) / (7.5)) degrees\n set [direction v] to (direction)\n change size by (((100) - (size)) / (7.5))\n end\n point in direction (90)\n wait (0.4) seconds\n set [colour v] to [120]\n Clone [Flash]\n Shake X [0] Y [0] Size [150] Repeat [20] direction: [90] speed: [3]\n wait (0.125) seconds\n set [colour v] to [150]\n Clone [Flash]\n Shake X [50] Y [0] Size [150] Repeat [20] direction: [90] speed: [3]\n wait (0.125) seconds\n set [colour v] to [160]\n Clone [Flash]\n Shake X [-50] Y [0] Size [150] Repeat [20] direction: [90] speed: [3]\n wait (0.125) seconds\n set [colour v] to [180]\n Clone [Flash]\n Shake X [0] Y [0] Size [150] Repeat [20] direction: [90] speed: [3]\n wait (0.125) seconds\n Shake: offset x: [14] offset y: [14] Start size: [120] End size: [20]\n delete this clone\nend\n\ndefine Smooth size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\nwhen I start as a clone\nif <(Clone ID) = [Cheveron]> then\n go to x: (0) y: (0)\n switch costume to (chevron v)\n set size to (-100) %\n set [ghost v] effect to (100)\n set [size speed v] to [5]\n show\n go to [front v] layer\n go [backward v] (1) layers\n repeat (10)\n change [ghost v] effect by (-10)\n change size by (Size speed)\n change [size speed v] by (((20) - (Size speed)) / (6))\n end\n repeat until <(size) > [650]>\n switch costume to (size hack v)\n change size by (Size speed)\n change [size speed v] by (((20) - (Size speed)) / (6))\n switch costume to (chevron v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <not <(Clone ID) = [Flash]>> then\n repeat until <(timer) > [14]>\n set [color v] effect to (Colour)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Bars]> then\n switch costume to (bars v)\n go to [back v] layer\n go to x: (0) y: (0)\n go [forward v] (2) layers\n set size to (0) %\n wait (2.7) seconds\n show\n Smooth size: [100] speed: [4]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Bars]> then\n wait until <(Fade away) = [true]>\n go to [back v] layer\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 <(Clone ID) = [Flash]> then\n show\n clear graphic effects\n set [ghost v] effect to (20)\n switch costume to (flash v)\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (100) %\n repeat (5)\n change [ghost v] effect by (16)\n end\n delete this clone\nend\n\n
WARNING:>>>>>>>> CLICK <<<<<< GREEN FLAG TWICE OR INTRO WILL HAVE BUG!!!!!!!!!!!\n\nyep my grammar is so good\n\n\n\n\nhi it's my first platformer :)\n--------------------------------------o---------------------------------\n\n bugs:\n1.in level 5 one of spikes don't touching the platform\n2.timer a bit does not work because its not a second but 1.3 second\n3. when you see another bug please write in comment.I tried to avoid bugs ;)\n--------------------------------------o---------------------------------\n steer:\n➡ - right\n⬅ - left\n⬆ - up\nr - respawn player\n------------------------------------o-----------------------------------\n\nALL LEVELS IS 100% POSSIBLE\n
POTATO PLATFORMER
@Stage\n\nwhen flag clicked\nhide variable [level# v]\nif <(username) = [Bwobonair]> then\n show variable [level# v]\nend\n\nwhen flag clicked\nforever\n switch backdrop to (next backdrop v)\nend\n\n@Player\n\nwhen flag clicked\nshow\nset size to (75) %\ngo to x: (-210) y: (0)\nset rotation style [left-right v]\nset [level# v] to [1]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n if <touching (water v)?> then\n change [y v] by (-0.1)\n set [in water? v] to [True]\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 (-0.5)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (0.5)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-12]\n else\n set [x v] to [12]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [5]\n end\n change y by (-1)\n if <<touching (spikes v)?> or <key (r v) pressed?>> then\n set rotation style [all around v]\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n turn right (15) degrees\n end\n clear graphic effects\n set size to (75) %\n set rotation style [left-right v]\n point in direction (90)\n go to x: (-192) y: (33)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <(x position) > [222]> then\n go to x: (-210) y: (0)\n change [level# v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n end\n end\n if <not <touching (water v)?>> then\n set [in water? v] to [False]\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching (spikes v)?> or <<key (r v) pressed?> or <[-230] > ([x position v] of [water bar v])>>> then\n broadcast (Reset Water v)\n set rotation style [all around v]\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n turn right (15) degrees\n end\n clear graphic effects\n set size to (75) %\n set rotation style [left-right v]\n point in direction (90)\n go to x: (-192) y: (33)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <(x position) > [222]> then\n broadcast (Reset Water v)\n go to x: (-192) y: (33)\n change [level# v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <touching (bouncer v)?> then\n set [y v] to [15]\n end\n if <<key (up arrow v) pressed?> and <touching (bouncer v)?>> then\n set [y v] to [20]\n end\n end\nend\n\nwhen [space v] key pressed\ngo to x: (-192) y: (33)\n\nwhen this sprite clicked\ngo to x: (-192) y: (33)\n\nwhen [3 v] key pressed\nset [level# v] to [3]\n\nwhen [2 v] key pressed\nset [level# v] to [2]\n\nwhen [5 v] key pressed\nset [level# v] to [5]\n\nwhen [7 v] key pressed\nset [level# v] to [7]\n\nwhen [6 v] key pressed\nset [level# v] to [6]\n\nwhen [8 v] key pressed\nset [level# v] to [8]\n\nwhen [9 v] key pressed\nset [level# v] to [9]\n\nwhen [4 v] key pressed\nset [level# v] to [4]\n\nwhen [1 v] key pressed\nset [level# v] to [1]\n\nwhen [0 v] key pressed\nset [level# v] to [10]\n\nwhen I receive [ok v]\ngo to x: (-210) y: (0)\n\nwhen flag clicked\nforever\n if <touching (download v)?> then\n go to x: (-210) y: (0)\n set [level# v] to [13]\n broadcast (3 v)\n end\nend\n\nwhen I receive [1 v]\nforever\n if <touching (sprite2 v)?> then\n broadcast (2 v)\n end\nend\n\ngo to x: (-192) y: (33)\n\nwhen I receive [yay v]\nhide\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level#)\nend\n\n@Water\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level#)\nend\n\nwhen I receive [yay v]\nchange [level# v] by (1)\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level#)\nend\n\n@Text\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (Level#)\nend\n\nwhen I receive [yay v]\nforever\n play sound [Bossa Nova v] until done\nend\n\n@Water bar\n\nwhen flag clicked\ngo to x: (217) y: (150)\nforever\n if <<(In Water?) = [True]> and <not <<(x position) = [215]> or <(x position) > [215]>>>> then\n change x by (6)\n end\n if <(In Water?) = [False]> then\n change x by (-5.5)\n end\nend\n\nset [in water? v] to [True]\n\nset [in water? v] to [False]\n\nwhen I receive [reset water v]\ngo to x: (217) y: (150)\n\n@Water Bar Cover\n\nwhen flag clicked\ngo to x: (0) y: (150)\n\n@Back\n\nwhen flag clicked\ngo to x: (0) y: (150)\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n show variable [level# v]\n show variable [level# v]\nend\n\n@download\n\nwhen flag clicked\nset size to (60) %\nhide\nif <(Level#) = [13]> then\n broadcast (EVIL v)\nelse\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n else\n wait (1) seconds\n if <(Level#) = [13]> then\n broadcast (EVIL v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [evil v]\nshow\nsay [DIE I AM EVIL POTATO] for (3) seconds\nforever\n point towards (player v)\n wait (0.1) seconds\n move (10) steps\n broadcast (1 v)\nend\n\nwhen I receive [2 v]\nhide\nwait (2) seconds\ngo to x: (-210) y: (0)\nshow\n\nforever\n\nwhen I receive [3 v]\nhide\nwait (3) seconds\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(Level#) = [23]> then\n stop [other scripts in sprite v]\n broadcast (stop v)\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nwait (1) seconds\ngo to x: (0) y: (0)\nsay [noo] for (2) seconds\nsay [this is not possible ] for (2) seconds\nsay [i always win..] for (2) seconds\nrepeat (10)\n say [noooooooooooooo]\n change size by (-10)\n wait (0.5) seconds\nend\nhide\nbroadcast (yay v)\n\n@Sprite2\n\nwhen flag clicked\ngo to [back v] layer\n\n@basket of potato\n\nwhen I receive [yay v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nif <(username) = [dra890]> then\n show\nelse\n hide\nend\n\n
\nArrow Keys or WAD or touch the screen.\nYou don't want to stay out of air for too long, or you might die.\nif you glitch though the floor press space or click on the cube\nI just realised that you can press r to reset level\nBOSS VERY HARD\nTags:\n#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games \n#platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer
Rainbow a platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nwait (3) seconds\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [x v] to ((X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nhide\nstart sound [Prismo - Stronger v]\nset volume to (100) %\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [clone v] to [Square]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nrepeat (2)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (4)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (2)\n Spiral spline explosion\n Rect\n Spiral spline explosion\nend\nbroadcast (Start v)\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Message v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Level\n\nwhen I receive [start v]\nwait (3) seconds\nshow\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) = [78]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [89]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [100]> then\n broadcast (you win and time c v)\n end\nend\n\n@Lava\n\nwhen I receive [start v]\nwait (3) seconds\nshow\ngo to [front v] layer\nswitch costume to (coustume1 v)\n\nwhen flag clicked\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (1)\n end\n repeat (20)\n change [tide v] by (-1)\n end\n repeat (10)\n change [tide v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n set y to (Tide)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen I receive [start v]\nwait (3) seconds\nshow\ngo to [front v] layer\nswitch costume to (costume 2 v)\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n go to [back v] layer\n else\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [45]> then\n go to [back v] layer\n else\n go to [front v] layer\n end\nend\n\n@Cube\n\nwhen flag clicked\nhide variable [☁ timer v]\n\nwhen flag clicked\nforever\n if <(☁ Timer) < (☁ Highscore)> then\n set [☁ highscore v] to (☁ Timer)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\nbroadcast (NEXT LEVEL v)\nforever\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n if <touching (water v)?> then\n change [y vel v] by (-0.5)\n else\n change [y vel v] by (-1)\n end\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching (water v)?> then\n if <key (up arrow v) pressed?> then\n set [y vel v] to [5]\n end\n else\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [15]\n end\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [250]> then\n broadcast (NEXT LEVEL v) and wait\n end\n if <touching (spikes v)?> then\n broadcast (restart v)\n end\n if <touching (bounce v)?> then\n set [y vel v] to [19]\n end\n if <touching (enemy v)?> then\n set [y vel v] to [15]\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-220) y: (-96)\n\nwhen flag clicked\ngo to x: (-224) y: (-3)\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n broadcast (restart v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [78]> then\n broadcast (you win and time c v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n broadcast (restart v)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\nwait (3) seconds\nplay sound [TheFatRat - Windfall v] until done\n\nwhen I receive [start v]\nwait (3) seconds\nshow\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n if <(x position) = [224]> then\n broadcast (NEXT LEVEL v)\n end\nend\n\nwhen flag clicked\ngo to x: (-220) y: (-96)\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [color v] effect by (25)\nend\n\n@Bounce\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [12]> then\n Clone at [-11] [-71]\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n show\n go to [front v] layer\n if <touching (cube v)?> then\n switch costume to (costume2 v)\n wait (00.1) seconds\n else\n switch costume to (costume1 v)\n wait (00.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Sun\n\nwhen I start as a clone\nswitch costume to (sun v)\n\nwhen I receive [dead v]\nset [brightness v] effect to (-100)\nrepeat (50)\n change [brightness v] effect by (2)\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(Level) = [23]> then\n show\n go to [front v] layer\n clear graphic effects\n switch costume to (rays v)\n go to x: (210) y: (170)\n create clone of (_myself_ v)\n forever\n turn right (1) degrees\n end\n end\n forever\n if <(Level) = [34]> then\n hide\n go to [back v] layer\n end\n end\nend\n\n@Enemy\n\nwhen flag clicked\ngo to x: (-224) y: (-3)\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n if <([x position v] of [cube v]) < (x position)> then\n change [x vel v] by (-0.5)\n end\n if <(x position) < ([x position v] of [cube v])> then\n change [x vel v] by (0.5)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <(([y position v] of [cube v]) - (50)) > (y position)> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (spikes v)?> then\n delete this clone\n end\n if <touching (bounce v)?> then\n set [y vel v] to [19]\n end\n if <touching (cube v)?> then\n change y by (-1)\n if <<touching (level v)?> and <(([y position v] of [cube v]) - (5)) > (y position)>> then\n delete this clone\n else\n broadcast (restart v)\n end\n change y by (1)\n end\nend\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <(Level) = [34]> then\n Clone at [166] [-65]\nend\n\n@Water\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(Level) = [45]> then\n show\n go to [back v] layer\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (30)\n\nwhen flag clicked\nforever\n set [tide 2 v] to [0]\n repeat (10)\n change [tide 2 v] by (1)\n end\n repeat (20)\n change [tide 2 v] by (-1)\n end\n repeat (10)\n change [tide 2 v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n set y to (Tide 2)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [56]> then\n hide\n go to [back v] layer\n end\nend\n\n@You win\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [you win and time c v]\nshow\ngo to [front v] layer\nstop [other scripts in sprite v]\nshow variable [timer v]\nset [timer v] to (Timer)\n\nwhen flag clicked\nhide variable [timer v]\n\nwhen I receive [start v]\nwait (3) seconds\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen flag clicked\nset [timer v] to [0]\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n
if this does not work press the green flag or restart your computer go to widows key and press the power button\nand click on restart.
#rainbow platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nwait (3) seconds\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nset [color v] effect to (0)\nforever\n change [color v] effect by (1)\nend\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [x v] to ((X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nhide\nstart sound [Prismo - Stronger v]\nset volume to (100) %\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [clone v] to [Square]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nrepeat (2)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (4)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (2)\n Spiral spline explosion\n Rect\n Spiral spline explosion\nend\nbroadcast (Start v)\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Message v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Level\n\nwhen I receive [start v]\nwait (3) seconds\nshow\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) = [78]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [89]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [100]> then\n broadcast (you win and time c v)\n end\nend\n\nwhen flag clicked\nset [color v] effect to (0)\nforever\n change [color v] effect by (1)\nend\n\n@Cube\n\nwhen flag clicked\nhide variable [☁ timer v]\n\nwhen flag clicked\nforever\n if <(☁ Timer) < (☁ Highscore)> then\n set [☁ highscore v] to (☁ Timer)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\nbroadcast (NEXT LEVEL v)\nforever\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n if <touching (water v)?> then\n change [y vel v] by (-0.5)\n else\n change [y vel v] by (-1)\n end\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching (water v)?> then\n if <key (up arrow v) pressed?> then\n set [y vel v] to [5]\n end\n else\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [15]\n end\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [250]> then\n broadcast (NEXT LEVEL v) and wait\n end\n if <touching (spikes v)?> then\n broadcast (restart v)\n end\n if <touching (bounce v)?> then\n set [y vel v] to [19]\n end\n if <touching (enemy v)?> then\n set [y vel v] to [15]\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change [color v] effect by (1)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-220) y: (-96)\n\nwhen flag clicked\ngo to x: (-224) y: (-3)\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n broadcast (restart v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [78]> then\n broadcast (you win and time c v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n broadcast (restart v)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\nwait (3) seconds\nplay sound [TheFatRat - Windfall v] until done\n\nwhen I receive [start v]\nwait (3) seconds\nshow\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n if <(x position) = [224]> then\n broadcast (NEXT LEVEL v)\n end\nend\n\nwhen flag clicked\ngo to x: (-220) y: (-96)\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nset [color v] effect to (0)\nforever\n change [color v] effect by (1)\nend\n\n@Bounce\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [12]> then\n Clone at [-11] [-71]\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n show\n go to [front v] layer\n if <touching (cube v)?> then\n switch costume to (costume2 v)\n wait (00.1) seconds\n else\n switch costume to (costume1 v)\n wait (00.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Sun\n\nwhen I start as a clone\nswitch costume to (sun v)\n\nwhen I receive [dead v]\nset [brightness v] effect to (-100)\nrepeat (50)\n change [brightness v] effect by (2)\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(Level) = [23]> then\n show\n go to [front v] layer\n clear graphic effects\n switch costume to (rays v)\n go to x: (210) y: (170)\n create clone of (_myself_ v)\n forever\n turn right (1) degrees\n end\n end\n forever\n if <(Level) = [34]> then\n hide\n go to [back v] layer\n end\n end\nend\n\n@Water\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(Level) = [45]> then\n show\n go to [back v] layer\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (30)\n\nwhen flag clicked\nforever\n set [tide 2 v] to [0]\n repeat (10)\n change [tide 2 v] by (1)\n end\n repeat (20)\n change [tide 2 v] by (-1)\n end\n repeat (10)\n change [tide 2 v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n set y to (Tide 2)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [56]> then\n hide\n go to [back v] layer\n end\nend\n\n@You win\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [you win and time c v]\nshow\ngo to [front v] layer\nstop [other scripts in sprite v]\nshow variable [timer v]\nset [timer v] to (Timer)\n\nwhen flag clicked\nhide variable [timer v]\n\nwhen I receive [start v]\nwait (3) seconds\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen flag clicked\nset [timer v] to [0]\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nif <(username) = [fallingsky65]> then\n show\n stop [all v]\nend\n\n
arrow keys to move. Thanks @-Pickleanimator- For the intro @TimMcCool for the love and fav dector Thanks @StrafordJames for the you win screen and Thanks @0014049 For the Platformer Tutorial on youtube! :)\n\n100 views in 30 minutes?
Fun platformer 楽しいプラットフォーマーvr1.1
@Stage\n\nwhen flag clicked\nswitch backdrop to (はいけい1 v)\nwait (3) seconds\nrepeat (4)\n wait (0.1) seconds\n next backdrop\nend\n\nwhen I receive [本編 v]\nswitch backdrop to (はいけい6 v)\n\nwhen I receive [えら v]\nswitch backdrop to (はいけい1 v)\nwait (1) seconds\nstart sound [Odesong v]\nwait (5) seconds\nstop all sounds\nswitch backdrop to (はいけい7 v) and wait\nrepeat (20)\n start sound [Classical Piano v]\n wait (0.1) seconds\nend\nstop all sounds\nwait (1) seconds\nswitch backdrop to (はいけい8 v)\nwait (1) seconds\nbroadcast (あれ? v)\n\nwhen I receive [裏側 v]\nswitch backdrop to (はいけい11 v)\nwait (10) seconds\nswitch backdrop to (はいけい9 v)\nset [逃げられない v] to [1]\nwait (10) seconds\nswitch backdrop to (はいけい10 v) and wait\nwait (5) seconds\nswitch backdrop to (はいけい12 v)\nbroadcast (ああああああああああああああああああ v)\n\nwhen flag clicked\nset [逃げられない v] to [0]\n\n@主人公\n\nwhen I receive [honnpenn2 v]\nbroadcast (操作 v)\n\nwhen flag clicked\nset [かくし v] to [0]\ngo to x: (-132) y: (-58)\nhide\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [操作 v]\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (-160) y: (-46)\nshow\nwait (6) seconds\nrepeat until <touching color (#0031ff)?>\n change y by (-10)\n if <touching color (#00ff11)?> then\n change y by (10)\n end\n if <key (up arrow v) pressed?> then\n set [へんすう v] to [0]\n if <([costume # v] of [スプライト5 v]) = [3]> then\n repeat (15)\n change y by (へんすう)\n change [へんすう v] by (1)\n create clone of (_myself_ v)\n end\n else\n repeat (15)\n change y by (へんすう)\n change [へんすう v] by (0.8)\n create clone of (_myself_ v)\n end\n end\n set [へんすう v] to [0]\n repeat until <touching color (#00ff11)?>\n change y by (へんすう)\n change [へんすう v] by (-1.5)\n create clone of (_myself_ v)\n end\n end\n create clone of (_myself_ v)\n if <(かくし) = [1]> then\n hide\n else\n show\n end\nend\nbroadcast (次 v)\n\nwhen I receive [操作 v]\nwait (6) seconds\nset [へんすう v] to [0]\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (-160) y: (-51)\nshow\nrepeat until <touching color (#0031ff)?>\n if <key (right arrow v) pressed?> then\n change x by (10)\n if <touching color (#7a4b00)?> then\n change x by (-10)\n end\n end\n if <key (left arrow v) pressed?> then\n change x by (-10)\n if <touching color (#7a4b00)?> then\n change x by (10)\n end\n end\n if <touching color (#ff0000)?> then\n go to x: (-160) y: (-51)\n end\nend\n\nwhen I receive [操作 v]\ngo to x: (-160) y: (-46)\nshow\nwait (6) seconds\nrepeat until <touching color (#0031ff)?>\n if <[-180] > (y position)> then\n go to x: (-160) y: (-51)\n end\n if <touching color (#004cff)?> then\n set [へんすう v] to [0]\n repeat (10)\n change y by (へんすう)\n change [へんすう v] by (2)\n create clone of (_myself_ v)\n end\n set [へんすう v] to [0]\n repeat until <touching color (#00ff11)?>\n change y by (へんすう)\n change [へんすう v] by (-1.5)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [ホラー v]\nset [かくし v] to [1]\nhide\n\n@スプライト2\n\nwhen flag clicked\nhide\nwait (4) seconds\ngo to x: (-100) y: (240)\nshow\nrepeat (20)\n change y by (-4)\nend\nbroadcast (メッセージ1 v)\n\nwhen flag clicked\nset volume to (100) %\nplay sound [Odesong v] until done\nwait (0.1) seconds\nforever\n start sound [Odesong v]\n repeat (97)\n wait (0.055) seconds\n if <(へんすう) = [1]> then\n repeat (25)\n change volume by (-4)\n end\n stop all sounds\n stop [this script v]\n end\n end\nend\n\nwhen I receive [honnpenn2 v]\nhide\n\n@スプライト3\n\nwhen I receive [メッセージ1 v]\nwait (0.5) seconds\nchange [brightness v] effect by (100)\nshow\nstart sound [Magic Spell v]\nrepeat (100)\n change size by (-0.1)\n change [brightness v] effect by (-1)\nend\nbroadcast (始める v)\n\nwhen flag clicked\nclear graphic effects\nset size to (110) %\nhide\n\nwhen I receive [honnpenn2 v]\nhide\n\n@スプライト4\n\nwhen I receive [始める v]\nswitch costume to (コスチューム1 v)\nwait (1) seconds\ngo to x: (0) y: (-100)\nclear graphic effects\nshow\nrepeat until <mouse down?>\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n else\n set size to (75) %\n end\nend\nstart sound [Magic Spell2 v]\nset [へんすう v] to [1]\nset size to (75) %\nrepeat (25)\n change y by (-2)\n change size by (-2)\n change [brightness v] effect by (4)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (本編 v)\n\nwhen flag clicked\nset [へんすう v] to [0]\ngo to x: (0) y: (-100)\nset size to (75) %\nhide\n\nwhen I receive [あれ? v]\nswitch costume to (コスチューム2 v)\nwait (1) seconds\ngo to x: (0) y: (-100)\nclear graphic effects\nshow\nrepeat until <mouse down?>\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n else\n set size to (75) %\n end\nend\nstart sound [Magic Spell3 v]\nset [へんすう v] to [1]\nset size to (75) %\nrepeat (25)\n change y by (-2)\n change size by (-2)\n change [brightness v] effect by (-4)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (裏側 v)\n\nwhen I receive [えら v]\nhide\n\n@スプライト1\n\nwhen flag clicked\nhide\nclear graphic effects\nchange [ghost v] effect by (100)\n\nwhen I receive [本編 v]\ngo to [front v] layer\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nbroadcast (honnpenn2 v)\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nwhen I receive [つぎ v]\ngo to [front v] layer\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nbroadcast (操作 v)\nbroadcast (別 v)\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nwhen I receive [光 v]\ngo to [front v] layer\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (0.5) seconds\nbroadcast (終わります v)\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\n@スプライト5\n\nwhen I receive [honnpenn2 v]\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (2) layers\nswitch costume to (コスチューム1 v)\nshow\n\nwhen flag clicked\nerase all\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [次 v]\ngo to x: (0) y: (0)\nbroadcast (つぎ v)\n\nwhen I receive [別 v]\ngo to x: (0) y: (0)\nnext costume\nif <(costume [number v]) = [15]> then\n broadcast (ホラー v)\n hide\nelse\n broadcast (操作 v)\nend\n\nwhen I receive [honnpenn2 v]\ngo to x: (0) y: (0)\nset volume to (100) %\nforever\n play sound [Dance Around v] until done\nend\n\nwhen I receive [ホラー v]\nset volume to (0) %\n\n@スプライト6\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [ホラー v]\nset size to (100) %\nshow\nstart sound [Alert v]\nrepeat (50)\n change size by (0.5)\nend\nstart sound [Alert v]\nrepeat (50)\n change size by (0.5)\nend\nplay sound [Alert v] until done\nwait (1) seconds\nbroadcast (aa v)\nwait (10) seconds\nbroadcast (えら v)\nhide\n\n@スプライト7\n\ngo [backward v] (1) layers\n\nchange [whirl v] effect by (1000)\n\nwhen I receive [aa v]\nset volume to (200) %\nstart sound [テレビの砂嵐 v]\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nforever\n play sound [テレビの砂嵐 v] until done\nend\n\nwhen flag clicked\nset volume to (0) %\nset [ghost v] effect to (50)\nhide\nswitch costume to (しましま3 v)\nset size to (200) %\ngo to x: (0) y: (0)\nforever\n set [whirl v] effect to (pick random (100000000) to (90000000))\n set [t v] to (costume [number v])\n next costume\nend\n\nwhen I receive [えら v]\nset volume to (0) %\nhide\n\n@スプライト8\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nif <(逃げられない) = [1]> then\n show\nelse\n broadcast (サムネ表示 v)\n hide\nend\n\n@スプライト9\n\nwhen flag clicked\nhide\n\nwhen I receive [ああああああああああああああああああ v]\nhide\nswitch costume to (コスチューム2 v)\ngo to x: (0) y: (0)\nset size to (10) %\nwait (3) seconds\nshow\nrepeat until <(size) = [100]>\n change size by (1)\n change y by (-1)\n if <key (space v) pressed?> then\n if <(size) > [4]> then\n change size by (-1.5)\n change y by (1.5)\n end\n end\nend\nshow\nset size to (300) %\nswitch costume to (コスチューム3 v)\nstart sound [でん! v]\ngo to x: (0) y: (-500)\nglide (0.5) secs to x: (0) y: (-75)\nwait (5) seconds\nset [逃げられない v] to [0]\nclear graphic effects\nrepeat (100)\n change [ghost v] effect by (1)\nend\nwait (1) seconds\nhide\nbroadcast (終わり v)\n\nwhen flag clicked\nclear graphic effects\n\n@スプライト10\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [終わり v]\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nswitch costume to (コスチューム1 v)\nplay sound [Dance Around v] until done\nswitch costume to (コスチューム2 v)\nplay sound [Dance Around v] until done\nwait (1) seconds\nbroadcast (光 v)\n\nwhen I receive [終わります v]\nhide\n\n@スプライト11\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [終わります v]\nshow\n\nwhen I receive [サムネ表示 v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (0)\nshow\n\n
初めてプラットフォーマーを作りました。\nただの誰でも作るようなプラットフォーマーです。\n3週間ぐらいかけて作りました! 自信作です。\n\n★と♡よろしくお願いします!
GRASS LAND [A mobile friendly platformer]
@Stage\n\nwhen flag clicked\nforever\n play sound [Starship v] until done\nend\n\nwhen flag clicked\nset [level v] to [1]\n\n@XD\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nshow\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (playgame v)\n\n@player\n\nwhen I receive [playgame v]\nshow\nset size to (100) %\ngo to x: (-200) y: (-50)\nset [x v] to [0]\nset [y v] to [0]\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 (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 (noamal v)\n end\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\n end\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [x v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (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) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<[240] < (x position)> and <not <(LEVEL) = [14]>>> then\n broadcast (next v)\n go to x: (-200) y: (-50)\n change [level v] by (1)\n end\n if <[-180] > (y position)> then\n go to x: (-200) y: (-50)\n end\n if <<<touching (lava v)?> or <touching (saws v)?>> or <touching (enemy v)?>> then\n go to x: (-200) y: (-50)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (noamal 2 v)\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-8)\nend\ndelete this clone\n\n@Ground \n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\n\n@sun\n\nwhen flag clicked\nhide\n\nwhen I receive [playgame v]\ngo to [back v] layer\nshow\ngo to x: (-5) y: (-25)\nset size to (100) %\nset [sun suze v] to [100]\nforever\n change size by ([cos v] of (Sun Suze) )\n change [sun suze v] by (7)\nend\n\nwhen [timer v] > (0)\nhide\n\n@gradation \n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\n\n@lava\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nshow\ngo to x: (0) y: (0)\n\n@Saws\n\nwhen flag clicked\nforever\n change [line v] by (1)\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n point in direction ((90) + (([sin v] of ((line) * (2)) ) * (300)))\n if <(LEVEL) = [9]> then\n go to x: (20) y: (15)\n end\n if <(LEVEL) = [10]> then\n go to x: (-20) y: (-35)\n end\nend\n\nwhen I receive [next v]\nnext costume\n\n@enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nshow\nforever\n change x by (([cos v] of ((time) * (200)) ) * (5))\n point in direction (([cos v] of ((time) * (200)) ) * (3))\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nwait until <(LEVEL) = [4]>\ngo to x: (0) y: (-75)\nwait until <(LEVEL) = [12]>\ngo to x: (-60) y: (-75)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (60) y: (-75)\nforever\n change x by (([cos v] of ((time) * (200)) ) * (5))\n point in direction (([cos v] of ((time) * (200)) ) * (3))\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait (0.1) seconds\n change [time v] by (0.1)\nend\n\n@OuTrO\n\nwhen flag clicked\nhide\nset [あ v] to [0]\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nif <(あ) = [0]> then\n broadcast (大トロ\(\(\(\(\(殴 v)\nend\nset [あ v] to [1]\n\nwhen I start as a clone\nshow\n\nwhen I start as a clone\nif <(luku8) = [Thx]> then\n switch costume to (thank you for watching!! v)\n go to x: (-500) y: (500)\n point in direction (0)\n repeat (40)\n change x by (((0) - (x position)) * (.25))\n change y by (((0) - (y position)) * (.25))\n turn right (((90) - (direction)) * (.25)) degrees\n end\nend\n\ndefine Reset\nhide\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\n\ndefine Clone (id)\nset [luku8 v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(luku8) = [Card1]> then\n switch costume to (thank you for watching!! v)\n set [brightness v] effect to (100)\n go to x: (500) y: (-500)\n point in direction (0)\n repeat (40)\n change x by (((0) - (x position)) * (.25))\n change y by (((0) - (y position)) * (.25))\n turn right (((90) - (direction)) * (.25)) degrees\n end\nend\n\nwhen I receive [大トロ\(\(\(\(\(殴 v]\ngo to [front v] layer\nplay sound [Axlance - Burning Love \[Summer Sounds Release\] \(Cut\) v] until done\nforever\n play sound [Axlance - Burning Love \[Summer Sounds Release\] \(Full\) v] until done\nend\n\nwhen I receive [大トロ\(\(\(\(\(殴 v]\nreset timer\nReset\nClone [Thx]\nwait until <[0.4] < (timer)>\nClone [Card1]\nwait until <[1] < (timer)>\nrepeat (3)\n set [brightness v] effect to (100)\n go to x: (-500) y: (0)\n point in direction (0)\n Clone [Square]\n wait (0.1) seconds\n clear graphic effects\n go to x: (500) y: (0)\n point in direction (180)\n Clone [Square]\n wait (0.1) seconds\nend\nReset\nwait until <[2.5] < (timer)>\nClone [Card1]\nwait until <[2.9] < (timer)>\nClone [Card2]\nwait until <[3.75] < (timer)>\nClone [Logo]\nClone [Flash]\nLogo?\n\nwhen I start as a clone\nif <(luku8) = [Square]> then\n switch costume to (square v)\n set size to (0) %\n repeat (40)\n change x by (((0) - (x position)) / (6))\n turn right (((90) - (direction)) / (6)) degrees\n change size by ((size) / (3))\n end\nend\n\nwhen I start as a clone\nif <(luku8) = [Card2]> then\n switch costume to (card v)\n go to x: (0) y: (-500)\n set size to (0) %\n repeat (20)\n change size by (((101) - (size)) * (.25))\n change y by (((0) - (y position)) * (.25))\n end\n wait until <[3.75] < (timer)>\n switch costume to (045rednhs_tp_v v)\n forever\n set size to (110) %\n go to x: (([sin v] of ((timer) * (240)) ) * (6)) y: (([cos v] of ((timer) * (180)) ) * (7.5))\n point in direction ((90) + (([sin v] of ((timer) * (180)) ) * (2)))\n end\nend\n\nwhen I start as a clone\nif <(luku8) = [Logo]> then\n switch costume to (logo v)\n set size to (175) %\n forever\n point in direction ((([cos v] of (((timer) - (2)) * (350)) ) * (25)) + (90))\n set y to (([abs v] of (([cos v] of (((timer) - (2)) * (350)) ) * (75)) ) + (-25))\n end\nend\n\nwhen I start as a clone\nif <(luku8) = [Flash]> then\n switch costume to (card v)\n go to x: (0) y: (0)\n set [brightness v] effect to (100)\n repeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(luku8) = [Logo?]> then\n forever\n set size to (300) %\n go to x: (([sin v] of (((timer) - ((costume [number v]) - (5))) * (100)) ) * (150)) y: (([cos v] of (((timer) - ((costume [number v]) - (5))) * (100)) ) * (150))\n point in direction ((90) + (([tan v] of (((timer) - ()) * (180)) ) * (10)))\n end\nend\n\ndefine Logo?\nswitch costume to (4 v)\nrepeat (7)\n Clone [Logo?]\n next costume\nend\n\n
Difficulty level ★★☆☆☆\nPlease ♡&☆,Follow,REMIX\n\n〓How to play〓\n\n ◇PC◇\n←→keys to move\n↑keys to jump \n\n◇mobile |tablet◇\ntap left | right move \nTap the top to jump
Cube Quest (Platformer) #Games #Cube Quest #Platformer #NolanPH
@Stage\n\nwhen flag clicked\nforever\n if <(Level) = [S1]> then\n switch backdrop to (s1 v)\n else\n if <(Level) = [S2]> then\n switch backdrop to (s2 v)\n else\n if <(Level) = [S3]> then\n switch backdrop to (s3 v)\n else\n switch backdrop to (Level)\n end\n end\n end\nend\n\n@Level\n\nwhen I receive [win v]\nchange [level v] by (1)\nif <(Level) = [1]> then\n switch costume to (1 v)\nend\nif <(Level) = [61]> then\n broadcast (WIN GAME v)\nend\nif <not <<(Level) = [1]> or <(Level) = [61]>>> then\n next costume\nend\n\nwhen I receive [secret exit v]\nwait (.1) seconds\nswitch costume to (Level)\n\nwhen flag clicked\nset [skips v] to [0]\n\n@Hazards\n\nwhen I receive [win v]\nwait (.1) seconds\nif <(Level) = [1]> then\n switch costume to (1 v)\nend\nif <not <(Level) = [1]>> then\n next costume\nend\n\nwhen I receive [secret exit v]\nwait (.1) seconds\nswitch costume to (Level)\n\n@You\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> and <not <key (down arrow v) pressed?>>> then\n switch costume to (r v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (down arrow v) pressed?>>> then\n switch costume to (f v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> and <not <key (down arrow v) pressed?>>> then\n switch costume to (l v)\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen I receive [bleh v]\nchange [deaths v] by (1)\nset [x motion v] to [0]\nset [y motion v] to [0]\ngo to x: (-210) y: (-89)\nwait (.00001) seconds\nif <(Level) = [43]> then\n go to x: (160) y: (-89)\nend\n\nwhen I receive [win v]\nset [x motion v] to [0]\nset [y motion v] to [0]\ngo to x: (-210) y: (-89)\nwait (.00001) seconds\nif <(Level) = [43]> then\n go to x: (160) y: (-89)\nend\n\nwhen [r v] key pressed\nchange [deaths v] by (-1)\nbroadcast (bleh v)\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n change [x motion v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x motion v] by (1)\n end\n set [x motion v] to ((X motion) * (.85))\n change x by (X motion)\n if <<<touching (level v)?> or <touching (wood board v)?>> or <<touching (door v)?> or <touching (button v)?>>> then\n change y by (1)\n end\n if <<<touching (level v)?> or <touching (wood board v)?>> or <<touching (door v)?> or <touching (button v)?>>> then\n change y by (1)\n end\n if <<<touching (level v)?> or <touching (wood board v)?>> or <<touching (door v)?> or <touching (button v)?>>> then\n change y by (1)\n end\n if <<<touching (level v)?> or <touching (wood board v)?>> or <<touching (door v)?> or <touching (button v)?>>> then\n change y by (1)\n end\n if <<<touching (level v)?> or <touching (wood board v)?>> or <<touching (door v)?> or <touching (button v)?>>> then\n change y by (-4)\n change x by ((X motion) * (-1))\n if <key (up arrow v) pressed?> then\n if <(X motion) > [0]> then\n set [x motion v] to [-7]\n else\n set [x motion v] to [7]\n end\n set [y motion v] to [10]\n else\n set [x motion v] to [0]\n end\n end\n change [y motion v] by (-.7)\n change y by (Y motion)\n if <<not <key (down arrow v) pressed?>> and <<<touching (level v)?> or <touching (wood board v)?>> or <<touching (door v)?> or <touching (button v)?>>>> then\n change y by ((Y motion) - ((Y motion) * (2)))\n set [y motion v] to [0]\n else\n if <<key (down arrow v) pressed?> and <<touching (level v)?> or <<touching (button v)?> or <touching (door v)?>>>> then\n change y by ((Y motion) - ((Y motion) * (1.7)))\n set [y motion v] to [0]\n end\n end\n change y by (-1)\n if <<<<touching (level v)?> or <touching (wood board v)?>> or <<touching (door v)?> or <touching (button v)?>>> and <key (up arrow v) pressed?>> then\n set [y motion v] to [10]\n end\n if <<not <<<touching (level v)?> or <touching (wood board v)?>> or <<touching (door v)?> or <touching (button v)?>>>> and <key (down arrow v) pressed?>> then\n set [y motion v] to [-15]\n end\n change y by (1)\n if <<touching color (#ff0000)?> and <not <touching (secret portal v)?>>> then\n broadcast (bleh v)\n end\nend\n\nwhen flag clicked\nforever\n set [x \(you\) v] to (x position)\n set [y \(you\) v] to (y position)\nend\n\nwhen flag clicked\nforever\n if <<not <<<touching (level v)?> or <touching (button v)?>> or <<touching (wood board v)?> or <touching (door v)?>>>> and <key (down arrow v) pressed?>> then\n switch costume to (d v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (level v)?> or <touching (door v)?>> and <key (down arrow v) pressed?>> then\n switch costume to (f v)\n end\nend\n\nwhen flag clicked\nset [skips v] to [0]\nforever\n if <key (s v) pressed?> then\n if <<(Level) = [S1]> or <(Level) = [S2]>> then\n if <(Level) = [S1]> then\n set [level v] to [24]\n end\n if <(Level) = [S2]> then\n set [level v] to [35]\n end\n broadcast (Secret Exit v)\n change [skips v] by (1)\n show variable [skips v]\n wait (.5) seconds\n hide variable [skips v]\n else\n broadcast (Win v)\n change [skips v] by (1)\n show variable [skips v]\n wait (.5) seconds\n hide variable [skips v]\n end\n end\nend\n\nwhen I receive [secret exit v]\nset [x motion v] to [0]\nset [y motion v] to [0]\ngo to x: (-210) y: (-89)\n\nwhen flag clicked\nhide variable [deaths v]\nforever\n wait until <key (d v) pressed?>\n show variable [deaths v]\n wait (.5) seconds\n wait until <key (d v) pressed?>\n hide variable [deaths v]\n wait (.5) seconds\nend\n\nwhen flag clicked\nforever\n set [your score v] to (Deaths)\nend\n\nwhen flag clicked\nhide variable [☁ highscore v]\nhide variable [your score v]\n\nwhen I receive [you won v]\nshow variable [your score v]\nif <<<(Your Score) < (☁ Highscore)> and <(Skips) = [0]>> and <not <(username) = [NolanPH]>>> then\n set [☁ highscore v] to (Your Score)\n broadcast (YGTH v)\nend\nif <<<(Your Score) < (☁ Highscore)> and <(Skips) = [0]>> and <(username) = [NolanPH]>> then\n broadcast (YGTH v)\nend\nshow variable [☁ highscore v]\nshow variable [☁ highscore v]\n\nwhen I receive [you won v]\nif <(Skips) = [0]> then\n change [true warriors v] by (1)\nend\n\n@Portal\n\nwhen flag clicked\nset [whirl v] effect to (1000)\n\nwhen flag clicked\nforever\n if <touching (you v)?> then\n broadcast (Win v)\n wait (.5) seconds\n end\nend\n\nwhen I receive [win v]\nwait (.0001) seconds\nswitch costume to (portal v)\nset [whirl v] effect to (1000)\nshow\nif <(Level) = [1]> then\n go to x: (-161) y: (162)\nend\nif <(Level) = [2]> then\n go to x: (201) y: (161)\nend\nif <(Level) = [3]> then\n go to x: (0) y: (76)\nend\nif <(Level) = [4]> then\n go to x: (-166) y: (88)\nend\nif <(Level) = [5]> then\n go to x: (208) y: (121)\nend\nif <(Level) = [6]> then\n go to x: (-217) y: (94)\nend\nif <(Level) = [7]> then\n go to x: (211) y: (-118)\nend\nif <(Level) = [8]> then\n go to x: (211) y: (-11)\nend\nif <(Level) = [9]> then\n go to x: (-133) y: (-25)\nend\nif <(Level) = [10]> then\n go to x: (183) y: (59)\nend\nif <(Level) = [11]> then\n go to x: (-216) y: (-141)\nend\nif <(Level) = [12]> then\n go to x: (120) y: (150)\nend\nif <(Level) = [13]> then\n go to x: (205) y: (-130)\nend\nif <(Level) = [14]> then\n go to x: (212) y: (157)\nend\nif <(Level) = [15]> then\n go to x: (199) y: (-125)\nend\nif <(Level) = [16]> then\n go to x: (-219) y: (119)\nend\nif <(Level) = [17]> then\n go to x: (-214) y: (67)\nend\nif <(Level) = [18]> then\n go to x: (-10) y: (-72)\nend\nif <(Level) = [19]> then\n go to x: (-217) y: (-139)\nend\nif <(Level) = [20]> then\n go to x: (-217) y: (-139)\nend\nif <(Level) = [21]> then\n go to x: (214) y: (-119)\nend\nif <(Level) = [22]> then\n go to x: (-221) y: (150)\nend\nif <(Level) = [23]> then\n go to x: (220) y: (-141)\nend\nif <(Level) = [24]> then\n go to x: (-200) y: (-28)\nend\nif <(Level) = [25]> then\n go to x: (0) y: (76)\nend\nif <(Level) = [26]> then\n go to x: (-213) y: (120)\nend\nif <(Level) = [27]> then\n go to x: (210) y: (-140)\nend\nif <(Level) = [28]> then\n go to x: (-200) y: (30)\nend\nif <(Level) = [29]> then\n go to x: (213) y: (-146)\nend\nif <(Level) = [30]> then\n go to x: (-202) y: (143)\nend\nif <(Level) = [31]> then\n go to x: (-94) y: (159)\nend\nif <(Level) = [32]> then\n go to x: (215) y: (-88)\nend\nif <(Level) = [33]> then\n go to x: (-197) y: (144)\nend\nif <(Level) = [34]> then\n go to x: (-218) y: (-149)\nend\nif <(Level) = [35]> then\n go to x: (130) y: (111)\nend\nif <(Level) = [36]> then\n go to x: (217) y: (123)\nend\nif <(Level) = [37]> then\n go to x: (-209) y: (-147)\nend\nif <(Level) = [38]> then\n go to x: (0) y: (-151)\nend\nif <(Level) = [39]> then\n go to x: (-215) y: (74)\nend\nif <(Level) = [40]> then\n go to x: (208) y: (-143)\nend\nif <(Level) = [41]> then\n set [randomizer v] to (pick random (1) to (3))\n if <(randomizer) = [1]> then\n go to x: (204) y: (90)\n end\n if <(randomizer) = [2]> then\n go to x: (209) y: (-52)\n end\n if <(randomizer) = [3]> then\n go to x: (208) y: (-145)\n end\nend\nif <(Level) = [42]> then\n switch costume to (tent v)\n go to x: (209) y: (-160)\n clear graphic effects\nend\nif <(Level) = [43]> then\n go to x: (-210) y: (-145)\nend\nif <(Level) = [44]> then\n go to x: (-211) y: (-9)\nend\nif <(Level) = [45]> then\n go to x: (210) y: (-16)\nend\nif <(Level) = [46]> then\n go to x: (198) y: (-143)\nend\nif <(Level) = [47]> then\n go to x: (207) y: (-131)\nend\nif <(Level) = [48]> then\n go to x: (207) y: (-131)\nend\nif <(Level) = [49]> then\n go to x: (207) y: (-131)\nend\nif <(Level) = [50]> then\n go to x: (162) y: (40)\nend\nif <(Level) = [51]> then\n go to x: (203) y: (72)\nend\nif <(Level) = [52]> then\n go to x: (209) y: (-67)\nend\nif <(Level) = [53]> then\n go to x: (214) y: (-134)\nend\nif <(Level) = [54]> then\n go to x: (214) y: (-134)\nend\nif <(Level) = [55]> then\n go to x: (-210) y: (13)\nend\nif <(Level) = [56]> then\n go to x: (204) y: (-22)\nend\nif <(Level) = [57]> then\n go to x: (204) y: (-22)\nend\nif <(Level) = [58]> then\n go to x: (211) y: (-126)\nend\nif <(Level) = [59]> then\n go to x: (162) y: (66)\nend\nif <(Level) = [60]> then\n go to x: (0) y: (-131)\n switch costume to (treasure v)\n clear graphic effects\nend\n\nwhen I receive [secret exit v]\nwait (.1) seconds\nif <(Level) = [S1]> then\n hide\nend\nif <(Level) = [24]> then\n go to x: (-200) y: (-28)\n show\nend\nif <(Level) = [S2]> then\n hide\nend\nif <(Level) = [35]> then\n go to x: (130) y: (111)\n show\nend\nif <(Level) = [S3]> then\n hide\nend\nif <(Level) = [59]> then\n go to x: (162) y: (66)\n show\nend\n\nwhen I receive [bleh v]\nif <(Level) = [41]> then\n set [randomizer v] to (pick random (1) to (3))\n if <(randomizer) = [1]> then\n go to x: (204) y: (90)\n end\n if <(randomizer) = [2]> then\n go to x: (209) y: (-52)\n end\n if <(randomizer) = [3]> then\n go to x: (208) y: (-145)\n end\nend\n\n@Enemy 1\n\nwhen I receive [bleh v]\nbroadcast (R1 v)\n\nwhen flag clicked\nforever\n if <(X \(You\)) > (x position)> then\n switch costume to (r v)\n end\n if <(X \(You\)) < (x position)> then\n switch costume to (l v)\n end\n if <(X \(You\)) = (x position)> then\n switch costume to (f v)\n end\nend\n\nwhen flag clicked\nforever\n if <(X \(You\)) < (x position)> then\n change [ex1 v] by (-1)\n end\n if <(X \(You\)) > (x position)> then\n change [ex1 v] by (1)\n end\n set [ex1 v] to ((EX1) * (.85))\n change x by (EX1)\n if <<<touching (level v)?> or <touching (door v)?>> or <<touching (wood board v)?> or <touching (button v)?>>> then\n change y by (1)\n end\n if <<<touching (level v)?> or <touching (door v)?>> or <<touching (wood board v)?> or <touching (button v)?>>> then\n change y by (1)\n end\n if <<<touching (level v)?> or <touching (door v)?>> or <<touching (wood board v)?> or <touching (button v)?>>> then\n change y by (1)\n end\n if <<<touching (level v)?> or <touching (door v)?>> or <<touching (wood board v)?> or <touching (button v)?>>> then\n change y by (1)\n end\n if <<<touching (level v)?> or <touching (door v)?>> or <<touching (wood board v)?> or <touching (button v)?>>> then\n change y by (-4)\n change x by ((EX1) * (-1))\n if <(Y \(You\)) > (y position)> then\n if <(EX1) > [0]> then\n set [ex1 v] to [-7]\n else\n set [ex1 v] to [7]\n end\n set [ey1 v] to [10]\n else\n set [ex1 v] to [0]\n end\n end\n change [ey1 v] by (-.7)\n change y by (EY1)\n if <<<touching (level v)?> or <touching (door v)?>> or <<touching (wood board v)?> or <touching (button v)?>>> then\n change y by ((EY1) - ((EY1) * (2)))\n set [ey1 v] to [0]\n end\n change y by (-1)\n if <<<<touching (level v)?> or <touching (door v)?>> or <<touching (wood board v)?> or <touching (button v)?>>> and <(Y \(You\)) > (y position)>> then\n set [ey1 v] to [10]\n end\n change y by (1)\n if <<touching (sword v)?> and <(Swing?) = [1]>> then\n hide\n end\nend\n\nwhen I receive [win v]\nwait (.1) seconds\nbroadcast (R1 v)\n\nwhen I receive [r1 v]\nwait (.01) seconds\nif <(Level) = [1]> then\n hide\nend\nif <(Level) = [5]> then\n go to x: (-49) y: (-34)\n show\nend\nif <(Level) = [6]> then\n go to x: (173) y: (-101)\n show\nend\nif <(Level) = [7]> then\n hide\nend\nif <(Level) = [10]> then\n show\n go to x: (69) y: (-20)\nend\nif <(Level) = [11]> then\n hide\nend\nif <(Level) = [20]> then\n show\n go to x: (183) y: (-133)\nend\nif <(Level) = [21]> then\n hide\nend\nif <(Level) = [30]> then\n show\n go to x: (183) y: (-133)\nend\nif <(Level) = [31]> then\n hide\nend\nif <(Level) = [41]> then\n show\n go to x: (183) y: (133)\nend\nif <(Level) = [42]> then\n hide\nend\n\n@Enemy 2\n\nwhen I receive [bleh v]\nbroadcast (R2 v)\n\nwhen flag clicked\nforever\n if <(X \(You\)) > (x position)> then\n switch costume to (r v)\n end\n if <(X \(You\)) < (x position)> then\n switch costume to (l v)\n end\n if <(X \(You\)) = (x position)> then\n switch costume to (f v)\n end\nend\n\nwhen flag clicked\nforever\n if <(X \(You\)) < (x position)> then\n change [ex2 v] by (-1)\n end\n if <(X \(You\)) > (x position)> then\n change [ex2 v] by (1)\n end\n set [ex2 v] to ((EX2) * (.85))\n change x by (EX2)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((EX2) * (-1))\n if <(Y \(You\)) > (y position)> then\n if <(EX2) > [0]> then\n set [ex2 v] to [-7]\n else\n set [ex2 v] to [7]\n end\n set [ey2 v] to [10]\n else\n set [ex2 v] to [0]\n end\n end\n change [ey2 v] by (-.7)\n change y by (EY2)\n if <touching (level v)?> then\n change y by ((EY2) - ((EY2) * (2)))\n set [ey2 v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <(Y \(You\)) > (y position)>> then\n set [ey2 v] to [10]\n end\n change y by (1)\n if <<touching (sword v)?> and <(Swing?) = [1]>> then\n hide\n end\nend\n\nwhen I receive [win v]\nwait (.1) seconds\nbroadcast (R2 v)\n\nwhen I receive [r2 v]\nif <(Level) = [1]> then\n hide\nend\nif <(Level) = [6]> then\n go to x: (51) y: (-144)\n show\nend\nif <(Level) = [7]> then\n hide\nend\nif <(Level) = [8]> then\n go to x: (192) y: (28)\n show\nend\nif <(Level) = [9]> then\n hide\nend\nif <(Level) = [10]> then\n go to x: (159) y: (-78)\n show\nend\nif <(Level) = [11]> then\n go to x: (72) y: (20)\n show\nend\nif <(Level) = [12]> then\n hide\nend\nif <(Level) = [30]> then\n show\n go to x: (83) y: (-133)\nend\nif <(Level) = [31]> then\n hide\nend\nif <(Level) = [41]> then\n show\n go to x: (-5) y: (104)\nend\nif <(Level) = [42]> then\n hide\nend\n\n@Enemy 3\n\nwhen I receive [bleh v]\nbroadcast (R3 v)\n\nwhen flag clicked\nforever\n if <(X \(You\)) > (x position)> then\n switch costume to (r v)\n end\n if <(X \(You\)) < (x position)> then\n switch costume to (l v)\n end\n if <(X \(You\)) = (x position)> then\n switch costume to (f v)\n end\nend\n\nwhen flag clicked\nforever\n if <(X \(You\)) < (x position)> then\n change [ex3 v] by (-1)\n end\n if <(X \(You\)) > (x position)> then\n change [ex3 v] by (1)\n end\n set [ex3 v] to ((EX3) * (.85))\n change x by (EX3)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((EX3) * (-1))\n if <(Y \(You\)) > (y position)> then\n if <(EX3) > [0]> then\n set [ex3 v] to [-7]\n else\n set [ex3 v] to [7]\n end\n set [ey3 v] to [10]\n else\n set [ex3 v] to [0]\n end\n end\n change [ey3 v] by (-.7)\n change y by (EY3)\n if <touching (level v)?> then\n change y by ((EY3) - ((EY3) * (2)))\n set [ey3 v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <(Y \(You\)) > (y position)>> then\n set [ey3 v] to [10]\n end\n change y by (1)\n if <<touching (sword v)?> and <(Swing?) = [1]>> then\n hide\n end\nend\n\nwhen I receive [win v]\nwait (.1) seconds\nbroadcast (R3 v)\n\nwhen I receive [r3 v]\nif <(Level) = [1]> then\n hide\nend\nif <(Level) = [6]> then\n go to x: (-26) y: (-143)\n show\nend\nif <(Level) = [7]> then\n hide\nend\nif <(Level) = [8]> then\n show\n go to x: (207) y: (-148)\nend\nif <(Level) = [9]> then\n hide\nend\nif <(Level) = [10]> then\n show\n go to x: (28) y: (-159)\nend\nif <(Level) = [11]> then\n hide\nend\nif <(Level) = [30]> then\n show\n go to x: (183) y: (133)\nend\nif <(Level) = [31]> then\n hide\nend\nif <(Level) = [41]> then\n show\n go to x: (135) y: (150)\nend\nif <(Level) = [42]> then\n hide\nend\n\n@Sword\n\nwhen flag clicked\nset [swing? v] to [0]\ngo to x: (0) y: (-130)\nswitch costume to (collectable v)\nhide\nwait until <(Level) = [3]>\nshow\nwait until <touching (you v)?>\nforever\n if <<key (left arrow v) pressed?> and <(Swing?) = [0]>> then\n switch costume to (l v)\n set [sword direction v] to [-1]\n end\n if <<key (right arrow v) pressed?> and <(Swing?) = [0]>> then\n switch costume to (r v)\n set [sword direction v] to [1]\n end\n if <(Sword Direction) = [1]> then\n go to x: ((X \(You\)) + (16)) y: ((Y \(You\)) + (9))\n end\n if <(Sword Direction) = [-1]> then\n go to x: ((X \(You\)) - (16)) y: ((Y \(You\)) + (9))\n end\n if <<<key (space v) pressed?> and <(Swing?) = [0]>> and <(Sword Direction) = [1]>> then\n broadcast (Swing v)\n set [swing? v] to [1]\n end\n if <<<key (space v) pressed?> and <(Swing?) = [0]>> and <(Sword Direction) = [-1]>> then\n broadcast (SL v)\n set [swing? v] to [1]\n end\nend\n\nwhen I receive [swing v]\nswitch costume to (rs1 v)\nwait (.03) seconds\nswitch costume to (rs2 v)\nwait (.03) seconds\nswitch costume to (rs3 v)\nwait (.03) seconds\nswitch costume to (rs4 v)\nwait (.03) seconds\nswitch costume to (rs5 v)\nwait (.03) seconds\nswitch costume to (rs6 v)\nwait (.03) seconds\nswitch costume to (rs7 v)\nwait (.03) seconds\nswitch costume to (rs8 v)\nwait (.03) seconds\nswitch costume to (rs9 v)\nwait (.03) seconds\nswitch costume to (rs10 v)\nwait (.03) seconds\nswitch costume to (rs11 v)\nwait (.03) seconds\nswitch costume to (rs12 v)\nwait (.03) seconds\nswitch costume to (rs13 v)\nwait (.03) seconds\nswitch costume to (rs14 v)\nwait (.03) seconds\nswitch costume to (rs15 v)\nwait (.03) seconds\nswitch costume to (rs16 v)\nwait (.03) seconds\nswitch costume to (r v)\nwait (.1) seconds\nset [swing? v] to [0]\n\nwhen I receive [sl v]\nswitch costume to (ls1 v)\nwait (.03) seconds\nswitch costume to (ls2 v)\nwait (.03) seconds\nswitch costume to (ls3 v)\nwait (.03) seconds\nswitch costume to (ls4 v)\nwait (.03) seconds\nswitch costume to (ls5 v)\nwait (.03) seconds\nswitch costume to (ls6 v)\nwait (.03) seconds\nswitch costume to (ls7 v)\nwait (.03) seconds\nswitch costume to (ls8 v)\nwait (.03) seconds\nswitch costume to (ls9 v)\nwait (.03) seconds\nswitch costume to (ls10 v)\nwait (.03) seconds\nswitch costume to (ls11 v)\nwait (.03) seconds\nswitch costume to (ls12 v)\nwait (.03) seconds\nswitch costume to (ls13 v)\nwait (.03) seconds\nswitch costume to (ls14 v)\nwait (.03) seconds\nswitch costume to (ls15 v)\nwait (.03) seconds\nswitch costume to (ls16 v)\nwait (.03) seconds\nswitch costume to (l v)\nwait (.1) seconds\nset [swing? v] to [0]\n\ngo to [back v] layer\n\n@Wood Board\n\nwhen I receive [bleh v]\nbroadcast (Rw v)\n\nwhen I receive [win v]\nwait (.1) seconds\nbroadcast (Rw v)\n\nwhen I receive [rw v]\nhide\nif <(Level) = [7]> then\n switch costume to (costume1 v)\n clear graphic effects\n show\n go to x: (218) y: (113)\n set size to (100) %\nend\nif <(Level) = [8]> then\n switch costume to (costume1 v)\n clear graphic effects\n show\n set size to (200) %\n go to x: (209) y: (51)\nend\nif <(Level) = [11]> then\n switch costume to (costume1 v)\n clear graphic effects\n show\n set size to (200) %\n go to x: (236) y: (96)\nend\nif <(Level) = [12]> then\n switch costume to (costume1 v)\n clear graphic effects\n show\n set size to (110) %\n go to x: (49) y: (150)\nend\nif <(Level) = [18]> then\n switch costume to (costume1 v)\n clear graphic effects\n show\n set size to (190) %\n go to x: (-190) y: (-31)\nend\nif <(Level) = [24]> then\n switch costume to (costume1 v)\n clear graphic effects\n show\n set size to (105) %\n go to x: (-199) y: (56)\nend\n\nwhen flag clicked\nforever\n wait until <<touching (you v)?> and <key (down arrow v) pressed?>>\n switch costume to (costume2 v)\n repeat (5)\n change [ghost v] effect by (10)\n wait (.05) seconds\n end\n switch costume to (costume3 v)\n repeat (5)\n change [ghost v] effect by (10)\n wait (.05) seconds\n end\n hide\nend\n\nwhen I receive [secret exit v]\nwait (.1) seconds\nbroadcast (Rw v)\n\n@Button\n\nwhen I receive [bleh v]\nbroadcast (RB&D v)\n\nwhen I receive [win v]\nwait (.1) seconds\nbroadcast (RB&D v)\n\nwhen I receive [rb&d v]\nhide\nif <(Level) = [15]> then\n switch costume to (off v)\n go to x: (-202) y: (73)\n show\nend\nif <(Level) = [16]> then\n switch costume to (off v)\n show\n go to x: (148) y: (74)\nend\nif <(Level) = [17]> then\n switch costume to (off v)\n show\n go to x: (-84) y: (-62)\nend\nif <(Level) = [18]> then\n switch costume to (off v)\n show\n go to x: (150) y: (-161)\nend\nif <(Level) = [19]> then\n switch costume to (off v)\n show\n go to x: (-72) y: (84)\nend\nif <(Level) = [20]> then\n switch costume to (off v)\n show\n go to x: (14) y: (59)\nend\nif <(Level) = [23]> then\n switch costume to (off v)\n show\n go to x: (215) y: (74)\nend\nif <(Level) = [27]> then\n switch costume to (off v)\n show\n go to x: (-211) y: (74)\nend\nif <(Level) = [28]> then\n switch costume to (off v)\n show\n go to x: (210) y: (-163)\nend\nif <(Level) = [30]> then\n switch costume to (off v)\n show\n go to x: (202) y: (106)\nend\nif <(Level) = [33]> then\n switch costume to (off v)\n show\n go to x: (-25) y: (23)\nend\nif <(Level) = [37]> then\n switch costume to (off v)\n show\n go to x: (-211) y: (85)\nend\nif <(Level) = [49]> then\n switch costume to (off v)\n show\n go to x: (140) y: (20)\nend\nif <(Level) = [50]> then\n switch costume to (off v)\n show\n go to x: (86) y: (-161)\nend\nif <(Level) = [57]> then\n switch costume to (off v)\n go to x: (-152) y: (-153)\n show\nend\n\nwhen flag clicked\nforever\n wait until <<touching (you v)?> and <<(costume [name v]) = [Off]> and <key (down arrow v) pressed?>>>\n start sound [pop v]\n switch costume to (on v)\n broadcast (on v)\n wait (.1) seconds\nend\n\nwhen I receive [secret exit v]\nwait (.1) seconds\nbroadcast (RB&D v)\n\n@Door\n\nwhen I receive [on v]\nif <(Level) = [15]> then\n switch costume to (1 v)\nend\nif <(Level) = [16]> then\n switch costume to (1 v)\nend\nif <(Level) = [17]> then\n switch costume to (1 v)\nend\nif <(Level) = [18]> then\n switch costume to (18-2 v)\nend\nif <(Level) = [19]> then\n switch costume to (19-2 v)\nend\nif <(Level) = [20]> then\n switch costume to (1 v)\nend\nif <(Level) = [23]> then\n switch costume to (1 v)\nend\nif <(Level) = [27]> then\n switch costume to (27-2 v)\nend\nif <(Level) = [28]> then\n switch costume to (1 v)\nend\nif <(Level) = [30]> then\n switch costume to (1 v)\nend\nif <(Level) = [33]> then\n switch costume to (1 v)\nend\nif <(Level) = [37]> then\n switch costume to (1 v)\nend\nif <(Level) = [49]> then\n switch costume to (1 v)\nend\nif <(Level) = [50]> then\n switch costume to (50-2 v)\nend\nif <(Level) = [57]> then\n switch costume to (57-2 v)\nend\n\nwhen I receive [rb&d v]\nhide\nif <(Level) = [15]> then\n switch costume to (15 v)\n show\nend\nif <(Level) = [16]> then\n switch costume to (16 v)\n show\nend\nif <(Level) = [17]> then\n switch costume to (17 v)\n show\nend\nif <(Level) = [18]> then\n switch costume to (18 v)\n show\nend\nif <(Level) = [19]> then\n switch costume to (1 v)\n show\nend\nif <(Level) = [20]> then\n switch costume to (20 v)\n show\nend\nif <(Level) = [23]> then\n switch costume to (23 v)\n show\nend\nif <(Level) = [27]> then\n switch costume to (27 v)\n show\nend\nif <(Level) = [28]> then\n switch costume to (28 v)\n show\nend\nif <(Level) = [30]> then\n switch costume to (30 v)\n show\nend\nif <(Level) = [33]> then\n switch costume to (33 v)\n show\nend\nif <(Level) = [37]> then\n switch costume to (37 v)\n show\nend\nif <(Level) = [49]> then\n switch costume to (49 v)\n show\nend\nif <(Level) = [50]> then\n switch costume to (50 v)\n show\nend\nif <(Level) = [57]> then\n switch costume to (1 v)\n show\nend\n\n@Fake Ground\n\nwhen I receive [win v]\nhide\nwait (.0001) seconds\nif <(Level) = [16]> then\n switch costume to (16 v)\n show\nend\nif <(Level) = [43]> then\n switch costume to (tent v)\n show\nend\nif <(Level) = [50]> then\n switch costume to (50 v)\n show\nend\n\nwhen flag clicked\nhide\nwait (20) seconds\ngo to [front v] layer\n\nwhen I receive [secret exit v]\nhide\n\n@Secret Portal\n\nwhen flag clicked\nset [whirl v] effect to (1000)\n\nwhen flag clicked\nforever\n if <<(Level) = [16]> and <touching (you v)?>> then\n set [level v] to [S1]\n broadcast (Secret Exit v)\n wait (.5) seconds\n end\n if <<(Level) = [S1]> and <touching (you v)?>> then\n set [level v] to [24]\n broadcast (Secret Exit v)\n wait (.5) seconds\n end\n if <<(Level) = [29]> and <touching (you v)?>> then\n set [level v] to [S2]\n broadcast (Secret Exit v)\n wait (.5) seconds\n end\n if <<(Level) = [S2]> and <touching (you v)?>> then\n set [level v] to [35]\n broadcast (Secret Exit v)\n wait (.5) seconds\n end\n if <<(Level) = [50]> and <touching (you v)?>> then\n set [level v] to [S3]\n broadcast (Secret Exit v)\n wait (.5) seconds\n end\n if <<(Level) = [S3]> and <touching (you v)?>> then\n set [level v] to [59]\n broadcast (Secret Exit v)\n wait (.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n show\n go to x: (202) y: (-145)\n else\n if <(Level) = [S1]> then\n show\n go to x: (213) y: (103)\n else\n if <(Level) = [29]> then\n show\n go to x: (48) y: (-136)\n else\n if <(Level) = [S2]> then\n show\n go to x: (217) y: (-7)\n else\n if <(Level) = [50]> then\n show\n go to x: (186) y: (-137)\n else\n if <(Level) = [S3]> then\n show\n go to x: (152) y: (64)\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\n@Intro\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [level v] to [0]\nwait (2) seconds\nbroadcast (Story v)\nwait (.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\nhide\n\n@Lantern Light\n\nwhen flag clicked\nhide\nclear graphic effects\nwait until <(Level) = [26]>\nswitch costume to (costume1 v)\nset size to (300) %\nswitch costume to (costume3 v)\nshow\ngo to [front v] layer\nrepeat until <(Level) = [43]>\n go to x: (X \(You\)) y: (Y \(You\))\n if <(LC) = [1]> then\n switch costume to (costume2 v)\n end\nend\nswitch costume to (costume3 v)\nwait (1) seconds\nrepeat (9)\n change [ghost v] effect by (11)\n wait (.1) seconds\nend\nhide\n\n@Lantern\n\nwhen flag clicked\nset [lc v] to [0]\nswitch costume to (collectable v)\nhide\ngo to x: (0) y: (-138)\nwait until <(Level) = [25]>\nshow\nwait until <touching (you v)?>\nswitch costume to (holding v)\nset [lc v] to [1]\nrepeat until <(Level) = [44]>\n if <(Sword Direction) = [1]> then\n go to x: ((X \(You\)) - (7)) y: ((Y \(You\)) - (3))\n end\n if <(Sword Direction) = [-1]> then\n go to x: ((X \(You\)) + (7)) y: ((Y \(You\)) - (3))\n end\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [44]>\nhide\n\n@Story\n\nwhen I receive [story v]\nwait (3.5) seconds\nrepeat (7)\n wait until <key (space v) pressed?>\n next costume\n wait (1.5) seconds\nend\nset [level v] to [0]\nbroadcast (Win v)\nwait (2.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\nhide\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (1 v)\ngo to [front v] layer\nwait (.0001) seconds\ngo [backward v] (1) layers\nshow\n\n@Button Stuff\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nif <(Level) = [57]> then\n show\n switch costume to (57 v)\nend\n\nwhen I receive [bleh v]\nhide\nif <(Level) = [57]> then\n show\n switch costume to (57 v)\nend\n\nwhen I receive [on v]\nif <(Level) = [50]> then\n switch costume to (50 v)\n show\nend\nif <(Level) = [57]> then\n wait (.4) seconds\n hide\n wait (.6) seconds\n switch costume to (57-2 v)\n show\nend\n\nwhen I receive [secret exit v]\nhide\n\nwhen I receive [on v]\n\n@Outro Story\n\nwhen I receive [win game v]\nswitch costume to (1 v)\nshow\ngo to [front v] layer\nwait (1.5) seconds\nrepeat (2)\n wait until <key (space v) pressed?>\n next costume\n wait (1.5) seconds\nend\nwait (2.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\nbroadcast (You Won v)\nhide\n\nwhen flag clicked\nhide\n\n@You Won\n\nwhen I receive [win game v]\nwait (1) seconds\nshow\n\nwhen flag clicked\nhide\n\n@Highscore Text\n\nwhen I receive [ygth v]\nshow\n\nwhen flag clicked\nhide\n\n@Highscore Holder\n\nwhen flag clicked\nhide\n\nwhen I receive [you won v]\nwait (1) seconds\nshow\nswitch costume to (37 v)\ngo to x: (80) y: (-75)\nset size to (100) %\ngo to [front v] layer\nset [hsh# v] to [1]\nrepeat (10)\n wait (.25) seconds\n create clone of (_myself_ v)\n change x by (15)\n change [hsh# v] by (1)\nend\ngo to x: (80) y: (-100)\nrepeat (10)\n wait (.25) seconds\n create clone of (_myself_ v)\n change x by (15)\n change [hsh# v] by (1)\nend\nhide\n\nwhen I receive [ygth v]\n\nwhen I start as a clone\nwait (.1) seconds\nif <(HSH#) = [1]> then\n switch costume to (HSH1)\n stop [this script v]\nend\nif <(HSH#) = [2]> then\n switch costume to (HSH2)\n stop [this script v]\nend\nif <(HSH#) = [3]> then\n switch costume to (HSH3)\n stop [this script v]\nend\nif <(HSH#) = [4]> then\n switch costume to (HSH4)\n stop [this script v]\nend\nif <(HSH#) = [5]> then\n switch costume to (HSH5)\n stop [this script v]\nend\nif <(HSH#) = [6]> then\n switch costume to (HSH6)\n stop [this script v]\nend\nif <(HSH#) = [7]> then\n switch costume to (HSH7)\n stop [this script v]\nend\nif <(HSH#) = [8]> then\n switch costume to (HSH8)\n stop [this script v]\nend\nif <(HSH#) = [9]> then\n switch costume to (HSH9)\n stop [this script v]\nend\nif <(HSH#) = [10]> then\n switch costume to (HSH10)\n stop [this script v]\nend\nif <(HSH#) = [11]> then\n switch costume to (HSH11)\n stop [this script v]\nend\nif <(HSH#) = [12]> then\n switch costume to (HSH12)\n stop [this script v]\nend\nif <(HSH#) = [13]> then\n switch costume to (HSH13)\n stop [this script v]\nend\nif <(HSH#) = [14]> then\n switch costume to (HSH14)\n stop [this script v]\nend\nif <(HSH#) = [15]> then\n switch costume to (HSH15)\n stop [this script v]\nend\nif <(HSH#) = [16]> then\n switch costume to (HSH16)\n stop [this script v]\nend\nif <(HSH#) = [17]> then\n switch costume to (HSH17)\n stop [this script v]\nend\nif <(HSH#) = [18]> then\n switch costume to (HSH18)\n stop [this script v]\nend\nif <(HSH#) = [19]> then\n switch costume to (HSH19)\n stop [this script v]\nend\nif <(HSH#) = [20]> then\n switch costume to (HSH20)\n stop [this script v]\nend\n\nwait (20) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n if <not <(username) = [NolanPH]>> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\nset [hsh1 v] to [34]\nset [hsh2 v] to [34]\nset [hsh3 v] to [14]\nset [hsh4 v] to [9]\nset [hsh5 v] to [14]\nset [hsh6 v] to [10]\nset [hsh7 v] to [1]\n\n@Music\n\ndefine Music Change\ngo to [front v] layer\ngo to x: (-172) y: (154)\nclear graphic effects\nshow\nwait (1.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen flag clicked\nhide\nwait until <(Level) = [0]>\nwait until <(Level) = [1]>\nswitch costume to (fade, alan walker v)\nbroadcast (New Music v)\nforever\n play sound [Alan Walker_ Fade v] until done\n if <(volume) = [100]> then\n switch costume to (fade, alan walker v)\n broadcast (New Music v)\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [0]>\nwait until <(Level) = [1]>\nforever\n wait until <key (m v) pressed?>\n switch costume to (off v)\n broadcast (New Music v)\n set volume to (0) %\n wait until <not <key (m v) pressed?>>\n wait until <key (m v) pressed?>\n stop all sounds\n set volume to (100) %\n broadcast (New Music v)\n wait until <not <key (m v) pressed?>>\nend\n\nwhen I receive [new music v]\nMusic Change\n\n
CUBE QUEST\n----------------------------------------------------------------------------\n\nYou can press D to see how many times you have died, and press D again to hide it.\n\nM to toggle music on and off\n\nInstructions are in the levels.\n\nALL LEVELS ARE POSSIBLE!!!\n\nThanks for playing!
Moonview - Platformer
@Stage\n\nwhen flag clicked\n\nforever\n set [pan left/right v] effect to (([sin v] of ((timer) * (1000)) ) * (100))\nend\n\n@Gobo\n\ndefine 表示位置に着く (x) (y) (大きさ)\ngo to x: (0) y: (0)\nコスチューム管理\nset [コスチューム保存用 v] to (costume [name v])\nset size to (100) %\nswitch costume to (端 v)\ngo to x: (((-1) * (真背景x)) + ((x) * (拡大率))) y: (((-1) * (真背景y)) + ((y) * (拡大率)))\nswitch costume to (コスチューム保存用)\nset size to ((大きさ) * (拡大率)) %\n\nwhen flag clicked\nhide\n\nif <(移動モード) = [3]> then\n broadcast (ショットキャンセル v)\n set [移動モード v] to [0]\nend\n\nset [背景y v] to (((y) + (10)) * (拡大率))\n\ndefine 埋まらないようにする (大きさ)\nchange [y v] by (0.05)\nchange y by (0.5)\nrepeat until <not <touching (スプライト2 v)?>>\n change [y v] by (0.05)\n change y by (0.5)\nend\nchange [y v] by (-0.05)\nchange y by (-0.5)\n\ngo to x: (0) y: (0)\n\nchange [y v] by (-1)\n\ndefine 背景位置\nif <<((5) * (拡大率)) = (((-1) * (主観目標x)) + ((x) * (拡大率)))> or <((5) * (拡大率)) < (((-1) * (主観目標x)) + ((x) * (拡大率)))>> then\n set [主観目標x v] to (((x) + (-5)) * (拡大率))\nelse\n if <<((-5) * (拡大率)) = (((-1) * (主観目標x)) + ((x) * (拡大率)))> or <(((-1) * (主観目標x)) + ((x) * (拡大率))) < ((-5) * (拡大率))>> then\n set [主観目標x v] to (((x) + (5)) * (拡大率))\n end\nend\nif <<((5) * (拡大率)) = (((-1) * (主観目標y)) + ((y) * (拡大率)))> or <((5) * (拡大率)) < (((-1) * (主観目標y)) + ((y) * (拡大率)))>> then\n set [主観目標y v] to (((y) + (-5)) * (拡大率))\nelse\n if <<((-5) * (拡大率)) = (((-1) * (主観目標y)) + ((y) * (拡大率)))> or <(((-1) * (主観目標y)) + ((y) * (拡大率))) < ((-5) * (拡大率))>> then\n set [主観目標y v] to (((y) + (5)) * (拡大率))\n end\nend\nif <<((5) * (拡大率)) = (((-1) * (主観目標y)) + ((y) * (拡大率)))> or <((5) * (拡大率)) < (((-1) * (主観目標y)) + ((y) * (拡大率)))>> then\n set [主観目標y v] to (((y) + (-5)) * (拡大率))\nelse\n if <<((-5) * (拡大率)) = (((-1) * (主観目標y)) + ((y) * (拡大率)))> or <(((-1) * (主観目標y)) + ((y) * (拡大率))) < ((-5) * (拡大率))>> then\n set [主観目標y v] to (((y) + (5)) * (拡大率))\n end\nend\nif <<<(移動モード) = [4]> or <(移動モード) = [2]>> or <(移動モード) = [1]>> then\n set [主観目標x v] to (((x) + ((20) * ([sin v] of (ショット向き) ))) * (拡大率))\n set [主観目標y v] to (((y) + ((20) * ([cos v] of (ショット向き) ))) * (拡大率))\nend\nif <(移動モード) = [3]> then\n set [主観目標x v] to (((x) + (((20) - (((20) / ((フック移動距離) * (0.5))) * (発動中F))) * ([sin v] of (ショット向き) ))) * (拡大率))\n set [主観目標y v] to (((y) + (((20) - (((20) / (フック移動距離)) * (発動中F))) * ([cos v] of (ショット向き) ))) * (拡大率))\nend\nif <(背景モード) = [2]> then\n set [主観目標x v] to (真背景x)\n set [主観目標y v] to (真背景y)\nend\nif <(移動モード) = [7]> then\n set [主観目標x v] to ((x) * (拡大率))\n set [主観目標y v] to (((y) + (5)) * (拡大率))\nend\nset [主観目標x v] to ((主観目標x) + ((((真主観目標x) * (拡大率)) - (主観目標x)) / (2)))\nset [主観目標y v] to ((主観目標y) + ((((真主観目標y) * (拡大率)) - (主観目標y)) / (2)))\nカメラ制御\nif <(背景モード) = [0]> then\n set [真背景x v] to (主観目標x)\n set [真背景y v] to (主観目標y)\nend\nif <(背景モード) = [4]> then\n set [真背景x v] to (主観目標x)\n set [主観目標y v] to ((カメラ固定時y) * (拡大率))\nend\nif <(背景モード) = [5]> then\n set [真背景y v] to (主観目標y)\n set [主観目標x v] to ((カメラ固定時x) * (拡大率))\nend\nif <(背景モード) = [1.1]> then\n set [主観目標y v] to ((カメラ固定時y) * (拡大率))\nend\nif <(背景モード) = [1.2]> then\n set [主観目標x v] to ((カメラ固定時x) * (拡大率))\nend\n\nif <(背景モード) = [0]> then\n if <<((5) * (拡大率)) = (((-1) * (背景x)) + ((x) * (拡大率)))> or <((5) * (拡大率)) < (((-1) * (背景x)) + ((x) * (拡大率)))>> then\n set [背景x v] to (((x) + (-5)) * (拡大率))\n else\n if <<((-5) * (拡大率)) = (((-1) * (背景x)) + ((x) * (拡大率)))> or <(((-1) * (背景x)) + ((x) * (拡大率))) < ((-5) * (拡大率))>> then\n set [背景x v] to (((x) + (5)) * (拡大率))\n end\n end\n if <<((5) * (拡大率)) = (((-1) * (背景y)) + ((y) * (拡大率)))> or <((5) * (拡大率)) < (((-1) * (背景y)) + ((y) * (拡大率)))>> then\n set [背景y v] to (((y) + (-5)) * (拡大率))\n else\n if <<((-5) * (拡大率)) = (((-1) * (背景y)) + ((y) * (拡大率)))> or <(((-1) * (背景y)) + ((y) * (拡大率))) < ((-5) * (拡大率))>> then\n set [背景y v] to (((y) + (5)) * (拡大率))\n end\n end\nend\n\ndefine 左右移動\nif <<not <(移動モード) = [7]>> and <<(しゃがみ) = [0]> and <not <(よこ移動不可か) = [3]>>>> then\n if <not <(よこ移動不可か) = [1]>> then\n if <key (right arrow v) pressed?> then\n if <(歩行フレーム) = [n]> then\n set [歩行フレーム v] to [0]\n end\n change [歩行フレーム v] by (1)\n if <(着地) = [1]> then\n if <(移動モード) = [0]> then\n change [横そくど v] by (0.3)\n else\n if <(移動モード) = [1]> then\n change [x v] by (0.2)\n end\n end\n else\n if <(移動モード) = [0]> then\n change [横そくど v] by (0.02)\n if <[1.2] < (横そくど)> then\n set [横そくど v] to [1.2]\n end\n end\n end\n end\n end\n if <not <(よこ移動不可か) = [2]>> then\n if <key (left arrow v) pressed?> then\n if <(歩行フレーム) = [n]> then\n set [歩行フレーム v] to [0]\n end\n change [歩行フレーム v] by (1)\n if <(着地) = [1]> then\n if <(移動モード) = [0]> then\n change [横そくど v] by (-0.3)\n else\n if <(移動モード) = [1]> then\n change [x v] by (-0.2)\n end\n end\n else\n if <(移動モード) = [0]> then\n change [横そくど v] by (-0.02)\n if <(横そくど) < [-1.2]> then\n set [横そくど v] to [-1.2]\n end\n end\n end\n end\n end\nend\nif <<not <<(歩行フレーム) = [a]> or <(歩行フレーム) = [b]>>> and <<(しゃがみ) = [1]> or <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>> then\n set [歩行フレーム v] to [n]\nend\npoint in direction (向き保存)\nif <(移動モード) = [0]> then\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\nif <(着地) = [1]> then\n set [横そくど v] to ((横そくど) * (0.75))\nelse\n set [横そくど v] to (横そくど)\nend\n\nswitch costume to (床判定 v)\n\nchange [y v] by ((-0.5) * (重力))\n\nset [主観目標x v] to (背景x)\nset [主観目標y v] to (背景y)\n\ndefine カメラ制御\nif <<(カメラ番号) = [6]> and <(拡大率) = [6]>> then\n if <((2100) - (((10) - (拡大率)) * (245))) < ([abs v] of (主観目標x) )> then\n if <[0] < (主観目標x)> then\n set [主観目標x v] to ((2100) - (((10) - (拡大率)) * (245)))\n else\n set [主観目標x v] to ((-1) * ((2100) - (((10) - (拡大率)) * (245))))\n end\n end\nelse\n if <((2200) - (((10) - (拡大率)) * (245))) < ([abs v] of (主観目標x) )> then\n if <[0] < (主観目標x)> then\n set [主観目標x v] to ((2200) - (((10) - (拡大率)) * (245)))\n else\n set [主観目標x v] to ((-1) * ((2200) - (((10) - (拡大率)) * (245))))\n end\n end\nend\nif <((1300) - (((10) - (拡大率)) * (145))) < ([abs v] of (主観目標y) )> then\n if <[0] < (主観目標y)> then\nend\n\nif <[220] < ([abs v] of ((主観目標x) / (拡大率)) )> then\n if <[0] < (主観目標x)> then\n set [主観目標x v] to ((220) * (拡大率))\n else\n set [主観目標x v] to ((-1) * ((220) * (拡大率)))\n end\nend\nif <((130) * ((拡大率) - (1))) < ([abs v] of (主観目標y) )> then\n if <[0] < (主観目標y)> then\n set [主観目標y v] to ((130) * (拡大率))\n else\n set [主観目標y v] to ((-130) * ((拡大率) - (1)))\n end\nend\nif <<[-100] < (主x)> and <[140] < ([abs v] of ((主観目標y) / (拡大率)) )>> then\n if <[0] < (主観目標y)> then\n set [主観目標y v] to ((140) * (拡大率))\n else\n set [主観目標y v] to ((-140) * (拡大率))\n end\nend\n\n表示位置に着く (x) (y) [5]\n\ndefine 埋まらない最終調整\nset [コスチューム保存用 v] to (costume [number v])\nswitch costume to (床判定 v)\nrepeat until <not <touching (スプライト1 v)?>>\n switch costume to (端 v)\n change y by (1)\n switch costume to (床判定 v)\nend\nswitch costume to (コスチューム保存用)\nchange y by ((拡大率) * (-0.5))\n\nstart sound [pop v]\n\nif <touching (スプライト1 v)?> then\n 埋まらない最終調整\nend\n\nsay <touching (スプライト1 v)?>\n\ndefine 壁埋まらないようにする (壁向き)\nchange [x v] by ((0.05) * (壁向き))\nchange x by ((0.5) * (壁向き))\nrepeat until <not <touching (スプライト2 v)?>>\n change [x v] by ((0.05) * (壁向き))\n change x by ((0.5) * (壁向き))\nend\nchange [x v] by ((-0.05) * (壁向き))\nchange x by ((-0.5) * (壁向き))\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nbroadcast (真のスタート v)\n\nif <[0] < (横そくど)> then\n if <<(((-5) * (横そくど)) * (拡大率)) = (((-1) * (主観目標x)) + ((x) * (拡大率)))> or <(((-5) * (横そくど)) * (拡大率)) < (((-1) * (主観目標x)) + ((x) * (拡大率)))>> then\n set [主観目標x v] to (((x) + ((5) * (横そくど))) * (拡大率))\n else\n if <<(((-5) * (横そくど)) * (拡大率)) = (((-1) * (主観目標x)) + ((x) * (拡大率)))> or <(((-1) * (主観目標x)) + ((x) * (拡大率))) < (((-5) * (横そくど)) * (拡大率))>> then\n set [主観目標x v] to (((x) + ((5) * (横そくど))) * (拡大率))\n end\n end\nelse\n if <<(((-5) * (横そくど)) * (拡大率)) = (((-1) * (主観目標x)) + ((x) * (拡大率)))> or <(((-1) * (主観目標x)) + ((x) * (拡大率))) < (((-5) * (横そくど)) * (拡大率))>> then\n set [主観目標x v] to (((x) + ((5) * (横そくど))) * (拡大率))\n else\n if <<(((-5) * (横そくど)) * (拡大率)) = (((-1) * (主観目標x)) + ((x) * (拡大率)))> or <(((-5) * (横そくど)) * (拡大率)) < (((-1) * (主観目標x)) + ((x) * (拡大率)))>> then\n set [主観目標x v] to (((x) + ((5) * (横そくど))) * (拡大率))\n end\n end\nend\n\nwhen I receive [真のスタート v]\nshow\nset [着地 v] to [0]\nset rotation style [left-right v]\ngo to x: (0) y: (0)\ngo to [front v] layer\npoint in direction (90)\nswitch costume to (gobo-a v)\nset [しゃがみ v] to [0]\nset [移動モード v] to [0]\nset [横そくど v] to [0]\nset [x v] to [-220]\nset [y v] to [-140]\nset [重力 v] to [0]\nset [主x v] to (x)\nset [主y v] to (y)\nset [歩行フレーム v] to [0]\nforever\n set [向き保存 v] to (direction)\n point in direction (90)\n set [よこ移動不可か v] to [0]\n set [埋まらない処理したか v] to [0]\n if <not <(移動モード) = [7]>> then\n change [重力 v] by (-0.2)\n if <(移動モード) = [3]> then\n set [横そくど v] to [0]\n set [重力 v] to [0]\n change [x v] by ((2) * ([sin v] of (ショット向き) ))\n change [y v] by ((2) * ([cos v] of (ショット向き) ))\n else\n if <(移動モード) = [4]> then\n set [横そくど v] to [0]\n set [重力 v] to [0]\n else\n if <(移動モード) = [5]> then\n change [x v] by (横そくど)\n else\n change [x v] by (横そくど)\n end\n end\n end\n end\n if <(着地) = [1]> then\n set [着地足音用 v] to [0]\n else\n set [着地足音用 v] to [1]\n end\n set [着地 v] to [0]\n if <touching (cat v)?> then\n set [x v] to (リスポーンx)\n set [y v] to (リスポーンy)\n set [移動モード v] to [0]\n end\n switch costume to (端 v)\n set size to (50) %\n switch costume to (gobo-a v)\n go to x: ((横そくど) * (10)) y: (0)\n if <touching (スプライト3 v)?> then\n set [横そくど v] to [0]\n set [重力 v] to [0]\n set [x v] to (リスポーンx)\n set [y v] to (リスポーンy)\n set [移動モード v] to [0]\n set [背景モード v] to [0]\n end\n switch costume to (端 v)\n set size to (50) %\n switch costume to (頭上判定 v)\n if <<[0] < (重力)> and <touching (スプライト2 v)?>> then\n set [重力 v] to [0]\n end\n switch costume to (端 v)\n set size to (50) %\n switch costume to (壁判定 v)\n if <touching (スプライト2 v)?> then\n set [横そくど v] to [0]\n set [よこ移動不可か v] to [1]\n switch costume to (端 v)\n set size to (50) %\n switch costume to (壁判定2 v)\n if <touching (スプライト2 v)?> then\n set [よこ移動不可か v] to [3]\n else\n switch costume to (壁判定4 v)\n if <touching (スプライト2 v)?> then\n 壁埋まらないようにする [-1]\n end\n end\n if <(移動モード) = [3]> then\n broadcast (ショットキャンセル v)\n set [移動モード v] to [0]\n end\n end\n switch costume to (端 v)\n set size to (50) %\n switch costume to (壁判定2 v)\n if <touching (スプライト2 v)?> then\n set [横そくど v] to [0]\n set [よこ移動不可か v] to [2]\n switch costume to (端 v)\n set size to (50) %\n switch costume to (壁判定 v)\n if <touching (スプライト2 v)?> then\n set [よこ移動不可か v] to [3]\n else\n switch costume to (壁判定5 v)\n if <touching (スプライト2 v)?> then\n 壁埋まらないようにする [1]\n end\n end\n if <(移動モード) = [3]> then\n broadcast (ショットキャンセル v)\n set [移動モード v] to [0]\n end\n end\n switch costume to (端 v)\n set size to (50) %\n switch costume to (床判定 v)\n set y to (0)\n change y by (-5)\n set [しゃがみ v] to [0]\n if <touching (スプライト2 v)?> then\n set y to (0)\n 地面までつく\n if <(着地足音用) = [1]> then\n start sound [足音・革靴3 v]\n end\n set [着地 v] to [1]\n if <key (down arrow v) pressed?> then\n set [しゃがみ v] to [1]\n end\n set [埋まらない処理したか v] to [1]\n 埋まらないようにする [5]\n set [重力 v] to [0]\n if <<key (up arrow v) pressed?> and <(移動モード) = [0]>> then\n set [重力 v] to [2.3]\n end\n if <not <(ジャンパy力) = [0]>> then\n set [重力 v] to (ジャンパy力)\n set [ジャンパy力 v] to [0]\n set [着地 v] to [0]\n end\n if <<(着地) = [1]> and <<(移動モード) = [6]> or <(移動モード) = [5]>>> then\n set [移動モード v] to [0]\n set [よこ移動不可か v] to [0]\n end\n else\n set y to (0)\n end\n if <<(ジャンパx力) = [0]> and <<(移動モード) = [6]> or <(移動モード) = [5]>>> then\n if <[4] > (重力)> then\n set [移動モード v] to [0]\n end\n end\n if <not <(移動モード) = [7]>> then\n change [y v] by (重力)\n end\n if <(埋まらない処理したか) = [0]> then\n switch costume to (端 v)\n set size to (50) %\n switch costume to (床判定 v)\n set y to ((重力) * (10))\n if <touching (スプライト2 v)?> then\n set [着地 v] to [1]\n 埋まらないようにする [5]\n set [重力 v] to [0]\n if <(着地足音用) = [1]> then\n start sound [足音・革靴3 v]\n end\n end\n end\n 左右移動\n 背景位置\n 表示位置に着く (x) (y) [6]\n set [y保存用 v] to (y)\n set [主x v] to (x)\n set [主y v] to (y)\n set [真主観目標x v] to ((主観目標x) / (拡大率))\n set [真主観目標y v] to ((主観目標y) / (拡大率))\n set [一個前の拡大率 v] to (拡大率)\nend\n\n表示位置に着く (x) (y保存用) [5]\n背景位置\n\nwhen I receive [真のスタート v]\nclear sound effects\nforever\n set [pan left/right v] effect to ((x position) / (5))\n if <(移動モード) = [2]> then\n if <(発動中F) = [-1]> then\n start sound [チェーン・鎖・巻く8 v]\n wait (0) seconds\n else\n start sound [チェーン・鎖・巻く6 v]\n wait (0) seconds\n end\n end\n if <(移動モード) = [3]> then\n start sound [チェーン・鎖・巻く8 v]\n wait (0) seconds\n end\nend\n\nchange [y v] by (重力)\n\nset [背景x v] to (主観目標x)\nset [背景y v] to (主観目標y)\n\nset [主観目標x v] to (背景x)\nset [主観目標y v] to (背景y)\nset [背景x v] to [n]\nset [背景y v] to [n]\n\nset [拡大率 v] to [7]\n\nset [拡大率 v] to [2]\n\nrepeat (10)\n change [拡大率 v] by (((2) - (拡大率)) / (4))\n 背景位置\n if <(カメラ移動キャンセル) = [1]> then\n stop [this script v]\n end\nend\nset [拡大率 v] to [2]\n背景位置\n\nrepeat (10)\n change [拡大率 v] by (((7) - (拡大率)) / (4))\n 背景位置\n if <(カメラ移動キャンセル) = [1]> then\n stop [this script v]\n end\nend\nset [拡大率 v] to [7]\n背景位置\n\nset [拡大率 v] to [10]\n\ndefine コスチューム管理\nif <(歩行フレーム) = [a]> then\n switch costume to (ゲット2 v)\nelse\n if <(歩行フレーム) = [b]> then\n switch costume to (ゲット v)\n else\n if <(着地) = [0]> then\n if <[0] > (重力)> then\n switch costume to (ジャンプ2 v)\n else\n switch costume to (ジャンプ v)\n end\n else\n if <(しゃがみ) = [1]> then\n switch costume to (しゃがみ v)\n else\n if <not <(歩行フレーム) = [n]>> then\n switch costume to (join [歩行] (item ((歩行フレーム) mod (length of [歩行コスチュームズ v])) of [歩行コスチュームズ v]))\n if <((歩行フレーム) mod (length of [歩行コスチュームズ v])) = [0]> then\n switch costume to (歩行4 v)\n start sound [足音・革靴2 v]\n end\n if <((歩行フレーム) mod (length of [歩行コスチュームズ v])) = [13]> then\n start sound [足音・革靴01 v]\n end\n if <(歩行フレーム) = [1]> then\n start sound [足音・革靴2 v]\n end\n end\n if <(歩行フレーム) = [n]> then\n switch costume to (待機 v)\n end\n end\n end\n end\nend\n\nwhen I receive [カメラモード変更 v]\nif <(カメラ番号) = [1]> then\n set [背景モード v] to [0]\n repeat until <[0.3] > ([abs v] of ((9) - (拡大率)) )>\n change [拡大率 v] by ((0.3) * ((<(拡大率) < [9]> * (2)) - (1)))\n 背景位置\n if <not <(カメラ番号) = [1]>> then\n stop [this script v]\n end\n end\n set [拡大率 v] to [9]\n 背景位置\n set [リスポーンx v] to [-220]\n set [リスポーンy v] to [-140]\nelse\n if <(カメラ番号) = [2]> then\n set [背景モード v] to [0]\n repeat until <[0.3] > ([abs v] of ((6) - (拡大率)) )>\n change [拡大率 v] by ((0.3) * ((<(拡大率) < [6]> * (2)) - (1)))\n 背景位置\n if <not <(カメラ番号) = [2]>> then\n stop [this script v]\n end\n end\n set [拡大率 v] to [6]\n 背景位置\n else\n if <(カメラ番号) = [3]> then\n set [背景モード v] to [0]\n repeat until <[0.3] > ([abs v] of ((9) - (拡大率)) )>\n change [拡大率 v] by ((0.3) * ((<(拡大率) < [9]> * (2)) - (1)))\n 背景位置\n if <not <(カメラ番号) = [3]>> then\n stop [this script v]\n end\n end\n set [拡大率 v] to [9]\n 背景位置\n set [リスポーンx v] to [1]\n set [リスポーンy v] to [-7.7]\n else\n if <(カメラ番号) = [4]> then\n set [背景モード v] to [0]\n repeat until <[0.3] > ([abs v] of ((8) - (拡大率)) )>\n change [拡大率 v] by ((0.3) * ((<(拡大率) < [8]> * (2)) - (1)))\n 背景位置\n if <not <(カメラ番号) = [4]>> then\n stop [this script v]\n end\n end\n set [拡大率 v] to [8]\n 背景位置\n set [リスポーンx v] to [34.3]\n set [リスポーンy v] to [-143]\n else\n if <(カメラ番号) = [5]> then\n [20] Fで [180] [-100] [4] まで拡大 (カメラ番号)\n else\n if <(カメラ番号) = [6]> then\n set [背景モード v] to [0]\n repeat until <[0.3] > ([abs v] of ((6) - (拡大率)) )>\n change [拡大率 v] by ((0.3) * ((<(拡大率) < [6]> * (2)) - (1)))\n 背景位置\n if <not <(カメラ番号) = [6]>> then\n stop [this script v]\n end\n end\n set [拡大率 v] to [6]\n 背景位置\n set [リスポーンx v] to [170]\n set [リスポーンy v] to [-19]\n else\n if <(カメラ番号) = [7]> then\n set [背景モード v] to [0]\n repeat until <[0.3] > ([abs v] of ((5) - (拡大率)) )>\n change [拡大率 v] by ((0.3) * ((<(拡大率) < [5]> * (2)) - (1)))\n 背景位置\n if <not <(カメラ番号) = [7]>> then\n stop [this script v]\n end\n end\n set [拡大率 v] to [5]\n 背景位置\n else\n if <(カメラ番号) = [8]> then\n [25] Fで [-10] [30] [1] まで拡大 (カメラ番号)\n else\n if <(カメラ番号) = [9]> then\n [10] Fで [200] [-8] [6] まで拡大 (カメラ番号)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nif <<key (x v) pressed?> and <(移動モード) = [1]>> then\n broadcast (ショットキャンセル v)\n set [移動モード v] to [0]\nend\nif <<key (z v) pressed?> and <<(移動モード) = [1]> and <(拡大率) = (ショット時拡大率)>>> then\n broadcast (ショット発射 v)\n set [発動中f v] to [0]\n set [移動モード v] to [2]\nend\nif <<key (z v) pressed?> and <(移動モード) = [0]>> then\n broadcast (ショット準備 v)\n set [移動モード v] to [1]\n set [ショット向き v] to (direction)\n set [角度速度 v] to [0]\nend\nif <(移動モード) = [1]> then\n if <key (down arrow v) pressed?> then\n if <(direction) = [90]> then\n if <(角度速度) < [1]> then\n set [角度速度 v] to [1]\n else\n change [角度速度 v] by (0.1)\n end\n change [ショット向き v] by (角度速度)\n if <(ショット向き) > [150]> then\n set [ショット向き v] to [150]\n set [角度速度 v] to [0]\n end\n else\n if <[-1] < (角度速度)> then\n set [角度速度 v] to [-1]\n else\n change [角度速度 v] by (-0.1)\n end\n change [ショット向き v] by (角度速度)\n if <[-150] > (ショット向き)> then\n set [ショット向き v] to [-150]\n set [角度速度 v] to [0]\n end\n end\n end\n if <key (up arrow v) pressed?> then\n if <(direction) = [90]> then\n if <[-1] < (角度速度)> then\n set [角度速度 v] to [-1]\n else\n change [角度速度 v] by (-0.1)\n end\n change [ショット向き v] by (角度速度)\n if <[20] > (ショット向き)> then\n set [ショット向き v] to [20]\n set [角度速度 v] to [0]\n end\n else\n if <(角度速度) < [1]> then\n set [角度速度 v] to [1]\n else\n change [角度速度 v] by (0.1)\n end\n change [ショット向き v] by (角度速度)\n if <(ショット向き) > [-20]> then\n set [ショット向き v] to [-20]\n set [角度速度 v] to [0]\n end\n end\n end\n if <not <<key (up arrow v) pressed?> or <key (down arrow v) pressed?>>> then\n set [角度速度 v] to [0]\n end\nend\n\ngo to x: (0) y: (0)\nset [コスチューム保存用 v] to (costume [name v])\nset size to (100) %\nswitch costume to (端 v)\ngo to x: (((-1) * (真背景x)) + ((x) * (拡大率))) y: (((-1) * (真背景y)) + ((y) * (拡大率)))\nswitch costume to (コスチューム保存用)\nset size to ((大きさ) * (拡大率)) %\n\nwhen I receive [スーパージャンプ!! v]\nset [着地 v] to [0]\nset [横そくど v] to (ジャンパx力)\nset [よこ移動不可か v] to [3]\npoint in direction ((-90) * ((<[0] > (ジャンパx力)> * (2)) - (1)))\nif <(ジャンパ時拡大率) = [0]> then\n set [移動モード v] to [6]\nelse\n set [移動モード v] to [5]\n set [カメラ番号 v] to [0]\n repeat until <[0.3] > ([abs v] of ((ジャンパ時拡大率) - (拡大率)) )>\n change [拡大率 v] by ((0.3) * ((<(拡大率) < (ジャンパ時拡大率)> * (2)) - (1)))\n 背景位置\n end\n set [拡大率 v] to (ジャンパ時拡大率)\n 背景位置\nend\n\nchange [y v] by (重力)\n\nset [重力 v] to (ジャンパy力)\n\nchange [y v] by (0.05)\nchange y by (0.5)\n\ndefine 地面までつく\nchange [y v] by (-0.05)\nchange y by (-0.5)\nrepeat until <touching (スプライト2 v)?>\n change [y v] by (-0.05)\n change y by (-0.5)\nend\n\ndefine (f) Fで主観 (拡大率) (終了後背景モード) (移動中背景モード) (カメラ番号)\nset [背景モード v] to (移動中背景モード)\nset [背景移動用 v] to (f)\ndelete all of [移動拡大保存用 v]\nadd (真背景x) to [移動拡大保存用 v]\nadd (真背景y) to [移動拡大保存用 v]\nadd (拡大率) to [移動拡大保存用 v]\nrepeat (f)\n change [真背景x v] by ((((真主観目標x) * (拡大率)) - (真背景x)) / (背景移動用))\n change [真背景y v] by ((((真主観目標y) * (拡大率)) - (真背景y)) / (背景移動用))\n change [拡大率 v] by (((拡大率) - (item (3) of [移動拡大保存用 v])) / (f))\n change [背景移動用 v] by (-1)\n if <(背景移動用) = [0]> then\n set [背景モード v] to (終了後背景モード)\n end\n if <not <(カメラ番号) = (カメラ番号)>> then\n stop [this script v]\n end\n 背景位置\nend\n\nrepeat until <[0.3] > ([abs v] of ((8) - (拡大率)) )>\n change [拡大率 v] by ((0.3) * ((<(拡大率) < [8]> * (2)) - (1)))\n 背景位置\n if <not <(カメラ番号) = [4]>> then\n stop [this script v]\n end\nend\nset [拡大率 v] to [8]\n背景位置\nset [リスポーンx v] to [33]\nset [リスポーンy v] to [-143]\n\ndefine (f) Fで (x) (y) (拡大率) まで拡大 (カメラ番号)\nset [カメラ移動キャンセル v] to [0]\nset [背景モード v] to [1]\ndelete all of [移動拡大保存用 v]\nadd (真背景x) to [移動拡大保存用 v]\nadd (真背景y) to [移動拡大保存用 v]\nadd (拡大率) to [移動拡大保存用 v]\nrepeat (f)\n change [真背景x v] by ((((x) * (拡大率)) - (item (1) of [移動拡大保存用 v])) / (f))\n change [真背景y v] by ((((y) * (拡大率)) - (item (2) of [移動拡大保存用 v])) / (f))\n change [拡大率 v] by (((拡大率) - (item (3) of [移動拡大保存用 v])) / (f))\n if <not <(カメラ番号) = (カメラ番号)>> then\n stop [this script v]\n end\n 背景位置\nend\nset [背景モード v] to [2]\n\nif <(背景モード) = [0]> then\n\nwhen I receive [コイン獲得 v]\nset [背景モード v] to [0]\nset [カメラ番号 v] to [0]\nset [移動モード v] to [7]\nset [歩行フレーム v] to [a]\nrepeat until <[0.5] > ([abs v] of ((10) - (拡大率)) )>\n change [拡大率 v] by ((0.5) * ((<(拡大率) < [10]> * (2)) - (1)))\n 背景位置\nend\nset [拡大率 v] to [10]\n背景位置\nwait (0.7) seconds\nset [歩行フレーム v] to [b]\nbroadcast (ゲット v)\nstart sound [決定、ボタン押下11 v]\nstart sound [one23 v]\nrepeat (20)\n change [拡大率 v] by ((0.5) * ((11) - (拡大率)))\n 背景位置\nend\nset [拡大率 v] to [11]\nwait (1) seconds\nset [歩行フレーム v] to [0]\nset [移動モード v] to [0]\n\n@スプライト1\n\nset [真主観目標x v] to ((主観目標x) / (拡大率))\nset [真主観目標y v] to ((主観目標y) / (拡大率))\n\nwhen flag clicked\nhide\nset [カメラ番号 v] to [0]\n\nset [真背景x v] to (背景x)\nset [真背景y v] to (背景y)\n\n((真背景x) / (拡大率)) ((真背景y) / (拡大率)) を中心に (拡大率) にする\n\ndefine (x) (y) を中心に (拡大率) にする\nset [拡大率 v] to (拡大率)\nset [背景x v] to ((x) * (拡大率))\nset [背景y v] to ((y) * (拡大率))\n\nif <key (right arrow v) pressed?> then\n change [背景x v] by (5)\nend\nif <key (left arrow v) pressed?> then\n change [背景x v] by (-5)\nend\nif <key (up arrow v) pressed?> then\n change [背景y v] by (5)\nend\nif <key (down arrow v) pressed?> then\n change [背景y v] by (-5)\nend\n\nif <key (right arrow v) pressed?> then\n change [背景x v] by (5)\nend\nif <key (left arrow v) pressed?> then\n change [背景x v] by (-5)\nend\nif <key (up arrow v) pressed?> then\n change [背景y v] by (5)\nend\nif <key (down arrow v) pressed?> then\n change [背景y v] by (-5)\nend\n\ndefine (f) Fで (x) (y) (拡大率) まで拡大\nset [カメラ移動キャンセル v] to [0]\nset [背景モード v] to [1]\ndelete all of [移動拡大保存用 v]\nadd (真背景x) to [移動拡大保存用 v]\nadd (真背景y) to [移動拡大保存用 v]\nadd (拡大率) to [移動拡大保存用 v]\nrepeat (f)\n change [真背景x v] by ((((x) * (拡大率)) - (item (1) of [移動拡大保存用 v])) / (f))\n change [真背景y v] by ((((y) * (拡大率)) - (item (2) of [移動拡大保存用 v])) / (f))\n change [拡大率 v] by (((拡大率) - (item (3) of [移動拡大保存用 v])) / (f))\n if <(カメラ移動キャンセル) = [1]> then\n stop [this script v]\n end\nend\nset [背景モード v] to [2]\n\ndefine (f) Fで主観 (拡大率) (終了後背景モード) (移動中背景モード)\nset [背景モード v] to (移動中背景モード)\nset [背景移動用 v] to (f)\ndelete all of [移動拡大保存用 v]\nadd (真背景x) to [移動拡大保存用 v]\nadd (真背景y) to [移動拡大保存用 v]\nadd (拡大率) to [移動拡大保存用 v]\nrepeat (f)\n change [背景x v] by ((((真主観目標x) * (拡大率)) - (真背景x)) / (背景移動用))\n change [背景y v] by ((((真主観目標y) * (拡大率)) - (真背景y)) / (背景移動用))\n change [拡大率 v] by (((拡大率) - (item (3) of [移動拡大保存用 v])) / (f))\n change [背景移動用 v] by (-1)\n if <(背景移動用) = [0]> then\n set [背景モード v] to (終了後背景モード)\n end\nend\n\nwhen flag clicked\n\nforever\n if <not <(背景モード) = [1]>> then\n if <key (a v) pressed?> then\n [20] Fで [0] [-100] [5] まで拡大\n end\n if <key (q v) pressed?> then\n [20] Fで主観 [5] [] []\n end\n if <key (z v) pressed?> then\n [20] Fで主観 [7] [] []\n end\n end\nend\n\n[20] Fで主観 [7] [] []\n\nwhen flag clicked\nset [リスポーンx v] to [0]\nset [リスポーンy v] to [0]\nset [背景モード v] to [0]\nset [真背景y v] to [0]\nset [真背景x v] to [0]\nset [カメラ番号 v] to [0]\nset [カメラ固定時x v] to [0]\nset [カメラ固定時y v] to [0]\nset [ショット時拡大率 v] to [4]\n\nif <<not <(カメラ番号) = [1]>> and <(主x) < [-170]>> then\n set [カメラ固定時y v] to [-150]\n set [カメラ番号 v] to [1]\nend\nif <<not <(カメラ番号) = [2]>> and <<(主y) < [-80]> and <<[-155] < (主x)> and <(主x) < [-60]>>>> then\n set [リスポーンx v] to [-150]\n set [リスポーンy v] to [-151]\n set [カメラ固定時y v] to [-140]\n set [カメラ番号 v] to [2]\n [10] Fで主観 [8] [4] [1.1]\nend\nif <<not <(カメラ番号) = [3]>> and <<<[-17.001] < (主x)> and <(主x) < [50]>> and <(主y) < [-80]>>> then\n set [カメラ固定時x v] to [-21]\n set [カメラ番号 v] to [3]\n set [背景モード v] to [5]\nend\nif <<not <(カメラ番号) = [3]>> and <<<[-43] < (主x)> and <(主x) < [20]>> and <<[-80] < (主y)> and <(主y) < [-54]>>>> then\n set [カメラ固定時x v] to [-21]\n set [カメラ番号 v] to [3]\n [10] Fで主観 [8] [5] [1.2]\nend\nif <<not <(カメラ番号) = [4]>> and <<<[-85] < (主x)> and <(主x) < [-50]>> and <[-70] < (主y)>>> then\n set [カメラ番号 v] to [4]\n [10] Fで [-60] [-60] [7] まで拡大\nend\nif <<not <(カメラ番号) = [5]>> and <<<[-45] < (主x)> and <(主x) < [5]>> and <[-46] < (主y)>>> then\n set [カメラ番号 v] to [5]\n set [カメラ固定時y v] to [-40]\n [10] Fで主観 [9] [4] [1.1]\nend\nif <<not <(カメラ番号) = [6]>> and <<(主x) < [-90]> and <[-33] < (主y)>>> then\n set [カメラ番号 v] to [6]\n [10] Fで [-130] [-10] [5] まで拡大\nend\nif <<not <(カメラ番号) = [7]>> and <<[15] < (主x)> and <(主x) < [50]>>> then\n set [カメラ番号 v] to [7]\n set [リスポーンx v] to [20]\n set [リスポーンy v] to [-41]\n set [カメラ固定時y v] to [-30]\n [5] Fで主観 [8] [4] [1.1]\nend\nif <<not <(カメラ番号) = [8]>> and <<<[55] < (主x)> and <(主x) < [150]>> and <(主y) < [-110]>>> then\n set [カメラ番号 v] to [8]\n set [カメラ固定時y v] to [-140]\n [20] Fで主観 [8] [4] [1.1]\nend\nif <<not <(カメラ番号) = [9]>> and <<<[100] < (主x)> and <<[-110] < (主y)> and <(主y) < [-90]>>> or <<[160] < (主x)> and <(主y) < [-90]>>>> then\n set [カメラ番号 v] to [9]\n [10] Fで主観 [16] [0] [1]\nend\nif <<not <(カメラ番号) = [10]>> and <<[100] < (主x)> and <<[-78] < (主y)> and <(主y) < [35]>>>> then\n set [カメラ番号 v] to [10]\n set [リスポーンx v] to [113]\n set [リスポーンy v] to [-73.7]\n [10] Fで [170] [-20] [3] まで拡大\nend\nif <<not <(カメラ番号) = [11]>> and <<[110] < (主x)> and <[45] < (主y)>>> then\n set [カメラ番号 v] to [11]\n [20] Fで主観 [8] [0] [1]\nend\n\n[10] Fで主観 [5] [0] [0]\n\nset [カメラ固定時y v] to [20]\n\n[1] Fで (pick random (3) to (-3)) (pick random (23) to (17)) [5] まで拡大\n\nforever\n (pick random (3) to (-3)) (pick random (23) to (17)) を中心に [7] にする\nend\n\nwhen I receive [ショット準備 v]\nset [カメラ移動キャンセル v] to [0]\nrepeat (10)\n change [拡大率 v] by (((ショット時拡大率) - (拡大率)) / (2))\n if <(カメラ移動キャンセル) = [1]> then\n stop [this script v]\n end\nend\nset [拡大率 v] to (ショット時拡大率)\n\n[5] Fで ((主x) + (20)) ((主y) + (20)) [6] まで拡大\n\nwhen I receive [ショットキャンセル v]\nset [カメラ移動キャンセル v] to [1]\nset [背景モード v] to [0]\nset [真主観目標x v] to ((真背景x) / (拡大率))\nset [真主観目標y v] to ((真背景y) / (拡大率))\nrepeat (10)\n change [拡大率 v] by (((10) - (拡大率)) / (2))\n if <(カメラ移動キャンセル) = [0]> then\n stop [this script v]\n end\nend\nset [拡大率 v] to [10]\n\nwhen I receive [ショット発動 v]\nset [カメラ移動キャンセル v] to [0]\nrepeat ((フック移動距離) / (2))\n change [拡大率 v] by ((((10) - (ショット時拡大率)) / (フック移動距離)) * (2))\n if <(カメラ移動キャンセル) = [1]> then\n stop [this script v]\n end\nend\nset [拡大率 v] to [10]\n\nwhen I receive [真のスタート v]\nshow\nswitch costume to (モード1 v)\nset size to (1000) %\nswitch costume to (xy-grid-20px v)\nset [画面中心x v] to [0]\nset [画面中心y v] to [0]\nset [背景x v] to [n]\nset [背景y v] to [n]\nset [拡大率 v] to [9]\nset [真拡大率 v] to [10]\nset [主観目標x v] to [0]\nset [主観目標y v] to [0]\nset [真主観目標x v] to [-220]\nset [真主観目標y v] to [-140]\nbroadcast (背景 v)\nforever\n go to x: ((-1) * (真背景x)) y: ((-1) * (真背景y))\n switch costume to (コスチューム7 v)\n set size to ((拡大率) * (100)) %\n if <not <<(移動モード) = [7]> or <(移動モード) = [5]>>> then\n カメラモード判定\n end\n switch costume to (コスチューム8 v)\n set [背景x v] to (真背景x)\n set [背景y v] to (真背景y)\nend\n\n[10] Fで主観 [10] [0] [0]\n\n[10] Fで主観 [2] [0] [0]\n\n[0] [0] を中心に [5] にする\n\n[10] Fで主観 [7] [0] [0]\n\n[10] Fで主観 [1.5] [0] [0]\n\ndefine カメラ制御\nif <((2200) - (((10) - (拡大率)) * (245))) < ([abs v] of (主観目標x) )> then\n if <[0] < (主観目標x)> then\n set [主観目標x v] to ((2200) - (((10) - (拡大率)) * (245)))\n else\n set [主観目標x v] to ((-1) * ((2200) - (((10) - (拡大率)) * (245))))\n end\nend\nif <((1300) - (((10) - (拡大率)) * (145))) < ([abs v] of (主観目標y) )> then\n if <[0] < (主観目標y)> then\n set [主観目標y v] to ((1300) - (((10) - (拡大率)) * (145)))\n else\n set [主観目標y v] to ((-1) * ((1300) - (((10) - (拡大率)) * (145))))\n end\nend\nif <<[-100] < (主x)> and <[140] < ([abs v] of ((主観目標y) / (拡大率)) )>> then\n if <[0] < (主観目標y)> then\n set [主観目標y v] to ((140) * (拡大率))\n else\n set [主観目標y v] to ((-140) * (拡大率))\n end\nend\nif <(背景モード) = [0]> then\n set [真背景x v] to (主観目標x)\n set [真背景y v] to (主観目標y)\nend\nif <(背景モード) = [4]> then\n set [真背景x v] to (主観目標x)\n set [主観目標y v] to ((カメラ固定時y) * (拡大率))\nend\nif <(背景モード) = [5]> then\n set [真背景y v] to (主観目標y)\n set [主観目標x v] to ((カメラ固定時x) * (拡大率))\nend\nif <(背景モード) = [1.1]> then\n set [主観目標y v] to ((カメラ固定時y) * (拡大率))\nend\nif <(背景モード) = [1.2]> then\n set [主観目標x v] to ((カメラ固定時x) * (拡大率))\nend\n\n[10] Fで主観 [1] [0] [0]\n\n[10] Fで主観 [2] [0] [1]\n\n[0] [0] を中心に [10] にする\n\nrepeat (10)\n change [拡大率 v] by (((2) - (拡大率)) / (2))\n if <(カメラ移動キャンセル) = [1]> then\n stop [this script v]\n end\nend\nset [拡大率 v] to [2]\n\nrepeat (10)\n change [拡大率 v] by (((7) - (拡大率)) / (2))\n if <(カメラ移動キャンセル) = [1]> then\n stop [this script v]\n end\nend\nset [拡大率 v] to [7]\n\nset [拡大率 v] to [7]\nカメラ制御\n\nset [拡大率 v] to [3]\nカメラ制御\n\nset [拡大率 v] to [7]\n\nset [拡大率 v] to [3]\n\ndefine カメラモード判定\nset [カメラ番号変更あり v] to [0]\nset [カメラ判定用 v] to [0]\nrepeat (9)\n change [カメラ判定用 v] by (1)\n switch costume to (join [モード] (カメラ判定用))\n if <<not <(カメラ番号) = (カメラ判定用)>> and <touching (gobo v)?>> then\n set [カメラ番号 v] to (カメラ判定用)\n set [カメラ番号変更あり v] to [1]\n end\nend\nif <(カメラ番号変更あり) = [1]> then\n broadcast (カメラモード変更 v)\nend\n\nforever\n go to x: ((-1) * (真背景x)) y: ((-1) * (真背景y))\n switch costume to (コスチューム7 v)\n set size to ((拡大率) * (100)) %\n switch costume to (コスチューム8 v)\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [真のスタート v]\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset size to (1000) %\nswitch costume to (コスチューム6 v)\nforever\n go to x: ((-10) * (主x)) y: ((-10) * (主y))\nend\n\nclear graphic effects\n\n@スプライト3\n\nwhen flag clicked\nhide\n\nwhen I receive [真のスタート v]\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset size to (1000) %\nswitch costume to (コスチューム2 v)\nforever\n go to x: ((-10) * (主x)) y: ((-10) * (主y))\nend\n\n@スプライト5\n\nwhen flag clicked\nset [brightness v] effect to (20)\nforever\n go to x: ((-0.05) * (真背景x)) y: ((-0.05) * (真背景y))\n switch costume to (コスチューム1 v)\n set size to (((拡大率) * (10)) - (-80)) %\n switch costume to (後ろ背景 v)\n if <((拡大率) * (20)) < (size)> then\n go to [back v] layer\nend\n\nset size to ((拡大率) * (20)) %\n\n@スプライト6\n\nwhen flag clicked\nhide\nset [雲の数 v] to [0]\n初期雲生成\nforever\n set [雲層 v] to ((((timer) mod (1)) / (8)) + (0.1))\n set [雲x v] to ((-260) / ((雲層) / (2)))\n create clone of (_myself_ v)\n wait (pick random (1.1) to (3)) seconds\nend\n\nif <((拡大率) * (20)) < (size)> then\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] ((雲の数) * ((雲層) * (2))) layers\nset [ghost v] effect to (pick random (0) to (20))\nshow\nchange [雲の数 v] by (1)\nif <(pick random (1) to (10)) = [1]> then\n set [brightness v] effect to (-20)\nelse\n set [brightness v] effect to (pick random (-30) to (-25))\nend\nset [雲の種 v] to (pick random (1) to (3))\nforever\n set size to ((((拡大率) * (35)) - (-200)) * (雲層)) %\n switch costume to (コスチューム1 v)\n go to x: ((((-0.1) * (雲層)) * (真背景x)) + (((雲x) * ((雲層) * (1))) * ((1) + ((拡大率) * (0.1))))) y: ((((-0.1) * (雲層)) * (真背景y)) + ((((0) + (170)) * (雲層)) + ((5) * (拡大率))))\n switch costume to (雲の種)\n change [雲x v] by (5)\n if <((260) / (雲層)) < (雲x)> then\n change [雲の数 v] by (-1)\n delete this clone\n end\nend\n\nset [雲層 v] to (() + (0.05))\n\nset [雲x v] to ((-260) / (雲層))\n\ndefine 初期雲生成\nset [雲よう v] to [0.1]\nrepeat (3)\n repeat ((0.7) / (雲よう))\n set [雲x v] to (pick random ((-260) / ((雲層) / (2))) to ((260) / ((雲層) / (2))))\n set [雲層 v] to ((雲よう) + (pick random (0.05) to (-0.05)))\n create clone of (_myself_ v)\n end\n change [雲よう v] by (0.1)\nend\n\n@つきのひかり\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (162) y: (119)\nset [月でるか v] to [0]\nset size to (100) %\nshow\ngo to [back v] layer\nset [月種 v] to [1]\ncreate clone of (_myself_ v)\nset [月種 v] to [2]\ncreate clone of (_myself_ v)\nset [月種 v] to [3]\ncreate clone of (_myself_ v)\nforever\n switch costume to (コスチューム3 v)\n set [月でるか v] to [0]\n if <not <<touching (スプライト5 v)?> or <<touching (スプライト1 v)?> or <touching (スプライト6 v)?>>>> then\n set [月でるか v] to [1]\n end\n switch costume to (コスチューム6 v)\n go to [back v] layer\n go [forward v] (2) layers\nend\n\nwhen I start as a clone\nif <(月種) = [1]> then\n switch costume to (コスチューム5 v)\n set [ghost v] effect to (50)\n go to [back v] layer\n set [月用 v] to [100]\n forever\n if <(月でるか) = [1]> then\n change [月用 v] by (((15) - (月用)) / (3))\n else\n change [月用 v] by (((110) - (月用)) / (3))\n end\n set [ghost v] effect to ((月用) + ((2) * ([sin v] of ((timer) * (500)) )))\n go to [back v] layer\n end\nelse\n if <(月種) = [2]> then\n switch costume to (コスチューム4 v)\n set size to (80) %\n set [ghost v] effect to (100)\n go to [back v] layer\n set [月用 v] to [100]\n forever\n if <(月でるか) = [1]> then\n change [月用 v] by (((50) - (月用)) / (3))\n else\n change [月用 v] by (((110) - (月用)) / (3))\n end\n set [ghost v] effect to (月用)\n go to [back v] layer\n go [forward v] (3) layers\n end\n else\n if <(月種) = [3]> then\n switch costume to (キラーん2 v)\n set size to (140) %\n set [ghost v] effect to (100)\n go to [back v] layer\n set [月用 v] to [100]\n set [月用2 v] to [5]\n set [月用3 v] to [140]\n forever\n if <(月でるか) = [1]> then\n change [月用2 v] by (1)\n if <[30] < (月用2)> then\n if <[0.5] < (((80) - (月用)) / (50))> then\n change [月用 v] by (0.5)\n else\n change [月用 v] by (((80) - (月用)) / (50))\n end\n else\n set [月用 v] to [30]\n end\n else\n change [月用 v] by (((110) - (月用)) / (3))\n set [月用2 v] to [0]\n set [月用3 v] to [140]\n end\n set [ghost v] effect to (月用)\n go to [back v] layer\n go [forward v] (1) layers\n set size to ((月用3) + ((5) * ([sin v] of ((timer) * (100)) ))) %\n end\n end\n end\nend\n\nset [月種 v] to [2]\ncreate clone of (_myself_ v)\n\nif <(月でるか) = [1]> then\n set [月用 v] to ((30) - (((月用2) * ([abs v] of (月用2) )) / (1000)))\n change [月用2 v] by (-0.1)\n change size by (((月用2) * ([abs v] of (月用2) )) / (1000))\nelse\n change [月用 v] by (((110) - (月用)) / (3))\n set [月用2 v] to [0]\n set size to (140) %\nend\nset [ghost v] effect to (月用)\ngo to [back v] layer\ngo [forward v] (1) layers\n\nchange [月用3 v] by (-0.5)\n\n@ジャンプポイント\n\ndefine (文字列) を (文字) で区切る\nset [一時保存用 v] to []\nset [i v] to [0]\ndelete all of [outputs v]\nrepeat (length of (文字列))\n change [i v] by (1)\n if <(letter (i) of (文字列)) = (letter (1) of (文字))> then\n if <not <(一時保存用) = []>> then\n add (一時保存用) to [outputs v]\n set [一時保存用 v] to []\n end\n else\n set [一時保存用 v] to (join (一時保存用) (letter (i) of (文字列)))\n end\nend\nif <not <(一時保存用) = []>> then\n add (一時保存用) to [outputs v]\n set [一時保存用 v] to []\nend\n\nwhen flag clicked\nhide\n\ndefine 表示位置に着く (x) (y) (大きさ)\nset [コスチューム保存用 v] to (costume [name v])\nswitch costume to (端 v)\ngo to x: (((-1) * (真背景x)) + ((x) * (拡大率))) y: (((-1) * (真背景y)) + ((y) * (拡大率)))\nswitch costume to (コスチューム保存用)\nset size to ((大きさ) * (拡大率)) %\n\nwhen I receive [真のスタート v]\nset [溜まり度 v] to [0]\nset [ジャンパy力 v] to [0]\nset [陣番号 v] to [1]\nset [jp種類 v] to [1]\ncreate clone of (_myself_ v)\nchange [陣番号 v] by (1)\ncreate clone of (_myself_ v)\nchange [陣番号 v] by (1)\ncreate clone of (_myself_ v)\nchange [陣番号 v] by (1)\ncreate clone of (_myself_ v)\nforever\n set [溜まり度 v] to ((溜まり度) * (0.9))\nend\n\nwhen I start as a clone\nif <(jp種類) = [1]> then\n clear graphic effects\n set [jpよう v] to [0]\n set [jp用2 v] to [8]\n set [jp用3 v] to [10]\n switch costume to (陣 v)\n forever\n change [jpよう v] by ((溜まり度) + (1))\n (item (陣番号) of [ジャンプポイント機能 v]) を [/] で区切る\n 表示位置に着く (item (1) of [outputs v]) (item (2) of [outputs v]) [100]\n show\n go to [front v] layer\n if <[1.5] < (溜まり度)> then\n set [brightness v] effect to ((40) + ((10) * ([sin v] of ((timer) * (150)) )))\n else\n set [brightness v] effect to ((10) + ((10) * ([sin v] of ((timer) * (150)) )))\n end\n set [ghost v] effect to ((jp用3) + ((5) * ([sin v] of ((timer) * (100)) )))\n if <<<[240] > ([abs v] of (x position) )> and <[180] > ([abs v] of (y position) )>> and <<(jp用2) = (jpよう)> or <(jp用2) < (jpよう)>>> then\n if <<not <(陣番号) = [4]>> or <<<[5] > ([abs v] of ((item (2) of [outputs v]) - (主y)) )> and <[3] > ([abs v] of ((item (1) of [outputs v]) - (主x)) )>> and <(陣番号) = [4]>>> then\n set [jp種類 v] to [2]\n create clone of (_myself_ v)\n set [jp種類 v] to [1]\n end\n end\n if <<(jp用2) = (jpよう)> or <(jp用2) < (jpよう)>> then\n change [jp用2 v] by (8)\n end\n switch costume to (陣 v)\n if <<[1] > ([abs v] of ((item (2) of [outputs v]) - (主y)) )> and <[3] > ([abs v] of ((item (1) of [outputs v]) - (主x)) )>> then\n if <(陣番号) = [1]> then\n switch costume to (陣2 v)\n end\n if <(しゃがみ) = [1]> then\n if <(溜まり度) < [0.15]> then\n start sound [se_maoudamashii_retro26 v]\n end\n change [溜まり度 v] by (0.15)\n if <[1.42] < (溜まり度)> then\n if <(溜まり度) < [1.5]> then\n start sound [決定、ボタン押下11 v]\n end\n set [溜まり度 v] to [1.8]\n end\n end\n if <<(しゃがみ) = [0]> and <(溜まり度) = [1.62]>> then\n set [溜まり度 v] to [3]\n set [ジャンパx力 v] to (item (3) of [outputs v])\n set [ジャンパy力 v] to (item (4) of [outputs v])\n set [ジャンパ時拡大率 v] to (item (5) of [outputs v])\n broadcast (スーパージャンプ!! v)\n start sound [場面転換・スライド表現02 v]\n end\n end\n if <(陣番号) = [4]> then\n if <<[5] > ([abs v] of ((item (2) of [outputs v]) - (主y)) )> and <[3] > ([abs v] of ((item (1) of [outputs v]) - (主x)) )>> then\n change [jp用3 v] by (((10) - (jp用3)) * (0.5))\n else\n change [jp用3 v] by (((111) - (jp用3)) * (0.5))\n end\n end\n end\nelse\n if <(jp種類) = [2]> then\n clear graphic effects\n set [jpx v] to (item (1) of [outputs v])\n set [jpy v] to ((item (2) of [outputs v]) - (3))\n set [jpよう v] to ((360) mod ((360) * ([sin v] of ((timer) * (200)) )))\n set [jp用2 v] to [100]\n set [jp用3 v] to [0]\n repeat until <[30] < (jp用3)>\n switch costume to (たま v)\n change [jpy v] by (((溜まり度) + (1)) * (0.2))\n change [jpよう v] by ((溜まり度) + (1))\n change [jp用3 v] by ((溜まり度) + (1))\n 表示位置に着く ((jpx) + ((3.7) * ([sin v] of ((jpよう) * (5)) ))) (jpy) [100]\n show\n go to [front v] layer\n set [brightness v] effect to ((10) + ((30) * ([sin v] of ((jpよう) * (5)) )))\n set [ghost v] effect to ((jp用2) + ((5) * ([sin v] of ((jpよう) * (10)) )))\n if <[5] > (jp用3)> then\n change [jp用2 v] by (((溜まり度) + (1)) * (-20))\n end\n if <(jp用3) > [25]> then\n change [jp用2 v] by (((溜まり度) + (1)) * (15))\n end\n end\n delete this clone\n end\nend\n\n@スプライト7\n\ndefine 表示位置に着く (x) (y) (大きさ)\nset [コスチューム保存用 v] to (costume [name v])\nswitch costume to (端 v)\ngo to x: (((-1) * (真背景x)) + ((x) * (拡大率))) y: (((-1) * (真背景y)) + ((y) * (拡大率)))\nswitch costume to (コスチューム保存用)\nset size to ((大きさ) * (拡大率)) %\n\nwhen flag clicked\nhide\ndelete all of [コイン獲得状況 v]\nadd [0] to [コイン獲得状況 v]\nadd [0] to [コイン獲得状況 v]\nadd [0] to [コイン獲得状況 v]\nadd [0] to [コイン獲得状況 v]\nadd [0] to [コイン獲得状況 v]\nset [コイン用 v] to [1]\nset [コイン番号 v] to [0]\nchange [コイン番号 v] by (1)\nset [コインx v] to [38]\nset [コインy v] to [152]\ncreate clone of (_myself_ v)\nchange [コイン番号 v] by (1)\nset [コインx v] to [233]\nset [コインy v] to [2]\ncreate clone of (_myself_ v)\nchange [コイン番号 v] by (1)\nset [コインx v] to [-13.5]\nset [コインy v] to [-137]\ncreate clone of (_myself_ v)\nchange [コイン番号 v] by (1)\nset [コインx v] to [-68]\nset [コインy v] to [60.5]\ncreate clone of (_myself_ v)\nchange [コイン番号 v] by (1)\nset [コインx v] to [-120.2]\nset [コインy v] to [182.7]\ncreate clone of (_myself_ v)\nset [コイン番号 v] to [0]\n\nwhen I start as a clone\nif <(コイン用) = [0]> then\n go [forward v] (1) layers\n switch costume to (キラキラ v)\n set [コイン用 v] to [0]\n change [コインx v] by (pick random (-3.1) to (3.1))\n change [コインy v] by (pick random (-3.1) to (3.1))\n repeat (5)\n change [コイン用 v] by (10)\n 表示位置に着く (コインx) (コインy) (コイン用)\n end\n repeat (3)\n 表示位置に着く (コインx) (コインy) (コイン用)\n end\n repeat (5)\n 表示位置に着く (コインx) (コインy) (コイン用)\n change [コイン用 v] by (-10)\n end\n delete this clone\nelse\n set [コイン用2 v] to [0]\n show\n forever\n change [コイン用2 v] by (1)\n switch costume to (コイン v)\n if <<<[240] > ([abs v] of (x position) )> and <[180] > ([abs v] of (y position) )>> and <((コイン用2) mod (30)) = [0]>> then\n set [コイン用 v] to [0]\n create clone of (_myself_ v)\n set [コイン用 v] to [1]\n end\n 表示位置に着く (コインx) (コインy) [100]\n if <touching (gobo v)?> then\n start sound [決定、ボタン押下41 v]\n broadcast (コイン獲得 v)\n set [獲得するコイン v] to (コイン番号)\n delete this clone\n end\n end\nend\n\nwhen I receive [ゲット v]\nif <(コイン番号) = [0]> then\n go to [front v] layer\n switch costume to (コイン v)\n show\n set [コイン用 v] to [0]\n set [コイン用2 v] to [0]\n repeat (20)\n change [コイン用2 v] by (1)\n change [コイン用 v] by (((80) - (コイン用)) * (0.5))\n set [コインx v] to (主x)\n set [コインy v] to ((主y) + (7))\n 表示位置に着く (コインx) (コインy) (コイン用)\n if <((コイン用2) mod (5)) = [0]> then\n set [コイン番号 v] to (コイン用)\n set [コイン用 v] to [0]\n create clone of (_myself_ v)\n set [コイン用 v] to (コイン番号)\n end\n end\n repeat (25)\n change [コイン用2 v] by (1)\n set [コインx v] to (主x)\n set [コインy v] to ((主y) + (7))\n 表示位置に着く (コインx) (コインy) (コイン用)\n if <((コイン用2) mod (5)) = [0]> then\n set [コイン番号 v] to (コイン用)\n set [コイン用 v] to [0]\n create clone of (_myself_ v)\n set [コイン用 v] to (コイン番号)\n end\n if <(コイン用2) = [30]> then\n replace item (獲得するコイン) of [コイン獲得状況 v] with [1]\n end\n end\n hide\n set [コイン番号 v] to [0]\nend\n\n@スプライト8\n\nwhen I receive [真のスタート v]\nshow\nforever\n switch costume to (コスチューム7 v)\n set size to ((拡大率) * (100)) %\n switch costume to (隠し v)\n go to x: ((-1) * (真背景x)) y: ((-1) * (真背景y))\n go to [front v] layer\n go to x: ((-1) * (真背景x)) y: ((-1) * (真背景y))\n if <touching (gobo v)?> then\n change [ghost v] effect by (10)\n else\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [背景 v]\nforever\n go to x: ((-1) * (真背景x)) y: ((-1) * (真背景y))\nend\n\n@スプライト4\n\nwhen flag clicked\nset volume to (0) %\nforever\n start sound [atmosphere3 v]\n wait (2.9) seconds\nend\n\nwhen I receive [カメラモード変更 v]\nif <(カメラ番号) = [1]> then\n repeat (10)\n change volume by (-10)\n end\nelse\n if <(カメラ番号) = [2]> then\n repeat (10)\n change volume by (10)\n end\n else\n if <(カメラ番号) = [3]> then\n repeat (10)\n change volume by (10)\n end\n else\n if <(カメラ番号) = [4]> then\n repeat (10)\n change volume by (-10)\n end\n else\n if <(カメラ番号) = [5]> then\n repeat (10)\n change volume by (-10)\n end\n else\n if <(カメラ番号) = [6]> then\n repeat (10)\n change volume by (10)\n end\n else\n if <(カメラ番号) = [7]> then\n repeat (10)\n change volume by (10)\n end\n else\n if <(カメラ番号) = [8]> then\n repeat (10)\n change volume by (10)\n end\n else\n if <(カメラ番号) = [9]> then\n repeat (10)\n change volume by (10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nclear graphic effects\nwait (0) seconds\nrepeat (3)\n change [ghost v] effect by (25)\nend\nhide\n\n@スプライト10\n\nwhen flag clicked\nhide\nset volume to (0) %\nforever\n start sound [wind_at_night2 v]\n wait (90) seconds\nend\n\nwhen I receive [カメラモード変更 v]\nif <(カメラ番号) = [1]> then\n repeat (10)\n change volume by (-10)\n end\nelse\n if <(カメラ番号) = [2]> then\n repeat (10)\n change volume by (10)\n end\n else\n if <(カメラ番号) = [3]> then\n repeat (10)\n change volume by (10)\n end\n else\n if <(カメラ番号) = [4]> then\n repeat (10)\n change volume by (-10)\n end\n else\n if <(カメラ番号) = [5]> then\n repeat (10)\n change volume by (-10)\n end\n else\n if <(カメラ番号) = [6]> then\n repeat (10)\n change volume by (10)\n end\n else\n if <(カメラ番号) = [7]> then\n repeat (10)\n change volume by (10)\n end\n else\n if <(カメラ番号) = [8]> then\n repeat (10)\n change volume by (10)\n end\n else\n if <(カメラ番号) = [9]> then\n repeat (10)\n change volume by (10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n@スプライト11\n\nwhen flag clicked\nhide\nset volume to (0) %\nforever\n start sound [coming_of_terror v]\n wait (7) seconds\nend\n\nwhen I receive [カメラモード変更 v]\nif <(カメラ番号) = [1]> then\n repeat (10)\n change volume by (10)\n end\nelse\n if <(カメラ番号) = [2]> then\n repeat (10)\n change volume by (-10)\n end\n else\n if <(カメラ番号) = [3]> then\n repeat (10)\n change volume by (-10)\n end\n else\n if <(カメラ番号) = [4]> then\n repeat (10)\n change volume by (10)\n end\n else\n if <(カメラ番号) = [5]> then\n repeat (10)\n change volume by (10)\n end\n else\n if <(カメラ番号) = [6]> then\n repeat (10)\n change volume by (-10)\n end\n else\n if <(カメラ番号) = [7]> then\n repeat (10)\n change volume by (-10)\n end\n else\n if <(カメラ番号) = [8]> then\n repeat (10)\n change volume by (-10)\n end\n else\n if <(カメラ番号) = [9]> then\n repeat (10)\n change volume by (-10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@スプライト12\n\nwhen flag clicked\nhide\nset volume to (0) %\nforever\n start sound [strong_wind1 v]\n wait (26) seconds\nend\n\nwhen I receive [カメラモード変更 v]\nif <(カメラ番号) = [1]> then\n repeat (10)\n change volume by (-10)\n end\nelse\n if <(カメラ番号) = [2]> then\n repeat (10)\n change volume by (-10)\n end\n else\n if <(カメラ番号) = [3]> then\n repeat (10)\n change volume by (-10)\n end\n else\n if <(カメラ番号) = [4]> then\n repeat (10)\n change volume by (-10)\n end\n else\n if <(カメラ番号) = [5]> then\n repeat (10)\n change volume by (-10)\n end\n else\n if <(カメラ番号) = [6]> then\n repeat (10)\n change volume by (-10)\n end\n else\n if <(カメラ番号) = [7]> then\n repeat (10)\n change volume by (10)\n end\n else\n if <(カメラ番号) = [8]> then\n repeat (10)\n change volume by (10)\n end\n else\n if <(カメラ番号) = [9]> then\n repeat (10)\n change volume by (-10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@スプライト9\n\nwhen flag clicked\nhide\nset [コイン表示番号 v] to [0]\nset [コイン表示するか v] to [0]\ngo to x: (98) y: (-170)\nrepeat (5)\n change [コイン表示番号 v] by (1)\n create clone of (_myself_ v)\n change x by (30)\nend\nset [コイン表示番号 v] to [0]\nwait (0.1) seconds\nset [コイン表示するか v] to [1]\nwait (2) seconds\nset [コイン表示するか v] to [0]\nbroadcast (コイン表示管理 v)\n\nwhen I start as a clone\nif <(コイン表示番号) = [e]> then\n go to [front v] layer\n set size to (80) %\n switch costume to (コイン2 v)\n repeat (5)\n change size by (((120) - (size)) * (0.7))\n end\n repeat (10)\n change size by (((120) - (size)) * (0.7))\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n set size to (400) %\n show\n set [ghost v] effect to (100)\n switch costume to (コイン3 v)\n wait until <(item (コイン表示番号) of [コイン獲得状況 v]) = [1]>\n repeat (2)\n change size by (80)\n end\n switch costume to (コイン v)\n start sound [決定、ボタン押下46 v]\n set [コイン表示番号 v] to [e]\n create clone of (_myself_ v)\n repeat (2)\n change size by (-72)\n end\nend\n\nwhen I start as a clone\nif <not <(コイン表示番号) = [e]>> then\n forever\n if <(コイン表示するか) = [1]> then\n change y by (2)\n if <[-160] < (y position)> then\n set y to (-160)\n end\n change [ghost v] effect by (-20)\n else\n change y by (-2)\n if <(y position) < [-175]> then\n set y to (-175)\n end\n change [ghost v] effect by (20)\n end\n end\nend\n\nwhen I receive [ゲット v]\nif <(コイン表示番号) = [0]> then\n stop [other scripts in sprite v]\n wait (0.2) seconds\n set [コイン表示するか v] to [1]\n wait (1.5) seconds\n set [コイン表示するか v] to [0]\n broadcast (コイン表示管理 v)\nend\n\nwhen I receive [コイン表示管理 v]\nif <(コイン表示番号) = [0]> then\n forever\n if <not <<<<(着地) = [0]> or <key (right arrow v) pressed?>> or <key (left arrow v) pressed?>> or <key (up arrow v) pressed?>>> then\n あ\n else\n set [コイン表示するか v] to [0]\n end\n end\nend\n\ndefine あ\nrepeat (30)\n if <<<<(着地) = [0]> or <key (right arrow v) pressed?>> or <key (left arrow v) pressed?>> or <key (up arrow v) pressed?>> then\n stop [this script v]\n end\n wait (0) seconds\nend\nset [コイン表示するか v] to [1]\n\nset [コイン表示番号 v] to [e]\ncreate clone of (_myself_ v)\n\n@流星\n\ndefine (文字列) を (文字) で区切る\nset [一時保存用 v] to []\nset [i v] to [0]\ndelete all of [output v]\nrepeat (length of (文字列))\n change [i v] by (1)\n if <(letter (i) of (文字列)) = (letter (1) of (文字))> then\n if <not <(一時保存用) = []>> then\n add (一時保存用) to [output v]\n set [一時保存用 v] to []\n end\n else\n set [一時保存用 v] to (join (一時保存用) (letter (i) of (文字列)))\n end\nend\nif <not <(一時保存用) = []>> then\n add (一時保存用) to [output v]\n set [一時保存用 v] to []\nend\n\nwhen flag clicked\ndelete all of [流星 v]\nforever\n erase all\n if <not <(length of [流星 v]) = [0]>> then\n 流星\n end\n if <(pick random (1) to (2000)) = [1]> then\n add (join (pick random (150) to (400)) (join [/] (join (pick random (240) to (260)) (join [/] (pick random (-95) to (-115)))))) to [流星 v]\n end\n if <<<(カメラ番号) = [8]> or <(カメラ番号) = [7]>> and <(pick random (1) to (500)) = [1]>> then\n add (join (pick random (150) to (400)) (join [/] (join (pick random (240) to (260)) (join [/] (pick random (-95) to (-115)))))) to [流星 v]\n end\nend\n\ndefine 流星\nset [流星様 v] to [0]\nrepeat (length of [流星 v])\n change [流星様 v] by (1)\n (item (流星様) of [流星 v]) を [/] で区切る\n go to x: (item (1) of [output v]) y: (item (2) of [output v])\n point in direction (item (3) of [output v])\n turn right (180) degrees\n pen up\n set pen color to (#ffffff)\n set pen size to (1)\n set pen (transparency v) to (10)\n repeat (200)\n if <[50] > (direction)> then\n pen up\n else\n pen down\n end\n turn right (0.04) degrees\n move (1) steps\n change pen (transparency v) by (0.5)\n end\n pen up\n go to x: (item (1) of [output v]) y: (item (2) of [output v])\n point in direction (item (3) of [output v])\n turn left (1.2) degrees\n move (30) steps\n replace item (流星様) of [流星 v] with (join (x position) (join [/] (join (y position) (join [/] (direction)))))\n if <[-170] > (direction)> then\n delete (流星様) of [流星 v]\n change [流星様 v] by (-1)\n end\nend\n\n
矢印キーで移動、ジャンプ、しゃがむ\nトゲに当たるとリスタート\n緑に光る場所でしゃがみつづけるとパワーが溜まり、\n下キーを離すと大ジャンプができる。\n大ジャンプは決まった飛び方をする\nあと、慣性が独特です
platformer ~Escape from lava~ プラットフォーマー
@Stage\n\nwhen I receive [go v]\nstop all sounds\nforever\n play sound [Alan Walker - Spectre v] until done\n play sound [Itro & Tobu - Cloud 9 \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nplay sound [TheFatRat - Oblivion \(feat. Lola Blanc\).mp3 v] until done\n\nwhen I receive [🔇 v]\nset volume to (0) %\n\nwhen I receive [🔊 v]\nset volume to (100) %\n\n@コース\n\nwhen flag clicked\nhide\nset [自分のミス回数 v] to [0]\nset [自分の記録 v] to [0]\n\nwhen I receive [メッセージ1 v]\nnext costume\n\nwhen I receive [\] v]\nhide\n\nwhen [timer v] > (0)\n\nbroadcast (\] v)\n\nwhen flag clicked\n\nforever\nend\n\nwhen I receive [go v]\nshow\nswitch costume to (コスチューム1 v)\nforever\n if <(sstm) = [17]> then\n end\nend\n\nset [sstm v] to [17]\n\nwhen I receive [go v]\nreset timer\n\nif then\n show variable [☁ タイム世界記録 v]\n show variable [☁ ノーミスの人数 v]\n show variable [自分のミス回数 v]\n show variable [自分の記録 v]\nend\n\nwhen flag clicked\nrepeat until <(sstm) = [17]>\n hide variable [☁ ノーミスの人数 v]\n hide variable [自分のミス回数 v]\n hide variable [自分の記録 v]\n hide variable [☁ タイム世界記録 v]\nend\nwait (0.5) seconds\nshow variable [☁ タイム世界記録 v]\nshow variable [☁ ノーミスの人数 v]\nshow variable [自分のミス回数 v]\nshow variable [自分の記録 v]\nset [自分の記録 v] to (timer)\nif <(timer) < (☁ タイム世界記録)> then\n set [☁ タイム世界記録 v] to (timer)\n broadcast (世界記録 v)\nend\nif <(自分のミス回数) = [0]> then\n change [☁ ノーミスの人数 v] by (1)\nend\n\nset [☁ タイム世界記録 v] to [500]\n\nset [☁ ノーミスの人数 v] to [0]\n\n@111\n\nwhen I start as a clone\nrepeat (5)\n change size by (-5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [\] v]\n\nwhen I receive [go 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 (コース v)?>> then\n change y by (1)\n if <<touching color (#39e816)?> or <touching (コース v)?>> then\n change y by (1)\n if <<touching color (#40e617)?> or <touching (コース v)?>> then\n change y by (1)\n if <<touching color (#40e617)?> or <touching (コース v)?>> then\n change y by (1)\n if <<touching color (#40e617)?> or <touching (コース v)?>> then\n change y by (1)\n if <<touching color (#40e617)?> or <touching (コース v)?>> 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 (コース v)?>> 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 (コース v)?>> then\n change y by ((変数) * (-1))\n set [変数 v] to [0]\n end\n if <<(y position) < [-170]> or <<touching (溶岩 v)?> or <<touching (スプライト2 v)?> or <touching (とげ v)?>>>> then\n start sound [U v]\n set [溶岩 v] to [0]\n go to x: (-220) y: (-50)\n wait (0.5) seconds\n set [溶岩 v] to [1]\n set size to (75) %\n change [自分のミス回数 v] by (1)\n end\n if <[235] < (x position)> then\n go to x: (-220) y: (-50)\n set [溶岩 v] to [0]\n broadcast (あkk v)\n broadcast (メッセージ1 v)\n wait (1) seconds\n wait (0.5) seconds\n set [溶岩 v] to [1]\n end\nend\n\nwhen flag clicked\n\nwhen I receive [go v]\nforever\n set size to (75) %\n create clone of (_myself_ v)\nend\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 [here we go? v] to [1]\nshow\nrepeat until <(x position) < [.1]>\n change x by (((x position) / (3)) * (-1))\nend\nchange [sstm v] by (1)\nrepeat until <(x position) < [-464]>\n change x by (((([abs v] of (x position) ) + (1)) / (3)) * (-1))\nend\nset [here we go? v] to [0]\nhide\ngo to x: (465) y: (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@smn\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen I receive [go v]\nhide\n\n@ooo\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [傾き v] to [85]\nset [sstm v] to [1]\nforever\n if <(sstm) = [1]> then\n show\n go to [front v] layer\n switch costume to (f6b5429623057fab63665e73b3edabec v)\n point in direction (傾き)\n end\nend\n\nwhen flag clicked\nforever\n if <(sstm) = [1]> then\n repeat (100)\n change [傾き v] by (0.1)\n end\n repeat (100)\n change [傾き v] by (-0.1)\n end\n end\nend\n\nwait (1) seconds\n\nwhen I receive [go v]\nset [sstm v] to [2]\nhide\n\n@スプライト1\n\nwhen flag clicked\nhide\nshow\nrepeat (10)\n go to [front v] layer\nend\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)\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n hide\n broadcast (GO v)\n go to [back v] layer\n broadcast (システム1 v)\nend\nif <(costume [number v]) = [2]> then\n broadcast (記録表示 v)\nend\n\nwhen I receive [go v]\nhide\n\nhide\nbroadcast (GO v)\ngo to [back v] layer\n\n@溶岩\n\nwhen I receive [go v]\nset [溶岩 v] to [1]\nshow\nset y to (-300)\nforever\n if <(溶岩) = [1]> then\n go to [front v] layer\n change y by (1)\n end\n if <(溶岩) = [0]> then\n set y to (-300)\n end\n if <(sstm) = [17]> then\n set y to (-300)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nrepeat (100)\n\nset [溶岩 v] to [0]\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(sstm) = [5]> then\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (コスチューム5 v)\n show\n 揺れ\n 揺れ2\n else\n if <(sstm) = [6]> then\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (コスチューム2 v)\n show\n 揺れ\n 揺れ2\n else\n if <(sstm) = [7]> then\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (コスチューム3 v)\n show\n 揺れ\n 揺れ2\n else\n if <(sstm) = [10]> then\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (コスチューム4 v)\n show\n 揺れ\n 揺れ2\n else\n if <(sstm) = [8]> then\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (コスチューム6 v)\n show\n 揺れ\n 揺れ\n 揺れ\n 揺れ\n 揺れ\n 揺れ\n 揺れ\n 揺れ\n 揺れ2\n 揺れ2\n 揺れ2\n 揺れ2\n 揺れ2\n 揺れ2\n 揺れ2\n 揺れ2\n else\n if <(sstm) = [11]> then\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (コスチューム7 v)\n show\n 揺れ\n 揺れ2\n else\n if <(sstm) = [12]> then\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (コスチューム8 v)\n show\n 揺れ\n 揺れ2\n else\n if <(sstm) = [14]> then\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (コスチューム9 v)\n show\n 揺れ\n 揺れ2\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine 揺れ\nrepeat (5)\n wait () seconds\n change y by (-1)\nend\n\ndefine 揺れ2\nrepeat (5)\n wait () seconds\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <<(sstm) = [5]> or <<(sstm) = [6]> or <<(sstm) = [7]> or <<(sstm) = [10]> or <<(sstm) = [8]> or <<(sstm) = [11]> or <<(sstm) = [12]> or <(sstm) = [14]>>>>>>>> then\n show\n else\n hide\n end\nend\n\n@サムネ\n\nforever\n show\n go to x: (0) y: (0)\n switch costume to (1 v)\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\nrepeat (10)\n switch costume to (2 v)\n go to [back v] layer\nend\nglide (3) secs to x: (0) y: (-60)\nforever\n if <(sstm) = [1]> then\n glide (5) secs to x: (0) y: (80)\n glide (5) secs to x: (0) y: (-60)\n end\nend\n\nrepeat (10)\nrepeat (10)\n\nwhen I receive [go v]\nhide\n\n@スプライト3\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\nforever\n if <(costume [number v]) = [2]> then\n broadcast (🔇 v)\n else\n broadcast (🔊 v)\n end\nend\n\nwhen I receive [go v]\nswitch costume to (コスチューム1 v)\nshow\n\nwhen this sprite clicked\nnext costume\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (15) to (25)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@スプライト5\n\nwhen I receive [go v]\nset [ghost v] effect to (50)\ngo to x: (300) y: (0)\nchange y by (5)\nforever\n set [1 v] to (pick random (1) to (250))\n set y to (1)\n wait (0.3) seconds\n create clone of (_myself_ v)\n hide\nend\n\nwhen I start as a clone\nshow\nglide (0.5) secs to x: (-300) y: (1)\ndelete this clone\n\n@とげ\n\nwhen flag clicked\nhide\nforever\n if <(sstm) = [9]> then\n go to x: (-73) y: (-68)\n switch costume to (costume2 v)\n show\n go to [back v] layer\n 回す\n else\n if <(sstm) = [11]> then\n go to x: (-92) y: (-51)\n switch costume to (costume2 v)\n show\n go to [back v] layer\n 回す\n else\n if <(sstm) = [14]> then\n go to x: (180) y: (98)\n switch costume to (costume2 v)\n show\n go to [back v] layer\n 回す\n else\n hide\n end\n end\n end\nend\n\ndefine 回す\nturn right (1) degrees\n\nhide\n\nwhen I start as a clone\nif <(sstm) = [11]> then\n 回す\nend\n\ndelete this clone\n\n@スプライト6\n\nwhen I receive [記録表示 v]\nshow\ngo to [front v] layer\nset [表示 v] to (☁ タイム世界記録)\nset [表示1 v] to (☁ ノーミスの人数)\nshow variable [表示 v]\nshow variable [表示1 v]\n\nwhen flag clicked\nhide\nhide variable [表示 v]\nhide variable [表示1 v]\n\nwhen I receive [隠す v]\nhide\nhide\nhide variable [表示 v]\nhide variable [表示1 v]\n\n@スプライト7\n\nwhen flag clicked\nhide\n\nshow\n\nwhen I receive [記録表示 v]\nshow\nrepeat (10)\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (隠す v)\nhide\n\n@スプライト8\n\nwhen I receive [世界記録 v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n
platformer ~Escape from lava~\n⁜⁜⁜⁜⁜⁜⁜⁜⁜⁜English⁜⁜⁜⁜⁜⁜⁜⁜⁜⁜\nMethod of operation\nOperate with arrow keys\nPlease tell me if you have any bugs or questions\nLet's do our best to set a world record‼\nIf you follow me, it will encourage development.\n\n⁜⁜⁜⁜⁜⁜⁜⁜⁜⁜日本語⁜⁜⁜⁜⁜⁜⁜⁜⁜⁜\nplay=プレイ\nWorld record=世界記録\n矢印キーで操作します。\nバグや分からないことがあればコメント欄でお願いします。\nフォローしてくれると嬉しいです‼\n\n世界記録は2つあります!\n1 タイム世界記録\n2 ノーミス世界記録\n世界記録を目指して頑張りましょう(#^^#)\n\nmusic  (NCS)\nAlan Walker - Spectre\nItro & Tobu - Cloud 9\nTheFatRat - Oblivion\n\nncs Official site\nhttps://soundcloud.com/NoCopyrightSounds\n\n#RRR-scratch\n#platformer\n\nThank you for watching so far\n\nINTRO @WaterFX\n
2P Battle! || - a Scrolling platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景 v)\nbroadcast (Intro End v)\n\n@Stage\n\nwhen flag clicked\nset [sx v] to [0]\nhide\n準備\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)\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_y) - (Cy))\nend\n\nwhen I start as a clone\nhide\n\ndefine 準備\nrepeat (7)\n ステージ配置 [0] ((sx) * (360)) ((sx) + (1))\nend\n\nwhen I receive [intro end v]\nshow\nbroadcast (プログラム v)\n\nwhen I receive [free intro #5 v]\nhide\ndelete this clone\n\n@Goal\n\nwhen flag clicked\nset [sx v] to [0]\nhide\n準備\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)\nchange [sx v] by (1)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (0) 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 [0] ((My_y) - (Cy))\n if <touching (player v)?> then\n broadcast (red v)\n end\nend\n\nwhen I start as a clone\nhide\n\ndefine 準備\nrepeat (10)\n ステージ配置 [0] ((sx) * (360)) ((sx) + (1))\nend\n\nwhen I receive [intro end v]\nshow\n\nwhen I receive [free intro #5 v]\nhide\ndelete this clone\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-120) y: (-20)\nset [x_ v] to [0]\nset [y_ v] to [0]\nset [cx v] to [-120]\nset [cy v] to [-20]\nset [x v] to [-120]\nset [y v] to [-20]\nset [m? v] to [n]\npoint in direction (90)\nset size to (55) %\nhide\n\ndefine 動作\nswitch costume to (1 v)\nif <(M?) = [y]> then\n change [y_ v] by (-1)\n if <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>> then\n change [x_ v] by (1)\n end\n if <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>> then\n change [x_ v] by (-1)\n end\n set [x_ v] to ((x_) * (0.88))\n change x by (x_)\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 位置補正x (() - ((x_) / ([abs v] of (x_) ))) ([ceiling v] of ([abs v] of (x_) ) )\n if <<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\n end\n change y by (y_)\n if <touching (stage v)?> then\n 位置補正y (() - ((y_) / ([abs v] of (y_) ))) ([ceiling v] of ([abs v] of (y_) ) )\n end\n change y by (-1.1)\n if <<touching (stage v)?> and <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [y_ v] to [15]\n end\n change y by (1.1)\n if then\n 初期位置\n end\nend\n処理\nif <not <(M?) = [e]>> 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 [cy v] by ([floor v] of (((Y) - (Cy)) * (0.2)) )\nset x to ((X) - (Cx))\nset y to (((Y) - (Cy)) - (20))\nif <[0] < (x position)> then\n set x to (0)\n set [x_ v] to [0]\nend\nif <(Y22) < (Y)> then\n switch costume to (2 v)\nend\n\nchange [cx v] by ([floor v] of (((X) - (Cx)) * (0.1)) )\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\ngo to x: (-120) y: (-20)\nset [x_ v] to [0]\nset [y_ v] to [0]\nset [cx v] to [-120]\nset [cy v] to [-20]\nset [x v] to [-120]\nset [y v] to [-20]\n\nwhen I receive [intro end v]\nshow\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\nhide\nrepeat (10)\n wait (0) seconds\n go to [front v] layer\nend\n\nwhen I receive [intro end v]\nshow\n\nwhen I receive [free intro #5 v]\nhide\n\n@3-2-1\n\ndefine (#)\nhide\ngo to x: (0) y: (-50)\npoint in direction (-90)\nset [ghost v] effect to (100)\nswitch costume to (#)\ngo to [front v] layer\nset size to (1) %\nshow\nrepeat (22)\n change y by ((() - (y position)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (3))\nend\nif <(costume [number v]) = [4]> then\n set [m? v] to [y]\n set [m?? v] to [y]\n repeat (11)\n change x by (((240) - (x position)) / (5))\n change y by (((180) - (y position)) / (5))\n turn right (((180) - (direction)) / (5)) degrees\n change [ghost v] effect by (10)\n change size by (((50) - (size)) / (3))\n end\nelse\n repeat (11)\n change y by (((-50) - (y position)) / (5))\n turn right (((-90) - (direction)) / (5)) degrees\n change [ghost v] effect by (10)\n change size by ((() - (size)) / (3))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\n[3]\n[2]\n[1]\n[go]\nhide\n\n@Stage2\n\nwhen flag clicked\nset [sx v] to [0]\nhide\n準備\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)\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 [0] ((My_y) - (Cy2))\nend\n\nwhen I start as a clone\nhide\n\ndefine 準備\nrepeat (7)\n ステージ配置 [0] ((sx) * (360)) ((sx) + (1))\nend\n\nwhen I receive [intro end v]\nshow\n\nwhen I receive [free intro #5 v]\nhide\ndelete this clone\n\n@Player2\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (120) y: (-20)\nset [x_2 v] to [0]\nset [y_2 v] to [0]\nset [cx2 v] to [120]\nset [cy2 v] to [-20]\nset [x22 v] to [120]\nset [y22 v] to [-20]\nset [m?? v] to [n]\npoint in direction (90)\nset size to (55) %\nhide\n\ndefine 動作\nswitch costume to (1 v)\nif <(M??) = [y]> then\n change [y_2 v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x_2 v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x_2 v] by (-1)\n end\n set [x_2 v] to ((x_2) * (0.88))\n change x by (x_2)\n repeat (6)\n if <touching (stage2 v)?> then\n change y by (1)\n end\n end\n if <touching (stage2 v)?> then\n change y by (-6)\n 位置補正x (() - ((x_2) / ([abs v] of (x_2) ))) ([ceiling v] of ([abs v] of (x_2) ) )\n if <key (up arrow v) pressed?> then\n set [y_2 v] to [12]\n set [x_2 v] to ((7) - (<(x_2) > [0]> * (14)))\n else\n set [x_2 v] to [0]\n end\n end\n change y by (y_2)\n if <touching (stage2 v)?> then\n 位置補正y (() - ((y_2) / ([abs v] of (y_2) ))) ([ceiling v] of ([abs v] of (y_2) ) )\n end\n change y by (-1.1)\n if <<touching (stage2 v)?> and <key (up arrow v) pressed?>> then\n set [y_2 v] to [15]\n end\n change y by (1.1)\n if <<(Y22) < [-400]> or > then\n 初期位置\n end\nend\n処理\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x22 v] by ((x position) - ((X22) - (Cx2)))\nchange [y22 v] by ((y position) - (((Y22) - (Cy2)) - (20)))\nchange [cy2 v] by ([floor v] of (((Y22) - (Cy2)) * (0.2)) )\nset x to ((X22) - (Cx2))\nset y to (((Y22) - (Cy2)) - (20))\nif <(x position) < [0]> then\n set x to (0)\n set [x_2 v] to [0]\nend\nif <(Y) < (Y22)> then\n switch costume to (2 v)\nend\n\nchange [cx v] by ([floor v] of (((X) - (Cx)) * (0.1)) )\n\ndefine 位置補正x (向き) (回数)\nif <(x_2) = [0]> then\n stop [this script v]\nend\nset [ii v] to [0]\nrepeat until <<not <touching (stage2 v)?>> or <(ii) = ((回数) + (1))>>\n change [ii v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(ii) = ((回数) + (1))> and <touching (stage2 v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(y_2) = [0]> then\n stop [this script v]\nend\nset [ii v] to [0]\nrepeat until <<not <touching (stage2 v)?>> or <(ii) = ((回数) + (1))>>\n change [ii v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(ii) = ((回数) + (1))> and <touching (stage2 v)?>>)))\nset [y_2 v] to [0]\n\ndefine 初期位置\ngo to x: (-120) y: (-20)\nset [x_2 v] to [0]\nset [y_2 v] to [0]\nset [cx2 v] to [-120]\nset [cy2 v] to [-20]\nset [x22 v] to [-120]\nset [y22 v] to [-20]\n\nwhen I receive [intro end v]\nshow\n\nwhen I receive [free intro #5 v]\nhide\n\n@Eye2\n\nwhen I receive [プログラム2 v]\nchange [ex2 v] by (((x_2) - (eX2)) / (5))\nchange [ey2 v] by (((y_2) - (eY2)) / (5))\ngo to x: (((X22) - (Cx2)) + ((eX2) * (.5))) y: ((((Y22) - (Cy2)) - (20)) + ((eY2) * (.3)))\n\nwhen flag clicked\nhide\nrepeat (10)\n wait (0) seconds\n go to [front v] layer\nend\n\nwhen I receive [intro end v]\nshow\n\nwhen I receive [free intro #5 v]\nhide\n\n@Goal2\n\nwhen flag clicked\nset [sx v] to [0]\nhide\n準備\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)\nchange [sx v] by (1)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (0) 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 [0] ((My_y) - (Cy2))\n if <touching (player2 v)?> then\n broadcast (blue v)\n end\nend\n\nwhen I start as a clone\nhide\n\ndefine 準備\nrepeat (10)\n ステージ配置 [0] ((sx) * (360)) ((sx) + (1))\nend\n\nwhen I receive [intro end v]\nshow\n\nwhen I receive [free intro #5 v]\nhide\ndelete this clone\n\n@m\n\ndefine 文字を書く (明るさ) (色) 文字を始める地点 (x) (y) 間隔とか (文字) (間隔) 大きさ (大きさ) 特殊 (特殊)\nset [brightness v] effect to (明るさ)\nset [color v] effect to ((色) * (2))\nif <(大きさ) = []> then\n set size to (100) %\nelse\n set size to (大きさ) %\nend\ngo to x: (x) y: (y)\nif <(特殊) = [time]> then\n switch costume to (time v)\n create clone of (_myself_ v)\nelse\n if <(特殊) = [score]> then\n switch costume to (score v)\n create clone of (_myself_ v)\n end\nend\nset [番目 v] to [0]\nrepeat (length of (文字))\n change [番目 v] by (1)\n switch costume to (letter (番目) of (文字))\n create clone of (_myself_ v)\n if <(間隔) = []> then\n change x by ((size) * (0.3))\n else\n change x by (間隔)\n end\nend\n\nwhen I receive [文字一旦消える v]\ndelete this clone\n\nwhen I start as a clone\nshow\n\nforever\n 文字を書く [] [] 文字を始める地点 [] [] 間隔とか [] [] 大きさ [] 特殊 []\n wait (.1) seconds\nend\n\n文字を書く [明るさ] [色] 文字を始める地点 [X座標] [Y座標] 間隔とか [表示する数字] [文字の間隔] 大きさ [大きさ] 特殊 []\n\nwhen I receive [intro end v]\nforever\n broadcast (文字一旦消える v)\n 文字を書く [10] [0] 文字を始める地点 [-230] [166] 間隔とか ((round ((Y) / (10))) + (2)) [15] 大きさ [50] 特殊 []\n 文字を書く [-20] [60] 文字を始める地点 [10] [166] 間隔とか ((round ((Y22) / (10))) + (2)) [15] 大きさ [50] 特殊 []\nend\n\nwhen I receive [free intro #5 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@win\n\nwhen I receive [red v]\nswitch costume to (1 v)\ni>\n\nwhen I receive [blue v]\nswitch costume to (2 v)\ni>\n\ndefine i>\nset [ghost v] effect to (100)\nset [m? v] to [e]\nset [m?? v] to [n]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\nwait (1) seconds\nbroadcast (Free Intro #5 v)\nrepeat (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\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
|| English\n\n| 1P(RED)\nJump with the w key\nMove with the a and d keys\n(It can also be operated with a mouse)\n| 2P(BLUE)\nJump with the up key\nMove with the left and right keys\n\n|| 日本語\n\n| 1P(赤)\nwキーでジャンプ\naキーとdキーで移動\n(マウスでも操作できます)\n| 2P(青)\n上キーでジャンプ\n左右のキーで移動
"Second"  the platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nwait until <(プログラム管理) = [1]>\nforever\n if <(プログラム管理) < [3]> then\n switch backdrop to (1 v)\n else\n if <[15] = (プログラム管理)> then\n switch backdrop to (2 v)\n else\n if <<[15] < (プログラム管理)> and <(プログラム管理) < [32]>> then\n switch backdrop to (3 v)\n else\n if <(プログラム管理) < [33]> then\n switch backdrop to (4 v)\n else\n switch backdrop to (1 v)\n end\n end\n end\n end\nend\n\n@タイトル\n\nwhen flag clicked\nset [プログラム管理 v] to [オープニング]\nerase all\ngo to [front v] layer\nset [ghost v] effect to (0)\nset size to (100) %\nhide\npen up\nset pen size to (1)\nset pen color to (#1dff00)\ngo to x: (0) y: (0)\npen down\nrepeat (80)\n change x by (0.1)\n change x by (-0.1)\n change pen size by (15)\nend\npen up\ngo to x: (0) y: (220)\nswitch costume to (琴 v)\nshow\nrepeat (10)\n change y by (-22)\nend\nwait (1) seconds\nrepeat (26)\n change x by (-6)\nend\nstamp\nhide\nswitch costume to (mikawakengyo v)\nwait (1) seconds\ngo to x: (80) y: (220)\nshow\nrepeat (10)\n change y by (-22)\nend\nstamp\nwait (1.5) seconds\nhide\ngo to x: (0) y: (0)\nswitch costume to (黒 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\nend\nerase all\nset [プログラム管理 v] to [1]\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\nend\nhide\nforever\n play sound [BGM素材ダヨー v] until done\nend\n\nswitch costume to (サムネ v)\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\n\n@キャラ\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nwait until <not <(プログラム管理) = [オープニング]>>\nスポーン\nwait (1) seconds\nforever\n change [落ちる速さ v] by (-1)\n change y by (落ちる速さ)\n 着地 <(落ちる速さ) > [0]>\n 移動\n if <<[220] < (x position)> and <touching (_edge_ v)?>> then\n 次のステージへ\n end\n if <<<(y position) < [-180]> or <touching (触ってはいけないもの v)?>> or <touching (落石 v)?>> then\n ヤラレチャッタ\n end\nend\n\ndefine スポーン\nset [速さx v] to [0]\npoint in direction (90)\ngo to x: (-180) y: (-100)\nset size to (40) %\nshow\n\ndefine 着地 <上昇中ですか?>\nchange [落下していますか? v] by (1)\nrepeat until <not <touching (地形 v)?>>\n if <上昇中ですか?> then\n change y by (-1)\n set [落ちる速さ v] to [0]\n else\n change y by (1)\n set [落下していますか? v] to [0]\n set [落ちる速さ v] to [0]\n end\nend\n\ndefine 移動\nif <<<mouse down?> and <(x position) < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n if <<<mouse down?> and <(mouse x) < (x position)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n 減速\n else\n 歩行 [1] [1]\n end\nelse\n if <<<mouse down?> and <(mouse x) < (x position)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n 歩行 [2] [-1]\n else\n 減速\n end\nend\nif <touching (ジャンプ台 v)?> then\n set [落ちる速さ v] to [20]\nelse\n if <<(落下していますか?) < [3]> and <<<mouse down?> and <[50] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [落ちる速さ v] to [14]\n end\nend\nif <<<(落下していますか?) < [3]> and <(落ちる速さ) < [10]>> and <<<mouse down?> and <(mouse y) < [-30]>> or <<key (s v) pressed?> or <key (down arrow v) pressed?>>>> then\n switch costume to (4 v)\nelse\n if <touching (地形 v)?> then\n switch costume to (4 v)\n end\nend\n\ndefine 減速\nset [速さx v] to ((速さX) * (0.88))\n坂\nswitch costume to (3 v)\n\ndefine 歩行 (コスチューム) (向き)\nchange [速さx v] by ((1) * (向き))\nif <([abs v] of ((6) * (向き)) ) < ([abs v] of (速さX) )> then\n set [速さx v] to ((6) * (向き))\nend\n坂\nswitch costume to (コスチューム)\n\ndefine 坂\nif <touching (加速器 v)?> then\n set [加減速処理 v] to [1]\n change [速さx v] by (4)\nelse\n if <touching (減速機 v)?> then\n set [加減速処理 v] to [2]\n change [速さx v] by (-4)\n else\n set [加減速処理 v] to [0]\n end\nend\nchange x by (速さX)\nset [坂 v] to [0]\nrepeat until <<not <touching (地形 v)?>> or <[7] < (坂)>>\n change y by (1)\n change [坂 v] by (1)\nend\nif <[7] < (坂)> then\n change x by ((-1) * (速さX))\n change y by ((-1) * (坂))\nend\nif <(加減速処理) = [1]> then\n set [加減速処理 v] to [0]\n change [速さx v] by (-4)\nelse\n if <(加減速処理) = [2]> then\n set [加減速処理 v] to [0]\n change [速さx v] by (4)\n else\n set [加減速処理 v] to [0]\n end\nend\nif <[7] < (坂)> then\n if <<<mouse down?> and <[50] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [落ちる速さ v] to [14]\n if <([abs v] of (速さX) ) < [6]> then\n if <(速さX) > [0]> then\n set [速さx v] to [-6]\n else\n set [速さx v] to [6]\n end\n end\n end\n if <not <(落下していますか?) < [3]>> then\n set [速さx v] to ((速さX) * (-1))\n else\n set [速さx v] to [0]\n end\n 坂\nend\n\ndefine ヤラレチャッタ\ngo to [front v] layer\nset [速さx v] to [0]\nset [落ちる速さ v] to [0]\npoint in direction (90)\nrepeat (10)\n turn right (15) degrees\n change y by (10)\nend\nset [回転 v] to [10]\nrepeat (20)\n turn right (15) degrees\n change y by (回転)\n change [回転 v] by (-1)\nend\nset [やられる速度 v] to [-10]\nrepeat until <<touching (_edge_ v)?> and <(y position) < [0]>>\n turn right (15) degrees\n change y by (やられる速度)\n change [やられる速度 v] by (-2)\nend\nhide\nwait (1) seconds\nスポーン\n\ndefine 次のステージへ\nset [速さx v] to [0]\nset [落ちる速さ v] to [0]\nbroadcast (NEXT v)\nwait (1) seconds\nスポーン\nwait (0.7) seconds\n\nwhen I start as a clone\nset [ghost v] effect to (0)\ngo to x: (x position) y: (y position)\nset size to (40) %\nrepeat (20)\n change size by (-2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nwait (0.1) seconds\nwait until <not <(プログラム管理) = [オープニング]>>\nforever\n wait (0) seconds\n create clone of (_myself_ v)\nend\n\n@地形\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nwait until <not <(プログラム管理) = [オープニング]>>\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (プログラム管理)\n if <[36] < (プログラム管理)> then\n go to [front v] layer\n switch costume to (36 v)\n end\nend\n\n@触ってはいけないもの\n\nwhen flag clicked\nhide\nwait (0.1) seconds\ngo to x: (0) y: (0)\nwait until <not <(プログラム管理) = [オープニング]>>\nshow\nforever\n switch costume to (プログラム管理)\nend\n\ngo to [front v] layer\n\n@エフェクト\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nset [brightness v] effect to (20)\nshow\nset x to (270)\nset [next 速さ v] to [-32]\nrepeat (16)\n change x by (NEXT 速さ)\n change [next 速さ v] by (2)\n go to [front v] layer\nend\nif <(プログラム管理) = [2]> then\n change [プログラム管理 v] by (13)\nelse\n change [プログラム管理 v] by (1)\nend\nwait (0.5) seconds\nrepeat (20)\n change [next 速さ v] by (-2)\n change x by (NEXT 速さ)\nend\nhide\n\nchange [プログラム管理 v] by (-1)\n\n@飾り\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n set y to (180)\n set size to (pick random (30) to (50)) %\n set x to (pick random (-240) to (240))\n set [ghost v] effect to (pick random (10) to (40))\n show\n glide (pick random (0.3) to (0.8)) secs to x: (x position) y: (-180)\n delete this clone\nelse\n set y to (-180)\n set size to (pick random (60) to (100)) %\n set x to (pick random (-240) to (240))\n set [ghost v] effect to (pick random (30) to (70))\n show\n glide (pick random (2) to (4)) secs to x: (pick random (-238) to (238)) y: (180)\nend\ndelete this clone\n\nwhen flag clicked\nwait (0.1) seconds\nwait until <not <(プログラム管理) = [オープニング]>>\ngo to x: (pick random (-240) to (240)) y: (-180)\nswitch costume to (pick random (1) to (3))\nhide\ngo to [back v] layer\nforever\n if <(プログラム管理) < [3]> then\n からふる\n else\n if <[15] = (プログラム管理)> then\n からふる\n else\n if <<[15] < (プログラム管理)> and <(プログラム管理) < [32]>> then\n みずのしたたり\n else\n if <(プログラム管理) < [33]> then\n からふる\n else\n からふる\n end\n end\n end\n end\nend\n\ndefine からふる\nturn right (pick random (20) to (340)) degrees\nchange [color v] effect by (pick random (0) to (10))\nnext costume\nif <(costume [number v]) = [4]> then\n next costume\nend\nwait (pick random (0.05) to (0.15)) seconds\ncreate clone of (_myself_ v)\n\ndefine みずのしたたり\npoint in direction (90)\nset [color v] effect to (0)\nswitch costume to (4 v)\nwait (pick random (0.2) to (0.8)) seconds\ncreate clone of (_myself_ v)\n\n@ジャンプ台\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nwait until <not <(プログラム管理) = [オープニング]>>\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (プログラム管理)\nend\n\n@加速器\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nwait until <not <(プログラム管理) = [オープニング]>>\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (プログラム管理)\nend\n\n@減速機\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nwait until <not <(プログラム管理) = [オープニング]>>\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (プログラム管理)\nend\n\n@落石\n\nwhen flag clicked\nhide\nforever\n go to x: (-198) y: (150)\n repeat (37)\n turn right (15) degrees\n change x by (8)\n change y by (-3)\n 表示\n end\n repeat (15)\n turn right (25) degrees\n change x by (2)\n change y by (-8)\n 表示\n end\n repeat (15)\n turn right (15) degrees\n change x by (8)\n 表示\n end\nend\n\ndefine 表示\nif <(プログラム管理) = [29]> then\n show\nelse\n hide\nend\n\n
EarthQuest ★ A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [message1 v]\nrepeat (4)\n next backdrop\n wait (0.01) seconds\nend\n\nwhen flag clicked\nstop all sounds\n\nwhen backdrop switches to [backdrop19 v]\nwait (7) seconds\nreset timer\n\nwhen I receive [homescreen v]\nset volume to (100) %\nforever\n play sound [yt1s v] until done\nend\n\nwhen I receive [homescreen v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nwhen [timer v] > (0)\nset volume to (0) %\n\n@earth\n\nwhen flag clicked\nhide\n\nwhen I receive [homescreen v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-215) y: (10)\nshow\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#23ff00)?> then\n go to [front v] layer\n switch costume to (costume1 v)\n change y by (1)\n if <touching color (#23ff00)?> then\n change y by (1)\n if <touching color (#23ff00)?> then\n change y by (1)\n if <touching color (#23ff00)?> then\n change y by (1)\n if <touching color (#23ff00)?> then\n change x by ((X) * (-1))\n change y by (-4)\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#23ff00)?> then\n go to [front v] layer\n switch costume to (costume1 v)\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#23ff00)?> then\n go to [front v] layer\n switch costume to (costume1 v)\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [238]> then\n switch backdrop to (next backdrop v)\n go to x: (-215) y: (10)\n end\n if <(y position) < [-160]> then\n go to x: (-215) y: (10)\n broadcast (death v)\n change [deaths v] by (1)\n end\n if <touching color (#d343ff)?> then\n go to x: (-215) y: (10)\n broadcast (death v)\n change [deaths v] by (1)\n end\n if <touching color (#33dcff)?> then\n switch costume to (costume2 v)\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@deer\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (135) y: (-76)\nshow\nforever\n switch costume to (costume1 v)\n wait (2) seconds\n switch costume to (costume2 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\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen [timer v] > (0)\nhide\n\n@plant\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (-141) y: (-114)\nshow\nforever\n switch costume to (costume1 v)\n wait (0.3) seconds\n switch costume to (costume2 v)\n wait (0.3) seconds\n switch costume to (costume3 v)\n wait (0.3) seconds\n switch costume to (costume2 v)\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen [timer v] > (0)\nhide\n\n@words/butterfly\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset size to (100) %\nclear graphic effects\nhide\n\nwhen backdrop switches to [backdrop11 v]\npoint in direction (90)\ngo to x: (23) y: (-64)\nswitch costume to (costume1 v)\nshow\nwait (10) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (message1 v)\n\nwhen backdrop switches to [backdrop16 v]\nhide\n\nwhen backdrop switches to [backdrop18 v]\nrepeat (10)\n create clone of (_myself_ v)\nend\ngo to (random position v)\nswitch costume to (costume3 v)\nset size to (60) %\nshow\nforever\n switch costume to (costume4 v)\n wait (0) seconds\n switch costume to (costume3 v)\n wait (0) seconds\nend\n\nwhen backdrop switches to [backdrop18 v]\ngo to (random position v)\nswitch costume to (costume3 v)\nshow\nforever\n glide (3) secs to (random position v)\n turn right (5) degrees\n turn left (5) degrees\nend\n\nwhen I start as a clone\nset [color v] effect to (pick random (1) to (500))\nswitch costume to (costume3 v)\nset size to (60) %\nshow\nforever\n glide (3) secs to (random position v)\n turn right (5) degrees\n turn left (5) degrees\nend\n\ngo to (random position v)\n\nwhen I start as a clone\nforever\n switch costume to (costume4 v)\n wait (0) seconds\n switch costume to (costume3 v)\n wait (0) seconds\nend\n\nwhen backdrop switches to [backdrop19 v]\nhide\ndelete this clone\n\nwhen [timer v] > (0)\nhide\n\n@turbines\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop12 v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nwhen backdrop switches to [backdrop12 v]\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen backdrop switches to [backdrop16 v]\nhide\n\nwhen [timer v] > (0)\nhide\n\n@people\n\nwhen flag clicked\ngo to x: (256) y: (80)\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop16 v]\nshow\nwait (1) seconds\nrepeat (12)\n next costume\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\nwhen [timer v] > (0)\nhide\n\n@ones\n\nwhen flag clicked\ngo to x: (215) y: (148)\nswitch costume to (0 v)\nhide\n\nwhen I receive [death v]\nnext costume\n\nwhen flag clicked\nforever\n if <(deaths) = [100]> then\n hide\n end\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [homescreen v]\nshow\n\n@tens\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(deaths) = [10]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch costume to (0 v)\n\nwhen flag clicked\nforever\n if <(deaths) = [20]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(deaths) = [30]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(deaths) = [40]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(deaths) = [50]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(deaths) = [60]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(deaths) = [70]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(deaths) = [80]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(deaths) = [90]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(deaths) > [100]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(deaths) = [100]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen I receive [homescreen v]\nshow\nset [deaths v] to [0]\n\nwhen flag clicked\nforever\n if <(deaths) = [0]> then\n switch costume to (0 v)\n stop [this script v]\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@homescreen\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\n@berd\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume5 v)\ngo to [back v] layer\nshow\n\nwhen backdrop switches to [backdrop19 v]\ngo to x: (385) y: (69)\nshow\nforever\n switch costume to (costume1 v)\n wait (0.2) seconds\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume3 v)\n wait (0.2) seconds\n switch costume to (costume4 v)\n wait (0.2) seconds\nend\n\nwhen backdrop switches to [backdrop19 v]\nforever\n show\n go to x: (385) y: (69)\n glide (2) secs to x: (-195) y: (14)\n hide\n wait (10) seconds\nend\n\nwhen I receive [homescreen v]\nhide\n\nwhen [timer v] > (0)\nhide\n\n@logo\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nrepeat (9)\n wait (0.002) seconds\n next costume\nend\nwait (0.0002) seconds\nrepeat (10)\n wait (0.0002) seconds\n next costume\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (2) seconds\nbroadcast (homescreen v)\n\nwhen flag clicked\nwait (0.2) seconds\nplay sound [High Whoosh v] until done\nwait (0.4) seconds\nplay sound [High Whoosh v] until done\nwait (0) seconds\nplay sound [High Whoosh v] until done\n\nwhen [timer v] > (0)\nhide\n\n
EarthQuest ★ A Platformer \n═══════════════════════════════════\nEarthQuest is a short, informational platformer about global warming and its effects on our planet.\nPlease, spread awareness about climate change and take action against it!\n═══════════════════════════════════\n【 MOBILE VERSION 】 https://scratch.mit.edu/projects/557259860/\n═══════════════════════════════════\nInstructions:\n✦ Use arrow keys to move right and left\n✦ Get to the right side of the screen for the next level\n✦ Don't fall into the void\n✦ Avoid purple "pollution"\n✦ Beat all the levels and try not to die\n═══════════════════════════════════\n✦ Comment your death score down below!\n✦ Feel free to remix!\n✦ Leave a ♡ and a ☆
Happy Day!! ~Sclloring platformer~
@Stage\n\nwhen flag clicked\nif <<[5] < (current [hour v])> and <(current [hour v]) < [19]>> then\n switch backdrop to (noon v)\nelse\n switch backdrop to (night v)\nend\nforever\n play sound [Distrion & Alex Skrindo - Entropy \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nset [は? v] to [0]\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nif <(は?) = [0]> then\n change [は? v] by (1)\n broadcast (は? v)\nend\n\n@スプライト1\n\n@Player\n\nwhen flag clicked\nset [上限設定 v] to [2000]\nbroadcast (Set Player v)\ngo to [front v] layer\ngo [backward v] (1) layers\nRe:Start [0] [50]\n\ndefine Re:Start (player_x) (player_y)\nswitch costume to (a v)\nclear graphic effects\nset [player_x v] to (player_x)\nset [player_y v] to (player_y)\nset [back_x v] to (player_x)\nset [back_y v] to (player_y)\nset [power_x v] to [0]\nset [power_y v] to [0]\nset [jumping? v] to [0]\npoint in direction (90)\nshow\n\ndefine Set Player\nbroadcast (Set Zone v)\nswitch costume to (a v)\nSet Player's X&Y\nif <touching (zone v)?> then\n change [back_y v] by (5)\n Set Player's X&Y\n if <not <touching (zone v)?>> then\n stop [this script v]\n end\n change [back_y v] by (-5)\n repeat until <not <touching (zone v)?>>\n if <[0] < (Power_X)> then\n change [back_x v] by (-1)\n else\n change [back_x v] by (1)\n end\n Set Player's X&Y\n end\n if <<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [power_x v] to (() - ((Power_X) * (2)))\n set [power_y v] to [10]\n else\n set [power_x v] to [0]\n end\n Set Player's X&Y\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [power_x v] by (2)\n switch costume to (b v)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [power_x v] by (-2)\n switch costume to (c v)\nend\nif <<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <(Jumping?) = [0]> then\n set [power_y v] to [13]\n end\nend\nchange [power_y v] by (-1)\nchange [back_y v] by (Power_Y)\nset [jumping? v] to [1]\nSet Player's X&Y\nSet Player's Y\nif <touching (jumper v)?> then\n set [power_y v] to [18]\nend\nSet Player's X for Moving Zone\nif <<touching (out v)?> or <<(上限設定) < (Back_Y)> or <(Player_Y) < [-500]>>> then\n if <[2000] < (Player_X)> then\n Re:Start [2000] [-100]\n else\n Re:Start [0] [50]\n end\nend\nSet Player's X&Y\nchange [player_x v] by (round (((Back_X) - (Player_X)) / (5)))\nchange [player_y v] by (round (((Back_Y) - (Player_Y)) / (15)))\nset [power_x v] to ((Power_X) * (0.75))\nchange [back_x v] by (round ((Power_X) * (1.25)))\nSet Player's X&Y\n\ndefine Set Player's X&Y\ngo to x: (round ((Back_X) - (Player_X))) y: (round ((Back_Y) - (Player_Y)))\n\nwhen I receive [set player v]\nif <(Back_X) < [-230]> then\n set [back_x v] to [-230]\nend\nif <(Power_Y) < [-9]> then\n set [power_y v] to [-9]\nend\nif <[5725] < (Back_X)> then\n set [back_x v] to [5720]\nend\nSet Player\n\ndefine Set Player's Y\nrepeat until <not <touching (zone v)?>>\n if <[0] < (Power_Y)> then\n change [back_y v] by (-1)\n else\n change [back_y v] by (1)\n if <not <key (up arrow v) pressed?>> then\n set [jumping? v] to [0]\n end\n end\n Set Player's X&Y\n set [power_y v] to [0]\nend\n\ndefine Set Player's X for Moving Zone\nif <<touching (moving zone v)?> and <not <touching (zone v)?>>> then\n change [back_x v] by ([x position v] of [moving zone v])\n change [player_x v] by ([x position v] of [moving zone v])\nend\nrepeat until <not <touching (moving zone v)?>>\n if <[0] < (Power_Y)> then\n change [back_y v] by (-1)\n else\n change [back_y v] by (1)\n if <not <key (up arrow v) pressed?>> then\n set [jumping? v] to [0]\n end\n end\n Set Player's X&Y\n set [power_y v] to [0]\nend\n\n@Zone\n\nwhen I receive [set zone v]\nif <not <(costume [number v]) = [1]>> then\n go to x: (round ((Zone_X) - (Player_X))) y: (round ((Zone_Y) - (Player_Y)))\n if <<(x position) = (round ((Zone_X) - (Player_X)))> and <(y position) = (round ((Zone_Y) - (Player_Y)))>> then\n show\n else\n hide\n end\n broadcast (Set Player v)\nend\n\nwhen I start as a clone\nhide\n\ndefine Set Zone (cosutume num) (x) (y) (direct) (size)\nswitch costume to ((cosutume num) + (1))\nset [zone_x v] to (x)\nset [zone_y v] to (y)\npoint in direction (direct)\nset size to (size) %\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nSet Zone [1] [0] [0] [90] [100]\nSet Zone [2] [600] [0] [90] [100]\nSet Zone [3] [1200] [0] [90] [100]\nSet Zone [4] [1680] [-400] [90] [100]\nSet Zone [5] [2500] [0] [90] [100]\nSet Zone [6] [3250] [0] [90] [100]\nSet Zone [7] [4200] [180] [90] [100]\nSet Zone [8] [4800] [540] [90] [100]\nSet Zone [9] [5500] [775] [90] [100]\nforever\n switch costume to (none v)\nend\n\nwhen I receive [タヒ v]\ndelete this clone\n\n@Out\n\nwhen I receive [set zone v]\nif <not <(costume [number v]) = [1]>> then\n go to x: (round ((Zone_X) - (Player_X))) y: (round ((Zone_Y) - (Player_Y)))\n if <<(x position) = (round ((Zone_X) - (Player_X)))> and <(y position) = (round ((Zone_Y) - (Player_Y)))>> then\n show\n else\n hide\n end\n broadcast (Set Player v)\nend\n\nwhen I start as a clone\nhide\n\ndefine Set Zone (cosutume num) (x) (y) (direct) (size)\nswitch costume to ((cosutume num) + (1))\nset [zone_x v] to (x)\nset [zone_y v] to (y)\npoint in direction (direct)\nset size to (size) %\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nSet Zone [1] [1200] [0] [90] [100]\nSet Zone [2] [1680] [-400] [90] [100]\nSet Zone [3] [2500] [0] [90] [100]\nSet Zone [4] [3250] [0] [90] [100]\nSet Zone [5] [4200] [180] [90] [100]\nforever\n switch costume to (none v)\nend\n\n@Woods\n\nwhen I receive [set zone v]\nif <not <(costume [number v]) = [1]>> then\n go to x: (round ((Zone_X) - (Player_X))) y: (round ((Zone_Y) - (Player_Y)))\n if <<(x position) = (round ((Zone_X) - (Player_X)))> and <(y position) = (round ((Zone_Y) - (Player_Y)))>> then\n show\n else\n hide\n end\n broadcast (Set Player v)\nend\n\nwhen I start as a clone\nhide\n\ndefine Set Zone (cosutume num) (x) (y) (direct) (size)\nswitch costume to ((cosutume num) + (1))\nset [zone_x v] to (x)\nset [zone_y v] to (y)\npoint in direction (direct)\nset size to (size) %\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nSet Zone [1] [0] [0] [90] [100]\nSet Zone [2] [600] [0] [90] [100]\nSet Zone [3] [1680] [-400] [90] [100]\nSet Zone [4] [2500] [0] [90] [100]\nSet Zone [5] [4200] [180] [90] [100]\nforever\n switch costume to (none v)\nend\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n@outro\n\ndefine クローン (name)\nset [id v] to (name)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\ndefine Flash\nset [id v] to [Flash]\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nset [cc v] to [0]\nif <(ID) = [Flash]> then\n go to x: (0) y: (0)\n switch costume to (flash v)\n set size to (100) %\n point in direction (90)\n clear graphic effects\n show\n repeat (30)\n change [ghost v] effect by (3.4)\n go to [front v] layer\n end\n delete this clone\nend\n\nwhen I start as a clone\nset [cc v] to [0]\nif <(ID) = [背景]> then\n go to x: (0) y: (-1000)\n go to [back v] layer\n set size to (100) %\n point in direction (90)\n clear graphic effects\n show\n repeat until <[1] < (y position)>\n switch costume to (背景2 v)\n change y by (((0) - (y position)) / (8))\n switch costume to (背景 v)\n end\nend\n\nwhen I start as a clone\nset [cc v] to [0]\nif <(ID) = [みてくれてありがとう]> then\n go to x: (0) y: (0)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to ( v)\n set size to (1000) %\n point in direction (90)\n clear graphic effects\n show\n repeat (49)\n switch costume to ( v)\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n change size by (((100) - (size)) / (8))\n switch costume to (みてくれてありがとう!! v)\n end\n wait until <[2.6] < (timer)>\n start sound [指パッチン v]\n delete this clone\nend\n\nwhen I start as a clone\nset [cc v] to [0]\nif <(ID) = [左上]> then\n go to x: (0) y: (1000)\n go to [front v] layer\n go [forward v] (3) layers\n set size to (100) %\n point in direction (90)\n clear graphic effects\n show\n repeat (40)\n switch costume to (左上 v)\n change y by (((0) - (y position)) / (8))\n end\nend\n\nwhen I start as a clone\nset [cc v] to [0]\nif <(ID) = [右下]> then\n go to x: (0) y: (-1000)\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n clear graphic effects\n show\n repeat (40)\n switch costume to (右下 v)\n change y by (((0) - (y position)) / (8))\n end\nend\n\nwhen I start as a clone\nset [cc v] to [0]\nif <(ID) = [玉]> then\n switch costume to (玉 v)\n go to x: (0) y: (-180)\n point in direction (90)\n set size to (100) %\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n repeat (27)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change size by (((size) - (101)) / (6.3))\n change y by (((y position) - (-181)) / (4.5))\n turn right (((90) - (direction)) / (6)) degrees\n end\n set [cc v] to [10]\n repeat until <(y position) < [20]>\n go to [front v] layer\n change size by (((20) - (size)) / (4))\n change [cc v] by (-1.3)\n change y by (cc)\n end\n set [cc v] to [2]\n set y to (0)\n Flash\n クローン [夜空]\n repeat (40)\n switch costume to ( v)\n change size by (((700) - (size)) / (8))\n switch costume to (玉 v)\n end\nend\n\nwhen I start as a clone\nset [cc v] to [0]\nif <(ID) = [夜空]> then\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (100) %\n point in direction (0)\n clear graphic effects\n show\n switch costume to (夜空 v)\n go to [front v] layer\n go to [front v] layer\n repeat (40)\n turn right (((90) - (direction)) / (8)) degrees\n end\n クローン [左上1]\n クローン [右下1]\n forever\n change y by (([sin v] of ((timer) * (375)) ) * (2))\n end\nend\n\nwhen I start as a clone\nset [cc v] to [0]\nif <(ID) = [右下1]> then\n go to x: (0) y: (-1000)\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n clear graphic effects\n show\n set [brightness v] effect to (100)\n repeat (40)\n switch costume to (右下 v)\n change y by (((0) - (y position)) / (8))\n end\nend\n\nwhen I start as a clone\nset [cc v] to [0]\nif <(ID) = [左上1]> then\n go to x: (0) y: (1000)\n go to [front v] layer\n go [forward v] (3) layers\n set size to (100) %\n point in direction (90)\n clear graphic effects\n show\n set [brightness v] effect to (100)\n repeat (40)\n switch costume to (左上 v)\n change y by (((0) - (y position)) / (8))\n end\nend\n\nwhen I start as a clone\nset [cc v] to [0]\nif <(ID) = [Logo]> then\n go to [back v] layer\n hide\n wait until <[2.6] < (timer)>\n go to x: (0) y: (0)\n switch costume to (logo v)\n set size to (100) %\n point in direction (90)\n clear graphic effects\n show\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nset [cc v] to [0]\nif <(ID) = [Logo]> then\n play sound [Axol x Alex Skrindo - You \[NCS Release\].mp2 v] until done\n forever\n play sound [Axol x Alex Skrindo - You \[NCS Release\].mp3 v] until done\n end\nend\n\nwhen I start as a clone\nset [cc v] to [0]\nif <<(ID) = [Logo]> or <(ID) = [name]>> then\n forever\n if <(costume [number v]) = [1]> then\n change size by (((100) - (size)) / (8))\n point in direction ((([sin v] of ((timer) * (400)) ) * (7.5)) + (85))\n change [cc v] by (((0) - (cc)) / (4))\n set [brightness v] effect to (cc)\n else\n change size by (((100) - (size)) / (8))\n point in direction ((([sin v] of ((timer) * (400)) ) * (7.5)) + (90))\n change [cc v] by (((0) - (cc)) / (4))\n set [whirl v] effect to (cc)\n end\n end\nend\n\nwhen I start as a clone\nset [cc v] to [0]\nif <<(ID) = [Logo]> or <(ID) = [name]>> then\n wait until <[2.6] < (timer)>\n forever\n wait (0.4) seconds\n set size to (110) %\n set [cc v] to [50]\n クローン [影]\n end\nend\n\nwhen I start as a clone\nset [cc v] to [0]\nif <(ID) = [影]> then\n if <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n set size to (0) %\n point in direction (90)\n clear graphic effects\n show\n repeat (20)\n change [ghost v] effect by (5)\n change size by (((150) - (size)) / (8))\n end\n delete this clone\n else\n go to x: (0) y: (-100)\n set size to (0) %\n point in direction (90)\n clear graphic effects\n show\n repeat (20)\n change [ghost v] effect by (5)\n change size by (((150) - (size)) / (8))\n end\n delete this clone\n end\nend\n\nwait until <[2.6] < (timer)>\nstart sound [指パッチン v]\ndelete this clone\n\nswitch costume to (logo v)\n\nwhen I start as a clone\nset [cc v] to [0]\nif <(ID) = [name]> then\n go to [back v] layer\n hide\n wait until <[2.6] < (timer)>\n go to x: (240) y: (-1000)\n switch costume to (name v)\n set size to (100) %\n point in direction (90)\n clear graphic effects\n show\n forever\n go to [front v] layer\n change x by (((0) - (x position)) / (8))\n change y by (((-100) - (y position)) / (8))\n end\nend\n\nwhen I receive [は? v]\nreset timer\nhide\nクローン [Logo]\nクローン [name]\nクローン [背景]\nクローン [左上]\nクローン [右下]\nクローン [みてくれてありがとう]\nwait until <[1] < (timer)>\nクローン [玉]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [は? v]\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\ngo to [front v] layer\n\n
➤PCの方は矢印キーです\n➤モバイルの方は画面タップです\n➤赤いマグマに触れると死にます\n➤針に触れると死にます
Cloud platformer!
@Stage\n\nwhen flag clicked\nforever\n play sound [Chocolate v] until done\nend\n\n@Nothing\n\n@Multiplayer\n\nwhen I receive [done! v]\nforever\n ☁ Online\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (loading v)\nshow\n☁ Online\ngo to [front v] layer\n☁ Allocate Slot\n☁ Allocate Slot\nset [gameversion v] to (☁ Version)\nif <(username) = []> then\n switch costume to (no account v)\n stop [all v]\nelse\n if <(MYPLAYER) = [0]> then\n switch costume to (full! v)\n stop [all v]\n else\n if <(MYPLAYER) = []> then\n switch costume to (confused v)\n stop [all v]\n else\n if <(☁ GameData) = [0]> then\n switch costume to (new scratcher v)\n stop [all v]\n else\n if <(☁ GameData) = [1]> then\n broadcast (Done! v)\n else\n switch costume to (confused v)\n stop [all v]\n end\n end\n end\n end\nend\n\nwhen I receive [done! v]\ngo to x: (0) y: (0)\nforever\n if <<not <(☁ Version) = (Gameversion)>> or <(☁ Version) = [0]>> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n switch costume to (out of date v)\n stop [all v]\n end\n ☁ Tick\n ☁ MyData\n ☁ Download\nend\n\ndefine ☁ MyData\ndelete (all) of [potentialdata v]\nadd (username) to [potentialdata v]\nadd (x position) to [potentialdata v]\nadd (y position) to [potentialdata v]\nadd [] to [potentialdata v]\n#Encode (PotentialData)\nchange [ticker v] by (1)\nif <(MYPLAYER) = [1]> then\n set [☁ 1 v] to (join (EncodedResult) (Ticker))\nelse\n if <(MYPLAYER) = [2]> then\n set [☁ 2 v] to (join (EncodedResult) (Ticker))\n else\n if <(MYPLAYER) = [3]> then\n set [☁ 3 v] to (join (EncodedResult) (Ticker))\n else\n if <(MYPLAYER) = [4]> then\n set [☁ 4 v] to (join (EncodedResult) (Ticker))\n else\n if <(MYPLAYER) = [5]> then\n set [☁ 5 v] to (join (EncodedResult) (Ticker))\n else\n if <(MYPLAYER) = [6]> then\n set [☁ 6 v] to (join (EncodedResult) (Ticker))\n else\n if <(MYPLAYER) = [7]> then\n set [☁ 7 v] to (join (EncodedResult) (Ticker))\n else\n if <(MYPLAYER) = [8]> then\n set [☁ 8 v] to (join (EncodedResult) (Ticker))\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine ☁ Download\ndelete (all) of [☁ data ☁ v]\n#Decode (☁ 1)\n#Separate (DecodedResult) by [ ]\nadd (item (1) of [separated v]) to [☁ data ☁ v]\nadd (item (2) of [separated v]) to [☁ data ☁ v]\nadd (item (3) of [separated v]) to [☁ data ☁ v]\n#Decode (☁ 2)\n#Separate (DecodedResult) by [ ]\nadd (item (1) of [separated v]) to [☁ data ☁ v]\nadd (item (2) of [separated v]) to [☁ data ☁ v]\nadd (item (3) of [separated v]) to [☁ data ☁ v]\n#Decode (☁ 3)\n#Separate (DecodedResult) by [ ]\nadd (item (1) of [separated v]) to [☁ data ☁ v]\nadd (item (2) of [separated v]) to [☁ data ☁ v]\nadd (item (3) of [separated v]) to [☁ data ☁ v]\n#Decode (☁ 4)\n#Separate (DecodedResult) by [ ]\nadd (item (1) of [separated v]) to [☁ data ☁ v]\nadd (item (2) of [separated v]) to [☁ data ☁ v]\nadd (item (3) of [separated v]) to [☁ data ☁ v]\n#Decode (☁ 5)\n#Separate (DecodedResult) by [ ]\nadd (item (1) of [separated v]) to [☁ data ☁ v]\nadd (item (2) of [separated v]) to [☁ data ☁ v]\nadd (item (3) of [separated v]) to [☁ data ☁ v]\n#Decode (☁ 6)\n#Separate (DecodedResult) by [ ]\nadd (item (1) of [separated v]) to [☁ data ☁ v]\nadd (item (2) of [separated v]) to [☁ data ☁ v]\nadd (item (3) of [separated v]) to [☁ data ☁ v]\n#Decode (☁ 7)\n#Separate (DecodedResult) by [ ]\nadd (item (1) of [separated v]) to [☁ data ☁ v]\nadd (item (2) of [separated v]) to [☁ data ☁ v]\nadd (item (3) of [separated v]) to [☁ data ☁ v]\n#Decode (☁ 8)\n#Separate (DecodedResult) by [ ]\nadd (item (1) of [separated v]) to [☁ data ☁ v]\nadd (item (2) of [separated v]) to [☁ data ☁ v]\nadd (item (3) of [separated v]) to [☁ data ☁ v]\n\ndefine ☁ Allocate Slot\nset [myplayer v] to []\ndelete (all) of [olddata v]\nadd (☁ 1) to [olddata v]\nadd (☁ 2) to [olddata v]\nadd (☁ 3) to [olddata v]\nadd (☁ 4) to [olddata v]\nadd (☁ 5) to [olddata v]\nadd (☁ 6) to [olddata v]\nadd (☁ 7) to [olddata v]\nadd (☁ 8) to [olddata v]\nwait (3) seconds\nif <(item (1) of [olddata v]) = (☁ 1)> then\n set [myplayer v] to [1]\nelse\n if <(item (2) of [olddata v]) = (☁ 2)> then\n set [myplayer v] to [2]\n else\n if <(item (3) of [olddata v]) = (☁ 3)> then\n set [myplayer v] to [3]\n else\n if <(item (4) of [olddata v]) = (☁ 4)> then\n set [myplayer v] to [4]\n else\n if <(item (5) of [olddata v]) = (☁ 5)> then\n set [myplayer v] to [5]\n else\n if <(item (6) of [olddata v]) = (☁ 6)> then\n set [myplayer v] to [6]\n else\n if <(item (7) of [olddata v]) = (☁ 7)> then\n set [myplayer v] to [7]\n else\n if <(item (8) of [olddata v]) = (☁ 8)> then\n set [myplayer v] to [8]\n else\n set [myplayer v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine #Encode []\nset [characters v] to [ abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890!@#$%^&*\(\)_-+=}\]|{\[\.>/?,<`~'";:✦€]\nset [ei v] to [1]\nset [encodedresult v] to []\nrepeat (length of (string))\n set [ei2 v] to [1]\n repeat until <(letter (Ei) of (string)) = (letter (Ei2) of (Characters))>\n change [ei2 v] by (1)\n end\n if <<(Ei2) > [1]> and <(Ei2) < [28]>> then\n switch costume to (null v)\n switch costume to (letter (Ei) of (string))\n if <(costume [number v]) > [1]> then\n change [ei2 v] by (26)\n end\n end\n if <(length of (Ei2)) = [1]> then\n set [ei2 v] to (join [0] (Ei2))\n end\n change [ei v] by (1)\n set [encodedresult v] to (join (EncodedResult) (Ei2))\nend\nswitch costume to (null v)\n\ndefine None\nset [decodedresult v] to []\nset [di v] to [1]\nrepeat ((length of (code)) / (2))\n set [decodedresult v] to (join (DecodedResult) (letter (join (letter (Di) of (code)) (letter ((Di) + (1)) of (code))) of (Characters)))\n change [di v] by (2)\nend\n\ndefine #Separate [] by []\ndelete (all) of [separated v]\nset [si v] to [1]\nset [item v] to []\nrepeat (length of (str))\n if <(letter (Si) of (str)) = (sep)> then\n add (item) to [separated v]\n set [item v] to []\n else\n set [item v] to (join (item) (letter (Si) of (str)))\n end\n change [si v] by (1)\nend\n\ndefine ☁ Online\ndelete (all) of [olddata v]\nadd (☁ 1) to [olddata v]\nadd (☁ 2) to [olddata v]\nadd (☁ 3) to [olddata v]\nadd (☁ 4) to [olddata v]\nadd (☁ 5) to [olddata v]\nadd (☁ 6) to [olddata v]\nadd (☁ 7) to [olddata v]\nadd (☁ 8) to [olddata v]\nwait (3) seconds\nif <(item (1) of [olddata v]) = (☁ 1)> then\n set [☁ 1 v] to []\nend\nif <(item (2) of [olddata v]) = (☁ 2)> then\n set [☁ 2 v] to []\nend\nif <(item (3) of [olddata v]) = (☁ 3)> then\n set [☁ 3 v] to []\nend\nif <(item (4) of [olddata v]) = (☁ 4)> then\n set [☁ 4 v] to []\nend\nif <(item (5) of [olddata v]) = (☁ 5)> then\n set [☁ 5 v] to []\nend\nif <(item (6) of [olddata v]) = (☁ 6)> then\n set [☁ 6 v] to []\nend\nif <(item (7) of [olddata v]) = (☁ 7)> then\n set [☁ 7 v] to []\nend\nif <(item (8) of [olddata v]) = (☁ 8)> then\n set [☁ 8 v] to []\nend\n\ndefine ☁ Tick\nchange [ghost v] effect by (25)\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> 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\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n end\nend\nchange y by (1)\nif <touching color (#ff0000)?> then\n go to x: (-19) y: (-78)\nend\nif <touching color (#54ffd4)?> then\n change y by (-1)\n set [yv v] to [20]\n change y by (1)\nend\n\n@Players\n\nwhen I receive [done! v]\nset [id v] to [0]\nrepeat (8)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nset [id v] to [--]\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(item (((ID) * (3)) - (2)) of [☁ data ☁ v]) = []> then\n hide\n else\n show\n if <(ID) = (MYPLAYER)> then\n switch costume to (you v)\n go to (multiplayer v)\n else\n switch costume to (other v)\n go to x: (item (((ID) * (3)) - (1)) of [☁ data ☁ v]) y: (item (((ID) * (3)) - (0)) of [☁ data ☁ v])\n think (item (((ID) * (3)) - (2)) of [☁ data ☁ v])\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nset [☁ gamedata v] to [1]\nchange [☁ version v] by (1)\n\ngo to [front v] layer\nshow\n\nstop [all v]\n\ngo to x: (0) y: (0)\n\nset [☁ gamedata v] to [0]\n\n
DOUBLE CLICK\nMy multiplayer engine TUTORIAL\nLook inside, the scripts are filled with comments.\nYou can also play multiplayer on this.\n\nRemix and make a multiplayer game!
Rainforest 2 || A Platformer #All#Games#pocophone1234
@Stage\n\nwhen I receive [intro finished v]\nset volume to (50) %\nforever\n play sound (pick random (1) to (3)) until done\nend\n\nwhen I receive [sound on v]\nset volume to (50) %\n\nwhen I receive [sound off v]\nset volume to (0) %\n\n@Reduc lag!\n\n@INTRO\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nhide\nset [id v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change [id v] by (1)\n wait (0.5) seconds\n create clone of (_myself_ v)\n change [id v] by (-1)\n wait (0.5) seconds\nend\nrepeat (3)\n create clone of (_myself_ v)\n change [id v] by (1)\n wait (0.3) seconds\n create clone of (_myself_ v)\n change [id v] by (-1)\n wait (0.3) seconds\nend\nrepeat (2)\n create clone of (_myself_ v)\n change [id v] by (1)\n wait (0.1) seconds\n create clone of (_myself_ v)\n change [id v] by (-1)\n wait (0.1) seconds\nend\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\nrepeat (2)\n create clone of (_myself_ v)\n change [id v] by (1)\n wait (0.1) seconds\nend\nwait (3) seconds\nset [id v] to [6]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [id v] to [7]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [id v] to [8]\ncreate clone of (_myself_ v)\nwait (3) seconds\nbroadcast (INTRO v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nclear graphic effects\nswitch costume to (ID)\nif <(ID) = [1]> then\n go to x: (-500) y: (0)\n repeat until <[-2] < (x position)>\n change x by (((0) - (x position)) / (8))\n end\nend\nif <(ID) = [2]> then\n set [brightness v] effect to (-10)\n go to x: (500) y: (0)\n repeat until <(x position) < [2]>\n change x by (((0) - (x position)) / (8))\n end\nend\nif <(ID) = [3]> then\n go to x: (0) y: (500)\n repeat until <(y position) < [2]>\n change y by (((0) - (y position)) / (8))\n end\nend\nif <(ID) = [4]> then\n go to x: (0) y: (20)\n point in direction (-90)\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (8)) degrees\n end\n wait (0.5) seconds\n repeat until <(x position) < [-150]>\n change x by (((-150) - (x position)) / (8))\n end\nend\nif <(ID) = [5]> then\n go to x: (20) y: (20)\n point in direction (-90)\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (8)) degrees\n end\n wait (0.5) seconds\n repeat until <(x position) < [-130]>\n change x by (((-130) - (x position)) / (8))\n end\nend\nif <(ID) = [6]> then\n go to x: (0) y: (500)\n point in direction (90)\n repeat until <(y position) < [22]>\n change y by (((20) - (y position)) / (13))\n end\nend\nif <(ID) = [7]> then\n go to x: (0) y: (-500)\n point in direction (90)\n repeat until <[18] < (y position)>\n change y by (((20) - (y position)) / (13))\n end\nend\nif <(ID) = [8]> then\n go to x: (0) y: (500)\n point in direction (90)\n repeat until <(y position) < [22]>\n change y by (((20) - (y position)) / (13))\n end\nend\n\nwhen I receive [intro v]\nif <[3] < (ID)> then\n repeat (10)\n turn right (15) degrees\n change size by (-5)\n end\nelse\n repeat (10)\nend\nbroadcast (Intro Finished v)\ndelete this clone\n\nwhen I receive [intro finished v]\nhide\n\nwhen flag clicked\nplay sound [Song3 v] until done\n\n@Player\n\nwhen I receive [intro finished v]\nsay (join [Before Start I Want You ] (join (username) [ To Follow Me Please! Thanks!])) for (4.8) seconds\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 switch costume to (back v)\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 I receive [respawn v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finished v]\nshow\n\nwhen I receive [intro finished v]\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\nwhen I receive [intro finished v]\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\nwhen I receive [intro finished v]\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen I receive [intro finished v]\nforever\n if <(x position) > [235]> then\n broadcast (Next level v)\n end\nend\n\nplay sound [Ding Sound Effect v] until done\n\nwhen I receive [intro finished v]\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 [intro finished v]\nforever\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n go to x: (-220) y: (-90)\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen I receive [intro finished v]\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 I receive [intro finished v]\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [intro finished v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [restart v]\ngo to x: (-190) y: (-60)\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\nplay sound [Ding Sound Effect v] until done\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finished v]\nswitch costume to (ground level 1 v)\nforever\n go to [front v] layer\n go [backward v] (6) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [intro finished v]\nshow\n\nwhen I receive [intro finished v]\nforever\n if <(costume [number v]) = [10]> then\n broadcast (Finish v)\n end\nend\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finished v]\nshow\n\nwhen I receive [intro finished v]\nswitch costume to (spikes level 1 v)\nforever\n go to [front v] layer\n go [backward v] (9) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\n@Lava\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (lava level 1 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\nwhen flag clicked\nhide\n\nwhen I receive [intro finished v]\nshow\n\nwhen I receive [intro finished v]\nswitch costume to (lava level 1 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\n@Bouncy\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (8) layers\nswitch costume to (trampoline 1 v)\nshow\nforever\n if <touching (player v)?> then\n switch costume to (trampoline 1 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\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\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\nwhen flag clicked\nhide\n\nwhen I receive [intro finished v]\nshow\n\nwhen I receive [intro finished v]\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 [intro finished v]\nhide\nforever\n go to [front v] layer\n go [backward v] (8) layers\nend\n\n@Water\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [intro finished v]\nshow\n\nwhen I receive [intro finished v]\nswitch costume to (water level 1 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 [intro finished v]\nswitch costume to (water level 1 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\nwhen flag clicked\nhide\n\n@Love fave\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finished v]\nshow\n\nwhen I receive [intro finished v]\nset [costume v] to [0]\ngo to [front v] layer\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (20) to (30)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [Jump v]\n repeat (9)\n change y by (-6)\n go to [front v] layer\n end\n repeat (5)\n go to [front v] layer\n change y by (3)\n end\n repeat (5)\n go to [front v] layer\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 go to [front v] layer\n hide\n stop [this script v]\n end\nend\n\n@Thumbnail\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)\nswitch costume to (finally done! v)\nshow\nforever\n go to [front v] layer\n stop [all v]\nend\n\n@Warning\n\nwhen I receive [intro finished v]\nshow\ngo to x: (0) y: (0)\nwait (1.7) seconds\nhide\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finished v]\nswitch costume to (text level 5 v)\nforever\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 [intro finished v]\nswitch costume to (text level 1 v)\nforever\n go [forward v] (5) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [intro finished v]\nshow\n\n@clouds\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset size to (pick random (25) to (50)) %\ngo to x: (230) y: (pick random (140) to (200))\nset [x cliud v] to (pick random (-1) to (-3))\ngo [forward v] (pick random (0) to (1)) layers\nset [ghost v] effect to (pick random (25) to (40))\nrepeat until <(x position) < [-230]>\n go to [front v] layer\n go [backward v] (5) layers\n change x by (x cliud)\n show\nend\ndelete this clone\n\nwhen I receive [intro finished v]\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (3.7) to (5)) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [parelax v]\nhide\nstop [other scripts in sprite v]\n\n@Art\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (art level 1 v)\nhide\n\nwhen I receive [intro finished v]\nshow\n\nwhen I receive [parelax v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [intro finished v]\nshow\nforever\n go to [back v] layer\nend\n\n@Saw\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\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\nwhen I receive [intro finished v]\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 [intro finished v]\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\n@Restart\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finished v]\nshow\ngo to x: (-220) y: (-158)\ngo [backward v] (1) layers\n\nwhen flag clicked\nforever\n point in direction ((([sin v] of ((TIMER) * (90)) ) * (20)) + (90))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (Restart v)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro finished v]\nshow\nforever\n go to [front v] layer\nend\n\n@Sound\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finished v]\ngo to x: (-180) y: (-158)\nset size to (100) %\ngo [backward v] (1) layers\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n point in direction ((([sin v] of ((TIMER) * (90)) ) * (20)) + (90))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n broadcast (Sound off v)\n else\n switch costume to (costume1 v)\n broadcast (Sound On v)\n end\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro finished v]\nshow\nforever\n go to [front v] layer\nend\n\n@detector\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen I receive [intro finished v]\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 [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 flag clicked\nhide\n\nwhen I receive [intro finished v]\nforever\n go to [front v] layer\nend\n\n@Lazer\n\nwhen flag clicked\nhide\n\nwhen I receive [finish v]\ngo to [back v] layer\nshow\npoint in direction (-45)\nforever\n change [color v] effect by (2)\n go to x: (193) y: (167)\n point in direction ((([sin v] of ((timer) * (50)) ) * (50)) + (50))\nend\n\n@Lazer2\n\nwhen flag clicked\nhide\n\nwhen I receive [finish v]\ngo to [back v] layer\nshow\npoint in direction (-45)\nforever\n change [color v] effect by (2)\n go to x: (-240) y: (170)\n point in direction ((([sin v] of ((timer) * (-50)) ) * (-50)) + (-50))\nend\n\n
◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉Rainforest 2◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉\n◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉A Platformer◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉◉\n___________________________________________\nCAN WE GET THIS TO TRENDING?!?!\n\nScret comment below\nControls :\nWASD, Arrow keys (<v^>), Tap for mobile\nAvoid Spikes, Lava, and Saws\nFact : (please read until the end)\n- Every time you press green flag the song can be \n diffrent\n- There are 10 levels\n- Better you take a coffee and don't play this while you \n mad or you will be crazy (I say that becasue I need \n 15 minutes for finishing all. Maybe I am very noob :v)\n- I learn how to make an arrow keys symbols : <v^>\n- I don't know how to make scroling platformer\n- I want to say Bye!\n~Enjoy!~\nComment : Play this!
FLOWERQUEST || A PLATFORMER [ENTRY FOR @JC_ProGold 'S CONTEST] # all #all # games #games
@Stage\n\nwhen flag clicked\nset [yay v] to [1]\nswitch backdrop to (1 v)\nset [falltempo v] to [0]\nforever\n play sound (YAY) until done\nend\n\nwhen I receive [new level v]\nif <(LEVEL) = [10]> then\n set [yay v] to [2]\n stop all sounds\n switch backdrop to (2 v)\nend\n\nwhen I receive [end! v]\nset [yay v] to [3]\nstop all sounds\n\nwhen I receive [mute v]\nset [volume v] to [0]\n\nwhen flag clicked\nset [volume v] to [100]\nforever\n set volume to (VOLUME) %\nend\n\nwhen I receive [unmute v]\nset [volume v] to [100]\n\n@LESS LAG\n\n@PLAYER\n\ndefine Sprung\nif <key (up arrow v) pressed?> then\n change y by (-1)\n if <touching (groundy v)?> then\n set [falltempo v] to [27]\n start sound [JUMP v]\n end\n change y by (-1)\nend\n\ndefine Laufe\nif <key (right arrow v) pressed?> then\n switch costume to (-lilanimator- v)\n change x by (7)\n if <touching (danger v)?> then\n go to x: (-200) y: (0)\n start sound [DEAD v]\n end\n if <touching (groundy v)?> then\n change x by (-7)\n end\n if <(x position) > [230]> then\n broadcast (NEW LEVEL v)\n change [level v] by (1)\n end\nend\nif <key (left arrow v) pressed?> then\n switch costume to (-lilanimator-2 v)\n change x by (-7)\n if <touching (danger v)?> then\n go to x: (-200) y: (0)\n start sound [DEAD v]\n end\n if <touching (groundy v)?> then\n change x by (7)\n end\nend\n\nwhen I receive [new level v]\nswitch costume to (-lilanimator- v)\ngo to x: (-200) y: (0)\n\nwhen [r v] key pressed\nif <(LEL) = [1]> then\n switch costume to (-lilanimator- v)\n go to x: (-200) y: (0)\nend\n\nwhen [s v] key pressed\nif <(LEL) = [1]> then\n broadcast (NEW LEVEL v)\n change [level v] by (1)\nend\n\nwhen I receive [start game!!! v]\nswitch costume to (-lilanimator- v)\ngo to x: (-200) y: (0)\nset [überground v] to [10]\nset [thongy v] to [0]\nset [schwerkraft v] to [-3]\nshow\nforever\n if <(THONGY) = [0]> then\n Laufe\n Sprung\n Simulation\n end\nend\n\ndefine Simulation\nchange y by (FALLTEMPO)\nif <touching (danger v)?> then\n go to x: (-200) y: (0)\n start sound [DEAD v]\nend\nif <touching (groundy v)?> then\n if <<(FALLTEMPO) < [0]> or <(FALLTEMPO) = [0]>> then\n set [überground v] to [1]\n repeat until <not <touching (groundy v)?>>\n change y by (ÜBERGROUND)\n end\n else\n set [überground v] to [-1]\n repeat until <not <touching (groundy 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\nwhen I receive [walk v]\ngo to x: (-192) y: (-77)\nswitch costume to (-lilanimator- v)\ngo to [front v] layer\nrepeat until <touching (_edge_ v)?>\n change x by (7)\nend\nbroadcast (END! v)\nhide\n\nwhen flag clicked\nforever\n set volume to (VOLUME) %\nend\n\n@GROUNDY\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\n\n@DANGER\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [new level v]\nnext costume\n\n@THUMBY\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@ART\n\nwhen I receive [start game!!! v]\nset [thingy v] to [0]\nforever\n if <(THINGY) = [0]> then\n create clone of (_myself_ v)\n wait (pick random (0.25) to (0.75)) seconds\n else\n repeat (10)\n create clone of (_myself_ v)\n end\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 <(THINGY) = [0]> then\n set size to (pick random (50) to (120)) %\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\nelse\n go to [front v] layer\n go [backward v] (1) layers\n show\n go to x: (pick random (-240) to (240)) y: (-180)\n switch costume to (costume5 v)\n set [thingy2 v] to (pick random (-10) to (10))\n set [thingy3 v] to (pick random (30) to (40))\n repeat (25)\n change y by (THINGY3)\n change x by (THINGY2)\n change [thingy3 v] by (SCHWERKRAFT)\n end\n delete this clone\nend\n\nwhen I receive [new level v]\nif <(LEVEL) = [10]> then\n set [thingy v] to [1]\nend\n\nwhen I receive [end! v]\nset [thingy v] to [0]\n\n@MORE ART\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [new level v]\nnext costume\n\n@STUFF\n\nwhen flag clicked\nclear graphic effects\nshow\ngo to [front v] layer\nset [lel v] to [0]\nhide variable [level v]\nswitch costume to (costume1 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nnext costume\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nnext costume\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nnext costume\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nnext costume\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nnext costume\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nrepeat (20)\n change [whirl v] effect by (5)\n change [pixelate v] effect by (1)\n change [ghost v] effect by (5)\nend\nset [lel v] to [1]\nshow variable [level v]\nbroadcast (START GAME!!! v)\nhide\n\nwhen I receive [new level v]\nif <(LEVEL) = [16]> then\n set [thongy v] to [1]\n show\n clear graphic effects\n switch costume to (new thingy v)\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n next costume\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n next costume\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n next costume\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n next costume\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n next costume\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n next costume\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n next costume\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n next costume\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n next costume\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n set [lel v] to [1]\n next costume\n broadcast (WALK v)\nend\n\nwhen I receive [end! v]\nrepeat (20)\n change [whirl v] effect by (5)\n change [pixelate v] effect by (1)\n change [ghost v] effect by (5)\nend\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [end! v]\nset [id v] to [0]\ncreate clone of (_myself_ v)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(ID) = [0]> then\n switch costume to (costume3 v)\n go to [front v] layer\n go [backward v] (2) layers\n forever\n point in direction ((([tan v] of ((timer) * (100)) ) * (10)) + (90))\n end\nelse\n if <(ID) = [1]> then\n switch costume to (costume1 v)\n go to [front v] layer\n forever\n point in direction ((90) + (([sin v] of (((timer) * (5)) * (50)) ) * (5)))\n end\n else\n if <(ID) = [2]> then\n point in direction (90)\n switch costume to (costume2 v)\n go to [front v] layer\n forever\n set y to ((0) + (([sin v] of (((timer) * (10)) * (50)) ) * (10)))\n end\n end\n end\nend\n\n@MUTE\n\nwhen flag clicked\nhide\n\nwhen I receive [start game!!! v]\nshow\ngo to x: (192) y: (-135)\nforever\n point in direction ((90) + (([sin v] of (((timer) * (5)) * (50)) ) * (5)))\nend\n\nwhen I receive [start game!!! v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (MUTE v)\n end\nend\n\n@UNMUTE\n\nwhen flag clicked\nhide\n\nwhen I receive [start game!!! v]\nshow\ngo to x: (192) y: (-165)\nforever\n point in direction ((90) + (([sin v] of (((timer) * (5)) * (50)) ) * (5)))\nend\n\nwhen I receive [start game!!! v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (UNMUTE v)\n end\nend\n\n
WE HIT 3K LOVES!!!\n\nFRONT PAGE ON TRENDING WOHOO\n\nI'M BACK\nI TOOK A BREAK FROM SCRATCH, BUT I REMEMBERED THIS PLATFORMER, SO I GOT TO THE SCRATCH-PAGE AND WORKED ON IT A BIT MORE.\n\nAND...\nCONGRATS ON 1K FOLLOWERS!!!\nLET'S GET THIS ON TRENDING!\n\n★★★ INSTRUCTIONS ★★★\n+USE ARROW KEYS TO MOVE YOUR CHARACTER\n+AVOID SPIKES AND LAVA \n+R TO RESET \n+S TO SKIP\n\nALL LEVELS ARE POSSIBLE!\n\n★★★ HAVE FUN! ★★★\n\n\n-SYRUP\n\n\n\n\n\n\nRESHARED BECAUSE OF A BUG\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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: WIN!
Evolution the Platformer
@Stage\n\nwhen I receive [fart v]\nnext backdrop\n\nwhen I receive [asd v]\n\n@cube\n\nwhen flag clicked\ngo to x: (-200) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.88))\n change x by (x)\n if <touching (levels v)?> then\n fast\n if <touching (levels v)?> then\n change y by (-6)\n xcoll\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [10.5]\n if <([abs v] of (y) ) = (y)> then\n set [y v] to [8]\n else\n set [y v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n ycoll\n end\nend\n\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(y) < [0]>> then\n set [y v] to [13]\nelse\n set [y v] to [0]\nend\nif <key (r v) pressed?> then\n go to x: (-179) y: (-123)\nend\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen flag clicked\nswitch costume to (cube 2 v)\n\nwhen flag clicked\nforever\n wait (0.3) seconds\n if <touching (sprite1 v)?> then\n broadcast (Level v)\n end\nend\n\nif <(x position) > [230]> then\n next backdrop\nend\n\nwhen I receive [fart v]\ngo to x: (-179) y: (-123)\nif <touching (sprite1 v)?> then\n go to x: (-179) y: (-123)\nend\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (cube 3 v)\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n broadcast (HARDER v)\n end\nend\n\nwhen I receive [harder v]\ngo to x: (-185) y: (-151)\n\nwhen backdrop switches to [backdrop1 v]\nforever\n wait (1) seconds\n change [my variable v] by (1)\nend\n\nwhen flag clicked\nforever\n if <touching (sprite4 v)?> then\n broadcast (asd v)\n glide (0.5) secs to x: (-171) y: (98)\n glide (0.5) secs to x: (-184) y: (187)\n glide (0.5) secs to x: (-143) y: (155)\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume2 v)\n\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (75)\nshow\nwait (0.1) seconds\ndelete this clone\n\nwhen flag clicked\n\ngo to x: (-179) y: (-152)\n\nwhen flag clicked\nforever\n set volume to (75) %\n play sound [Dance Funky v] until done\n if <key (space v) pressed?> then\n set volume to (0) %\n if <key (p v) pressed?> then\n set volume to (75) %\n end\n end\nend\n\nwhen flag clicked\nif <(☁ world record) = [0]> then\n set [☁ world record v] to [30]\nend\n\nwhen backdrop switches to [costume5 v]\nforever\n if <(☁ world record) > (timer)> then\n set [☁ world record v] to (timer)\n end\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [level v]\nnext costume\nbroadcast (Fart v)\n\nforever\n\n@Sprite1\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [think v]\nrepeat (100)\n show\nend\n\nwhen backdrop switches to [backdrop5 v]\nrepeat (100)\n show\n switch costume to (costume3 v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [costume5 v]\nforever\n hide\nend\n\nwhen backdrop switches to [backdrop4 v]\nrepeat (100)\n hide\nend\n\nwhen backdrop switches to [backdrop2 v]\nrepeat (50)\n show\n switch costume to (costume5 v)\nend\n\nwhen backdrop switches to [backdrop3 v]\nrepeat (100)\n hide\nend\n\nwhen backdrop switches to [costume5 v]\nrepeat (100)\n hide\nend\n\nwhen backdrop switches to [backdrop4 v]\nrepeat (100)\n show\n switch costume to (costume2 v)\nend\n\n@Sprite3\n\nwhen backdrop switches to [backdrop1 v]\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen backdrop switches to [costume5 v]\nforever\n wait (1) seconds\n change [timer v] by (-1)\nend\n\nwhen flag clicked\nset [timer v] to [0]\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\n\nwhen I receive [asd v]\nhide\n\n
\n\nFOLLOW AND JOIN MY STUDIO https://scratch.mit.edu/studios/29067805/ (I don't care if you advertise).`Welcome to the beta version of the first evolution of the hopefully long series. This is my first ever actual creation on scratch I stole code from a billion people and it still is very glitchy and it still is completely horrible. I have no idea how to create half-decent art so not only is it a horrible game It looks bad too. Use WASD to move or arrow keys to move. press r to restart the level if something is glitched click the green arrow twice to fix it.
Swamps || A platformer #games #music #all #stories
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (The Level)\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - Occupy v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-215) y: (-80)\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 (mud 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@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@mud\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set y to (mud)\n switch costume to (The Level)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n set [mud v] to [0]\n repeat (10)\n change [mud v] by (.5)\n end\n repeat (20)\n change [mud v] by (-.5)\n end\n repeat (10)\n change [mud v] by (.5)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (The Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n
Hope you enjoy!\n#9 under music!!!! #64 under games!\nInstructions:\nArrow keys or WASD\nTo crouch use s or down arrow\nAvoid spikes and mud\nEverything is possible!\n\n#76 on trending under music tysm!
Realistic platformer
@Stage\n\nwhen I receive [start! v]\nforever\n Broadcast\nend\n\nwhen flag clicked\nif <<(current [hour v]) < [19]> and <(current [hour v]) > [7]>> then\n switch backdrop to (backdrop1 v)\nelse\n switch backdrop to (blur v)\nend\nif <(username) = [stratfordjames]> then\n show variable [fps v]\n set [coins v] to [500]\nelse\n hide variable [fps v]\n set [coins v] to [0]\nend\nhide variable [@player v]\nhide variable [☁ cloud4 v]\nhide variable [☁ cloud5 v]\nhide variable [☁ cloud6 v]\nhide variable [☁ cloud7 v]\nhide variable [☁ cloud8 v]\nhide variable [☁ cloud9 v]\nhide variable [☁ cloud10 v]\nshow list [usernames v]\nhide variable [☁ cloud1 v]\nhide variable [☁ cloud2 v]\nshow list [cloud list v]\nhide variable [☁ cloud3 v]\nshow list [active check v]\nforever\n if <<(username) = [stratfordjames]> or <<(username) = [stratfordjames_test]> or <(username) = [icedsnow]>>> then\n wait until <key (v v) pressed?>\n hide list [usernames v]\n show variable [☁ cloud1 v]\n show variable [☁ cloud2 v]\n show variable [☁ cloud3 v]\n show variable [@player v]\n show variable [☁ cloud4 v]\n show variable [☁ cloud5 v]\n show variable [☁ cloud6 v]\n show variable [☁ cloud7 v]\n show variable [☁ cloud8 v]\n show variable [☁ cloud9 v]\n show variable [☁ cloud10 v]\n hide list [cloud list v]\n hide list [active check v]\n wait until <not <key (v v) pressed?>>\n wait until <key (v v) pressed?>\n hide variable [☁ cloud1 v]\n hide variable [☁ cloud2 v]\n show list [usernames v]\n show list [cloud list v]\n hide variable [@player v]\n hide variable [☁ cloud3 v]\n show list [active check v]\n hide variable [☁ cloud5 v]\n hide variable [☁ cloud6 v]\n hide variable [☁ cloud7 v]\n hide variable [☁ cloud4 v]\n hide variable [☁ cloud8 v]\n hide variable [☁ cloud9 v]\n hide variable [☁ cloud10 v]\n wait until <not <key (v v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n set [timer v] to ((join (letter (10) of (days since 2000)) (letter (11) of (days since 2000))) mod (50))\nend\n\nwhen [n v] key pressed\nset [names v] to ((1) - (names))\n\nwhen I receive [online start v]\nforever\n broadcast (online_tick v)\nend\n\ndefine Broadcast\nbroadcast (Tick v)\nbroadcast (Tick_Water v)\n\n@Blank\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (00) y: (0)\ngo to [front v] layer\nhide\n\nwhen [timer v] > (1.2)\nif <(exit) = [reg]> then\n if <<(current [hour v]) < [19]> and <(current [hour v]) > [7]>> then\n switch costume to (day v)\n else\n switch costume to (night v)\n end\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\n@Game_Level_Art\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [0]\nset [@offset_y v] to [-200]\nhide\nrepeat (1)\n switch costume to (1a v)\n Clone [0] [0]\n switch costume to (1b v)\n Clone [470] [0]\n switch costume to (1b2 v)\n Clone [0] [-150]\n switch costume to (1b3 v)\n Clone [480] [0]\n switch costume to (1e v)\n Clone [600] [75]\n switch costume to (1f v)\n Clone [480] [0]\n switch costume to (1g v)\n Clone [480] [0]\n switch costume to (1h v)\n Clone [640] [0]\n switch costume to (1j v)\n Clone [480] [0]\n switch costume to (1j2 v)\n Clone [0] [480]\n switch costume to (1j3 v)\n Clone [-300] [-200]\n switch costume to (1k v)\n Clone [-160] [280]\n switch costume to (1l v)\n Clone [-660] [100]\n switch costume to (1m v)\n Clone [-540] [0]\n switch costume to (1p v)\n Clone [-480] [200]\n switch costume to (1q v)\n Clone [-560] [0]\n switch costume to (1r v)\n Clone [-400] [0]\n switch costume to (1s v)\n Clone [0] [360]\n switch costume to (1t v)\n Clone [400] [0]\nend\nswitch costume to (blank v)\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\nset [ghost v] effect to (0)\ngo to [back v] layer\n\ndefine Go to (x) (y)\nclear graphic effects\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@Game_Level_Hitbox\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offsetx v] to [0]\nset [@offsety v] to [-200]\nhide\nrepeat (1)\n switch costume to (1a v)\n Clone [0] [0]\n switch costume to (1b v)\n Clone [470] [0]\n switch costume to (1b2 v)\n Clone [0] [-150]\n switch costume to (1b3 v)\n Clone [480] [0]\n switch costume to (1e v)\n Clone [600] [75]\n switch costume to (1f v)\n Clone [480] [0]\n switch costume to (1g v)\n Clone [480] [0]\n switch costume to (1h v)\n Clone [640] [0]\n switch costume to (1j v)\n Clone [480] [0]\n switch costume to (1j2 v)\n Clone [0] [480]\n set [@offsetx v] to [1950]\n set [@offsety v] to [145]\n switch costume to (1m v)\n Clone [20] [240]\n switch costume to (1p v)\n Clone [-480] [200]\n switch costume to (1q v)\n Clone [-560] [0]\n switch costume to (1r v)\n Clone [-400] [0]\n switch costume to (1t v)\n Clone [400] [360]\nend\nswitch costume to (blank v)\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)\nnext costume\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (99)\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\nset [ghost v] effect to (100)\n\n@Game_Level_JUMPTHROUGH\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [3630]\nset [@offset_y v] to [205]\nhide\nrepeat (1)\n switch costume to (1j3 v)\n Clone [-300] [-200]\n switch costume to (1k v)\n Clone [-160] [240]\n switch costume to (1l v)\n Clone [-660] [140]\n switch costume to (1m v)\n Clone [-540] [0]\n switch costume to (1p v)\n Clone [-480] [200]\n set [@offset_x v] to [530]\n set [@offset_y v] to [945]\n switch costume to (1s v)\n Clone [0] [0]\n switch costume to (t v)\n Clone [400] [0]\nend\nswitch costume to (blank v)\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 (0)\ngo to [back v] layer\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\nset [ghost v] effect to (100)\n\n@Game_player\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (15) layers\nshow\nset [time v] to [0]\nbroadcast (green flag v)\nbroadcast (Setup v)\nbroadcast (restart v)\nwait (0.01) seconds\nbroadcast (start! v)\n\ndefine reset\nswitch costume to (3a v)\nclear graphic effects\nset [scroll x v] to [-174]\nset [scroll y v] to [-80]\nset [offset x v] to [-180]\nset [offset y v] to [-80]\nset [xv v] to [0]\nset [yv v] to [0]\nset [in air v] to [0]\npoint in direction (90)\nshow\n\ndefine Tick\nchange player x by (round ((XV) / (1.8)))\nif <<<(click2) = [false]> and <<(mouse x) > ((x position) + (10))> and <<mouse down?> and <[0] = (clickShop)>>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <touching (game_level_liquid v)?> then\n change [xv v] by (2)\n else\n if <(slope) = [8]> then\n change [xv v] by (2.3)\n else\n if <(slope) = [4]> then\n change player y by [-3]\n change [xv v] by (4)\n else\n change [xv v] by (3.6)\n end\n end\n end\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) + (-10))> and <<mouse down?> and <<(click2) = [false]> and <[0] = (clickShop)>>>>> then\n if <touching (game_level_liquid v)?> then\n change [xv v] by (-2)\n else\n if <(slope) = [8]> then\n change [xv v] by (-2.3)\n else\n if <(slope) = [4]> then\n change player y by [-3]\n change [xv v] by (-4)\n else\n change [xv v] by (-3.6)\n end\n end\n end\n end\nend\nif <<<<(mouse y) > ((y position) + (10))> and <<mouse down?> and <[0] = (clickShop)>>> and <(click2) = [false]>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <touching (game_level_liquid v)?> then\n if <(water) > [5]> then\n set [yv v] to [10]\n end\n else\n if <(in air) < [4]> then\n if <(jumpBOOST?) = [1]> then\n set [yv v] to [14.5]\n else\n set [yv v] to [12.4]\n end\n end\n end\nend\nswitch costume to (water v)\nif <touching (game_level_liquid v)?> then\n change [yv v] by (2)\nend\nswitch costume to (hitbox v)\nif <touching (game_level_liquid v)?> then\nSlope\nchange player y by (YV)\nPosition\nchange [scroll x v] by (round (((Offset X) - (SCROLL X)) / (5)))\nchange [scroll y v] by ((round (((Offset Y) - (SCROLL Y)) / (13))) + (2))\nposition\nset [xv v] to ((XV) * (0.7))\n\ndefine change player x by (sx)\nswitch costume to (hitbox v)\nchange [offset x v] by ((sx) * (1.1))\nposition\nif <touching (game_level_hitbox v)?> then\n repeat (10)\n change [offset y v] by (0.5)\n position\n if <not <touching (game_level_hitbox v)?>> then\n stop [this script v]\n end\n end\n change [offset y v] by (-5)\n repeat until <not <touching (game_level_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\nwhen I receive [tick v]\nif <(pause) = [0]> then\n Tick\nend\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) * (1))\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (game_level_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 (game_level_jumpthrough v)?>> and <not <touching (game_level_movingplatform_graphics v)?>>>\n switch costume to (hitboxjumpth v)\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 <touching (game_level_liquid v)?> then\n set [yv v] to ((YV) * (0.5))\n change [water v] by (1)\nelse\n set [water v] to [0]\nend\nif <(Offset X) < [-223]> then\n set [offset x v] to [-223]\nend\nif <not <(chat item) = [0]>> then\n say (item (chat item) of [chat list v])\nelse\n say []\nend\nif <(YV) < [-9]> then\n set [yv v] to [-9]\nend\n\nwhen I receive [start! v]\nrepeat (3)\n reset\nend\n\nwhen I receive [reset v]\nrepeat (3)\n reset\nend\n\nwhen [c v] key pressed\nif <(username) = [stratfordjames]> then\n set [yv v] to [10]\nend\n\nwhen I receive [small_bounce v]\nchange [offset y v] by (12)\nset [yv v] to [14]\n\nwhen I receive [die v]\nchange [lives v] by (-1)\nrepeat (5)\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (50)\n end\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (-50)\n end\nend\n\ndefine Slope\nswitch costume to (left v)\nif <<touching (game_level_hitbox v)?> and <(XV) < [-0.01]>> then\n set [slope v] to [8]\nelse\n switch costume to (right v)\n if <<touching (game_level_hitbox v)?> and <(XV) > [0.01]>> then\n set [slope v] to [8]\n else\n switch costume to (left2 v)\n if <<touching (game_level_hitbox v)?> and <(XV) > [0.01]>> then\n switch costume to (right3 v)\n if <not <touching (game_level_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 (game_level_hitbox v)?> and <(XV) < [-0.01]>> then\n switch costume to (left3 v)\n if <not <touching (game_level_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 end\nend\nSet Costume\n\ndefine Set Costume\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (10))>> 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) < [-10]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (10))> 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) + (10))> 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\nset [localcostume v] to (letter (1) of (costume [name v]))\n\nwhen [o v] key pressed\nif <(username) = [stratfordjames]> then\n set [scroll x v] to [3430]\n set [scroll y v] to [0]\n set [offset x v] to [3430]\n set [offset y v] to [0]\nend\n\nwhen [p v] key pressed\nif <(username) = [stratfordjames]> then\n set [scroll x v] to [1481]\n set [scroll y v] to [540]\n set [offset x v] to [1481]\n set [offset y v] to [530]\nend\n\nwhen flag clicked\nset [y_shake v] to [0]\nwait (2) seconds\nforever\n if <touching (game_level_danger v)?> then\n broadcast (die v)\n wait (5) seconds\n end\nend\n\nwhen I receive [die v]\nset [y_shake v] to [12]\nwait (0.06) seconds\nset [y_shake v] to [-12]\nwait (0.06) seconds\nset [y_shake v] to [6]\nwait (0.06) seconds\nset [y_shake v] to [-4]\nwait (0.06) seconds\nset [y_shake v] to [2]\nwait (0.06) seconds\nset [y_shake v] to [-1]\nwait (0.06) seconds\nset [y_shake v] to [0]\n\nwhen I receive [boucne v]\nchange [offset y v] by (18)\nset [yv v] to [21]\n\nwhen this sprite clicked\nset [open caht v] to ((1) - (open caht))\nif <(open caht) = [1]> then\n ask [Which item of chat?] and wait\n if << [ghjvbn] contains (answer)?> or <<(answer) > [0]> and <(answer) < [10]>>> then\n broadcast (mobile v)\n if << [ghjvbn] contains (answer)?> and <not <(answer) = []>>> then\n if <(EmojiCHAT?) = [1]> then\n if <(answer) = [g]> then\n set [chat item v] to [10]\n else\n if <(answer) = [h]> then\n set [chat item v] to [11]\n else\n if <(answer) = [j]> then\n set [chat item v] to [12]\n else\n if <(answer) = [v]> then\n set [chat item v] to [13]\n else\n if <(answer) = [b]> then\n set [chat item v] to [14]\n else\n set [chat item v] to [15]\n end\n end\n end\n end\n end\n end\n else\n set [chat item v] to (answer)\n end\n end\nend\n\n@Game_Level_DANGER\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [1490]\nset [@offset_y v] to [585]\nhide\nrepeat (1)\n switch costume to (1p v)\n Clone [0] [0]\n set [@offset_x v] to [2619]\n set [@offset_y v] to [-310]\n switch costume to (1e v)\n Clone [0] [0]\nend\nswitch costume to (blank v)\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\nset [ghost v] effect to (0)\ngo to [back v] layer\n\ndefine Go to (x) (y)\nset [ghost v] effect to (100)\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 [x_offset\(mp\) v] to [0]\n\n@Game_Collectable\n\nwhen I receive [restart v]\nset size to (100) %\nrepeat (1)\n delete this clone\nend\nclone\n\nwhen I receive [tick_water 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\nif <(@layer) = [front]> then\n go to [front v] layer\n go [backward v] (115) layers\nelse\n go to [back v] layer\nend\nforever\n if <touching (game_player v)?> then\n if <(costume [name v]) = [star]> then\n clear graphic effects\n set size to (100) %\n repeat until <(size) > [250]>\n change size by (((251) - (size)) / (6))\n change [ghost v] effect by (5)\n end\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\nwait (2) seconds\nset [lootxy v] to [none]\nforever\n if <not <(LOOTXY) = [none]>> then\n set [@layer v] to [front]\n set [offsetx v] to ((join (join (letter (1) of (LOOTXY)) (letter (2) of (LOOTXY))) (join (letter (3) of (LOOTXY)) (letter (4) of (LOOTXY)))) - (5000))\n set [offsety v] to ((join (join (letter (5) of (LOOTXY)) (letter (6) of (LOOTXY))) (join (letter (7) of (LOOTXY)) (letter (8) of (LOOTXY)))) - (5000))\n wait (0.4) seconds\n switch costume to (coin v)\n Clone [0] [15]\n Clone [0] [35]\n Clone [0] [35]\n switch costume to (blank v)\n wait (0.1) seconds\n set [lootxy v] to [none]\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine clone\nset [offsetx v] to [0]\nset [offsety v] to [0]\nhide\nswitch costume to (blank v)\nset size to (100) %\nrepeat (1)\n set [@layer v] to [back]\n switch costume to (heart v)\n set [offsetx v] to [1653]\n set [offsety v] to [798]\n Clone [0] [60]\n set [@layer v] to [front]\n switch costume to (coin v)\n set [offsetx v] to [0]\n set [offsety v] to [0]\n Clone [35] [-142]\n Clone [35] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [239]\n set [offsety v] to [-88]\n Clone [0] [0]\n Clone [0] [35]\n set [offsetx v] to [311]\n set [offsety v] to [-449]\n Clone [0] [35]\n Clone [0] [35]\n Clone [0] [35]\n Clone [35] [-70]\n Clone [0] [35]\n Clone [0] [35]\n set [offsetx v] to [1070]\n set [offsety v] to [-218]\n Clone [0] [0]\n Clone [35] [0]\n Clone [35] [0]\n Clone [73] [45]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [1490]\n set [offsety v] to [-317]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [1665]\n set [offsety v] to [-284]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [1875]\n set [offsety v] to [-313]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [2062]\n set [offsety v] to [-249]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [2580]\n set [offsety v] to [-215]\n Clone [0] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [@layer v] to [back]\n set [offsetx v] to [3191]\n set [offsety v] to [314]\n Clone [0] [-30]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [2913]\n set [offsety v] to [414]\n Clone [0] [-30]\n Clone [35] [0]\n set [offsetx v] to [2225]\n set [offsety v] to [405]\n Clone [0] [-30]\n Clone [35] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [@layer v] to [front]\n set [offsetx v] to [1779]\n set [offsety v] to [610]\n Clone [0] [-28]\n Clone [-30] [-17]\n Clone [-30] [-17]\n Clone [-30] [-17]\n set [@layer v] to [back]\n set [offsetx v] to [1639]\n set [offsety v] to [810]\n Clone [0] [-40]\n Clone [35] [0]\n set [offsetx v] to [1539]\n set [offsety v] to [777]\n Clone [0] [-40]\n Clone [35] [0]\n set [offsetx v] to [593]\n set [offsety v] to [-160]\n Clone [0] [0]\n Clone [0] [-35]\n Clone [0] [-35]\n set [offsetx v] to [3114]\n set [offsety v] to [-120]\n Clone [0] [0]\n Clone [35] [0]\n Clone [35] [0]\n Clone [70] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [890]\n set [offsety v] to [674]\n Clone [0] [-22]\n Clone [-35] [0]\n Clone [-35] [0]\n Clone [-35] [0]\n set [offsetx v] to [230]\n set [offsety v] to [635]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-60]\n Clone [0] [-35]\n Clone [0] [-35]\n set [offsetx v] to [195]\n set [offsety v] to [635]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-60]\n Clone [0] [-35]\n Clone [0] [-35]\n switch costume to (star v)\n set [@layer v] to [back]\n set [offsetx v] to [905]\n set [offsety v] to [1130]\n Clone [0] [0]\nend\nswitch costume to (blank v)\n\n@Game_Level_liquid\n\nwhen I receive [setup v]\nset size to (100) %\nrepeat (1)\n delete this clone\nend\nset [offsetx v] to [1480]\nset [offsety v] to [-350]\nhide\nswitch costume to (blank v)\nset size to (100) %\nrepeat (1)\n switch costume to (1a v)\n Clone [165] [0]\n switch costume to (1b v)\n Clone [620] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick_water v]\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + (round ((offsety) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (30) layers\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\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\n@Game_Level_Parralax\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [level-hitbox: x v] to (pick random (-3000) to (-5000))\nset [level-hitbox: y v] to [0]\nhide\nrepeat (10)\n switch costume to (join [Hills] (pick random (2) to (1)))\n Clone ((pick random (550) to (650)) / (0.2)) [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to ((round ((Level-Hitbox: x) + ((0) - (SCROLL X)))) * (0.2)) (Y_SHAKE)\n\ndefine Clone (x) (y)\nchange [level-hitbox: x v] by (x)\nchange [level-hitbox: 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 (0)\n\ndefine Go to (x) (y)\nclear graphic effects\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\nif <<(current [hour v]) < [19]> and <(current [hour v]) > [7]>> then\n set [brightness v] effect to (0)\nelse\n set [brightness v] effect to (-30)\nend\n\n@USER_INTERFACE\n\nwhen flag clicked\nSETUP\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(openmenu?) = [0]> then\n show\n switch costume to (button v)\n set [ypos_menu v] to [0]\n repeat until <(ypos_menu) < [-35]>\n change [ypos_menu v] by (((ypos_menu) - (2)) / (4))\n end\n hide\n set [move_layering v] to [1]\n switch costume to (s000 v)\n set [ypos_menu v] to [-225]\n show\n repeat until <(ypos_menu) > [-1]>\n if <(ypos_menu) > [-60]> then\n change [ypos_menu v] by (((3) - (ypos_menu)) / (6))\n else\n change [ypos_menu v] by (13)\n end\n end\n set [openmenu? v] to [1]\n wait until <not <mouse down?>>\n end\n end\n if <<not <touching (mouse-pointer v)?>> and <mouse down?>> then\n if <(openmenu?) = [1]> then\n switch costume to (s000 v)\n set [ypos_menu v] to [0]\n repeat until <(ypos_menu) < [-225]>\n if <(y position) < [-50]> then\n change [ypos_menu v] by (-14)\n else\n change [ypos_menu v] by (((ypos_menu) - (2)) / (4))\n end\n end\n hide\n set [move_layering v] to [0]\n switch costume to (button v)\n set [ypos_menu v] to [-36]\n show\n repeat until <(ypos_menu) > [-0.2]>\n change [ypos_menu v] by (((1) - (ypos_menu)) / (6))\n end\n set [openmenu? v] to [0]\n wait until <not <mouse down?>>\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 RenderCoin_Value\n end\n end\nend\n\nwhen I receive [tick v]\nlayering/movement\n\nwhen [e v] key pressed\nif <(username) = [stratfordjames]> then\n change [coins v] by (10)\nend\n\nwhen flag clicked\nforever\n if <(openmenu?) = [1]> then\n if <<mouse down?> and <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-158]> and <(mouse y) < [-112]>>>> then\n if <(coins) > [39]> then\n set [bought v] to (join (letter (1) of (bought)) (join (letter (2) of (bought)) [1]))\n change [coins v] by (-40)\n set [emojichat? v] to [1]\n check\n set [@clone v] to [f3]\n create clone of (_myself_ v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(openmenu?) = [1]> then\n if <<<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-56]> and <(mouse y) < [-10]>>> and <mouse down?>> then\n if <(coins) > [19]> then\n set [bought v] to (join [1] (join (letter (2) of (bought)) (letter (3) of (bought))))\n change [coins v] by (-20)\n change [lives v] by (1)\n check\n wait until <not <mouse down?>>\n end\n end\n end\n if <(openmenu?) = [1]> then\n set [clickshop v] to [1]\n else\n if <touching (mouse-pointer v)?> then\n set [clickshop v] to [1]\n else\n set [clickshop v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset [bought v] to [000]\nset [emojichat? v] to [0]\nset [jumpboost? v] to [0]\nset [move_layering v] to [0]\nforever\n if <(openmenu?) = [1]> then\n if <<mouse down?> and <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-107]> and <(mouse y) < [-61]>>>> then\n if <(coins) > [29]> then\n set [bought v] to (join (letter (1) of (bought)) (join [1] (letter (3) of (bought))))\n change [coins v] by (-30)\n set [jumpboost? v] to [1]\n check\n set [@clone v] to [f2]\n create clone of (_myself_ v)\n stop [this script v]\n end\n end\n end\nend\n\ndefine check\nset [@clone v] to [check]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(@clone) = [check]> then\n switch costume to (zcheck v)\n go to (mouse-pointer v)\n set [ghost v] effect to (100)\n show\n set size to (10) %\n repeat until <(size) > [90]>\n change [ghost v] effect by (-15)\n change size by (((size) - (5)) / (3))\n end\n repeat until <(size) > [135]>\n change size by (((137) - (size)) / (2))\n end\n repeat until <(size) < [90]>\n change size by (((size) - (89)) / (-3))\n end\n wait (0.5) seconds\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 <(letter (1) of (@clone)) = [f]> then\n switch costume to (join [front] (letter (2) of (@clone)))\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine goto\nset y to (ypos_menu)\n\nwhen I receive [win!! v]\nrepeat (30)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hide v]\nshow\nrepeat (30)\n change [ghost v] effect by (-10)\nend\n\ndefine SETUP\ngo to x: (45) 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 (50)\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 (13.5)\nend\nswitch costume to (button v)\nset size to (100) %\nshow\nset [ypos_menu v] to [0]\ngo to x: (0) y: (0)\nclear graphic effects\n\ndefine RenderCoin_Value\nif <(letter (4) of (@clone)) = [1]> then\n switch costume to (join (letter (1) of (coins)) [a])\n change [ghost v] effect by (-10)\nelse\n if <(letter (4) of (@clone)) = [2]> then\n switch costume to (join (letter (2) of (coins)) [a])\n change [ghost v] effect by (-10)\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 change [ghost v] effect by (-10)\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\nend\n\ndefine layering/movement\nif <(costume [name v]) = [heart]> then\n if <(@clone) > (lives)> then\n change [ghost v] effect by (25)\n else\n change [ghost v] effect by (-25)\n end\nend\nif <<(costume [name v]) = [coins]> or <(costume [name v]) = [heart]>> then\n set y to (Y_SHAKE)\n go to [front v] layer\n go [backward v] (15) layers\nelse\n if <<<<not <(costume [name v]) = [button]>> and <not <(letter (1) of (costume [name v])) = [S]>>> and <not <(costume [name v]) = [Zcheck]>>> and <not <(letter (1) of (costume [name v])) = [f]>>> then\n set y to ((Y_SHAKE) + (147))\n else\n if <(letter (1) of (costume [name v])) = [S]> then\n go to [front v] layer\n go [backward v] (9) layers\n else\n if <(letter (1) of (costume [name v])) = [f]> then\n go to [front v] layer\n go [backward v] (4) layers\n else\n go to [front v] layer\n end\n end\n end\nend\nif <(letter (1) of (costume [name v])) = [S]> then\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-56]> and <(mouse y) < [-10]>>> then\n switch costume to (s100 v)\n else\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-107]> and <(mouse y) < [-61]>>> then\n switch costume to (s010 v)\n else\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-158]> and <(mouse y) < [-112]>>> then\n switch costume to (s001 v)\n else\n switch costume to (s000 v)\n end\n end\n end\nend\nif <<<(letter (1) of (costume [name v])) = [S]> or <(letter (1) of (@clone)) = [f]>> and <(move_Layering) = [1]>> then\n goto\nend\nif <(costume [name v]) = [button]> then\n goto\nend\n\n@Multiplayer v1.2\n\nreplace item (1) of [cloud list v] with (item (1) of [pulse v])\n\nwhen flag clicked\nSETUP\nEncode (username) [20]\nset [username_encoded v] to (output)\nbroadcast (initialise cloud v)\nwait until <not <(item (10) of [active check v]) = [null]>>\nwait (1) seconds\nAssign Slot\nbroadcast (online start v)\n\ndefine Assign Slot\nset [c_4 v] to [1]\nrepeat (length of [active check v])\n if <(item (c_4) of [active check v]) = [0]> then\n set [@player v] to (c_4)\n replace item ((@Player) * (6)) of [cloud list v] with (username_encoded)\n stop [this script v]\n else\n change [c_4 v] by (1)\n end\nend\nset [@player v] to [full]\nstop [this script v]\n\nwhen [space v] key pressed\nif <(username) = [stratfordjames]> then\n set [save v] to [0000000099991036565656565656565656565656565656565656565]\n set [☁ cloud1 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud2 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud3 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud4 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud5 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud6 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud7 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud8 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud9 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud10 v] to (Save)\nend\n\ndefine Encode (input) (length)\nset [c_1 v] to [1]\nset [output v] to []\nrepeat (length)\n if <(letter (c_1) of (input)) = []> then\n switch costume to ( v)\n else\n if < [1234567890] contains (letter (c_1) of (input))?> then\n switch costume to (join (letter (c_1) of (input)) [s])\n else\n switch costume to (letter (c_1) of (input))\n end\n end\n set [output v] to (join (output) ((costume [number v]) + (9)))\n change [c_1 v] by (1)\nend\n\ndefine Decode (input)\nset [c_2 v] to [1]\nset [output v] to []\nrepeat ((length of (input)) / (2))\n switch costume to ((join (letter (c_2) of (input)) (letter ((c_2) + (1)) of (input))) - (9))\n set [output v] to (join (output) (letter (1) of (costume [name v])))\n change [c_2 v] by (2)\nend\n\nwhen I receive [initialise cloud v]\nif <(IsAClone?) = [0]> then\n forever\n Import Pulse\n wait (1.5) seconds\n Kick AFK (join (join (join (join (join (join (join (join (join (☁ Cloud1) (☁ Cloud2)) (☁ Cloud3)) (☁ Cloud4)) (☁ Cloud5)) (☁ Cloud6)) (☁ Cloud7)) (☁ Cloud8)) (☁ Cloud9)) (☁ Cloud10))\n determine players\n end\nend\n\ndefine Postition @Player (@player) set to (value)\nif <(@player) = [1]> then\n set [☁ cloud1 v] to (value)\nelse\n if <(@player) = [2]> then\n set [☁ cloud2 v] to (value)\n else\n if <(@player) = [3]> then\n set [☁ cloud3 v] to (value)\n else\n if <(@player) = [4]> then\n set [☁ cloud4 v] to (value)\n else\n if <(@player) = [5]> then\n set [☁ cloud5 v] to (value)\n else\n if <(@player) = [6]> then\n set [☁ cloud6 v] to (value)\n else\n if <(@player) = [7]> then\n set [☁ cloud7 v] to (value)\n else\n if <(@player) = [8]> then\n set [☁ cloud8 v] to (value)\n else\n if <(@player) = [9]> then\n set [☁ cloud9 v] to (value)\n else\n if <(@player) = [10]> then\n set [☁ cloud10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Import Cloud_Data (input)\nset [cloudstring v] to []\nset [c_5 v] to [1]\nset [c_6 v] to [1]\nset [c_7 v] to [1]\nrepeat ((length of (input)) / (55))\n repeat (2)\n Import string to letter [4] of input from (input)\n end\n Import string to letter [4] of input from (input)\n Import string to letter [2] of input from (input)\n Import string to letter [1] of input from (input)\n Import string to letter [40] of input from (input)\n change [c_7 v] by (1)\nend\nreplace item (((@Player) * (6)) - (5)) of [cloud list v] with ((round ((SCROLL X) + ([x position v] of [game_player v]))) + (5000))\nreplace item (((@Player) * (6)) - (4)) of [cloud list v] with ((round ((SCROLL Y) + ([y position v] of [game_player v]))) + (5000))\nreplace item (((@Player) * (6)) - (3)) of [cloud list v] with (pulse)\nreplace item (((@Player) * (6)) - (2)) of [cloud list v] with ((chat item) + (10))\nreplace item (((@Player) * (6)) - (1)) of [cloud list v] with (localcostume)\nset [c_8 v] to (((@Player) * (6)) - (5))\nrepeat (5)\n set [cloudstring v] to (join (CloudString) (item (c_8) of [cloud list v]))\n change [c_8 v] by (1)\nend\nDecode\n\ndefine Import string to letter (val) of input from (cloud)\nreplace item (c_5) of [cloud list v] with []\nrepeat (val)\n replace item (c_5) of [cloud list v] with (join (item (c_5) of [cloud list v]) (letter (c_6) of (cloud)))\n change [c_6 v] by (1)\nend\nchange [c_5 v] by (1)\n\nwhen flag clicked\nreset timer\nset [tick v] to [0]\nforever\n change [tick v] by (1)\n if <(timer) > [1]> then\n set [fps v] to ((tick) / (timer))\n reset timer\n set [tick v] to [0]\n end\nend\n\nwhen I receive [online start v]\nif <<(IsAClone?) = [0]> and <not <(username) = [stratfordjames]>>> then\n if <(@Player) = [full]> then\nend\n\nwhen I start as a clone\nset [isaclone? v] to [1]\nswitch costume to (connecting v)\ngo to x: (0) y: (80)\nshow\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat until <(y position) < [1]>\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [1]> then\n wait until <not <(@Player) = [null]>>\n wait (1.5) seconds\n if <not <(@Player) = [error]>> then\n if <(@Player) = [full]> then\n go to x: (0) y: (0)\n show\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 (1.3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n else\n go to x: (0) y: (0)\n show\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 (1.3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n end\n end\nend\n\nwhen I receive [initialise cloud v]\nif <(IsAClone?) = [0]> then\n forever\n Import Cloud_Data (join (join (join (join (join (join (join (join (join (☁ Cloud1) (☁ Cloud2)) (☁ Cloud3)) (☁ Cloud4)) (☁ Cloud5)) (☁ Cloud6)) (☁ Cloud7)) (☁ Cloud8)) (☁ Cloud9)) (☁ Cloud10))\n end\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n forever\n Postition @Player (@Player) set to (join (CloudString) (username_encoded))\n end\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n if <(@Player) = [full]> then\nend\n\nwhen I receive [error v]\nif <(IsAClone?) = [1]> then\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (error 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) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n set [@player v] to [full]\n stop [this script v]\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\n\ndefine SETUP\nset [pulse v] to [9999]\nset [@player v] to [null]\nset [isaclone? v] to [0]\nhide\ncreate clone of (_myself_ v)\ndelete all of [pulse v]\ndelete all of [cloud list v]\ndelete all of [usernames v]\ndelete all of [active check v]\nrepeat (10)\n add [] to [usernames v]\n add [null] to [active check v]\n add [1] to [pulse v]\n repeat (6)\n add [] to [cloud list v]\n end\nend\n\nwhen I receive [localfade v]\nstop [other scripts in sprite v]\nset [@player v] to [null]\n\ndefine Decode\nset [c_9 v] to [1]\nrepeat (length of [active check v])\n Decode (item ((c_9) * (6)) of [cloud list v])\n replace item (c_9) of [usernames v] with (output)\n change [c_9 v] by (1)\nend\n\ndefine determine players\nset [active check v] to [0]\nset [c_c v] to [1]\nrepeat (length of [active check v])\n if <(item (c_c) of [active check v]) = [1]> then\n change [active check v] by (1)\n end\n change [c_c v] by (1)\nend\n\ndefine Import Pulse\nset [c_3 v] to [1]\nrepeat (length of [active check v])\n set [var v] to [46]\n replace item (c_3) of [pulse v] with []\n repeat (4)\n replace item (c_3) of [pulse v] with (join (item (c_3) of [pulse v]) (letter (((c_3) * (55)) - (var)) of (join (join (join (join (join (join (join (join (join (☁ Cloud1) (☁ Cloud2)) (☁ Cloud3)) (☁ Cloud4)) (☁ Cloud5)) (☁ Cloud6)) (☁ Cloud7)) (☁ Cloud8)) (☁ Cloud9)) (☁ Cloud10))))\n change [var v] by (-1)\n end\n change [c_3 v] by (1)\nend\n\ndefine Kick AFK (input)\nset [c_3 v] to [1]\nrepeat (length of [active check v])\n if <(item (c_3) of [pulse v]) = (join (join (letter (((c_3) * (55)) - (46)) of (input)) (letter (((c_3) * (55)) - (45)) of (input))) (join (letter (((c_3) * (55)) - (44)) of (input)) (letter (((c_3) * (55)) - (43)) of (input))))> then\n replace item (c_3) of [active check v] with [0]\n else\n replace item (c_3) of [active check v] with [1]\n end\n change [c_3 v] by (1)\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n forever\n set [pulse v] to (pick random (1111) to (9999))\n wait (0.0001) seconds\n end\nend\n\nwhen flag clicked\nset [count v] to [0]\nforever\n wait (1) seconds\n change [count v] by (1)\nend\n\nwhen I receive [tick v]\nif <<mouse down?> or <key (any v) pressed?>> then\n set [count v] to [0]\nend\n\n@@Cloud_Players\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat (length of [active check v])\n if <not <(@ID) = (@Player)>> then\n go to [front v] layer\n go [backward v] (40) layers\n create clone of (_myself_ v)\n end\n change [@id v] by (1)\nend\n\nwhen I start as a clone\nset size to (84) %\nsay []\nshow\nset [ghost v] effect to (100)\nset rotation style [don't rotate v]\n\nwhen flag clicked\nhide\nset [names v] to [0]\ngo to [front v] layer\n\ndefine @Position XY (@player)\nchange x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\nchange y by ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (2.55555555555555555555556))\nswitch costume to (join (item (((@player) * (6)) - (1)) of [cloud list v]) [a])\nif <(item (@player) of [active check v]) = [1]> then\n change [ghost v] effect by (-20)\n if <<(item (((@player) * (6)) - (2)) of [cloud list v]) > [19]> or <(item (((@player) * (6)) - (2)) of [cloud list v]) = [10]>> then\n if <<(names) = [1]> or <touching (mouse-pointer v)?>> then\n say (item (@player) of [usernames v])\n else\n if <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n say (item (@player) of [usernames v])\n else\n say []\n end\n end\n else\n say (item ((item (((@player) * (6)) - (2)) of [cloud list v]) - (10)) of [chat list v])\n end\nelse\n change [ghost v] effect by (20)\n say []\nend\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\n@@Cloud_EMOJI\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat ((length of [active check v]) + (1))\n if <not <(@ID) = (@Player)>> then\n go to [front v] layer\n go [backward v] (40) layers\n create clone of (_myself_ v)\n end\n change [@id v] by (1)\nend\n\nwhen I start as a clone\nshow\nsay []\nset rotation style [don't rotate v]\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\ndefine @Position XY (@player)\nif <(@ID) = [11]> then\n go to (game_player v)\n change y by (35)\n switch costume to (join [emoji] ((item (((@Player) * (6)) - (2)) of [cloud list v]) - (10)))\n if <<(item (((@Player) * (6)) - (2)) of [cloud list v]) < [26]> and <(item (((@Player) * (6)) - (2)) of [cloud list v]) > [19]>> then\n change [ghost v] effect by (-20)\n change size by (((100) - (size)) / (5))\n else\n change [ghost v] effect by (20)\n change size by (((20) - (size)) / (5))\n end\nelse\n change x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\n change y by ((15) + ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (2.55555555555555555555556)))\n switch costume to (join [emoji] ((item (((@player) * (6)) - (2)) of [cloud list v]) - (10)))\n if <(item (@player) of [active check v]) = [1]> then\n if <<(item (((@player) * (6)) - (2)) of [cloud list v]) < [26]> and <(item (((@player) * (6)) - (2)) of [cloud list v]) > [19]>> then\n change [ghost v] effect by (-20)\n change size by (((100) - (size)) / (5))\n else\n change [ghost v] effect by (20)\n change size by (((20) - (size)) / (5))\n end\n else\n change [ghost v] effect by (20)\n end\nend\nshow\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\n@@Cloud_Arrow\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat (length of [active check v])\n if <not <(@ID) = (@Player)>> then\n go to [front v] layer\n go [backward v] (15) layers\n create clone of (_myself_ v)\n end\n change [@id v] by (1)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nset size to (93) %\nset rotation style [all around v]\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\ndefine @Position XY (@player)\nswitch costume to (arrow v)\nchange x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (4))\nchange y by ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (4))\nif <(names) = [1]> then\n change [ghost v] effect by (20)\nelse\n if <(item (@player) of [active check v]) = [1]> then\n if <<([abs v] of (x position) ) > [240]> or <([abs v] of (y position) ) > [180]>> then\n change [ghost v] effect by (-20)\n else\n change [ghost v] effect by (20)\n end\n else\n change [ghost v] effect by (20)\n end\nend\npoint towards (blank v)\nturn right (180) degrees\nswitch costume to (arrow2 v)\nmove (-20) steps\nrepeat until <touching (_edge_ v)?>\n move (2) steps\nend\nmove (-10) steps\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\n@Game_Level_MovingPlatform_GRAPHICS\n\ndefine Clone @ (x) (y) (x change) (y change) (type)\nswitch costume to (join [Type] (type))\nset [@offsetx\(local\) v] to (x)\nset [@offsety\(local\) v] to (y)\nset [x change \(l\) v] to (x change)\nset [y change \(l\) v] to (y change)\nset [movex v] to [0]\nset [movey v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I receive [tick_water v]\ngoto (((moveX) + (@offsetx\(local\))) - (SCROLL X)) ((((moveY) + (@offsety\(local\))) - (SCROLL Y)) + (Y_SHAKE))\n\ndefine goto (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 [tick_water v]\nif <(timer) > [25]> then\n set [movex v] to ((((((100) - ((timer) * (2))) * ((x change \(l\)) / (50))) - (moveX)) / (5)) + (moveX))\n set [movey v] to ((((((100) - ((timer) * (2))) * ((y change \(l\)) / (50))) - (moveY)) / (5)) + (moveY))\n if <touching (game_player v)?> then\n if <<([yv v] of [game_player v]) = [0]> and <<not <key (up arrow v) pressed?>> and <<not <key (w v) pressed?>> and <not <<(mouse y) > (([y position v] of [game_player v]) + (10))> and <mouse down?>>>>>> then\n change [xv v] by (-1.35)\n end\n end\nelse\n if <(timer) < [26]> then\n set [movex v] to ((moveX) + (((((timer) * (2)) * ((x change \(l\)) / (50))) - (moveX)) / (5)))\n set [movey v] to ((moveY) + (((((timer) * (2)) * ((y change \(l\)) / (50))) - (moveY)) / (5)))\n if <touching (game_player v)?> then\n if <<([yv v] of [game_player v]) = [0]> and <<not <key (up arrow v) pressed?>> and <<not <key (w v) pressed?>> and <not <<(mouse y) > (([y position v] of [game_player v]) + (10))> and <mouse down?>>>>>> then\n change [xv v] by (1.35)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nClone @ [1245] [490] [162] [0] [A]\nswitch costume to (blank v)\n\n@Game_Moving\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_water 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\nif <(timer) > [25]> then\n set [@change_offset v] to ((((((100) - ((timer) * (2))) * ((@Change) / (50))) - (@Change_OFFSET)) / (5)) + (@Change_OFFSET))\n point in direction (-90)\nend\nif <(timer) < [26]> then\n set [@change_offset v] to ((@Change_OFFSET) + (((((timer) * (2)) * ((@Change) / (50))) - (@Change_OFFSET)) / (5)))\n point in direction (90)\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 (game_player v)?> then\n if <<([y position v] of [game_player v]) > (y position)> and <([yv v] of [game_player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n switch costume to (costume1 v)\n repeat (6)\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 [lootxy v] to (join (round (((@offsetx) + (@Change_OFFSET)) + (5000))) (round ((@offsety) + (5000))))\n delete this clone\n else\n broadcast (die v)\n end\n wait (4) seconds\n end\n end\nelse\n if <(costume [name v]) = [bot1]> then\n forever\n if <touching (game_player v)?> then\n if <<([y position v] of [game_player v]) > (y position)> and <([yv v] of [game_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 end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (125) layers\nif <(costume [name v]) = [red1]> then\n forever\n if <<([abs v] of ((y position) - ([y position v] of [game_player v])) ) < [200]> and <<(([x position v] of [game_player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [game_player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> 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 [restart v]\nrepeat (1)\n delete this clone\nend\nCLONE @ [351] [6] [red1] [140]\nCLONE @ [260] [-474] [red1] [90]\nCLONE @ [935] [-437] [bot1] [70]\nCLONE @ [3435] [-220] [bot1] [100]\nCLONE @ [3306] [37] [bot1] [100]\nCLONE @ [2583] [409] [red1] [100]\nCLONE @ [3155] [-219] [red1] [150]\nswitch costume to (blank v)\n\n@AlertsUI\n\nwhen I receive [afk v]\nwait (3) seconds\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 [turbo v]\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (turbo v)\nshow\ngo to [front v] layer\nset [exit v] to [null]\nstop [all v]\n\nwhen I receive [win!! v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\ndraw (round ((TIME) - (2)))\ngo to x: (0) y: (0)\nwait (3) seconds\nset [@id v] to [button]\ncreate clone of (_myself_ v)\n\nwhen I receive [start! v]\nwait until <<mouse down?> or <key (any v) pressed?>>\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\ndefine draw (time)\nclear graphic effects\ngo to x: ((0) - (((length of (time)) + (5)) * (5.5))) y: (-60)\nset size to (80) %\nset [@id v] to [null]\nswitch costume to (time v)\ncreate clone of (_myself_ v)\nchange x by (50)\nchange y by (3)\nset size to (27) %\nset [brightness v] effect to (20)\nset [c_! v] to [1]\nrepeat (length of (time))\n switch costume to (join (letter (c_!) of (time)) [a])\n set [@id v] to [null]\n create clone of (_myself_ v)\n change [c_! v] by (1)\n if <(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 (150) %\n set [ghost v] effect to (100)\n repeat until <(size) < [101]>\n change [ghost v] effect by (-8)\n change size by (((100) - (size)) / (5))\n go to [front v] layer\n end\n forever\n run\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 size to (150) %\n set [ghost v] effect to (100)\n repeat until <(size) < [101]>\n change [ghost v] effect by (-8)\n change size by (((100) - (size)) / (5))\n go to [front v] layer\n end\n wait (2) seconds\n repeat until <(size) > [150]>\n change [ghost v] effect by (10)\n change size by (((size) - (90)) / (5))\n go to [front v] layer\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\ndefine run\nif <<mouse down?> and <<(mouse x) > [-158]> and <<(mouse y) > [-139]> and <<(mouse x) < [-118]> and <(mouse y) < [-120]>>>>> then\n broadcast (hide v)\nelse\n if <<mouse down?> and <<(mouse x) > [-103]> and <<(mouse y) > [-139]> and <<(mouse x) < [-74]> and <(mouse y) < [-120]>>>>> then\n switch costume to (continue01 v)\n broadcast (localfade v)\n stop [this script v]\n end\nend\ngo to [front v] layer\nif <<(mouse x) > [-158]> and <<(mouse y) > [-139]> and <<(mouse x) < [-118]> and <(mouse y) < [-120]>>>> then\n switch costume to (continue10 v)\n broadcast (L.1 > L.2 v)\nelse\n if <<(mouse x) > [-103]> and <<(mouse y) > [-139]> and <<(mouse x) < [-74]> and <(mouse y) < [-120]>>>> then\n switch costume to (continue01 v)\n else\n switch costume to (continue00 v)\n end\nend\ngo to [front v] layer\n\nwhen I receive [localfade v]\nif <(join (letter (1) of (costume [name v])) (letter (2) of (costume [name v]))) = [co]> then\n repeat (10)\n change [ghost v] effect by (10)\n reset timer\n end\n forever\n reset timer\n end\nend\n\nwhen flag clicked\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 (150) %\n set [pause v] to [1]\n repeat until <(size) < [101]>\n go to [front v] layer\n change size by (((100) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (1) seconds\n repeat until <(size) > [150]>\n go to [front v] layer\n change size by (((size) - (90)) / (7))\n change [ghost v] effect by (8)\n end\n set [lives v] to [2]\n set [coins v] to [0]\n set [pause v] to [0]\n broadcast (restart v)\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 [ghost v] effect to (100)\nset [open caht 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 caht v] to [0]\nforever\n set [ghost v] effect to (ghost)\n if <(open caht) = [1]> then\n if <not <(ghost) = [0]>> then\n change [ghost v] by (-20)\n end\n else\n if <not <(ghost) = [100]>> then\n change [ghost v] by (20)\n end\n end\n go to x: (-150) y: (0)\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] (15) layers\nend\n\nwhen flag clicked\nset [chat item v] to [0]\nforever\n if <(open caht) = [1]> then\n if <(EmojiCHAT?) = [1]> then\n if <key (g v) pressed?> then\n reset\n set [chat item v] to [10]\n wait until <not <key (g v) pressed?>>\n end\n if <key (h v) pressed?> then\n reset\n set [chat item v] to [11]\n wait until <not <key (h v) pressed?>>\n end\n if <key (j v) pressed?> then\n reset\n set [chat item v] to [12]\n wait until <not <key (j v) pressed?>>\n end\n if <key (v v) pressed?> then\n reset\n set [chat item v] to [13]\n wait until <not <key (v v) pressed?>>\n end\n if <key (b v) pressed?> then\n reset\n set [chat item v] to [14]\n wait until <not <key (b v) pressed?>>\n end\n if <key (n v) pressed?> then\n reset\n set [chat item v] to [15]\n wait until <not <key (n v) pressed?>>\n end\n end\n if <key (1 v) pressed?> then\n reset\n set [chat item v] to [1]\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n reset\n set [chat item v] to [2]\n wait until <not <key (2 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n reset\n set [chat item v] to [3]\n wait until <not <key (3 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n reset\n set [chat item v] to [4]\n wait until <not <key (4 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n reset\n set [chat item v] to [5]\n wait until <not <key (5 v) pressed?>>\n end\n if <key (6 v) pressed?> then\n reset\n set [chat item v] to [6]\n wait until <not <key (6 v) pressed?>>\n end\n if <key (7 v) pressed?> then\n reset\n set [chat item v] to [7]\n wait until <not <key (7 v) pressed?>>\n end\n if <key (8 v) pressed?> then\n reset\n set [chat item v] to [8]\n wait until <not <key (8 v) pressed?>>\n end\n if <key (9 v) pressed?> then\n reset\n set [chat item v] to [9]\n wait until <not <key (9 v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nset [chat reset v] to [6]\nforever\n wait (1) seconds\n change [chat reset v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(chat item) > [9]> then\n if <(chat reset) > [3]> then\n set [chat item v] to [0]\n end\n else\n if <(chat reset) > [5]> then\n set [chat item v] to [0]\n end\n end\nend\n\ndefine reset\nset [open caht v] to [0]\nset [chat reset v] to [0]\n\nwhen flag clicked\nswitch costume to (main v)\nshow\nwait (0.1) seconds\nforever\n if <key (t v) pressed?> then\n set [open caht v] to ((1) - (open caht))\n wait until <not <key (t v) pressed?>>\n end\nend\n\nwhen I receive [tick v]\nset [click2 v] to <<<mouse down?> and <touching (mouse-pointer v)?>> and <<(ghost) < [30]> or <key (x v) pressed?>>>\n\nwhen I receive [mobile v]\nreset\n\n@Detector\n\nwhen flag clicked\nset [both??? v] to [0]\nset [star v] to [false]\nset [heart v] to [false]\nshow\nset [stared? v] to [0]\nset [loved? v] to [0]\n\nwhen flag clicked\nset [both??? v] to [0]\nset [stared? v] to [0]\nset [loved? v] to [0]\nforever\n wait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\n wait (0.1) seconds\n set [loved? v] to [0]\n set [stared? v] to [0]\n set [both??? v] to ((1) - (both???))\n if <(both???) = [1]> then\n change [coins v] by (10)\n broadcast (alert v)\n stop [this script v]\n end\n wait until <<(heart) = [false]> and <(star) = [false]>>\n set [stared? v] to [0]\n set [loved? v] to [0]\nend\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 set [star v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [stared? v] to [1]\n end\n end\nelse\n switch costume to (love v)\n go to x: (-15) y: (0)\n show\n forever\n set [heart v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved? v] to [1]\n end\n end\nend\n\n@Music\n\nwhen flag clicked\nwait (0.3) seconds\nforever\n wait (0.2) seconds\n play sound [Macig Cube Game song L1>_ v] until done\n play sound [Fade IN/out L.1>1_. v] until done\n play sound [Fade out >L.1>_ v] until done\nend\n\nwhen I receive [die v]\nplay sound [Oops v] until done\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n play sound [Video Game 1 v] until done\nend\n\nwhen I receive [win!! v]\nplay sound [Win v] until done\n\nwhen I receive [die v]\nplay sound [Pew v] until done\n\nwhen flag clicked\nforever\n go to (game_player v)\nend\n\nwhen I receive [nonoise v]\nset volume to (0) %\n\nwhen I receive [noise v]\nset volume to (100) %\n\n@1>2>3>4>5 :L:\n\nwhen I receive [l.1 > l.2 v]\nbroadcast (log 1>2 v)\n\n@ton\n\nwhen flag clicked\nhide\nwait (1.2) seconds\ngo to x: (-135) y: (-155)\nshow\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume2]> then\n broadcast (nonoise v)\n else\n broadcast (noise v)\n end\nend\n\n
Walk/jump\nA,W,D / < > /\ / touch / hold mouse pressed and put mousepointer where you wanna go\nIf you bought emoji chat open it with "T"\nwhen you dont bought emoji chat open main chat with T too\n
Rainy Day ~ A Platformer #Games #All
@Stage\n\nwhen flag clicked\nforever\n play sound [Sad Piano Music - Isolation \(Original Composition\) \(128 kbps\)3 v] until done\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n switch costume to (costume1 v)\n end\n if <key (2 v) pressed?> then\n switch costume to (costume2 v)\n end\n if <key (3 v) pressed?> then\n switch costume to (costume3 v)\n end\n if <key (4 v) pressed?> then\n switch costume to (costume4 v)\n end\n if <key (5 v) pressed?> then\n switch costume to (costume5 v)\n end\n if <key (6 v) pressed?> then\n switch costume to (costume6 v)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-210) y: (-80)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform [12] [-1] [0.7] [4]\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by ((running speed) * (-1))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nif <touching (levels v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (levels v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <touching (levels v)?> then\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\n end\n set [x velocity v] to [0]\n end\nend\nchange y by (Y Velocity)\nif <touching (levels v)?> then\n repeat ([ceiling v] of ([abs v] of (Y Velocity) ) )\n if <touching (levels v)?> then\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n end\n if <<(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (a v) pressed?> then\n point in direction (-90)\n end\n if <key (d v) pressed?> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (checkpoint v)?> then\n change [x v] by (1)\n go to x: (-210) y: (-80)\n point in direction (90)\n end\n if <touching (lava v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n go to x: (-210) y: (-80)\n point in direction (90)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-210) y: (-80)\n end\nend\n\n@Levels\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [x v] to [1]\nforever\n switch costume to (X)\nend\n\n@Thumbnail\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (X)\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (([cos v] of (((timer) - (3)) * (200)) ) * (5))\nend\n\n@Rain\n\nwhen flag clicked\nhide\nforever\n broadcast (Tick v)\n Particle X: (pick random (-241) to (241)) Y: [240]\nend\n\nwhen I receive [tick v]\nif <(isparticle) = [1]> then\n change y by (Sy)\n change x by (Xy)\n change [ghost v] effect by (5)\n change [alt v] by (1)\n if <(alt) > [50]> then\n delete this clone\n end\nend\n\ndefine Particle X: (x) Y: (y)\nset [isparticle v] to [1]\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [isparticle v] to [0]\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset [sy v] to [-20]\nset [xy v] to [-5]\nset [alt v] to [0]\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (4)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (40)\nswitch costume to (pick random (1) to (4))\nshow\ngo to x: (303) y: (pick random (125) to (175))\nglide (5) secs to x: (-303) y: (y position)\ndelete this clone\n\n@Checkpoint\n\nwhen flag clicked\ngo to x: (240) y: (-110)\nset [ghost v] effect to (100)\nforever\n switch costume to (X)\nend\n\n
HUGE Update Coming Soon!! It is going to be SUPER Insane!! :0\n\n~Instructions~\n- WASD or Arrow Keys to Move & Jump\n- Don't touch the Water\n\nALL LEVELS ARE POSSIBLE!!\n\n~ What's New? ~\n- NEW Reset Button (R)\n- 5 NEW Levels\n\n~CHAT RULES~\n- No spamming\n- No advertising\n- No hate\n- Be nice\n\nIt is pretty easy, but fun. Probably my best project. So Please Like ❤, Fav ⭐ & Follow me if you enjoyed!!\n\nEverybody asks me, "Why doesn't the rain kill you but the water does?" But it's kinda common sense. Guys, The rain doesn't kill you because it's just rain. But if you fall in the water you die cause you drown. Bam, Simple.\n\n~ Edits ~\n\n- (4/24/21) #31 ON TRENDING!!!\n\n- (4/25/21) @Coolbe22 LIKED & FAVED!! TYSM! :D\n\n❤ & ⭐ if you enjoyed, thanks. And Follow me for more!!\n\n~GOAL~\n- 10k views\n- 750 Likes\n- 500 Favs\n\nCan we get there?? (soo close)
Shadow platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nset size to (55) %\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (stage v)?> then\n change y by (1)\n end\nend\nif <touching (stage v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (stage v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (stage v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (spike v)?>> then\n 初期位置\n start sound [crashed oof v]\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (stage v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (stage v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (stage v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (stage v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nset [ghost v] effect to (100)\n\n@Stage\n\nwhen flag clicked\nset [基準値 v] to [480]\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 ((基準値) * (2)) [0] [3]\nステージ配置 ((基準値) * (3)) [0] [4]\nステージ配置 ((基準値) * (4)) [0] [5]\nステージ配置 ((基準値) * (5)) [0] [6]\nステージ配置 ((基準値) * (6)) [0] [7]\nステージ配置 ((基準値) * (7)) [0] [8]\nステージ配置 ((基準値) * (8)) [50] [9]\nステージ配置 ((基準値) * (8.8)) [250] [12]\nステージ配置 ((基準値) * (10)) [250] [13]\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@sun\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [back v] layer\nforever\n change size by (([cos v] of (s) ) * (2))\n change [s v] by (6)\nend\n\n@samuneeeeee\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n
English:英語\n▶Press the flag twice\n▶arrow key operation\n-------------------------------------------------------------------------\nJapanese:日本語\n▶旗は2回押してください\n▶矢印キー操作
Tile Based Platformer Test v0.5
@Stage\n\nwhen flag clicked\nset [time v] to [0]\nswitch backdrop to (backdrop1 v)\nset [color v] effect to (0)\nforever\n set [time v] to (timer)\n set [color v] effect to ()\n set [brightness v] effect to (0)\nend\n\nwhen I receive [win v]\nswitch backdrop to (backdrop6 v)\nstop all sounds\nstop [other scripts in sprite v]\nif <(Time) < (☁ Hi-score)> then\n set [☁ hi-score v] to (Time)\nend\n\nwhen I receive [player spawn 1 v]\nreset timer\nplay sound [Summer Intro v] until done\nforever\n play sound [Summer Loop v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [global hue v] to (pick random (0) to ([sqrt v] of (200) ))\nset [global hue v] to ((Global HUE) * (Global HUE))\nbroadcast (Generate Level v) and wait\nbroadcast (Clone Level Tiles v) and wait\nReset Player\nbroadcast (Player Spawn 1 v)\nGame Loop\n\ndefine Move Camera\nset [camera x v] to ((Camera X) + ((((X) - (Camera X)) + ((Speed X) * (20))) * (0.05)))\nif <(Fall Off screen) = [0]> then\n if <(Speed Y) < [-18]> then\n change [camera y v] by ((((Y) + (-64)) - (Camera Y)) * (0.1))\n else\n change [camera y v] by ((((Y) + (64)) - (Camera Y)) * (0.15))\n end\nelse\n change [camera y v] by (((Prev Cam y) - (Camera Y)) * (0.15))\nend\nif <(Editor) < [1]> then\n if <(Camera X) < [240]> then\n set [camera x v] to [240]\n end\n if <(Camera Y) < [180]> then\n set [camera y v] to [180]\n end\n if <(Camera X) > (((32) * (Grid Width)) - (240))> then\n set [camera x v] to (((32) * (Grid Width)) - (240))\n end\n if <(Camera Y) > (((32) * (Grid Height)) - (180))> then\n set [camera y v] to (((32) * (Grid Height)) - (180))\n end\nend\n\ndefine Reset Player\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [x v] to (Spawn X)\nset [y v] to (Spawn Y)\nset [camera x v] to (Spawn X)\nset [camera y v] to (Spawn Y)\nset [height v] to [12]\nset [width v] to [12]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [jumping v] to [0]\nset [falling v] to [0]\nMove Camera\n\ndefine Game Loop\nforever\n broadcast (Check Controls v)\n set [brightness v] effect to (0)\n set [color v] effect to (0)\n broadcast (Move Player v)\n broadcast (Position Tiles v)\nend\n\nwhen I receive [move player v]\nif <(Editor) > [0]> then\n Handle God Mode\n set [falling v] to [0]\nelse\n Handle Keys L/R\n Handle Keys U/D\n Move Sprite X\n Move Sprite Y\nend\nMove Camera\nPaint Sprite\nif <(Y) < [-16]> then\n broadcast (Player Death v)\nend\n\ndefine Get Tile at X: (x) Y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (Tile Grid Y)) + ((Tile Grid X) * (Grid Height)))\nset [tile v] to (item (Tile Index) of [tile grid v])\n\ndefine Fix Collision in Direction (dx) (dy)\nset [fix dx v] to (dx)\nset [fix dy v] to (dy)\nset [solid v] to []\nFix Collision at Point (X) (Y)\nFix Collision at Point ((X) - (Width)) ((Y) + (Height))\nFix Collision at Point ((X) + (Width)) ((Y) + (Height))\nFix Collision at Point ((X) + (Width)) ((Y) - (Height))\nFix Collision at Point ((X) - (Width)) ((Y) - (Height))\n\ndefine Fix Collision at Point (x) (y)\nGet Tile at X: (x) Y: (y)\nif <<<(Tile) = [47]> or <<(Tile) = [48]> or <(Tile) = [49]>>> or <<(Tile) = [50]> or <<(Tile) = [51]> or <(Tile) = [52]>>>> then\n broadcast (Player Death v)\nelse\n if <(Tile) = [58]> then\n broadcast (Win v)\n end\n set [-tiny v] to [-0.00001]\n if <(Tile) > [2]> then\n set [counter v] to [1]\n repeat (length of [non-colliding v])\n if <(Tile) = (item (Counter) of [non-colliding v])> then\n stop [this script v]\n end\n change [counter v] by (1)\n end\n if <(Tile) = [47]> then\n set [solid v] to [99]\n else\n set [solid v] to [10]\n end\n set [mod x v] to ((x) mod (32))\n set [mod y v] to ((y) mod (32))\n if <(Fix DY) < [0]> then\n change [y v] by ((32) - (mod Y))\n end\n if <(Fix DX) < [0]> then\n change [x v] by ((32) - (mod X))\n end\n if <(Fix DY) > [0]> then\n change [y v] by ((-TINY) - (mod Y))\n end\n if <(Fix DX) > [0]> then\n change [x v] by ((-TINY) - (mod X))\n end\n end\nend\n\ndefine Handle Keys L/R\nset [key walk v] to ([x axis v] of [controls v])\nif <(Key Walk) = [0]> then\n if <(Falling) = [0]> then\n if <(Speed X) > [1]> then\n change [speed x v] by (-1)\n else\n if <(Speed X) < [-1]> then\n change [speed x v] by (1)\n else\n set [speed x v] to [0]\n end\n end\n else\n if <(Speed X) > [0.5]> then\n change [speed x v] by (-0.5)\n else\n if <(Speed X) < [-0.5]> then\n change [speed x v] by (0.5)\n else\n set [speed x v] to [0]\n end\n end\n end\nelse\n point in direction ((90) * (Key Walk))\n if <((Key Walk) * (Speed X)) < [7]> then\n if <((Key Walk) * (Speed X)) < [0]> then\n change [speed x v] by ((Key Walk) * (3))\n else\n change [speed x v] by ((Key Walk) * (0.7))\n end\n end\nend\n\ndefine Handle Keys U/D\nchange [speed y v] by (-1.8)\nif <(Speed Y) < [-24]> then\n set [speed y v] to [-24]\nend\nif <([y axis v] of [controls v]) > [0]> then\n if <<(Falling) < [4]> or <(Jumping) > [0]>> then\n change [jumping v] by (1)\n if <(Jumping) < [8]> then\n set [speed y v] to ((8) + ([abs v] of ((Speed X) / (5)) ))\n end\n end\nelse\n set [jumping v] to [0]\nend\n\ndefine Move Sprite X\nchange [x v] by (Speed X)\nFix Collision in Direction (Speed X) [0]\nif <(Solid) > [0]> then\n set [speed x v] to [0]\nend\n\ndefine Move Sprite Y\nchange [y v] by (Speed Y)\nchange [falling v] by (1)\nFix Collision in Direction [0] (Speed Y)\nbroadcast (Check player height v)\nif <(Solid) > [0]> then\n if <(Falling) > [35]> then\n broadcast (Fall Damage Check v)\n end\n if <(Speed Y) < [0]> then\n set [falling v] to [0]\n else\n set [jumping v] to [99]\n end\n set [speed y v] to [0]\nend\n\ndefine Paint Sprite\nswitch costume to (basic v)\ngo to x: ((X) - (Camera X)) y: ((Y) - (Camera Y))\n\ndefine Handle God Mode\nchange [speed x v] by (([x axis v] of [controls v]) * (4))\nchange [speed y v] by (([y axis v] of [controls v]) * (4))\nset [speed x v] to ((Speed X) * (0.7))\nset [speed y v] to ((Speed Y) * (0.7))\nchange [x v] by (Speed X)\nchange [y v] by (Speed Y)\n\nwhen I receive [delete v]\ndelete all of [non-colliding v]\nadd [2] to [non-colliding v]\nadd [21] to [non-colliding v]\nadd [22] to [non-colliding v]\nadd [23] to [non-colliding v]\nadd [24] to [non-colliding v]\nadd [25] to [non-colliding v]\nadd [26] to [non-colliding v]\nadd [27] to [non-colliding v]\nadd [31] to [non-colliding v]\nadd [32] to [non-colliding v]\nadd [37] to [non-colliding v]\nadd [38] to [non-colliding v]\nadd [44] to [non-colliding v]\nadd [45] to [non-colliding v]\nadd [46] to [non-colliding v]\nadd [53] to [non-colliding v]\nadd [54] to [non-colliding v]\nadd [55] to [non-colliding v]\nadd [56] to [non-colliding v]\nadd [57] to [non-colliding v]\nadd [58] to [non-colliding v]\n\nwhen I receive [player death v]\nbroadcast (Disable Controls for 2 sec v)\nset [speed x v] to [0]\nset [speed y v] to [0]\nif <<(CPX) = []> and <(CPY) = []>> then\n set [x v] to (Spawn X)\n set [y v] to (Spawn Y)\nelse\n set [x v] to (CPX)\n set [y v] to (CPY)\nend\nrepeat (3)\n set [ghost v] effect to (75)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n wait (0.1) seconds\nend\nclear graphic effects\n\nwhen I receive [fall damage check v]\nbroadcast (Player Death v)\n\ndefine Find Height\nset [height above ground v] to (([floor v] of ((Y) / (32)) ) + (([floor v] of ((X) / (32)) ) * (Grid Height)))\nset [counter h v] to (([floor v] of ((Y) / (32)) ) + (([floor v] of ((X) / (32)) ) * (Grid Height)))\nrepeat until <not <(item (Counter H) of [tile grid v]) = [2]>>\n change [counter h v] by (-1)\nend\nset [height above ground v] to ((Height above ground) - (Counter H))\n\nwhen I receive [check player height v]\nFind Height\n\nif <<(Height above ground) > [10]> or <(Fall Off screen) > [20]>> then\n if <(Prev Cam y) = []> then\n set [prev cam y v] to (Y)\n end\n if <<not <(Solid) > [0]>> and <(Falling) > [22]>> then\n set [falling v] to [99]\n end\n change [fall off screen v] by (1)\n if <(Solid) > [0]> then\n set [fall off screen v] to [0]\n end\nelse\n set [prev cam y v] to []\n if <(Solid) > [0]> then\n set [fall off screen v] to [0]\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\n@Tiles\n\ndefine Steup\nshow\nset [tile index v] to [1]\nset [tile x v] to [16]\nrepeat (Clone Count X)\n set [tile y v] to [16]\n repeat (Clone Count Y)\n create clone of (_myself_ v)\n change [tile index v] by (1)\n change [tile y v] by (32)\n end\n change [tile x v] by (32)\n change [tile index v] by ((Grid Height) - (Clone Count Y))\nend\nhide\nset [tile index v] to []\n\nwhen I receive [position tiles v]\nset [color v] effect to ()\nset [brightness v] effect to (0)\ngo to [back v] layer\nif <(Tile Index) = []> then\n Editor Brush\nelse\n if <([abs v] of ((Tile X) - (Camera X)) ) > ((Clone Count X) * (16))> then\n if <(Tile X) < (Camera X)> then\n Loop Tile X (Clone Count X)\n else\n Loop Tile X ((0) - (Clone Count X))\n end\n end\n if <([abs v] of ((Tile Y) - (Camera Y)) ) > ((Clone Count Y) * (16))> then\n if <(Tile Y) < (Camera Y)> then\n Loop Tile Y (Clone Count Y)\n else\n Loop Tile Y ((0) - (Clone Count Y))\n end\n end\n set [tile v] to (item (Tile Index) of [tile grid v])\nend\nswitch costume to (big v)\ngo to x: ((Tile X) - (Camera X)) y: ((Tile Y) - (Camera Y))\nif <(Tile) < [2]> then\n set [tile v] to [2]\nend\nswitch costume to (Tile)\nif <<(item (Tile Index) of [tile grid v]) = [53]> and <(Tile Index) = ((1) + (([floor v] of (([y v] of [player v]) / (32)) ) + (([floor v] of (([x v] of [player v]) / (32)) ) * (Grid Height))))>> then\n start sound [Bell 8-bit SFX v]\n set [checked v] to (Tile Index)\n set [cp hit v] to (Tile Index)\n set [cpx v] to (Tile X)\n set [cpy v] to (Tile Y)\n broadcast (Bell Checkpoint v)\nend\n\ndefine Loop Tile X (tile skip)\nchange [tile x v] by ((tile skip) * (32))\nchange [tile index v] by ((tile skip) * (Grid Height))\n\ndefine Loop Tile Y (tile skip)\nchange [tile y v] by ((tile skip) * (32))\nchange [tile index v] by (tile skip)\n\nwhen I receive [clone level tiles v]\nset size to (200) %\nset [clone count y v] to [13]\nset [clone count x v] to [16]\nset [checked v] to [0]\nSteup\n\ndefine Editor Brush\nif <<(Editor) < [1]> or <mouse down?>> then\n hide\n stop [this script v]\nend\nset [tile x v] to (((32) * ([tile grid x v] of [editor v])) + (16))\nset [tile y v] to (((32) * ([tile grid y v] of [editor v])) + (16))\nset [tile v] to ([chosen brush v] of [editor v])\nset [ghost v] effect to (50)\nshow\n\nwhen I receive [bell checkpoint v]\nif <not <(Checked) = (CP HIT)>> then\n stop [this script v]\nend\nreplace item (Tile Index) of [tile grid v] with [54]\nset [cp rs counter v] to [57]\nbroadcast (Reset CP v)\nwait (0.45) seconds\nreplace item (Tile Index) of [tile grid v] with [55]\nwait (0.1) seconds\nreplace item (Tile Index) of [tile grid v] with [56]\nwait (0.45) seconds\nreplace item (Tile Index) of [tile grid v] with [57]\nset [checked v] to [0]\n\nwhen I receive [reset cp v]\nif <(Tile Index) = []> then\n Reset CPs\nend\n\nwhen I receive [player spawn 1 v]\nset [cpx v] to []\nset [cpy v] to []\nwait (0.1) seconds\nbroadcast (Full Reset CP v)\n\ndefine Reset CPs\nrepeat until <not <[tile grid v] contains (CP rs counter)?>>\n replace item (item # of (CP rs counter) in [tile grid v]) of [tile grid v] with [53]\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [full reset cp v]\nif <(Tile Index) = []> then\n set [cp rs counter v] to [53]\n repeat (4)\n change [cp rs counter v] by (1)\n Reset CPs\n end\nend\n\n@Editor\n\ndefine Generate Level\ndelete all of [tile grid v]\nAdd Wall Column\nSpawn\nrepeat ((Grid Width) - (3))\n Add Boxed Column\nend\nAdd Wall Column\n\ndefine Add Wall Column\nrepeat (Grid Height)\n add [28] to [tile grid v]\nend\n\ndefine Add Boxed Column\nadd [17] to [tile grid v]\nadd [3] to [tile grid v]\nrepeat ((Grid Height) - (3))\n add [2] to [tile grid v]\nend\nadd [28] to [tile grid v]\n\nwhen I receive [generate level v]\nset [editor v] to [0]\nset [brush v] to [0]\nset [chosen brush v] to [4]\nif <(Delete) = [1]> then\n broadcast (Delete v) and wait\nend\nif <(length of [tile grid v]) = [0]> then\n set [delete v] to [0]\n Generate Level\nend\n\nwhen I receive [move player v]\nif <key (q v) pressed?> then\n set [chosen brush v] to (Tile)\nend\nif <(Editor) < [1]> then\n stop [this script v]\nend\nGet Tile at X: ((mouse x) + (Camera X)) Y: ((mouse y) + (Camera Y))\nif <not <mouse down?>> then\n set [brush v] to [0]\n stop [this script v]\nend\nif <(Brush) = [0]> then\n if <(Tile) = (Chosen Brush)> then\n set [brush v] to [2]\n else\n set [brush v] to (Chosen Brush)\n end\nend\nif <<<(Chosen Brush) = [31]> or <(Chosen Brush) = [32]>> or <(Chosen Brush) = [45]>> then\n replace item (item # of [31] in [tile grid v]) of [tile grid v] with [2]\n replace item (item # of [32] in [tile grid v]) of [tile grid v] with [21]\n replace item (item # of [45] in [tile grid v]) of [tile grid v] with [44]\n set [spawn x v] to (((Tile Grid X) * (32)) + (16))\n set [spawn y v] to (((Tile Grid Y) * (32)) + (16))\nend\nif <not <(item # of (Tile Index) in [tile grid v]) = []>> then\n replace item (Tile Index) of [tile grid v] with (Brush)\n if <(Pretty Brush) = [1]> then\n Make Prettier\n end\nend\n\ndefine Get Tile at X: (x) Y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (Tile Grid Y)) + ((Tile Grid X) * (Grid Height)))\nset [tile v] to (item (Tile Index) of [tile grid v])\n\nwhen [1 v] key pressed\nNext Brush [1]\n\nwhen [2 v] key pressed\nNext Brush [2]\n\nwhen [3 v] key pressed\nNext Brush [3]\n\nwhen [e v] key pressed\n\nif <(Editor) = [0]> then\n set [editor v] to [1]\nelse\n set [editor v] to [0]\nend\n\nwhen I receive [delete v]\ndelete all of [tile grid v]\n\nwhen [o v] key pressed\n\nwhen I receive [show v]\nshow variable [delete v]\nshow variable [grid height v]\nshow variable [grid width v]\nstop [all v]\n\nwhen [4 v] key pressed\nNext Brush [4]\n\ndefine Next Brush (key)\nrepeat (length of [tile key map v])\n if <(Chosen Brush) < (length of [tile key map v])> then\n change [chosen brush v] by (1)\n else\n set [chosen brush v] to [0]\n end\n if <(item (Chosen Brush) of [tile key map v]) = (key)> then\n stop [this script v]\n end\nend\n\nwhen I receive [move player v]\nif <(Editor) = [0]> then\n hide variable [chosen brush v]\n hide variable [pretty brush v]\nelse\n show variable [chosen brush v]\n show variable [pretty brush v]\nend\n\ndefine Spawn\nadd [17] to [tile grid v]\nadd [3] to [tile grid v]\nadd [31] to [tile grid v]\nset [spawn x v] to [48]\nset [spawn y v] to ((64) + (16))\nrepeat ((Grid Height) - (4))\n add [2] to [tile grid v]\nend\nadd [28] to [tile grid v]\n\ndefine Make Prettier\nset [counter v] to [0]\nrepeat (length of [tile grid v])\n change [counter v] by (1)\n set [1 v] to (item ((Counter) + (1)) of [tile grid v])\n set [2 v] to (item ((Counter) + (Grid Height)) of [tile grid v])\n set [3 v] to (item ((Counter) - (1)) of [tile grid v])\n set [4 v] to (item ((Counter) - (Grid Height)) of [tile grid v])\n Check ####: (1) (2) (3) (4) (item (Counter) of [tile grid v]) (Counter)\nend\n\ndefine Check ####: (up) (right) (down) (left) (tile) (tile i)\nif <<(tile) = [3]> and <<<(up) = [2]> and <(right) = [2]>> and <(left) = [3]>>> then\n replace item (tile i) of [tile grid v] with [4]\nend\nif <<(tile) = [3]> and <<<(up) = [2]> and <(right) = [3]>> and <(left) = [2]>>> then\n replace item (tile i) of [tile grid v] with [6]\nend\nif <<(tile) = [17]> and <<<<<(up) = [19]> or <(up) = [4]>> or <(up) = [17]>> and <(right) = [2]>> and <(left) = [17]>>> then\n replace item (tile i) of [tile grid v] with [19]\nend\nif <<(tile) = [17]> and <<<<<(up) = [20]> or <(up) = [6]>> or <(up) = [17]>> and <(right) = [17]>> and <(left) = [2]>>> then\n replace item (tile i) of [tile grid v] with [20]\nend\nif <<<(tile) = [17]> or <(tile) = [3]>> and <<<(up) = [20]> and <(right) = [17]>> and <(left) = [3]>>> then\n replace item (tile i) of [tile grid v] with [15]\nend\nif <<<(tile) = [17]> or <(tile) = [3]>> and <<<(up) = [19]> and <(right) = [3]>> and <(left) = [17]>>> then\n replace item (tile i) of [tile grid v] with [13]\nend\n\nwhen flag clicked\nset [pretty brush v] to [0]\nforever\n wait until <key (space v) pressed?>\n if <not <(Editor) < [1]>> then\n if <(Pretty Brush) = [1]> then\n set [pretty brush v] to [0]\n else\n set [pretty brush v] to [1]\n end\n end\n wait until <not <key (space v) pressed?>>\nend\n\nwhen flag clicked\nforever\n if <(Pretty Brush) = [1]> then\n Make Prettier\n set [pretty brush v] to [0]\n end\nend\n\nset [grid width v] to [1500]\nset [grid height v] to [80]\n\nwhen flag clicked\nhide variable [delete v]\nhide variable [grid height v]\nhide variable [grid width v]\n\nif <(Delete) = [0]> then\n set [delete v] to [1]\n broadcast (show v) and wait\nelse\n set [delete v] to [0]\n broadcast (show v) and wait\nend\nbroadcast (show v)\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@Controls\n\nwhen I receive [check controls v]\nif <(Controlable) = [1]> then\n set [left v] to <<key (left arrow v) pressed?> or <key (a v) pressed?>>\n set [right v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n set [up v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\n set [down v] to <<key (down arrow v) pressed?> or <key (s v) pressed?>>\n set [x axis v] to ((Right) - (Left))\n set [y axis v] to ((Up) - (Down))\nend\n\nwhen I receive [disable controls for 2 sec v]\nset [left v] to [0]\nset [right v] to [0]\nset [up v] to [0]\nset [down v] to [0]\nset [x axis v] to [0]\nset [y axis v] to [0]\nset [controlable v] to [0]\nwait (1) seconds\nset [controlable v] to [1]\n\nwhen flag clicked\nset [controlable v] to [1]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@Darkness\n\nwhen I receive [position tiles v]\nhide\n\nif <((200) - (Darknessssssss)) < [180]> then\n show\n set size to (0) %\n switch costume to (costume2 v)\n go to x: (([x v] of [player v]) - (Camera X)) y: (([y v] of [player v]) - (Camera Y))\n set size to (((200) - (Darknessssssss)) + ([floor v] of (([sin v] of ((timer) * (500)) ) * (([sin v] of ((timer) * (280)) ) * (1.5))) )) %\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nset [darknessssssss v] to (pick random (0) to (50))\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\n
W, A, S, D, or Arrow Keys!\n\nRun through the evil tower dodging spikes and great falls! Can you make it? What's your time?\n\nLiterally everyone was complaining about the spikes, so I made a little change. Spikes don't exist anymore, only hurty squares.
Colorless - A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Fareoh - Under Water v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <<touching (sprite3 v)?> or <<touching (sprite5 v)?> or <<touching (sprite6 v)?> or <<touching (sprite7 v)?> or <<touching (sprite8 v)?> or <<touching (sprite9 v)?> or <touching (sprite10 v)?>>>>>>> then\n play sound [Hurt v] until done\n repeat (10)\n change size by (-8)\n end\n go to x: (-200) y: (-115)\n set size to (100) %\n end\nend\n\nwhen flag clicked\nbroadcast (flag v)\nset [level v] to [1]\ngo to x: (0) y: (0)\ngo to x: (-200) y: (-55)\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n touch ground <(speed y) > [0]>\n set rotation style [left-right v]\n if on edge, bounce\nend\n\ndefine walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slopes v] to [0]\nrepeat until <<(slopes) = [8]> or <not <touching (sprite2 v)?>>>\n change y by (2)\n change [slopes v] by (1)\nend\nif <(slopes) = [8]> then\n change x by (() - (speed))\n change y by (() - (slopes))\n if <<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [0]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [12]\n set [falling? v] to [6]\n set [wall jump v] to [5]\n end\n else\n set [speed x v] to [0]\n end\nend\n\nwhen I receive [mouse click \( jump event \) v]\nset [speed y v] to [12]\n\nwhen flag clicked\nforever\n game\nend\n\ndefine touch ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (sprite2 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 game\nif <touching (sprite4 v)?> then\n broadcast (new level v)\n change [level v] by (1)\n go to x: (-175) y: (-130)\nend\nif <(wall jump) > [0]> then\n change [wall jump v] by (-1)\nelse\n if <key (right arrow v) pressed?> then\n change [speed x v] by (2)\n set [direction v] to [90]\n end\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-2)\n set [direction v] to [-90]\n end\nend\nset [speed x v] to ((speed x) * (0.8))\nwalk (direction) (speed x)\nif <key (up arrow v) pressed?> 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\n\nwhen flag clicked\nhide variable [direction v]\nhide variable [frame v]\nhide variable [jump key v]\nhide variable [slopes v]\nhide variable [speed v]\nhide variable [speed x v]\nhide variable [speed y v]\nhide variable [wall jump v]\nhide variable [falling? v]\n\nwhen flag clicked\nshow\nforever\n if <(x position) > [247]> then\n change [level v] by (1)\n change [speed x v] by (0)\n change [speed y v] by (0)\n end\nend\n\n@Sprite2\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume4 v)\n\n@Sprite4\n\nwhen I receive [oh v]\nshow\n\nwhen flag clicked\nshow\nforever\n if <(level) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n go to x: (10) y: (-149)\n end\n if <(level) = [2]> then\n go to x: (12) y: (91)\n end\n if <(level) = [3]> then\n go to x: (-339) y: (58)\n end\n if <(level) = [4]> then\n go to x: (-13) y: (36)\n end\n if <(level) = [5]> then\n go to x: (57) y: (-91)\n end\n if <(level) = [6]> then\n go to x: (55) y: (-127)\n end\n if <(level) = [7]> then\n go to x: (-22) y: (39)\n end\nend\n\n@Sprite3\n\nwhen I receive [oh v]\nshow\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen I receive [oh v]\nshow\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n show\n else\n hide\n end\nend\n\n@Sprite6\n\nwhen I receive [oh v]\nshow\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n else\n hide\n end\nend\n\n@Sprite7\n\nwhen I receive [oh v]\nshow\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n else\n hide\n end\nend\n\n@Sprite8\n\nwhen I receive [oh v]\nshow\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n show\n else\n hide\n end\nend\n\n@Sprite9\n\nwhen I receive [oh v]\nshow\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n show\n else\n hide\n end\nend\n\n@Sprite10\n\nwhen I receive [oh v]\nshow\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n show\n else\n hide\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nshow\nforever\n if <(level) = [1]> then\n switch costume to (costume1 v)\n end\n if <(level) = [2]> then\n switch costume to (costume2 v)\n end\n if <(level) = [3]> then\n switch costume to (costume3 v)\n end\n if <(level) = [4]> then\n switch costume to (costume4 v)\n end\n if <(level) = [5]> then\n switch costume to (costume5 v)\n end\n if <(level) = [6]> then\n switch costume to (costume6 v)\n end\n if <(level) = [7]> then\n switch costume to (costume7 v)\n end\n if <(level) = [8]> then\n hide\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n
Hello hoomans! \n\nStory- \nThere was once a world full of happiness and colour... there were no words as sorrow or dark in that world. But one day a person started a small fight that spread into a big one. And now there are no words as happiness or colour in this world. You young traveller must find the reason for the fight and unite the world again...\n\n\n\npart 2 coming soon! ?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nNothing is here!!! XD
CubeLand(Platformer) #games#all
@Stage\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen I receive [start v]\nset [score v] to [0]\ndelete all of [killed_enemies v]\nforever\n change [time v] by (1)\nend\n\nwhen I receive [start v]\nforever\n play sound [Vexento - We Are One v] until done\nend\n\nwhen I receive [highscore v]\nforever\n if <(Score) > (☁ Highscore)> then\n set [☁ highscore v] to (Score)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<key (space v) pressed?> and <not <(Level) = [41]>>> then\n if <(Score) > [99]> then\n change [score v] by (-100)\n else\n change [score v] by ((Score) * (-1))\n end\n set [finish v] to [Yes]\n wait until <not <key (space v) pressed?>>\n end\nend\n\n@Blank\n\n@Player\n\ndefine Game On\nset [sx v] to [0]\nset [x v] to [-225]\nset [y v] to [-101]\nset [sy v] to [0]\nset [in air v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\ngo to [back v] layer\ngo [forward v] (2) layers\nclear graphic effects\nshow\nset [finish v] to []\nset [death v] to [False]\n\ndefine Movement\nswitch costume to (hitbox v)\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [sx v] by (-1.2)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [sx v] by (1.2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [14]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nDie\nPosition\nswitch costume to (1 v)\nif <(y position) < [-179]> then\n set [finish v] to [No]\nend\n\nwhen I receive [start v]\nset [level v] to [1]\nbroadcast (Delete v)\nbroadcast (Create v)\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Finish) > []>\n Movement\n end\n if <(Finish) = [Yes]> then\n Game Con\n else\n Game End\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (platform v)?> or <touching (crates v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: (x) y: (y)\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <<touching (platform v)?> or <touching (crates v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platform v)?> or <touching (crates v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n start sound [wall_jump v]\n if <(sx) > [0]> then\n set [sx v] to [-12]\n else\n set [sx v] to [12]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (platform v)?> or <touching (crates v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game End\nstart sound [hit v]\nset [death v] to [True]\nset [finish v] to []\nset rotation style [all around v]\nset [sx v] to [0]\nset [sy v] to [5]\nrepeat (12)\n turn right (8) degrees\n change y by (sy)\n change [sy v] by (-1)\n change [ghost v] effect by (8)\nend\nrepeat until <[-179] > (y position)>\n change y by (sy)\n change [sy v] by (-1)\nend\nif <not <(Score) < [50]>> then\n change [score v] by (-50)\nend\n\ndefine Die\nif <<touching (danger v)?> or <touching (saw v)?>> then\n set [finish v] to [No]\nend\n\ndefine Game Con\nbroadcast (Transition v)\nbroadcast (Delete v)\nbroadcast (Create v)\nhide\nchange [level v] by (1)\nif <(Level) = [41]> then\n broadcast (Highscore v)\nend\n\nwhen I receive [bounce v]\nif <(Finish) = []> then\n set [sy v] to [14]\nend\n\nwhen I receive [start v]\nforever\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<(in air) < [4]> and <(death) = [False]>> then\n play sound [jump v] until done\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(x) < [-230]> then\n set [x v] to [-230]\n end\n if <<(x) > [241]> and <not <(Level) > [40]>>> then\n set [finish v] to [Yes]\n end\n if <<(x) > [241]> and <(Level) > [40]>> then\n set [x v] to [241]\n end\nend\n\n@Platform\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen flag clicked\nhide\n\n@Clouds\n\nwhen I receive [start v]\nhide\nforever\n go to [back v] layer\n create clone of (_myself_ v)\n wait (pick random (3) to (4)) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (250) y: (pick random (147) to (95))\nswitch costume to (pick random (1) to (2))\nif <(costume [number v]) = [2]> then\n repeat until <(x position) < [-276]>\n go to [back v] layer\n change x by (-2)\n end\nelse\n repeat until <(x position) < [-265]>\n go to [back v] layer\n change x by (-2)\n end\nend\ndelete this clone\n\n@Deco\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to ((Level) + (1))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [whirl v] effect to (0)\nforever\n repeat (10)\n change [whirl v] effect by (0.1)\n end\n repeat (10)\n change [whirl v] effect by (-0.1)\n end\n repeat (10)\n change [whirl v] effect by (-0.1)\n end\n repeat (10)\n change [whirl v] effect by (0.1)\n end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (transition v)\nshow\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [transition v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@Saw\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Create A Clone At x: (x) y: (y) Speed: (speed) Distance: (distance) Type: (type)\nset [x v] to (x)\nset [y v] to (y)\nset [speed v] to (speed)\nset [distance v] to (distance)\nset [type v] to (type)\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nswitch costume to (saw v)\nset [type v] to [1]\nif <(Level) = [10]> then\n Create A Clone At x: [-60] y: [-110] Speed: [0] Distance: [0] Type: [1]\n Create A Clone At x: [60] y: [-110] Speed: [0] Distance: [0] Type: [1]\nend\nif <(Level) = [11]> then\n Create A Clone At x: [0] y: [50] Speed: [0] Distance: [0] Type: [1]\n Create A Clone At x: [155] y: [-110] Speed: [5] Distance: [50] Type: [1]\nend\nif <(Level) = [12]> then\n Create A Clone At x: [-150] y: [-110] Speed: [0] Distance: [0] Type: [1]\nend\nif <(Level) = [14]> then\n Create A Clone At x: [40] y: [-110] Speed: [3] Distance: [110] Type: [1]\n Create A Clone At x: [-98] y: [-14] Speed: [3] Distance: [-110] Type: [1]\nend\nif <(Level) = [15]> then\n Create A Clone At x: [-4] y: [-110] Speed: [5] Distance: [110] Type: [1]\n Create A Clone At x: [-4] y: [-110] Speed: [5] Distance: [-110] Type: [1]\nend\nif <(Level) = [17]> then\n Create A Clone At x: [-4] y: [15] Speed: [5] Distance: [110] Type: [1]\n Create A Clone At x: [-4] y: [15] Speed: [5] Distance: [-110] Type: [1]\n Create A Clone At x: [140] y: [-110] Speed: [0] Distance: [0] Type: [1]\nend\nif <(Level) = [18]> then\n Create A Clone At x: [-146] y: [-110] Speed: [0] Distance: [0] Type: [1]\nend\nif <(Level) = [20]> then\n Create A Clone At x: [-113] y: [-51] Speed: [3] Distance: [30] Type: [2]\n Create A Clone At x: [130] y: [-51] Speed: [3] Distance: [-30] Type: [2]\nend\nif <(Level) = [21]> then\n Create A Clone At x: [8] y: [-48] Speed: [4] Distance: [100] Type: [1]\n Create A Clone At x: [8] y: [-48] Speed: [4] Distance: [-100] Type: [1]\nend\nif <(Level) = [22]> then\n Create A Clone At x: [-86] y: [-110] Speed: [0] Distance: [0] Type: [0]\n Create A Clone At x: [100] y: [-110] Speed: [0] Distance: [0] Type: [0]\nend\nif <(Level) = [24]> then\n Create A Clone At x: [0] y: [-110] Speed: [5] Distance: [30] Type: [1]\n Create A Clone At x: [171] y: [-110] Speed: [6] Distance: [30] Type: [1]\nend\nif <(Level) = [25]> then\n Create A Clone At x: [-75] y: [-110] Speed: [5] Distance: [40] Type: [1]\n Create A Clone At x: [115] y: [-110] Speed: [5] Distance: [-40] Type: [1]\nend\nif <(Level) = [26]> then\n Create A Clone At x: [-57] y: [51] Speed: [6] Distance: [50] Type: [1]\n Create A Clone At x: [-57] y: [51] Speed: [6] Distance: [-50] Type: [1]\nend\nif <(Level) = [27]> then\n Create A Clone At x: [0] y: [-110] Speed: [6] Distance: [120] Type: [1]\n Create A Clone At x: [0] y: [-110] Speed: [6] Distance: [-120] Type: [1]\nend\nif <(Level) = [28]> then\n Create A Clone At x: [-166] y: [-110] Speed: [0] Distance: [0] Type: [1]\nend\nif <(Level) = [32]> then\n Create A Clone At x: [162] y: [-110] Speed: [0] Distance: [0] Type: [0]\nend\nif <(Level) = [33]> then\n Create A Clone At x: [-23] y: [20] Speed: [0] Distance: [0] Type: [0]\nend\nif <(Level) = [34]> then\n Create A Clone At x: [150] y: [-18] Speed: [3] Distance: [30] Type: [1]\nend\nif <(Level) = [35]> then\n Create A Clone At x: [-38] y: [-110] Speed: [4] Distance: [70] Type: [1]\n Create A Clone At x: [-38] y: [-110] Speed: [4] Distance: [-70] Type: [1]\nend\nif <(Level) = [36]> then\n Create A Clone At x: [-102] y: [-78] Speed: [0] Distance: [0] Type: [0]\n Create A Clone At x: [-32] y: [-45] Speed: [0] Distance: [0] Type: [0]\n Create A Clone At x: [37] y: [-13] Speed: [0] Distance: [0] Type: [0]\n Create A Clone At x: [106] y: [20] Speed: [0] Distance: [0] Type: [0]\nend\nif <(Level) = [40]> then\n Create A Clone At x: [-20] y: [83] Speed: [0] Distance: [0] Type: [0]\n Create A Clone At x: [120] y: [-110] Speed: [10] Distance: [60] Type: [1]\n Create A Clone At x: [120] y: [-110] Speed: [10] Distance: [-60] Type: [1]\nend\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n go [forward v] (1) layers\n turn right (8) degrees\n if <(type) = [1]> then\n go to x: ((x) + (([cos v] of ((Time) * (speed)) ) * (distance))) y: (y)\n else\n go to x: (x) y: ((y) + (([cos v] of ((Time) * (speed)) ) * (distance)))\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Enemy\n\nwhen I start as a clone\nset [die v] to [No]\nset [x v] to [0]\nset [y v] to [0]\ngo to [back v] layer\ngo [backward v] (3) layers\nset size to (50) %\nshow\nforever\n if <(die) = [No]> then\n change [y v] by (-1)\n if <([x position v] of [player v]) < ((x position) - (10))> then\n change [x v] by ((speed) * (-1))\n point in direction (-90)\n end\n if <((x position) - (-10)) < ([x position v] of [player v])> then\n change [x v] by (speed)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (platform v)?> or <touching (crates v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (crates v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (crates v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (crates v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (crates v)?>> then\n change y by (-3)\n change x by ((x) * (-1))\n if <<<(y position) < ([y position v] of [player v])> or <(y position) < ([x position v] of [player v])>> and <not <(speed) < [0.4]>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <<touching (platform v)?> or <touching (crates v)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Create A Clone at x: (x) y: (y) speed: (speed) enemy# (#)\ngo to x: (x) y: (y)\nset [speed v] to (speed)\nset [enemy# v] to (#)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nif <(Level) = [30]> then\n Create A Clone at x: [215] y: [-103] speed: [0.5] enemy# [1]\nend\nif <(Level) = [31]> then\n Create A Clone at x: [106] y: [-103] speed: [0.5] enemy# [2]\n Create A Clone at x: [-33] y: [-103] speed: [0.6] enemy# [3]\nend\nif <(Level) = [32]> then\n Create A Clone at x: [113] y: [62] speed: [0.5] enemy# [4]\n Create A Clone at x: [113] y: [62] speed: [0.6] enemy# [5]\nend\nif <(Level) = [33]> then\n Create A Clone at x: [224] y: [-103] speed: [0.5] enemy# [6]\n Create A Clone at x: [224] y: [-103] speed: [0.2] enemy# [7]\nend\nif <(Level) = [34]> then\n Create A Clone at x: [-80] y: [67] speed: [0.5] enemy# [8]\n Create A Clone at x: [231] y: [-103] speed: [0.4] enemy# [9]\n Create A Clone at x: [231] y: [-103] speed: [0.1] enemy# [10]\nend\nif <(Level) = [35]> then\n Create A Clone at x: [225] y: [-103] speed: [0.5] enemy# [11]\n Create A Clone at x: [225] y: [-103] speed: [0.4] enemy# [12]\nend\nif <(Level) = [37]> then\n Create A Clone at x: [-64] y: [-103] speed: [0] enemy# [13]\n Create A Clone at x: [64] y: [-103] speed: [0] enemy# [14]\nend\nif <(Level) = [38]> then\n Create A Clone at x: [-52] y: [-70] speed: [0.6] enemy# [15]\n Create A Clone at x: [-52] y: [-4] speed: [0.4] enemy# [16]\n Create A Clone at x: [-52] y: [62] speed: [0.5] enemy# [17]\nend\nif <(Level) = [40]> then\n Create A Clone at x: [-39] y: [28] speed: [0.6] enemy# [18]\n Create A Clone at x: [-4] y: [28] speed: [0.7] enemy# [19]\nend\n\nwhen I start as a clone\nforever\n if <<touching (danger v)?> or <touching (saw v)?>> then\n wait (0.05) seconds\n add (enemy#) to [killed_enemies v]\n delete this clone\n end\n if <<touching (player v)?> and <(Finish) = []>> then\n if <<([y position v] of [player v]) > (y position)> and <([sy v] of [player v]) < [-1]>> then\n set [die v] to [Yes]\n stop [other scripts in sprite v]\n broadcast (Bounce v)\n start sound [Die v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n change [score v] by (200)\n add (enemy#) to [killed_enemies v]\n delete this clone\n else\n if <not <(Finish) = [Yes]>> then\n set [finish v] to [No]\n end\n end\n end\nend\n\nwhen I start as a clone\nif <[killed_enemies v] contains (enemy#)?> then\n delete this clone\nend\n\n@Crates\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen flag clicked\nhide\n\n@Coins\n\ndefine Create a clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n go [forward v] (1) layers\n if <touching (player v)?> then\n start sound [coin v]\n change [score v] by (100)\n delete this clone\n end\nend\n\nwhen I receive [create v]\nif <(Level) = [1]> then\n Create a clone at x: [-119] y: [-28]\n Create a clone at x: [-84] y: [-28]\n Create a clone at x: [-50] y: [-28]\n Create a clone at x: [66] y: [-28]\n Create a clone at x: [100] y: [-28]\n Create a clone at x: [134] y: [-28]\nend\nif <(Level) = [2]> then\n Create a clone at x: [-10] y: [112]\n Create a clone at x: [-10] y: [56]\nend\nif <(Level) = [3]> then\n Create a clone at x: [-98] y: [-28]\n Create a clone at x: [-58] y: [-28]\n Create a clone at x: [112] y: [-28]\n Create a clone at x: [152] y: [-28]\nend\nif <(Level) = [4]> then\n Create a clone at x: [-8] y: [-80]\n Create a clone at x: [-8] y: [-28]\nend\nif <(Level) = [5]> then\n Create a clone at x: [26] y: [25]\n Create a clone at x: [188] y: [115]\n Create a clone at x: [224] y: [115]\nend\nif <(Level) = [6]> then\n Create a clone at x: [68] y: [131]\n Create a clone at x: [146] y: [131]\nend\nif <(Level) = [7]> then\n Create a clone at x: [-176] y: [20]\n Create a clone at x: [-134] y: [20]\n Create a clone at x: [-94] y: [20]\nend\nif <(Level) = [8]> then\n Create a clone at x: [-40] y: [-10]\n Create a clone at x: [30] y: [30]\n Create a clone at x: [100] y: [68]\n Create a clone at x: [168] y: [102]\nend\nif <(Level) = [9]> then\n Create a clone at x: [-30] y: [-16]\n Create a clone at x: [-30] y: [-50]\n Create a clone at x: [16] y: [-16]\n Create a clone at x: [16] y: [-50]\nend\nif <(Level) = [10]> then\n Create a clone at x: [-3] y: [-75]\n Create a clone at x: [-3] y: [-30]\nend\nif <(Level) = [11]> then\n Create a clone at x: [-130] y: [-3]\n Create a clone at x: [-130] y: [-34]\n Create a clone at x: [128] y: [-3]\n Create a clone at x: [128] y: [-34]\nend\nif <(Level) = [12]> then\n Create a clone at x: [12] y: [-16]\n Create a clone at x: [12] y: [28]\nend\nif <(Level) = [13]> then\n Create a clone at x: [28] y: [-14]\n Create a clone at x: [28] y: [28]\nend\nif <(Level) = [14]> then\n Create a clone at x: [174] y: [9]\n Create a clone at x: [174] y: [-43]\nend\nif <(Level) = [15]> then\n Create a clone at x: [-5] y: [-21]\n Create a clone at x: [-5] y: [-61]\nend\nif <(Level) = [16]> then\n Create a clone at x: [-104] y: [33]\n Create a clone at x: [0] y: [70]\n Create a clone at x: [114] y: [95]\nend\nif <(Level) = [17]> then\n Create a clone at x: [-22] y: [-26]\n Create a clone at x: [10] y: [-26]\nend\nif <(Level) = [18]> then\n Create a clone at x: [-28] y: [60]\n Create a clone at x: [131] y: [34]\nend\nif <(Level) = [19]> then\n Create a clone at x: [0] y: [-36]\n Create a clone at x: [-41] y: [-36]\n Create a clone at x: [41] y: [-36]\nend\nif <(Level) = [20]> then\n Create a clone at x: [-80] y: [70]\n Create a clone at x: [98] y: [70]\nend\nif <(Level) = [21]> then\n Create a clone at x: [7] y: [23]\n Create a clone at x: [7] y: [-8]\nend\nif <(Level) = [22]> then\n Create a clone at x: [55] y: [-93]\n Create a clone at x: [-41] y: [-93]\n Create a clone at x: [55] y: [-58]\n Create a clone at x: [-41] y: [-58]\nend\nif <(Level) = [23]> then\n Create a clone at x: [25] y: [-36]\n Create a clone at x: [25] y: [6]\nend\nif <(Level) = [24]> then\n Create a clone at x: [2] y: [-38]\n Create a clone at x: [-34] y: [-38]\n Create a clone at x: [38] y: [-38]\nend\nif <(Level) = [25]> then\n Create a clone at x: [-14] y: [-64]\n Create a clone at x: [-14] y: [-31]\n Create a clone at x: [50] y: [-64]\n Create a clone at x: [50] y: [-31]\nend\nif <(Level) = [26]> then\n Create a clone at x: [72] y: [-6]\n Create a clone at x: [72] y: [-42]\nend\nif <(Level) = [27]> then\n Create a clone at x: [-16] y: [-46]\n Create a clone at x: [8] y: [-46]\nend\nif <(Level) = [28]> then\n Create a clone at x: [-21] y: [-12]\n Create a clone at x: [-21] y: [-41]\n Create a clone at x: [47] y: [-12]\n Create a clone at x: [47] y: [-41]\nend\nif <(Level) = [29]> then\n Create a clone at x: [-30] y: [-16]\n Create a clone at x: [-30] y: [-50]\n Create a clone at x: [16] y: [-16]\n Create a clone at x: [16] y: [-50]\nend\nif <(Level) = [30]> then\n Create a clone at x: [-119] y: [-28]\n Create a clone at x: [-84] y: [-28]\n Create a clone at x: [-50] y: [-28]\n Create a clone at x: [66] y: [-28]\n Create a clone at x: [100] y: [-28]\n Create a clone at x: [134] y: [-28]\nend\nif <(Level) = [31]> then\n Create a clone at x: [-144] y: [36]\n Create a clone at x: [-4] y: [36]\n Create a clone at x: [135] y: [36]\nend\nif <(Level) = [32]> then\n Create a clone at x: [-64] y: [-15]\n Create a clone at x: [-64] y: [-45]\n Create a clone at x: [-64] y: [-75]\nend\nif <(Level) = [33]> then\n Create a clone at x: [-74] y: [-5]\n Create a clone at x: [28] y: [-5]\nend\nif <(Level) = [34]> then\n Create a clone at x: [-40] y: [-72]\n Create a clone at x: [-40] y: [-33]\nend\nif <(Level) = [35]> then\n Create a clone at x: [-60] y: [-38]\n Create a clone at x: [-26] y: [-38]\nend\nif <(Level) = [36]> then\n Create a clone at x: [154] y: [-30]\n Create a clone at x: [154] y: [-68]\nend\nif <(Level) = [38]> then\n Create a clone at x: [154] y: [-68]\n Create a clone at x: [183] y: [-68]\n Create a clone at x: [154] y: [-33]\n Create a clone at x: [183] y: [-33]\nend\nif <(Level) = [39]> then\n Create a clone at x: [-7] y: [70]\n Create a clone at x: [26] y: [70]\n Create a clone at x: [-62] y: [11]\n Create a clone at x: [78] y: [11]\nend\nif <(Level) = [40]> then\n Create a clone at x: [30] y: [104]\n Create a clone at x: [30] y: [148]\nend\n\nwhen I receive [delete v]\ndelete this clone\n\n@ShowScore\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n set size to (20) %\n go to x: (((digits) * (9)) - (210)) y: (160)\n if <(length of (join [s] (Score))) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (join [s] (Score)))\n end\nend\n\nwhen I receive [start v]\ndelete this clone\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\nforever\n go to x: (-223) y: (155)\nend\n\ndefine delete this clone\ndelete this clone\n\n@ShowHighScore\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n go [backward v] (2) layers\n set size to (20) %\n go to x: (((digits) * (9)) - (210)) y: (140)\n if <(length of (join [h] (☁ Highscore))) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (join [h] (☁ Highscore)))\n end\nend\n\nwhen I receive [highscore v]\ndelete this clone\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\nforever\n go to x: (-223) y: (155)\nend\n\ndefine delete this clone\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to x: (0) y: (0)\nswitch costume to (thumbnail v)\ngo to [front v] layer\nshow\n\n
#Use The W,A,S,D ad Arrow Keys To Move\n# Stomp Enemies And Collect Coins To Gain Points\n# Avoid Saws And Water\n# Press Space To Skip, It Will Deduct 100 points\n\n\n\n\n#All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials\n#All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music #All #Animations #Games #Stories #Tutorials #Music
lukastaniak scroling platformer część 3
@Stage\n\n@pytka\n\nwhen flag clicked\nhide\nforever\n go to (ciapek v)\n point in direction ([x position v] of [ciapek v])\nend\n\nwhen I receive [game start v]\nwait (1) seconds\nshow\n\nwhen I receive [animacja v]\nstop [other scripts in sprite v]\n\n@ciapek\n\nwhen I receive [animacja v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nforever\n go to (player2 v)\n point in direction ([x position v] of [player2 v])\nend\n\nwhen I receive [game start v]\nwait (1) seconds\nshow\n\n@Duszek2\n\nwhen flag clicked\nswitch costume to (kostium1 v)\nforever\n switch costume to (kostium1 v)\n repeat (32)\n wait (0.20) seconds\n next costume\n end\n change [stracone drożdże v] by (1)\nend\n\nwhen I receive [animacja v]\nstop [other scripts in sprite v]\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (25)\n wait (0.20) seconds\nend\nhide\n\n@coś tam\n\nwhen I receive [transition in v]\n\nswitch costume to (costume1 v)\nhide\nshow\nrepeat (16)\n next costume\nend\n\nwhen I receive [transition out v]\n\nswitch costume to (costume17 v)\nstart sound [Connect v]\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\nhide\n\nstart sound [Disconnect v]\n\n@platforma\n\ndefine Create\nwait (1) seconds\nrepeat ((Level Costumes) - (1))\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 [delete all clones v]\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\n\ndefine Find Costume Number\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\nset [level_x v] to [0]\n\n@ozduby\n\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nwait (1) seconds\n\ndefine Create\nFind Costume Number\nrepeat ((Level Costumes) - (1))\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 [delete all clones v]\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\n\ndefine Find Costume Number\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\nset [level_x v] to [0]\n\n@Player2\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stojanisko2 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (6))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (skakańsko v)\n else\n switch costume to (spadańsko 2 v)\n end\nend\n\nwhen I receive [play v]\nshow\nforever\n Griffpatch Platforming Engine [5]\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (platforma 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 (platforma 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\nchange [frame v] by (0.5)\n\ndefine Griffpatch Platforming Engine (speed)\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> 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 <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk (-90) ((speed) * (-1))\n start sound [Running Footsteps Sound Effects All Sounds5 v]\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (90) (speed)\n start sound [Running Footsteps Sound Effects All Sounds5 v]\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [recording1 v]\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\nif <(y position) < [-180]> then\n start sound [fall v]\n go to x: (0) y: (0)\n point in direction (90)\n set [scrollx v] to [0]\n set [speed y v] to [0]\nend\nSet Costume\nScrolling Blocks\n\ndefine Reset Player\nshow\nset size to (40) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (100)\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 flag clicked\nset [stracone drożdże v] to [0]\ngo to [front v] layer\nbroadcast (Game Start v)\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)\nsay [10 dni temu ciapek został orwany] for (2) seconds\nsay [odnalazłem go i ruszyłem śladem hejtera który go porwał ] for (4) seconds\nthink [tymczasem musze uratować mojego przyjaciela drożdża] for (4) seconds\nsay [ta fabryka do nieo też należy] for (2) seconds\nbroadcast (zxxxxxxxxx v)\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\nQuick Scroll\n\nplay sound [Running Footsteps Sound Effects All Sounds5 v] until done\n\nplay sound [recording1 v] until done\n\nplay sound [recording1 v] until done\n\nstart sound [Running Footsteps Sound Effects All Sounds5 v]\n\nplay sound [Running Footsteps Sound Effects All Sounds5 v] until done\n\nplay sound [Running Footsteps Sound Effects All Sounds5 v] until done\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n start sound [fall v]\n go to x: (0) y: (0)\n point in direction (90)\n set [scrollx v] to [0]\n set [speed y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffda8a)?> then\n say [ty : wreszcie] for (2) seconds\n say [adwikenobi:dzieki za uratowanie] for (2) seconds\n say [teraz musimy uciekać] for (2) seconds\n say [dlaczego] for (2) seconds\n say [za nami są strzażnicy] for (2) seconds\n say [ciąg dalszy nastąpi] for (2) seconds\n say [wysadzmy tą fabryke] for (2) seconds\n end\nend\n\nstop [all v]\n\n@muzyka\n\nwhen I receive [play bg music v]\nforever\n play sound [Just life v] until done\nend\n\nwhen I receive [animacja v]\nstop [other scripts in sprite v]\n\n
strzałki lub wasd nie dotykaj czerwonego\n30 gwiazd i serc 4 część\n1 część https://scratch.mit.edu/projects/495150298\n2 część https://scratch.mit.edu/projects/496302398\npodpowiedź pytka i ciapek mogą dotykać czerwonego\nta część mi się podoba najbardziej\nprices or wasd don't touch the red\n30 stars and hearts 4th part\n1 part https://scratch.mit.edu/projects/495150298\nPart 2 https://scratch.mit.edu/projects/496302398\nthe hint of the question and the dot can touch the red ones\nI like this part the most
Pen Platformer
@Stage\n\nwhen flag clicked\nset [ghost v] effect to (20)\n\n@pen levels\n\ndefine Grass\ngo to [back v] layer\ngo to x: (-240) y: (-89)\ngo to [back v] layer\nrepeat (1000)\n go to [back v] layer\n go [backward v] (10000) layers\n set pen color to (#4ee000)\n point in direction (([sin v] of (((timer) + (x position)) * (50)) ) * (30))\n set pen size to (3)\n pen down\n move (10) steps\n pen up\n move (-10) steps\n change x by (10)\nend\n\ndefine Draw Lava From (x1) (y1) to (x2) (y2) (size)\npen up\nset pen color to (#ff0000)\nset pen size to (size)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Draw Trampoline From (x1) (y1) to (x2) (y2) (size)\npen up\nset pen color to (#3431ff)\nset pen size to (size)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Portal at (x) (y)\npen up\nset pen color to (#00f2ff)\nset pen size to (50)\ngo to x: (x) y: ((y) + (([cos v] of (((timer) - (1)) * (200)) ) * (5)))\npen down\npen up\n\ndefine Ground\npen up\nset pen color to (#774b00)\nset pen size to (100)\ngo to x: (-240) y: (-180)\npen down\ngo to x: (240) y: (-180)\npen up\nset pen size to (40)\ngo to x: (-240) y: (-120)\npen down\ngo to x: (240) y: (-120)\npen up\nset pen color to (#b56900)\nset pen size to (30)\ngo to x: (-175) y: (-147)\npen down\npen up\nset pen size to (15)\ngo to x: (59) y: (-129)\npen down\npen up\nset pen size to (10)\ngo to x: (106) y: (-150)\npen down\npen up\nset pen color to (#42b500)\nset pen size to (20)\ngo to x: (-240) y: (-100)\npen down\ngo to x: (240) y: (-100)\npen up\n\ndefine Level (level #)\nGrass\nif <(level #) = [1]> then\n Portal at [190] [-49]\n Ground\nend\nif <(level #) = [2]> then\n Draw Wall From [0] [-100] to [0] [-10] size [20]\n Portal at [190] [-49]\n Ground\nend\nif <(level #) = [3]> then\n Draw Lava From [-55] [-88] to [2] [-88] [20]\n Portal at [190] [-49]\n Ground\nend\nif <(level #) = [4]> then\n Draw Wall From [-92] [-60] to [-30] [-60] size [20]\n Draw Wall From [22] [1] to [84] [1] size [20]\n Draw Wall From [130] [63] to [193] [63] size [20]\n Portal at [160] [120]\n Ground\nend\nif <(level #) = [5]> then\n Draw Lava From [-50] [-90] to [120] [-90] [20]\n Draw Wall From [0] [-100] to [0] [-10] size [20]\n Portal at [190] [-49]\n Ground\nend\nif <(level #) = [6]> then\n Draw Lava From [30] [-90] to [30] [30] [20]\n Draw Trampoline From [-140] [-90] to [-50] [-90] [20]\n Draw Wall From [130] [50] to [150] [50] size [20]\n Portal at [180] [110]\n Ground\nend\nif <(level #) = [7]> then\n Draw Lava From [-101] [-20] to [49] [-20] [10]\n Draw Trampoline From [-86] [-90] to [29] [-90] [20]\n Draw Wall From [-101] [-10] to [49] [-10] size [20]\n Portal at [194] [-19]\n Ground\nend\nif <(level #) = [8]> then\n Draw Lava From [-90] [-88] to [60] [-88] [20]\n Draw Wall From [-235] [-150] to [235] [-150] size [20]\n Draw Wall From [70] [-175] to [70] [0] size [20]\n Draw Wall From [-100] [-175] to [-100] [0] size [20]\n Portal at [190] [-49]\n Ground\nend\nif <(level #) = [9]> then\n Draw Lava From [-60] [-88] to [20] [-88] [20]\n Draw Lava From [46] [-88] to [235] [-88] [20]\n Draw Wall From [33] [-175] to [33] [0] size [20]\n Draw Wall From [200] [-20] to [150] [-20] size [20]\n Portal at [180] [110]\n Ground\nend\nif <(level #) = [10]> then\n Draw Lava From [50] [-88] to [100] [-88] [20]\n Draw Lava From [-40] [3] to [-40] [-110] [20]\n Draw Lava From [67] [180] to [67] [30] [20]\n Draw Wall From [-50] [-111] to [-50] [3] size [20]\n Draw Wall From [80] [180] to [80] [30] size [20]\n Portal at [190] [-49]\n Ground\nend\nif <(level #) = [11]> then\n Draw Lava From [-104] [-85] to [-104] [-41] [20]\n Draw Lava From [0] [-41] to [0] [6] [20]\n Draw Lava From [140] [-88] to [200] [-88] [20]\n Draw Wall From [-94] [-85] to [-94] [-41] size [20]\n Draw Wall From [-94] [-41] to [10] [-41] size [20]\n Draw Wall From [10] [-41] to [10] [6] size [20]\n Draw Wall From [10] [6] to [110] [6] size [20]\n Portal at [188] [41]\n Ground\nelse\n Ground\nend\n\nwhen flag clicked\nLevel [1]\nforever\n erase all\n Level (Level)\nend\n\ndefine Draw Wall From (x1) (y1) to (x2) (y2) size (size)\npen up\nset pen color to (#42b500)\nset pen size to (20)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\n@player\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nswitch costume to (player v)\ngo to x: (-192) y: (-36)\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n set [xv v] to (((Xv) + (<<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> + (<<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> * (-1)))) * (0.9))\n change x by (Xv)\n if <<touching color (#42b500)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#42b500)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#42b500)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#42b500)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#42b500)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#42b500)?> or <touching color (#000000)?>> then\n change y by (-5)\n change x by ((Xv) * (-1))\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [xv v] to ((([abs v] of (Xv) ) / (Xv)) * (-5))\n set [yv v] to [8]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#42b500)?> or <touching color (#000000)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#42b500)?> or <touching color (#000000)?>> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <touching color (#3430ff)?> then\n set [yv v] to [20]\n end\n if <(y position) < [-178]> then\n go to x: (-192) y: (-75)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching color (#ff0000)?> then\n go to x: (-192) y: (-75)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching color (#00f2ff)?> then\n change [level v] by (1)\n go to x: (-192) y: (-75)\n broadcast (level up v)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n play sound [lord of the rings v] until done\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.001)\nhide\n\n@thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (backdrop2 v)\nwait (0.7) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.001)\nshow\nrepeat (80)\n change [ghost v] effect by (-2)\nend\n\n@text, boarders\n\nwhen flag clicked\ngo [forward v] (1) layers\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (1.7) seconds\nswitch costume to (costume2 v)\n\nwhen I receive [level up v]\nnext costume\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.001)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n broadcast (confetti v)\n end\nend\n\n@Confetti\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (4))\ngo to [front v] layer\ngo [forward v] (100000000000000000000000000000000000) layers\ngo to [front v] layer\ngo to [front v] layer\ngo to x: (pick random (-235) to (235)) y: (180)\ngo to [front v] layer\nshow\nrepeat until <(y position) < [-175]>\n go [forward v] (1) layers\n go to [front v] layer\n turn right (pick random (5) to (15)) degrees\n change y by (-10)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\nwhen I receive [confetti v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\n\n
Triple click the green flag for best performance.\nMUST triple click or else it won't load well\nif u go into the ground or stuck, try reload the page or u can duplicate the page and play on the duplicated page. also, u must triple click the flag.\n\nThis is my project for the \n'PERTANDINGAN MENCIPTA GAME MENGGUNAKAN SCRATCH'\n\ncongratz i got 1st place!!\n\nWelcome to my project.\nPlease kindly press the love and star button.\n\n\n11 levels, i know its less.\nVery easy!!\n\nFeatures:\nblack=player\nred=lava\nblue=trampoline\ngreen=wall/ground\ncyan=portal\nbrown=ground\n\nThis is my little game for the competition.\n\nThank You.\n\n\nThis is original made by me and i didn't copy !!!
-Ghosting- a Platformer (2.5k entry) #games #all
@Stage\n\nwhen flag clicked\nforever\n if <(GO!) = [1]> then\n forever\n play sound [media-a17b98a2 v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(X) = [7]> then\n switch backdrop to (hahaha v)\n else\n if <(X) = [12]> then\n switch backdrop to (1111 v)\n else\n switch backdrop to (follow me! v)\n end\n end\nend\n\n@Ghost\n\nwhen flag clicked\ngo to x: (-210) y: (-80)\npoint in direction (90)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform [12] [-1] [.8] [2]\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by ((running speed) * (-1))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nif <<touching (level v)?> or <touching (level 2 v)?>> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <<touching (level v)?> or <touching (level 2 v)?>>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <<touching (level v)?> or <touching (level 2 v)?>> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <<touching (level v)?> or <touching (level 2 v)?>> then\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\n end\n set [x velocity v] to [0]\n end\nend\nchange y by (Y Velocity)\nif <<touching (level v)?> or <touching (level 2 v)?>> then\n repeat ([ceiling v] of ([abs v] of (Y Velocity) ) )\n if <<touching (level v)?> or <touching (level 2 v)?>> then\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n end\n if <<(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\n\nwhen flag clicked\nforever\n if <touching (level 2 v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n go to x: (-210) y: (-80)\n point in direction (90)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\n if <touching (lava v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n set [y velocity v] to [0]\n go to x: (-210) y: (-80)\n point in direction (90)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\n if <touching (spikes v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n set [y velocity v] to [0]\n go to x: (-210) y: (-80)\n point in direction (90)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\n if <touching (checkpoint v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n change [x v] by (1)\n go to x: (-210) y: (-80)\n point in direction (90)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n if <(X) = [12]> then\n go to x: (0) y: (-80)\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (ghost 2 v)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (ghost 2 v)\n end\n if <key (d v) pressed?> then\n point in direction (90)\n switch costume to (ghost 2 v)\n end\n if <key (a v) pressed?> then\n point in direction (-90)\n switch costume to (ghost 2 v)\n end\n if <not <<<<key (a v) pressed?> or <key (right arrow v) pressed?>> or <key (left arrow v) pressed?>> or <key (d v) pressed?>>> then\n switch costume to (ghost 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Y Velocity) = [10]> then\n play sound [Jump v] until done\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <(GO!) = [1]> then\n set [ghost v] effect to (0)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Show) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n go to x: (-210) y: (-80)\n point in direction (90)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n wait until <(Show) = [1]>\n end\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [x v] to [1]\nforever\n switch costume to (X)\nend\n\nwhen flag clicked\nswitch costume to (3 v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <(GO!) = [1]> then\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(X) = [12]> then\n set [ghost v] effect to (100)\n end\nend\n\n@Level 2\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nforever\n if <key (space v) pressed?> then\n repeat (4)\n change [ghost v] effect by (25)\n wait (.01) seconds\n end\n set [disappear v] to [1]\n hide\n wait until <not <key (space v) pressed?>>\n set [disappear v] to [0]\n show\n repeat (4)\n change [ghost v] effect by (-25)\n wait (.01) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(X) > [2]> and <(X) < [10]>> then\n if <(disappear) = [1]> then\n play sound [Vanishing Sound Effect 1 v] until done\n wait until <(disappear) = [0]>\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (X)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <(GO!) = [1]> then\n set [ghost v] effect to (0)\n stop [this script v]\n end\nend\n\n@Particles\n\nwhen I start as a clone\nshow\nset [sy v] to [2]\nset [sx v] to [0]\nset [alt v] to [0]\n\nwhen flag clicked\nhide\nforever\n broadcast (Tick v)\n Particle X: (pick random (-241) to (241)) Y: [-160]\nend\n\nwhen I receive [tick v]\nif <(isparticle) = [1]> then\n change y by (SY)\n change x by (SX)\n change [ghost v] effect by (2.)\n change [alt v] by (1)\n if <(alt) > [50]> then\n delete this clone\n end\nend\n\ndefine Particle X: (x) Y: (y)\nset [isparticle v] to [1]\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [isparticle v] to [0]\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <(GO!) = [1]> then\n set [ghost v] effect to (0)\n end\nend\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (0) y: (([cos v] of (((timer) - (3)) * (200)) ) * (10))\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n if <(GO!) = [1]> then\n set [ghost v] effect to (0)\n end\n if <(X) = [12]> then\n hide\n end\nend\n\n@Checkpoint\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n switch costume to (X)\nend\n\nwhen flag clicked\nforever\n if <(X) = [1]> then\n go to x: (240) y: (-90)\n end\n if <(X) = [2]> then\n go to x: (240) y: (-90)\n end\n if <(X) = [3]> then\n go to x: (240) y: (-90)\n end\n if <(X) = [4]> then\n go to x: (240) y: (-25)\n end\n if <(X) = [5]> then\n go to x: (-240) y: (75)\n end\n if <(X) = [6]> then\n go to x: (240) y: (-90)\n end\n if <(X) = [7]> then\n go to x: (240) y: (-90)\n end\n if <(X) = [8]> then\n go to x: (240) y: (-90)\n end\n if <(X) = [9]> then\n go to x: (240) y: (130)\n end\n if <(X) = [10]> then\n go to x: (220) y: (160)\n end\n if <(X) = [11]> then\n go to x: (240) y: (-85)\n end\n if <(X) = [12]> then\n go to x: (240) y: (100)\n end\nend\n\n@Instructions\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to (X)\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (([cos v] of (((timer) - (3)) * (200)) ) * (10))\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <(GO!) = [1]> then\n set [ghost v] effect to (0)\n end\nend\n\n@New Piskel-2\n\nwhen flag clicked\ngo to [front v] layer\nforever\n go to x: (0) y: (([cos v] of (((timer) - (3)) * (200)) ) * (-10))\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nset [go! v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n set [go! v] to [1]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n play sound [yt1s v] until done\n end\nend\n\n@New Piskel-1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nforever\n if <(GO!) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n hide\n end\nend\n\n@Spikes\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n if <(GO!) = [1]> then\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (X)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(X) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (([cos v] of (((timer) - (3)) * (200)) ) * (10))\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n hide\n go to [back v] layer\nend\n\nshow\ngo to [front v] layer\n\n
~ Thank you so much @Coolbe22 for making this project possible! Without this contest I would have never made this project! I am thankful! By the way, congrats on 2.5k ~\n\n| INSTRUCTIONS | ---full screen recommended---\n- Press the floating ghost to start the project\n- Use arrow keys or WASD for movement\n- Press space to "ghost"\n- Avoid falling into the lava\n- Avoid touching the spikes\n- Like, favorite & follow me @VeryBeary\n\n| Enjoy |\n
Lost - A Platformer #Games #All
@Stage\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nset volume to (80) %\nforever\n play sound [NDT 1 v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [go v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n repeat until <(Go) = [1]>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (.8)\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 (-0.8)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<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 (dangers v)?> or <touching (damage2 v)?>> then\n broadcast (ded v)\n repeat (5)\n broadcast (ded v)\n change [ghost v] effect by (20)\n broadcast (ded v)\n change size by (-6)\n end\n broadcast (ded v)\n start sound [ouch v]\n broadcast (ded v)\n set [xv v] to [0]\n broadcast (ded v)\n set [xv v] to [0]\n broadcast (ded v)\n set [ghost v] effect to (0)\n broadcast (ded v)\n go to x: (-219) y: (-86)\n broadcast (ded v)\n set size to (30) %\n broadcast (ded v)\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]\n if <touching (tramps v)?> then\n set [yv v] to [17]\n end\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nwait (0.000001) seconds\ngo to x: (-213) y: (-77)\n\nwhen flag clicked\nrepeat (2)\n go to [front v] layer\n hide\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-219) y: (-86)\n\nwhen flag clicked\n\nbroadcast (START v)\n\nwhen I receive [the part v]\nwait (1) seconds\nglide (2) secs to x: (-50) y: (-100)\nsay [Your the person that stole my parents?!] for (2) seconds\nwait (3.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <(Level) = [12]> then\n broadcast (The Part v)\n set [go v] to [1]\n go to x: (-213) y: (-100)\n \n end\nend\n\nchange [xv v] by (.5)\n\nwhen flag clicked\nset [size v] to [100]\nswitch costume to (player v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nset [ghost v] effect to (0)\nrepeat (12)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen flag clicked\nset size to (30) %\nforever\n if <(y position) = [-181]> then\n broadcast (ded v)\n repeat (5)\n broadcast (ded v)\n change [ghost v] effect by (20)\n broadcast (ded v)\n change size by (-6)\n end\n broadcast (ded v)\n start sound [ouch v]\n broadcast (ded v)\n set [xv v] to [0]\n broadcast (ded v)\n set [xv v] to [0]\n broadcast (ded v)\n set [ghost v] effect to (0)\n broadcast (ded v)\n go to x: (-219) y: (-86)\n broadcast (ded v)\n set size to (30) %\n broadcast (ded v)\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n change [color v] effect by (10)\nend\n\nwhen I receive [ded v]\ndelete this clone\n\nwhen flag clicked\n\n@Platform\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 (0.2) seconds\nforever\n go to [front v] layer\nend\n\n@Dangers\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\nhide\nset [level v] to [1]\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\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)\n go to [back v] layer\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n if <(Level) = [12]> then\n hide\n wait (9) seconds\n forever\n switch costume to (costume1 v)\n show\n end\n end\nend\n\nset [level v] to [11]\n\n@BG\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 [back v] layer\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nswitch costume to (1 v)\nwait (.4) seconds\nrepeat (4)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (3) seconds\n set [ghost v] effect to (100)\n next costume\nend\nwait (1) seconds\nbroadcast (START v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Tramps\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Sprite2\n\nwhen I receive [the part v]\nset size to (30) %\nshow\ngo to x: (220) y: (-100)\nwait (.5) seconds\nglide (1.5) secs to x: (50) y: (-100)\nwait (4.5) seconds\nsay [Maybe...] for (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nset [level v] to [11]\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (12)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n@TN\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nturn left (15) degrees\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (3) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset y to (pick random (28) to (60))\nshow\nrepeat (130)\n change x by (-5)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n
Use arrow keys or WAD!\n\nDon't touch lava spikes and other dangers.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ncomment: gimme Ice Cream
Nature (FUNNY) // Pen Platformer // xD
@Stage\n\n@Penformer\n\nwhen flag clicked\nerase all\nset [lvl v] to [1]\ngo to x: (-200) y: (0)\nset [speedx v] to [0]\nset [speedy v] to [0]\nforever\n erase all\n set [x-position v] to (x position)\n set [y-position v] to (y position)\n Draw lvl\n go to x: (x-position) y: (y-position)\n Platformer Physics\n set [x-position v] to (x position)\n set [y-position v] to (y position)\n draw player\n go to x: (x-position) y: (y-position)\nend\n\ndefine draw player at x: (x) y: (y) size: (size)\ngo to x: ((x) + ((size) / (2))) y: ((y) + ((size) / (2)))\npen down\ngo to x: ((x) + ((size) / (-2))) y: ((y) + ((size) / (2)))\ngo to x: ((x) + ((size) / (-2))) y: ((y) + ((size) / (-2)))\ngo to x: ((x) + ((size) / (2))) y: ((y) + ((size) / (-2)))\ngo to x: ((x) + ((size) / (2))) y: ((y) + ((size) / (2)))\npen up\n\ndefine reset player\nset [x-position v] to [0]\nset [y-position v] to [0]\nset [speedx v] to [0]\nset [speedy v] to [0]\n\ndefine sky\nset pen color to (#3400ff)\nset pen size to (700)\nline from [-240] [0] to [240] [0]\n\ndefine line from (startx) (starty) to (endx) (endy)\npen up\ngo to x: (startx) y: (starty)\npen down\ngo to x: (endx) y: (endy)\npen up\n\ndefine draw down lines\nset pen size to (20)\nset pen color to (#58ff00)\nline from [-200] [-130] to [-200] [-160]\nline from [-160] [-130] to [-160] [-170]\nline from [-110] [-130] to [-110] [-165]\nline from [-70] [-130] to [-70] [-160]\nline from [-30] [-130] to [-30] [-170]\nline from [10] [-130] to [10] [-165]\nline from [50] [-130] to [50] [-160]\nline from [90] [-130] to [90] [-170]\nline from [130] [-130] to [130] [-165]\nline from [180] [-130] to [180] [-155]\n\ndefine Platformer Physics\nchange [speedy v] by (-1)\nchange y by (speedy)\nif <touching color (#58ff00)?> then\n repeat until <not <touching color (#58ff00)?>>\n change y by ((([abs v] of (speedy) ) / (speedy)) * (-1))\n end\n if <<key (up arrow v) pressed?> and <(speedy) < [0]>> then\n set [speedy v] to [15]\n else\n set [speedy v] to [0]\n end\nend\nset [speedx v] to (((speedx) + ((<key (right arrow v) pressed?> * (.9)) + (<key (left arrow v) pressed?> * ((0.9) * (-1))))) * (0.9))\nchange x by (speedx)\nset [slope v] to [0]\nrepeat until <<(Slope) = [-8]> or <not <touching color (#58ff00)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching color (#58ff00)?> then\n change y by (Slope)\n repeat until <not <touching color (#59ff00)?>>\n change x by ((([abs v] of (speedx) ) / (speedy)) * (-1))\n end\n if <key (up arrow v) pressed?> then\n set [speedy v] to [14]\n if <(speedx) > [0]> then\n set [speedx v] to [-8]\n else\n set [speedy v] to [8]\n end\n end\nend\nif <[240] < (x position)> then\n go to x: (-180) y: (0)\n change [lvl v] by (1)\n reset player\nend\nif <(y position) < [-180]> then\n go to x: (-180) y: (0)\n reset player\nend\nif <touching color (#ff0000)?> then\n go to x: (-180) y: (0)\n reset player\nend\n\ndefine island at: (x) (y)\nset pen size to (50)\nset pen color to (#59ff00)\ngo to x: (x) y: (y)\ngo to x: ((x) + (20)) y: ((y) + (20))\npen up\npen down\ngo to x: ((x) - (20)) y: ((y) + (20))\npen up\n\ndefine draw down lines lvl 4\nset pen size to (20)\nset pen color to (#58ff00)\nline from [-200] [-130] to [-200] [-160]\nline from [-160] [-130] to [-160] [-170]\nline from [-120] [-130] to [-120] [-165]\n\nset pen size to (20)\n\nwhen flag clicked\nforever\n play sound [it's different - Shadows \(feat v] until done\nend\n\ndefine draw down lines lvl 5\nset pen size to (20)\nset pen color to (#58ff00)\nline from [200] [-130] to [200] [-160]\nline from [160] [-130] to [160] [-170]\nline from [120] [-130] to [120] [-165]\n\ndraw down lines\n\nline from [] [] to [] []\n\nwhen [s v] key pressed\nchange [lvl v] by (1)\ngo to x: (-180) y: (0)\nreset player\n\nwhen [r v] key pressed\ngo to x: (-180) y: (0)\nreset player\n\ndefine Draw lvl\nsky\nif <(lvl) = [1]> then\n Tree [-100] [-50] [50]\n Tree [50] [-20] [60]\n pen up\n set pen size to (50)\n set pen color to (#aaff7d)\n line from [-240] [-160] to [240] [-160]\n pen up\n set pen size to (20)\n set pen color to (#58ff00)\n line from [-240] [-130] to [240] [-130]\n pen up\n draw down lines\nelse\n if <(lvl) = [2]> then\n Tree [-100] [-50] [50]\n Tree [50] [-20] [60]\n pen up\n set pen size to (50)\n set pen color to (#aaff7d)\n line from [-240] [-160] to [240] [-160]\n pen up\n set pen size to (20)\n set pen color to (#58ff00)\n line from [-240] [-130] to [240] [-130]\n draw down lines\n pen up\n set pen color to (#ff0000)\n line from [0] [-129] to [100] [-129]\n line from [-150] [-129] to [-110] [-129]\n else\n if <(lvl) = [3]> then\n Tree [-100] [-50] [50]\n Tree [0] [100] [60]\n pen up\n set pen size to (50)\n set pen color to (#aaff7d)\n line from [-240] [-160] to [240] [-160]\n pen up\n set pen size to (20)\n set pen color to (#58ff00)\n line from [-240] [-130] to [240] [-130]\n pen up\n draw down lines\n line from [-150] [-130] to [-100] [-90]\n line from [-100] [-90] to [-50] [-130]\n set pen color to (#ff0000)\n line from [-50] [-130] to [240] [-130]\n island at: [0] [-10]\n else\n if <(lvl) = [4]> then\n Tree [-50] [80] [50]\n Tree [100] [180] [60]\n pen up\n set pen size to (50)\n set pen color to (#aaff7d)\n line from [-240] [-160] to [-130] [-160]\n pen up\n set pen size to (20)\n set pen color to (#59ff00)\n line from [-240] [-130] to [-100] [-130]\n pen up\n set pen color to (#ff0000)\n set pen size to (20)\n line from [-240] [180] to [240] [180]\n line from [-5] [-25] to [240] [-25]\n draw down lines lvl 4\n island at: [-50] [-50]\n island at: [100] [50]\n else\n if <(lvl) = [5]> then\n Tree [-200] [-50] [50]\n Tree [200] [-50] [60]\n pen up\n set pen size to (50)\n set pen color to (#aaff7d)\n line from [-240] [-160] to [-110] [-160]\n line from [ 110] [-160] to [240] [-160]\n pen up\n set pen size to (20)\n set pen color to (#58ff00)\n line from [-240] [-130] to [-100] [-130]\n line from [100] [-130] to [240] [-130]\n draw down lines lvl 4\n draw down lines lvl 5\n pen up\n set pen color to (#ff0000)\n line from [100] [-130] to [130] [-130]\n else\n if <(lvl) = [6]> then\n Tree [-200] [-50] [50]\n Tree [200] [-50] [60]\n pen up\n set pen size to (50)\n set pen color to (#aaff7d)\n line from [-240] [-160] to [240] [-160]\n pen up\n set pen size to (20)\n set pen color to (#59ff00)\n line from [-240] [-130] to [240] [-130]\n pen up\n draw down lines\n set pen size to (20)\n set pen color to (#ff0000)\n line from [-150] [-130] to [30] [-130]\n line from [240] [-130] to [170] [-130]\n line from [180] [-40] to [240] [-40]\n island at: [210] [-30]\n else\n if <(lvl) = [7]> then\n island at: [-200] [0]\n island at: [-100] [-100]\n island at: [150] [-100]\n else\n if <(lvl) = [8]> then\n island at: [-200] [0]\n island at: [-100] [-100]\n island at: [180] [-100]\n else\n pen up\n set pen size to (50)\n set pen color to (#aaff7d)\n line from [-240] [-160] to [240] [-160]\n pen up\n set pen size to (20)\n set pen color to (#59ff00)\n line from [-240] [-130] to [240] [-130]\n pen up\n draw down lines\n set pen color to (#ff0000)\n line from [240] [180] to [240] [-180]\n set pen size to (5)\n line from [-200] [150] to [-190] [130]\n line from [-190] [130] to [-180] [150]\n line from [-190] [130] to [-190] [110]\n line from [-155] [150] to [-140] [150]\n line from [-155] [110] to [-140] [110]\n line from [-155] [110] to [-155] [150]\n line from [-140] [110] to [-140] [150]\n line from [-120] [110] to [-120] [150]\n line from [-100] [110] to [-100] [150]\n line from [-100] [110] to [-120] [110]\n line from [-50] [110] to [-50] [150]\n line from [-50] [110] to [-30] [110]\n line from [-30] [110] to [-30] [150]\n line from [-30] [110] to [-10] [110]\n line from [-10] [110] to [-10] [150]\n line from [20] [150] to [35] [150]\n line from [20] [110] to [20] [150]\n line from [35] [110] to [20] [110]\n line from [35] [110] to [35] [150]\n line from [70] [150] to [70] [110]\n line from [70] [150] to [90] [110]\n line from [90] [110] to [90] [150]\n set pen size to (20)\n line from [140] [100] to [140] [100]\n line from [140] [130] to [140] [150]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Tree (x) (y) (s)\nset pen size to (30)\nset pen color to (#710d08)\nline from (x) ((y) + (-)) to ((x) - ()) ((y) + (-100))\nset pen color to (#45a00d)\nline from ((x) - ((s) / (1.3))) (y) to ((x) - ((s) / (-1.3))) (y)\nset pen color to (#57cc10)\nline from ((x) - ((s) / (2))) ((y) + (30)) to ((x) - ((s) / (-2))) ((y) + (30))\nset pen color to (#62e812)\nline from ((x) - ((s) / (5))) ((y) + (60)) to ((x) - ((s) / (-5))) ((y) + (60))\n\ndefine draw player\nset pen size to (19)\nset pen color to (#ffffff)\ndraw player at x: (x-position) y: (y-position) size: [19]\n\n@Sprite1\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
★★★ CONTROLS ★★★\n• Arrow Keys to move\n• If u touch red u then... dunno. just dont touch red\n•Can be glitchy bc its pretty old...\n\n★★★ STORY LOL★★★\nThis game is 30 years old. :) no no jk hehe\n\n★★★ Credits ★★★\nMy pet made everything\nmusic maker lol \n\n★★★ What you have to do ★★★\nPress the flag and smash the love and fave button so they are not grey anymore. then remix and make the instructions and the thumbnail more funny. Go to my profile and click the blue button :) XDDD\n\n\n★★★ What will happen XD ★★★\nwhen this project reaches a good trending place or get top loved etc. i will make another Part lol\nJust have fun and enjoy this hehe
Draw The Platformer (Ink Bar!) :)
@Stage\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [now next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (Start Spikes v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (Spikes NL1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (Spikes NL2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (Spikes NL3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (NL4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (NL5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (Enemies v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (2 enemies v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (chill bro :\) v)\n end\nend\n\nwhen I receive [restart >:\) v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (work for ink >:\) v)\n end\nend\n\nwhen [s v] key pressed\nnext costume\n\n@Flag\n\nwhen I receive [next level v]\nshow\ngo to x: (234) y: (-79)\nbroadcast (Now Next Level v)\n\nwhen flag clicked\ngo to x: (234) y: (-79)\nshow\n\nwhen I receive [take break v]\nhide\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [start spikes v]\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [spikes nl1 v]\nshow\nswitch costume to (costume3 v)\n\nwhen I receive [spikes nl2 v]\nshow\nswitch costume to (costume4 v)\n\nwhen I receive [spikes nl3 v]\nshow\nswitch costume to (costume5 v)\n\nwhen I receive [nl4 v]\nshow\nswitch costume to (costume6 v)\n\nwhen I receive [nl5 v]\nshow\nswitch costume to (costume7 v)\n\nwhen I receive [enemies v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [work for ink >:\) v]\n\nwhen flag clicked\nforever\n if <(Ink) = [0]> then\n hide\n end\nend\n\n@Pen\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\nend\n\nwhen flag clicked\nset pen color to (#000000)\nset pen size to (2)\nforever\n if <mouse down?> then\n pen down\n else\n pen up\n end\nend\n\nwhen flag clicked\nforever\n if <key (c v) pressed?> then\n erase all\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <key (4 v) pressed?> then\n set pen color to (#000000)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [2 ]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nset [ink v] to [200]\nforever\n if <mouse down?> then\n change [ink v] by (-1)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Ink) = [0]> then\n set [ink v] to [200]\n broadcast (Restart >:\) v)\n erase all\n end\nend\n\n@saws\n\nwhen I receive [start the game v]\n\nwhen flag clicked\nhide\n\nwhen I receive [enemies v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (200) %\ngo to x: (6) y: (-97)\nforever\n turn right (15) degrees\n go to [back v] layer\nend\n\nwhen I receive [2 enemies v]\ngo to x: (81) y: (-91)\nswitch costume to (costume2 v)\nset size to (100) %\nshow\n\nwhen I receive [chill bro :\) v]\nhide\n\n@saws2\n\nwhen I receive [start the game v]\n\nwhen flag clicked\nhide\n\nwhen I receive [2 enemies v]\ngo to x: (-72) y: (-94)\nswitch costume to (costume1 v)\nset size to (100) %\nshow\n\nwhen flag clicked\nforever\n turn right (15) degrees\n go to [back v] layer\nend\n\nwhen I receive [chill bro :\) v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\ngo to x: (36) y: (28)\n\n@Player\n\nwhen flag clicked\nforever\n if <(y position) < [-180]> then\n Reset\n change [ink v] by (-5)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-180]> then\n Reset\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-180]> then\n Reset\n end\nend\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nchange y by (y vel)\nif <touching color (#000000)?> then\n repeat ([abs v] of (y vel) )\n if <touching color (#000000)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<key (up arrow v) pressed?> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <key (right arrow v) pressed?> then\n change [x vel v] by (movement speed)\nend\nif <key (left arrow v) pressed?> then\n change [x vel v] by ((-1) * (movement speed))\nend\nchange x by (x vel)\nif <touching color (#000000)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching color (#000000)?> then\n change y by (1)\n end\n end\n if <touching color (#000000)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching color (#000000)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n if <key (up arrow v) pressed?> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <key (left arrow v) pressed?> then\n set [x vel v] to (wall jump hm)\n set [y vel v] to (wall jump vm)\n end\n else\n set [x vel v] to [0]\n if <key (right arrow v) pressed?> then\n set [x vel v] to ((-1) * (wall jump hm))\n set [y vel v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\nwhen flag clicked\nerase all\nshow\ngo to x: (-197) y: (-70)\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n platform physics (12) (-1) (0.9) (1) (8) (8)\nend\n\nwhen flag clicked\nstart sound [Scratch Music.mp3 v]\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <key (c v) pressed?> then\n go to x: (-197) y: (-70)\n erase all\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-197) y: (-70)\n\ngo to x: (-197) y: (-70)\n\nwhen flag clicked\nforever\n if <touching (flag v)?> then\n go to x: (-197) y: (-70)\n broadcast (Next Level v)\n erase all\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-197) y: (-70)\n end\nend\n\ndefine Reset\ngo to x: (-197) y: (-70)\n\nwhen flag clicked\nforever\n if <key (p v) pressed?> then\n stop all sounds\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(jump height) = [16]> then\n set [y vel v] to (jump height)\n end\nend\n\nwhen [r v] key pressed\nbroadcast (Now Next Level v)\n\nwhen flag clicked\nforever\n if <touching (saws2 v)?> then\n go to x: (-197) y: (-70)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (saws v)?> then\n go to x: (-197) y: (-70)\n end\nend\n\nwhen flag clicked\nif <touching (ink v)?> then\n change [ink v] by (10)\nend\n\nforever\n\n
Arrow Keys To Move\nC to erase\nP to pause music\nYou can jump - but very small (Draw Over Spikes To Get Past)\nhold mouse to draw\ndon't Fall\ntouch cube for next level\nGive Me Level Ideas :P\nWork In Progress\n-Story-\nso I was just thinking to create a drawing game! Then I also wanted to create a platformer. Then I thought I could make one of those draw platformer games! So I began. Then when I was trying to make the player stand on the color black, it kept going through! I got stressed out! Then I kept trying and scratch was still broken for me :( . Then I tried one last time this week and it worked! These platformer code on this project is different and more complicated! Then a week of hard work it is here!\n(Work In Progress) LOL\n258 blocks so far!\nNOT BROKEN ANYMORE YES\n
Jungle ll Platformer
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [intro end animation v]\nswitch backdrop to (1 v)\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\n@Player\n\ndefine spin off screen\nset rotation style [all around v]\nchange [deaths v] by (1)\nset [y vel v] to [10]\nrepeat until <(y position) < [-179]>\n switch costume to (costume4 v)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y vel)\n change [y vel v] by (-1)\nend\nhide\nreset\npoint in direction (90)\nswitch costume to (costume2 v)\n\ngo to x: (-227) y: (-9)\n\nreset\n\ngo to x: (-198) y: (-10)\n\nwhen I receive [nothing to see here v]\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n wait (0.005) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ngo to x: (-11) y: (-169)\n\nwhen I receive [intro v]\nhide\n\nwhen I receive [nothing to see here v]\nshow\ngo to x: (-161) y: (-104)\n\nwhen flag clicked\nset [timer v] to [0]\n\nwhen flag clicked\nwait (1) seconds\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nrepeat (10)\n change size by (0)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen I receive [intro v]\nhide\n\nturn video (on-flipped v)\n\nwhen flag clicked\nforever\n turn video (off v)\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwait (2) seconds\n\nwhen flag clicked\nwait (2) seconds\ngo to x: (-208) y: (189)\nchange y by (10)\n\nwhen I receive [nothing to see here v]\nforever\n show\nend\n\nhide\n\nwhen I receive [nothing to see here v]\n\nchange x by (10)\n\nwhen I receive [nothing to see here v]\nset [level v] to [1]\nset size to (100) %\nReset player variables\nreset\n\nwhen flag clicked\ngo to x: (-205) y: (-60)\n\nwhen I receive [next level v]\ngo to x: (-205) y: (-60)\n\nwhen I receive [intro end animation v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end animation v]\nswitch costume to (costume2 v)\npoint in direction (90)\ngo to x: (-213) y: (-10)\nset [level v] to [1]\nset size to (100) %\nReset player variables\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 switch costume to (costume2 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v v] by (-.9)\n switch costume to (costume1 v)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (moving platfom v)?> or <touching (level v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (moving platfom v)?> or <touching (level v)?>> then\n change y by (1)\n if <<touching (moving platfom v)?> or <touching (level 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 (level v)?> or <<touching (rotating platform v)?> or <touching (moving platfom v)?>>> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> or <<touching (rotating platform v)?> or <touching (moving platfom 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 (spike v)?> then\n spin off screen\n reset\n go to x: (-205) y: (-60)\n end\n if <touching (jump pad v)?> then\n set [y v v] to [25]\n end\n if <touching (finish line v)?> then\n go to x: (-201) y: (-54)\n broadcast (Next level v)\n end\n if <touching (lava v)?> then\n spin off screen\n end\n if <touching (smasher v)?> then\n reset\n go to x: (-205) y: (-60)\n end\n if <touching (monster v)?> then\n reset\n go to x: (-210) y: (-95)\n end\n if <touching (plants \( killer \) v)?> then\n spin off screen\n end\nend\n\ngo to x: (-205) y: (-60)\n\ngo to x: (-205) y: (-60)\n\nglide (0.5) secs to x: (-205) y: (-60)\n\nwhen I receive [intro end animation v]\nforever\n show\n play sound [Space Ambience v] until done\nend\n\nwhen I receive [intro end animation v]\nforever\n play sound [Darkside - Alan Walker v] until done\nend\n\npoint in direction (90)\n\ndefine reset\ngo to x: (-192) y: (-57)\n\ngo to x: (0) y: (0)\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [intro v]\nhide\n\nwhen I receive [nothing to see here v]\nshow\n\nwhen I receive [skip v]\nnext costume\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\n\nwhen I receive [intro end animation v]\nshow\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\n@Finish line\n\nhide\n\nwhen I receive [intro v]\nhide\n\nwhen I receive [intro end animation v]\nshow\n\nwhen flag clicked\nhide\n\n@Spike\n\nwhen I receive [nothing to see here v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [intro v]\nhide\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [skip v]\nnext costume\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (36) y: (28)\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end animation v]\nswitch costume to (1 v)\nforever\n show\nend\n\n@LAVA\n\nwhen I receive [intro v]\nhide\n\nwhen I receive [intro end animation v]\nshow\n\nwhen flag clicked\nhide\n\n@Plants ( Killer )\n\nwhen flag clicked\nhide\nforever\n point towards (player v)\n set rotation style [left-right v]\nend\n\nwhen backdrop switches to [3 v]\nshow\ngo to x: (17) y: (37)\n\nwhen backdrop switches to [4 v]\nhide\n\nshow\n\nwhen backdrop switches to [8 v]\nhide\n\nwhen backdrop switches to [7 v]\nshow\ngo to x: (169) y: (40)\n\ngo to x: (174) y: (47)\n\ngo to x: (-106) y: (31)\n\ngo to x: (-72) y: (41)\n\n@Intro\n\nwhen flag clicked\nhide\nReset\nset [waiting v] to [0]\nset [clonenumber v] to [0]\nset [sides v] to [0]\nset [value v] to [0]\nset [velocity v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (name v)\nstart sound [Electro-Light - Symbolism v]\nwait (1.82) seconds\nset [clonenumber v] to [1]\nset [i v] to [5]\nrepeat (10)\n create clone of (_myself_ v)\n if <(sides) = [1]> then\n set [sides v] to [0]\n change [value v] by (10)\n change [i v] by (-.4)\n else\n set [sides v] to [1]\n end\nend\nset [clonenumber v] to [2]\nwait (.3) seconds\nrepeat (4)\n create clone of (_myself_ v)\n change [value v] by (10)\n wait (0.1) seconds\nend\nclear graphic effects\nswitch costume to (name v)\ngo [forward v] (99) layers\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat until <(round (size)) = [50]>\n change size by (((50) - (size)) / (3))\nend\ncreate clone of (_myself_ v)\nwait until <touching color (#fbffe6)?>\nrepeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\nend\nset [velocity v] to [17]\nset [waiting v] to [1]\nset [clonenumber v] to [3]\ncreate clone of (_myself_ v)\nset [clonenumber v] to [4]\ncreate clone of (_myself_ v)\nset [waiting v] to [2]\nrepeat (25)\n go [forward v] (99) layers\n set [velocity v] to ((velocity) * (.95))\n set size to ((100) + (velocity)) %\nend\nreset timer\nrepeat until <(timer) > [3]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((150) - (size)) / (3))\nend\npoint in direction (90)\nset [value v] to [5]\nrepeat (16)\n turn right (value) degrees\n change [value v] by (1)\nend\nrepeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\nend\nrepeat until <(timer) > [6]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((175) - (size)) / (3))\nend\nset [velocity v] to [12]\nrepeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\nbroadcast (Intro End Animation v)\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [0]> then\n Reset\n show\n set size to (0) %\n point in direction (-15)\n switch costume to (square v)\n set [velocity v] to [0]\n set [value v] to [0]\n repeat (15)\n change [value v] by (1)\n turn right (value) degrees\n change [velocity v] by (1)\n change size by (velocity)\n end\n set [value v] to [8]\n repeat (30)\n set [value v] to (((value) * (0.69)) + ((90) - (direction)))\n turn right (value) degrees\n end\n repeat (12)\n next costume\n end\n repeat until <(round (size)) = [2000]>\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\nend\n\ndefine Reset\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n switch costume to (square13 v)\n set [brightness v] effect to (value)\n go to x: (0) y: (0)\n set [i v] to (i)\n if <(sides) = [1]> then\n repeat until <(round (y position)) = [180]>\n change y by (((180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n else\n repeat until <(round (y position)) = [-180]>\n change y by (((-180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [2]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n set [brightness v] effect to (value)\n go to x: (240) y: (-180)\n point in direction (-135)\n switch costume to (screen v)\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\n end\n point in direction (90)\n wait until <(waiting) = [1]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [3]> then\n Reset\n show\n go to [front v] layer\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [4]> then\n Reset\n clear graphic effects\n show\n go to [front v] layer\n go [forward v] (999) layers\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Move and Clones\nset [clonenumber v] to [5]\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [5]> then\n show\n clear graphic effects\n set size to (10) %\n point in direction (90)\n switch costume to (sidesquareline v)\n set [velocity v] to [0]\n set [value v] to [0]\n go to [front v] layer\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(waiting) = [2]>\nreset timer\nrepeat until <(timer) > [6]>\n Move and Clones\n wait (1) seconds\nend\n\nwhen I receive [intro end animation v]\nif <not <(costume [number v]) = [14]>> then\n repeat (20)\n change size by (((0) - (size)) / (5))\n change [ghost v] effect by (5)\n end\nelse\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n switch costume to (blank v)\n switch costume to (square v)\n end\n set [velocity v] to [12]\n repeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n turn right (([abs v] of (velocity) ) / (2)) degrees\n end\n delete this clone\nend\n\nhide\n\n@Sprite2\n\nshow\n\nwhen flag clicked\nhide\n\n@Love fave\n\nwhen flag clicked\n\nwhen I receive [intro end animation v]\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
The Jungle was full of danger can you bring Donald to the helicopter at the very top of the jungle.\n========================================\nUse WASD or Arrow keys to move\nYou can do a wall jump\n=======================================\nNo hacking this game =D\n========================================\nDon't judge how the helicopter looks like because i'm a really bad artist =(.\n========================================\nPlease like,fav and follow\n========================================\nUpdates\n- 3/12/2020 = Added a intro\n- 3/23/2021 = Added a death animation
Red: A Platformer, Part II
@Stage\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join (mouse x) (join [,] (mouse y)))\n\nwhen [h v] key pressed\nhide variable [mouse v]\n\nwhen flag clicked\nforever\n play sound [Starcat - Bipolarity v] until done\n wait (2) seconds\nend\n\n@Blue\n\ndefine say (text)\nset [say v] to []\nset [letter v] to []\nrepeat (length of (text))\n change [letter v] by (1)\n set [say v] to (join (say) (letter (letter) of (text)))\n wait (0.05) seconds\n say (say)\nend\nwait (1) seconds\nsay []\n\ndefine (x) (y) (speed) (size)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\n change size by (((size) - (size)) / (speed))\nend\ngo to x: (x) y: (y)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (size))\nend\nset size to (size) %\n\ndefine setup\nshow\ngo to [front v] layer\nset rotation style [left-right v]\ngo to x: (-210) y: (-80)\npoint in direction (90)\nset size to (100) %\nset [xvel v] to [0]\nset [yvel v] to [0]\n\nwhen flag clicked\nset [cammode v] to [off]\nclear graphic effects\nset [level v] to [1]\nsetup\nforever\n if <not <(Level) = [8]>> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < (y position)>>> then\n point in direction (90)\n change [xvel v] by (0.5)\n else\n point in direction (90)\n change [xvel v] by (0.75)\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 <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < (y position)>>> then\n point in direction (-90)\n change [xvel v] by (-0.5)\n else\n point in direction (-90)\n change [xvel v] by (-0.75)\n end\n end\n end\n set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\n if <<touching (level v)?> or <touching (doors v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (doors v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (doors v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (doors v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (doors v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (doors v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (doors v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (doors v)?>> then\n change x by ((Xvel) * (-1))\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)>>> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-7]\n else\n set [xvel v] to [7]\n end\n set [yvel v] to [12]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(Level) = [8]>> then\n change [yvel v] by (-1)\n change y by (Yvel)\n else\n set [yvel v] to [0]\n end\n if <<touching (level v)?> or <touching (doors v)?>> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> or <touching (doors 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 [yvel v] to [15]\n end\n end\n change y by (1)\n if <<(x position) > [239]> or <key (b v) pressed?>> then\n if <(Level) = [8]> then\n set [level v] to [1]\n broadcast (Restart v)\n setup\n else\n change [level v] by (1)\n broadcast (Next Level v)\n setup\n end\n if <key (b v) pressed?> then\n wait until <not <key (b v) pressed?>>\n end\n end\n if <touching (spike v)?> then\n broadcast (Restart v)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < (y position)>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <touching color (#ff764a)?> then\n set [yvel v] to [15]\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [yellow ring v]\nset [yvel v] to [15]\n\nwhen I receive [purple ring v]\nset [yvel v] to [9]\n\nwhen I receive [red ring v]\nset [yvel v] to [18]\n\nwhen I receive [restart v]\nsetup\n\nwhen I receive [outro v]\nhide\n\nwhen [c v] key pressed\nif <(CamMode) = [off]> then\n set [cammode v] to [on]\n set [ghost v] effect to (50)\nelse\n set [cammode v] to [off]\n set [ghost v] effect to (0)\nend\nwait until <not <key (c v) pressed?>>\n\nwhen flag clicked\nwait until <(Level) = [8]>\ngo to x: (-210) y: (-91)\nsay [!?!]\nwait (1) seconds\nrepeat until <(x position) = [99]>\n [99] [-91] [7] [100]\nend\n\nwhen I receive [dialougue v]\nsay [Ok, thanks!]\nsay [It's time to battle Red Cube, once and for all!]\nbroadcast (Trans v)\n\nwhen flag clicked\nwait until <(Level) = [8]>\nwait (3) seconds\nsay [Not-Orange? What are you doing here?]\nbroadcast (Dialogue v)\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Spike\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Text\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@ThumbNail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Rings\n\nwhen flag clicked\nset [delete all clones? v] to [yes]\nhide\n\ndefine Clone Ring (#) x: (x) y: (y)\ngo to x: (x) y: (y)\nswitch costume to (#)\nset [i v] to (#)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nset [delete all clones? v] to [yes]\nwait (0.1) seconds\nset [delete all clones? v] to [no]\nClone Rings\n\nwhen I start as a clone\nshow\nrepeat until <(delete all clones?) = [yes]>\n if <<touching (blue v)?> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <mouse down?>>> then\n if <(i) = [1]> then\n broadcast (Yellow Ring v)\n end\n if <(i) = [2]> then\n broadcast (Purple Ring v)\n end\n if <(i) = [3]> then\n broadcast (Red Ring v)\n end\n end\nend\ndelete this clone\n\nwhen I receive [restart v]\nset [delete all clones? v] to [yes]\nwait (0.1) seconds\nset [delete all clones? v] to [no]\nClone Rings\n\nwhen flag clicked\nset [delete all clones? v] to [yes]\nwait (0.1) seconds\nset [delete all clones? v] to [no]\nClone Rings\n\ndefine Clone Rings\nif <(Level) = [2]> then\n Clone Ring [2] x: [4] y: [7]\nend\nif <(Level) = [6]> then\n Clone Ring [1] x: [0] y: [0]\n Clone Ring [1] x: [100] y: [0]\n Clone Ring [1] x: [-100] y: [0]\nend\n\nbroadcast (Restart v)\n\n@Sun\n\nwhen flag clicked\ngo to [back v] layer\nreset timer\nforever\n go to x: (-240) y: (180)\n set size to ((([sin v] of ((timer) * (160)) ) * (20)) + (120)) %\nend\n\n@Doors\n\nwhen I receive [next level v]\nclear graphic effects\nshow\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [open door v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Keys\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Open Door v)\n hide\n end\nend\n\n@Enemy\n\nwhen flag clicked\nset [delete all clones? v] to [yes]\nhide\n\ndefine Clone Enemy (#) x: (x) y: (y)\ngo to x: (x) y: (y)\nswitch costume to (#)\nset [i v] to (#)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nClone Enemies\n\nwhen I start as a clone\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\nset [enemyx v] to [0]\nset [enemyy v] to [0]\ngo to [front v] layer\nrepeat until <(delete all clones?) = [yes]>\n if <touching (blue v)?> then\n if <<([y position v] of [blue v]) > ((y position) + (17.5))> and <(costume [name v]) = [1]>> then\n set [yvel v] to [15]\n delete this clone\n else\n broadcast (Restart v)\n end\n end\n if <(CamMode) = [off]> then\n change [enemyy v] by (-1)\n if <([x position v] of [blue v]) < ((x position) - (10))> then\n change [enemyx v] by ((0) - ((Speed) / (10)))\n point in direction (-90)\n end\n if <((x position) - (-10)) < ([x position v] of [blue v])> then\n change [enemyx v] by ((Speed) / (10))\n point in direction (90)\n end\n set [enemyx v] to ((Enemyx) * (0.9))\n change x by (Enemyx)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((Enemyx) * (-1))\n if <(y position) < ([x position v] of [blue v])> then\n set [enemyy v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [enemyx v] to [-10]\n else\n set [enemyx v] to [10]\n end\n else\n set [enemyx v] to [0]\n end\n end\n change y by (Enemyy)\n if <touching (level v)?> then\n change y by ((Enemyy) - ((Enemyy) * (2)))\n set [enemyy v] to [0]\n end\n change y by (-1)\n if <<((y position) - (-50)) < ([x position v] of [blue v])> and <touching (level v)?>> then\n set [enemyy v] to [14]\n end\n change y by (1)\n end\nend\ndelete this clone\n\nwhen I receive [restart v]\nClone Enemies\n\nwhen flag clicked\nClone Enemies\n\ndefine Clone Enemies\nset [delete all clones? v] to [yes]\nwait (0.1) seconds\nset [delete all clones? v] to [no]\nif <(Level) = [1]> then\n Clone Enemy [1] x: [200] y: [-25]\n Clone Enemy [1] x: [150] y: [-25]\nend\nif <(Level) = [2]> then\n Clone Enemy [1] x: [172] y: [71]\nend\nif <(Level) = [3]> then\n Clone Enemy [1] x: [194] y: [-24]\nend\nif <(Level) = [4]> then\n Clone Enemy [2] x: [75] y: [39]\nend\nif <(Level) = [5]> then\n Clone Enemy [1] x: [-110] y: [72]\n Clone Enemy [1] x: [181] y: [-78]\nend\nif <(Level) = [6]> then\n Clone Enemy [1] x: [180] y: [0]\n Clone Enemy [1] x: [210] y: [0]\nend\nif <(Level) = [7]> then\n repeat (5)\n Clone Enemy [1] x: [201] y: [81]\n wait (0.5) seconds\n end\nend\nstop [this script v]\n\n@Blackout\n\nwhen flag clicked\nhide\n\nwhen I receive [trans v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (Outro v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Outro\n\nwhen I receive [outro v]\nshow\ngo to [front v] layer\nforever\n go to x: ((mouse x) / (40)) y: ((mouse y) / (40))\nend\n\nwhen flag clicked\nhide\n\n@Decor\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Art Creator\n\n@Not-Orange\n\nwhen flag clicked\ngo to x: (176) y: (-90)\nhide\nwait until <(Level) = [8]>\nshow\n\ndefine say (text)\nset [say v] to []\nset [letter v] to []\nrepeat (length of (text))\n change [letter v] by (1)\n set [say v] to (join (say) (letter (letter) of (text)))\n say (say)\n wait (0.05) seconds\nend\nwait (1) seconds\nsay []\n\nwhen I receive [dialogue v]\nsay [Red Cube kept us trapped here. He took the rest of us to do an experiment.]\nsay [Here, take this! It's the Shield of Invincibility. It'll be useful for defense.]\nsay [Mayor Green knew you would come to battle Red Cube, so he wanted me to give this to you.]\nsay [And take this too. It is the Orb of Perellius.]\nsay [It'll give you unlimited power when you press the space key.]\nbroadcast (Dialougue v)\n\n
-----------------------------✦Rᴇᴅ✦-----------------------------\n\n❖Bᴀᴄᴋsᴛᴏʀʏ❖\n➜ Rᴇᴅ Cᴜʙᴇ ʜᴀs ᴄᴀᴘᴛᴜʀᴇᴅ ᴀʟʟ ᴏғ Bʟᴜᴇ's ᴠɪʟʟᴀɢᴇ. Hᴇ ɪs ᴛʜᴇ ʟᴀsᴛ ᴏɴᴇ ʀᴇᴍᴀɪɴɪɴɢ, sᴏ ʜᴇ sᴇᴛs ᴏɴ ᴀ ǫᴜᴇsᴛ ᴛᴏ ᴛʀᴀᴠᴇʟ ᴛᴏ ᴛʜᴇ ʀᴇᴅ ᴋɪɴɢᴅᴏᴍ, sᴇᴛ ʜɪs ᴠɪʟʟᴀɢᴇ ғʀᴇᴇ, ᴀɴᴅ ᴅᴇғᴇᴀᴛ Rᴇᴅ Cᴜʙᴇ ᴏɴᴄᴇ ᴀɴᴅ ғᴏʀ ᴀʟʟ. \n\n➜ ᴛʜɪs ɪs ᴘᴀʀᴛ ᴛᴡᴏ. ᴘᴀʀᴛ ᴏɴᴇ ɪs ᴜᴘ ᴛʜᴇʀᴇ.\n➜ Mᴏsᴛ ᴏғ ᴛʜᴇ ɪɴsᴛʀᴜᴄᴛɪᴏɴs ᴀʀᴇ ɪɴ ᴛʜᴇ ɢᴀᴍᴇ. \n\n❖Cʀᴇᴅɪᴛs❖ \n➜ Jᴏɪɴ ᴍʏ 750 ᴄᴏɴᴛᴇsᴛ ғᴏʀ ʙɪɢ ᴘʀɪᴢᴇs!: https://scratch.mit.edu/projects/493054353/\n➜ Pʟᴇᴀsᴇ ᴅᴏɴ'ᴛ ʀᴇᴍɪx ɪғ ʏᴏᴜ ᴅᴏɴ'ᴛ ᴄʜᴀɴɢᴇ ᴀɴʏᴛʜɪɴɢ. \n➜ I ᴡɪʟʟ ᴍᴀᴋᴇ ᴀ ᴛᴜᴛᴏʀɪᴀʟ ᴏғ ʜᴏᴡ ᴛᴏ ᴍᴀᴋᴇ ᴀ ᴘʟᴀᴛғᴏʀᴍᴇʀ ʟɪᴋᴇ ᴛʜɪs sᴏᴏɴ! :) \n➜ soɴɢ ɪs sᴛᴀʀᴄᴀᴛ - ʙɪᴘᴏʟᴀʀɪᴛʏ\n➜ @0014049, @SGChase18, @JWhandle\n
Ninja ( Platformer )
@Stage\n\nwhen flag clicked\nswitch backdrop to ( v)\n\n play sound [Clean_Bandit_-_Rather_Be_feat v] until done\nend\n\n@ \n\ndefine Gravity\nchange [gravity v] by (-1)\nchange y by (Gravity)\nif <touching ( v)?> then\n set [gravity v] to [0]\n change y by (1)\nend\n\nwhen flag clicked\nset [gravity v] to [0]\nforever\n Gravity\nend\n\nwhen flag clicked\nhide\nbroadcast (start v)\n\nwhen I receive [start v]\ngo to x: (-71) y: (-116)\nset size to (80) %\nswitch costume to ( v)\nshow\nwait (1.5) seconds\nrepeat (4)\n next costume\n wait (0.1) seconds\nend\nwait (2) seconds\nswitch costume to ( v)\nwait (0.3) seconds\nswitch costume to ( 4 v)\nwait (2) seconds\nrepeat (6)\n next costume\n wait (0.15) seconds\nend\nswitch costume to ( 4 v)\nwait (1) seconds\nbroadcast (T.P.M v)\nstop [this script v]\n\nwhen I receive [t.p.m v]\nrepeat until <(backdrop [number v]) = [2]>\n if <key (left arrow v) pressed?> then\n change x by ((-600) * (0.01))\n end\n if <key (right arrow v) pressed?> then\n change x by ((600) * (0.01))\n end\n if <key (a v) pressed?> then\n change x by ((-600) * (0.01))\n end\n if <key (d v) pressed?> then\n change x by ((600) * (0.01))\n end\n if <(x position) > [158]> then\n switch backdrop to ( v)\n go to x: (-202) y: (-105)\n broadcast (LVL 1 v)\n stop [this script v]\n end\nend\n\nwhen I receive [lvl 1 v]\n\n if <key (left arrow v) pressed?> then\n change x by ((-600) * (0.01))\n end\n if <key (right arrow v) pressed?> then\n change x by ((600) * (0.01))\n end\n if <key (a v) pressed?> then\n change x by ((-600) * (0.01))\n end\n if <key (d v) pressed?> then\n change x by ((600) * (0.01))\n end\n if <touching ( v)?> then\n go to x: (-202) y: (-105)\n end\n if <(x position) > [158]> then\n switch backdrop to ( v)\n go to x: (-202) y: (-105)\n broadcast (LVL 2 v)\n stop [this script v]\n end\n change y by ((1500) * (0.01))\nend\n\nwhen I receive [lvl 2 v]\ngo to x: (-203) y: (-92)\n\n if <key (left arrow v) pressed?> then\n change x by ((-600) * (0.01))\n end\n if <key (right arrow v) pressed?> then\n change x by ((600) * (0.01))\n end\n if <key (a v) pressed?> then\n change x by ((-600) * (0.01))\n end\n if <key (d v) pressed?> then\n change x by ((600) * (0.01))\n end\n if <touching ( v)?> then\n go to x: (-203) y: (-92)\n end\n if <(x position) > [158]> then\n switch backdrop to ( v)\n go to x: (-203) y: (-105)\n broadcast (LVL 3 v)\n stop [this script v]\n end\n change y by ((1500) * (0.01))\nend\n\nwhen I receive [lvl 3 v]\ngo to x: (-201) y: (-92)\n\n if <key (left arrow v) pressed?> then\n change x by ((-600) * (0.01))\n end\n if <key (right arrow v) pressed?> then\n change x by ((600) * (0.01))\n end\n if <key (a v) pressed?> then\n change x by ((-600) * (0.01))\n end\n if <key (d v) pressed?> then\n change x by ((600) * (0.01))\n end\n if <touching ( v)?> then\n go to x: (-201) y: (-92)\n end\n if <touching ( v)?> then\n go to x: (-201) y: (-92)\n end\n if <(x position) > [158]> then\n switch backdrop to ( v)\n go to x: (-203) y: (-105)\n broadcast (LVL 4 v)\n stop [this script v]\n end\n change y by ((1500) * (0.01))\nend\n\nwhen I receive [lvl 4 v]\ngo to x: (-209) y: (-125)\n\n if <key (left arrow v) pressed?> then\n change x by ((-600) * (0.01))\n end\n if <key (right arrow v) pressed?> then\n change x by ((600) * (0.01))\n end\n if <key (a v) pressed?> then\n change x by ((-600) * (0.01))\n end\n if <key (d v) pressed?> then\n change x by ((600) * (0.01))\n end\n if <touching ( v)?> then\n go to x: (-201) y: (-92)\n end\n if <touching ( v)?> then\n go to x: (-201) y: (-92)\n end\n if <(x position) > [158]> then\n switch backdrop to ( v)\n go to x: (-203) y: (-105)\n broadcast (LV 5 v)\n stop [this script v]\n end\n change y by ((1500) * (0.01))\nend\n\nwhen I receive [lv 5 v]\nset size to (50) %\ngo to x: (-204) y: (-148)\n\n if <key (left arrow v) pressed?> then\n change x by ((-600) * (0.01))\n end\n if <key (right arrow v) pressed?> then\n change x by ((600) * (0.01))\n end\n if <key (a v) pressed?> then\n change x by ((-600) * (0.01))\n end\n if <key (d v) pressed?> then\n change x by ((600) * (0.01))\n end\n if <touching ( v)?> then\n go to x: (-204) y: (-148)\n end\n if <touching ( v)?> then\n go to x: (-204) y: (-148)\n end\n if <<(y position) > [99]> and <(x position) > [158]>> then\n switch backdrop to ( v)\n go to x: (-203) y: (-105)\n broadcast (LVL 6 v)\n stop [this script v]\n end\n change y by ((1500) * (0.01))\nend\n\nwhen I receive [lvl 6 v]\nset size to (50) %\ngo to x: (-212) y: (-150)\n\n if <key (left arrow v) pressed?> then\n change x by ((-600) * (0.01))\n end\n if <key (right arrow v) pressed?> then\n change x by ((600) * (0.01))\n end\n if <key (a v) pressed?> then\n change x by ((-600) * (0.01))\n end\n if <key (d v) pressed?> then\n change x by ((600) * (0.01))\n end\n if <touching ( v)?> then\n go to x: (-204) y: (-148)\n end\n if <touching ( v)?> then\n go to x: (-204) y: (-148)\n end\n if <<(y position) > [129]> and <(x position) > [200]>> then\n switch backdrop to ( v)\n go to x: (-203) y: (-105)\n broadcast (LVL 7 v)\n stop [this script v]\n end\n change y by ((1500) * (0.01))\nend\n\nwhen I receive [lvl 7 v]\nset size to (50) %\ngo to x: (-210) y: (130)\n\n if <key (left arrow v) pressed?> then\n change x by ((-600) * (0.01))\n end\n if <key (right arrow v) pressed?> then\n change x by ((600) * (0.01))\n end\n if <key (a v) pressed?> then\n change x by ((-600) * (0.01))\n end\n if <key (d v) pressed?> then\n change x by ((600) * (0.01))\n end\n if <touching ( v)?> then\n go to x: (-210) y: (130)\n end\n if <touching ( v)?> then\n go to x: (-210) y: (130)\n end\n if <<(y position) < [160]> and <(x position) > [207]>> then\n switch backdrop to ( v)\n go to x: (-203) y: (-105)\n broadcast (LVL 8 v)\n stop [this script v]\n end\n if <(y position) < [-166]> then\n go to x: (-210) y: (130)\n end\nend\n\nwhen I receive [lvl 8 v]\nset size to (100) %\ngo to x: (-20) y: (-129)\n\nwhen flag clicked\n\n if <<touching ( v)?> or <touching ( v)?>> then\n play sound [kill v] until done\n end\nend\n\nwhen I receive [lvl 1 v]\nrepeat until <(backdrop [number v]) = [8]>\n play sound [jump v] until done\n wait (0.5) seconds\nend\n\n@ \n\nwhen I receive [start v]\nswitch costume to (costum1 v)\ngo to x: (-14) y: (-134)\nshow\n\nwhen I receive [lvl 1 v]\nswitch costume to (costum2 v)\ngo to x: (35) y: (-144)\n\nwhen I receive [lvl 2 v]\nswitch costume to (costum3 v)\ngo to x: (-4) y: (-117)\n\nwhen I receive [lvl 4 v]\nswitch costume to (costum5 v)\ngo to x: (-4) y: (-117)\n\nwhen I receive [lvl 3 v]\nswitch costume to (costum4 v)\ngo to x: (-4) y: (-128)\n\nwhen I receive [lv 5 v]\nswitch costume to (costum6 v)\ngo to x: (0) y: (-35)\n\nwhen I receive [lvl 6 v]\nswitch costume to (costum7 v)\ngo to x: (6) y: (-2)\n\nwhen I receive [lvl 7 v]\nswitch costume to (costum8 v)\ngo to x: (6) y: (-2)\n\nwhen I receive [lvl 8 v]\nswitch costume to (costum9 v)\ngo to x: (-11) y: (-149)\n\n@ \n\nwhen I receive [start v]\nhide\nset size to (70) %\ngo to x: (-3) y: (183)\n\nwhen I receive [t.p.m v]\ncreate clone of (_myself_ v)\nswitch costume to (costum1 v)\nshow\nglide (1) secs to x: (36) y: (3)\nrepeat (1)\n go to x: (17) y: (3)\n glide (1) secs to x: (36) y: (3)\nend\nhide\n\n if <(backdrop [number v]) = [2]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nswitch costume to (costum2 v)\nshow\nglide (1) secs to x: (18) y: (162)\n\n if <(backdrop [number v]) = [2]> then\n hide\n stop [this script v]\n end\nend\ndelete this clone\n\nwhen I receive [lvl 1 v]\nswitch costume to (costum3 v)\ngo to x: (6) y: (141)\nshow\n\n if <(backdrop [number v]) = [3]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [lvl 2 v]\nswitch costume to (costum4 v)\ngo to x: (6) y: (141)\nshow\n\n if <(backdrop [number v]) = [4]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [lvl 3 v]\nswitch costume to (costum5 v)\ngo to x: (6) y: (141)\nshow\n\n if <(backdrop [number v]) = [5]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [lvl 4 v]\nswitch costume to (costum6 v)\ngo to x: (6) y: (141)\nshow\n\n if <(backdrop [number v]) = [6]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [lvl 7 v]\nswitch costume to (costum7 v)\ngo to x: (6) y: (141)\nshow\n\n if <(backdrop [number v]) = [9]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [lvl 8 v]\nshow\nswitch costume to (costum8 v)\nwait (10) seconds\nstop [all v]\n\n@ \n\nwhen I receive [lvl 7 v]\nrepeat until <(backdrop [number v]) = [9]>\n turn left (20) degrees\n wait (0.01) seconds\nend\nrepeat until <(backdrop [number v]) = [9]>\n hide\n stop [this script v]\nend\n\nwhen I receive [lvl 7 v]\nset rotation style [all around v]\nswitch costume to (costum3 v)\ngo to x: (-240) y: (51)\nshow\nrepeat until <(backdrop [number v]) = [9]>\n glide (2.5) secs to x: (240) y: (51)\n glide (2.5) secs to x: (-240) y: (51)\nend\nrepeat until <(backdrop [number v]) = [9]>\n hide\n stop [this script v]\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [lvl 1 v]\ngo to x: (-36) y: (-117)\nswitch costume to (costum1 v)\nset size to (100) %\nshow\n\nwhen I receive [lvl 2 v]\nshow\ngo to x: (-59) y: (-153)\nswitch costume to (costum2 v)\nset size to (100) %\nset [ghost v] effect to (30)\nset [fisheye v] effect to (30)\nset [brightness v] effect to (30)\n\nwhen I receive [lvl 3 v]\nshow\ngo to x: (-75) y: (-143)\nswitch costume to (costum2 v)\nset [ghost v] effect to (0)\nset [fisheye v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen I receive [lvl 4 v]\nshow\ngo to x: (118) y: (-147)\nswitch costume to (costum2 v)\nset [ghost v] effect to (0)\nset [fisheye v] effect to (0)\nset [brightness v] effect to (0)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costum2 v)\ngo to x: (-130) y: (-143)\nrepeat until <(backdrop [number v]) = [7]>\n if <(backdrop [number v]) = [6]> then\n delete this clone\n end\nend\nstop [this script v]\n\nwhen I receive [lv 5 v]\nhide\n\nwhen I receive [lvl 8 v]\nhide\n\n@ \n\nwhen I receive [lvl 1 v]\nset size to (100) %\nswitch costume to (costum1 v)\ngo to x: (0) y: (-67)\nshow\nset [ghost v] effect to (30)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [lvl 2 v]\nswitch costume to (costum2 v)\n\n@ \n\nwhen flag clicked\nhide\npoint in direction (90)\nset size to (100) %\n\nwhen I receive [lvl 3 v]\nshow\ngo to x: (77) y: (-96)\nswitch costume to (costum1 v)\n\nwhen I receive [lvl 4 v]\nshow\ngo to x: (2) y: (-104)\nswitch costume to (costum1 v)\nset [ghost v] effect to (0)\nset [fisheye v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen I receive [lv 5 v]\nhide\n\nwhen I receive [lvl 7 v]\nset rotation style [all around v]\nswitch costume to (costum3 v)\ngo to x: (240) y: (51)\nshow\nrepeat until <(backdrop [number v]) = [9]>\n glide (2.5) secs to x: (-240) y: (51)\n glide (2.5) secs to x: (240) y: (51)\nend\nrepeat until <(backdrop [number v]) = [9]>\n hide\n stop [this script v]\nend\n\nwhen I receive [lvl 7 v]\nrepeat until <(backdrop [number v]) = [9]>\n turn right (20) degrees\n wait (0.01) seconds\nend\nrepeat until <(backdrop [number v]) = [9]>\n hide\n stop [this script v]\nend\n\nwhen I receive [lvl 8 v]\nhide\n\n@ \n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n go to [front v] layer\n go [forward v] (99) layers\nend\n\n
*It's reposted , I delete or of wrong ! :) (original post 02.30.21)\n*First platformer out ! \n*Use left and right arrows to move \n *Follow the game instructions \n*Try to beat it ! \n *Have fun ! \n\n Tags:\n#Platformer #Ninja #Code #Art #ROMANIADANI #Trending #Levels #Views #Love #Fave #First one #Romania
2.5D Scratch Platformer 2
@Stage\n\nwhen I receive [スタート v]\nforever\n play sound [level1 v] until done\nend\n\nwhen flag clicked\nhide variable [time v]\n\nwhen I receive [スタート v]\nset [ステージ番号 v] to [1]\nset [time v] to [0]\nrepeat until <(ステージ番号) = [10]>\n wait (1) seconds\n change [time v] by (1)\nend\nbroadcast (タイム表示 v)\n\n@地形\n\nwhen I receive [ステージ切り替え v]\nchange [ステージ番号 v] by (1)\nステージ生成\n\nwhen I receive [スタート v]\nset [ステージ番号 v] to [1]\nステージ生成\n\nwhen flag clicked\ngo to [front v] layer\nerase all\nhide\n\ndefine ステージ生成\nset [動いてよろしい? v] to [0]\nshow\nerase all\ngo to x: (0) y: (0)\nif <(ステージ番号) = [1]> then\n switch costume to (1 v)\nelse\n next costume\nend\nset size to (50) %\nset [brightness v] effect to (10)\nrepeat (49)\n stamp\n change size by (1)\nend\nclear graphic effects\nchange size by (1)\nstamp\nset [動いてよろしい? v] to [1]\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)\nforever\n go to [front v] layer\n switch costume to (ダウンロード \(1\) v)\nend\n\n@next\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [next level v]\ngo to [front v] layer\nshow\ngo to x: (465) y: (0)\nglide (0.3) secs to x: (0) y: (0)\nbroadcast (ステージ切り替え v) and wait\nset [変数 v] to [0]\nglide (0.3) secs to x: (-465) y: (0)\nset [動いてよろしい? v] to [1]\nhide\n\n@Hero\n\nwhen I receive [スタート v]\ngo to [front v] layer\nshow\nset size to (50) %\nswitch costume to (1 v)\nset drag mode [not draggable v]\ngo to x: (-190) y: (-50)\npoint in direction (90)\nset [ステージ v] to [1]\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n if <(動いてよろしい?) = [1]> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>>> then\n if <(ジャンプコスチューム?) = [0]> then\n if <(costume [number v]) = [17]> then\n switch costume to (2 v)\n end\n next costume\n else\n switch costume to (jump01 v)\n end\n else\n if <(ジャンプコスチューム?) = [0]> then\n switch costume to (1 v)\n else\n switch costume to (jump01 v)\n end\n end\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-6]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地形 v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n switch costume to (jump01 v)\n broadcast (ジャンプコスチューム処理 v)\n set [yv v] to [15]\n start sound [jump v]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (地形 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n change [ステージ v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n set [動いてよろしい? v] to [0]\n wait until <(変数) = [0]>\n go to x: (-190) y: (-50)\n end\n if <(y position) < [-170]> then\n start sound [hurt v]\n change y by (10)\n repeat (2)\n switch costume to (die1b v)\n wait (0.1) seconds\n switch costume to (die2b v)\n wait (0.1) seconds\n switch costume to (die3b v)\n wait (0.1) seconds\n end\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (-50)\n end\n if <touching (針 v)?> then\n start sound [hurt v]\n repeat (2)\n switch costume to (die1b v)\n wait (0.1) seconds\n switch costume to (die2b v)\n wait (0.1) seconds\n switch costume to (die3b v)\n wait (0.1) seconds\n end\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (-50)\n end\n end\nend\n\nwhen flag clicked\nrepeat (10)\n hide\n point in direction (90)\nend\n\nwhen I receive [ジャンプコスチューム処理 v]\nset [ジャンプコスチューム? v] to [1]\nwait until <<[0] > (Yv)> or <(Yv) = [0]>>\nset [ジャンプコスチューム? v] to [0]\n\nwhen flag clicked\nset [ジャンプコスチューム? v] to [0]\n\n@針\n\nwhen I receive [ステージ切り替え v]\nnext costume\n\nwhen I receive [スタート v]\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nerase all\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\n\n@intro\n\nwhen flag clicked\nreset timer\nhide\nset size to (100) %\npoint in direction (90)\nset [色 v] to (pick random (0) to (100))\nstart sound [Jensation - Delicious v]\ngo to x: (0) y: (100)\nclone [1]\nwait (0.5) seconds\ngo to x: (0) y: (-100)\nclone [1]\nwait (0.5) seconds\ngo to x: (0) y: (0)\nclone [1]\nset [clone id v] to [2]\nrepeat (2)\n switch costume to (円 v)\n create clone of (_myself_ v)\n wait (0.1) seconds\n switch costume to (円2 v)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nwait until <(timer) > [1.6]>\nforever\n clone [3]\n wait (0.4) seconds\nend\n\ndefine clone (clone id)\nset [clone id v] to (clone id)\nif <(clone id) = [1]> then\n repeat (50)\n create clone of (_myself_ v)\n end\nelse\n if <(clone id) = [3]> then\n switch costume to (rogo v)\n create clone of (_myself_ v)\n else\n if <(clone id) = [4]> then\n switch costume to (slide-up v)\n create clone of (_myself_ v)\n else\n if <(clone id) = [5]> then\n switch costume to (slide-down v)\n create clone of (_myself_ v)\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nset [color v] effect to (0)\nif <(clone ID) = [1]> then\n go to [front v] layer\n switch costume to (pick random (2) to (4))\n set size to (0) %\n point in direction (pick random (70) to (110))\n set [1 v] to (pick random (5) to (20))\n set [2 v] to (pick random (-10) to (10))\n repeat until <touching (_edge_ v)?>\n change x by (2)\n change size by (2)\n change y by (1)\n change [1 v] by (-2)\n turn right (10) degrees\n end\n delete this clone\nend\nif <(clone ID) = [2]> then\n set size to (0) %\n repeat (20)\n change [ghost v] effect by (6)\n change size by (((100) - (size)) / (4))\n end\nend\nif <(clone ID) = [3]> then\n set [ghost v] effect to (100)\n go to [front v] layer\n set [1 v] to [0]\n point in direction (30)\n repeat (10)\n change [ghost v] effect by (-20)\n set [1 v] to (((1) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (1) degrees\n end\n repeat (20)\n change size by (((10) - (size)) / (4))\n end\n delete this clone\nend\nif <(clone ID) = [4]> then\n go to x: (0) y: (-442)\n repeat (20)\n change y by (((-20) - (y position)) / (4))\n end\n wait (1) seconds\n delete this clone\nend\nif <(clone ID) = [5]> then\n go to x: (0) y: (420)\n repeat (20)\n change y by (((20) - (y position)) / (4))\n end\n wait (1) seconds\n delete this clone\nend\n\nset [clone id v] to [2]\nrepeat (2)\n switch costume to (円 v)\nend\nwait (0.1) seconds\nswitch costume to (円2 v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\n\nwhen flag clicked\nwait until <(timer) > [1.4]>\nforever\n clone [4]\n wait (0.46) seconds\n clone [5]\n wait (0.46) seconds\nend\n\nwhen I receive [intro stop v]\nrepeat (20)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [intro stop v]\nbroadcast (スタート v)\n\nwhen flag clicked\nwait (6) seconds\nstop [other scripts in sprite v]\nbroadcast (intro stop v)\nreset timer\n\n@スコア\n\nwhen flag clicked\nhide\n\ndefine 書く (数字) X (x) Y (y) 大きさ (大きさ) 明るさ (明るさ) 透明度 (透明度) 色 (色)\nset [color v] effect to (色)\nset [書けた? v] to [0]\nhide\ngo to [front v] layer\ngo to x: (x) y: (y)\nset size to (大きさ) %\nset [brightness v] effect to (明るさ)\nset [ghost v] effect to (透明度)\nset [数字の変数 v] to [0]\nrepeat (length of (数字))\n change [数字の変数 v] by (1)\n switch costume to (letter (数字の変数) of (数字))\n create clone of (_myself_ v)\n change x by ((大きさ) / (9.5))\nend\nset [書けた? v] to [1]\n\nwhen I start as a clone\ngo to [front v] layer\nwait until <(書けた?) = [1]>\nshow\n\nwhen I receive [タイム表示 v]\nif <(☁ ハイスコア) > (time)> then\n set [☁ ハイスコア v] to (time)\nend\n書く (time) X [-150] Y [30] 大きさ [200] 明るさ [-100] 透明度 [0] 色 [0]\n書く (☁ ハイスコア) X [-150] Y [-30] 大きさ [200] 明るさ [-100] 透明度 [0] 色 [0]\n\n@文字1\n\nwhen flag clicked\nset x to (-200)\nset y to (30)\nhide\n\nwhen I receive [タイム表示 v]\ngo to [front v] layer\nshow\n\n@文字2\n\nwhen flag clicked\nset x to (-200)\nset y to (-30)\nhide\n\nwhen I receive [タイム表示 v]\ngo to [front v] layer\nshow\n\n
Move with left and right arrow keys.\nJump with the up arrow key.
Leprechaun || Platformer || #games #animations #tutorials #music #stories #trending
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (The Level)\nend\n\nwhen flag clicked\nforever\n play sound [Vexento-masked-heroes-1-AHM56EBq6 \(1\) v] until done\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (The Level)\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-197) y: (-81)\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)?> or <<touching (saw v)?> or <touching (sprite3 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\nwhen flag clicked\nset [timer v] to [0]\nhide variable [timer v]\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [6]> then\n broadcast (end v)\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nshow variable [timer v]\nset [timer v] to (Timer)\n\n@Sprite1\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (50)\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Saw\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [3]> then\n go to x: (22) y: (25)\n end\n if <(The Level) = [5]> then\n go to x: (176) y: (-90)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(The Level) = [6]> then\n show\n go to [front v] layer\n end\n if <not <(The Level) = [6]>> then\n hide\n end\nend\n\n@Light\n\nwhen flag clicked\nforever\n wait (0.09) seconds\n repeat until <(size) > [99]>\n repeat (10)\n change size by (2)\n end\n end\n wait (0.09) seconds\n repeat until <(size) < [81]>\n repeat (10)\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nshow\nforever\n go to (player v)\nend\n\nwhen flag clicked\ngo [forward v] (2) layers\ngo to [back v] layer\nshow\n\nwhen flag clicked\nforever\n if <(The Level) = [6]> then\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\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 [front 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\ngo to [front v] layer\nforever\n wait (pick random (2) to (5)) seconds\n create clone of (_myself_ v)\nend\n\n@download\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n
Hello I really hope you enjoy! Please Love, Fav and Follow!!\n\n100% possible\nArrow keys or WASD\nAvoid spikes, and saw\nBeat your time record\n\n@-Waffle_Animator- for spike art\n@HeliosOfficial for clouds\n@-ComplexCode721- for light\n@--Awesomecode-- for player scripts\nme
cave a platformer
@Stage\n\nwhen flag clicked\nforever\n if <not <(levels) = [15]>> then\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(levels) = [15]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [music v] until done\nend\n\n@Platformer\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-200) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n fast\n if <touching (levels v)?> then\n change y by (-6)\n xcoll\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [y v] to [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n ycoll\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> and <(y) < [0]>> then\n set [y v] to [14]\n else\n set [y v] to [0]\n end\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nset [levels v] to [1]\nforever\n if <(x position) > [240]> then\n go to x: (-200) y: (0)\n change [levels v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (spike v)?> or <(y position) < [-180]>> then\n go to x: (-200) y: (0)\n end\nend\n\n@Levels\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (levels)\nend\n\n@spike\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (levels)\nend\n\n@lite\n\nwhen flag clicked\nforever\n go to (platformer v)\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <(levels) = [15]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(levels) = [15]>> then\n show\n end\nend\n\n@words\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (levels)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
arrow keys to move.\ntry to make it out of the cave.\ngood luck.\n\n\nfollow for more fun games.
among us platformer
@Stage\n\n@Main Player\n\nwhen flag clicked\nset rotation style [left-right v]\nshow\nforever\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n next costume\n wait (0.04) seconds\n if <(costume [number v]) = [11]> then\n switch costume to (walk v)\n end\n if <(costume [number v]) = [12]> then\n switch costume to (walk v)\n end\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n next costume\n wait (0.04) seconds\n if <(costume [number v]) = [11]> then\n switch costume to (walk v)\n end\n if <(costume [number v]) = [12]> then\n switch costume to (walk v)\n end\n end\n else\n switch costume to (idle v)\n end\nend\n\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\nend\n\nwhen flag clicked\nforever\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\n repeat until <touching (ground v)?>\n switch costume to (jump v)\n end\n end\nend\n\n\nstart sound [Footstep2 v]\n\nwhen flag clicked\nforever\n go to (my friend v)\nend\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n go to x: (-200) y: (-100)\n end\nend\n\nstart sound [Footstep2 v]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n play sound [Footstep2 v] until done\n end\n if <(costume [number v]) = [8]> then\n play sound [Footstep2 v] until done\n end\nend\n\nwhen flag clicked\n\nwait until <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>\n\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nwhen I receive [end v]\nswitch costume to (idle v)\ngo to x: (-200) y: (-100)\nstop [other scripts in sprite v]\n\n@my friend\n\ndefine say 1 (number or text)\ndelete all of [message list v]\nset [letter counted v] to [0]\nrepeat (length of (number or text))\n add (letter ((1) + (letter counted)) of (number or text)) to [message list v]\n say (message list)\n change [letter counted v] by (1)\n wait (0.05) seconds\nend\nsay (number or text) for ((length of (number or text)) / (20)) seconds\n\nwhen flag clicked\nset [level v] to [1]\n\ndefine starting position\nset [show lazer v] to [0]\nset [fallspeed v] to [0]\ngo to x: (-220) y: (y lvl start)\nshow\n\nwhen I receive [boing v]\nset [fallspeed v] to [18]\n\nif <(pause) = [1]> then\n wait (0.1) seconds\nend\n\nset y to (-75)\n\ndefine restart/back/next\nif <key (b v) pressed?> then\n if <not <(level) = [1]>> then\n change [level v] by (-1)\n starting position\n wait (0.2) seconds\n end\nend\nif <key (r v) pressed?> then\n starting position\n wait (0.2) seconds\n up\nend\nif <key (n v) pressed?> then\n if <not <(level) = [26]>> then\n broadcast (bext v)\n wait (0.2) seconds\n change [level v] by (1)\n end\nend\n\nwhen I receive [coolieu v]\nstarting position\n\nbroadcast (coolieu v)\n\nwhen I receive [end of end v]\n\nwhen flag clicked\ngo to x: (0) y: (-98)\nhide\n\ngo to x: (0) y: (0)\n\nif <(x position) > [220]> then\n hide\n broadcast (hide now v)\n set [good v] to [0]\n broadcast (bext v)\n wait (0.5) seconds\n go to x: (0) y: (0)\n change [level v] by (1)\nend\n\nif <touching (spikes v)?> then\n broadcast (fall apart v)\n dead start\nend\nrestart/back/next\nif <touching (trampoline v)?> then\n set [fallspeed v] to [18]\nend\nif <touching (chainsaw v)?> then\n broadcast (fall apart v)\n dead start\nend\nif <touching (badguy v)?> then\n broadcast (fall apart v)\n dead start\nend\nif <touching (stompers v)?> then\n broadcast (fall apart v)\n dead start\nend\nif <touching (lavaly lava v)?> then\n broadcast (fall apart v)\n dead start\nend\nif <(level) = [16]> then\n broadcast (hide now v)\n broadcast (supercalifragilisticexpialodocious v)\n stop [this script v]\nend\n\nwait (17) seconds\n\nset [runspeed v] to [0]\n\nwhen I receive [end intro v]\n\nstarting position\n\ndefine dead start\nhide\nwait (1) seconds\nset [fallspeed v] to [0]\ngo to x: (-220) y: (-70)\nshow\nbroadcast (show v)\nup\n\ndefine up\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\nset [good v] to [1]\nbroadcast (show now v)\n\nwhen I receive [up! v]\n\nhide\n\nwhen I receive [play v]\ngo to x: (0) y: (-98)\nset size to (100) %\nshow\nset [ghost v] effect to (100)\nset [good v] to [1]\nset [takeoffspeed v] to [12]\nset [runspeed v] to [0]\nset [fallspeed v] to [0]\nforever\n if <(good) = [1]> then\n change [fallspeed v] by (-1)\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [runspeed v] to [-5]\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [runspeed v] to [5]\n end\n if <not <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [runspeed v] to [0]\n end\n if <touching (water v)?> then\n change x by ((runspeed) / (3))\n else\n change x by (runspeed)\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 (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((runspeed) * (-1))\n end\n if <touching (water v)?> then\n change y by ((fallspeed) / (3))\n else\n change y by (fallspeed)\n end\n set [y v] to (y position)\n if <touching (ground v)?> then\n change y by ((fallspeed) - ((fallspeed) * (2)))\n set [fallspeed v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [fallspeed v] to [12]\n end\n change y by (1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n set [fallspeed v] to [5]\n end\n end\n if <(x position) > [237]> then\n change [level v] by (1)\n broadcast (lvl detect v)\n end\n if <(y position) < [-180]> then\n starting position\n end\n if <touching (trampoline v)?> then\n set [fallspeed v] to [18]\n start sound [Jump v]\n end\n if <touching (imposter v)?> then\n start sound [Smashing-Yuri_Santana-1233262689 v]\n starting position\n end\n if <touching color (#faff00)?> then\n starting position\n start sound [Smashing-Yuri_Santana-1233262689 v]\n end\n if <touching (spikes v)?> then\n start sound [Smashing-Yuri_Santana-1233262689 v]\n starting position\n end\n if <touching (stomper v)?> then\n start sound [Smashing-Yuri_Santana-1233262689 v]\n starting position\n end\n if <<key (n v) pressed?> and <not <(level) = [17]>>> then\n change [level v] by (1)\n broadcast (lvl detect v)\n wait until <not <key (n v) pressed?>>\n end\n if <(level) = [17]> then\n go to x: (-200) y: (-100)\n broadcast (end v)\n say 1 [Captain! Captain! The imposters are taking the ship!]\n broadcast (caption v)\n forever\n wait (1) seconds\n go to x: (-200) y: (-100)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [lvl detect v]\nif <(level) = [1]> then\n set [y lvl start v] to [-70]\n broadcast (starter up v)\nend\nif <(level) = [2]> then\n set [y lvl start v] to [-70]\n broadcast (starter up v)\nend\nif <(level) = [3]> then\n set [y lvl start v] to [30]\n broadcast (starter up v)\nend\nif <(level) = [4]> then\n set [y lvl start v] to [30]\n broadcast (starter up v)\nend\nif <(level) = [5]> then\n broadcast (starter up v)\nend\nif <(level) = [6]> then\n broadcast (starter up v)\n set [y lvl start v] to [30]\nend\nif <(level) = [7]> then\n broadcast (starter up v)\nend\nif <(level) = [8]> then\n broadcast (starter up v)\n set [y lvl start v] to [150]\nend\nif <(level) = [9]> then\n broadcast (starter up v)\nend\nif <(level) = [10]> then\n broadcast (starter up v)\n set [y lvl start v] to [-20]\nend\nif <(level) = [11]> then\n broadcast (starter up v)\n set [y lvl start v] to [-20]\nend\nif <(level) = [12]> then\n broadcast (starter up v)\n set [y lvl start v] to [-20]\nend\nif <(level) = [13]> then\n set [y lvl start v] to [-40]\n broadcast (starter up v)\nend\nif <(level) = [14]> then\n broadcast (starter up v)\nend\nif <(level) = [15]> then\n broadcast (starter up v)\n set [y lvl start v] to [-20]\nend\n\nwhen I receive [starter up v]\nstarting position\n\nif <touching (mouse-pointer v)?> then\n\nif <<(fallspeed) > [5]> and <touching (ground v)?>> then\n start sound [Footstep2 v]\nend\n\nwhen flag clicked\nforever\n if <<touching (vent 1 v)?> or <touching (vent 2 v)?>> then\n start sound [131ce567-df76-4ae8-99f8-b700a360f681 v]\n wait until <not <<touching (vent 1 v)?> or <touching (vent 2 v)?>>>\n start sound [A Bass v]\n end\nend\n\nset [arg v] to [0]\n\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen I receive [open sesme v]\nnext costume\n\n@assets\n\n@Text\n\nwhen flag clicked\nforever\n change y by (([cos v] of ((timer) * (100)) ) * (0.5))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n next costume\n wait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n end\n if <(costume [number v]) = [5]> then\n broadcast (play v)\n switch costume to (costume1 v)\n hide\n end\nend\n\n@Vent 1\n\nwhen flag clicked\nset [vents hide v] to [0]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n show\n go to x: (0) y: (-64)\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n show\n go to x: (5) y: (-90)\n end\n if <(level) = [6]> then\n show\n go to x: (-119) y: (-29)\n end\n if <(level) = [7]> then\n show\n go to x: (0) y: (-70)\n end\n if <(level) = [8]> then\n show\n go to x: (-56) y: (11)\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n show\n go to x: (7) y: (-102)\n end\n if <(level) = [12]> then\n show\n go to x: (6) y: (30)\n end\n if <(level) = [13]> then\n show\n go to x: (-127) y: (72)\n end\n if <(level) = [14]> then\n hide\n end\n if <(level) = [15]> then\n hide\n end\n if <(level) = [16]> then\n hide\n end\n if <(level) = [17]> then\n hide\n end\n if <(touching player) = [0]> then\n set [vents hide v] to [0]\n end\n if <touching (my friend v)?> then\n set [vents hide v] to [1]\n end\n if <touching (my friend v)?> then\n switch costume to (costume1 v)\n repeat (4)\n next costume\n end\n wait until <not <touching (my friend v)?>>\n switch costume to (costume1 v)\n end\nend\n\n@animations\n\nwhen flag clicked\nhide\n\nwhen I receive [oof v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nrepeat (14)\n go to [front v] layer\n next costume\nend\nwait (0.4) seconds\nhide\n\n@Trampoline\n\nwhen flag clicked\nhide\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n show\n go to x: (-49) y: (-116)\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n show\n go to x: (135) y: (-105)\n end\n if <(level) = [9]> then\n show\n go to x: (-184) y: (-56)\n end\n if <(level) = [10]> then\n show\n go to x: (-9) y: (-62)\n end\n if <(level) = [11]> then\n hide\n end\n if <(level) = [12]> then\n show\n go to x: (-166) y: (-116)\n end\n if <(level) = [13]> then\n show\n go to x: (178) y: (-117)\n end\n if <(level) = [14]> then\n hide\n end\n if <(level) = [15]> then\n show\n go to x: (159) y: (-34)\n end\n if <(level) = [16]> then\n show\n end\n if <(level) = [17]> then\n hide\n end\nend\n\n@Imposter\n\nwhen I start as a clone\nset [color v] effect to (pick random (10) to (100))\nhide\nif <(level) = [1]> then\nif <(level) = [2]> then\n go to x: (150) y: (0)\n patrol\nend\nif <(level) = [3]> then\nif <(level) = [4]> then\nif <(level) = [5]> then\n go to x: (150) y: (0)\n patrol\nend\nif <(level) = [6]> then\n go to x: (150) y: (-100)\n patrol\nend\nif <(level) = [7]> then\nif <(level) = [8]> then\n go to x: (75) y: (-100)\n patrol\nend\nif <(level) = [9]> then\n go to x: (50) y: (-100)\n patrol\nend\nif <(level) = [10]> then\nif <(level) = [11]> then\n go to x: (250) y: (-100)\n patrol\nend\nif <(level) = [12]> then\n go to x: (200) y: (115)\n patrol\nend\nif <(level) = [13]> then\n go to x: (20) y: (60)\n patrol\nend\nif <(level) = [14]> then\nif <(level) = [15]> then\nif <(level) = [16]> then\n\ndefine patrol\nshow\nset rotation style [left-right v]\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\nchange y by (-1)\nforever\n repeat (25)\n point in direction (-90)\n change x by (-5)\n next costume\n if <(costume [number v]) = [17]> then\n switch costume to (costume10 v)\n end\n end\n switch costume to (costume9 v)\n wait (1) seconds\n repeat (25)\n point in direction (90)\n change x by (5)\n next costume\n if <(costume [number v]) = [17]> then\n switch costume to (costume10 v)\n end\n end\n switch costume to (costume9 v)\n wait (1) seconds\nend\n\nwhen I receive [play v]\nset size to (28) %\nforever\n if <(level) = [1]> then\n if <(level) = [2]> then\n create clone of (_myself_ v)\n set [level spawned v] to (level)\n wait until <not <(level spawned) = (level)>>\n end\n if <(level) = [3]> then\n if <(level) = [4]> then\n if <(level) = [5]> then\n create clone of (_myself_ v)\n set [level spawned v] to (level)\n wait until <not <(level spawned) = (level)>>\n end\n if <(level) = [6]> then\n create clone of (_myself_ v)\n set [level spawned v] to (level)\n wait until <not <(level spawned) = (level)>>\n end\n if <(level) = [7]> then\n if <(level) = [8]> then\n create clone of (_myself_ v)\n set [level spawned v] to (level)\n wait until <not <(level spawned) = (level)>>\n end\n if <(level) = [9]> then\n create clone of (_myself_ v)\n set [level spawned v] to (level)\n wait until <not <(level spawned) = (level)>>\n end\n if <(level) = [10]> then\n if <(level) = [11]> then\n create clone of (_myself_ v)\n set [level spawned v] to (level)\n wait until <not <(level spawned) = (level)>>\n end\n if <(level) = [12]> then\n create clone of (_myself_ v)\n set [level spawned v] to (level)\n wait until <not <(level spawned) = (level)>>\n end\n if <(level) = [13]> then\n create clone of (_myself_ v)\n set [level spawned v] to (level)\n wait until <not <(level spawned) = (level)>>\n end\n if <(level) = [14]> then\n if <(level) = [15]> then\n if <(level) = [16]> then\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I start as a clone\nforever\n if <not <(level spawned) = (level)>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n play sound [Footstep2 v] until done\n end\nend\n\nif <(costume [number v]) = [8]> then\n play sound [Footstep2 v] until done\nend\n\nset [color v] effect to (50)\n\n@transition\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [transition v]\nshow\nswitch costume to (costume1 v)\nrepeat (100)\n change [ghost v] effect by (-1)\n go to [front v] layer\nend\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nset size to (0) %\nrepeat (100)\n go to [front v] layer\n change size by (1)\nend\nrepeat (600)\n change y by (1)\nend\nstop [all v]\n\n@Captain\n\ndefine say 1 (number or text)\ndelete all of [message list v]\nset [letter counted v] to [0]\nrepeat (length of (number or text))\n add (letter ((1) + (letter counted)) of (number or text)) to [message list v]\n say (message list)\n change [letter counted v] by (1)\n wait (0.05) seconds\nend\nsay (number or text) for ((length of (number or text)) / (20)) seconds\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(level) = [17]> then\n go to x: (48) y: (-103)\n show\n else\n hide\n end\nend\n\nwhen I receive [caption v]\nsay 1 [We will have to escape in the escape pod… with the remaing faithful crew.]\nsay 1 [Lets go.]\nbroadcast (Transition v)\n\n@key\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to [back v] layer\n if <(level) = [15]> then\n go to x: (-190) y: (128)\n show\n wait until <touching (my friend v)?>\n start sound [Connect v]\n hide\n broadcast (open sesme v)\n change [level v] by (1)\n hide\n stop [this script v]\n else\n hide\n end\nend\n\nbroadcast (bext v)\n\nwhen flag clicked\nforever\nend\n\n@decor\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (level)\n go to [back v] layer\nend\n\n@Stomper2\n\nwhen flag clicked\nforever\n go to [back v] layer\n set [stomper v] to [0]\n repeat until <touching (ground v)?>\n change [stomper v] by (-1)\n change y by (stomper)\n end\n start sound [Metal Bang-SoundBible v]\n backup\n repeat until <(y position) > [170]>\n change y by (5)\n end\nend\n\ndefine backup\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n show\n go to x: (150) y: (-109)\n set [stomper lvl v] to (level)\n wait until <<(level) < (stomper lvl)> or <(level) > (stomper lvl)>>\n end\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n if <(level) = [12]> then\n if <(level) = [13]> then\n if <(level) = [14]> then\n show\n go to x: (55) y: (-109)\n set [stomper lvl v] to (level)\n wait until <<(level) < (stomper lvl)> or <(level) > (stomper lvl)>>\n end\n if <(level) = [15]> then\n hide\n stop [this script v]\n end\n if <(level) = [16]> then\n if <(level) = [17]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n hide\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\n@zapped\n\nwhen flag clicked\nhide\n\nwhen I receive [zap v]\nshow\nrepeat (25)\n next costume\n go to [front v] layer\nend\nhide\n\n@Stomper\n\nhide\n\nwhen [loudness v] > (10)\n\nwhen I receive [lvl detect v]\nset y to (160)\n\nwhen flag clicked\nforever\n go to [back v] layer\n set [stomper v] to [0]\n repeat until <touching (ground v)?>\n change [stomper v] by (-1)\n change y by (stomper)\n end\n start sound [Metal Bang-SoundBible v]\n backup\n start sound [recording1 v]\n repeat until <(y position) > [170]>\n change y by (5)\n end\nend\n\ndefine backup\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n show\n go to x: (-67) y: (-109)\n set [stomper lvl v] to (level)\n wait until <<(level) < (stomper lvl)> or <(level) > (stomper lvl)>>\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n show\n go to x: (-50) y: (-109)\n set [stomper lvl v] to (level)\n wait until <<(level) < (stomper lvl)> or <(level) > (stomper lvl)>>\n end\n if <(level) = [10]> then\n show\n go to x: (-150) y: (-109)\n set [stomper lvl v] to (level)\n wait until <<(level) < (stomper lvl)> or <(level) > (stomper lvl)>>\n end\n if <(level) = [11]> then\n hide\n end\n if <(level) = [12]> then\n if <(level) = [13]> then\n if <(level) = [14]> then\n show\n go to x: (-150) y: (-109)\n set [stomper lvl v] to (level)\n wait until <<(level) < (stomper lvl)> or <(level) > (stomper lvl)>>\n end\n if <(level) = [15]> then\n hide\n stop [this script v]\n end\n if <(level) = [16]> then\n if <(level) = [17]> then\n hide\n end\nend\n\n@zapper2\n\nwhen flag clicked\nhide\nforever\n if <(level) = [1]> then\n hide\n set [show lazer v] to [0]\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n set [show lazer v] to [0]\n end\n if <(level) = [4]> then\n show\n go to x: (2) y: (92)\n end\n if <(level) = [5]> then\n show\n go to x: (-124) y: (171)\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n if <(level) = [8]> then\n if <(level) = [9]> then\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n show\n go to x: (-62) y: (87)\n set [show lazer v] to [1]\n end\n if <(level) = [12]> then\n hide\n end\n if <(level) = [13]> then\n show\n go to x: (-52) y: (-28)\n set [show lazer v] to [1]\n end\n if <(level) = [14]> then\n show\n go to x: (-52) y: (67)\n set [show lazer v] to [1]\n end\n if <(level) = [15]> then\n hide\n end\n if <(level) = [16]> then\n hide\n end\n if <(level) = [17]> then\n hide\n set [show lazer v] to [0]\n end\nend\n\n@zapper\n\nset [show lazer v] to [0]\n\nwhen I receive [bext v]\n\nwhen flag clicked\nset [show lazer v] to [0]\nhide\nforever\n if <(level) = [1]> then\n set [show lazer v] to [0]\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n set [show lazer v] to [0]\n end\n if <(level) = [4]> then\n show\n set [show lazer v] to [1]\n go to x: (2) y: (-102)\n end\n if <(level) = [5]> then\n show\n go to x: (-124) y: (-117)\n set [show lazer v] to [1]\n end\n if <(level) = [6]> then\n hide\n set [show lazer v] to [0]\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n show\n go to x: (-62) y: (-144)\n end\n if <(level) = [12]> then\n hide\n end\n if <(level) = [13]> then\n show\n go to x: (-52) y: (-118)\n end\n if <(level) = [14]> then\n show\n end\n if <(level) = [15]> then\n hide\n end\n if <(level) = [16]> then\n hide\n end\n if <(level) = [17]> then\n hide\n set [show lazer v] to [0]\n end\nend\n\n@lazer\n\nwhen flag clicked\nforever\n\npen up\n\nwhen flag clicked\nforever\n point in direction (90)\n wait (0.04) seconds\n point in direction (-90)\nend\n\nbroadcast (lets go v)\n\nwhen I receive [lets go v]\nshow\n\nwhen I receive [lets hide v]\nhide\n\nwhen flag clicked\nset rotation style [left-right v]\ncreate clone of (_myself_ v)\n\nforever\n go to [back v] layer\n go [forward v] (1) layers\n if <(costume [number v]) = [1]> then\n hide\n end\n if <(costume [number v]) = [2]> then\n hide\n end\n if <(costume [number v]) = [3]> then\n hide\n end\n if <(costume [number v]) = [4]> then\n show\n go to x: (2) y: (0)\n end\n if <(costume [number v]) = [5]> then\n if <(costume [number v]) = [6]> then\n if <(costume [number v]) = [7]> then\n if <(costume [number v]) = [8]> then\n if <(costume [number v]) = [9]> then\n if <(costume [number v]) = [10]> then\nend\n\nwhen I start as a clone\nforever\n hide\nend\n\nwhen I receive [lvl detect v]\n\nerase all\n\nif <(show lazer) = [0]> then\n broadcast (lazers v)\n stop [this script v]\nend\n\nwhen I receive [bext v]\n\nwhen flag clicked\nbroadcast (lazers v)\n\nwhen I receive [lazers v]\nforever\n if <(show lazer) = [1]> then\n set pen color to (#c9ce00)\n set pen size to (1)\n start sound [sf_desintegration v]\n repeat (30)\n erase all\n change pen size by (1)\n pen down\n go to (zapper v)\n go to (zapper2 v)\n if <(show lazer) = [0]> then\n broadcast (lazers v)\n stop [this script v]\n end\n end\n start sound [Electric Shock Zap-SoundBible v]\n pen down\n set pen size to (15)\n set pen color to (#faff00)\n go to (zapper v)\n go to (zapper2 v)\n repeat (50)\n change [arg v] by (2)\n if <(show lazer) = [0]> then\n broadcast (lazers v)\n stop [this script v]\n end\n end\n broadcast (lets hide v)\n erase all\n set pen size to (31)\n set pen color to (#c9ce00)\n start sound [sf_desintegration v]\n repeat (30)\n erase all\n change pen size by (-1)\n set pen color to (#c9ce00)\n if <(show lazer) = [0]> then\n broadcast (lazers v)\n stop [this script v]\n end\n go to (zapper v)\n go to (zapper2 v)\n end\n erase all\n repeat (50)\n change [arg v] by (2)\n if <(show lazer) = [0]> then\n broadcast (lazers v)\n stop [this script v]\n end\n end\n else\n erase all\n end\nend\n\n@vent 2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n go to x: (112) y: (-64)\n show\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n go to x: (0) y: (-29)\n show\n end\n if <(level) = [7]> then\n show\n go to x: (120) y: (-70)\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n show\n go to x: (123) y: (-103)\n end\n if <(level) = [12]> then\n hide\n end\n if <(level) = [13]> then\n hide\n end\n if <(level) = [14]> then\n hide\n end\n if <(level) = [15]> then\n show\n go to x: (-25) y: (129)\n end\n if <(level) = [16]> then\n show\n go to x: (-25) y: (129)\n end\n if <(level) = [17]> then\n hide\n end\n if <(touching player) = [0]> then\n set [vents hide v] to [0]\n end\n if <touching (my friend v)?> then\n set [vents hide v] to [1]\n end\n if <touching (my friend v)?> then\n switch costume to (costume1 v)\n repeat (4)\n next costume\n end\n wait until <not <touching (my friend v)?>>\n switch costume to (costume1 v)\n end\nend\n\n@vent hider\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n switch costume to (level)\n if <(vents hide) = [1]> then\n set [ghost v] effect to (75)\n else\n set [ghost v] effect to (0)\n end\n if <touching (main player v)?> then\n set [vents hide v] to [1]\n set [touching player v] to [1]\n else\n set [touching player v] to [0]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n play sound [POL-spaceship-ambience-short v] until done\nend\n\n
arrows or\nWSAD\nn = SKIP
⚜ ⁞ Baking || A Platformer Ⅰ | Mobile Friendly
@Stage\n\nwhen flag clicked\nrepeat (10)\n play sound [Creative Minds v] until done\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Restart v)\nset [level v] to [1]\nforever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [x vel v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x vel v] by (1)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n if <touching (water v)?> then\n change [y vel v] by (-0.5)\n else\n change [y vel v] by (-1)\n end\n change y by (y vel)\n if <touching (levels v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching (water v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y vel v] to [5]\n end\n else\n if <<touching (levels v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n set [y vel v] to [15]\n end\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Restart v)\n end\n if <touching (bounce pad v)?> then\n set [y vel v] to [21]\n end\n if <touching (lava v)?> then\n broadcast (Restart v)\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-218) y: (159)\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nchange [☁ who viewed this? v] by (1)\n\n@Levels\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set [lava tide v] to [0]\n repeat (10)\n change [lava tide v] by (1)\n end\n repeat (20)\n change [lava tide v] by (-1)\n end\n repeat (10)\n change [lava tide v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n set y to (Lava Tide)\n switch costume to (Level)\nend\n\n@Water\n\nwhen flag clicked\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (1)\n end\n repeat (20)\n change [tide v] by (-1)\n end\n repeat (10)\n change [tide v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n set y to (Tide)\n switch costume to (Level)\nend\n\n@Bounce Pad\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [1]> then\n Clone at [-61] [-103]\nend\nif <(Level) = [6]> then\n Clone at [142] [-101]\nend\nif <(Level) = [15]> then\n Clone at [204] [-101]\nend\n\nwhen I start as a clone\nforever\n show\n if <touching (player v)?> then\n switch costume to (crouch v)\n else\n switch costume to (idle v)\n end\nend\n\n@Backdrop\n\nwhen flag clicked\nrepeat (10)\n play sound [Creative Minds v] until done\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Chocolate\n\nwhen flag clicked\nchange [ghost v] effect by (-75)\nforever\n go to x: (-135) y: (135)\n if <(Level) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Collect v]\n repeat (75)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n stop [this script v]\n end\nend\n\n@Butter\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Collect v]\n repeat (75)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nchange [ghost v] effect by (-75)\nforever\n go to x: (-117) y: (142)\n if <(Level) = [4]> then\n show\n else\n hide\n end\nend\n\n@Sugar\n\nwhen flag clicked\nchange [ghost v] effect by (-75)\nforever\n go to x: (-5) y: (145)\n if <(Level) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Collect v]\n repeat (75)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n stop [this script v]\n end\nend\n\n@Eggs\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Collect v]\n repeat (75)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nchange [ghost v] effect by (-75)\nforever\n go to x: (-54) y: (105)\n if <(Level) = [7]> then\n show\n else\n hide\n end\nend\n\n@Vanilla Extract\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Collect v]\n repeat (75)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nchange [ghost v] effect by (-75)\nforever\n go to x: (-1) y: (125)\n if <(Level) = [9]> then\n show\n else\n hide\n end\nend\n\n@Flour\n\nwhen flag clicked\nchange [ghost v] effect by (-75)\nforever\n go to x: (115) y: (127)\n if <(Level) = [11]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Collect v]\n repeat (75)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n stop [this script v]\n end\nend\n\n@Cocoa Powder\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Collect v]\n repeat (75)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nchange [ghost v] effect by (-75)\nforever\n go to x: (-112) y: (32)\n if <(Level) = [12]> then\n show\n else\n hide\n end\nend\n\n@Salt \n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Collect v]\n repeat (75)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nchange [ghost v] effect by (-75)\nforever\n go to x: (1) y: (141)\n if <(Level) = [14]> then\n show\n else\n hide\n end\nend\n\n@Love, Fav & Follow\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n show\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Skip Button\n\nwhen flag clicked\nforever\n go to x: (191) y: (-159)\n if <(Level) = [16]> then\n hide\n else\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next Level v) and wait\nchange [level v] by (1)\n\n
ᶜᵘᵗ ʰᵉʳᵉ ✂ ------------------------------------------------------«\n\nˡⁱᶻᶻʸ ʰᵃˢ ᵉⁿᵗᵉʳᵉᵈ ᵗʰᵉ ˡᵒᵘⁿᵍᵉ....... *:・゚✧*:・゚✧\nˡⁱᶻᶻʸ ⁱˢ ᵗʸᵖⁱⁿᵍ..... *:・゚✧*:・゚✧\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n↣ Notice ⚜\n Part 2 is finally out!!!\n https://scratch.mit.edu/projects/564695532/\n▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾\n↣ Info ⚜\n Hiya! After a super duper looong time, I'm FINALLY back with a new project! It's a platformer! (you already know that). Anyway, I've always wanted to make a platformer ever since I joined Scratch. And finally, I got to make one! This took a really long time ( around idk 3 months?) and I worked really hard on it, so, I hope you like it! And Thanks to @FlayFlyAnimations for curating this!! :D\n▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾\n↣How to Play ⚜\n Use Arrow Keys, WASD or Swipe to Move \n Collect all the Ingredients\n Avoid Spikes and Lava\n Take Swims in the Water\n Wait for Part II\n▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴\n↣Credits ⚜\n Code: Some of it is from @0014049 tutorials on \n Youtube.\n Flour: Belongs to @TeMangere\n Thumbnail Font: Cooltext \n Music: Bensound, Creative Minds\n All Other Art & Code: By me, aka. @LIF11061\n▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾\n↣Notes⚜\n ✖ Advertising ( will get reported/deleted ), Hate, \n Spam or anything Mean\n ✔Recommendations, Project Suggestions or Nice \n Things.\n Guys! You can remix, but Pls Change Something!\n ⨠To change the player's colour, just click it.\n ⨠Please report any bugs or glitches in the \n comments. Thx!\n ⨠Check out some of my other projects!\n https://scratch.mit.edu/projects/560758090/\n https://scratch.mit.edu/projects/504581972/\n https://scratch.mit.edu/projects/484636609/\n ✨ Have a Nice Day!ヾ(•ω•`)o ✨\n▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴\n↣Updates ⚜\n 19.07.2021 ~ Shared \n 20.07.2021 ~ Changed Thumbnail\n 27.07.2021 ~ Added Skip Button\n 11.08.2021 ~ Will get curated by \n @FlayFlyAnimations *internal screaming* lol & made \n it Mobile Friendly\n 24.08.2021 ~ Made some changes in the art\n 28.08.2021 ~ Changed the font in the Thumbnail\n▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾▾↣Tags ⚜\n \n #baking #baking #baking #baking #baking #baking \n #games #games #games #games #games #games\n #all #all #all #all #all #all #all #all #all #all #all #all #all\n #platformers #platformers #platformers #platformers\n ▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴▴\nˡⁱᶻᶻʸˢ ˡᵉᵃᵛⁱⁿᵍ ᵗʰᵉ ˡᵒᵘⁿᵍᵉ........ *:・゚✧*:・゚✧
Travel A Platformer 2
@Stage\n\n@Blank\n\n@Walk\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset size to (77) %\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 v)\nstart sound [Footsteps v]\nrepeat (53)\n next costume\n wait (0.03) seconds\nend\nforever\n switch costume to (costume54 v)\nend\n\nwhen I receive [playe v]\nhide\n\nwhen flag clicked\nforever\n play sound [Adventure v] until done\nend\n\nwhen I receive [grid snapping v]\nhide\n\n@Words\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 v)\nforever\n repeat (5)\n next costume\n wait (0.04) seconds\n end\n switch costume to (costume5 v)\n wait (0.04) seconds\n switch costume to (costume4 v)\n wait (0.04) seconds\n switch costume to (costume3 v)\n wait (0.04) seconds\n switch costume to (costume2 v)\n wait (0.04) seconds\n switch costume to (costume1 v)\n wait (1) seconds\nend\n\nwhen I receive [playe v]\nhide\n\nwhen I receive [grid snapping v]\nhide\n\n@Play\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n repeat (8)\n wait (0.03) seconds\n next costume\n end\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (Playe v)\n\nwhen I receive [grid snapping v]\nhide\n\n@Player\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\ngo to x: (-184) y: (-26)\nset [x v] to (x position)\nset [y v] to (y position)\nforever\n if <touching (platforms 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\ndefine Level Physics\nchange [yv v] by (-1)\nif <key (left arrow v) pressed?> then\n change [xv v] by (-0.95)\nend\nif <key (right arrow v) pressed?> then\n change [xv v] by (0.95)\nend\nset [xv v] to ((xv) * (0.9))\nchange x by (xv)\nif <touching (platforms v)?> then\n change y by (1)\nend\nif <touching (platforms v)?> then\n change y by (1)\nend\nif <touching (platforms v)?> then\n change y by (1)\nend\nif <touching (platforms v)?> then\n change y by (1)\nend\nif <touching (platforms v)?> then\n change y by (-4)\n change x by ((xv) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n if <(xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n end\nend\nchange y by (yv)\nif <touching (platforms v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <touching (platforms v)?>> then\n switch costume to (jump v)\n set [yv v] to [13]\nend\nchange y by (1)\nif <touching (platforms v)?> then\n change x by ((0) - (x-vel))\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n if <(costume [name v]) = [Idle]> then\n switch costume to (walk v)\n else\n wait (0.03) seconds\n switch costume to (walk7 v)\n wait (0.01) seconds\n switch costume to (walk2 v)\n wait (0.01) seconds\n switch costume to (walk8 v)\n wait (0.01) seconds\n switch costume to (walk3 v)\n wait (0.01) seconds\n switch costume to (walk9 v)\n wait (0.01) seconds\n switch costume to (walk4 v)\n wait (0.01) seconds\n switch costume to (walk10 v)\n wait (0.01) seconds\n switch costume to (walk5 v)\n wait (0.01) seconds\n switch costume to (walk11 v)\n wait (0.01) seconds\n switch costume to (walk6 v)\n wait (0.03) seconds\n end\n end\n if <key (left arrow v) pressed?> then\n if <(costume [name v]) = [Idle]> then\n switch costume to (walk12 v)\n else\n wait (0.01) seconds\n switch costume to (walk13 v)\n wait (0.01) seconds\n switch costume to (walk14 v)\n wait (0.01) seconds\n switch costume to (walk15 v)\n wait (0.01) seconds\n switch costume to (walk16 v)\n wait (0.01) seconds\n switch costume to (walk17 v)\n wait (0.01) seconds\n switch costume to (walk18 v)\n wait (0.01) seconds\n switch costume to (walk19 v)\n wait (0.01) seconds\n switch costume to (walk20 v)\n wait (0.01) seconds\n switch costume to (walk21 v)\n wait (0.01) seconds\n switch costume to (walk22 v)\n wait (0.03) seconds\n end\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (idle v)\n end\nend\n\nwhen I receive [playe v]\nshow\ngo to [front v] layer\ngo to x: (-184) y: (-26)\nswitch backdrop to (backdrop1 v)\nset [xv v] to [0]\nset [xv v] to [0]\nset [levels v] to [1]\nforever\n Level Physics\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <<touching (lava v)?> or <<touching (lava 2 v)?> or <<touching (spikes 2 v)?> or <<touching (walk 2 v)?> or <<touching (spikes 3 v)?> or <<touching (lava down v)?> or <<touching (lava 3 v)?> or <<<touching (spikes 4 v)?> or <touching (lava up and down v)?>> or <<touching (pipes v)?> or <<touching (spikes 5 v)?> or <<touching (lava rise v)?> or <<touching (lava down 2 v)?> or <<touching (spikes 10 v)?> or <<touching (more lava down v)?> or <<touching (lava 4 v)?> or <<touching (spikes 12 v)?> or <touching (lava down 12 v)?>>>>>>>>>>>>>>>>>> then\n go to x: (-184) y: (-26)\n end\n if <touching (flag v)?> then\n broadcast (2 v)\n end\n if <touching (flag2 v)?> then\n broadcast (3 v)\n end\n if <touching (flag3 v)?> then\n broadcast (4 v)\n end\n if <touching (flag4 v)?> then\n broadcast (5 v)\n end\n if <touching (flag5 v)?> then\n broadcast (6 v)\n end\n if <touching (flag6 v)?> then\n broadcast (7 v)\n end\n if <touching (flag7 v)?> then\n broadcast (8 v)\n end\n if <touching (flag8 v)?> then\n broadcast (9 v)\n end\n if <touching (flag9 v)?> then\n broadcast (10 v)\n end\n if <touching (flag10 v)?> then\n broadcast (12 v)\n end\n if <touching (flag11 v)?> then\n broadcast (11 v)\n end\nend\n\nwhen I receive [playe v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [2 v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [3 v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [4 v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [5 v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [6 v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [this sprite only v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [7 v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [8 v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [9 v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [10 v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [11 v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [12 v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [grid snapping v]\nhide\n\n@Platforms\n\nwhen I receive [playe v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [2 v]\nshow\ngo to [front v] layer\ngo to x: (-184) y: (-26)\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume2 v)\n\nwhen I receive [3 v]\nshow\ngo to [front v] layer\ngo to x: (-184) y: (-26)\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume3 v)\n\nwhen I receive [4 v]\nshow\ngo to [front v] layer\ngo to x: (-184) y: (-26)\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume4 v)\n\nwhen I receive [5 v]\nshow\ngo to [front v] layer\ngo to x: (-184) y: (-26)\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume5 v)\n\nwhen I receive [6 v]\nshow\ngo to [front v] layer\ngo to x: (-184) y: (-26)\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume6 v)\n\nwhen I receive [7 v]\nshow\ngo to [front v] layer\ngo to x: (-184) y: (-26)\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume7 v)\n\nwhen I receive [8 v]\nshow\ngo to [front v] layer\ngo to x: (-184) y: (-26)\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume8 v)\n\nwhen I receive [9 v]\nshow\ngo to [front v] layer\ngo to x: (-184) y: (-26)\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume9 v)\n\nwhen I receive [10 v]\nshow\ngo to [front v] layer\ngo to x: (-184) y: (-26)\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume11 v)\n\nwhen I receive [11 v]\nshow\ngo to [front v] layer\ngo to x: (-184) y: (-26)\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume10 v)\n\nwhen I receive [12 v]\nshow\ngo to [front v] layer\ngo to x: (-184) y: (-26)\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume12 v)\n\n@Flag\n\nwhen I receive [playe v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\ngo to x: (104) y: (-61)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 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 (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 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\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [6 v]\nhide\n\n@Spikes\n\nwhen I receive [2 v]\ngo to [front v] layer\nshow\ngo to x: (15) y: (28)\nforever\n switch costume to (costume1 v)\n repeat (10)\n wait (0.03) seconds\n next costume\n end\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 (2.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [3 v]\nhide\n\n@Flag2\n\nwhen I receive [2 v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\ngo to x: (104) y: (-61)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 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 (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 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\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [playe v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [6 v]\nhide\n\n@Lava \n\nwhen I receive [3 v]\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n repeat (9)\n wait (0.03) seconds\n next costume\n end\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 [4 v]\nhide\n\n@Flag3\n\nwhen I receive [3 v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\ngo to x: (104) y: (-61)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 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 (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 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\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [playe v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [6 v]\nhide\n\n@Lava 2\n\nwhen I receive [4 v]\ngo to [front v] layer\nshow\nforever\n switch costume to (costume1 v)\n repeat (9)\n wait (0.03) seconds\n next costume\n end\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 [5 v]\nhide\n\n@Spikes 2\n\nwhen flag clicked\nhide\n\nwhen I receive [4 v]\ngo to [front v] layer\nshow\nforever\n switch costume to (costume1 v)\n repeat (11)\n wait (0.03) seconds\n next costume\n end\n wait (3.5) 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 (3.5) seconds\nend\n\nwhen I receive [5 v]\nhide\n\n@Walk 2\n\nwhen flag clicked\nhide\n\nwhen I receive [4 v]\ngo to [front v] layer\nshow\nforever\n wait (0.3) seconds\n switch costume to (walk1 v)\n set size to (55) %\n go to x: (-7) y: (-33)\n repeat (5)\n next costume\n wait (0.07) seconds\n end\n wait (2) seconds\n switch costume to (walk6 v)\n wait (0.07) seconds\n switch costume to (walk7 v)\n wait (0.07) seconds\n switch costume to (walk8 v)\n wait (0.07) seconds\n switch costume to (walk9 v)\n wait (0.07) seconds\n switch costume to (walk10 v)\n wait (0.07) seconds\n switch costume to (walk11 v)\n wait (0.07) seconds\n switch costume to (walk12 v)\n wait (2) seconds\nend\n\nwhen I receive [5 v]\nhide\n\n@Spikes 3\n\nwhen flag clicked\nhide\n\nwhen I receive [5 v]\ngo to [front v] layer\nshow\ngo to x: (47) y: (28)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (2.1) 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 (2.1) seconds\nend\n\nwhen I receive [6 v]\nhide\n\n@Flag4\n\nwhen I receive [4 v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\ngo to x: (104) y: (-61)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 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 (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 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\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [playe v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [6 v]\nhide\n\n@Flag5\n\nwhen I receive [5 v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\ngo to x: (104) y: (-61)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 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 (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 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\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [playe v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [6 v]\nhide\n\n@Lava down \n\nwhen flag clicked\nhide\n\nwhen I receive [5 v]\ngo to [front v] layer\nshow\nforever\n switch costume to (costume1 v)\n repeat (18)\n next costume\n wait (0.03) seconds\n end\n wait (2.2) 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 (costume16 v)\n wait (0.03) seconds\n switch costume to (costume17 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 (2.2) seconds\nend\n\nwhen I receive [6 v]\nhide\n\n@Lava 3\n\nwhen I receive [6 v]\ngo to [front v] layer\nshow\nforever\n switch costume to (costume1 v)\n repeat (7)\n wait (0.04) seconds\n next costume\n end\n wait (0.04) seconds\n switch costume to (costume8 v)\n wait (0.04) seconds\n switch costume to (costume7 v)\n wait (0.04) seconds\n switch costume to (costume6 v)\n wait (0.04) seconds\n switch costume to (costume5 v)\n wait (0.04) seconds\n switch costume to (costume4 v)\n wait (0.04) seconds\n switch costume to (costume3 v)\n wait (0.04) seconds\n switch costume to (costume2 v)\n wait (0.04) seconds\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [7 v]\nhide\n\n@Spikes 4\n\nwhen flag clicked\nhide\n\nwhen I receive [6 v]\ngo to [front v] layer\nshow\nforever\n switch costume to (costume1 v)\n repeat (10)\n wait (0.03) seconds\n next costume\n end\n wait (2.1) 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 (2.1) seconds\nend\n\nwhen I receive [7 v]\nhide\n\n@PIpes\n\nwhen flag clicked\nhide\n\nwhen I receive [7 v]\ngo to [front v] layer\nshow\nforever\n switch costume to (costume2 v)\n wait (0.3) seconds\n glide (1) secs to x: (35) y: (121)\n switch costume to (costume1 v)\n wait (0.03) seconds\n glide (1) secs to x: (35) y: (-159)\n wait (1.7) seconds\n glide (1) secs to x: (35) y: (121)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (3.1) seconds\nend\n\nwhen I receive [8 v]\nhide\n\n@Flag6\n\nwhen I receive [6 v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\ngo to x: (104) y: (-61)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 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 (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 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\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [playe v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [7 v]\nhide\n\n@Lava Up And Down\n\nwhen I receive [7 v]\ngo to [front v] layer\nshow\nswitch costume to (costume2 v)\nforever\n Lava Up And Down\nend\n\ndefine Lava Up And Down\ngo to [front v] layer\nshow\nforever\n switch costume to (costume1 v)\n wait (0.3) seconds\n repeat (32)\n next costume\n wait (0.03) seconds\n end\n wait (2) seconds\n switch costume to (costume33 v)\n wait (0.03) seconds\n switch costume to (costume32 v)\n wait (0.03) seconds\n switch costume to (costume31 v)\n wait (0.03) seconds\n switch costume to (costume30 v)\n wait (0.03) seconds\n switch costume to (costume29 v)\n wait (0.03) seconds\n switch costume to (costume28 v)\n wait (0.03) seconds\n switch costume to (costume27 v)\n wait (0.03) 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 (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 (2.8) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [8 v]\nhide\n\n@Flag7\n\nwhen I receive [7 v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\ngo to x: (104) y: (-61)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 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 (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 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\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [playe v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [8 v]\nhide\n\nwhen I receive [6 v]\nhide\n\n@Spikes 5\n\ndefine Spikes up and down\ngo to [front v] layer\nshow\nforever\n switch costume to (costume1 v)\n wait (1.5) seconds\n repeat (16)\n next costume\n wait (0.03) seconds\n end\n wait (1.8) 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 [8 v]\ngo to [front v] layer\nshow\nforever\n Spikes up and down\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [9 v]\nhide\n\n@Lava rise\n\ndefine Lava rise\ngo to [front v] layer\nshow\nforever\n switch costume to (costume1 v)\n wait (3.3) seconds\n repeat (12)\n next costume\n wait (0.03) seconds\n end\n wait (2.2) 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 [8 v]\ngo to [front v] layer\nshow\nforever\n Lava rise\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [9 v]\nhide\n\n@Flag8\n\nwhen I receive [8 v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\ngo to x: (-16) y: (117)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 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 (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 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\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [playe v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [9 v]\nhide\n\n@Lava down 2\n\nwhen I receive [9 v]\ngo to [front v] layer\nshow\nforever\n Lava down\nend\n\nwhen flag clicked\nhide\n\ndefine Lava down\ngo to [front v] layer\nshow\ngo to x: (39) y: (28)\nforever\n switch costume to (costume1 v)\n wait (1.3) seconds\n repeat (26)\n next costume\n wait (0.03) seconds\n end\n switch costume to (costume27 v)\n wait (1.3) 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 (0.03) seconds\nend\n\nwhen I receive [10 v]\nhide\n\n@Flag9\n\nwhen I receive [9 v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\ngo to x: (128) y: (-61)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 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 (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 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\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [playe v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [10 v]\nhide\n\nwhen I receive [8 v]\nhide\n\n@Spikes 10\n\nwhen I receive [10 v]\ngo to [front v] layer\nshow\nforever\n switch costume to (costume1 v)\n wait (2.3) seconds\n repeat (9)\n wait (0.03) seconds\n next costume\n end\n switch costume to (costume10 v)\n wait (2.3) 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 [12 v]\nhide\n\n@More lava down\n\nwhen flag clicked\nhide\n\nwhen I receive [10 v]\ngo to [front v] layer\nshow\nforever\n More lava down\nend\n\ndefine More lava down\ngo to [front v] layer\nshow\nforever\n switch costume to (costume1 v)\n wait (2.5) seconds\n repeat (20)\n next costume\n wait (0.03) seconds\n end\n switch costume to (costume21 v)\n wait (2.5) 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 (0.03) seconds\nend\n\nwhen I receive [12 v]\nhide\n\n@Flag10\n\nwhen I receive [10 v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\ngo to x: (128) y: (-61)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 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 (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 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\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [playe v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [12 v]\nhide\n\nwhen I receive [8 v]\nhide\n\nwhen I receive [9 v]\nhide\n\n@Lava 4\n\nwhen I receive [12 v]\ngo to [front v] layer\nshow\nforever\n wait (0.03) seconds\n switch costume to (costume1 v)\n repeat (9)\n wait (0.03) seconds\n next costume\n end\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)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [11 v]\nhide\n\n@Spikes 12\n\nwhen I receive [12 v]\ngo to [front v] layer\nshow\ngo to x: (70) y: (29)\nforever\n switch costume to (costume1 v)\n wait (2.2) seconds\n repeat (13)\n wait (0.03) seconds\n next costume\n end\n switch costume to (costume14 v)\n wait (1.5) 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 flag clicked\nhide\n\nwhen I receive [11 v]\nhide\n\n@Lava down 12\n\nwhen flag clicked\nhide\n\nwhen I receive [12 v]\nshow\ngo to [front v] layer\nforever\n switch costume to (costume1 v)\n wait (2.5) seconds\n repeat (22)\n next costume\n wait (0.03) seconds\n end\n switch costume to (costume23 v)\n wait (1.7) 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)\nend\n\nwhen I receive [11 v]\nhide\n\n@Flag11\n\nwhen I receive [12 v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\ngo to x: (128) y: (-61)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 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 (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 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\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [playe v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [10 v]\nhide\n\nwhen I receive [8 v]\nhide\n\nwhen I receive [9 v]\nhide\n\nwhen I receive [11 v]\nhide\n\n@Grid Snapping\n\nwhen flag clicked\nhide\nerase all\n\nwhen I receive [grid snapping v]\ngo to [front v] layer\nshow\nswitch backdrop to (backdrop2 v)\nswitch costume to (block v)\nset size to (70) %\nerase all\nwait until <not <mouse down?>>\nforever\n go to (mouse-pointer v)\n go to x: ((round ((x position) / (16))) * (16)) y: ((round ((y position) / (16))) * (16))\n if <mouse down?> then\n stamp\n end\n if <key (space v) pressed?> then\n next costume\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [playe v]\nhide\n\n@Art\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 v)\ngo to x: (40) y: (-38)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n repeat (8)\n wait (0.03) seconds\n next costume\n end\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (Grid SNapping v)\n\nwhen I receive [playe 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
Spam Flag A Platformer, Full Screen Not Recommended\nOr You Can Play It The First Time Then Play It Again.\n\nArrow Keys To Move \n\nAvoid Obstacles, Design Art- You use space to change your blocks.
☁️Skyland || Multiplayer Scrolling Platformer #Games #All
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound (pick random (1) to (3)) until done\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi] to [chat v]\nadd [How are you] to [chat v]\nadd [Yes!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Hard!] to [chat v]\nadd [Come With me!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [Like this game] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nset [connect v] to [Connecting]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [300]\n set [y v] to [100]\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 [700]\n set [y v] to [92]\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 [1520]\n set [y v] to [92]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n end\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [5]\nset [timout v] to [0]\nset [exit v] to []\nset size to (100) %\nshow\nset rotation style [left-right v]\n\ndefine Tick\nif <touching (ladder v)?> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.65))\nelse\n change [sx v] by ((1.8) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.75))\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n set [sy v] to [12]\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [20]\nend\nif <touching (ladder v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n change [y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) < (y position)> and <mouse down?>>> then\n change [y v] by (-6)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timout v] to [0]\nelse\n change [timout v] by (1)\nend\nif <(timout) > [999]> then\n broadcast (timeout v)\n hide\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (jump_through v)?> then\n if <(sy) < [0]> then\n change [y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<touching (spinny v)?> or <touching (danger v)?>> then\n set [exit v] to [die]\n Reset\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right up v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left up v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\nwhen flag clicked\nforever\n if <touching ((☁ P1) v)?> then\n if <key (space v) pressed?> then\n set [☁ p1 v] to (EXIT)\n end\n end\nend\n\n Test - Die\n\nwhen flag clicked\nforever\n if <touching ((☁ P2) v)?> then\n if <key (space v) pressed?> then\n set [☁ p2 v] to (EXIT)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching ((☁ P3) v)?> then\n if <key (space v) pressed?> then\n set [☁ p3 v] to (EXIT)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching ((☁ P4) v)?> then\n if <key (space v) pressed?> then\n set [☁ p4 v] to (EXIT)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching ((☁ P5) v)?> then\n if <key (space v) pressed?> then\n set [☁ p5 v] to (EXIT)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching ((☁ P6) v)?> then\n if <key (space v) pressed?> then\n set [☁ p6 v] to (EXIT)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching ((☁ P7) v)?> then\n if <key (space v) pressed?> then\n set [☁ p7 v] to (EXIT)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching ((☁ P8) v)?> then\n if <key (space v) pressed?> then\n set [☁ p8 v] to (EXIT)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching ((☁ P9) v)?> then\n if <key (space v) pressed?> then\n set [☁ p9 v] to (EXIT)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching ((☁ P10) v)?> then\n if <key (space v) pressed?> then\n set [☁ p10 v] to (EXIT)\n end\n end\nend\n\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nclear graphic effects\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value = cloud # (player #)\nif <(player #) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player #) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player #) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player #) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player #) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player #) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player #) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player #) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player #) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player #) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\ndefine tick\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join (value) [A])\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n set rotation style [all around v]\n go to [front v] layer\n point towards (player v)\n switch costume to (arrow v)\n if on edge, bounce\n think []\n set [ghost v] effect to (0)\nelse\n set rotation style [don't rotate v]\n point in direction (90)\n set [ghost v] effect to (10)\n if <(names?) = [0]> then\n think []\n else\n think (value)\n end\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nvalue = read from encoded\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen flag clicked\nset [names? v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names?) = [0]> then\n set [names? v] to [1]\n else\n set [names? v] to [0]\n end\n end\nend\n\n@Connnect\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (170) y: (130)\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n else\n switch costume to (connecting v)\n end\n end\nend\n\nwhen I receive [timeout v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nstop [all v]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [0] [0]\nClone at [480] [0]\nClone at [600] [200]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [ghost v] effect to (99)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Platforms_Art\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [0] [0]\nClone at [480] [0]\nClone at [600] [200]\nClone at [999999999999999] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Checkpoint\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n switch costume to (open v)\n change [checkpoint v] by (1)\n end\nend\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [x v] to [100]\nset [y v] to [0]\nswitch costume to (closed v)\nClone at [300] [95]\nClone at [700] [95]\nClone at [1520] [89]\nset [x v] to [-99999]\n\n@Bouncy\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [1000] [92]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nswitch costume to (bouncy2 v)\n\n@Spinny\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (6) degrees\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [165] [80]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Chat\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(is the chat open) = [1]>\n repeat (10)\n set size to ((size) + (((100) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(is the chat open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\ndefine GO\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n GO\nend\n\n@Ladder\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (2 v)\nClone at [-300] [0]\nClone at [1830] [190]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Jump_Through\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (1.5) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nif <(pick random (1) to (2)) = [2]> then\n set [d v] to [-250]\nelse\n set [d v] to [250]\nend\ngo to x: (d) y: (pick random (-130) to (170))\nset [ghost v] effect to (pick random (40) to (70))\nif <(d) = [250]> then\n repeat until <(x position) < [-267]>\n change x by (pick random (-1) to (-3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nelse\n repeat until <(x position) > [267]>\n change x by (pick random (1) to (3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nend\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\n@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
☁️Skyland || Multiplayer Scrolling Platformer\n Reklam yapmayın lan\n#Games #All \n Lets make this trend #1\n★Arrow keys or W,A,D to move (Mobile Friendly)\n★T to chat\n★Don't touch spikes\n★Don't fall