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Platformer!
@Stage\n\nwhen flag clicked\nforever\n play sound [music v] until done\nend\n\nwhen flag clicked\nwait until <(backdrop [number v]) = [15]>\nbroadcast (Good job! v)\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\n if <(backdrop [number v]) = [15]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n show variable [level v]\n if <(backdrop [number v]) = [1]> then\n set [level v] to [1]\n end\n if <(backdrop [number v]) = [2]> then\n set [level v] to [2]\n end\n if <(backdrop [number v]) = [3]> then\n set [level v] to [3]\n end\n if <(backdrop [number v]) = [4]> then\n set [level v] to [4]\n end\n if <(backdrop [number v]) = [5]> then\n set [level v] to [5]\n end\n if <(backdrop [number v]) = [6]> then\n set [level v] to [6]\n end\n if <(backdrop [number v]) = [7]> then\n set [level v] to [7]\n end\n if <(backdrop [number v]) = [8]> then\n set [level v] to [8]\n end\n if <(backdrop [number v]) = [9]> then\n set [level v] to [9]\n end\n if <(backdrop [number v]) = [10]> then\n set [level v] to [10]\n end\n if <(backdrop [number v]) = [11]> then\n set [level v] to [11]\n end\n if <(backdrop [number v]) = [12]> then\n set [level v] to [12]\n end\n if <(backdrop [number v]) = [13]> then\n set [level v] to [13]\n end\n if <(backdrop [number v]) = [14]> then\n set [level v] to [14]\n end\n if <(backdrop [number v]) = [15]> then\n hide variable [level v]\n end\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (0.9)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-0.9)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#29cc00)?> then\n change y by (1)\n if <touching color (#29cc00)?> then\n change y by (-5)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching color (#29cc00)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#29cc00)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y v] by (12)\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <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 (normal v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (up v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (up right v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (up left v)\n end\nend\n\nwhen flag clicked\nif <(username) = [Mato_113_6]> then\n say [Cześć Mato!] for (3) seconds\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-200) y: (0)\n end\n if <(backdrop [number v]) = [15]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if on edge, bounce\nend\n\nwhen flag clicked\nforever\n if <<(level) = [1]> and <touching (next level v)?>> then\n switch backdrop to (2 v)\n go to x: (-200) y: (0)\n end\n if <<(level) = [2]> and <touching (next level v)?>> then\n switch backdrop to (3 v)\n go to x: (-200) y: (0)\n end\n if <<(level) = [3]> and <touching (next level v)?>> then\n switch backdrop to (4 v)\n go to x: (-200) y: (0)\n end\n if <<(level) = [4]> and <touching (next level v)?>> then\n switch backdrop to (5 v)\n go to x: (-200) y: (0)\n end\n if <<(level) = [5]> and <touching (next level v)?>> then\n switch backdrop to (6 v)\n go to x: (-200) y: (0)\n end\n if <<(level) = [6]> and <touching (next level v)?>> then\n switch backdrop to (7 v)\n go to x: (-200) y: (0)\n end\n if <<(level) = [7]> and <touching (next level v)?>> then\n switch backdrop to (8 v)\n go to x: (-200) y: (0)\n end\n if <<(level) = [8]> and <touching (next level v)?>> then\n switch backdrop to (9 v)\n go to x: (-200) y: (0)\n end\n if <<(level) = [9]> and <touching (next level v)?>> then\n switch backdrop to (10 v)\n go to x: (-200) y: (0)\n end\n if <<(level) = [10]> and <touching (next level v)?>> then\n switch backdrop to (11 v)\n go to x: (-200) y: (0)\n end\n if <<(level) = [11]> and <touching (next level v)?>> then\n switch backdrop to (12 v)\n go to x: (-200) y: (0)\n end\n if <<(level) = [12]> and <touching (next level v)?>> then\n switch backdrop to (13 v)\n go to x: (-200) y: (0)\n end\n if <<(level) = [13]> and <touching (next level v)?>> then\n switch backdrop to (14 v)\n go to x: (-200) y: (0)\n end\n if <<(level) = [14]> and <touching (next level v)?>> then\n switch backdrop to (15 v)\n go to x: (0) y: (75)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (1 v)\nshow\nswitch costume to (normal v)\npoint in direction (90)\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen I receive [good job! v]\nsay [Good job!] for (3) seconds\n\nwhen flag clicked\nforever\n if <touching color (#a500ff)?> then\n set [y v] to [22]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#006aff)?> then\n set [y v] to [50]\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [6]> and <touching color (#ff0d00)?>> then\n say [This way!] for (0.1) seconds\n end\nend\n\n@Next Level\n\nwhen flag clicked\nshow\nforever\n point in direction (90)\n set size to (70) %\n go to x: (210) y: (-140)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [15]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
-----------------------------Platformer-----------------------------\n\n ▶▶▶▶▶ Welcome to my first Platformer! ◀◀◀◀◀\n\n-----------------------------Instructions-----------------------------\n\n▶ arrow keys or AWD to move\n▶ green is safe\n▶ lava is dangerous\n▶ purple is spring (lower than blue)\n▶ blue is spring (higher than purple)\n▶ go to yellow flag to go to next level\n▶ you can wall jump\n▶ R to restart level\n\nSorry for bugs.\n\nAll levels are 100% possible.\n\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -\n\n !!! ATTENTION !!!\n Some levels might be too hard for you.\n\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -\n\nComment your time!\n\n-------------------------Important events-------------------------\n\n▶ 25.03.2021 - Shared!\n\n▶ 13.04.2021 - 40 views!\n▶ 15.04.2021 - 50 views!\n▶ 16.04.2021 - 70 views and 10 loves and favorites!\n▶ 18.04.2021 - 80 views!\n▶ 19.04.2021 - 90 views, 15 loves and 12 favorites!\n▶ 21.04.2021 - 100 views thank you guys!!!!!! <333\n▶ 08.05.2021 - 150 views!!!!!!!!!\n▶ 25.05.2021 - 200 views!!!!!!!!!\n\n...after a break...\n\n▶ 16.05.2022 - 250 views!!!!!!!!!\n...\n\n\n▶ 28.04.2021 - (MY BIRTHDAY!) - two remixes!\nThank you @taim201299!!!\n\n▶ 19.05.2021 - one remix! Thank you @emerson115!!!\n\n---------------------------------Tags---------------------------------\n\n#platformer #platformers #platform #platforms\n#platforming #trending #games #trend #all\n\n-------------------------------------------------------------------------\n\n▶ My own record: 62 seconds! Try to beat me!\n\n-------------------------------------------------------------------------\n-------------------------------------------------------------------------\n\n I hope you enjoyed!\n Love, favorite and follow for more cool games!
Spring - A platformer #games #all #spring #art #music
@Stage\n\n@Player\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 receive [next level v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nhide\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\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 I receive [play v]\nswitch costume to (lolz)\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] [-0.97] [15]\nend\n\nwhen I receive [play v]\nforever\n if <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen I receive [play 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 [play v]\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 [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 (175) %\nend\n\nwhen I receive [play v]\nshow\nforever\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<<(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\n if <touching (speedup v)?> then\n set [xvel v] to [20]\n end\n if <touching (enemies v)?> then\n if <(EnemyY) < ((y position) + (-15))> then\n if <<(EnemyX) > ((x position) + (-20))> and <(EnemyX) < ((x position) + (20))>> then\n set [yvel v] to [15]\n broadcast (Enemy Ded v)\n wait until <not <touching (enemies v)?>>\n end\n else\n if <((y position) + (-103)) < (EnemyY)> then\n broadcast (Ded v)\n wait until <not <touching (enemies v)?>>\n end\n end\n end\nend\n\nwhen I receive [play v]\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [play v]\nforever\n switch costume to (lolz)\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [play v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (5) layers\nforever\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\n@Deco shadows\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [play v]\nshow\ngo to [front v] layer\ngo [backward v] (12) layers\nforever\n set size to (150) %\n go to x: (0) y: (0)\n set [ghost v] effect to (50)\nend\n\n@Speedup\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\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\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [play v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (8) layers\nforever\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\n@Ded\n\nwhen flag clicked\nhide\n\nwhen I receive [ded v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nwait (0.1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [ded v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@wotar\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [play v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\n set y to (([sin v] of ((timer) * (100)) ) * (10))\nend\n\n@Bouncy\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (5) layers\nforever\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [play v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\n set y to (([sin v] of ((timer) * (100)) ) * (10))\nend\n\n@Why hello there\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nforever\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\n@Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [play v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (14) layers\nforever\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\n@Menu\n\nwhen flag clicked\nset size to (0) %\nhide\nswitch costume to (p1 v)\nCreate a clone of [Player skins]\nCreate a clone of [Right Arrow]\nCreate a clone of [Left arrow]\nCreate a clone of [Title]\nCreate a clone of [Button1]\nCreate a clone of [Button2]\nCreate a clone of [BG]\nCreate a clone of [Cover]\n\ndefine Create a clone of (#)\nset [id v] to (#)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [Right Arrow]> then\n set rotation style [left-right v]\n point in direction (90)\n switch costume to (costume2 v)\n show\n forever\n go to x: (80) y: (20)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (8)\n change size by (((260) - (size)) / (5))\n if <(Costumenum) < [7]> then\n if <mouse down?> then\n broadcast (Right v)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n change size by (((200) - (size)) / (5))\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Player skins]> then\n point in direction (90)\n switch costume to (p1 v)\n show\n set size to (250) %\n forever\n go to x: (0) y: (20)\n point in direction ((([sin v] of ((timer) * (100)) ) * (10)) + (90))\n switch costume to (join [p] (Costumenum))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (8)\n change size by (((350) - (size)) / (5))\n else\n set [brightness v] effect to (0)\n change size by (((300) - (size)) / (5))\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Left arrow]> then\n set rotation style [left-right v]\n point in direction (-90)\n switch costume to (costume2 v)\n show\n forever\n go to x: (-80) y: (20)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (8)\n change size by (((260) - (size)) / (5))\n if <[1] < (Costumenum)> then\n if <mouse down?> then\n broadcast (Left v)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n change size by (((200) - (size)) / (5))\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Title]> then\n point in direction (90)\n switch costume to (text v)\n show\n forever\n point in direction ((([sin v] of ((timer) * (100)) ) * (4)) + (90))\n go to x: (0) y: (120)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (8)\n change size by (((160) - (size)) / (5))\n else\n set [brightness v] effect to (0)\n change size by (((125) - (size)) / (5))\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(ON menu?) = [0]> then\n if <not <<(ID) = [Instructions]> or <<(ID) = [BG]> or <(ID) = [Cover]>>>> then\n show\n if <touching (mouse-pointer v)?> then\n play sound [click v] until done\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [costumenum v] to [1]\nset [on menu? v] to [0]\n\nwhen I receive [olz v]\nset [on menu? v] to [1]\nwait (0) seconds\nbroadcast (Play v)\n\nwhen I receive [left v]\nchange [costumenum v] by (-1)\n\nwhen I receive [right v]\nchange [costumenum v] by (1)\n\nwhen I receive [play v]\nset [lolz v] to (Costumenum)\n\nwhen I start as a clone\nif <(ID) = [Button1]> then\n point in direction (90)\n switch costume to (button numero 1 v)\n show\n set size to (0) %\n forever\n go to x: (0) y: (-50)\n point in direction ((([sin v] of ((timer) * (100)) ) * (2)) + (90))\n switch costume to (button numero 1 v)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (8)\n change size by (((100) - (size)) / (5))\n if <mouse down?> then\n if <(again) = [0]> then\n broadcast (olz v)\n wait (0) seconds\n hide\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n change size by (((80) - (size)) / (5))\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Button2]> then\n point in direction (90)\n switch costume to (button numero 2 v)\n show\n set size to (0) %\n forever\n go to x: (0) y: (-95)\n point in direction ((([sin v] of ((timer) * (100)) ) * (2)) + (90))\n switch costume to (button numero 2 v)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (8)\n change size by (((100) - (size)) / (5))\n if <mouse down?> then\n broadcast (Istruction v)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n change size by (((80) - (size)) / (5))\n end\n end\nend\n\nwhen flag clicked\nset [costumenum v] to [1]\n\nwhen I start as a clone\nif <(ID) = [BG]> then\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (bg v)\n show\n set size to (100) %\n go to [back v] layer\nend\n\nwhen I start as a clone\nif <(ID) = [Cover]> then\n point in direction (90)\n go to x: (0) y: (0)\n set [ghost v] effect to (80)\n switch costume to (costume1 v)\n show\n set size to (100) %\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen I start as a clone\nif <(ID) = [Instructions]> then\n set [ghost v] effect to (100)\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (costume3 v)\n show\n set size to (0) %\n repeat (25)\n change [ghost v] effect by (-5)\n change size by (((135) - (size)) / (5))\n end\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Istruction done v)\n delete this clone\nend\n\nwhen I receive [istruction v]\nset [again v] to [1]\nCreate a clone of [Instructions]\n\nwhen flag clicked\nset [again v] to [0]\n\nwhen I receive [istruction done v]\nset [again v] to [0]\n\n@Enemies\n\ndefine Clone physics\nchange x by (Xvel)\nchange [yvel v] by (-1)\nif <(x position) < ([x position v] of [player v])> then\n change [xvel v] by (0.4)\nend\nif <([x position v] of [player v]) < (x position)> then\n change [xvel v] by (-0.4)\nend\nset [xvel v] to ((Xvel) * (0.9))\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n set [xvel v] to ((0) - (Xvel))\nend\nchange y by (Yvel)\nif <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nif <<(y position) < [-170]> or <touching (water v)?>> then\n delete this clone\nend\n\ndefine Clone at x : (x) y : (y) Level : (level) Clones : (#)\nset [enemy x v] to (x)\nset [enemy y v] to (y)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n repeat (#)\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n wait until <not <(Level) = (level)>>\nend\n\nwhen I start as a clone\nshow\nset [player ded v] to [0]\nforever\n go to [front v] layer\n go [backward v] (1) layers\n set size to (175) %\n Clone physics\n set [enemyx v] to (x position)\n set [enemyy v] to (y position)\n if <(player ded) = [1]> then\n go to x: (Enemy X) y: (Enemy Y)\n wait until <not <(player ded) = [1]>>\n end\nend\n\nwhen I receive [play v]\nhide\nforever\n Clone at x : [130] y : [20] Level : [5] Clones : [1]\n Clone at x : [130] y : [20] Level : [7] Clones : [2]\n Clone at x : [130] y : [20] Level : [10] Clones : [2]\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [enemy ded v]\nstart sound [Jump v]\ndelete this clone\n\nwhen I receive [ded v]\nset [player ded v] to [1]\nwait (0) seconds\nset [player ded v] to [0]\n\n@Sound\n\nwhen this sprite clicked\nif <(Munsic on) = [0]> then\n broadcast (Munsic v)\n switch costume to (1 v)\nelse\n set [munsic on v] to [0]\n repeat (5)\n change size by (1)\n end\n switch costume to (2 v)\nend\n\nwhen I receive [munsic v]\nset [munsic on v] to [1]\n\nwhen flag clicked\nset volume to (50) %\nset [munsic on v] to [1]\nhide\n\nwhen I receive [play v]\nset volume to (50) %\nswitch costume to (1 v)\npoint in direction (90)\nset size to (20) %\nshow\nforever\n go to x: (-210) y: (-155)\n go to [front v] layer\n go [backward v] (2) layers\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (10)\n else\n change size by (((65) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [play v]\nforever\n if <(Munsic on) = [0]> then\n set volume to (0) %\n else\n set volume to (50) %\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <[1] = (ON menu?)> then\n if <touching (mouse-pointer v)?> then\n play sound [click v] until done\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [bensound-memories v] until done\nend\n\n@Skip\n\nwhen I receive [play v]\nswitch costume to (1 v)\npoint in direction (90)\nset size to (20) %\nshow\nforever\n go to x: (-150) y: (-155)\n go to [front v] layer\n go [backward v] (2) layers\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(Level) < [11]> then\n broadcast (Next level v)\n wait until <not <mouse down?>>\n end\n end\n else\n change size by (((65) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nforever\n if <[1] = (ON menu?)> then\n if <touching (mouse-pointer v)?> then\n play sound [click v] until done\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\n@Sprite2\n\nwhen I receive [play v]\nforever\n hide\n create clone of (_myself_ v)\n set [ghost v] effect to (50)\n wait (pick random (2) to (3)) seconds\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\nshow\nset [ghost v] effect to (50)\nset [random v] to (pick random (1) to (2))\nif <(Random) = [1]> then\n go to x: (-240) y: (pick random (120) to (160))\n repeat until <[230] < (x position)>\n change x by (3)\n end\nelse\n go to x: (240) y: (pick random (120) to (160))\n repeat until <(x position) < [-230]>\n change x by (-3)\n end\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Shadows\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nhide\nset size to (90) %\nforever\n set [c v] to (timer)\nend\n\nwhen [timer v] > (C)\nshow\n\n
New platformer :D\n\nhttps://scratch.mit.edu/projects/460100109/\n\nwow, top loved then top remixed holy cow \n\nCredits to @-Scrumptious- for inspo and music code (I guess?)\n\nCheck out my test : @Ziyu3_Test\nReleased early on the first day of spring :DDD\nHELP I CAN"T ADD THIS TO ANY STUDIOS\nIM BACCKKKK\nwut dey TOP LOVED?????\nArrow keys or WASD to move\ntap if mobile\nInstructions in project\nSong is Bensound - Memories\nTurbowarp - https://turbowarp.org/500093891\n10 levels\nI really hope this gets on trending
- Cursor - (Puzzle Platformer) V 1.0
@Stage\n\nwhen I receive [store my high score v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\n@problem?dO YOU WAnt to steal?\n\n@Ground\n\nwhen I receive [level change v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go [forward v] (3) layers\nend\n\nwhen I receive [start v]\ngo to x: (20) y: (14)\nshow\nswitch costume to (1 v)\n\nwhen I receive [clone v]\ngo to x: (20) y: (14)\nshow\nswitch costume to (menulevel v)\n\n@Player\n\nwhen I receive [level change v]\nchange [level v] by (1)\ngo to x: (-190) y: (0)\nif <(Level) = [1]> then\n go to x: (-190) y: (120)\nend\nif <(Level) = [12]> then\n go to x: (-215) y: (47)\nend\nif <(Level) = [2]> then\n go to x: (-190) y: (-112)\nend\nif <(Level) = [4]> then\n go to x: (-190) y: (160)\nend\nif <(Level) = [5]> then\n go to x: (-190) y: (160)\nend\nif <(Level) = [10]> then\n broadcast (store my high score v)\n broadcast (game over menu v)\nend\n\nwhen I receive [start v]\nforever\n if on edge, bounce\n if <<(y position) < [-150]> or <<<touching (door v)?> or <touching (movinglaser v)?>> or <touching (spikes2 v)?>>> then\n set volume to (75) %\n start sound [Crunch v]\n broadcast (dur v)\n wait (0.1) seconds\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (sprite2 v)?> then\n stop [other scripts in sprite v]\n repeat (120)\n change x by (2)\n end\n hide\n broadcast (End v)\n end\nend\n\nwhen I receive [restart v]\nset [ghost v] effect to (0)\ngo to x: (-190) y: (0)\nif <(Level) = [1]> then\n go to x: (-190) y: (120)\nend\nif <(Level) = [12]> then\n go to x: (-215) y: (47)\nend\nif <(Level) = [2]> then\n go to x: (-190) y: (-112)\nend\nif <(Level) = [4]> then\n go to x: (-190) y: (160)\nend\nif <(Level) = [5]> then\n go to x: (-190) y: (160)\nend\n\nwhen I receive [start v]\nreset timer\nforever\n if <key (s v) pressed?> then\n broadcast (Level change v)\n wait until <not <key (s v) pressed?>>\n end\n if <(Level) = [10]> then\n if on edge, bounce\n end\nend\n\nwhen I receive [start v]\nset [level v] to [0]\nforever\n if <(x position) > [220]> then\n broadcast (Level change v)\n end\nend\n\nwhen I receive [dur v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset [gamedone? v] to [nope]\nhide variable [points v]\nhide variable [text v]\nhide variable [textscore v]\nhide variable [texthighscore v]\nrepeat until <(GameDone?) = [lol]>\n set [points v] to (timer)\nend\n\nwhen I receive [store my high score v]\nshow variable [texthighscore v]\nshow variable [textscore v]\nshow variable [text v]\nset [text v] to [Play again and try break the Highscore!Coment your Score!]\nset [texthighscore v] to [The\(Cloud\) Highscore:]\nset [textscore v] to [Your Score:]\nset [gamedone? v] to [lol]\nif <(Points) < (☁ Highscore)> then\n set [☁ highscore v] to (Points)\n set [text v] to [You break your own Highscore!:D:D]\n set [texthighscore v] to [New Highscore!:]\n set [texthighscore v] to (join (TextHighscore) (☁ Highscore))\n set [textscore v] to (join (TextScore) (Points))\nelse\n set [textscore v] to (join (TextScore) (Points))\n set [texthighscore v] to (join (TextHighscore) (☁ Highscore))\nend\n\nwhen [9 v] key pressed\nset [☁ highscore v] to [40]\n\nwhen I receive [start v]\nshow\nstop all sounds\ngo to [back v] layer\nset size to (100) %\ngo to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n switch costume to (spieler v)\n if <touching (cursor v)?> then\n if <([x position v] of [cursor v]) < ((x position) + (4))> then\n switch costume to (spieler2 v)\n change [xv v] by (1)\n wait until <touching (cursor v)?>\n end\n end\n if <not <touching (movingplatform v)?>> then\n point in direction ((Yv) * (1))\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n else\n change x by (MovingPlatformX)\n end\n if <<<touching (ground v)?> or <touching (movingplatform v)?>> or <touching (figur1 v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (movingplatform v)?>> or <touching (figur1 v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (movingplatform v)?>> or <touching (figur1 v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (movingplatform v)?>> or <touching (figur1 v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (movingplatform v)?>> or <touching (figur1 v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (movingplatform v)?>> or <touching (figur1 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 (ground v)?> or <touching (movingplatform v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (movingplatform v)?> then\n change x by (MovingPlatformX)\n end\n change y by (1)\nend\n\nwhen I receive [start v]\nforever\n if <touching (yellowtrampolin v)?> then\n set [yv v] to [20]\n end\n if <touching (blaues trampolin v)?> then\n set [xv v] to [-20]\n set [yv v] to [10]\n end\n if <touching (grauestrampolin v)?> then\n set [xv v] to [20]\n set [yv v] to [10]\n end\n if <touching (grünestrampolin v)?> then\n set [yv v] to [-10]\n set [xv v] to [20]\n end\nend\n\n@YellowTrampolin\n\nwhen I receive [level change v]\nhide\nif <(Level) = [3]> then\n show\n go to x: (93) y: (-92)\nend\nif <(Level) = [6]> then\n show\n go to x: (-65) y: (-50)\nend\nif <(Level) = [7]> then\n show\n go to x: (-21) y: (-57)\nend\nif <(Level) = [9]> then\n show\n go to x: (35) y: (-135)\nend\n\nwhen flag clicked\nhide\ngo to x: (-130) y: (-100)\nset size to (70) %\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\ngo to x: (61) y: (-123)\nforever\n if <touching (player v)?> then\n switch costume to (untitled \(1\)2 v)\n wait (0.1) seconds\n start sound [Boing v]\n else\n switch costume to (untitled \(1\) v)\n end\n if <touching (player v)?> then\n switch costume to (untitled \(1\)2 v)\n wait (0.1) seconds\n start sound [Boing v]\n else\n switch costume to (untitled \(1\) v)\n end\nend\n\nwhen I receive [clone v]\nshow\nforever\n if <touching (player/menu v)?> then\n switch costume to (untitled \(1\)2 v)\n wait (0.1) seconds\n else\n switch costume to (untitled \(1\) v)\n end\nend\n\n@Cursor\n\nwhen flag clicked\nshow\n\nwhen I receive [clone v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n if on edge, bounce\n go to (mouse-pointer v)\n set rotation style [don't rotate v]\n if <(y position) > [130]> then\n hide\n else\n show\n end\n if <touching (player v)?> then\n change x by (-1)\n go to [back v] layer\n else\n go to [front v] layer\n end\nend\n\n@GrauesTrampolin\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (costume3 v)\n wait (0.1) seconds\n start sound [Boing v]\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [level change v]\nhide\nif <(Level) = [0]> then\n show\n go to x: (110) y: (-40)\nend\nif <(Level) = [1]> then\n show\n go to x: (-80) y: (-51)\nend\nif <(Level) = [5]> then\n show\n go to x: (110) y: (30)\nend\nif <(Level) = [7]> then\n show\n go to x: (124) y: (-49)\nend\n\nwhen flag clicked\nset size to (70) %\nhide\n\n@Blaues Trampolin\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (untitled2 v)\n wait (0.1) seconds\n start sound [Boing v]\n else\n switch costume to (untitled v)\n end\nend\n\nwhen I receive [level change v]\nhide\nif <(Level) = [0]> then\n show\n go to x: (225) y: (-90)\nend\nif <(Level) = [1]> then\n show\n go to x: (25) y: (-86)\nend\nif <(Level) = [5]> then\n show\n go to x: (226) y: (-14)\nend\nif <(Level) = [7]> then\n show\n go to x: (227) y: (-88)\nend\n\nwhen flag clicked\nset size to (70) %\nhide\n\n@GrünesTrampolin\n\nwhen I receive [level change v]\nhide\nif <(Level) = [2]> then\n go to x: (93) y: (85)\n show\nend\nif <(Level) = [5]> then\n go to x: (-65) y: (125)\n show\nend\nif <(Level) = [6]> then\n go to x: (-21) y: (120)\n show\nend\nif <(Level) = [8]> then\n go to x: (30) y: (60)\n show\nend\n\nwhen flag clicked\nhide\nset size to (70) %\n\nwhen I receive [start v]\ngo to x: (41) y: (34)\nshow\nforever\n if <touching (player v)?> then\n switch costume to (untitled \(1\)2 v)\n wait (0.1) seconds\n start sound [Boing v]\n else\n switch costume to (untitled \(1\) v)\n end\nend\n\n@KeyButton\n\nwhen flag clicked\nhide\n\nwhen I receive [restart v]\n\nwhen I receive [level change v]\nswitch costume to (kostüm1 v)\nhide\nif <(Level) = [2]> then\n go to x: (40) y: (-58)\n show\nend\nif <(Level) = [7]> then\n go to x: (10) y: (-81)\n show\nend\nforever\n if <touching (hitboxplayerdon'tseeplz v)?> then\n go to [back v] layer\n broadcast (door open v)\n switch costume to (kostüm2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [restart v]\nswitch costume to (kostüm1 v)\nforever\n if <touching (hitboxplayerdon'tseeplz v)?> then\n start sound [click2 v]\n broadcast (door open v)\n switch costume to (kostüm2 v)\n stop [this script v]\n end\nend\n\n@Door\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [door open v]\nrepeat (30)\n change y by (4)\nend\nwait (1) seconds\nhide\n\nwhen I receive [restart v]\nhide\nif <(Level) = [3]> then\n go to x: (192) y: (50)\n show\nend\nif <(Level) = [8]> then\n go to x: (192) y: (14)\n show\nend\n\nwhen I receive [level change v]\nhide\nif <(Level) = [2]> then\n go to x: (192) y: (50)\n show\nend\nif <(Level) = [7]> then\n go to x: (192) y: (14)\n show\nend\n\n@HitboxPlayerDon'tSeeplz\n\nwhen flag clicked\nset size to (100) %\nchange [ghost v] effect by (100)\nshow\nstop all sounds\ngo to x: (-108) y: (50)\nforever\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n point in direction ([direction v] of [player v])\n if <touching (platformversteckt v)?> then\n broadcast (Hide v)\n end\nend\n\n@MusicManager\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\n if <touching (mouse-pointer v)?> then\n change size by (3)\n wait (0.2) seconds\n change size by (-3)\n wait (0.2) seconds\n end\nend\n\nwhen I receive [clone v]\nforever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(musicON?) = [true]>> then\n next costume\n set [musicon? v] to [false]\n set volume to (0) %\n wait until <not <mouse down?>>\n end\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(musicON?) = [false]>> then\n next costume\n set [musicon? v] to [true]\n set volume to (100) %\n wait until <not <mouse down?>>\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nplay sound [Starship v] until done\ngo to [front v] layer\nset size to (20) %\nswitch costume to (costume1 v)\nset volume to (100) %\n\n@MovingLaser\n\nwhen flag clicked\nset [howfargoing v] to [2]\nhide\n\nwhen I receive [level change v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nnext costume\nset [howfargoing v] to [3]\nforever\n wait (1) seconds\n repeat (40)\n change x by (howfargoing)\n end\n wait (1) seconds\n repeat (40)\n change x by ((howfargoing) - ((howfargoing) * (2)))\n end\nend\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\n\n@RestartButton\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n go to [front v] layer\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (Restart v)\n wait (1) seconds\n end\nend\n\n@Licht/Menü\n\nwhen flag clicked\nhide\nswitch costume to (untitled \(4\) v)\nforever\n go [forward v] (0) layers\n set [ghost v] effect to (50)\nend\n\nwhen I receive [level change v]\nhide\nnext costume\n\nwhen I receive [clone v]\nshow\n\nwhen I receive [start v]\nhide\n\n@MenuButtons\n\nwhen flag clicked\nset size to (90) %\nhide\nset [clonenumber v] to [0]\nset [how? v] to [0]\nset [credits? v] to [0]\n\nwhen I start as a clone\nshow\nif <(CloneNumber) = [1]> then\n go to x: (10) y: (30)\n switch costume to (kostüm1 v)\n go to [back v] layer\n forever\n if <<(Credits?) = [0]> and <(How?) = [0]>> then\n if <touching (mouse-pointer v)?> then\n point in direction ((([sin v] of ((timer) * (150)) ) * (4)) + (90))\n set [color v] effect to (5)\n set [ghost v] effect to (20)\n set size to (120) %\n else\n point in direction ((([sin v] of ((timer) * (150)) ) * (4)) + (90))\n set [ghost v] effect to (0)\n set size to (110) %\n set [color v] effect to (0)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (Start v)\n end\n end\n end\nelse\n if <(CloneNumber) = [2]> then\n go to x: (10) y: (-20)\n switch costume to (kostüm2 v)\n go to [back v] layer\n forever\n if <<(Credits?) = [0]> and <(How?) = [0]>> then\n go to [back v] layer\n switch costume to (kostüm2 v)\n if <touching (mouse-pointer v)?> then\n point in direction ((([sin v] of ((timer) * (150)) ) * (4)) + (90))\n set [color v] effect to (5)\n set [ghost v] effect to (20)\n set size to (120) %\n else\n point in direction ((([sin v] of ((timer) * (150)) ) * (4)) + (90))\n set [ghost v] effect to (0)\n set size to (110) %\n set [color v] effect to (0)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [credits? v] to [1]\n end\n end\n if <(Credits?) = [1]> then\n set [color v] effect to (0)\n go to [front v] layer\n switch costume to (how? v)\n point in direction (90)\n set [ghost v] effect to (0)\n end\n end\n else\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [clone v]\nrepeat (2)\n create clone of (_myself_ v)\n change [clonenumber v] by (1)\nend\n\nwhen I receive [clone?? v]\nswitch costume to (how? v)\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nforever\n if <<mouse down?> and <(Credits?) = [1]>> then\n set [credits? v] to [0]\n end\n if <<mouse down?> and <(How?) = [1]>> then\n set [how? v] to [0]\n end\nend\n\n@Player/Menu\n\nwhen I receive [clone v]\ngo to x: (-130) y: (0)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [clone v]\ngo [forward v] (0) layers\nshow\nset size to (100) %\nset [yv v] to [0]\nforever\n switch costume to (spieler v)\n point in direction ((Yv) * (1))\n if <<<touching (ground v)?> or <touching (door v)?>> or <touching (platformversteckt v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (door v)?>> or <touching (platformversteckt v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (door v)?>> or <touching (platformversteckt v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (door v)?>> or <touching (platformversteckt v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (door v)?>> or <touching (platformversteckt v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (door v)?>> or <touching (platformversteckt 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 (ground v)?> or <touching (door v)?>> or <touching (platformversteckt v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n change y by (1)\nend\n\nwhen I receive [clone v]\nforever\n if <touching (yellowtrampolin v)?> then\n set [yv v] to [16.5]\n end\nend\n\n@Vorspann\n\nwhen flag clicked\ngo to x: (45) y: (0)\nswitch costume to (costume2 v)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (40)\n change size by (1)\n change [ghost v] effect by (-5)\nend\nhide\nwait (0.7) seconds\nbroadcast (Clone v)\n\n@MovingPlatform\n\nwhen I receive [level change v]\nshow\nstop [other scripts in sprite v]\ngo to x: (224) y: (14)\nnext costume\nforever\n set [movingplatformx v] to [2]\n repeat (50)\n change x by (MovingPlatformX)\n end\n set [movingplatformx v] to [-2]\n repeat (50)\n change x by (MovingPlatformX)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go [forward v] (3) layers\nend\n\nwhen I receive [clone v]\nswitch costume to (kostüm1 v)\ngo to x: (224) y: (14)\n\n@Spikes2\n\nwhen flag clicked\nset [howfargoing v] to [2]\nhide\n\nwhen I receive [level change v]\nshow\ngo to [back v] layer\nnext costume\n\nif <(Level) = [1]> then\n show\n go to x: (-10) y: (192)\n set [howfargoing v] to [3]\nend\nif <(Level) = [2]> then\n show\n go to x: (-10) y: (192)\n set [howfargoing v] to [3]\nend\nif <(Level) = [5]> then\n show\n go to x: (-10) y: (-45)\n set [howfargoing v] to [3]\nend\n\nwhen flag clicked\n\nwhen flag clicked\nswitch costume to (cursorgame \(1\) v)\n\n@Figur1\n\nwhen flag clicked\nhide\n\n\n\n
Play my new project here: https://scratch.mit.edu/projects/710939600/\n| Welcome to my newest game!(Made by @MegaGamesFilms) |\n\n\nThis is puzzle platformer(kind of) where you moves your player with your cursor!Bouncepads and moving platforms will help you passing the level.But be aware!\nThere also spikes and lasers which will kill you!(Otherwise the game would be boring hhAHHAHHAH)\n\n\n\nThere also will be a level edtior.\n\n\n\n\nIMPORTANT: You need only a mouse to play it!(Laptop touchpad is not a good idea)Not really tested for mobile idk
The Platformer II {DEMO}
@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\n@Blank\n\n@Player Hitbox\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (120) y: (70)\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n if <(Inside House?) = [0]> then\n go to x: (120) y: (70)\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(Inside House?) = [1]> then\n show\n else\n hide\n end\nend\n\n@Ground Art\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n if <(Inside House?) = [1]> then\n show\n else\n hide\n end\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <(Inside House?) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset size to (100) %\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [start game v]\n\nwhen I receive [start game v]\nforever\n\nwhen I receive [start game v]\n\nforever\n\nwhen I receive [start game v]\n\nbroadcast (Start Game v)\n\nwhen flag clicked\n\nwhen I receive [start game v]\n\nbroadcast (Start Game v)\n\nbroadcast (Start Game v)\n\nwhen flag clicked\nforever\n if <(Inside House?) = [1]> 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\n end\nend\n\nwhen flag clicked\nforever\n if <(Inside House?) = [1]> then\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 <key (a v) pressed?>>> then\n next costume\n else\n switch costume to (run21 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Inside House?) = [1]> then\n if <key (d 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 end\nend\n\nforever\n\nwhen flag clicked\nforever\n if <(Inside House?) = [1]> then\n go to (player hitbox v)\n end\nend\n\nset [inside house? v] to [1]\n\nset [inside house? v] to [0]\n\n@Door\n\nwhen flag clicked\nforever\n if <(Inside House?) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [exit house v]\nswitch costume to (door-1 v)\nrepeat (9)\n next costume\nend\nswitch costume to (door-10 v)\nwait (1.4) seconds\nswitch costume to (door-1 v)\n\nswitch costume to (door-1 v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (10)\n change [brightness v] effect by (1)\n end\n wait (0.1) seconds\n repeat (10)\n change [brightness v] effect by (-1)\n end\n wait (0.1) seconds\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (Exit House v)\n wait (0.3) seconds\n broadcast (Transition v)\n wait (1) seconds\n set [inside house? v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset [inside house? v] to [1]\n\nwhen I receive [enter house v]\nswitch costume to (door-1 v)\n\nwhen flag clicked\nbroadcast (Enter House v)\n\n@Mouse-Pointer\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\nend\n\nwhen flag clicked\nforever\n if <touching (door v)?> then\n switch costume to (mouse-pointer \(door\) v)\n end\n if <touching (player v)?> then\n switch costume to (mouse-pointer \(you\) v)\n end\n if <touching (ground \(house\) v)?> then\n switch costume to (mouse-pointer \(house\) v)\n end\n if <not <<touching (door v)?> or <<touching (door v)?> or <touching (ground \(house\) v)?>>>> then\n switch costume to (mouse-pointer v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [begin demo v]\nshow\n\n@Transition\n\nwhen I receive [transition v]\nshow\ngo to x: (-470) y: (0)\nglide (1) secs to x: (0) y: (0)\nwait (0.1) seconds\nglide (1) secs to x: (470) y: (0)\nhide\n\n@Ground (Scrolling)\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (sizer v)\nset size to (300) %\nswitch costume to (level v)\n\nwhen I receive [move level v]\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(Inside House?) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\n@Player Hitbox (Scrolling)\n\nwhen flag clicked\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nbroadcast (Setup v) and wait\n\n broadcast (Move Level v)\n broadcast (Player Move v)\nend\n\nwhen I receive [player move v]\nPlayer Move\n\ndefine Player Move\nif <key (up arrow v) pressed?> then\n Try Move X [0] Y [4]\nend\nif <key (down arrow v) pressed?> then\n Try Move X [0] Y [-4]\nend\nif <key (right arrow v) pressed?> then\n Try Move X [4] Y [0]\nend\nif <key (left arrow v) pressed?> then\n Try Move X [-4] Y [0]\nend\nchange [scrollx v] by (round (((x) - (SCROLLX)) / (5)))\nchange [scrolly v] by (round (((y) - (SCROLLY)) / (5)))\n\ndefine Try Move X (add x) Y (add y)\ngo to x: (((x) + (add x)) - (SCROLLX)) y: (((y) + (add y)) - (SCROLLY))\nif <not <touching (ground \(scrolling\) v)?>> then\n change [x v] by (add x)\n change [y v] by (add y)\nend\n\nwhen I receive [move level v]\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [x v] to [0]\nset [y v] to [80]\n\nwhen I receive [start engine v]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n if <(Engine?) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Inside House?) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [exit house v]\nset [ghost v] effect to (100)\nset [x v] to [0]\nset [y v] to [80]\n\n@Player (Scrolling\n\nwhen flag clicked\ngo to x: (-8) y: (7)\nswitch costume to (run1 v)\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (run1 v)\n else\n if <<key (up arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n repeat until <not <<key (up arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>>\n next costume\n wait (0.01) seconds\n next costume\n next costume\n end\n end\n end\nend\n\nwhen flag clicked\nset [color v] effect to (0)\n\nwhen flag clicked\nforever\n go to (player hitbox \(scrolling\) v)\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n start sound (pick random (1) to (2))\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (test {helpful} v)?> then\n go [forward v] (1) layers\n else\n go [backward v] (1) layers\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [22]> then\n switch costume to (run2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Inside House?) = [0]> then\n set volume to (100) %\n show\n else\n set volume to (0) %\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Ground (Fence-1)\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (sizer v)\nset size to (300) %\nswitch costume to (level v)\n\nwhen I receive [move level v]\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\n\nwhen flag clicked\nforever\n if <(Inside House?) = [0]> then\n show\n else\n hide\n end\nend\n\n@Ground (Fence-2)\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (sizer v)\nset size to (300) %\nswitch costume to (level v)\n\nwhen I receive [move level v]\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\n\nwhen flag clicked\nforever\n if <(Inside House?) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Identity\n\nwhen flag clicked\nforever\n if <(Inside House?) = [0]> then\n show\n else\n hide\n end\nend\n\n@Ground (House)\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (sizer v)\nset size to (300) %\nswitch costume to (level v)\n\nwhen I receive [move level v]\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(Inside House?) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (10)\n change [brightness v] effect by (1)\n end\n wait (0.1) seconds\n repeat (10)\n change [brightness v] effect by (-1)\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (Transition v)\n wait (1) seconds\n set [inside house? v] to [1]\n end\n end\nend\n\n@Intro-1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (-1300)\nrepeat until <(y position) = [0]>\n change y by (5)\nend\n\nwhen I receive [end intro v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Intro-2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (intro-1 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (intro-2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (intro-3 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (intro-4 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (intro-5 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (intro-6 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (End Intro v)\n\nwhen I receive [end intro v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Begin Demo v)\nhide\n\nwhen I receive [begin demo v]\nset [inside house? v] to [1]\n\nwhen flag clicked\nset [inside house? v] to [0]\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
Hey! Welcome to the early demo for The Platformer II!\nThis is a sneak-peek of a game that's being worked on for a collaboration! Instructions down below!\n\nYou can use WASD, or Arrow Keys to move around!\nYou can use your mouse to identify and interact with things. [So far, only three things]\nYou can click the door to exit the house!\n{Currently, there are only Arrow Key controls when you leave the house, WASD is yet to be added}\n\nThis is a very early demo, there may be bugs and glitches, hopefully you can comment them down below to help us out!\nTo support the project, love and favorite, and feel free to follow!
A normal platformer
@Stage\n\nwhen flag clicked\nforever\n set volume to (18) %\n play sound [Dance Magic v] until done\nend\n\nwait (0.0) seconds\n\n@Sprite1\n\nwhen I receive [start level v]\nstop [other scripts in sprite v]\nif <(level) = [6]> then\n show\nelse\n hide\nend\nmove platform\n\ndefine move platform\ngo to x: (27) y: (94)\nforever\n glide (1) secs to x: (27) y: (34)\n glide (1) secs to x: (24) y: (156)\nend\n\nwhen flag clicked\nhide\n\n@Sprite2\n\ndefine move platform\ngo to x: (36) y: (28)\nforever\n glide (1) secs to x: (33) y: (135)\n glide (1) secs to x: (27) y: (23)\nend\n\nwhen I receive [start level v]\nstop [other scripts in sprite v]\nif <(level) = [7]> then\n show\nelse\n hide\nend\nmove platform\n\nwhen flag clicked\nhide\n\n@your\n\nwhen I receive [start level v]\nset [jumping v] to [false]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-1)\n if <key (a v) pressed?> then\n if <(x velocity) > [-10]> then\n change [x velocity v] by (-2)\n end\n if <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n end\n if <key (d v) pressed?> then\n if <(x velocity) < [10]> then\n change [x velocity v] by (2)\n if <(costume [number v]) = [3]> then\n switch costume to (costume4 v)\n else\n switch costume to (costume3 v)\n end\n end\n end\n if <(x velocity) > [0]> then\n change [x velocity v] by (-1)\n end\n if <(x velocity) < [0]> then\n change [x velocity v] by (1)\n end\n change x by (x velocity)\n move vertical\n move horizontal\n if <touching color (#bb7600)?> then\n broadcast (next level v)\n end\n if <<(y position) < [-179]> or <touching color (#ff0000)?>> then\n broadcast (start level v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (start level v)\n\ndefine move horizontal\nif <touching color (#04de00)?> then\n if <(x velocity) > [0]> then\n repeat until <not <touching color (#04de00)?>>\n change x by (-2)\n end\n else\n repeat until <not <touching color (#04de00)?>>\n change x by (2)\n end\n end\n set [x velocity v] to [0]\nend\n\ndefine move vertical\nchange y by (y velocity)\nif <touching color (#04de00)?> then\n if <(y velocity) > [0]> then\n repeat until <not <touching color (#04de00)?>>\n change y by (-1)\n end\n else\n repeat until <not <touching color (#04de00)?>>\n change y by (1)\n end\n set [jumping v] to [false]\n end\nend\n\nwhen [w v] key pressed\nif <(jumping) = [false]> then\n set [y velocity v] to [11]\n set [jumping v] to [true]\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nstop [other scripts in sprite v]\nbroadcast (start level v)\n\nwhen I receive [start level v]\nif <(level) = [1]> then\n show\n go to x: (-166) y: (-96)\n switch backdrop to (backdrop1 v)\nend\nif <(level) = [2]> then\n go to x: (198) y: (-130)\n switch backdrop to (backdrop2 v)\nend\nif <(level) = [3]> then\n go to x: (206) y: (-138)\n switch backdrop to (backdrop3 v)\nend\nif <(level) = [4]> then\n go to x: (210) y: (-139)\n switch backdrop to (backdrop4 v)\nend\nif <(level) = [5]> then\n go to x: (202) y: (-139)\n switch backdrop to (backdrop5 v)\nend\nif <(level) = [6]> then\n go to x: (210) y: (-139)\n switch backdrop to (backdrop6 v)\nend\nif <(level) = [7]> then\n go to x: (202) y: (-137)\n switch backdrop to (backdrop7 v)\nend\nif <(level) = [8]> then\n go to x: (202) y: (-137)\n switch backdrop to (backdrop8 v)\nend\nif <(level) = [9]> then\n go to x: (202) y: (-137)\n switch backdrop to (backdrop9 v)\nend\n\nwhen flag clicked\nforever\n change [y velocity v] by (-1)\n if <key (left arrow v) pressed?> then\n if <(x velocity) > [-10]> then\n change [x velocity v] by (-2)\n end\n if <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n change [y velocity v] by (1)\n if <key (right arrow v) pressed?> then\n if <(x velocity) < [10]> then\n change [x velocity v] by (2)\n if <(costume [number v]) = [3]> then\n switch costume to (costume4 v)\n else\n switch costume to (costume3 v)\n end\n end\n end\nend\n\n
Use WASD to move up arrow to jump and red kills you.Don't go under the moving platformer you will get squished.
⭐️ Rescue (A non-generic Platformer) Part 1⭐️
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait until <(Level) = [12]>\nswitch backdrop to (backdrop2 v)\nwait until <(Level) = [18]>\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nrepeat until <(backdrop [number v]) = [2]>\n play sound [Video Game 3 v] until done\nend\nrepeat until <(backdrop [number v]) = [1]>\n play sound [Video Game 2 v] until done\nend\n\n@Player\n\nwhen flag clicked\nset size to (60) %\nswitch costume to (circle character thing v)\nwait (1) seconds\n\nwhen flag clicked\nset [speed y v] to [0]\nforever\n switch costume to (circle character thing v)\n change y by (Speed y)\n change [speed y v] by (-1)\n Touch Ground <(Speed y) > [0]>\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-63)\n\ndefine Touch Ground <up?>\nif <(Level) > [11]> then\n change [falling v] by (0.01)\nelse\n change [falling v] by (0.1)\nend\nrepeat until <<not <touching (the ground v)?>> and <<not <touching (left ground v)?>> and <not <touching (right ground v)?>>>>\n set [speed y v] to [0]\n if <up?> then\n change y by (-4)\n end\n if <up?> then\n change y by (-4)\n else\n if <(Slope) < [1]> then\n if <touching (the ground v)?> then\n change y by (2)\n set [falling v] to [0]\n end\n if <touching (the ground v)?> then\n change y by (2)\n end\n if <touching (the ground v)?> then\n change y by (2)\n end\n if <touching (the ground v)?> then\n change y by (2)\n end\n if <touching (the ground v)?> then\n change y by (2)\n end\n if <touching (the ground v)?> then\n change y by (2)\n end\n if <touching (the ground v)?> then\n change y by (4)\n end\n if <touching (the ground v)?> then\n change y by (4)\n end\n else\n if <touching (the ground v)?> then\n change y by (2)\n set [falling v] to [0]\n end\n end\n end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (the ground v)?>>>\n change y by (2)\n change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (Slope))\nend\n\nwhen flag clicked\nset size to (60) %\nrepeat until <(Level) = [7]>\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)>>>>> and <(falling) < [3]>> then\n if <<(jump key) = [0]> and <(falling) < [3]>> then\n set [speed y v] to [18]\n set [falling v] to [4]\n set [jump key v] to [1]\n else\n set [jump key v] to [0]\n end\n end\nend\nwait until <(Level) = [7]>\nset size to (30) %\nrepeat until <(Level) = [8]>\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)>>>>> and <(falling) < [1.5]>> then\n if <<(jump key) = [0]> and <(falling) < [1.5]>> then\n set [speed y v] to [12]\n set [falling v] to [2]\n set [jump key v] to [1]\n else\n set [jump key v] to [0]\n end\n end\nend\nwait until <(Level) = [8]>\nset size to (45) %\nrepeat until <(Level) = [12]>\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)>>>>> and <(falling) < [2.5]>> then\n if <<(jump key) = [0]> and <(falling) < [2.5]>> then\n set [speed y v] to [15]\n set [falling v] to [3]\n set [jump key v] to [1]\n else\n set [jump key v] to [0]\n end\n end\nend\nwait until <(Level) = [12]>\nset size to (15) %\nrepeat until <(Level) = [16]>\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)>>>>> and <(falling) < [0.25]>> then\n if <<(jump key) = [0]> and <(falling) < [0.25]>> then\n set [speed y v] to [10]\n set [falling v] to [0.5]\n set [jump key v] to [1]\n else\n set [jump key v] to [0]\n end\n end\nend\nwait until <(Level) = [16]>\nset size to (45) %\nrepeat until <(Level) = [17]>\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)>>>>> and <(falling) < [0.25]>> then\n if <<(jump key) = [0]> and <(falling) < [0.25]>> then\n set [speed y v] to [25]\n set [falling v] to [0.5]\n set [jump key v] to [1]\n else\n set [jump key v] to [0]\n end\n end\nend\nwait until <(Level) = [17]>\nset size to (50) %\nrepeat until <(Level) = [999]>\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)>>>>> and <(falling) < [0.25]>> then\n if <<(jump key) = [0]> and <(falling) < [0.25]>> then\n set [speed y v] to [25]\n set [falling v] to [0.5]\n set [jump key v] to [1]\n else\n set [jump key v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Speed y) < [4]> or <<key (space v) pressed?> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <touching (bounce pads v)?> then\n change [speed y v] by (-7)\n wait (0.1) seconds\n change [speed y v] by (5)\n else\n change [speed y v] by (-1)\n end\n else\n change [speed y v] by (-2)\n end\nend\n\nwhen flag clicked\ngo [forward v] (1) layers\nhide variable [slope v]\nhide variable [speed y v]\nhide variable [speed x v]\nhide variable [falling v]\nhide variable [jump key v]\nset rotation style [left-right v]\nset [speed x v] to [0]\nset [speed x v] to ((speed x) * (0.5))\nforever\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n if <touching (bounce pads v)?> then\n change [speed x v] by (-0.5)\n switch costume to (moving ball v)\n wait (0.1) seconds\n change [speed x v] by (-0.3)\n else\n if <<(Level) = [12]> or <(Level) = [13]>> then\n switch costume to (moving ball v)\n change [speed x v] by (-0.04)\n else\n if <(Level) = [17]> then\n switch costume to (moving ball v)\n change [speed x v] by (-0.25)\n else\n switch costume to (moving ball v)\n change [speed x v] by (-0.1)\n end\n end\n end\n else\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n if <touching (bounce pads v)?> then\n change [speed x v] by (0.5)\n switch costume to (moving ball v)\n wait (0.1) seconds\n change [speed x v] by (0.3)\n else\n if <<(Level) = [12]> or <(Level) = [13]>> then\n switch costume to (moving ball v)\n change [speed x v] by (0.04)\n else\n if <(Level) = [17]> then\n switch costume to (moving ball v)\n change [speed x v] by (0.25)\n else\n switch costume to (moving ball v)\n change [speed x v] by (0.1)\n end\n end\n end\n else\n set [speed x v] to ((speed x) * (0.5))\n end\n end\n if <(speed x) < [0.18]> then\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n if <not <touching (right ground v)?>> then\n Walk [-90] (speed x)\n else\n change x by (1)\n set [speed x v] to [0]\n end\n end\n else\n if <(speed x) > [-0.18]> then\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n if <not <touching (left ground v)?>> then\n Walk [90] (speed x)\n else\n change x by (-1)\n set [speed x v] to [0]\n end\n end\n else\n switch costume to (circle character thing v)\n end\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nwait until <touching (next level ball v)?>\ngo to x: (-200) y: (-63)\n\nwhen flag clicked\nshow variable [level v]\nset [level v] to [1]\nforever\n wait until <touching (next level ball v)?>\n broadcast (Next Level v)\nend\n\nwhen flag clicked\nset [lives v] to [9]\n\nwhen flag clicked\nforever\n if <touching (left ground v)?> then\n change x by (-1)\n set [speed x v] to [0]\n end\n if <touching (left ground v)?> then\n change x by (-1)\n set [speed x v] to [0]\n end\n if <touching (left ground v)?> then\n change x by (-1)\n set [speed x v] to [0]\n end\n if <touching (left ground v)?> then\n change x by (-1)\n set [speed x v] to [0]\n end\n if <touching (right ground v)?> then\n change x by (1)\n set [speed x v] to [0]\n end\n if <touching (right ground v)?> then\n change x by (1)\n set [speed x v] to [0]\n end\n if <touching (right ground v)?> then\n change x by (1)\n set [speed x v] to [0]\n end\n if <touching (right ground v)?> then\n change x by (1)\n set [speed x v] to [0]\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-200) y: (-63)\nset [speed x v] to [0]\n\nwhen I receive [die! v]\nchange [whirl v] effect by (500)\nchange [lives v] by (-1)\ngo to x: (-200) y: (-63)\nset [whirl v] effect to (0)\nset [speed x v] to [0]\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n broadcast (Die! v)\n end\nend\n\nwhen flag clicked\nwait until <(Lives) = [0]>\nbroadcast (Game Over! v)\n\nwhen flag clicked\nforever\n if <(y position) < [-175]> then\n broadcast (Die! v)\n end\nend\n\nwhen I receive [game over! v]\nhide\n\nwhen flag clicked\nset [falling v] to [0]\nset [lives v] to [9]\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <touching (bounce pads v)?> then\n change [falling v] by (-10)\n change [speed y v] by (10)\n end\nend\n\nwhen [n v] key pressed\nchange [level v] by (1)\nset [speed x v] to [0]\ngo to x: (-200) y: (-63)\n\nwhen flag clicked\nforever\n if <touching (enemies v)?> then\n broadcast (Die! v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (left air v)?> then\n change x by (-1)\n end\n if <touching (right air v)?> then\n change x by (1)\n end\n if <touching (up air v)?> then\n change y by (2)\n set [falling v] to [0]\n set [speed y v] to [0]\n end\n if <touching (super right air v)?> then\n change x by (2)\n change [speed x v] by (3)\n end\nend\n\nwhen flag clicked\nshow variable [your time v]\nrepeat until <(Level) = [18]>\n set [your time v] to (timer)\nend\nif <(Your Time) < (☁ World Record Time)> then\n set [☁ world record time v] to (Your Time)\nend\n\nwhen flag clicked\nhide variable [☁ world record time v]\nwait until <(Level) = [18]>\nshow variable [☁ world record time v]\nhide variable [boss health v]\n\nwhen [w v] key pressed\nplay sound [Jump v] until done\n\nwhen [up arrow v] key pressed\nplay sound [Jump v] until done\n\nwhen [space v] key pressed\nplay sound [Jump v] until done\n\nwhen [a v] key pressed\nchange [speed x v] by (-1)\nwait until <not <key (a v) pressed?>>\n\nwhen [d v] key pressed\nchange [speed x v] by (1)\nwait until <not <key (d v) pressed?>>\n\nwhen [left arrow v] key pressed\nchange [speed x v] by (-1)\nwait until <not <key (left arrow v) pressed?>>\n\nwhen [right arrow v] key pressed\nchange [speed x v] by (1)\nwait until <not <key (right arrow v) pressed?>>\n\nwhen flag clicked\nforever\n if <<mouse down?> and <(mouse x) > (x position)>> then\n change [speed x v] by (1)\n repeat until <not <mouse down?>>\n change [speed x v] by (0)\n end\n wait until <not <mouse down?>>\n else\n if <<mouse down?> and <(mouse x) < (x position)>> then\n change [speed x v] by (-1)\n repeat until <not <mouse down?>>\n change [speed x v] by (0)\n end\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen flag clicked\nreset timer\n\n@The ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo [backward v] (2) layers\n\nwhen flag clicked\nforever\n set [level v] to (costume [number v])\nend\n\nwhen [n v] key pressed\nforever\n set [your time v] to [You skipped]\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <(Level) = [15]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.5) seconds\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen [n v] key pressed\nnext costume\n\nwhen I receive [next level v]\nnext costume\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\n\nwhen [n v] key pressed\nnext costume\n\nwhen I receive [next level v]\nnext costume\n\n@Next Level ball\n\nwhen flag clicked\ngo to [back v] layer\nshow\ngo to x: (200) y: (0)\n\nwhen I receive [boss fight! v]\nhide\nwait until <(Boss Health) < [1]>\nshow\n\n@Left Ground\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <(Level) = [15]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n wait (3.5) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.5) seconds\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\ngo [backward v] (3) layers\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\nwhen [n v] key pressed\nnext costume\n\n@Right Ground\n\nwhen flag clicked\ngo [backward v] (3) layers\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\nwhen [n v] key pressed\nnext costume\n\n@Water\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n broadcast (Die! v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <(Level) = [15]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n wait (2.5) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.5) seconds\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen [n v] key pressed\nnext costume\n\nwhen I receive [next level v]\nnext costume\ngo to x: (0) y: (0)\n\n@Lava\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [lives v] by (1)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <(Level) = [15]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n wait (1.75) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.5) seconds\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo [backward v] (2) layers\ngo to x: (0) y: (0)\n\nwhen [n v] key pressed\nnext costume\n\nwhen I receive [next level v]\nnext costume\ngo to x: (0) y: (0)\n\n@Game Over!\n\nwhen I receive [game over! v]\nshow\nplay sound [Dun Dun Dunnn v] until done\nstop [all v]\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (100) layers\ngo to x: (0) y: (0)\nhide\n\n@Bounce Pads\n\nwhen [n v] key pressed\nnext costume\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <(Level) = [15]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n wait (2.75) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.25) seconds\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo [forward v] (2) layers\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\ngo to x: (0) y: (0)\n\n@Enemies\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n repeat until <<<touching (lightsaber v)?> or <(Level) = [13]>> or <touching (golf balls v)?>>\n switch costume to (flying things that chase you v)\n show\n if <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n move (2) steps\n wait (pick random (0.05) to (0.15)) seconds\n else\n point in direction (90)\n move (2) steps\n wait (pick random (0.05) to (0.15)) seconds\n end\n if <(y position) > ([y position v] of [player v])> then\n point in direction (180)\n move (2) steps\n wait (pick random (0.05) to (0.15)) seconds\n else\n point in direction (0)\n move (2) steps\n wait (pick random (0.05) to (0.15)) seconds\n end\n end\n hide\nelse\n if <(Level) < [17]> then\n if <(costume [number v]) = [2]> then\n repeat until <<touching (lightsaber v)?> or <<(Level) = [14]> or <<(x position) < [-175]> or <touching (golf balls v)?>>>>\n switch costume to (fireballs v)\n show\n change x by (-2)\n end\n hide\n else\n end\n end\nend\n\nwhen I receive [die! v]\nif <(Level) = [12]> then\n set size to (30) %\n go to x: (-100) y: (63)\n create clone of (_myself_ v)\n go to x: (-50) y: (0)\n create clone of (_myself_ v)\n go to x: (0) y: (-50)\n create clone of (_myself_ v)\n go to x: (50) y: (40)\n create clone of (_myself_ v)\n go to x: (100) y: (120)\n create clone of (_myself_ v)\n go to x: (150) y: (150)\n wait until <(Level) = [13]>\n hide\nend\n\nwhen I receive [die! v]\ndelete this clone\n\nwhen I receive [boss fight! v]\nrepeat until <(Boss Health) < [1]>\n switch costume to (flying things that chase you v)\n go to (boss v)\n create clone of (_myself_ v)\n wait (2) seconds\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n if <<(x position) > [225]> or <(Boss Health) < [1]>> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (golf balls v)?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset [boss health v] to [50]\n\nwhen flag clicked\nswitch costume to (flying things that chase you v)\ngo to [front v] layer\ngo [forward v] (2) layers\nhide\nwait until <(Level) = [12]>\nset size to (30) %\ngo to x: (-100) y: (63)\ncreate clone of (_myself_ v)\ngo to x: (-50) y: (0)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-50)\ncreate clone of (_myself_ v)\ngo to x: (50) y: (40)\ncreate clone of (_myself_ v)\ngo to x: (100) y: (120)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (150)\nwait until <(Level) = [13]>\nhide\nswitch costume to (fireballs v)\nrepeat until <(Level) = [14]>\n wait (2) seconds\n go to x: (250) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\n@Lightsaber\n\nwhen I receive [boss fight! v]\nset size to (250) %\n\nwhen [s v] key pressed\nif <(Level) > [11]> then\n show\n point towards (mouse-pointer v)\n repeat (20)\n turn right (5) degrees\n end\n repeat (20)\n turn left (5) degrees\n end\n wait (0.25) seconds\n hide\nelse\n hide\nend\n\nwhen flag clicked\nhide\nforever\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\nend\n\nwhen flag clicked\nset size to (100) %\n\n@Left Air\n\nwhen [n v] key pressed\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\ngo to x: (0) y: (0)\n\n@Right Air\n\nwhen [n v] key pressed\nnext costume\n\nwhen I receive [next level v]\nnext costume\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\n\n@Up Air\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <(Level) = [15]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n wait (2.5) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.5) seconds\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen [n v] key pressed\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\ngo to x: (0) y: (0)\n\n@Super Right Air\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <(Level) = [15]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n wait (0.25) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\ngo to x: (0) y: (0)\n\nwhen [n v] key pressed\nnext costume\n\n@Golf Balls\n\nwhen I start as a clone\npoint towards (mouse-pointer v)\nshow\nrepeat until <<<<touching (the ground v)?> or <touching (_edge_ v)?>> or <touching (enemies v)?>> or <touching (boss v)?>>\n move (5) steps\nend\nchange [golf ball clones v] by (-1)\ndelete this clone\n\nwhen flag clicked\nset [golf ball clones v] to [0]\n\nwhen flag clicked\nhide variable [golf ball clones v]\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\nforever\n set size to (2) %\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\nend\n\nwhen [z v] key pressed\nwait (0.375) seconds\nif <(Level) > [15]> then\n if <(golf ball clones) < [10]> then\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\n change [golf ball clones v] by (1)\n wait (0.5) seconds\n end\nelse\n hide\nend\n\n@Boss\n\nwhen flag clicked\nhide variable [boss health v]\nhide\n\nwhen flag clicked\nwait until <(Level) = [17]>\nbroadcast (Boss Fight! v)\n\nwhen I receive [boss fight! v]\nset [boss health v] to [50]\nshow variable [boss health v]\nshow\n\nwhen I receive [die! v]\nif <(Level) = [17]> then\n broadcast (Boss Fight! v)\nend\n\nwhen I receive [boss fight! v]\nforever\n if <touching (golf balls v)?> then\n change [boss health v] by (-2)\n end\nend\n\nwhen I receive [boss fight! v]\ngo to x: (0) y: (0)\nwait until <(Boss Health) < [1]>\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [boss fight! v]\nsay [There's no point when you know you'll lose!] for (2) seconds\nsay [I'm the bully!] for (0.8) seconds\nsay [Also, I didn't just kidnap your teddy!] for (1.5) seconds\nsay [I kidnapped your parents!] for (1) seconds\nsay [And now I'll kidnap you!] for (1) seconds\nsay [And torture you all day long.] for (1) seconds\nsay [You will not survive! 😈 ] for (1) seconds\nsay [I'm running out of things to say!] for (2) seconds\nsay [Just die so I don't have to keep talking!] for (2) seconds\n\nwhen [r v] key pressed\nif <(Level) = [17]> then\n broadcast (Boss Fight! v)\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Die! v)\n end\nend\n\nwhen I receive [boss fight! v]\nwait until <(Boss Health) < [25]>\nthink [This is exhausting! I need to get him to leave!] for (3) seconds\nsay [Hey! Have you seen Geometry Dash by griffpatch?] for (3.5) seconds\nsay [If not, go check it out, or at least leave this battle!] for (3) seconds\nsay [I will never give you cookies if you kill me!] for (3) seconds\nsay [You know you want cookies, right?] for (2.5) seconds\n\nwhen I receive [boss fight! v]\nrepeat until <(Boss Health) < [1]>\n change [boss health v] by (1)\n wait (2) seconds\nend\n\nwhen I receive [boss fight! v]\nforever\n if <touching (lightsaber v)?> then\n change [boss health v] by (-2)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [boss fight! v]\nrepeat until <(Boss Health) < [25]>\n switch costume to (costume1 v)\n wait (3) seconds\n point towards (player v)\n repeat (10)\n move (7) steps\n end\nend\nrepeat until <(Boss Health) < [1]>\n point in direction (90)\n wait (0.1) seconds\n go to x: (0) y: (0)\n point towards (player v)\n next costume\n repeat until <(costume [number v]) = [1]>\n next costume\n wait (0.5) seconds\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nwait until <(Level) = [16]>\nchange [lives v] by (50)\n\nwhen flag clicked\nwait until <(Level) = [18]>\nset [boss health v] to [0]\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\n
This is my first platformer.\nAfter weeks of preparation, I have finally completed part 1 of Rescue. It seems that about 99% of platformers on Scratch are generic, with ground, spikes, lava, and a few other things, but this isn't! In fact, it's probably one of the least generic platformers I've ever seen on Scratch. Play for proof, but don't stop before level 4, because 1-3 are pretty generic levels.\n\nInstructions:\n\nUse w, a, d or up arrow, left, right to move around. When you get to it, hit s to use your lightsaber, or z to start firing golf balls. Skip a level using the n button.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#platformer #art #story #games #game #all #ball #non-generic #nongeneric #complex #platforms #cloud #platformers #fighting #boss #boss battle #weapons #AI #lives #fun #amazing #awesome #time #hashtags\n#games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all#games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all#games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all#games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all#games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all#games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all#games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all#games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all#games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all#games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all#games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 "HumanCalc7 is so amazing!"
Emotions #Games #Platformer#Moblie Friendly
@Stage\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nplay sound [Dance Chill Out v] until done\n\n@Player\n\ndefine Run Engine\ncreate clone of (_myself_ v)\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n switch costume to (left v)\n change [x v] by (-0.7)\nelse\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n change [x v] by (0.7)\n else\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (left up v)\n else\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (left up2 v)\n else\n switch costume to (middle v)\n end\n end\n end\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [y v] to [9]\n if <(x) > [0]> then\n set [x v] to [-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 end\n end\n end\n end\nend\nchange y by (y)\nif <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (level v)?> and <key (up arrow v) pressed?>> or <<touching (level v)?> and <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [y v] to [9]\nend\nchange y by (0.5)\nif <touching (death v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-1.5)\n end\n set [ghost v] effect to (0)\n set size to (100) %\n go to x: (X position) y: (Y Position)\n set [x v] to [0]\n set [y v] to [0]\nend\nif <touching (trampoline v)?> then\n set [y v] to [14]\nend\nif <touching (speed boost v)?> then\n set [x v] to [20]\nend\nif <(x position) > [233]> then\n go to x: (X position) y: (Y Position)\n set [x v] to [0]\n set [y v] to [0]\n change [level v] by (1)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change [color v] effect by (20)\n change size by (-1.5)\nend\ndelete this clone\n\nwhen I receive [start v]\nset [y position v] to [-50]\nset [x position v] to [-218]\nset rotation style [left-right v]\ngo to x: (X position) y: (Y Position)\nset [level v] to [1]\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n Run Engine\nend\n\nwhen flag clicked\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (level)\nend\n\n@Death\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (level)\nend\n\n@Skip\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\nforever\n go to x: (36) y: (28)\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nwhen this sprite clicked\nchange [level v] by (1)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@Thumnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Speaker\n\nwhen I receive [start v]\nforever\n play sound [The_Score_Under_The_Pressure_Audio_ft_blackbear v] until done\nend\n\n@Intro\n\nwhen flag clicked\nset [intro v] to [0]\nclear graphic effects\nset size to (100) %\nhide\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nstart sound [Julian Calor - Monster v]\nwait (3.4) seconds\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nwait until <(INTRO) = [1]>\ngo to x: (-180) y: (0)\nswitch costume to (4 v)\nset size to (100) %\nrepeat (4)\n create clone of (_myself_ v)\n change [color v] effect by (50)\n change x by (120)\n wait (0.1) seconds\nend\nwait until <(INTRO) = [2]>\nswitch costume to (5 v)\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nbroadcast (Start v)\n\nwhen I start as a clone\nshow\n\nwhen I start as a clone\nif <(costume [name v]) = [1]> then\n go to x: (0) y: (0)\n go to [back v] layer\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [2]> then\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [3]> then\n go to x: (0) y: (-190)\n go to [front v] layer\n set [vel v] to [20]\n repeat (20)\n change [vel v] by (-1)\n change y by (Vel)\n end\n set [intro v] to [1]\n repeat (4)\n change size by (10)\n wait (0.1) seconds\n end\n wait (0.5) seconds\n set [vel v] to [0]\n repeat (20)\n change [vel v] by (-1)\n change y by (Vel)\n end\n switch costume to (6 v)\n go to x: (0) y: (190)\n set [vel v] to [-20]\n repeat (20)\n change [vel v] by (1)\n change y by (Vel)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [4]> then\n change y by (190)\n go to [back v] layer\n go [forward v] (1) layers\n set [vel v] to [-20]\n repeat (20)\n change [vel v] by (1)\n change y by (Vel)\n end\n wait (1) seconds\n repeat (10)\n change [color v] effect by (10)\n end\n wait (1) seconds\n set [intro v] to [2]\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [5]> then\n set size to (100) %\n go to x: (0) y: (233)\n set [vel v] to [-22]\n repeat (22)\n go to [front v] layer\n change [vel v] by (1)\n change y by (Vel)\n end\n set [intro v] to [3]\n wait (1) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n broadcast (START GAME v)\n delete this clone\nend\n\nset [vel v] to [20]\n\nwhen I start as a clone\nif <not <(costume [name v]) = [5]>> then\n wait until <(INTRO) = [3]>\n delete this clone\nend\n\n
"Dont Let Emotions Take Over You"\n-Random Google Idiom\nSong: Under The Pressure(One Of My Favourite Songs) By: The Score Ft.Black Bear\nHey Guys , This Took A Lot Of My Creativity *Phew* I'm Finaly Finished With This!\nArrow Keys To move \nMobile Friendly!\nHope You Enjoy Also Love And Fave If You Enjoyed
Intense platformer
@Stage\n\n@Sprite1\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (0) y: (95)\nshow\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nforever\n go\n if <<touching (_edge_ v)?> and <(y position) > [160]>> then\n broadcast (OOF v) and wait\n stop [all v]\n end\nend\n\ndefine go\nif <not <touching (sprite2 v)?>> then\n change [yv v] by (-1)\nend\nchange y by (yv)\nif <touching (sprite2 v)?> then\n repeat until <not <touching (sprite2 v)?>>\n change y by (1)\n end\n set [yv v] to [0]\nend\nif <key (right arrow v) pressed?> then\n change [xv v] by (0.5)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-.5)\nend\nchange x by (xv)\nif <key (up arrow v) pressed?> then\n change [yv v] by (0.5)\nend\nchange y by (yv)\nif <touching (_edge_ v)?> then\n stop [all v]\nend\n\n@Sprite2\n\nwhen flag clicked\nerase all\ngo to x: (0) y: (-180)\npoint in direction (0)\nwait (3) seconds\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (7))\nrepeat (67)\n move (5) steps\nend\ndelete this clone\n\nwhen I receive [oof v]\nif <not <(costume [number v]) = [7]>> then\n stamp\nend\n\nwhen flag clicked\nset [score v] to [0]\nforever\n wait (0.5) seconds\n change [score v] by (1)\nend\n\n@Sprite4\n\ndefine create a clone of myself (place value)\nset [place value v] to (place value)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nshow\nset size to (200) %\ngo to x: (-177) y: (155)\ncreate a clone of myself [100]\ngo to x: (-147) y: (155)\ncreate a clone of myself [10]\ngo to x: (-117) y: (155)\ncreate a clone of myself [1]\nhide\n\nwhen I start as a clone\nforever\n set [digit v] to ([floor v] of ((score) / (place value)) )\n switch costume to ((digit) + (1))\nend\n\n
THIS IS AN INTENSE PLATFORMER .\nYOU SHOULD NOT GET CAUGHT ON THE TOP!!! BE CAREFUL THOSE WHO GET 999 POINTS IS THE WINNER .\n Dont touch the edge because you will be out.
Snow // a platformer game
@Stage\n\n@level\n\nwhen flag clicked\nshow\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\n@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\nset [level v] to [1]\n\nwhen I receive [hurt v]\ngo to x: (-198) y: (-10)\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [level v] to [1]\nset [x vel v] to [0]\nset [y vel v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-198) y: (-10)\npoint in direction (90)\nforever\n Platformer Physics [1] [0.9] [13]\n if <<(y position) < [-150]> or <touching (danger v)?>> then\n go to x: (-198) y: (-10)\n end\n if <touching (trampoline v)?> then\n set [y vel v] to [20]\n broadcast (TRAMPOLINE v)\n end\n if <touching (golden diamond v)?> then\n broadcast (enter v)\n end\n if <touching (end v)?> then\n broadcast (end v)\n end\nend\n\n@danger\n\nwhen flag clicked\nswitch costume to (traje 1 v)\nshow\n\nwhen I receive [end v]\nnext costume\n\nwhen I receive [end v]\nchange [level v] by (1)\n\n@trampoline\n\nwhen flag clicked\nhide\nswitch costume to (trampoline v)\ngo to [front v] layer\n\nwhen I receive [trampoline v]\nswitch costume to (trampoline2 v)\nwait (0.17) seconds\nswitch costume to (trampoline v)\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n go to x: (-94) y: (-108)\n show\n else\n hide\n end\n if <(level) = [11]> then\n go to x: (-83) y: (-110)\n show\n end\nend\n\n@END\n\nwhen flag clicked\nshow\nforever\n if <(level) = [12]> 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@o actor 1\n\nwhen flag clicked\nforever\n wait (0.0001) seconds\n create clone of (_myself_ v)\nend\n\n
\nWelcome to my new platformer game !!!\n\nSnow // a platformer game !!\n\nOnly has 12 levels\n\n--Instructions--\n- Move the player with the arrow keys.\n- Avoids spikes at\n- Use the trampoline to jump more\n- don't fall\n\n--Credits--\n\nArt-me\ncodes- some by @amazingQ\n\nConsider it a fave, love and follow me !!\n\nAnd, That's all!!\n\nHave fun
Volcanic -A Platformer- #all #games
@Stage\n\nwhen flag clicked\nforever\n play sound [1 v] until done\n play sound [2 v] until done\n wait (1) seconds\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-201) y: (-114)\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 (lava v)?> then\n go to x: (-201) y: (-114)\n broadcast (death v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (saw v)?> then\n go to x: (-201) y: (-114)\n broadcast (death v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-201) y: (-114)\n broadcast (death v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (diamonds v)?> then\n broadcast (Next Level v)\n wait (0.5) seconds\n go to x: (-201) y: (-114)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bounce pad v)?> then\n set [y velocity v] to [17.5]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (speed pad v)?> then\n set [x velocity v] to [24]\n end\nend\n\n@Trail\n\nwhen flag clicked\nshow\nforever\n go to (player v)\nend\n\n@Background\n\nwhen flag clicked\nforever\n set y to (([y position v] of [player v]) * (-0.03))\n set x to (([x position v] of [player v]) * (-0.03))\nend\n\n@Level\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (Level 2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (Level 3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (Level 4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (Level 5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (Level 6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (Level 7 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (Level 8 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (Level 9 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (Level 10 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (Level 11 v)\n end\nend\n\n@Lava\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n glide (1) secs to x: (0) y: (10)\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\n@Saw\n\nwhen flag clicked\nshow\ngo to x: (-85) y: (-145)\nforever\n turn right (4) degrees\nend\n\nwhen I receive [level 2 v]\nshow\ngo to x: (125) y: (-145)\n\nwhen I receive [level 3 v]\nshow\ngo to x: (10) y: (-145)\n\nwhen I receive [level 4 v]\nhide\ngo to x: (0) y: (-145)\n\nwhen I receive [level 5 v]\nshow\ngo to x: (120) y: (-145)\n\nwhen I receive [level 6 v]\nshow\ngo to x: (-50) y: (-145)\n\nwhen I receive [level 7 v]\nshow\ngo to x: (210) y: (-145)\n\nwhen I receive [level 8 v]\nshow\ngo to x: (-95) y: (-145)\n\nwhen I receive [level 9 v]\nshow\ngo to x: (155) y: (-145)\n\nwhen I receive [level 10 v]\nshow\ngo to x: (114) y: (-145)\n\nwhen I receive [level 11 v]\nhide\ngo to x: (0) y: (-145)\n\n@Spikes\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\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 I receive [next level v]\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Shadows\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (75)\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\n@Words\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nwait (0.5) seconds\nset [ghost v] effect to (70)\ngo to x: (0) y: (30)\nrepeat until <(y position) = [0]>\n change y by (-1)\n change [ghost v] effect by (-2)\n wait (0.015) seconds\nend\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\nset [ghost v] effect to (70)\ngo to x: (0) y: (30)\nrepeat until <(y position) = [0]>\n change y by (-1)\n change [ghost v] effect by (-2)\n wait (0.015) seconds\nend\n\n@Diamonds\n\nwhen flag clicked\nset [shift v] to [0]\nforever\n change [shift v] by (6)\n point in direction ((([sin v] of (Shift) ) * (10)) + (90))\nend\n\nwhen flag clicked\nshow\ngo to x: (210) y: (-114)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [level 4 v]\ngo to x: (210) y: (50)\n\nwhen I receive [level 5 v]\ngo to x: (-210) y: (50)\n\nwhen I receive [level 6 v]\ngo to x: (210) y: (-114)\n\nwhen I receive [level 7 v]\ngo to x: (210) y: (65)\n\nwhen I receive [level 8 v]\ngo to x: (210) y: (-40)\n\nwhen I receive [level 9 v]\ngo to x: (210) y: (-5)\n\nwhen I receive [level 10 v]\ngo to x: (210) y: (45)\n\nwhen I receive [level 11 v]\nhide\ngo to x: (210) y: (-114)\n\n@Red border\n\nwhen flag clicked\nhide\n\nwhen I receive [death v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Screen\n\n@Effect\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset [ghost v] effect to (70)\npoint in direction (45)\ngo to x: (240) y: (180)\nglide (6) secs to x: (-240) y: (-180)\ndelete this clone\n\n@Ash\n\nwhen I start as a clone\ngo [backward v] (5) layers\nset [ghost v] effect to (0)\nset size to (200) %\nshow\ngo to x: (pick random (260) to (-260)) y: (180)\nglide (pick random (3) to (5)) secs to x: (pick random (230) to (-230)) y: (-180)\ndelete this clone\n\nwhen flag clicked\nbroadcast (green flag v)\nhide\nforever\n wait (0.001) seconds\n create clone of (_myself_ v)\nend\n\n@Transition\n\nwhen I receive [next level v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nif <(i) = [++]> then\n next costume\nelse\n if <(i) = [--]> then\n switch costume to ((costume [number v]) - (1))\n else\n switch costume to (i)\n end\nend\nrepeat (20)\n change [brightness v] effect by (5)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\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
*Turn Up Volume*\n\nControls:\nWASD or <^> to move\nW= Jump A= Left D= Right\nUp Arrow= Jump Left Arrow= Left Right Arrow= Right\n\nObjective:\nSurpass all the obstacles that are in your way and succeed onto the next level by touching the gems!
❤ Pikachu let's go!! A Platformer ❤
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(level) = [15]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen I receive [hide all v]\nforever\n play sound [Intro v] until done\nend\n\n@09ed7a2a442dbbd4fb76b51f0bbc76c8da1b214a_hq\n\nwhen flag clicked\nforever\n if <not <<key (up arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<<key (w v) pressed?> or <<key (s v) pressed?> or <<key (d v) pressed?> or <key (a v) pressed?>>>> or <mouse down?>>>>>>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-20)\npoint in direction (90)\nset [ghost v] effect to (0)\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [0]\nset [dead v] to [0]\nhide variable [dead v]\n\nwhen flag clicked\nforever\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <mouse down?>>> then\n next costume\n wait (0.09) seconds\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <mouse down?>>> then\n next costume\n wait (0.09) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (下載 \(2\) v)?> or <<touching (下載 \(1\) v)?> or <touching (下載 \(2\)2 v)?>>> then\n point in direction (90)\n go to x: (-180) y: (-20)\n change [dead v] by (1)\n start sound [Bonk v]\n broadcast (Ded v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hide all v]\nshow\n\nwhen I receive [hide all v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-180) y: (-20)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <mouse down?>>> then\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?>>> then\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 (sprite1 v)?> or <touching (sprite5 v)?>> then\n change y by (1)\n end\n if <<touching (sprite1 v)?> or <touching (sprite5 v)?>> then\n change y by (1)\n end\n if <<touching (sprite1 v)?> or <touching (sprite5 v)?>> then\n change y by (1)\n end\n if <<touching (sprite1 v)?> or <touching (sprite5 v)?>> then\n change y by (1)\n end\n if <<touching (sprite1 v)?> or <touching (sprite5 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 (sprite1 v)?> or <touching (sprite5 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 <<touching (sprite1 v)?> or <touching (sprite5 v)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [240]> then\n broadcast (NEXT LEVEL v)\n point in direction (90)\n go to x: (-186) y: (-17)\n end\n if <touching (sprite8 v)?> then\n set [y v] to [22]\n end\n if <touching (sprite9 v)?> then\n set [x v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n show variable [dead v]\n end\nend\n\nstop [other scripts in sprite v]\n\nwhen [r v] key pressed\npoint in direction (90)\ngo to x: (-180) y: (-20)\n\n@Sprite1\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n go to [back v] layer\n end\nend\n\nwhen I receive [hide all v]\nshow\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n hide\n if <(level) = [21]> then\n show\n end\n if <touching (09ed7a2a442dbbd4fb76b51f0bbc76c8da1b214a_hq v)?> then\n hide\n end\n if <touching (09ed7a2a442dbbd4fb76b51f0bbc76c8da1b214a_hq v)?> then\n show\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n hide\n if <(level) = [21]> then\n show\n go to [back v] layer\n end\nend\n\n@下載 (1)\n\nwhen I receive [next level v]\nnext costume\nshow\n\nwhen flag clicked\nswitch costume to (costume7 v)\ngo to [back v] layer\nhide\n\n@下載 (2)\n\nwhen flag clicked\ngo to x: (33) y: (-43)\nforever\n repeat (20)\n change y by (0.9)\n end\n repeat (20)\n change y by (-0.9)\n end\n go to x: (33) y: (-43)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (下載 \(2\) v)\n\nwhen flag clicked\ngo to [back v] layer\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [hide all v]\nshow\n\n@Sprite5\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\ngo to [back v] layer\n\nshow\n\nhide\n\nwhen flag clicked\nforever\n if <touching (sprite6 v)?> then\n next costume\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\nforever\n go to (09ed7a2a442dbbd4fb76b51f0bbc76c8da1b214a_hq v)\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n show\n broadcast (hnh v)\n play sound [Electric v] until done\n end\n if <not <key (space v) pressed?>> then\n hide\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite9\n\nwhen flag clicked\nswitch costume to (costume3 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Ded\n\nwhen flag clicked\nhide\n\nwhen I receive [ded v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nwait (0.1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [ded v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@pokemonmaria\n\nwhen flag clicked\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nset size to (0) %\ngo to x: (5) y: (77)\npoint in direction (90)\nrepeat (15)\n turn right (24) degrees\n change size by (6.52)\nend\n\nwhen I receive [hide all v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite11\n\nwhen flag clicked\n\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (470) y: (0)\nglide (5) secs to x: (0) y: (0)\nforever\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\nend\n\nwhen I receive [hide all v]\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop all sounds\n\nwhen flag clicked\nhide\n\nstart sound [Marshmello - Silence ft. Khalid \(Codeko Remix\) v]\nforever\n go to [front v] layer\nend\n\n@Sprite12\n\nwhen flag clicked\nbroadcast (hide all v)\n\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nwait (7) seconds\n\nwhen I receive [hide all v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@下載 (2)2\n\nwhen flag clicked\ngo to x: (-10) y: (0)\nforever\n repeat (20)\n change x by (5)\n end\n wait (0.01) seconds\n repeat (20)\n change x by (-5)\n end\n go to x: (-10) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to [back v] layer\n\nchange y by (0.9)\nchange y by (-0.9)\n\n@detector\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nforever\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 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\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\n\nwait (1) seconds\n\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat (10)\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\n go to [front v] layer\nend\ngo to [front v] layer\nrepeat (10)\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n go to [front v] layer\n hide\nend\n\nreset timer\n\nwhen I start as a clone\ngo to x: (-15) y: (0)\nset [loved__ v] to [0]\nswitch costume to (love v)\n\nif <(clone id) = [0]> then\nend\nif <(clone id) = [0]> then\nend\n\nbroadcast (Skip v)\ngo to x: (0) y: (0)\nswitch costume to (fave v)\n\nwhen flag clicked\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nbroadcast (Skip v)\n\n@Sprite10\n\nwhen flag clicked\n\nwhen I receive [skip v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (NEXT LEVEL v)\nhide\n\nforever\nend\n\nwhen I receive [hide v]\nhide\n\n
------------------------------English-----------------------------\n\nuse arrow key or WASD to move!!!\nr key to reset \n\nSorry this is not mobile, it's my first platformer!\n\n\nit took me vary long time to finish those art and coding so pls pls pls love and favorite!!!!\n\nhope you like it!!\n\n---------------------------------中文---------------------------------\n\n使用箭頭鍵或 WASD 移動!!!\nr 如果你卡住了\n\n我花了很長時間才完成,所以請一定要按愛心和星星!!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n*^____^* o(* ̄▽ ̄*)ブ ༼ つ ◕_◕ ༽つ
Element Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n play sound [Odesong v] until done\nend\n\nwhen flag clicked\nwait until <(Level) = [11]>\nswitch backdrop to (2 v)\nwait until <(Level) = [16]>\nswitch backdrop to (2 v)\nwait until <(Level) = [19]>\nswitch backdrop to (1 v)\n\n@Spieler\n\ndefine laufsteuerung\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change x by (lauftempo)\n if <touching (plattformen v)?> then\n change x by ((0) - (lauftempo))\n end\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change x by ((0) - (lauftempo))\n if <touching (plattformen v)?> then\n change x by (lauftempo)\n end\nend\n\nwhen flag clicked\nset [starttempo v] to [12]\nset [lauftempo v] to [5]\nset [schwerkraft v] to [-1]\nset [falltempo v] to [0]\nforever\n laufsteuerung\n Sprungsteuerung\n Simulation\nend\n\ndefine Simulation\nchange y by (Falltempo)\nif <touching (plattformen v)?> then\n change y by ((0) - (Falltempo))\n set [falltempo v] to [0]\nelse\n change [falltempo v] by (Schwerkraft)\nend\n\ndefine Sprungsteuerung\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change y by (-1)\n if <touching (plattformen v)?> then\n set [falltempo v] to (Starttempo)\n end\n change y by (1)\nend\n\nwhen flag clicked\ngo to x: (-190) y: (-17)\nswitch backdrop to (2 v)\n\nwhen I receive [nächstes level v]\ngo to x: (-190) y: (20)\n\nwhen flag clicked\nswitch costume to (groß rechts v)\nforever\n wait until <<key (down arrow v) pressed?> or <key (s v) pressed?>>\n switch costume to (klein rechts v)\n broadcast (Klein v)\n wait until <<not <key (down arrow v) pressed?>> and <not <key (s v) pressed?>>>\n switch costume to (groß rechts v)\n broadcast (Groß v)\n change y by (10)\n if <touching (plattformen v)?> then\n die\n end\nend\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (groß rechts v)\n\nwhen flag clicked\nforever\n if <touching (gefahren v)?> then\n die\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nif <not <(username) = [papierblau]>> then\n change [☁ plays v] by (1)\nend\n\nwhen flag clicked\nbroadcast (Intro v)\n\nset size to (40) %\n\nwhen flag clicked\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <(costume [number v]) = [1]>> then\n switch costume to (groß links v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(costume [number v]) = [2]>> then\n switch costume to (groß rechts v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <(costume [number v]) = [3]>> then\n switch costume to (klein links v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(costume [number v]) = [4]>> then\n switch costume to (klein rechts v)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (partikel v)\nend\n\ndefine die\nstart sound [Disconnect v]\ngo to x: (-190) y: (0)\nset size to (100) %\n\n@Plattformen\n\nwhen I receive [nächstes level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\n\nwhen flag clicked\nforever\n create clone of (partikel v)\nend\n\n@Ende\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n wait until <touching (spieler v)?>\n change [level v] by (1)\n broadcast (Nächstes Level v)\n wait (1) seconds\nend\n\nchange [level v] by (1)\nbroadcast (Nächstes Level v)\n\n@Sonne/Lichtschein\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nshow\ngo to x: (204) y: (142)\ngo to [back v] layer\n\nwhen flag clicked\nwait until <(Level) = [11]>\nswitch costume to (kostüm2 v)\nrepeat until <(Level) = [19]>\n go to (spieler v)\nend\nswitch costume to (kostüm1 v)\ngo to x: (204) y: (142)\n\n@Gefahren\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\ngo to [back v] layer\n\nwhen I receive [nächstes level v]\nnext costume\nwait (1) seconds\n\n@Falle\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [front v] layer\nset [ghost v] effect to (0)\nhide\n\nif <(Level) = [13]> then\nend\n\nwhen flag clicked\nforever\n switch costume to ((Level) - (12))\nend\n\nwhen flag clicked\nwait until <(Level) = [13]>\nshow\nrepeat until <(Level) = [17]>\n if <touching (spieler v)?> then\n switch costume to ((Level) - (12))\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait until <not <touching (spieler v)?>>\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\nhide\n\nwhen I receive [nächstes level v]\nif <(Level) = [16]> then\n set [ghost v] effect to (100)\nend\n\n@Intro\n\nwhen flag clicked\nshow\nset rotation style [don't rotate v]\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\n@Partikel\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to (spieler v)\n set [ghost v] effect to (0)\n set size to (100) %\nend\n\nwhen I start as a clone\nrepeat (8)\n change [ghost v] effect by (-5)\n change size by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (hinterlassung v)\n\nwhen I receive [groß v]\nswitch costume to (hinterlassung v)\n\nwhen I receive [klein v]\nswitch costume to (hinterlassung klein v)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n
Deutsch: Bewege dich mit den Pfeiltasten und laufe durch die Elemente möglichst ohne zu Sterben.\n\nEnglish: Move with the arrow keys or WASD and run through the elements without dying.\n\n\nMy new Platformer!!!\n\nhttps://scratch.mit.edu/projects/543856409
almost a king (platformer)
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (level)\n if <(level) = [11]> then\n switch backdrop to (backdrop10 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Kevin MacLeod \[Official\] - Blip Stream - incompetech v] until done\nend\n\nwhen flag clicked\nset volume to (10) %\nrepeat (90)\n change volume by (1)\nend\n\n@sprite sheet\n\n@player\n\ndefine platformer (speed) (friction) (jump) (gravity)\nswitch costume to (hitbox v)\nif <touching (ladders v)?> then\n set [x v] to ((x) * (friction))\n set [y v] to ((<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> * (2)) + (<<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> * (-2)))\n change y by (y)\n if <touching (platform v)?> then\n repeat until <not <touching (platform v)?>>\n change y by ((([abs v] of (y) ) / (y)) * (-1))\n end\n end\nelse\n change [y v] by (gravity)\n change y by (y)\n if <touching (platform v)?> then\n repeat until <not <touching (platform v)?>>\n change y by ((([abs v] of (y) ) / (y)) * (-1))\n end\n set [y v] to ((jump) * <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(([abs v] of (y) ) / (y)) = [-1]>>)\n end\nend\nset [x v] to ((friction) * ((x) + ((<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> * (speed)) + (<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> * ((speed) * (-1))))))\nchange x by (x)\nif <touching (platform v)?> then\n repeat until <not <touching (platform v)?>>\n change x by ((([abs v] of (x) ) / (x)) * (-1))\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <not <touching (ladders v)?>> then\n set [x v] to ((([abs v] of (x) ) / (x)) * (-11))\n set [y v] to (jump)\n end\n end\nend\nposition (round (x position)) ((round (y position)) + (50))\nif <touching (next level v)?> then\n broadcast (next v)\n stop [this script v]\nend\nif <touching (death v)?> then\n broadcast (death v)\n stop [this script v]\nend\nif <touching (spikes v)?> then\n broadcast (death v)\n stop [this script v]\nend\nif <touching (ladders v)?> then\n switch costume to (climb v)\nelse\n switch costume to (hitbox 2 v)\n if <touching (platform v)?> then\n switch costume to (costume)\n else\n switch costume to (jump v)\n end\nend\npoint in direction ((<(x) > [0]> * (90)) + (<[0] > (x)> * (-90)))\n\ndefine position (x) (y)\nchange [scroll x v] by (x)\nchange [scroll y v] by (y)\ngo to x: (0) y: (-50)\nbroadcast (position v)\n\nwhen flag clicked\nforever\n if <([abs v] of ([floor v] of (x) ) ) > [1]> then\n change [costume v] by (1)\n if <(costume) = [8]> then\n set [costume v] to [4]\n end\n wait (0.07) seconds\n else\n set [costume v] to [3]\n end\nend\n\nwhen I receive [refresh v]\nset size to (300) %\nset rotation style [left-right v]\nset [scroll x v] to [-238]\nset [scroll y v] to [-690]\nset [x v] to [0]\nset [y v] to [0]\nforever\n platformer [1] [0.8] [11] [-0.8]\nend\n\nwhen I receive [next v]\nchange [level v] by (1)\nbroadcast (refresh v)\n\nwhen I receive [death v]\nbroadcast (refresh v)\n\nwhen flag clicked\nshow\nset [level v] to [1]\nbroadcast (refresh v)\n\nwhen I receive [win v]\nhide\nwait (0) seconds\nstop [other scripts in sprite v]\n\nwhen I receive [death v]\nplay sound [Crunch v] until done\n\nwhen I receive [next v]\nplay sound [Coin v] until done\n\nwhen I receive [skip v]\nset [scroll x v] to [-238]\nset [scroll y v] to [-690]\nbroadcast (refresh v)\n\nwhen flag clicked\nforever\n if <key (p v) pressed?> then\n change [level v] by (1)\n broadcast (skip v)\n wait until <not <key (p v) pressed?>>\n end\nend\n\n@platform\n\nwhen I receive [position v]\ngo to x: ((scroll x) * (-1)) y: ((scroll y) * (-1))\n\nwhen I receive [refresh v]\nshow\nswitch costume to (hack v)\nset size to (500) %\nswitch costume to ((level) + (1))\n\nwhen I receive [win v]\nhide\nwait (0) seconds\nstop [other scripts in sprite v]\n\n@spikes\n\nwhen I receive [position v]\ngo to x: ((scroll x) * (-1)) y: ((scroll y) * (-1))\n\nwhen I receive [refresh v]\nshow\nswitch costume to (hack v)\nset size to (500) %\nswitch costume to ((level) + (1))\n\nwhen I receive [win v]\nhide\nwait (0) seconds\nstop [other scripts in sprite v]\n\n@ladders\n\nwhen I receive [position v]\ngo to x: ((scroll x) * (-1)) y: ((scroll y) * (-1))\n\nwhen I receive [refresh v]\nshow\nswitch costume to (hack v)\nset size to (500) %\nswitch costume to ((level) + (1))\ngo to [back v] layer\ngo [backward v] (5) layers\n\nwhen I receive [win v]\nhide\nwait (0) seconds\nstop [other scripts in sprite v]\n\n@background\n\nwhen I receive [position v]\ngo to [back v] layer\ngo to x: (((scroll x) * (0.4)) * (-1)) y: (((scroll y) * (0.4)) * (-1))\n\nwhen I receive [refresh v]\nshow\nswitch costume to (hack v)\nset size to (500) %\nswitch costume to ((level) + (1))\n\nwhen I receive [win v]\nhide\nwait (0) seconds\nstop [other scripts in sprite v]\n\n@text\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\ndefine if position is in... up right: (x1) (y1) down left: (x2) (y2) then set text to (#)\nset [text v] to [0]\nif <<<(scroll x) > (x2)> or <(scroll x) = (y2)>> and <<(x1) > (scroll x)> or <(scroll x) = (x1)>>> then\n if <<<(scroll y) > (y2)> or <(scroll y) = (y2)>> and <<(y1) > (scroll y)> or <(scroll y) = (y1)>>> then\n set [text v] to (#)\n end\nend\n\nwhen I receive [refresh v]\nshow\nif <(level) = [1]> then\n forever\n if position is in... up right: [196] [-550] down left: [-259] [-734] then set text to [1]\n end\nend\nif <(level) = [2]> then\n forever\n if position is in... up right: [196] [-550] down left: [-259] [-734] then set text to [2]\n end\nend\nif <(level) = [3]> then\n forever\n if position is in... up right: [-328] [-556] down left: [-596] [-771] then set text to [3]\n end\nend\nif <(level) = [4]> then\n forever\n if position is in... up right: [82] [-630] down left: [-406] [-711] then set text to [4]\n end\nend\nif <(level) = [5]> then\n forever\n if position is in... up right: [310] [-630] down left: [-419] [-746] then set text to [5]\n end\nend\nif <(level) = [6]> then\n forever\n if position is in... up right: [293] [-560] down left: [-429] [-774] then set text to [6]\n end\nend\n\nset [level v] to [4]\n\nwhen I receive [win v]\nhide\nwait (0) seconds\nstop [other scripts in sprite v]\n\nwhen [timer v] > (0.01)\nset [level v] to [1]\nhide\n\nwhen I receive [refresh v]\nset [transitioned yet? v] to [no]\nforever\n if <not <(level) > [6]>> then\n show\n if <not <(text) = [0]>> then\n if <(transitioned yet?) = [no]> then\n switch costume to (text)\n show\n set [ghost v] effect to (100)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n set [transitioned yet? v] to [yes]\n end\n else\n if <(transitioned yet?) = [yes]> then\n set [ghost v] effect to (0)\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n set [transitioned yet? v] to [no]\n end\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) > [6]> then\n hide\n end\nend\n\n@next level\n\nwhen I receive [position v]\ngo to x: ((checkpoint x) - (scroll x)) y: ((checkpoint y) - (scroll y))\n\nwhen flag clicked\nforever\n turn right (5) degrees\n wait (0) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\nend\n\nwhen I receive [refresh v]\nshow\nswitch costume to (costume2 v)\nset rotation style [all around v]\ngo to x: (500) y: (500)\npoint in direction (90)\nset size to (100) %\nif <(level) = [1]> then\n set [checkpoint x v] to [-12]\n set [checkpoint y v] to [-175]\nend\nif <(level) = [2]> then\n set [checkpoint x v] to [818]\n set [checkpoint y v] to [-520]\nend\nif <(level) = [3]> then\n set [checkpoint x v] to [-891]\n set [checkpoint y v] to [-546]\nend\nif <(level) = [4]> then\n set [checkpoint x v] to [-293]\n set [checkpoint y v] to [-295]\nend\nif <(level) = [5]> then\n set [checkpoint x v] to [-126]\n set [checkpoint y v] to [-215]\nend\nif <(level) = [6]> then\n set [checkpoint x v] to [-335]\n set [checkpoint y v] to [390]\nend\nif <(level) = [7]> then\n set [checkpoint x v] to [207]\n set [checkpoint y v] to [5]\nend\nif <(level) = [8]> then\n set [checkpoint x v] to [-524]\n set [checkpoint y v] to [-256]\nend\nif <(level) = [9]> then\n set [checkpoint x v] to [328]\n set [checkpoint y v] to [115]\nend\nif <(level) = [10]> then\n set [checkpoint x v] to [-635]\n set [checkpoint y v] to [413]\nend\n\n@death\n\nwhen I receive [position v]\ngo to x: ((scroll x) * (-1)) y: ((scroll y) * (-1))\n\nwhen flag clicked\nshow\nswitch costume to (hack v)\nset size to (500) %\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\n\nwhen I receive [win v]\nhide\nwait (0) seconds\nstop [other scripts in sprite v]\n\n@effect\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I receive [death v]\nswitch costume to (costume1 v)\nset [brightness v] effect to (0)\nshow\nset [ghost v] effect to (0)\nwait (0.4) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen I receive [next v]\nswitch costume to (costume1 v)\nset [brightness v] effect to (100)\nshow\nset [ghost v] effect to (0)\nwait (0.4) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen I receive [win v]\nhide\nwait (0) seconds\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n broadcast (win v)\n end\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nset [level v] to [1]\nswitch costume to (thumbnail v)\nshow\n\n@buttons\n\nwhen flag clicked\nhide\n\nwait until <mouse down?>\nwait until <not <mouse down?>>\nswitch costume to (costume1 v)\ngo to x: (150) y: (-80)\ncreate clone of (_myself_ v)\nnext costume\ngo to x: (150) y: (-130)\ncreate clone of (_myself_ v)\nnext costume\ngo to x: (-120) y: (-130)\ncreate clone of (_myself_ v)\nnext costume\ngo to x: (-170) y: (-130)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (200) %\nshow\nforever\n if <(costume [number v]) = [1]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [up v] to [1]\n else\n set [up v] to [0]\n end\n end\n if <(costume [number v]) = [2]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [down v] to [1]\n else\n set [down v] to [0]\n end\n end\n if <(costume [number v]) = [3]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [right v] to [1]\n else\n set [right v] to [0]\n end\n end\n if <(costume [number v]) = [4]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [left v] to [1]\n else\n set [left v] to [0]\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@skip\n\nwhen flag clicked\nset size to (200) %\nhide\nwait until <mouse down?>\ngo to x: (180) y: (150)\nswitch costume to (costume3 v)\nshow\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n change [level v] by (1)\n broadcast (refresh v)\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (0.01)\nhide\n\n
instruction in game\ntouch the rotating white square thingy to go to next level.\n=========================================\nUPDATE: \nthe game is updated because of multiple comment saying that the game is too hard. \nP to skin a level\nthe movement now are faster but more controllable\n=========================================\nUPDATE: almost a king is a mobile game now making it so that people can enjoy the game wherever they are. the old man will always point towards the finger and move for mobile mode. \n
Minecraft Platformer Overworld Version Part Two
@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 <<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)\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 (phantom 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 <touching (mob2 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 <touching (soil v)?> then\n go to x: (-217) y: (-20)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enderman 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 <touching (arrow v)?> then\n change [deaths v] by (1)\n go to x: (-53) y: (-115)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\nforever\n if <(level) = [8]> then\nend\n\nwhen [r v] key pressed\ngo to x: (-53) y: (-115)\n\nwhen flag clicked\nhide variable [skip level v]\nset [skip level v] to [no]\n\nwhen [s v] key pressed\nif <not <(level) = [8]>> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v) and wait\n set [skip level v] to [yes]\n wait (0.1) seconds\nend\n\nwhen flag clicked\nrepeat (10)\n set [world record v] to (☁ world record)\n if <(world record) = [27]> then\n set [☁ world record by v] to [silver_black-2009]\n end\n set [world record by v] to (☁ world record by)\n hide variable [☁ world record v]\n hide variable [☁ world record by v]\nend\nforever\n if <(level) = [8]> then\n if <<(timer:) < (world record)> and <(skip level) = [no]>> then\n set [world record v] to (timer:)\n set [world record by v] to (username)\n set [☁ world record v] to (timer:)\n set [☁ world record by v] to (username)\n end\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\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\nforever\n if <(costume [number v]) = [9]> then\nend\n\n@soil\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 [-1]\n\nwhen flag clicked\nforever\n play sound [minecraft song v] until done\nend\n\n@enderman\n\nwhen flag clicked\nforever\n if <(level) = [0]> then\n show\n glide (1) secs to x: (pick random (-200) to (200)) y: (-45)\n hide\n go to x: (pick random (-200) to (200)) y: (-45)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\nend\n\n@phantom\n\nwhen flag clicked\nrepeat (10)\n hide\nend\nforever\n if <(level) = [1]> then\n show\n go to x: (150) y: (0)\n glide (1) secs to x: (0) y: (0)\n hide\n wait (2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n hide\n end\nend\n\n@スケルトン\n\nwhen flag clicked\nrepeat (10)\n hide\nend\nforever\n if <(level) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n go to x: (60) y: (-52)\n show\n end\nend\n\n@arrow\n\nwhen flag clicked\nrepeat (10)\n hide\nend\nforever\n if <(level) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n go to x: (18) y: (-30)\n show\n glide (0.3) secs to x: (47) y: (-30)\n glide (0.5) secs to x: (-200) y: (-30)\n hide\n wait (0.7) seconds\n end\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (0) y: (100)\nforever\n if <(level) = [8]> then\n hide\n else\n show\n end\nend\n\n
Instructions\narrow keys to move\ndodge the enemies and their deadly weapons\nPress r to restart the level\nmake it to the end
A scrolling Platformer〜plus〜
@Stage\n\nwhen flag clicked\nswitch backdrop to (方眼用紙 v)\n\nwhen I receive [next v]\nif <[2] = (backdrop [number v])> then\n switch backdrop to (ノート的な v)\nelse\n switch backdrop to (方眼用紙 v)\nend\n\nswitch backdrop to (背景2 v) and wait\n\n@player\n\nwhen I receive [strat v]\nset [s x v] to [0]\nset [s y v] to [0]\nset [player x v] to [0]\nset [player y v] to [0]\nset [制御用 v] to [いいよ]\nforever\n if <[いいよ] = (制御用)> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>>> then\n change [player x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n change [player x v] by (-1)\n end\n set [player x v] to ((.882) * (player x))\n change x by (player x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((player x) * (-1))\n change y by (-9)\n if <<key (w v) pressed?> or <<<<mouse down?> and <(y position) < (mouse y)>> or <key (space v) pressed?>> or <key (up arrow v) pressed?>>> then\n if <(player x) > [0]> then\n set [player x v] to [-5]\n create clone of (ぽわわぁ v)\n else\n set [player x v] to [5]\n create clone of (ぽわわぁ v)\n end\n set [player y v] to [15]\n else\n set [player x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [player y v] by (-1)\n change y by (player y)\n if <touching color (#000000)?> then\n change y by ((-1) * (player y))\n set [player y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (w v) pressed?> or <<<<mouse down?> and <(y position) < (mouse y)>> or <key (space v) pressed?>> or <key (up arrow v) pressed?>>> then\n set [player y v] to [13]\n create clone of (ぽわわぁ v)\n end\n end\n change y by (1)\n change [s x v] by ((x position) * (-1))\n change [s y v] by ((y position) * (-1))\n go to x: (0) y: (0)\n if <<touching color (#549a10)?> or <touching color (#0077ff)?>> then\n set [player x v] to [0]\n set [player y v] to [0]\n set [s x v] to [0]\n set [s y v] to [0]\n if <not <[さいご] = ([costume # v] of [地面 v])>> then\n broadcast (next v)\n end\n end\n if <touching color (#ff0000)?> then\n set [player x v] to [0]\n set [player y v] to [0]\n start sound [死んだ時の音 v]\n set [s x v] to [0]\n set [s y v] to [0]\n end\n end\nend\n\nwhen I receive [イントロ v]\nshow\nset language to ((language::translate) v)::tts\nset voice to (alto v)::tts\nspeak (join [こんにちは] (join (username) [さん]))::tts\nsay (translate (join [こんにちは] (join (username) [さん])) to ((language::translate) v)::translate) for (1) seconds\nspeak [タップや矢印キーでうごくよ]::tts\nsay (translate [タップや矢印キーでうごくよ] to ((language::translate) v)::translate) for (1) seconds\nsay (translate [WASDでもうごくよ] to ((language::translate) v)::translate) for (1) seconds\nspeak [旗に向かって走ろう!!]::tts\nsay (translate [旗に向かって走ろう!!] to ((language::translate) v)::translate) for (1) seconds\nspeak [トゲに触れたり落ちたりしないように進もう!!]::tts\nsay (translate [トゲに触れたり落ちたりしないように進もう!!] to ((language::translate) v)::translate) for (1) seconds\nspeak [黄色は大ジャンプ]::tts\nsay (translate [黄色は大ジャンプ] to ((language::translate) v)::translate) for (1) seconds\nspeak [はじめてだからステージはとても少ないよ]::tts\nsay (translate [はじめてだからステージはとても少ないよ] to ((language::translate) v)::translate) for (1) seconds\nspeak [楽しんで]::tts\nsay (translate [楽しんで] to ((language::translate) v)::translate) for (1) seconds\nsay (translate [クレジット:scratchkazuma2020 rednao pokosuke0825 turtle_keimu S_O_Ahiru] to ((language::translate) v)::translate) for (2.5) seconds\nforever\n if <not <[さいご] = ([costume name v] of [地面 v])>> then\n set language to ((language::translate) v)::tts\n if <not <[さいご] = ([costume name v] of [地面 v])>> then\n speak [こんにちは]::tts\n end\n if <not <[さいご] = ([costume name v] of [地面 v])>> then\n say (translate (join [こんにちは] (join (username) [さん])) to ((language::translate) v)::translate) for (2) seconds\n end\n if <not <[さいご] = ([costume name v] of [地面 v])>> then\n speak [旗へ向かおう]::tts\n end\n if <not <[さいご] = ([costume name v] of [地面 v])>> then\n say (translate [旗に向かって走ろう!!] to ((language::translate) v)::translate) for (2) seconds\n end\n if <not <[さいご] = ([costume name v] of [地面 v])>> then\n say (translate [遊んでくれてありがとう。フォロー&⭐︎&♡おねがい] to ((language::translate) v)::translate)\n speak (translate [遊んでくれてありがとう。フォロー&ほし&ハートおねがい] to ((language::translate) v)::translate)::tts\n end\n else\n end\nend\n\nwhen I receive [イントロ v]\nbroadcast (strat v)\n\nwhen I receive [イントロ v]\nforever\n if <(player y) = [13]> then\n start sound [ジャンプ v]\n end\n if <touching color (#ffea00)?> then\n create clone of (ぽわわぁ v)\n change y by (() - (player y))\n set [player y v] to [0]\n set [player y v] to [18]\n change [s y v] by (-20)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [アウトロ v]\nforever\n hide\nend\n\nwhen I receive [アウトロ v]\nset volume to (0) %\n\nwhen I receive [アウトロ v]\nset volume to (0) %\n\nwhen I receive [アウトロ v]\nforever\n set volume to (0) %\nend\n\nwhen flag clicked\nset volume to (100) %\n\n@スプライト1\n\nwhen I receive [next v]\nset [制御用 v] to [だめ]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (600) y: ()\nrepeat (33)\n go to [front v] layer\n change x by ((() - (x position)) / (10))\nend\nstart sound [High Whoosh v]\nrepeat (20)\n go to [front v] layer\n change x by (((-600) - (x position)) / (10))\nend\nbroadcast (strat v)\nset [制御用 v] to [いいよ]\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [イントロ v]\nset [player x v] to [0]\nset [player y v] to [0]\nset [s x v] to [0]\nset [s y v] to [0]\n\nwhen I start as a clone\nplay sound [High Whoosh v] until done\n\nwhen I start as a clone\nplay sound [High Whoosh v] until done\n\nwhen I start as a clone\nplay sound [High Whoosh v] until done\n\nwhen I start as a clone\nplay sound [High Whoosh v] until done\n\nwhen I start as a clone\nplay sound [High Whoosh v] until done\n\nwhen I start as a clone\nplay sound [High Whoosh v] until done\n\nwhen I start as a clone\nplay sound [High Whoosh v] until done\n\nwhen I start as a clone\nplay sound [High Whoosh v] until done\n\nwhen I start as a clone\nplay sound [High Whoosh v] until done\n\nwhen I start as a clone\nplay sound [High Whoosh v] until done\n\nwhen I start as a clone\nplay sound [High Whoosh v] until done\n\nwhen I start as a clone\nplay sound [High Whoosh v] until done\n\nwhen I start as a clone\nplay sound [High Whoosh v] until done\n\nwhen I start as a clone\nplay sound [High Whoosh v] until done\n\nwhen I start as a clone\nplay sound [High Whoosh v] until done\n\nwhen I start as a clone\nplay sound [High Whoosh v] until done\n\nwhen I receive [アウトロ v]\nforever\n set volume to (0) %\nend\n\nwhen flag clicked\nset volume to (100) %\n\n@スプライト3\n\nwhen I receive [イントロ v]\nshow\ngo to x: (-92) y: (180)\nforever\n go to [front v] layer\n show\n point in direction (90)\n set [1 v] to [0]\n repeat (20)\n change [1 v] by ((360) / (20))\n change y by (((164.8) - (y position)) / (4.5))\n turn right (([sin v] of (1) ) * (1.2)) degrees\n end\n repeat (20)\n change [1 v] by ((360) / (20))\n change y by (((200) - (y position)) / (4.5))\n turn right (([sin v] of (1) ) * (-1.2)) degrees\n end\n hide\nend\n\nwhen I receive [イントロ v]\nbroadcast (strat v)\n\nwhen flag clicked\nwait (10.2) seconds\nbroadcast (イントロ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [アウトロ v]\nforever\n hide\nend\n\nwhen I receive [アウトロ v]\nset volume to (0) %\n\nwhen I receive [アウトロ v]\nforever\n set volume to (0) %\nend\n\nwhen flag clicked\nset volume to (100) %\n\n@intro\n\nwhen flag clicked\nset size to (100) %\nset [! v] to [0]\nreset timer\ngo to x: (0) y: (0)\nhide\nstart sound [Syn_Cole_-_Feel_Good_NCS_Release-q1ULJ92aldE v]\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nswitch costume to (icon v)\ncreate clone of (_myself_ v)\nswitch costume to (background3 v)\ncreate clone of (_myself_ v)\nwait until <(timer) > [2.1]>\nピャー\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nswitch costume to (name2 v)\ncreate clone of (_myself_ v)\nswitch costume to (name3 v)\ncreate clone of (_myself_ v)\nswitch costume to (background2 v)\ncreate clone of (_myself_ v)\nwait until <[5.9] < (timer)>\nピャー\nswitch costume to (指示1 v)\ncreate clone of (_myself_ v)\nswitch costume to (指示2 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set size to (100) %\n show\n wait until <[9.5] < (timer)>\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n set size to (100) %\n show\n go to x: (0) y: (-480)\n repeat (30)\n change y by (((480) - (y position)) / (20))\n end\n delete this clone\nend\nif <(costume [number v]) = [1]> then\n show\n go to [front v] layer\n go to x: (0) y: (-240)\n set size to (60) %\n wait until <[1.6] < (timer)>\n point in direction (15)\n repeat until <[80] < (y position)>\n change y by (((100) - (y position)) / (5))\n end\n set size to (60) %\n set [! v] to [0]\n repeat (40)\n change y by (((40) - (y position)) / (3))\n turn right (((90) - (direction)) / (3)) degrees\n change size by (!)\n set [! v] to (((!) * (0.8)) + (((120) - (size)) / (4)))\n end\n wait until <[5.9] < (timer)>\n set size to (200) %\n repeat (40)\n change size by (!)\n set [! v] to (((!) * (0.8)) + (((120) - (size)) / (4)))\n end\n wait until <[9.5] < (timer)>\n delete this clone\nend\nif <<<(costume [number v]) = [4]> or <(costume [number v]) = [5]>> or <(costume [number v]) = [6]>> then\n show\n set size to (pick random (120) to (150)) %\n set [! v] to (pick random (-15) to (15))\n set [" v] to (pick random (5) to (17))\n repeat until <<([abs v] of (x position) ) > [270]> or <([abs v] of (y position) ) > [210]>>\n change x by (!)\n change y by (")\n if <[1] < (!)> then\n change [! v] by (-0.2)\n end\n if <(!) < [-1]> then\n change [! v] by (0.2)\n end\n turn right ((costume [number v]) * (3)) degrees\n change [" v] by (-1)\n end\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n go to [front v] layer\n wait until <[4] < (timer)>\n set [! v] to [0]\n go to x: (-360) y: (-100)\n show\n set size to (120) %\n set [ghost v] effect to (100)\n repeat (40)\n change x by (((0) - (x position)) / (6))\n change [ghost v] effect by (-3)\n end\n repeat (135)\n change [! v] by (12)\n point in direction ((90) + (([sin v] of (!) ) * (10)))\n end\n wait until <[9.5] < (timer)>\n delete this clone\nend\nif <(costume [number v]) = [8]> then\n wait until <[8.2] < (timer)>\n switch costume to (bar v)\n set [! v] to [0]\n repeat (4)\n create clone of (_myself_ v)\n change [! v] by (1)\n end\n wait until <[9.5] < (timer)>\n delete this clone\nend\nif <(costume [number v]) = [9]> then\n wait until <[8.2] < (timer)>\n switch costume to (bar2 v)\n set [! v] to [0]\n repeat (4)\n create clone of (_myself_ v)\n change [! v] by (1)\n end\n wait until <[9.5] < (timer)>\n delete this clone\nend\nif <(costume [number v]) = [10]> then\n show\n set [ghost v] effect to (100)\n set size to (60) %\n go to x: (((-210) + ((!) * (60))) - (60)) y: (0)\n repeat (35)\n go to [front v] layer\n change size by (((100) - (size)) / (4))\n change x by ((((-210) + ((!) * (60))) - (x position)) / (5))\n change [ghost v] effect by (-5)\n end\n wait until <[10] < (timer)>\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(costume [number v]) = [11]> then\n show\n set [ghost v] effect to (100)\n set size to (60) %\n go to x: (((210) + ((!) * (-60))) - (60)) y: (0)\n repeat (35)\n go to [front v] layer\n change size by (((100) - (size)) / (4))\n change x by ((((210) + ((!) * (-60))) - (x position)) / (5))\n change [ghost v] effect by (-5)\n end\n wait until <[10] < (timer)>\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(costume [number v]) = [12]> then\n go to [front v] layer\n show\n go to x: (0) y: (180)\n wait until <[1.8] < (timer)>\n repeat (40)\n change y by (((0) - (y position)) / (4))\n end\n wait until <[9.5] < (timer)>\n delete this clone\nend\nif <(costume [number v]) = [13]> then\n set size to (100) %\n wait until <[2] < (timer)>\n go to [front v] layer\n show\n wait (0.05) seconds\n hide\n wait until <[5.9] < (timer)>\n show\n wait (0.05) seconds\n hide\n delete this clone\nend\nif <(costume [number v]) = [14]> then\n set size to (100) %\n show\n go to x: (0) y: (-480)\n repeat (30)\n change y by (((480) - (y position)) / (20))\n end\n delete this clone\nend\n\nwhen flag clicked\nrepeat (5)\n wait (0.2) seconds\n switch costume to (上に行くやつ v)\n create clone of (_myself_ v)\nend\n\ndefine ピャー\nrepeat (30)\n switch costume to (pick random (4) to (6))\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nwait until <(timer) > [2.5]>\nrepeat (10)\n wait (0.4) seconds\n switch costume to (上に行くやつ2 v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [アウトロ v]\nset volume to (0) %\n\nwhen I receive [アウトロ v]\nforever\n set volume to (0) %\nend\n\nwhen flag clicked\nset volume to (100) %\n\n@地面\n\nwhen I receive [strat v]\nset [s x v] to [0]\nset [s y v] to [0]\n\nwhen I receive [イントロ v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next v]\nset [s x v] to [0]\nset [s y v] to [-30]\n\nwhen I receive [next v]\nwait (0.6) seconds\nnext costume\n\nwhen I receive [strat v]\nshow\nforever\n go to x: (s x) y: (s y)\n if <(player y) < [-40]> then\n set [s y v] to [0]\n set [s x v] to [0]\n go to x: (s x) y: (s y)\n hide\n end\n if <(player y) < [-110]> then\n set [player x v] to [0]\n set [player y v] to [0]\n set [s y v] to [0]\n set [s x v] to [0]\n go to x: (s x) y: (s y)\n if <[いいよ] = (制御用)> then\n start sound [Crunch v]\n end\n show\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [22 v] to [0]\nforever\n if <[6] = (costume [number v])> then\n change [22 v] by (1)\n hide\n end\nend\n\nwhen I receive [アウトロ v]\nhide\nbroadcast (outro v)\n\nwhen flag clicked\nwait until <[0] < (22)>\nbroadcast (アウトロ v) and wait\n\nwhen I receive [アウトロ v]\nforever\n set volume to (0) %\nend\n\nwhen flag clicked\nset volume to (100) %\n\n@ぽわわぁ\n\nwhen flag clicked\nforever\n hide\n go to (player v)\nend\n\nwhen I start as a clone\ngo to (player v)\nswitch costume to (コスチューム1 v)\nshow\nset size to (30) %\nset [ghost v] effect to (30)\ngo to [back v] layer\nrepeat (9)\n set size to (50) %\n next costume\n set [ghost v] effect to (30)\n go [backward v] (20) layers\nend\ndelete this clone\n\nwhen I receive [イントロ v]\nforever\n play sound [Distrion & Electro-Light - Rubik \[NCS Release\].mp3 v] until done\n play sound [Syn Cole - Feel Good v] until done\nend\n\nwhen I receive [アウトロ v]\nforever\n hide\nend\n\nwhen I receive [アウトロ v]\nset volume to (0) %\n\nwhen I receive [アウトロ v]\nforever\n set volume to (0) %\nend\n\nwhen flag clicked\nset volume to (100) %\n\n@outro\n\nwhen I receive [outro v]\nreset timer\nstart sound [Illenium - It's All On U ft v]\nClone [circle]\nWait [1.5]\nClone [partition]\nWait [2.75]\nClone [Background...?]\nWait [6.5]\nClone [square]\nWait [7]\nClone [square01]\n\ndefine Smooth Gide x: (x) y: (y) speed (spd)\nrepeat until <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\n change x by (((x) - (x position)) / (spd))\n change y by (((y) - (y position)) / (spd))\nend\ngo to x: (x) y: (y)\n\ndefine Set Colors (color) (brightness) (ghost)\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [ghost v] effect to (ghost)\n\ndefine Wait (timer)\nwait until <(timer) < (timer)>\n\ndefine Clone (id)\nset [id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [circle]> then\n show\n switch costume to (circle v)\n Set Colors [20] [0] [0]\n Set Coordinates x: [-280] y: [0] direction: [90] size: [100]\n Smooth Gide x: [0] y: [0] speed [6]\n repeat (60)\n switch costume to (size hack v)\n change size by ((size) / (3))\n switch costume to (circle v)\n end\nelse\n if <(ID) = [partition]> then\n Clone [main]\n show\n switch costume to (partition v)\n Set Colors [0] [0] [0]\n Set Coordinates x: [407] y: [0] direction: [90] size: [100]\n Smooth Gide x: [0] y: [0] speed [6]\n Wait [2.3]\n Smooth Gide x: [407] y: [0] speed [6]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(ID) = [main]> then\n show\n go to [front v] layer\n go [forward v] (1) layers\n switch costume to (main v)\n Set Colors [0] [0] [0]\n Set Coordinates x: [-250] y: [60] direction: [100] size: [200]\n Smooth Gide x: [-170] y: [60] speed [6]\n Wait [2.7]\n Smooth Gide x: [-284] y: [60] speed [3]\n repeat (10)\n change [brightness v] effect by (100)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(ID) = [Background...?]> then\n Clone [Arrows]\n show\n go to [front v] layer\n go [forward v] (100) layers\n switch costume to (background...? v)\n Set Colors [600] [0] [0]\n Set Coordinates x: [0] y: [0] direction: [90] size: [100]\n repeat (40)\n go to [front v] layer\n change [ghost v] effect by (2.5)\n end\n delete this clone\n else\n if <(ID) = [Arrows]> then\n Clone [bar]\n Set Colors [170] [0] [0]\n set size to (100) %\n switch costume to (arrows v)\n go to x: (0) y: (0)\n point in direction (90)\n set [ghost v] effect to (100)\n hide\n wait () seconds\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 x by (10)\n end\n repeat (3)\n go to x: (0) y: (0)\n glide (.25) secs to x: (100) y: (0)\n end\n repeat (3)\n go to x: (0) y: (0)\n glide (.15) secs to x: (100) y: (0)\n end\n repeat (3)\n go to x: (0) y: (0)\n glide (.1) secs to x: (100) y: (0)\n end\n repeat (13)\n go to x: (0) y: (0)\n glide (.05) secs to x: (100) y: (0)\n end\n Set Colors [0] [0] [0]\n wait (1) seconds\n delete this clone\n else\n if <(ID) = [bar]> then\n Clone [-sts-]\n Set Colors [0] [-100] [100]\n Set Coordinates x: [0] y: [0] direction: [90] size: [100]\n switch costume to (bar v)\n show\n repeat (10)\n go to [front v] layer\n go [forward v] (5) layers\n change [ghost v] effect by (-10)\n end\n Wait [6.7]\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n if <(ID) = [-sts-]> then\n Set Colors [0] [0] [0]\n Set Coordinates x: [0] y: [0] direction: [90] size: [3]\n switch costume to (bar v)\n show\n go to [front v] layer\n go [forward v] (200) layers\n set [s v] to [3]\n set size to (S) %\n repeat (92)\n go to [front v] layer\n switch costume to (-sts- v)\n set [s v] to (((S) * (.8)) + (((100) - (size)) / (5)))\n change size by (S)\n point in direction ((90) + ((3) * ([cos v] of ((timer) * (180)) )))\n point in direction ((10) * ([cos v] of (((timer) - (1)) * (200)) ))\n end\n point in direction (-1)\n Clone [white]\n repeat (20)\n change size by (5)\n set x to (pick random (-10) to (10))\n set y to (pick random (-10) to (10))\n change [brightness v] effect by (5)\n end\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n if <(ID) = [square]> then\n switch costume to (square v)\n Set Colors [0] [0] [0]\n Set Coordinates x: [0] y: [-353] direction: [90] size: [100]\n go to [front v] layer\n go [forward v] (5000) layers\n show\n Smooth Gide x: [0] y: [0] speed [2]\n wait (0.3) seconds\n Smooth Gide x: [-470] y: [0] speed [2]\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n if <(ID) = [square01]> then\n switch costume to (square v)\n Set Colors [30] [0] [0]\n Set Coordinates x: [0] y: [353] direction: [90] size: [100]\n go to [front v] layer\n go [forward v] (5000) layers\n show\n Smooth Gide x: [0] y: [0] speed [2]\n Smooth Gide x: [479] y: [0] speed [2]\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n if <(ID) = [white]> then\n switch costume to (white v)\n Set Colors [0] [0] [25]\n Set Coordinates x: [0] y: [0] direction: [90] size: [100]\n go to [back v] layer\n go [forward v] (6) layers\n show\n repeat (20)\n change [brightness v] effect by (5)\n change [ghost v] effect by (3.75)\n end\n delete this clone\n else\n if < (ID) contains [100]?> then\n if <(ID) = [1001]> then\n switch costume to (item 1 v)\n end\n if <(ID) = [1002]> then\n switch costume to (item 2 v)\n end\n if <(ID) = [1003]> then\n switch costume to (item 3 v)\n end\n if <(ID) = [1004]> then\n switch costume to (item 4 v)\n end\n point in direction (pick random (-180) to (180))\n clear graphic effects\n set size to (pick random (25) to (50)) %\n show\n if <(pick random (1) to (2)) = [1]> then\n go to x: (-230) y: (-300)\n set [dir 2 v] to (pick random (20) to (25))\n change [dir 1 v] by (pick random (0) to (30))\n else\n go to x: (230) y: (-300)\n set [dir 2 v] to (pick random (20) to (25))\n change [dir 1 v] by (pick random (-30) to (0))\n end\n repeat until <not <touching (_edge_ v)?>>\n turn right (4) degrees\n change [ghost v] effect by (2)\n change [dir 2 v] by (-1)\n change y by (Dir 2)\n set [dir 1 v] to ((Dir 1) * (0.9))\n change x by (Dir 1)\n end\n repeat until <touching (_edge_ v)?>\n turn right (4) degrees\n change [ghost v] effect by (2)\n change [dir 2 v] by (-1)\n change y by (Dir 2)\n set [dir 1 v] to ((Dir 1) * (0.9))\n change x by (Dir 1)\n end\n delete this clone\n else\n if <(ID) = [OC...?]> then\n Clone [credits]\n switch costume to (oc...? v)\n Set Colors [0] [0] [0]\n show\n Set Coordinates x: [0] y: [-188] direction: [90] size: [90]\n Smooth Gide x: [0] y: [-20] speed [3]\n forever\n go to [front v] layer\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)) ) + (-20))\n end\n else\n if <(ID) = [credits]> then\n Clone [Projects]\n switch costume to (credits v)\n Set Colors [0] [0] [0]\n show\n Set Coordinates x: [140] y: [105] direction: [90] size: [100]\n go to [front v] layer\n go [backward v] (1) layers\n forever\n if <touching (mouse-pointer v)?> then\n Smooth Gide x: [0] y: [105] speed [6]\n else\n Smooth Gide x: [140] y: [105] speed [6]\n end\n end\n else\n if <(ID) = [Projects]> then\n Clone [Plojects]\n switch costume to (project v)\n Set Colors [0] [0] [0]\n show\n Set Coordinates x: [-130] y: [0] direction: [90] size: [80]\n go to [front v] layer\n go [backward v] (1) layers\n forever\n if <touching (mouse-pointer v)?> then\n Smooth Size: [90] speed: [2]\n go to x: (-130) y: (0)\n point in direction (((-90) + ([tan v] of ((timer) * (90)) )) * (15))\n set y to ((25) * ([cos v] of (((timer) - (1)) * (200)) ))\n go [forward v] (1) layers\n if <mouse down?> then\n replace item (1) of [costume url v] with []\n wait () seconds\n replace item (1) of [url v] with (join [https://scratch.mit.edu/projects/] (join (Costume URL) [/]))\n end\n else\n Smooth Size: [80] speed: [2]\n go to x: (-130) y: (0)\n point in direction (((-90) + ([tan v] of ((timer) * (90)) )) * (15))\n set y to ((25) * ([cos v] of (((timer) - (1)) * (200)) ))\n go [forward v] (1) layers\n end\n end\n else\n if <(ID) = [Plojects]> then\n delete all of [costume url v]\n wait () seconds\n Clone [Check This Out!]\n switch costume to (project2 v)\n Set Colors [0] [0] [0]\n show\n Set Coordinates x: [130] y: [0] direction: [90] size: [80]\n go to [front v] layer\n go [backward v] (1) layers\n forever\n if <touching (mouse-pointer v)?> then\n Smooth Size: [90] speed: [2]\n go to x: (130) y: (0)\n point in direction ((((90) + ([tan v] of ((timer) * (90)) )) * (15)) * (-1))\n set y to ((25) * ([cos v] of (((timer) - (1)) * (200)) ))\n go [forward v] (1) layers\n if <mouse down?> then\n replace item (1) of [costume url v] with []\n wait () seconds\n replace item (1) of [url v] with (join [https://scratch.mit.edu/projects/] (join (Costume URL) [/]))\n end\n else\n Smooth Size: [80] speed: [2]\n go to x: (130) y: (0)\n point in direction ((((90) + ([tan v] of ((timer) * (90)) )) * (15)) * (-1))\n set y to ((25) * ([cos v] of (((timer) - (1)) * (200)) ))\n go [forward v] (1) layers\n end\n end\n else\n if <(ID) = [Check This Out!]> then\n Clone [URL]\n switch costume to (check this out! v)\n Set Colors [0] [0] [0]\n show\n Set Coordinates x: [0] y: [140] direction: [90] size: [80]\n go to [front v] layer\n go [backward v] (1) layers\n forever\n set x to ((0) + (([tan v] of ((timer) * (100)) ) * (70)))\n end\n else\n if <(ID) = [URL]> then\n switch costume to (url v)\n Set Colors [0] [0] [0]\n show\n Set Coordinates x: [0] y: [0] direction: [90] size: [80]\n go to [front v] layer\n go [backward v] (1) layers\n forever\n if <<touching (mouse-pointer v)?> and <(mouse y) > [-180]>> then\n set [yv v] to (((yv) * (.7)) + (((70) - (y position)) / (5)))\n change y by (yv)\n set [brightness v] effect to (5)\n hide list [url v]\n else\n change y by (((0) - (y position)) / (5))\n set [yv v] to (y position)\n set [brightness v] effect to (0)\n show list [url 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\nend\n\ndefine Set Coordinates x: (x) y: (y) direction: (d) size: (s)\ngo to x: (x) y: (y)\npoint in direction (d)\nset size to (s) %\n\ndefine Smooth Size: (s) speed: (spd)\nrepeat until <(round (s)) = (round (size))>\n change size by (((s) - (size)) / (spd))\nend\nset size to (s) %\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [outro v]\nswitch costume to (size hack v)\nhide\nforever\n switch costume to (size hack v)\n hide\nend\n\nwhen I receive [outro v]\nWait [7.3]\nClone [OC...?]\nwait () seconds\nforever\n Clone (pick random (1001) to (1004))\nend\n\nwhen I receive [outro v]\nshow list [url v]\nwait () seconds\nshow list [costume url v]\nwait () seconds\ndelete all of [url v]\nwait () seconds\nadd [https://scratch.mit.edu/projects/506488035] to [url v]\nwait () seconds\ndelete all of [costume url v]\n\n
part2\nhttps://scratch.mit.edu/projects/506488035\nつづきが欲しかったらほし、ハート、フォローおねがいします。\n傾向乗りたい\n乗れてたら教えて!!\n音声合成なのでいいかたがちがっても多めに見てください。\nintroで使っているものを工夫して入れました。\n傾向1ページ目\nゲームでは傾向1ページ目\nシリーズか決定しました。
ATAMANOWARUIHITO Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [aaa v]\nswitch backdrop to (背景1 v)\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nshow\nhide\ngo to [back v] layer\nwait (0.7) seconds\nrepeat (30)\n create clone of (_myself_ v)\nend\n\nwait (0.01) seconds\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nshow\npoint in direction (pick random (180) to (-180))\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\ndelete this clone\n\n@スプライト3\n\nwhen flag clicked\nshow\nstart sound [WindowsXP起動音・終了音 v]\nset y to (155)\nset size to (2) %\nrepeat (20)\n change size by (pick random (5) to (7.5))\n change y by (-7.5)\nend\nwait (2.5) seconds\nhide\nbroadcast (aaa v)\n\n@スプライト1\n\nwhen I receive [aaa v]\npoint in direction (90)\nset rotation style [left-right v]\nset size to (30) %\nshow\ngo to x: (-205) y: (90)\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nforever\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n next costume\n change [x v] by (-1.5)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n next costume\n change [x v] by (1.5)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#ffffff)?> or <touching color (#dadada)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#dadada)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#dadada)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#dadada)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#dadada)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#dadada)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[-45] < (mouse y)> and <mouse down?>>> then\n if <(x) > [0]> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<[-45] < (mouse y)> and <mouse down?>>> then\n if <<touching color (#ffffff)?> or <touching color (#dadada)?>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n end\n if <touching color (#2b3cff)?> then\n start sound [Jump v]\n set [y v] to [20]\n end\n if <<touching color (#ff2c2c)?> or <(y position) < [-155]>> then\n start sound [crashed oof v]\n hide\n go to x: (-205) y: (90)\n show\n end\n change y by (y)\n change [y v] by (-1)\n if <<touching color (#ffffff)?> or <touching color (#dadada)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [240]> then\n if <(backdrop [number v]) = [14]> then\n end\nend\n\nwhen flag clicked\nhide\n\n@スプライト4\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [aaa v]\nshow\n\nwhen I receive [次 v]\nnext costume\n\ngo to (スプライト1 v)\n\n@スプライト5\n\nwhen flag clicked\nhide\n\n@スプライト6\n\nwhen flag clicked\n\ngo to x: () y: ()\nshow\nstart sound [yuuenchi v]\nclear sound effects\nstop all sounds\nstart sound [yuuenchi v]\nforever\n next costume\n wait (0.5) seconds\nend\n\n@スプライト7\n\nwhen flag clicked\nhide\n\nwhen I receive [aaa v]\nshow\nforever\n if <key (space v) pressed?> then\n go to (スプライト1 v)\n show\n else\n hide\n end\nend\n\n
モバイル対応\n矢印キーで操作\n赤に触れると死にます。\n青はジャンプ台です。\n___________\nMobile Support\nUse arrow keys to control\nTouch the red to die.\nBlue is a jumping board.\n
SCROLL PLATFORMER MAKER ver0.6b
@Stage\n\nwhen flag clicked\nforever\n if <(プログラム管理) = [オープニング]> then\n switch backdrop to (0 v)\n else\n switch backdrop to (1 v)\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\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\nbroadcast (プログラムスタート v)\nforever\n play sound [BGM素材ダヨー v] until done\nend\n\nwhen I receive [プログラムスタート v]\nset [プログラム管理 v] to [つくる]\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\nend\nhide\n\nswitch costume to (サムネ v)\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\n\n@ペン\n\nwhen flag clicked\nhide\nリストセットアップ\nset [進度/270 v] to [11]\nset [ブロック選択 v] to [a]\nwait until <(プログラム管理) = [つくる]>\nset [変更 v] to [y]\nforever\n if <(プログラム管理) = [つくる]> then\n erase all\n スタ連 [80]\n 格子\n マウスに枠を表示\n 交換 <<<(変更) = [y]> and <mouse down?>> and <<[-180] < (mouse x)> and <(mouse x) < [180]>>>\n 割合表示\n end\n if <not <(プログラム管理) = [つくる]>> then\n erase all\n スタ連 [80]\n コイン描画\n end\nend\n\ndefine 格子\nset pen size to (3)\nset pen color to (#000000)\nset [kousi-x v] to [-260]\nset [kousi-y v] to [-180]\nrepeat (9)\n 格子 (kousi-x) (kousi-y) から ((kousi-x) * (-1)) (kousi-y)\n change [kousi-y v] by (40)\nend\nrepeat (13)\n 格子 (kousi-x) (kousi-y) から (kousi-x) ((kousi-y) * (-1))\n change [kousi-x v] by (40)\nend\n\ndefine 格子 (x) (y) から (x) (y)\ngo to x: (x) y: (y)\npen down\ngo to x: (x) y: (y)\npen up\n\ndefine リストセットアップ\ndelete all of [ステージ v]\nrepeat (270)\n add [a] to [ステージ v]\nend\nrepeat (8)\n repeat (10)\n add [a] to [ステージ v]\n end\n repeat (250)\n add [z] to [ステージ v]\n end\n repeat (10)\n add [a] to [ステージ v]\n end\nend\nreplace item (11) of [ステージ v] with [a]\nreplace item (281) of [ステージ v] with [p]\n\ndefine スタ連 (大きさ)\nset [すたれんy v] to [-160]\nset [すたれん座標 v] to ([floor v] of ((進度/270) - (6)) )\nrepeat (9)\n set [すたれんx v] to [200]\n go to x: ((((進度/270) mod ([floor v] of (進度/270) )) * (-40)) - (240)) y: (すたれんY)\n コスチュームを (item (すたれん座標) of [ステージ v]) にする\n set size to (大きさ) %\n stamp\n change [すたれん座標 v] by (1)\n set [すたれん座標 v] to ([floor v] of (すたれん座標) )\n repeat (12)\n go to x: ((((進度/270) mod ([floor v] of (進度/270) )) * (-40)) - (すたれんX)) y: (すたれんY)\n コスチュームを (item (すたれん座標) of [ステージ v]) にする\n set size to (大きさ) %\n stamp\n change [すたれんx v] by (-40)\n change [すたれん座標 v] by (1)\n set [すたれん座標 v] to ([floor v] of (すたれん座標) )\n end\n change [すたれんy v] by (40)\n change [すたれん座標 v] by (257)\nend\n\ndefine コスチュームを (alphabet) にする\nif <(alphabet) = [a]> then\n 特殊土 (alphabet)\nend\nif <(alphabet) = [b]> then\n switch costume to (6 v)\nend\nif <(alphabet) = [c]> then\n switch costume to (7 v)\nend\nif <(alphabet) = [d]> then\n switch costume to (8 v)\nend\nif <(alphabet) = [e]> then\n switch costume to (9 v)\nend\nif <(alphabet) = [f]> then\n switch costume to (10 v)\nend\nif <(alphabet) = [g]> then\n if <[ばね v] contains (すたれん座標)?> then\n switch costume to (12 v)\n else\n switch costume to (11 v)\n end\nend\nif <(alphabet) = [h]> then\n if <[coin v] contains (すたれん座標)?> then\n switch costume to (0 v)\n else\n switch costume to (coin コスチューム)\n end\nend\nif <(alphabet) = [i]> then\n switch costume to (15 v)\nend\nif <(alphabet) = [j]> then\n switch costume to (16 v)\nend\nif <(alphabet) = [k]> then\n 特殊O✕\nend\nif <(alphabet) = [l]> then\n 特殊O\nend\nif <(alphabet) = [m]> then\n 特殊✕\nend\nif <(alphabet) = [n]> then\n 鍵 [25]\nend\nif <(alphabet) = [o]> then\n 鍵 [26]\nend\nif <(alphabet) = [p]> then\n switch costume to (27 v)\nend\nif <(alphabet) = [q]> then\n switch costume to (28 v)\nend\nif <(alphabet) = [r]> then\n switch costume to (29 v)\nend\nif <(alphabet) = [z]> then\n switch costume to (0 v)\nend\n\ndefine 特殊土 (土)\nif <<(item ((すたれん座標) + (270)) of [ステージ v]) = [a]> or <<(item ((すたれん座標) + (270)) of [ステージ v]) = [b]> or <(item ((すたれん座標) + (270)) of [ステージ v]) = [c]>>> then\n switch costume to (4 v)\nelse\n if <<(item ((すたれん座標) + (-1)) of [ステージ v]) = [a]> or <(item ((すたれん座標) + (-1)) of [ステージ v]) = [b]>> then\n if <<(item ((すたれん座標) + (1)) of [ステージ v]) = [a]> or <(item ((すたれん座標) + (1)) of [ステージ v]) = [c]>> then\n switch costume to (3 v)\n else\n switch costume to (2 v)\n end\n else\n if <not <<(item ((すたれん座標) + (1)) of [ステージ v]) = [a]> or <(item ((すたれん座標) + (1)) of [ステージ v]) = [c]>>> then\n switch costume to (5 v)\n else\n switch costume to (1 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n set [coin コスチューム v] to [13]\n wait (0.5) seconds\n set [coin コスチューム v] to [14]\n wait (0.5) seconds\nend\n\ndefine 特殊O✕\nif <(〇✕スイッチ) = [1]> then\n switch costume to (17 v)\nend\nif <(〇✕スイッチ) = [2]> then\n switch costume to (18 v)\nend\nif <(〇✕スイッチ) = [3]> then\n switch costume to (19 v)\nend\nif <(〇✕スイッチ) = [4]> then\n switch costume to (20 v)\nend\n\ndefine 特殊O\nif <<(〇✕スイッチ) = [1]> or <(〇✕スイッチ) = [2]>> then\n switch costume to (21 v)\nend\nif <<(〇✕スイッチ) = [3]> or <(〇✕スイッチ) = [4]>> then\n switch costume to (22 v)\nend\n\ndefine 特殊✕\nif <<(〇✕スイッチ) = [1]> or <(〇✕スイッチ) = [2]>> then\n switch costume to (24 v)\nend\nif <<(〇✕スイッチ) = [3]> or <(〇✕スイッチ) = [4]>> then\n switch costume to (23 v)\nend\n\ndefine 鍵 (なんばー)\nif <(鍵) = [0]> then\n switch costume to (なんばー)\nend\nif <(鍵) = [1]> then\n switch costume to (0 v)\nend\n\ndefine マウスに枠を表示\nif <(変更) = [y]> then\n if <<[-180] < (mouse x)> and <(mouse x) < [180]>> then\n if <(mouse y) < [180]> then\n go to x: ((40) * (マウスx座標)) y: (((40) * (マウスy座標)) - (160))\n switch costume to (枠 v)\n set size to (80) %\n stamp\n end\n end\nend\n\nwhen flag clicked\nwait until <(プログラム管理) = [つくる]>\nforever\n if <<[-180] < (mouse x)> and <(mouse x) < [180]>> then\n set [マウスx座標 v] to (([floor v] of (((mouse x) + (180)) / (40)) ) - (4))\n end\n set [マウスy座標 v] to ([floor v] of (((mouse y) + (180)) / (40)) )\n set [結局マウスってどこなん? v] to (((マウスy座標) * (270)) + ((進度/270) + (マウスx座標)))\nend\n\ndefine 交換 <ほんとにいいの?>\nif <ほんとにいいの?> then\n if <<<not <((結局マウスってどこなん?) mod (270)) < [11]>> and <not <[250] < ((結局マウスってどこなん?) mod (270))>>> and <<not <(結局マウスってどこなん?) = [11]>> and <not <(結局マウスってどこなん?) = [281]>>>> then\n if <(mouse y) < [180]> then\n replace item (結局マウスってどこなん?) of [ステージ v] with (ブロック選択)\n end\n else\n start sound [ポップ v]\n end\nend\n\ndefine コイン描画\ngo to x: (-180) y: (140)\nswitch costume to (13 v)\nset size to (100) %\nstamp\nmove (40) steps\nswitch costume to (110 v)\nstamp\nset [coin 変数処理 v] to [1]\nchange x by (8)\nchange y by (-5)\nrepeat (length of (coin))\n move (23) steps\n switch costume to ((33) + (letter (coin 変数処理) of (coin)))\n set size to (150) %\n stamp\n change [coin 変数処理 v] by (1)\nend\n\ndefine 割合表示\ngo to x: (-120) y: (160)\nset pen color to (#0043ff)\nset pen size to (10)\npen down\nset x to (120)\npen up\ngo to x: (-120) y: (160)\nset pen color to (#ff0000)\nset pen size to (6)\npen down\nchange x by ((((進度/270) - (10)) / (250)) * (240))\npen up\n\n@主人公\n\nwhen flag clicked\nset [キャラ y座標 v] to [0]\npoint in direction (90)\ngo to x: (0) y: (0)\nhide\nset size to (70) %\nwait until <(プログラム管理) = [つくる]>\nshow\ngo to [back v] layer\nforever\n if <(プログラム管理) = [つくる]> then\n point in direction (90)\n set x to (0)\n set y to (キャラ Y座標)\n else\n if <(プログラム管理) = [あそぶ]> then\n point in direction (90)\n 再描画しない\n if <touching color (#ff3838)?> then\n 中間獲得\n end\n if <touching color (#3838ff)?> then\n set [エフェクトクローンズ v] to [3]\n broadcast (エフェクト v)\n wait (2.3) seconds\n end\n if <<touching color (#ff0000)?> or <<touching (_edge_ v)?> and <(y position) < [0]>>> then\n ヤラレチャッタ\n end\n end\n end\nend\n\nwhen I receive [プレイ開始 v]\nset [〇✕スイッチ v] to [1]\nset [coin v] to [0]\nset [鍵 v] to [0]\ndelete all of [coin v]\ndelete all of [ばね v]\nif <not <(test_hold) = [y]>> then\n set [スポーン地点 v] to [281]\n スポーン\nend\nwait (0.2) seconds\nset [速さx v] to [0]\nset [速さy v] to [-1]\nset [壁ホールド v] to [0]\nset [プログラム管理 v] to [あそぶ]\n\ndefine スポーン\nset [進度/270 v] to ((スポーン地点) mod (270))\nset [キャラ y座標 v] to ((([floor v] of ((スポーン地点) / (270)) ) * (40)) - (160))\nset x to (0)\nset y to (キャラ Y座標)\n\ndefine 着地\nset [坂 v] to [0]\nset [ストッパー v] to [0]\nchange [落下 v] by (1)\nrepeat until <<(坂) = [20]> or <not <<touching color (#00ff00)?> or <<touching color (#804000)?> or <<touching color (#ff00ff)?> or <<touching color (#0000ff)?> or <<touching color (#0000d6)?> or <touching color (#ff9400)?>>>>>>>>\n set [速さy v] to [0]\n change [キャラ y座標 v] by (1)\n set y to (キャラ Y座標)\n change [坂 v] by (1)\n set [落下 v] to [0]\nend\nif <<(坂) = [20]> and <(落下) < [30]>> then\n change [キャラ y座標 v] by ((坂) * (-1))\n set y to (キャラ Y座標)\n if <(costume [number v]) = [1]> then\n set [進む倍率 v] to ((進む倍率) * (-1))\n if <(壁ホールド) = [0]> then\n change [進度/270 v] by (進む倍率)\n end\n set [速さx v] to [0]\n set [壁ホールド v] to [1]\n else\n set [進む倍率 v] to ((進む倍率) * (-1))\n if <(壁ホールド) = [0]> then\n change [進度/270 v] by (進む倍率)\n end\n set [速さx v] to [0]\n set [壁ホールド v] to [-1]\n end\n change [落下 v] by (4)\n set [ストッパー v] to [1]\nend\n\ndefine 歩き感知\nif <not <<<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> and <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>>>> then\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n if <not <(壁ホールド) = [1]>> then\n switch costume to (lightblue012様から借りましたよ v)\n if <(速さX) < [1]> then\n change [速さx v] by (0.25)\n if <[1] < (速さX)> then\n set [速さx v] to [1]\n end\n end\n if <(壁ホールド) = [-1]> then\n set [壁ホールド v] to [0]\n end\n end\n else\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n if <not <(壁ホールド) = [-1]>> then\n switch costume to (lightblue012様から借りました v)\n if <[-1] < (速さX)> then\n change [速さx v] by (-0.25)\n if <(速さX) < [-1]> then\n set [速さx v] to [-1]\n end\n end\n if <(壁ホールド) = [1]> then\n set [壁ホールド v] to [0]\n end\n end\n else\n set [速さx v] to ((速さX) * (0.875))\n end\n end\nelse\n set [速さx v] to ((速さX) * (0.875))\nend\nif <(ストッパー) = [1]> then\n set [速さx v] to [0]\nend\n\ndefine 進む倍率計算\nchange y by (-2)\nset [進む倍率 v] to [0]\nset [進む倍率 v] to (速さX)\nif <touching color (#00e6ff)?> then\n set [進む倍率 v] to ((進む倍率) * (0.5))\nend\nif <touching color (#0000ff)?> then\n set [進む倍率 v] to ((進む倍率) + (0.5))\nend\nif <touching color (#0000d6)?> then\n set [進む倍率 v] to ((進む倍率) + (-0.5))\nend\nchange y by (2)\nset [進む倍率 v] to ((進む倍率) * (0.12))\n\ndefine 落下\nジャンプ\nif <(速さY) = [-1]> then\n if <not <touching color (#00e6ff)?>> then\n if <(速さY) > [-18]> then\n change [速さy v] by (-1)\n end\n end\nelse\n if <(速さY) > [3]> then\n if <touching color (#00e6ff)?> then\n set [速さy v] to [3]\n else\n if <(速さY) > [-18]> then\n change [速さy v] by (-1)\n end\n end\n else\n if <[0] > (速さY)> then\n if <touching color (#00e6ff)?> then\n set [速さy v] to [-1]\n else\n if <(速さY) > [-18]> then\n change [速さy v] by (-1)\n end\n end\n else\n if <(速さY) > [-18]> then\n change [速さy v] by (-1)\n end\n end\n end\nend\nif <touching color (#ff7a00)?> then\n broadcast (ばねに触ったよ v)\n set [速さy v] to [20]\nend\nif <[180] < (キャラ Y座標)> then\n set [キャラ y座標 v] to [180]\nend\n\ndefine ジャンプ\nif <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[20] < (y position)>>>> then\n if <<(落下) < [4]> or <touching color (#00e6ff)?>> then\n set [壁ホールド v] to [0]\n set [速さy v] to [16]\n end\n if <(落下) < [5]> then\n set [壁ホールド v] to [0]\n end\nend\n\nwhen I receive [ストップ v]\nset [プログラム管理 v] to [つくる]\nset [キャラ y座標 v] to [0]\nset [進度/270 v] to ([floor v] of (進度/270) )\ndelete all of [coin v]\ndelete all of [ばね v]\nwait (0.1) seconds\nset [変更 v] to [y]\n\ndefine 再描画しない\n着地\n歩き感知\n着地\n進む倍率計算\nchange [進度/270 v] by (進む倍率)\n着地\n落下\nif <not <<touching color (#00ff00)?> or <<touching color (#804000)?> or <<touching color (#ff00ff)?> or <<touching color (#0000ff)?> or <<touching color (#0000d6)?> or <touching color (#ff9400)?>>>>>>> then\n change [キャラ y座標 v] by (速さY)\n set y to (キャラ Y座標)\n 着地\nend\nif <<touching color (#00ff00)?> or <<touching color (#804000)?> or <<touching color (#ff00ff)?> or <<touching color (#0000ff)?> or <<touching color (#0000d6)?> or <touching color (#ff9400)?>>>>>> then\n change [キャラ y座標 v] by (-1)\n set y to (キャラ Y座標)\n 着地\nend\n\nwhen flag clicked\nforever\n if <(プログラム管理) = [つくる]> then\n set [鍵 v] to [0]\n set [〇✕スイッチ v] to [1]\n else\n if <(プログラム管理) = [あそぶ]> then\n if <touching color (#e1ff9c)?> then\n if <(〇✕スイッチ) = [1]> then\n set [〇✕スイッチ v] to [4]\n wait (1) seconds\n change [〇✕スイッチ v] by (-1)\n else\n set [〇✕スイッチ v] to [2]\n wait (1) seconds\n change [〇✕スイッチ v] by (-1)\n end\n end\n if <touching color (#ffc97d)?> then\n set [鍵 v] to [1]\n set [エフェクトクローンズ v] to [1]\n broadcast (エフェクト v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(プログラム管理) = [あそぶ]> then\n if <touching color (#ffff00)?> then\n insert (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) - (271)) at (1) of [coin v] \n insert (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) - (270)) at (1) of [coin v] \n insert (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) - (269)) at (1) of [coin v] \n insert (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) - (1)) at (1) of [coin v] \n insert ((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) at (1) of [coin v] \n insert (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) + (1)) at (1) of [coin v] \n insert (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) + (269)) at (1) of [coin v] \n insert (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) + (270)) at (1) of [coin v] \n insert (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) + (271)) at (1) of [coin v] \n change [coin v] by (1)\n wait (0) seconds\n end\n end\nend\n\nwhen I receive [ばねに触ったよ v]\ninsert (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) - (271)) at (1) of [ばね v] \ninsert (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) - (270)) at (1) of [ばね v] \ninsert (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) - (269)) at (1) of [ばね v] \ninsert (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) - (1)) at (1) of [ばね v] \ninsert ((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) at (1) of [ばね v] \ninsert (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) + (1)) at (1) of [ばね v] \ninsert (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) + (269)) at (1) of [ばね v] \ninsert (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) + (270)) at (1) of [ばね v] \ninsert (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) + (271)) at (1) of [ばね v] \nwait (0.1) seconds\nwait until <not <touching color (#ff7a00)?>>\ndelete all of [ばね v]\n\ndefine 中間獲得\n中間確認 (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) - (271))\n中間確認 (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) - (270))\n中間確認 (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) - (269))\n中間確認 (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) - (1))\n中間確認 ((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) ))\n中間確認 (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) + (1))\n中間確認 (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) + (269))\n中間確認 (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) + (270))\n中間確認 (((((270) * ([floor v] of (((y position) + (180)) / (20)) )) - (270)) + ([floor v] of (進度/270) )) + (271))\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\nif <(test_hold) = [y]> then\n set [速さx v] to [0]\n point in direction (90)\n hide\n wait (1) seconds\n show\n set [プログラム管理 v] to [つくる]\n broadcast (ストップ v)\nelse\n set [速さx v] to [0]\n point in direction (90)\n hide\n wait (1.2) seconds\n show\n スポーン\nend\n\ndefine 中間確認 (番号)\nif <(item (番号) of [ステージ v]) = [q]> then\n set [スポーン地点 v] to (番号)\n set [エフェクトクローンズ v] to [2]\n broadcast (エフェクト v)\nend\n\n@ライブラリ\n\nwhen flag clicked\nhide\nforever\n if <(プログラム管理) = [つくる]> then\n go to [front v] layer\n show\n switch costume to (ブロック選択)\n else\n hide\n end\nend\n\nwhen flag clicked\nset size to (80) %\nforever\n go to x: (-215) y: (120)\n repeat (2)\n repeat (4)\n change y by (2)\n end\n repeat (2)\n change y by (-4)\n end\n end\n wait (0.8) seconds\nend\n\nwhen this sprite clicked\nif <(変更) = [y]> then\n set [変更 v] to [n]\n broadcast (表を開く v)\nend\n\n@両サイド壁\n\nhide\n\nshow\n\nwhen flag clicked\nhide\nwait until <(プログラム管理) = [つくる]>\nshow\nset size to (100) %\ngo to [back v] layer\n\n@パーツ選択\n\nwhen flag clicked\nリスト\nset [ブロック選択 v] to [a]\nhide\nwait until <(プログラム管理) = [つくる]>\nshow\nset size to (100) %\nswitch costume to (ボタン v)\nforever\n if <(プログラム管理) = [つくる]> then\n show\n else\n hide\n end\n go to x: (0) y: (0)\nend\n\nwhen I receive [表を開く v]\ngo to [front v] layer\nswitch costume to (表 v)\nwait (0.2) seconds\nwait until <mouse down?>\nif <mouse down?> then\n switch costume to (ボタン v)\n if <[0] < <((((マウスy座標) * (-7)) + (41)) + ((マウスx座標) + (5))) < [26]>> then\n set [ブロック選択 v] to (item ((((マウスy座標) * (-7)) + (41)) + ((マウスx座標) + (5))) of [ペンが場所を知りたいらしいよ v])\n end\nend\nwait (0.1) seconds\nset [変更 v] to [y]\n\ndefine リスト\ndelete all of [ペンが場所を知りたいらしいよ v]\nadd [a] to [ペンが場所を知りたいらしいよ v]\nadd [b] to [ペンが場所を知りたいらしいよ v]\nadd [c] to [ペンが場所を知りたいらしいよ v]\nadd [d] to [ペンが場所を知りたいらしいよ v]\nadd [e] to [ペンが場所を知りたいらしいよ v]\nadd [f] to [ペンが場所を知りたいらしいよ v]\nadd [g] to [ペンが場所を知りたいらしいよ v]\nadd [h] to [ペンが場所を知りたいらしいよ v]\nadd [i] to [ペンが場所を知りたいらしいよ v]\nadd [j] to [ペンが場所を知りたいらしいよ v]\nadd [k] to [ペンが場所を知りたいらしいよ v]\nadd [l] to [ペンが場所を知りたいらしいよ v]\nadd [m] to [ペンが場所を知りたいらしいよ v]\nadd [n] to [ペンが場所を知りたいらしいよ v]\nadd [o] to [ペンが場所を知りたいらしいよ v]\nadd [q] to [ペンが場所を知りたいらしいよ v]\nadd [r] to [ペンが場所を知りたいらしいよ v]\nadd [a] to [ペンが場所を知りたいらしいよ v]\nadd [a] to [ペンが場所を知りたいらしいよ v]\nadd [a] to [ペンが場所を知りたいらしいよ v]\nadd [a] to [ペンが場所を知りたいらしいよ v]\nadd [a] to [ペンが場所を知りたいらしいよ v]\nadd [a] to [ペンが場所を知りたいらしいよ v]\nadd [a] to [ペンが場所を知りたいらしいよ v]\nadd [z] to [ペンが場所を知りたいらしいよ v]\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n if <(変更) = [y]> then\n set [変更 v] to [n]\n broadcast (表を開く v)\n end\nend\n\n@左ボタン\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n if <(プログラム管理) = [つくる]> then\n go to [front v] layer\n show\n switch costume to (ブロック選択)\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n if <[11] < (進度/270)> then\n change [進度/270 v] by (-1)\n wait (0.1) seconds\n end\n end\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <[11] < (進度/270)> then\n change [進度/270 v] by (-1)\nend\n\n@右ボタン\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n if <(プログラム管理) = [つくる]> then\n go to [front v] layer\n show\n switch costume to (ブロック選択)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n if <(進度/270) < [260]> then\n change [進度/270 v] by (1)\n wait (0.1) seconds\n end\n end\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(進度/270) < [260]> then\n change [進度/270 v] by (1)\nend\n\n@セーブ\n\ndefine データ圧縮\ndelete all of [セーブコード v]\nset [圧縮 v] to [2]\nhide list [セーブコード v]\ninsert [1a] at (1) of [セーブコード v] \ninsert [もし処理が遅ければターボモードにしてください] at (2) of [セーブコード v] \nrepeat until <(圧縮) = [2431]>\n 圧縮作業\nend\nreplace item (2) of [セーブコード v] with [トリプルクリックでコピー Copy with triple click]\n\ndefine 圧縮作業\nset [保持 v] to (item (圧縮) of [ステージ v])\nif <(保持) = (item (圧縮) of [ステージ v])> then\n set [圧縮テキスト v] to (保持)\n set [保持回数 v] to [1]\n change [圧縮 v] by (1)\n repeat until <not <(item (圧縮) of [ステージ v]) = (保持)>>\n change [保持回数 v] by (1)\n change [圧縮 v] by (1)\n end\n if <(length of (保持回数)) = [2]> then\n 置き換える [?]\n end\n if <(length of (保持回数)) = [3]> then\n 置き換える [\(]\n end\n if <(length of (保持回数)) = [4]> then\n 置き換える [\)]\n end\n 置き換える (保持回数)\n 置き換える (item ((圧縮) - (1)) of [ステージ v])\nelse\n set [保持回数 v] to [1]\n change [圧縮 v] by (1)\n 置き換える (item (圧縮) of [ステージ v])\nend\n\ndefine 置き換える (圧縮テキスト)\nset [圧縮テキスト v] to (圧縮テキスト)\nreplace item (1) of [セーブコード v] with (join (item (1) of [セーブコード v]) (圧縮テキスト))\n\nwhen flag clicked\nhide\nshow list [セーブコード v]\nswitch costume to (1 v)\nwait until <(プログラム管理) = [つくる]>\nforever\n go to x: (0) y: (0)\n if <(プログラム管理) = [つくる]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(変更) = [y]> then\n set [変更 v] to [n]\n データ圧縮\n if <[500] < (length of (item (1) of [セーブコード v]))> then\n add [コメント機能では500文字までしか投稿できません。⇩500文字ごとに分割] to [セーブコード v]\n add [With the comment function, you can only post up to 500 characters. ⇩ Divide every 500 characters] to [セーブコード v]\n セーブコード分割速度上昇\n end\n add [Zキーで閉じる   press Z to close] to [セーブコード v]\n wait until <key (z v) pressed?>\n show list [セーブコード v]\n set [変更 v] to [y]\nend\n\ndefine セーブコード分割速度上昇\nset [セーブ分割 v] to [1]\nrepeat ([ceiling v] of ((length of (item (1) of [セーブコード v])) / (500)) )\n insert (letter (セーブ分割) of (item (1) of [セーブコード v])) at ((5) + ([floor v] of ((セーブ分割) / (500)) )) of [セーブコード v] \n change [セーブ分割 v] by (1)\n repeat (499)\n if <not <(セーブ分割) = ((length of (item (1) of [セーブコード v])) + (1))>> then\n replace item ((5) + ([floor v] of ((セーブ分割) / (500)) )) of [セーブコード v] with (join (item ((5) + ([floor v] of ((セーブ分割) / (500)) )) of [セーブコード v]) (letter (セーブ分割) of (item (1) of [セーブコード v])))\n change [セーブ分割 v] by (1)\n end\n end\nend\n\n@ロード\n\ndefine 読み込み (セーブコード)\nset [セーブコードの何文字目 v] to [1]\ndelete all of [ステージ v]\nset [何桁が数字 v] to [1]\nrepeat until <(length of (ステージ)) = [2430]>\n 記号対応 (セーブコード)\n repeat (何桁が数字)\n set [数字を足していく v] to (((数字を足していく) * (10)) + (letter (セーブコードの何文字目) of (セーブコード)))\n change [セーブコードの何文字目 v] by (1)\n end\n repeat (数字を足していく)\n add (letter (セーブコードの何文字目) of (セーブコード)) to [ステージ v]\n end\n change [セーブコードの何文字目 v] by (1)\n if <(セーブコードの何文字目) > [100000]> then\n broadcast (バグったんですけどー!? v)\n stop [this script v]\n end\nend\n\ndefine 記号対応 (あセーブコード)\nset [数字を足していく v] to [0]\nif <(letter (セーブコードの何文字目) of (あセーブコード)) = [?]> then\n set [何桁が数字 v] to [2]\n set [セーブコードの何文字目 v] to ((セーブコードの何文字目) + (1))\nelse\n if <(letter (セーブコードの何文字目) of (あセーブコード)) = [\(]> then\n set [何桁が数字 v] to [3]\n set [セーブコードの何文字目 v] to ((セーブコードの何文字目) + (1))\n else\n if <(letter (セーブコードの何文字目) of (あセーブコード)) = [\)]> then\n set [何桁が数字 v] to [4]\n set [セーブコードの何文字目 v] to ((セーブコードの何文字目) + (1))\n else\n if <<not <(letter (セーブコードの何文字目) of (あセーブコード)) = [?]>> and <<not <(letter (セーブコードの何文字目) of (あセーブコード)) = [\(]>> and <not <(letter (セーブコードの何文字目) of (あセーブコード)) = [\)]>>>> then\n set [何桁が数字 v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nset [ロード表 v] to [n]\nリスト挿入\nhide\nswitch costume to (1 v)\nwait until <(プログラム管理) = [つくる]>\nforever\n go to x: (0) y: (0)\n if <(プログラム管理) = [つくる]> then\n show\n else\n hide\n end\nend\n\ndefine リスト挿入\ndelete all of [ロード official code v]\ninsert [1a?26a2z\(251a1p2z1b7a1c2z1b2a2z1b1a1f1a1c2z1f2z1r?10a\(210z?20a4z1b5a1c?19z?10a\(210z?20a5z1b3a1c?20z?10a\(210z?20a?30z?10a\(210z?20a?30z?10a\(210z?20a?30z?10a\(210z?20a?30z?10a\(210z?20a?30z?10a\(210z?10a] at (1) of [ロード official code v] \ninsert [1a?26a1d?14a1d\(237a1p1z8a2e1b4a1d2a1c1z1g1z7a2d4z1f4z1r8a\(199z?20a2z8a2e1z1b3a1d1a1c4z7a1d?11z8a\(199z?20a?10z2e4z1b1z1c5z8a?11z8a\(199z?20a?10z2e?12z1a3i1a3j?11z8a\(199z?20a?10z2e?31z8a\(199z?20a?10z2e?31z8a\(199z?20a?10z2e?31z8a\(199z?20a?10z2e?31z8a\(199z?10a] at (2) of [ロード official code v] \ninsert [1a?21a8z?12a1d1a1d1z4a1z2d\(227a1p1b9a1f8e3a1c1z2h1z1q1z2e1d1a1d6e2d3a3f2a1f3a7f1a1z2h2z1r2z8a\(171z?20a2z1b8a1z8e2a1c7z2e1d1a1d6e2d3a3z2a1z3a1z2e1z2e1z1a8z8a\(171z?20a3z1b7a1z8e1a1c8z2e1d1a1d6e2d3a3z1b1c2z2f1z2e1z2e1z1a8z8a\(171z?20a4z1b4a2f1z3e2z3e?10z2e1d1a1d2e2d2e2d2a1c7z2e1a2z1a2z1a1c8z8a\(171z?20a5z1b3a6e2z7e2a4z2e3d2e2d6e8z2e?16z8a\(171z?20a9z6e2d7e2a4z7e2d6e8z2e?16z8a\(171z?20a9z6e2d7e2a4z7e2d6e?26z8a\(171z?20a?14z4d6z2a?11z6d?28z8a\(171z?10a] at (3) of [ロード official code v] \n\nwhen this sprite clicked\nif <(変更) = [y]> then\n set [変更 v] to [n]\n set [ロード表 v] to [y]\n wait (0.2) seconds\n wait until <mouse down?>\n if <not <<<[-100] < (mouse y)> and <(mouse y) < [100]>> and <<[-140] < (mouse x)> and <(mouse x) < [100]>>>> then\n set [ロード表 v] to [n]\n wait (0.2) seconds\n set [変更 v] to [y]\n end\nend\n\nwhen I receive [ロード v]\nif <(ロード番号) = [0]> then\n go to [front v] layer\n ask [セーブコードを入力してください。Please enter the save code.] and wait\n if <<not <(length of (answer)) < [10]>> and < (answer) contains [1a]?>> then\n set [進度/270 v] to [11]\n 読み込み (answer)\n set [ロード表 v] to [n]\n wait (0.2) seconds\n set [変更 v] to [y]\n else\n think [そのコードは読み込めません。The save code cannot be read.] for (2) seconds\n set [ロード表 v] to [n]\n wait (0.2) seconds\n set [変更 v] to [y]\n end\nelse\n set [進度/270 v] to [11]\n 読み込み (item (ロード番号) of [ロード official code v])\n set [ロード表 v] to [n]\n wait (0.2) seconds\n set [変更 v] to [y]\nend\n\n@ロード2\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nwait until <(プログラム管理) = [つくる]>\nforever\n go to x: (0) y: (0)\n if <(プログラム管理) = [つくる]> then\n if <(ロード表) = [y]> then\n show\n else\n hide\n end\n else\n hide\n end\n if <(costume [number v]) = [2]> then\n show\n stop [this script v]\n end\nend\n\nwhen this sprite clicked\nif <[100] < (mouse y)> then\n set [ロード表 v] to [n]\n wait (0.2) seconds\n set [変更 v] to [y]\nelse\n if <(mouse y) < [-20]> then\n ロード命令 [0]\n else\n if <(mouse y) < [20]> then\n 番号処理 [1]\n else\n if <(mouse y) < [60]> then\n 番号処理 [1]\n else\n if <(mouse y) < [101]> then\n 番号処理 [1]\n else\n broadcast (バグったんですけどー!? v)\n end\n end\n end\n end\nend\n\nwhen I receive [バグったんですけどー!? v]\nswitch costume to (hello,guys君 v)\nshow\n\ndefine ロード命令 (番号)\nset [ロード番号 v] to (番号)\nbroadcast (ロード v)\n\ndefine 番号処理 (左の番号)\nif <(mouse x) < [-60]> then\n ロード命令 (左の番号)\nelse\n if <(mouse x) < [20]> then\n ロード命令 ((左の番号) + (1))\n else\n ロード命令 ((左の番号) + (2))\n end\nend\n\ngo to [front v] layer\n\n@上ボタン\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n if <(プログラム管理) = [つくる]> then\n go to [front v] layer\n show\n switch costume to (ブロック選択)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(キャラ Y座標) < [140]> then\n change [キャラ y座標 v] by (40)\n wait (0.1) seconds\n end\n end\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(キャラ Y座標) < [140]> then\n change [キャラ y座標 v] by (40)\nend\n\n@下ボタン\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n if <(プログラム管理) = [つくる]> then\n go to [front v] layer\n show\n switch costume to (ブロック選択)\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <[-140] < (キャラ Y座標)> then\n change [キャラ y座標 v] by (-40)\n wait (0.1) seconds\n end\n end\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <[-140] < (キャラ Y座標)> then\n change [キャラ y座標 v] by (-40)\nend\n\n@プレイ\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nwait until <(プログラム管理) = [つくる]>\ngo to x: (0) y: (0)\nshow\nforever\n if <(プログラム管理) = [つくる]> then\n switch costume to (1 v)\n else\n switch costume to (2 v)\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n if <(変更) = [y]> then\n if <[-115] < (mouse y)> then\n set [test_hold v] to [y]\n set [変更 v] to [n]\n broadcast (プレイ開始 v)\n else\n set [test_hold v] to [n]\n set [変更 v] to [n]\n broadcast (プレイ開始 v)\n end\n end\nelse\n broadcast (ストップ v)\n wait (1) seconds\nend\n\n@その他\n\nwhen flag clicked\nhide\nswitch costume to (2 v)\nwait until <(プログラム管理) = [つくる]>\ngo to x: (0) y: (0)\nshow\nforever\n if <(プログラム管理) = [つくる]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nthink [sorry,you can't use it まだ使えません] for (2) seconds\n\n@エフェクト\n\nwhen I receive [エフェクト v]\nset [ghost v] effect to (0)\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (null v)\nshow\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (null v)\nshow\nforever\n if <(プログラム管理) = [つくる]> then\n set [クローン? v] to [0]\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (0)\nif <<not <(クローン?) = [1]>> and <(エフェクトクローンズ) = [1]>> then\n set [クローン? v] to [1]\n switch costume to (鍵 v)\n go to x: (0) y: (キャラ Y座標)\n set size to (100) %\n repeat (10)\n change size by (2)\n change [ghost v] effect by (10)\n end\nelse\n if <<not <(クローン?) = [2]>> and <(エフェクトクローンズ) = [2]>> then\n set [クローン? v] to [2]\n switch costume to (はた v)\n go to x: (0) y: (キャラ Y座標)\n set size to (100) %\n repeat (10)\n change size by (2)\n change [ghost v] effect by (10)\n end\n else\n if <(エフェクトクローンズ) = [3]> then\n set [ゴールエフェクト v] to [-21.5]\n go to x: (270) y: (0)\n switch costume to (ゴール v)\n repeat (20)\n change x by (ゴールエフェクト)\n change [ゴールエフェクト v] by (1)\n end\n wait (1) seconds\n set [プログラム管理 v] to [つくる]\n broadcast (ストップ v)\n go to [front v] layer\n repeat (30)\n go to [front v] layer\n change x by (ゴールエフェクト)\n change [ゴールエフェクト v] by (-1)\n end\n switch costume to (null v)\n end\n end\nend\ndelete this clone\n\n@広告\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\ngo to x: (0) y: (-180)\nwait (20) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change y by (2)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (-2)\nend\n\n
CandyLand || A Mobile Friendly Platformer #games #fun #all #platformers
@Stage\n\nwhen flag clicked\nswitch backdrop to (costume1 v)\n\nwhen flag clicked\nforever\n play sound [659922_Stardust v] until done\nend\n\n@Platformer Engine\n\nwhen I receive [up v]\ngo to x: (-201) y: (-59)\n\nwhen flag clicked\nshow\nset size to (150) %\nswitch costume to (player v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (-59)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n switch costume to (right v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\n switch costume to (left v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#ffa6e4)?> or <<touching color (#ff3ac4)?> or <touching color (#fa00af)?>>> then\n change y by (1)\n if <<touching color (#ffa6e4)?> or <<touching color (#ff3ac4)?> or <touching color (#fa00af)?>>> then\n change y by (1)\n if <<touching color (#ffa6e4)?> or <<touching color (#ff3ac4)?> or <touching color (#fa00af)?>>> then\n change y by (1)\n if <<touching color (#ffa6e4)?> or <<touching color (#ff3ac4)?> or <touching color (#fa00af)?>>> then\n change y by (1)\n if <<touching color (#ffa6e4)?> or <<touching color (#ff3ac4)?> or <touching color (#fa00af)?>>> then\n change y by (1)\n if <<touching color (#ffa6e4)?> or <<touching color (#ff3ac4)?> or <touching color (#fa00af)?>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#ffa6e4)?> or <<touching color (#ff3ac4)?> or <touching color (#fa00af)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#ffa6e4)?> or <<touching color (#ff3ac4)?> or <touching color (#fa00af)?>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [16]\n end\n end\n if <<touching color (#ff0000)?> or <touching color (#800000)?>> then\n start sound [Oops v]\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <touching (trampoline v)?> then\n start sound [Big Boing v]\n set [yv v] to [22]\n end\n if <<(x position) > [-228]> and <(y position) < [-175]>> then\n start sound [Oops v]\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <(x position) = [246]> then\n go to x: (-197) y: (-63)\n next backdrop\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\nshow\nset size to (150) %\nswitch costume to (player v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (-59)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n switch costume to (costume2 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\n switch costume to (costume3 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change y by (1)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change y by (1)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change y by (1)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change y by (1)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change y by (1)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [16]\n end\n end\n if <<touching color (#ff0000)?> or <touching color (#800000)?>> then\n start sound [Oops v]\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <touching (trampoline v)?> then\n start sound [Big Boing v]\n set [yv v] to [22]\n end\n if <<(x position) > [-228]> and <(y position) < [-175]>> then\n start sound [Oops v]\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <(x position) = [246]> then\n go to x: (-197) y: (-63)\n next backdrop\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\nshow\nset size to (150) %\nswitch costume to (player v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (-59)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\n switch costume to (costume3 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change y by (1)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change y by (1)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change y by (1)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change y by (1)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change y by (1)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [16]\n end\n end\n if <<touching color (#ff0000)?> or <touching color (#800000)?>> then\n start sound [Oops v]\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <touching (trampoline v)?> then\n start sound [Big Boing v]\n set [yv v] to [22]\n end\n if <<(x position) > [-228]> and <(y position) < [-175]>> then\n start sound [Oops v]\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <(x position) = [246]> then\n go to x: (-197) y: (-63)\n next backdrop\n end\nend\n\nwhen backdrop switches to [backdrop11 v]\nshow\nset size to (150) %\nswitch costume to (player v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (-59)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\n switch costume to (costume3 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change y by (1)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change y by (1)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change y by (1)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change y by (1)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change y by (1)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#1eff00)?> or <<touching color (#108d00)?> or <touching color (#462500)?>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [16]\n end\n end\n if <<touching color (#ff0000)?> or <touching color (#800000)?>> then\n start sound [Oops v]\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <touching (trampoline v)?> then\n start sound [Big Boing v]\n set [yv v] to [22]\n end\n if <<(x position) > [-228]> and <(y position) < [-175]>> then\n start sound [Oops v]\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <(x position) = [246]> then\n go to x: (-197) y: (-63)\n next backdrop\n end\nend\n\nwhen I start as a clone\nswitch costume to (invis v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (alright bros let's go v)\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\n@TOOLS\n\n@TB\n\nwhen flag clicked\nhide\n\n
CandyLand A Mobile Friendly Platformer\n\nHope you didn't have too much sugar today lol\nLike and fav pls! Follow for more content!\nTHX FOR TRENDING!!! (Kinda far down tho)\n\nIt's been more than a month since I made a platformer lol so I made one for you to enjoy! :D\n\nTAGS:\n#trentontnt #platformer #candy #food #all #love #like #favorite #enjoy #yummy #travister88 \n\nAND OF COURSE...\n#games #games #games #games #games #games \n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games \n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games \n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games \n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games \n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games \n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games \n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games \n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games \n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games \n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games \n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nLOL U ARE SO TOXIC :| Comment "Candy is delicious!" Like and fav!!!
In the sky - Platformer
@Stage\n\nwhen [m v] key pressed\nset volume to (0) %\n\nwhen I receive [intro v]\nset volume to (70) %\nforever\n play sound (Song) until done\nend\n\nwhen I receive [start v]\nif <(Speedrunner?) = [1]> then\n set [song v] to [ohdream]\n stop all sounds\nelse\n set [song v] to [palm]\nend\n\nwhen flag clicked\nset [song v] to [palm]\n\n@InTheAir\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\ngo to x: (0) y: (300)\nhide variable [record decrypted v]\nhide variable [player decrypted v]\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\nhide variable [record decrypted v]\nhide variable [player decrypted v]\n\nwhen I receive [menu v]\nshow variable [record decrypted v]\nshow variable [player decrypted v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (300)\nshow\nnext costume\nrepeat (9)\n change y by (-10)\nend\nforever\n point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (6)))\nend\n\nwhen I receive [shop v]\nhide\nhide variable [record decrypted v]\nhide variable [player decrypted v]\n\nset [☁ speedrunner v] to [191919]\n\n@Cloud\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(start) = [1]> then\n delete this clone\nend\nshow\ngo to [front v] layer\ngoto x [-666] y (pick random (120) to (140))\nswitch costume to (cloud v)\nrepeat until <<(x position) > [310]> or <(start) = [1]>>\n goto x ((x position) + (4)) y (y position)\nend\nif <(start) = [1]> then\n delete this clone\nend\ncreate clone of (_myself_ v)\ndelete this clone\n\nwait (pick random (2.) to (4)) seconds\n\ngo to x: (-300) y: (0)\n\ndefine goto x (x) y (y)\nswitch costume to (sizebypass v)\nset size to (10800) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (cloud v)\n\nwhen I receive [start v]\nchange [start v] by (1)\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [menu v]\nhide\nset [start v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I receive [shop v]\nchange [start v] by (1)\nstop [other scripts in sprite v]\nhide\n\n@StartButton\n\nwhen flag clicked\nhide\n\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n else\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nbroadcast (start v)\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [menu v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n else\n clear graphic effects\n end\nend\n\nwhen I receive [shop v]\nstop [other scripts in sprite v]\nhide\n\n@Player\n\ndefine Reset\ngo to x: (-217) y: (140)\nset [y velocity v] to [0]\nset [x vel v] to [0]\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nshow\nset rotation style [all around v]\ngo to x: (-217) y: (140)\nclear graphic effects\nset [level v] to [1]\nshow\npoint in direction (90)\nset [x vel v] to [0]\nreset timer\nset [clonei v] to [0]\nset [y velocity v] to [0]\nReset\nforever\n clear graphic effects\n switch costume to (PlayerSkin)\n switch backdrop to ((Level) + (1))\n if <<<mouse down?> and <(mouse x) > (x position)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x vel v] by (1.5)\n end\n if <<<mouse down?> and <(mouse x) < (x position)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x vel v] by (-1.5)\n end\n set [x vel v] to ((X vel) * (0.85))\n change x by (X vel)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change x by ((X vel) * (-1))\n change y by (-5)\n if <<<<mouse down?> and <(mouse y) > (y position)>> or <key (up arrow v) pressed?>> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-5]\n else\n set [x vel v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-0.5)\n change y by (Y velocity)\n if <touching color (#ff0000)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching color (#ff0000)?> then\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>>> then\n set [y velocity v] to [10]\n end\n end\n change y by (1)\n if <touching color (#2600ff)?> then\n Reset\n end\n if <(x position) > [240]> then\n broadcast (next level v)\n next backdrop\n if <(backdrop [number v]) = [23]> then\n broadcast (Won v)\n end\n if <(backdrop [number v]) = [1]> then\n broadcast (ripballons v)\n reset timer\n end\n change [level v] by (2)\n Reset\n end\n if <(y position) < [-170]> then\n Reset\n end\n switch backdrop to (Level)\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nerase all\nswitch backdrop to (backdrop2 v)\nhide\n\nif <(Level) = [1]> then\n switch backdrop to ((Level) + (2))\nend\n\nwhen flag clicked\nset [speedrunner? v] to [0]\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nerase all\nhide\nhide variable [timer v]\n\nwhen I start as a clone\n\nset [ghost v] effect to (70)\n\nwait (0.05) seconds\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nchange [clonei v] by (1)\n\nif <(CloneI) > [2]> then\n erase all\n set [clonei v] to [0]\nend\n\nset pen color to ((200) * (16777216))\nstamp\n\ndefine Make blurr effect\nset [prevx v] to (x position)\nset [prevy v] to (y position)\npoint towards (mouse-pointer v)\nerase all\nif <(X vel) < [0]> then\n set [dist v] to [-5]\nelse\nend\nset [dist v] to ((X vel) * (0.04))\nset [ghost v] effect to (100)\nswitch costume to (join (PlayerSkin) [T])\nrepeat (10)\n move (Dist) steps\n change [color v] effect by (-2)\n stamp\nend\nrepeat (10)\n move (Dist) steps\n change [color v] effect by (2)\n stamp\nend\ngo to x: (prevX) y: (prevY)\npoint in direction (90)\n\nMake blurr effect\nMake blurr effect\n\nwhen I receive [start v]\nforever\n set [timer v] to (timer)\n if <(Speedrunner?) = [1]> then\n show variable [timer v]\n else\n hide variable [timer v]\n end\nend\n\nwhen I receive [newrecord v]\nsay (join (join [Congrats! You now have the new record of speedrunning by ] ((enDecrypt) - (lastTImer))) [ seconds faster!]) for (4) seconds\n\nwhen flag clicked\nhide variable [timer v]\n\nwhen I receive [menu v]\n\n@Sky\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (costume2 v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [menu v]\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\nbroadcast (Decrypt speedrunner statistics v)\n\n@Balloon1\n\nwhen I receive [won v]\nhide\nforever\n repeat (pick random (1) to (4))\n create clone of (_myself_ v)\n end\n wait (pick random (2) to (4)) seconds\nend\n\nwhen flag clicked\nhide\nset [again v] to [0]\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-220) to (220)) y: (183)\nrepeat until <<(again) = [1]> or <(y position) < [-200]>>\n change y by (-4)\nend\ndelete this clone\n\nwhen I receive [start v]\nset [again v] to [0]\n\nwhen I receive [menu v]\nset [again v] to [1]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [ripballons v]\nset [again v] to [1]\nstop [other scripts in sprite v]\nhide\n\n@Menubutton\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [start v]\nshow\ngo to x: (205) y: (163)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (6)))\n else\n set [ghost v] effect to (70)\n point in direction (90)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Menu v)\nstop [other scripts in sprite v]\nhide\n\n@Shop\n\nwhen flag clicked\nhide\n\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n else\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nbroadcast (shop v)\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [menu v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n else\n clear graphic effects\n end\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nset [shop v] to [0]\nset [playerskin v] to [1]\n\nwhen I receive [menu v]\nset [shop v] to [0]\nclear graphic effects\nhide\n\nwhen I receive [shop v]\nset [shop v] to [1]\nCreate clones\n\ndefine Create clones\ngo to x: (-220) y: (-100)\nswitch costume to (1 v)\nshow\nset [clone # v] to [0]\nrepeat (5)\n change x by (80)\n change [clone # v] by (1)\n create clone of (_myself_ v)\n next costume\nend\nhide\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (Clone #)\nshow\nrepeat until <(Shop) = [0]>\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n else\n clear graphic effects\n end\n if <(Clone #) = (PlayerSkin)> then\n switch costume to (join (Clone #) [b])\n else\n switch costume to (Clone #)\n end\nend\ndelete this clone\n\nshow\n\nwhen this sprite clicked\nset [playerskin v] to (Clone #)\n\ngo to [front v] layer\n\n@Sprite2\n\nwhen I receive [shop v]\ngo to [back v] layer\nset [ghost v] effect to (20)\ngo [forward v] (1) layers\nshow\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [menu v]\nhide\n\n@Exit\n\nwhen I receive [menu v]\ngo to [front v] layer\nhide\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [shop v]\nclear graphic effects\nshow\nwait until <(Shop) = [1]>\nrepeat until <(Shop) = [0]>\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n else\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nbroadcast (Menu v)\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\nwhen I receive [won v]\nset [lasttimer v] to (Timer)\nDecrypt (☁ Speedrunner)\ncheck if new scratcher\nif <[1] = [1]> then\n if <(enDecrypt) > (lastTImer)> then\n broadcast (newRecord v)\n Encrypt (lastTImer)\n set [☁ speedrunner v] to (encrypt)\n Encrypt (username)\n set [☁ speedrunner player v] to (encrypt)\n end\nend\n\ndefine Decrypt (str)\nset [endecrypt v] to []\nset [i v] to [1]\nrepeat ([floor v] of ((length of (str)) / (2)) )\n set [endecrypt v] to (join (enDecrypt) (item (join (letter (i) of (str)) (letter ((i) + (1)) of (str))) of [symb v]))\n change [i v] by (2)\nend\n\ndefine Encrypt (str)\nset [encrypt v] to []\nset [i v] to [1]\nrepeat (length of (str))\n set [encrypt v] to (join (encrypt) (item # of (letter (i) of (str)) in [symb v]))\n change [i v] by (1)\nend\n\nEncrypt [9999]\n\nDecrypt (encrypt)\n\ndefine check if new scratcher\nset [☁ newscratcher? v] to [1]\nset [isscratcher? v] to [0]\nif <(☁ NewScratcher?) = [1]> then\n set [isscratcher? v] to [1]\nend\nset [☁ newscratcher? v] to [0]\n\nDecrypt (☁ Speedrunner player)\n\nwhen I receive [decrypt speedrunner statistics v]\nDecrypt (☁ Speedrunner player)\nset [player decrypted v] to (join [Top speedrunner: ] (enDecrypt))\nDecrypt (☁ Speedrunner)\nset [record decrypted v] to (join (join [Worldrecord: ] (enDecrypt)) [s])\n\nEncrypt [99999]\n\nset [☁ speedrunner v] to (encrypt)\n\n@pear\n\nwhen flag clicked\nshow\ngo to [front v] layer\nreset timer\npoint in direction (90)\nclear graphic effects\nswitch costume to (costume1 v)\nset size to (100) %\nrepeat (50)\n change size by (1)\nend\nwait (.5) seconds\nstart sound [Crunch v]\nnext costume\nrepeat (4)\n change x by (-8)\n change y by (8)\n wait (.05) seconds\n change x by (8)\n change y by (-8)\nend\nwait (1) seconds\nbroadcast (fae v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\nhide\nwait (.5) seconds\nbroadcast (Menu v)\nbroadcast (intro v)\n\nwhen flag clicked\nforever\n point in direction ((90) + (([sin v] of ((timer) * (30)) ) * (5)))\nend\n\n@Text\n\nwhen I receive [fae v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\nshow\n\n@speedrunner\n\nwhen I receive [menu v]\nshow\ngo to [front v] layer\nforever\n switch costume to (hitbox v)\n switch costume to (Speedrunner?)\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(Speedrunner?) = [1]> then\n set [speedrunner? v] to [0]\nelse\n set [speedrunner? v] to [1]\nend\n\nwhen I receive [shop v]\nhide\n\n
|-------------------------------------------------------|\n| SPEEDRUNNER UPDATE |\n|-------------------------------------------------------|\nNow you can speedrun against other Scratchers! By checking the "Speedrun" check in the menu, you can beat the current record if you're a Scratcher! And, others Scratchers will see your record!\n\nNow mobile friendly & redesigned!\n\nUse WASD to move, touchscreen, arrow keys or space for jumping!\nThanks so much for SDS!\n\nFollow - Like - Favorite!\n!--- All advertising will be reported ---!\n\nmy friend said the it was too easy... so new level xD\n
Platformer Engine
@Stage\n\nwhen flag clicked\nforever\n play sound [music v] until done\n wait (1) seconds\nend\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@player\n\nwhen flag clicked\nbroadcast (Restart v)\nset [level v] to [1]\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) > [239]> then\n broadcast (Next Level v) and wait\n change [level v] by (1)\n end\n if <touching (danger 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: (-164) y: (-114)\n\n@tiles\n\n@Danger\n\nwhen flag clicked\nforever\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@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\n
REMIXING INSTRUCTIONS\n\nOnce you remixed, delete the thumbnail sprite.\nAll you have to do then is add more level costumes IMPORTANT: If you add a new level, add a new costume to danger and water. If the level does not have any spikes or water, just leave the costume blank.\n\nHOW TO USE\nArrow keys to move.
Platformer Engine #game #platformer
@Stage\n\nwhen flag clicked\nset [levels v] to [1]\nforever\n switch backdrop to (levels)\nend\n\n@player\n\nwhen flag clicked\nset [levels v] to [1]\nbroadcast (next level pog v)\nswitch costume to (normal v)\nclear graphic effects\nset size to (90) %\nshow\nset [x_velocity v] to [0]\nset [y_velocity 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_velocity v] by (1)\n switch costume to (right v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x_velocity v] by (-1)\n switch costume to (left v)\n end\n set [x_velocity v] to ((X_velocity) * (0.91))\n change x by (X_velocity)\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 (-4)\n change x by ((X_velocity) * (-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_velocity) > [0]> then\n set [x_velocity v] to [-10]\n else\n set [x_velocity v] to [10]\n end\n set [y_velocity v] to [15]\n else\n set [x_velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y_velocity v] by (-1)\n change y by (Y_velocity)\n if <touching (ground v)?> then\n change y by ((Y_velocity) - ((Y_velocity) * (2)))\n set [y_velocity v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y_velocity v] to [17]\n end\n change y by (1)\n if <(x position) > [240]> then\n broadcast (next level pog v)\n change [levels v] by (1)\n end\n if <[-180] > (y position)> then\n broadcast (reset oof v)\n end\n if <touching (spike v)?> then\n broadcast (reset oof v)\n end\n if <touching (trampoline v)?> then\n set [y_velocity v] to [20]\n start sound [Boing v]\n end\n if <touching (acid v)?> then\n broadcast (reset oof v)\n end\nend\n\nwhen I receive [next level pog v]\nbroadcast (reset oof v)\n\nwhen I receive [reset oof v]\nset [x_velocity v] to [0]\nset [y_velocity v] to [0]\ngo to x: (-204) y: (20)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\n@ground\n\nwhen flag clicked\ngo [forward v] (1) layers\nforever\n switch costume to (levels)\nend\n\n@spike \n\nwhen flag clicked\nforever\n switch costume to (levels)\nend\n\n@acid\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (levels)\nend\n\n@trampoline\n\nwhen flag clicked\nforever\n if <(levels) = [1]> then\n hide\n end\n if <(levels) = [2]> then\n hide\n end\n if <(levels) = [3]> then\n hide\n end\n if <(levels) = [4]> then\n hide\n end\n if <(levels) = [5]> then\n show\n end\n if <(levels) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (normal v)\nforever\n if <touching (player v)?> then\n next costume\n wait (0.5) seconds\n next costume\n end\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@tb\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
Be creative!!\nMake sure to credit @DrWine31!\n▪ mobile-friendly\n▪ levels\n▪ spikes\n▪ trampolines\n▪ wall jump\n▪ kinda easy to re-code it\n▪ acid
✨ LEAP - Platformer ✨
@Stage\n\n@Sprite1\n\nwhen flag clicked\nshow variable [level v]\nforever\n if <(Level) = [31]> then\n hide variable [level v]\n end\nend\n\nwhen flag clicked\ngo to x: (305) y: (-198)\nset [speed x v] to [0]\nset [speed y v] to [0]\n\nwhen flag clicked\ngo to x: (323) y: (-195)\nset [speed x v] to [0]\nset [speed y v] to [0]\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n broadcast (Next Level v)\n go to x: (330) y: (-195)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [bug v]\ngo to x: (285) y: (-198)\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nMusic\nforever\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [speed x v] by (1)\n end\n change x by (speed x)\n if <touching (sprite2 v)?> then\n change x by ((speed x) * (-1))\n set [speed x v] to [0]\n else\n set [speed x v] to ((speed x) * (.8))\n end\n change y by (speed y)\n if <touching (sprite2 v)?> then\n change y by ((speed y) * (-1))\n set [speed y v] to [0]\n if <(lock) = [0]> then\n if <key (space v) pressed?> then\n set [speed y v] to [10]\n set [lock v] to [1]\n else\n if <key (up arrow v) pressed?> then\n set [speed y v] to [10]\n set [lock v] to [1]\n end\n end\n end\n else\n change [speed y v] by (-1)\n set [lock v] to [0]\n end\nend\n\nwhen I receive [reset v]\ngo to x: (309) y: (-198)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nstart sound [\[MP3DOWNLOAD v]\n\nwhen I receive [skip v]\ngo to x: (309) y: (-198)\n\nwhen flag clicked\nset [spritecolor v] to [0]\nforever\n set [color v] effect to (SpriteColor)\nend\n\n@Sprite2\n\ndefine Next Level\nnext costume\nwait (0.1) seconds\nchange [level v] by (1)\n\nwhen I receive [next level v]\nNext Level\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\nbroadcast (Bug v)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [skip v]\nnext costume\nchange [level v] by (1)\n\n@Portal\n\nwhen I receive [start v]\nwait (0.5) seconds\nshow\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\nshow\nwait (5) seconds\nbroadcast (Next Intro v)\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [next intro v]\nshow\n\nwhen I receive [startbutton v]\nbroadcast (Start v)\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\nwait (5.1) seconds\nshow\n\nwhen this sprite clicked\nbroadcast (Startbutton v)\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n show\nend\n\nwhen this sprite clicked\nbroadcast (Reset v)\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n show\nend\n\nwhen this sprite clicked\nbroadcast (skip v)\n\n
How to make something like this: https://www.youtube.com/watch?v=AF351Zpo-lw\nPress the green flag to start.\nClick the up arrow or space bar to jump\nClick the right arrow to go right\nClick the left arrow to go left\nAdding more levels soon!!!\nAll levels are possible.\nPlease like and star!\nThis game has over 200 blocks!
(The end...) Trolled Platformer: v0.1.3
@Stage\n\nwhen flag clicked\nswitch backdrop to (2 v)\n\nwhen I receive [game on v]\nforever\n play sound [Alan Walker - Force v] until done\nend\n\n@#PLAYER\n\nwhen flag clicked\nbroadcast (GAME ON v)\n\nwhen I receive [game on v]\nset [xv v] to [-190]\nset [yv v] to [-25]\ngo to x: (XV) y: (YV)\nset size to (85) %\nshow\nset [level v] to [1]\nset [y v] to [0]\nset [x v] to [0]\nset [🤕 v] to [0]\nset [my variable v] to [0]\nshow variable [❌ + 🤕 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?>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n change x by (X)\n if <touching (#platforms v)?> then\n change y by (1)\n end\n if <touching (#platforms v)?> then\n change y by (1)\n end\n if <touching (#platforms v)?> then\n change y by (1)\n end\n if <touching (#platforms v)?> then\n change y by (1)\n end\n if <touching (#platforms v)?> then\n change y by (-4)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [10]\n if <([abs v] of (X) ) = (X)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (Y)\n if <touching (#platforms v)?> then\n change y by ((Y) - ((Y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (#platforms v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (#trampoline v)?> then\n set [y v] to [22]\n end\n if <<<<touching (#danger v)?> or <touching (#lava v)?>> or <<touching (#enemy-1 v)?> or <touching (#enemy-2 v)?>>> or <(y position) < [-170]>> then\n set [my variable v] to [1]\n change [🤕 v] by (1)\n start sound [Hurt v]\n go to x: (XV) y: (YV)\n end\n if <(x position) > [240]> then\n change [level v] by (1)\n go to x: (XV) y: (YV)\n end\n end\nend\n\nwhen I receive [set v]\ngo to x: (XV) y: (YV)\n\nbroadcast (NEXT LEVEL v)\n\nwhen I receive [game on v]\nset [❌ v] to [DIE]\nset [🤕 v] to [0]\nforever\n set [❌ + 🤕 v] to (join (❌) (join [ : ] (🤕)))\nend\n\nset [my variable v] to [0]\n\nwhen flag clicked\nwait until <[50] > (join (onlinecloud) (username))>\nwait until <(join (onlinecloud) (username)) < [50]>\n\nwhen flag clicked\nforever\n say (username)\nend\n\n@#PLATFORMS\n\nwhen flag clicked\n\nnext costume\n\nwhen I receive [game on v]\ngo to x: (0) y: (0)\nswitch costume to (costume-1 v)\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [game on v]\nshow\nforever\n if <(LEVEL) = [16]> then\n broadcast (SKIP 📛 v)\n end\nend\n\n@#DANGER\n\nwhen I receive [game on v]\nswitch costume to (danger ⇢ level 1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\nforever\n switch costume to (LEVEL)\nend\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@#LAVA\n\nwhen I receive [game on v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@#THUMBNAIL\n\nwhen I receive [game on v]\nshow\ngo to x: (0) y: (0)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nset [ghost v] effect to (0)\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nswitch costume to (costume1 v)\n\n@#ENEMY-1\n\nwhen I receive [game on v]\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nswitch costume to (costume1 v)\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [game on v]\nshow\nset y to (-100)\nforever\n repeat (2)\n glide (0.85) secs to x: (0) y: (-100)\n glide (0.85) secs to x: (170) y: (-100)\n end\nend\n\nswitch costume to (costume10 v)\n\n@#ENEMY-2\n\nwhen I receive [game on v]\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nswitch costume to (costume1 v)\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [game on v]\nshow\nset y to (-100)\nwait (0.15) seconds\nforever\n repeat (2)\n glide (0.85) secs to x: (10) y: (-100)\n glide (0.85) secs to x: (-180) y: (-100)\n end\nend\n\nswitch costume to (costume10 v)\n\n@#clouwdPLAYER\n\nwhen flag clicked\nbroadcast (GAME ON v)\n\nwhen I receive [game on v]\nset [xv v] to [-190]\nset [yv v] to [-25]\ngo to x: (XV) y: (YV)\nset size to (85) %\nshow\nset [level v] to [1]\nset [y v] to [0]\nset [x v] to [0]\nset [🤕 v] to [0]\nset [my variable v] to [0]\nshow variable [❌ + 🤕 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?>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n change x by (X)\n if <touching (#platforms v)?> then\n change y by (1)\n end\n if <touching (#platforms v)?> then\n change y by (1)\n end\n if <touching (#platforms v)?> then\n change y by (1)\n end\n if <touching (#platforms v)?> then\n change y by (1)\n end\n if <touching (#platforms v)?> then\n change y by (-4)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [10]\n if <([abs v] of (X) ) = (X)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (Y)\n if <touching (#platforms v)?> then\n change y by ((Y) - ((Y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (#platforms v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (#trampoline v)?> then\n set [y v] to [22]\n end\n if <<<<touching (#danger v)?> or <touching (#lava v)?>> or <<touching (#enemy-1 v)?> or <touching (#enemy-2 v)?>>> or <(y position) < [-170]>> then\n set [my variable v] to [1]\n change [🤕 v] by (1)\n start sound [Hurt v]\n go to x: (XV) y: (YV)\n end\n if <(x position) > [240]> then\n change [level v] by (1)\n go to x: (XV) y: (YV)\n end\n end\nend\n\nwhen I receive [set v]\ngo to x: (XV) y: (YV)\n\nbroadcast (NEXT LEVEL v)\n\nwhen I receive [game on v]\nset [❌ v] to [DIE]\nset [🤕 v] to [0]\nforever\n set [❌ + 🤕 v] to (join (❌) (join [ : ] (🤕)))\nend\n\nset [my variable v] to [0]\n\nwhen flag clicked\nwait until <[50] > (join (onlinecloud) (username))>\nwait until <(join (onlinecloud) (username)) < [50]>\n\nwhen flag clicked\nforever\n say (username)\nend\n\nwhen flag clicked\nchange [☁ onlinecloud v] by (1)\n\n
Updates are cancelled, game will move to a new location.\n\n【NOTES】\n✏ WASD GAME\n✏ TRY TO WIN!!\n✏ <^> OR W , A , D ( TO MOVE PLAYER ) AND YEAH\n✏ IT HAS BEEN SHARED ( 15/3/2021 )\n✏ ❤️ & ⭐\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nNO TAGS B)
Midnight Mission Part 2 || ☁️ A multiplayer scrolling platformer #games #all #art
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen I receive [play game v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound (pick random (1) to (3)) until done\nend\n\nwhen I receive [begin v]\n\nforever\n if <not <(CONNECT) = [Connected]>> then\n if <not <(CONNECT) = [Full]>> then\n switch backdrop to (backdrop2 v)\n end\n end\nend\n\n@Blank\n\n@Blank2\n\n@Blank3\n\n@Blank4\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Be careful!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thank you.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (a v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nset [connect v] to [Connecting]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [1436]\n set [y v] to [-95]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n set [x v] to [2619]\n set [y v] to [26]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [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 if <(Speed Boost) = [yes]> then\n change [sx v] by ((2.5) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.75))\n else\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))\n end\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n 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 <(Jump Boost) = [yes]> 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 (8)\n end\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n change [y v] by (6)\n end\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) < (y position)> and <mouse down?>>> then\n change [y v] by (-6)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timout v] to [0]\nelse\n change [timout v] by (1)\nend\nif <(timout) > [999]> then\n broadcast (timeout v)\n hide\nend\nif <touching (main cube v)?> then\n broadcast (Win v)\n set [win v] to [Yes]\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 <(Jump Boost) = [yes]> then\n if <(sx) > [0]> then\n set [sx v] to [-20]\n else\n set [sx v] to [10]\n end\n set [sy v] to [8]\n else\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 end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (jump_through v)?> then\n if <(sy) < [0]> then\n change [y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<<touching (spinny v)?> or <touching (danger v)?>> or <touching (enemies v)?>> then\n set [exit v] to [die]\n change [lives v] by (-1)\n Reset\nend\n\ndefine Game - Win\nif <<touching (main cube v)?> and > then\n broadcast (Win v)\nelse\n if <not <touching (main cube v)?>> then\n broadcast (No win v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right up v)\n if <(Check - 1 \( Complete \)) = [Yes]> then\n switch costume to (right up2 v)\n else\n if <(Check - 2 \( Complete \)) = [Yes]> then\n switch costume to (right up3 v)\n else\n if <(Check - 3 \( Complete \)) = [Yes]> then\n switch costume to (right up4 v)\n else\n if <(Check - 4 \( Complete \)) = [Yes]> then\n switch costume to (right up5 v)\n end\n end\n end\n end\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left up v)\n if <(Check - 1 \( Complete \)) = [Yes]> then\n switch costume to (left up2 v)\n else\n if <(Check - 2 \( Complete \)) = [Yes]> then\n switch costume to (left up3 v)\n else\n if <(Check - 3 \( Complete \)) = [Yes]> then\n switch costume to (left up4 v)\n else\n if <(Check - 4 \( Complete \)) = [Yes]> then\n switch costume to (left up5 v)\n end\n end\n end\n end\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n if <(Check - 1 \( Complete \)) = [Yes]> then\n switch costume to (up2 v)\n else\n if <(Check - 2 \( Complete \)) = [Yes]> then\n switch costume to (up3 v)\n else\n if <(Check - 3 \( Complete \)) = [Yes]> then\n switch costume to (up4 v)\n else\n if <(Check - 4 \( Complete \)) = [Yes]> then\n switch costume to (up5 v)\n end\n end\n end\n end\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n if <(Check - 1 \( Complete \)) = [Yes]> then\n switch costume to (right2 v)\n else\n if <(Check - 2 \( Complete \)) = [Yes]> then\n switch costume to (right3 v)\n else\n if <(Check - 3 \( Complete \)) = [Yes]> then\n switch costume to (right4 v)\n else\n if <(Check - 4 \( Complete \)) = [Yes]> then\n switch costume to (right5 v)\n end\n end\n end\n end\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n if <(Check - 1 \( Complete \)) = [Yes]> then\n switch costume to (left2 v)\n else\n if <(Check - 2 \( Complete \)) = [Yes]> then\n switch costume to (left3 v)\n else\n if <(Check - 3 \( Complete \)) = [Yes]> then\n switch costume to (left4 v)\n else\n if <(Check - 4 \( Complete \)) = [Yes]> then\n switch costume to (left5 v)\n end\n end\n end\n end\n else\n switch costume to (middle v)\n if <(Check - 1 \( Complete \)) = [Yes]> then\n switch costume to (middle2 v)\n else\n if <(Check - 2 \( Complete \)) = [Yes]> then\n switch costume to (middle3 v)\n else\n if <(Check - 3 \( Complete \)) = [Yes]> then\n switch costume to (middle4 v)\n else\n if <(Check - 4 \( Complete \)) = [Yes]> then\n switch costume to (middle5 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\nwhen I receive [win v]\nhide\nset [ghost v] effect to (100)\nstop [this script v]\n\nwhen I receive [play game v]\nshow\n\nwhen I receive [check - 1 \( failed \) v]\nshow\n\nwhen I receive [check - 2 \( failed \) v]\nshow\n\nwhen I receive [check - 3 \( failed \) v]\nshow\n\nwhen I receive [check - 4 \( failed \) v]\nshow\n\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nclear graphic effects\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value = cloud # (player #)\nif <(player #) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player #) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player #) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player #) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player #) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player #) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player #) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player #) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player #) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player #) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\ndefine tick\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join (value) [A])\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n set rotation style [all around v]\n go to [front v] layer\n point towards (player v)\n switch costume to (arrow v)\n if on edge, bounce\n think []\n set [ghost v] effect to (0)\nelse\n set rotation style [don't rotate v]\n point in direction (90)\n set [ghost v] effect to (10)\n if <(names?) = [0]> then\n think []\n else\n think (value)\n end\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nvalue = read from encoded\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen flag clicked\nset [names? v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names?) = [0]> then\n set [names? v] to [1]\n else\n set [names? v] to [0]\n end\n end\nend\n\n@Connnect\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (0) y: (0)\nset size to (100) %\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n play sound [Connect v] until done\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n play sound [Disconnect v] until done\n else\n switch costume to (connecting v)\n end\n end\nend\n\nwhen I receive [timeout v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nstop [all v]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [900] [70]\n\nwhen I receive [tick v]\nset [ghost v] effect to (100)\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 [play game v]\nshow\n\nwhen I receive [win v]\nstop [this script v]\n\n@Platforms_Art\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [780] [300]\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 [play game v]\nshow\n\nwhen I receive [win v]\nstop [this script v]\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 [3600] [418]\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)\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 [1687] [-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]\nClone at [480] [0]\nClone at [480] [0]\nClone at [850] [-200]\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 [2700] [240]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Coins\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [coins v] by (1)\n delete this clone\nend\nif <(tick) > [0]> then\n next costume\n set [tick v] to [0]\nelse\n change [tick v] by (1)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [x v] to [0]\nset [tick v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [90] [-90]\nClone at [320] [-90]\nClone at [550] [-53]\nClone at [550] [-13]\nClone at [795] [-90]\nClone at [1640] [48]\nClone at [1805] [-96]\nClone at [1756] [28]\nClone at [1756] [48]\nClone at [2814] [203]\nClone at [2699] [82]\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\nClone at [2541] [170]\nClone at [3520] [440]\nClone at [3402] [441]\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@Win\n\nwhen I receive [green flag v]\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [win v]\nshow\nswitch costume to (dot v)\nset size to (100) %\nswitch costume to (costume2 v)\n\nwhen I receive [check - 1 \( failed \) v]\nhide\n\nwhen I receive [check - 2 \( complete \) v]\nhide\n\nwhen I receive [check - 3 \( failed \) v]\nhide\n\nwhen I receive [check - 4 \( failed \) v]\nhide\n\nwhen I receive [no win v]\nhide\nset size to (100) %\ngo to x: (360) y: (240)\n\n@Main Cube\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (3 v)\nClone at [3410] [680]\n\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [200] [530]\nClone at [200] [530]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at [-1000] [0]\n\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\n@Shop\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\ngo to x: (35) y: (28)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (costume1 v)\n broadcast (Shop open v)\n end\nend\n\nwhen I receive [shop close v]\nswitch costume to (costume2 v)\n\nwhen I receive [shop open - next page v]\nswitch costume to (costume3 v)\n\nwhen I receive [win v]\nhide\nstop [this script v]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [check - 1 \( failed \) v]\n\nwhen I receive [check - 2 \( failed \) v]\n\nwhen I receive [check - 3 \( failed \) v]\n\nwhen I receive [check - 4 \( failed \) v]\n\nswitch costume to (costume2 v)\nswitch costume to (costume2 v)\nswitch costume to (costume2 v)\nswitch costume to (costume2 v)\n\nwhen I receive [shop - skin v]\nshow\n\nwhen I receive [shop - powerup v]\nswitch costume to (costume4 v)\n\nbroadcast (begin v)\n\n@Next ( Shop )\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [shop open v]\nshow\ngo to x: (0) y: (-80)\nset size to (51) %\ngo to [front v] layer\nswitch costume to (arrow v)\nforever\n if <<(costume [name v]) = [arrow]> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n broadcast (Shop open - Next page v)\n end\nend\n\nwhen I receive [shop close v]\nhide\n\nwhen I receive [shop open - previous page v]\nswitch costume to (arrow v)\n\nif <<(costume [name v]) = [arrow2]> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n broadcast (Shop open - Previous page v)\nend\n\nwhen I receive [shop open - next page v]\nhide\n\nwhen I receive [check - 1 \( failed \) v]\nhide\n\nwhen I receive [check - 2 \( failed \) v]\nhide\n\nwhen I receive [check - 4 \( failed \) v]\nhide\n\nwhen I receive [check - 3 \( failed \) v]\nhide\n\nwhen I receive [shop - powerup v]\nhide\n\n@Close\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [shop open v]\nshow\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Shop close v)\n hide\n end\nend\n\nwhen I receive [check - 1 \( failed \) v]\nhide\n\nwhen I receive [check - 2 \( failed \) v]\nhide\n\nwhen I receive [check - 3 \( failed \) v]\nhide\n\nwhen I receive [check - 4 \( failed \) v]\nhide\n\nwhen I receive [check - 3 \( failed \) v]\nhide\n\nwhen I receive [check - 4 \( failed \) v]\nhide\n\nwhen I receive [check - 2 \( failed \) v]\nhide\n\nwhen I receive [check - 1 \( failed \) v]\nhide\n\n@1\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [shop open v]\nshow\ngo to x: (-7) y: (13)\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Check - 1 v)\n end\nend\n\nwhen I receive [shop close v]\nhide\n\nwhen I receive [shop open - next page v]\nhide\n\nwhen I receive [shop open - previous page v]\nhide\n\nwhen I receive [check - 1 \( failed \) v]\nhide\n\nwhen I receive [check - 2 \( failed \) v]\nhide\n\nwhen I receive [check - 3 \( failed \) v]\nhide\n\nwhen I receive [check - 4 \( failed \) v]\nhide\n\nwhen I receive [shop - powerup v]\nhide\n\n@2\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [shop open v]\nshow\ngo to x: (-7) y: (-45)\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Check - 2 v)\n end\nend\n\nwhen I receive [shop close v]\nhide\n\nwhen I receive [shop open - next page v]\nhide\n\nwhen I receive [shop open - previous page v]\nhide\n\nwhen I receive [check - 4 \( failed \) v]\nhide\n\nwhen I receive [check - 3 \( failed \) v]\nhide\n\nwhen I receive [check - 2 \( failed \) v]\nhide\n\nwhen I receive [check - 1 \( failed \) v]\nhide\n\nwhen I receive [shop - powerup v]\nhide\n\n@3\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [shop open - next page v]\nshow\ngo to x: (37) y: (13)\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Check - 3 v)\n end\nend\n\nwhen I receive [shop close v]\nhide\n\nwhen I receive [shop open - previous page v]\nhide\n\nwhen I receive [check - 1 \( failed \) v]\nhide\n\nwhen I receive [check - 2 \( failed \) v]\nhide\n\nwhen I receive [check - 4 \( failed \) v]\nhide\n\nwhen I receive [check - 3 \( failed \) v]\nhide\n\nwhen I receive [shop - powerup v]\nhide\n\n@4\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [shop open - next page v]\nshow\ngo to x: (37) y: (-45)\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Check - 4 v)\n end\nend\n\nwhen I receive [shop close v]\nhide\n\nwhen I receive [shop open - previous page v]\nhide\n\nwhen I receive [check - 3 \( failed \) v]\nhide\n\nwhen I receive [check - 4 \( failed \) v]\nhide\n\nwhen I receive [check - 2 \( failed \) v]\nhide\n\nwhen I receive [check - 1 \( failed \) v]\nhide\n\nwhen I receive [shop - powerup v]\nhide\n\n@Coin Information\n\nwhen I receive [check - 1 v]\nforever\n if <<(COINS) = [2]> or <(COINS) > [2]>> then\n broadcast (Check - 1 \( Complete \) v)\n set [check - 1 \( complete \) v] to [Yes]\n change [coins v] by (-5)\n else\n broadcast (Check - 1 \( Failed \) v)\n end\nend\n\nwhen I receive [play game v]\nset [check - 1 \( complete \) v] to [No]\nset [check - 2 \( complete \) v] to [No]\nset [check - 3 \( complete \) v] to [No]\nset [check - 4 \( complete \) v] to [No]\n\nwhen I receive [check - 3 v]\nforever\n if <<(COINS) = [7]> or <(COINS) > [7]>> then\n broadcast (Check - 3 \( Complete \) v)\n broadcast (Shop open - Previous page v) and wait\n set [check - 3 \( complete \) v] to [Yes]\n change [coins v] by (-7)\n else\n broadcast (Check - 3 \( Failed \) v)\n end\nend\n\nwhen I receive [check - 4 v]\nforever\n if <<(COINS) = [12]> or <(COINS) > [12]>> then\n broadcast (Check - 4 \( Complete \) v)\n broadcast (Shop open - Previous page v) and wait\n set [check - 4 \( complete \) v] to [Yes]\n change [coins v] by (-12)\n else\n broadcast (Check - 4 \( Failed \) v)\n end\nend\n\nwhen I receive [check - 2 v]\nforever\n if <<(COINS) = [5]> or <(COINS) > [5]>> then\n broadcast (Check - 2 \( Complete \) v)\n set [check - 2 \( complete \) v] to [Yes]\n change [coins v] by (-5)\n else\n broadcast (Check - 2 \( Failed \) v)\n end\nend\n\n@Enemies\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [1300] [-96]\nset [x v] to [-99999999]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [play game v]\nforever\n hide\nend\n\n@Textboards\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (2 v)\nClone at [-101] [-92]\n\ndefine Clone at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n Touch\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Touch\nif <touching (player v)?> then\n switch costume to (1 v)\nelse\n switch costume to (0 v)\nend\n\nwhen I receive [win v]\nClone at [1000000000000000000000000000000000000000000000000000000000000] [10000000000000000000000000000000000000000000000000000000000000000000000000000]\n\n@Textboards2\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 [355] [-94]\n\ndefine Clone at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n Touch\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Touch\nif <touching (player v)?> then\n switch costume to (1 v)\nelse\n switch costume to (0 v)\nend\n\n@Textboards4\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 [800] [-95]\n\ndefine Clone at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n Touch\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Touch\nif <touching (player v)?> then\n switch costume to (1 v)\nelse\n switch costume to (0 v)\nend\n\n@Textboards3\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 [972] [-92]\n\ndefine Clone at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n Touch\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Touch\nif <touching (player v)?> then\n switch costume to (1 v)\nelse\n switch costume to (0 v)\nend\n\n@Textboards6\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 [1150] [-95]\n\ndefine Clone at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n Touch\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Touch\nif <touching (player v)?> then\n switch costume to (1 v)\nelse\n switch costume to (0 v)\nend\n\n@Diamonds\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [diamonds v] by (1)\n hide\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 [diamonds 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 [416] [58]\nClone at [1797] [-50]\nClone at [1868] [57]\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@Diamond_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)) - (-115)) y: (155)\n if <(length of (DIAMONDS)) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (DIAMONDS))\n end\nend\n\n@Textboards5\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 [41] [-95]\n\ndefine Clone at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n Touch\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Touch\nif <touching (player v)?> then\n switch costume to (1 v)\nelse\n switch costume to (0 v)\nend\n\n@Skins button\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [shop open v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Shop - Skin v)\n end\nend\n\nwhen I receive [shop close v]\nset [ghost v] effect to (100)\n\n@Powerups button\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [shop open v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Shop - Powerup v)\n end\nend\n\nwhen I receive [shop close v]\nset [ghost v] effect to (100)\n\n@Shop2\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\ngo to x: (35) y: (28)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (costume1 v)\n broadcast (Shop open v)\n end\nend\n\nwhen I receive [shop close v]\nswitch costume to (costume2 v)\n\nwhen I receive [shop open - next page v]\nswitch costume to (costume3 v)\n\nwhen I receive [win v]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [check - 1 \( failed \) v]\nswitch costume to (costume2 v)\n\nwhen I receive [check - 2 \( failed \) v]\nswitch costume to (costume2 v)\n\nwhen I receive [check - 3 \( failed \) v]\nswitch costume to (costume2 v)\n\nwhen I receive [check - 4 \( failed \) v]\nswitch costume to (costume2 v)\n\nwhen I receive [shop - skin v]\nshow\n\nwhen I receive [shop - powerup v]\nhide\nbroadcast (begin v)\n\n@5\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [shop - powerup v]\nshow\ngo to x: (81) y: (13)\ngo to [front v] layer\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <<(DIAMONDS) = [1]> or <(DIAMONDS) > [1]>>> then\n broadcast (Speed Boost v)\n set [speed boost v] to [yes]\n end\nend\n\nwhen I receive [shop close v]\nhide\n\nwhen I receive [shop open - previous page v]\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [check - 3 \( failed \) v]\nhide\n\nwhen I receive [check - 4 \( failed \) v]\nhide\n\nwhen I receive [check - 2 \( failed \) v]\nhide\n\nwhen I receive [check - 1 \( failed \) v]\nhide\n\nwhen I receive [shop open - next page v]\nhide\n\n@6\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [shop - powerup v]\nshow\ngo to x: (81) y: (-45)\ngo to [front v] layer\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <<(DIAMONDS) = [2]> or <(DIAMONDS) > [2]>>> then\n broadcast (Jump Boost v)\n set [jump boost v] to [yes]\n end\nend\n\nwhen I receive [shop close v]\nhide\n\nwhen I receive [shop open - previous page v]\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [check - 3 \( failed \) v]\nhide\n\nwhen I receive [check - 4 \( failed \) v]\nhide\n\nwhen I receive [check - 2 \( failed \) v]\nhide\n\nwhen I receive [check - 1 \( failed \) v]\nhide\n\nwhen I receive [shop open - next page v]\nhide\n\n@Jump_Through\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [2175] [-37]\nClone at [2175] [-37]\ngo to [back v] layer\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\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@Textboards7\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 [3355] [425]\n\ndefine Clone at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n Touch\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ncreate clone of (_myself_ v)\n\ndefine Touch\nif <touching (player v)?> then\n switch costume to (1 v)\nelse\n switch costume to (0 v)\nend\n\n\n\ngo to [front v] layer\n\n@Textboards8\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 [3554] [426]\n\ndefine Clone at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n Touch\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ncreate clone of (_myself_ v)\n\ndefine Touch\nif <touching (player v)?> then\n switch costume to (1 v)\nelse\n switch costume to (0 v)\nend\n\n\n\n@Time\n\nwhen I receive [green flag v]\nreset timer\n\n@Boosts\n\nwhen I receive [play game v]\nset [jump boost v] to [no]\nset [speed boost v] to [no]\n\n@Checkpoint\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n switch costume to (open v)\n change [checkpoint v] by (1)\n end\nend\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nClone at [1436] [-95]\nClone at [2625] [32]\nset [x v] to [-99999]\n\n
--Midnight Mission Part 2 || A multiplayer scrolling platformer--\n\nTOP LOVED?!?!\n119k views? 4.7k+ loves?! 4k+ favs?! 230+ remixes?!?! OMG!!!\n\nAbout this game:\nHello and welcome to the part 2 of my first scrolling as well as multiplayer platformer! Finally after months of work it's finished! It consists of 47 sprites and 2079 scripts!! My school was going on when I made this. And thus, I worked really hard on this!!\n\n❗❗❗ ALL ADS WILL BE REPORTED ❗❗❗\n\nControls:\n➡ <^>, WASD keys or tap to move\n➡ Don't touch spikes and saws\n➡ Don't fall off the cliffs!\n➡ T to open chat\n➡ Press 'Shop' to buy new skins\n➡ Get to the house to win!!\n➡ Invite your friends and play together!\n➡ Have fun!\n\nNEW SCRATCHERS CAN'T PLAY THIS!!\n\nNOTE: After you buy something, the diamonds don’t decrease. That is NOT a bug as it was intentional!!\nLagging? Try this: https://turbowarp.org/501845772\n\nThis is my entry for @YLRD's game/Animation contest!\n\nSTORY: ( It is in the game )\nYour village was peaceful and quiet, when suddenly, a few monsters entered. They kidnapped everyone. They told you only one thing:- "Ha ha ha ha! Come to the main cube to save them!"... Fortunately you knew where the Main Cube was. So you immediately rushed off to save your friend, not at all knowing the dangers of your journey!\n\nI really hope I win :)\n\nAlso I'd really appreciate if you like my hard work and give it at least a ❤️ and a ⭐. And if you absolutely love this then why not a follow??? Now I'll make a part 3 since this hit 50 loves easily ;D\n------------------------------Credits------------------------------@YLRD for the contest!\n@TheCactusMaster for the engine ( heavily modified by me )\n@-Xaf- for the amazing music!\n@Stradfordjames for a little art!\n@-UltraProgrammer- ( me ) for the rest!\n\nNew:\n• Changed the enemy costume\n• Added powerups to the shop\n• Added diamonds\n• Added checkpoints\n• Added textboards\n\nOMG!!!\n@YLRD loved and faved?!?!\n@Indian-Programmer loved and faved?!?!?!\n@uvbeach loved and faved?!?!\n@Firedrake712 loved?!?!?!\n@Matthew_K1 loved and faved?!?!?!?!\n\nUpdate:\nShared: Mar 15, 2021\n100 loves - Mar 16, 2021\n500 views - Mar 16, 2021\n100 favs - Mar 16, 2021\n150 loves - Mar 16, 2021\n1000 views - Mar 16, 2021\n150 favs - Mar 16, 2021\n250 loves - Mar 17, 2021\n10 remixes - Mar 17, 2021\n2000 views - Mar 17, 2021\n3000 views - Mar 17, 2021\n250 favs - Mar 17, 2021\n300 loves - Mar 17, 2021\n300 favs - Mar 17, 2021\n350 loves - Mar 17, 2021\n4000 views - Mar 17, 2021\n5000 views - Mar 17, 2021\n400 loves - Mar 17, 2021\n350 favs - Mar 17, 2021\n6000 views - Mar 17, 2021\n20 remixes - Mar 17, 2021\n450 loves - Mar 17, 2021\n400 favs - Mar 17, 2021\n7000 views - Mar 17, 2021\n500 loves - Mar 17, 2021\n8000 views - Mar 18, 2021\n500 favs - Mar 18, 2021\n600 loves - Mar 18, 2021\n9000 views - Mar 18, 2021\n10000 views - Mar 18, 2021\n600 favs - Mar 18, 2021\n30 remixes - Mar 18, 2021\n700 loves - Mar 18, 2021\n11000 views - Mar 18, 2021\n12000 views - Mar 18, 2021\n40 remixes - Mar 18, 2021\n650 favs - Mar 18, 2021\n13000 views - Mar 18, 2021\n750 loves - Mar 18, 2021\n700 favs - Mar 18, 2021\n800 loves - Mar 18, 2021\n14000 views - Mar 18, 2021\n850 loves - Mar 18, 2021\n15000 views - Mar 18, 2021\n800 favs - Mar 18, 2021\n16000 views - Mar 18, 2021\n17000 views - Mar 18, 2021\n900 loves - Mar 18, 2021\n18000 views - Mar 18, 2021\n19000 views - Mar 18, 2021\n950 loves - Mar 18, 2021\n850 favs - Mar 18, 2021\n1000 loves - Mar 18, 2021\n900 favs - Mar 18, 2021\n20000 views - Mar 18, 2021\n50 remixes - Mar 18, 2021\n1100 loves - Mar 18, 2021\n21000 views - Mar 18, 2021\n22000 views - Mar 18, 2021\n1000 favs - Mar 18, 2021\n23000 views - Mar 19, 2021\n1200 loves - Mar 19, 2021\n1100 favs - Mar 19, 2021\n24000 views - Mar 19, 2021\n60 remixes - Mar 19, 2021\n25000 views - Mar 19, 2021\n1300 loves - Mar 19, 2021\n26000 views - Mar 19, 2021\n70 remixes - Mar 19, 2021\n1400 loves - Mar 19, 2021\n27000 views - Mar 19, 2021\n28000 views - Mar 19, 2021
GreenLand || A platformer by //@COOL_GAMES_2015//
@Stage\n\nwhen flag clicked\n\n@Figur2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (kostüm1 v)\nforever\n switch costume to (Level)\nend\n\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\nwait (8) seconds\nshow\n\n@Figur8\n\nwhen flag clicked\nset rotation style [left-right v]\nset size to (20) %\ngo to x: (-200) y: (0)\nshow\nshow\nforever\n change [speed y v] by (-0.5)\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n point in direction (-90)\n change [speed x v] by (-1)\n end\n if <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [speed x v] by (1)\n end\n set [speed x v] to ((Speed X) * (0.9))\n change x by (Speed X)\n if <touching (figur2 v)?> then\n change y by (1)\n if <touching (figur2 v)?> then\n change y by (1)\n if <touching (figur2 v)?> then\n change y by (1)\n end\n end\n end\n change y by (Speed Y)\n if <touching (figur2 v)?> then\n change y by ((Speed Y) * (-1))\n set [speed y v] to [0]\n end\n change y by (-0.5)\n if <<<key (up arrow v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> and <touching (figur2 v)?>> then\n set [speed y v] to [8]\n end\n change y by (0.5)\n if <touching (figur2 v)?> then\n change y by (1)\n if <touching (figur2 v)?> then\n change y by (1)\n if <touching (figur2 v)?> then\n change y by (1)\n if <touching (figur2 v)?> then\n change y by (-6)\n change x by ((Speed X) * (-1))\n Wall Jump\n end\n end\n end\n end\nend\n\ndefine Wall Jump\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [speed y v] to [8]\n if <(Speed X) > [0]> then\n set [speed x v] to [-8]\n else\n set [speed x v] to [8]\n end\nelse\n set [speed x v] to [0]\nend\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (kostüm2 v)\nset [ghost v] effect to (0)\nset size to (20) %\nrepeat (5)\n change size by (-2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nset [ich bin hacker v] to [1]\nforever\n if <(x position) > [200]> then\n broadcast (Next v)\n go to x: (-200) y: (29)\n change [ich bin hacker v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (figur3 v)?> then\n go to x: (-200) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (figur1 v)?> then\n set [speed y v] to [11]\n end\nend\n\nwhen flag clicked\nforever\n set [level v] to (ICH BIN HACKER)\nend\n\nwhen flag clicked\nforever\n if <touching color (#bd00ff)?> then\n play sound [Boing v] until done\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nhide\nwait (8) seconds\nshow\n\nwhen flag clicked\nwait (8) seconds\ngo to x: (-221) y: (-52)\n\n@Figur4\n\nwhen flag clicked\nforever\n go to (figur1 v)\nend\n\nwhen flag clicked\nforever\n if <touching color (#a5ff00)?> then\n set [gvznuu v] to [1]\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <not <touching color (#a5ff00)?>> then\n set [gvznuu v] to [0]\n end\nend\n\n@Figur6\n\nwhen flag clicked\nhide variable [ich bin hacker v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <<(Level) = [11]> or <<(Level) = [2]> or <(Level) = [7]>>> then\n hide\n end\nend\n\nshow\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n show variable [ich bin hacker v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\nend\n\nwhen flag clicked\n\nforever\n play sound [the piano moosic v] until done\nend\n\nwhen flag clicked\nwait (8) seconds\nshow\n\n@Figur7\n\nwhen flag clicked\nshow variable [level v]\ngo to [front v] layer\nhide\n\nwait (1) seconds\n\nif <<touching (mouse-pointer v)?> or <key (space v) pressed?>> then\n\nwhen I receive [l v]\nshow\n\n@Figur3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (kostüm1 v)\nforever\n switch costume to (Level)\nend\n\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\nwait (8) seconds\nshow\n\nwhen flag clicked\nhide variable [level v]\nwait (8) seconds\nshow variable [level v]\n\n@Figur1\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n go to x: (0) y: (9)\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nforever\n if <touching (figur8 v)?> then\n switch costume to (kostüm2 v)\n start sound [Boing v]\n wait (0.1) seconds\n else\n switch costume to (kostüm1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n go to x: (170) y: (9)\n end\nend\n\nhide\n\nwhen flag clicked\nforever\n if <<(Level) = [10]> or <(Level) = [3]>> then\n show\n else\n hide\n end\nend\n\nwait (1) seconds\n\n@Figur\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (1) seconds\ngo to [front v] layer\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nwait (8) seconds\nhide\n\n@Intro\n\nwhen I start as a clone\nif <(Klon Rolle) = [1]> then\n set size to (100) %\n show\n switch costume to (c v)\n point in direction (90)\n go to x: (0) y: (-120)\n glide (0.2) secs to x: (0) y: (0)\n repeat (20)\n Vibrate\n change size by (-1)\n change [ghost v] effect by (5)\n end\n delete this clone\nelse\n if <(Klon Rolle) = [2]> then\n set size to (100) %\n show\n switch costume to (g v)\n point in direction (90)\n go to x: (0) y: (120)\n glide (0.2) secs to x: (0) y: (0)\n repeat (20)\n Vibrate\n change size by (-1)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n if <(Klon Rolle) = [3]> then\n show\n switch costume to (kostüm1 v)\n set size to (100) %\n repeat (24)\n change size by (20)\n turn right (30) degrees\n end\n repeat (7)\n change size by (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n else\n if <(Klon Rolle) = [4]> then\n show\n switch costume to (kostüm2 v)\n set size to (100) %\n go to x: (0) y: (0)\n point in direction (90)\n repeat (24)\n change size by (20)\n turn right (30) degrees\n end\n repeat (7)\n change size by (1)\n change [ghost v] effect by (20)\n Vibrate\n end\n delete this clone\n else\n if <(Klon Rolle) = [5]> then\n go to x: (0) y: (0)\n show\n switch costume to (kostüm3 v)\n repeat (24)\n change [ghost v] effect by (4)\n change size by (-4)\n turn right (15) degrees\n change [color v] effect by (0.01)\n wait (0.01) seconds\n end\n delete this clone\n else\n if <(Klon Rolle) = [6]> then\n go to x: (-150) y: (0)\n show\n switch costume to (kostüm3 v)\n repeat (24)\n change [ghost v] effect by (4)\n change size by (-4)\n turn right (15) degrees\n change [color v] effect by (0.01)\n wait (0.01) seconds\n end\n delete this clone\n else\n if <(Klon Rolle) = [7]> then\n go to x: (150) y: (0)\n show\n switch costume to (kostüm3 v)\n repeat (24)\n change [ghost v] effect by (4)\n change size by (-4)\n turn right (15) degrees\n change [color v] effect by (0.01)\n wait (0.01) seconds\n end\n delete this clone\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nset size to (100) %\npoint in direction (90)\nset [klon rolle v] to [0]\nrepeat (2)\n change [klon rolle v] by (1)\n create clone of (_myself_ v)\nend\nset [klon rolle v] to [3]\nrepeat (10)\n go to x: (0) y: (0)\n turn right (15) degrees\n create clone of (_myself_ v)\nend\nwait (1) seconds\nrepeat (2)\n go to x: (-100) y: (0)\n turn right (15) degrees\n create clone of (_myself_ v)\n go to x: (100) y: (0)\n turn right (15) degrees\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n turn right (15) degrees\n create clone of (_myself_ v)\nend\nwait (1) seconds\nset [klon rolle v] to [4]\nrepeat (3)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\nwait (2) seconds\nset [klon rolle v] to [5]\nrepeat (8)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\nset [klon rolle v] to [6]\nrepeat (8)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\nset [klon rolle v] to [7]\nrepeat (8)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\nwait (0.2) seconds\nset [klon rolle v] to [0]\nrepeat (2)\n change [klon rolle v] by (1)\n create clone of (_myself_ v)\nend\nwait (4) seconds\n\ndefine Vibrate\nwait (0.01) seconds\nturn right (1) degrees\nchange y by (2)\nchange x by (2)\nwait (0.01) seconds\nturn left (1) degrees\nchange y by (-2)\nchange x by (-2)\n\nstop [all v]\n\n
Hello! This is my first game, I just reshared it a few times so it doesn’t look like my first… Nevermind. So I hope you have fun with it!
Platformer
@Stage\n\nwhen flag clicked\nstart sound [Dance Slow Mo v]\n\nwait (1000000) seconds\n\nwhen flag clicked\nset volume to (100) %\n\nif <key (space v) pressed?> then\n\nwhen flag clicked\nswitch backdrop to (intro screen v)\n\nwait (1) seconds\n\nwhen flag clicked\nif <key (space v) pressed?> then\n\nwhen flag clicked\n\nwhen I receive [level 1 v]\nforever\n wait (1) seconds\n start sound [Dance Energetic v]\nend\n\nwhen I receive [level 1 v]\nswitch backdrop to (level 1 v)\n\nwait (10) seconds\n\n\n\nrepeat (2)\n\nwhen I receive [loading screen v]\n\nrepeat until <key (space v) pressed?>\n\nstart sound [Dance Energetic v]\n\nstart sound [Dance Energetic v]\n\n\n\nbroadcast (level 1 v)\nstop all sounds\n\n@mario\n\nwhen flag clicked\nforever\n gf\n controls\n death\nend\n\ndefine gf\nif <touching color (#e40000)?> then\n set [set y speed v] to ((set y speed) * (-1))\nelse\n if <touching color (#000000)?> then\n set [set y speed v] to [0]\n if <key (up arrow v) pressed?> then\n set [set y speed v] to [10]\n end\n else\n change [set y speed v] by (-0.5)\n end\nend\nchange y by (set y speed)\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\n\nwhen flag clicked\ngo to start\n\ndefine go to start\ngo to x: (-80) y: (-131)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine controls\nif <key (right arrow v) pressed?> then\n change x by (5)\nend\nif <key (left arrow v) pressed?> then\n change x by (-5)\nend\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\n\ndefine death\nif <touching (saw 7 v)?> then\n go to start\nend\nif <touching (saw 6 v)?> then\n go to start\nend\nif <touching (spike v)?> then\n go to start\nend\nif <touching (spike 2 v)?> then\n go to start\nend\nif <touching (spike 3 v)?> then\n go to start\nend\nif <touching (saw wheel v)?> then\n go to start\nend\nif <touching (saw wheel 2 v)?> then\n go to start\nend\nif <touching (spike 4 v)?> then\n go to start\nend\nif <touching color (#1a00ff)?> then\n go to start\nend\nif <touching color (#1700ff)?> then\n go to start\nend\nif <touching (spike 5 v)?> then\n go to start\nend\nif <touching (saw 4 v)?> then\n go to x: (-194) y: (-134)\nend\nif <touching (saw 3 v)?> then\n go to x: (-194) y: (-134)\nend\nif <touching color (#00ff28)?> then\n go to x: (-215) y: (-132)\nend\nif <touching (spike 6 v)?> then\n go to x: (-215) y: (-132)\nend\nif <touching (saw 5 v)?> then\n go to x: (-208) y: (-131)\nend\nif <touching (laser v)?> then\n go to x: (-211) y: (-132)\nend\n\nwhen I receive [level 2 v]\ngo to start\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n switch backdrop to (level 2 v)\n broadcast (level 2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal 2 v)?> then\n switch backdrop to (level 3 v)\n broadcast (level 3 v)\n end\nend\n\nwhen I receive [level 3 v]\ngo to start\n\nwhen flag clicked\nforever\n if <touching (portal 4 v)?> then\n switch backdrop to (level 5 v)\n broadcast (level 5 v)\n end\nend\n\nwhen I receive [level 4 v]\ngo to start\n\nwhen I receive [level 5 v]\ngo to start\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <touching (portal 3 v)?> then\n switch backdrop to (level 4 v)\n broadcast (level 4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal 5 v)?> then\n broadcast (level 6 v)\n switch backdrop to (level 6 v)\n end\nend\n\nwhen I receive [level 6 v]\ngo to start\n\nwhen flag clicked\nforever\n if <touching (portal 6 v)?> then\n broadcast (level 7 v)\n switch backdrop to (level 7 v)\n end\nend\n\nwhen I receive [level 7 v]\ngo to start\n\nwhen I receive [level 8 v]\ngo to start\n\nwhen flag clicked\nforever\n if <touching (portal 7 v)?> then\n broadcast (level 8 v)\n switch backdrop to (level 8 v)\n end\nend\n\nwhen I receive [levl 9 v]\ngo to start\n\nwhen flag clicked\nforever\n if <touching (portal 8 v)?> then\n switch backdrop to (level 9 v)\n broadcast (levl 9 v)\n end\nend\n\nwhen I receive [level 1 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [levl 9 v]\ngo to x: (-185) y: (-137)\n\nwhen flag clicked\nforever\n if <touching (portal 9 v)?> then\n switch backdrop to (level 10 v)\n broadcast (level 10 v)\n end\nend\n\nwhen I receive [level 10 v]\ngo to x: (-215) y: (-132)\n\nwhen flag clicked\nforever\n if <touching (portal 10 v)?> then\n broadcast (level 11 v)\n switch backdrop to (level 11 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal 11 v)?> then\n broadcast (level 12 v)\n switch backdrop to (level 12 v)\n end\nend\n\nwhen I receive [level 11 v]\ngo to start\n\nwhen flag clicked\nrepeat until <touching (portal v)?>\n if <key (space v) pressed?> then\n broadcast (level 1 v)\n stop all sounds\n end\nend\n\nwhen I receive [level 13 v]\n\nwhen I receive [level 12 v]\ngo to x: (-208) y: (-131)\n\nwhen flag clicked\nforever\n if <touching (portal 12 v)?> then\n broadcast (level 13 v)\n switch backdrop to (level 13 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal 13 v)?> then\n broadcast (level 14 v)\n switch backdrop to (level 14 v)\n end\nend\n\nwhen I receive [level 13 v]\ngo to start\n\nwhen I receive [level 13 v]\ngo to x: (-195) y: (-133)\n\ngo to start\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen I receive [level 14 v]\ngo to x: (-209) y: (-133)\n\nwhen flag clicked\nforever\n if <touching color (#b2ff00)?> then\n broadcast (15 v)\n switch backdrop to (level 15 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal 14 v)?> then\n broadcast (level 15 v)\n switch backdrop to (level 15 v)\n end\nend\n\n\n\n\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal 15 v)?> then\n broadcast (level 16 v)\n switch backdrop to (level 16 v)\n end\nend\n\n\n\nwhen I receive [level 15 v]\ngo to x: (-71) y: (-127)\n\nwhen I receive [level 16 v]\ngo to start\n\nwhen flag clicked\nforever\n if <touching (portal 16 v)?> then\n switch backdrop to (level 17 v)\n broadcast (level 17 v)\n end\nend\n\nwhen flag clicked\n\nforever\n if <touching (portal 16 v)?> then\n broadcast (level 17 v)\n switch backdrop to (level 17 v)\n end\nend\n\nwhen flag clicked\n\nforever\n\nchange [color v] effect by (25)\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\n@portal\n\nwhen flag clicked\nshow\n\nhide\n\nwhen I receive [level 2 v]\nhide\n\nwhen flag clicked\ngo to x: (179) y: (123)\n\ngo to x: (189) y: (-145)\n\nwhen I receive [level 1 v]\nshow\n\nwhen flag clicked\nhide\n\n@spike\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2 v]\nshow\n\nwhen I receive [level 3 v]\nhide\n\n@portal 2\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2 v]\nshow\n\nwhen I receive [level 3 v]\nhide\n\n@portal 3\n\nwhen flag clicked\nhide\n\nwhen I receive [level 3 v]\nshow\n\nwhen I receive [level 4 v]\nhide\n\n@spike 2\n\nwhen flag clicked\nhide\n\nwhen I receive [level 3 v]\nshow\n\nwhen I receive [level 4 v]\nhide\n\n@Spike 3\n\nwhen flag clicked\nhide\n\nwhen I receive [level 5 v]\nshow\n\nwhen I receive [level 6 v]\nhide\n\n@portal 4\n\nwhen flag clicked\nhide\n\nwhen I receive [level 4 v]\nshow\n\nwhen I receive [level 5 v]\nhide\n\n@portal 5\n\nwhen flag clicked\nhide\n\nwhen I receive [level 5 v]\nshow\n\nwhen I receive [level 6 v]\nhide\n\n@saw wheel\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6 v]\nshow\n\nwhen I receive [level 7 v]\nhide\n\nwhen I receive [levl 9 v]\nhide\n\n@portal 6\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6 v]\nshow\n\nwhen I receive [level 7 v]\nhide\n\n@saw wheel 2\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen flag clicked\ngo to x: (32) y: (-120)\n\nwhen I receive [level 7 v]\nshow\n\nwhen I receive [level 8 v]\nshow\n\nwhen I receive [level 7 v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n glide (3) secs to x: (32) y: (-120)\n wait (0.5) seconds\n glide (3) secs to x: (37) y: (112)\nend\n\nwhen I receive [levl 9 v]\nhide\n\n@portal 7\n\nwhen flag clicked\nhide\n\nwhen I receive [level 7 v]\nshow\n\nwhen I receive [level 8 v]\nhide\n\n@spike 4\n\nwhen flag clicked\nhide\n\nwhen I receive [level 8 v]\nshow\n\nwhen I receive [levl 9 v]\nhide\n\n@spike 5\n\nwhen I receive [level 8 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [levl 9 v]\nhide\n\n@portal 8\n\nwhen flag clicked\nhide\n\nwhen I receive [level 8 v]\nshow\n\nwhen I receive [levl 9 v]\nhide\n\n@portal 9\n\nwhen flag clicked\nhide\n\nwhen I receive [levl 9 v]\nshow\n\nwhen I receive [level 10 v]\nhide\n\n@saw 3\n\nwhen I receive [levl 9 v]\nshow\n\nwhen I receive [level 10 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen flag clicked\nforever\n glide (0.5) secs to x: (-100) y: (144)\n wait (0.2) seconds\n glide (0.5) secs to x: (-111) y: (-105)\nend\n\nglide (1) secs to x: (0) y: (0)\n\n@saw 4\n\nwhen I receive [levl 9 v]\nshow\n\nwhen I receive [level 10 v]\nhide\n\nwhen flag clicked\nforever\n glide (0.5) secs to x: (101) y: (129)\n wait (0.2) seconds\n glide (0.5) secs to x: (104) y: (-102)\nend\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen flag clicked\nhide\n\n@Magic Platfrom 1 \n\nwhen flag clicked\nhide\n\nwhen I receive [level 10 v]\nshow\nrepeat until <touching (portal 10 v)?>\n hide\n wait (1) seconds\n show\n wait (1) seconds\nend\n\nwhen I receive [level 11 v]\nforever\n hide\nend\n\ngo to [back v] layer\n\n@Magic Platfrom 2\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10 v]\nshow\nrepeat until <touching (portal 10 v)?>\n hide\n wait (1) seconds\n show\n wait (1) seconds\nend\n\nwhen I receive [level 11 v]\nforever\n hide\nend\n\nforever\n hide\n wait (2) seconds\n show\n wait (2) seconds\nend\n\n@portal 10\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10 v]\nshow\n\nwhen I receive [level 11 v]\nhide\n\n@Spike 6\n\nwhen flag clicked\nhide\n\nwhen I receive [level 11 v]\nshow\n\nwhen I receive [level 12 v]\nhide\n\nshow\n\n@portal 11\n\nwhen flag clicked\nhide\n\nwhen I receive [level 11 v]\nshow\n\nwhen I receive [level 12 v]\nhide\n\n@saw 5\n\nwhen I receive [level 12 v]\nshow\n\nwhen I receive [level 13 v]\nhide\n\nwhen flag clicked\nforever\n glide (0.4) secs to x: (146) y: (128)\n wait (0.2) seconds\n glide (0.4) secs to x: (151) y: (-132)\nend\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen flag clicked\nhide\n\n@portal 12\n\nwhen flag clicked\nhide\n\nwhen I receive [level 12 v]\nshow\n\nwhen I receive [level 13 v]\nhide\n\nshow\n\n@portal 13\n\nwhen flag clicked\nhide\n\nwhen I receive [level 13 v]\nshow\n\nwhen I receive [level 13 v]\nshow\n\nwhen I receive [level 14 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(username) = [Chasekorn2030]> then\n show\n end\nend\n\nstop [all v]\n\n@laser \n\nwhen flag clicked\nhide\n\nwhen I receive [level 14 v]\nshow\n\nwhen I receive [level 15 v]\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.7) seconds\nend\n\n@portal 14\n\nwhen flag clicked\nhide\n\nwhen I receive [level 14 v]\nshow\n\nwhen I receive [level 15 v]\nhide\n\n@portal 15\n\nwhen flag clicked\nhide\n\nwhen I receive [level 15 v]\nshow\n\nwhen I receive [level 16 v]\nhide\n\n@saw 6\n\nwhen I receive [level 16 v]\nhide\n\nwhen I receive [level 15 v]\nshow\n\nwhen flag clicked\nforever\n glide (0.4) secs to x: (-120) y: (120)\n wait (0.2) seconds\n glide (0.4) secs to x: (-127) y: (-167)\nend\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen flag clicked\nhide\n\n@saw 7\n\nwhen I receive [level 16 v]\nhide\n\nwhen I receive [level 15 v]\nshow\n\nwhen flag clicked\nforever\n glide (0.4) secs to x: (146) y: (128)\n wait (0.2) seconds\n glide (0.4) secs to x: (151) y: (-132)\nend\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen flag clicked\nhide\n\n@ethan\n\nwhen flag clicked\ngo to x: (180) y: (-101)\npoint in direction (90)\nhide\n\nwhen I receive [level 16 v]\nwait (1) seconds\nstart sound [Pop v]\nshow\nwait (1) seconds\nglide (1) secs to x: (-216) y: (-97)\ngo to x: (180) y: (-101)\nswitch costume to (hurt v)\nsay [SPEED] for (2) seconds\nwait (1) seconds\nglide (0.5) secs to x: (-216) y: (-97)\nrepeat (10)\n next costume\nend\nbroadcast (boss defeated v)\n\nforever\n\nwhen flag clicked\nswitch costume to (sigma v)\n\nwhen flag clicked\n\nwhen flag clicked\n\nturn left (15) degrees\n\ngo to x: (146) y: (-103)\n\n\n\n\n\ngo to x: (-182) y: (-77)\npoint in direction (90)\nswitch costume to (hurt v)\nwait (1) seconds\nswitch costume to (sigma v)\n\nstart sound [ v]\n\nstop all sounds\n\nstop all sounds\n\npoint in direction (0)\nwait (1) seconds\npoint in direction (90)\nwait (1) seconds\npoint in direction (0)\nglide (1) secs to x: (-182) y: (-77)\nwait (1) seconds\nglide (1) secs to x: (182) y: (-73)\n\nforever\n\n@Magic Platfrom 3\n\nwhen flag clicked\nhide\n\nwhen I receive [level 17 v]\nhide\n\nwhen I receive [boss defeated v]\nwait (1) seconds\nshow\n\nforever\n hide\n wait (2) seconds\n show\n wait (2) seconds\nend\n\nforever\n\nrepeat until <touching (portal 10 v)?>\n hide\n wait (1) seconds\n show\n wait (1) seconds\nend\n\n@Magic Platfrom 4\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10 v]\n\nwhen I receive [boss defeated v]\nwait (2) seconds\nshow\n\nhide\n\nforever\n hide\n wait (2) seconds\n show\n wait (2) seconds\nend\n\nforever\n\nrepeat until <touching (portal 10 v)?>\n hide\n wait (1) seconds\n show\n wait (1) seconds\nend\n\nwhen I receive [level 17 v]\nhide\n\n@Magic Platfrom 5\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10 v]\n\nwhen I receive [boss defeated v]\nwait (3) seconds\nshow\n\nhide\n\nforever\n hide\n wait (2) seconds\n show\n wait (2) seconds\nend\n\nforever\n\nrepeat until <touching (portal 10 v)?>\n hide\n wait (1) seconds\n show\n wait (1) seconds\nend\n\nwhen I receive [level 17 v]\nhide\n\n@portal 16\n\nwhen flag clicked\nhide\n\nwhen I receive [level 17 v]\nhide\n\nwhen I receive [boss defeated v]\nwait (3) seconds\nshow\n\n
up arrow key to jump \nleft key to move left \nright key to move right \n\npls no COPY and REMIX
zombie Platformer // Scrolling Platformer
@Stage\n\nwhen I receive [start v]\nforever\n play sound [Eerie Forest Night Ambience Effect v] until done\nend\n\nwhen I receive [start v]\nforever\n set volume to (🔊 volume) %\nend\n\n@Intro\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (bg v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (text games v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nbroadcast (start v)\n\nwhen I start as a clone\nif <(costume [name v]) = [bg]> then\n go to x: (0) y: (0)\n set size to (100) %\n show\nend\nif <(costume [name v]) = [logo]> then\n point in direction (0)\n go to x: (0) y: (0)\n set size to (0) %\n show\n repeat (20)\n change size by (((100) - (size)) / (3))\n turn right (((90) - (direction)) / (3)) degrees\n end\n wait (0.1) seconds\n repeat (30)\n change x by (((-110) - (x position)) / (3))\n end\n wait (0.2) seconds\nend\nif < (costume [name v]) contains [text]?> then\n go to x: (0) y: (0)\n set size to (100) %\n go [backward v] (1) layers\n show\n repeat (30)\n change x by (((40) - (x position)) / (3))\n end\nend\n\nwhen I receive [start v]\nif <(costume [name v]) = [bg]> then\n wait (0.5) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Home Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (0.5) seconds\nswitch costume to (bg v)\ncreate clone of (_myself_ v)\nswitch costume to (campfire v)\ncreate clone of (_myself_ v)\nswitch costume to (overlay v)\ncreate clone of (_myself_ v)\nswitch costume to (player idle v)\ncreate clone of (_myself_ v)\nswitch costume to (title v)\ncreate clone of (_myself_ v)\nswitch costume to (button1 v)\ncreate clone of (_myself_ v)\nswitch costume to (button2 v)\ncreate clone of (_myself_ v)\nswitch costume to (button3 v)\ncreate clone of (_myself_ v)\nswitch costume to (particle1 v)\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [bg]> then\n go to x: (0) y: (0)\n set size to (100) %\n show\nend\nif <(costume [name v]) = [campfire]> then\n go to x: (0) y: (0)\n set size to (100) %\n show\n wait (0.3) seconds\n forever\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\nif <(costume [name v]) = [overlay]> then\n go to x: (0) y: (0)\n set size to (100) %\n set [🔒 animate v] to [0]\n set [ghost v] effect to (60)\n show\n wait (0.3) seconds\n forever\n go to [front v] layer\n set [ghost v] effect to ((60) + (([sin v] of ((🔒 animate) * (100)) ) * (10)))\n change [🔒 animate v] by ((1) / (30))\n end\nend\nif < (costume [name v]) contains [particle]?> then\n go to x: ((-60) + (pick random (-5) to (5))) y: (-92)\n set size to (pick random (30) to (40)) %\n show\n switch costume to (particle3 v)\n repeat (20)\n change x by (pick random (-1) to (1))\n change y by (2)\n change size by (1)\n end\n switch costume to (particle2 v)\n repeat (20)\n change x by (pick random (-1) to (1))\n change y by (2)\n change size by (1)\n end\n switch costume to (particle1 v)\n repeat (40)\n change x by (pick random (-1) to (1))\n change y by (2)\n change size by (1)\n end\n repeat until <(size) < [10]>\n change x by (pick random (-1) to (1))\n change y by (2)\n change size by (((0) - (size)) / (3))\n end\n delete this clone\nend\nif <(costume [name v]) = [title]> then\n go to x: (-80) y: (140)\n set size to (80) %\n go to [front v] layer\n show\n wait (0.3) seconds\n forever\n go to [front v] layer\n end\nend\nif <(costume [name v]) = [button1]> then\n go to x: (-137) y: (-75)\n set size to (100) %\n go to [front v] layer\n show\n wait (0.3) seconds\n forever\n go to [front v] layer\n switch costume to (hitbox v)\n if <touching (mouse-pointer v)?> then\n change x by (((-120) - (x position)) / (3))\n switch costume to (button1 select v)\n if <mouse down?> then\n broadcast (game v)\n \n end\n else\n change x by (((-137) - (x position)) / (3))\n switch costume to (button1 v)\n end\n end\nend\nif <(costume [name v]) = [button2]> then\n go to x: (-137) y: (-110)\n set size to (100) %\n go to [front v] layer\n show\n wait (0.3) seconds\n forever\n go to [front v] layer\n switch costume to (hitbox v)\n if <touching (mouse-pointer v)?> then\n change x by (((-120) - (x position)) / (3))\n switch costume to (button2 select v)\n if <mouse down?> then\n switch costume to (instructions v)\n create clone of (_myself_ v)\n switch costume to (button2 select v)\n wait until <not <mouse down?>>\n end\n else\n change x by (((-137) - (x position)) / (3))\n switch costume to (button2 v)\n end\n end\nend\nif <(costume [name v]) = [button3]> then\n go to x: (-137) y: (-145)\n set size to (100) %\n go to [front v] layer\n set [🔊 volume v] to [100]\n set [🔒 animate v] to [1]\n show\n wait (0.3) seconds\n forever\n go to [front v] layer\n switch costume to (hitbox v)\n if <touching (mouse-pointer v)?> then\n change x by (((-120) - (x position)) / (3))\n switch costume to (button3 select v)\n if <mouse down?> then\n change [🔒 animate v] by (1)\n if <(🔒 animate) > [1]> then\n set [🔒 animate v] to [0]\n end\n wait until <not <mouse down?>>\n end\n else\n change x by (((-137) - (x position)) / (3))\n switch costume to (button3 v)\n end\n if <(🔒 animate) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\n set [🔊 volume v] to ((🔒 animate) * (100))\n end\nend\nif <(costume [name v]) = [instructions]> then\n go to x: (0) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait until <not <mouse down?>>\n repeat until <mouse down?>\n go to [front v] layer\n end\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [player idle]> then\n set [🔒 target x v] to [0]\n forever\n set [🔒 target x v] to (pick random (-180) to (180))\n wait (pick random (1) to (5)) seconds\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [player idle]> then\n go to x: (-50) y: (-70)\n set size to (60) %\n set rotation style [left-right v]\n show\n wait (0.3) seconds\n forever\n go to [front v] layer\n if <([abs v] of ((🔒 target x) - (x position)) ) > [3]> then\n change x by ((3) * (<(🔒 target x) > (x position)> - <(🔒 target x) < (x position)>))\n point in direction ((90) * (<(🔒 target x) > (x position)> - <(🔒 target x) < (x position)>))\n next costume\n if <(costume [name v]) = [title]> then\n switch costume to (player1 v)\n end\n else\n switch costume to (player idle v)\n end\n end\nend\n\nwhen I receive [game v]\nstop [other scripts in sprite v]\nwait (0.5) seconds\ndelete this clone\n\nwhen I receive [start v]\nwait (0.5) seconds\nforever\n play sound [Crackling Fireplace Sound Effect HQ v] until done\nend\n\nwhen I receive [start v]\nwait (0.5) seconds\nforever\n set volume to (🔊 volume) %\nend\n\n@Transition\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\ngo to x: (0) y: (0)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Overlay\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\ngo to x: (0) y: (0)\nset size to (100) %\nset [ghost v] effect to (40)\nswitch costume to (overlay v)\nshow\nforever\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Map\n\ndefine split (input)\nset [🔒 i v] to [0]\nset [🔒 x v] to []\nrepeat until <(letter (🔒 i) of (input)) = [.]>\n change [🔒 i v] by (1)\n if <not <(letter (🔒 i) of (input)) = [.]>> then\n set [🔒 x v] to (join (🔒 x) (letter (🔒 i) of (input)))\n end\nend\nset [🔒 y v] to []\nrepeat until <(letter (🔒 i) of (input)) = []>\n change [🔒 i v] by (1)\n if <not <(letter (🔒 i) of (input)) = []>> then\n set [🔒 y v] to (join (🔒 y) (letter (🔒 i) of (input)))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nwait (0.5) seconds\ngenerate\n\nwhen I start as a clone\nset size to (100) %\nforever\n position\nend\n\ndefine position\nset [🔒 costume v] to (costume [name v])\nswitch costume to (dummy v)\nset size to ((size) * (4)) %\nswitch costume to (fill v)\ngo to x: ((🔒 x) - (🎥 cam x)) y: ((🔒 y) - (🎥 cam y))\nswitch costume to (🔒 costume)\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\ndefine generate\nswitch costume to (join [0] [])\nrepeat (costume [number v])\n next costume\n if <not <<(costume [name v]) = [dummy]> or <(costume [name v]) = [fill]>>> then\n split (costume [name v])\n set [🔒 x v] to ((🔒 x) * (480))\n set [🔒 y v] to ((🔒 y) * (360))\n create clone of (_myself_ v)\n end\nend\n\n@Map Hitbox\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nwait (0.5) seconds\ngenerate\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (100)\nforever\n position\nend\n\ndefine position\nset [🔒 costume v] to (costume [name v])\nswitch costume to (dummy v)\nset size to ((size) * (4)) %\nswitch costume to (fill v)\ngo to x: ((🔒 x) - (🎥 cam x)) y: ((🔒 y) - (🎥 cam y))\nswitch costume to (🔒 costume)\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\ndefine split (input)\nset [🔒 i v] to [0]\nset [🔒 x v] to []\nrepeat until <(letter (🔒 i) of (input)) = [.]>\n change [🔒 i v] by (1)\n if <not <(letter (🔒 i) of (input)) = [.]>> then\n set [🔒 x v] to (join (🔒 x) (letter (🔒 i) of (input)))\n end\nend\nset [🔒 y v] to []\nrepeat until <(letter (🔒 i) of (input)) = []>\n change [🔒 i v] by (1)\n if <not <(letter (🔒 i) of (input)) = []>> then\n set [🔒 y v] to (join (🔒 y) (letter (🔒 i) of (input)))\n end\nend\n\ndefine generate\nswitch costume to (join [0] [])\nrepeat (costume [number v])\n next costume\n if <not <<(costume [name v]) = [dummy]> or <(costume [name v]) = [fill]>>> then\n split (costume [name v])\n set [🔒 x v] to ((🔒 x) * (480))\n set [🔒 y v] to ((🔒 y) * (360))\n create clone of (_myself_ v)\n end\nend\n\n@Player Gun\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nwait (0.5) seconds\nset size to (60) %\nforever\n if <([🔒 hp v] of [player v]) > [0]> then\n set [🔒 x v] to ([🔒 x v] of [player v])\n set [🔒 y v] to (([🔒 y v] of [player v]) + (7))\n if <(player can move?) = [true]> then\n point towards (mouse-pointer v)\n if <(mouse x) > ([x position v] of [player v])> then\n switch costume to (gun right v)\n else\n switch costume to (gun left v)\n end\n else\n turn right (((90) - (direction)) / (3)) degrees\n if <(direction) > [0]> then\n switch costume to (gun right v)\n else\n switch costume to (gun left v)\n end\n end\n position\n else\n hide\n end\nend\n\ndefine position\nset size to ((size) * (4)) %\ngo to x: (round ((🔒 x) - (🎥 cam x))) y: (round ((🔒 y) - (🎥 cam y)))\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\nwhen I receive [player fire v]\nif <(mouse x) > ([x position v] of [player v])> then\n switch costume to (gun right fire v)\nelse\n switch costume to (gun left fire v)\nend\n\n@Player\n\ndefine physics\nif <key (space v) pressed?> then\n set [🔒 xv v] to ((🔒 xv) * (0.9))\nelse\n set [🔒 xv v] to ((🔒 xv) * (0.85))\nend\nchange [🔒 x v] by (🔒 xv)\nposition\nset [🔒 slope v] to [1]\nrepeat until <<(🔒 slope) > [5]> or <not <<touching (map hitbox v)?> or <touching (pulley hitbox v)?>>>>\n change [🔒 slope v] by (1)\n change [🔒 y v] by (1)\n position\nend\nif <(🔒 slope) > [5]> then\n change [🔒 y v] by (-5)\n repeat until <not <<touching (map hitbox v)?> or <touching (pulley hitbox v)?>>>\n change [🔒 x v] by ((([abs v] of (🔒 xv) ) / (🔒 xv)) * (-2.5))\n position\n end\n set [🔒 xv v] to [0]\nend\nif <not <<touching (map hitbox v)?> or <touching (pulley hitbox v)?>>> then\n change [🔒 yv v] by (-1)\nend\nchange [🔒 y v] by (🔒 yv)\nposition\nif <<touching (map hitbox v)?> or <touching (pulley hitbox v)?>> then\n repeat until <not <<touching (map hitbox v)?> or <touching (pulley hitbox v)?>>>\n change [🔒 y v] by ((([abs v] of (🔒 yv) ) / (🔒 yv)) * (-1))\n position\n end\n set [🔒 yv v] to [0]\nend\n\nwhen flag clicked\nhide\n\ndefine position\nset size to ((size) * (4)) %\ngo to x: (round ((🔒 x) - (🎥 cam x))) y: (round ((🔒 y) - (🎥 cam y)))\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\nwhen I receive [game v]\nwait (0.5) seconds\nset [🎥 cam x v] to [0]\nset [🎥 cam y v] to [0]\nset size to (60) %\nshow\nforever\n set rotation style [left-right v]\n set [🔒 x v] to (🔒 checkpoint x)\n set [🔒 y v] to (🔒 checkpoint y)\n set [🔒 xv v] to [0]\n set [🔒 yv v] to [0]\n set [🔒 slope v] to [0]\n set [🔒 reload v] to [0]\n set [player bullets v] to [60]\n set [🔒 hp v] to [30]\n position\n clear graphic effects\n repeat until <(🔒 hp) < [1]>\n set [🔒 costume v] to (costume [name v])\n switch costume to (hitbox v)\n position\n if <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n physics\n end\n if <(player can move?) = [true]> then\n change [🔒 xv v] by (<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>)\n end\n change [🔒 y v] by (-1)\n position\n if <(player can move?) = [true]> then\n if <<<touching (map hitbox v)?> or <touching (pulley hitbox v)?>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <key (space v) pressed?> then\n set [🔒 yv v] to [18]\n else\n set [🔒 yv v] to [16]\n end\n end\n end\n change [🔒 y v] by (1)\n if <(🔒 x) > [4560]> then\n set [🔒 x v] to [4560]\n end\n if <(🔒 x) < [-220]> then\n set [🔒 x v] to [-220]\n end\n if <(player can move?) = [true]> then\n change [🎥 cam x v] by (round (((🔒 x) - (🎥 cam x)) / (5)))\n change [🎥 cam y v] by (round (((🔒 y) - (🎥 cam y)) / (5)))\n end\n if <(🎥 cam x) < [0]> then\n set [🎥 cam x v] to [0]\n end\n if <(🎥 cam x) > [3840]> then\n set [🎥 cam x v] to [3840]\n end\n if <(🎥 cam y) < [0]> then\n set [🎥 cam y v] to [0]\n end\n position\n switch costume to (🔒 costume)\n change [🔒 y v] by (-9)\n position\n if <<<touching (map hitbox v)?> or <touching (pulley hitbox v)?>> and <<([floor v] of ([abs v] of (🔒 xv) ) ) > [0]> and <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>>>> then\n change [🔒 costume # v] by (1)\n if <(🔒 costume #) > [9]> then\n set [🔒 costume # v] to [1]\n end\n switch costume to (join [walk] (🔒 costume #))\n else\n switch costume to (idle v)\n set [🔒 costume # v] to [0]\n end\n change [🔒 y v] by (9)\n position\n point in direction ((([abs v] of (🔒 xv) ) / (🔒 xv)) * (90))\n if <(player can move?) = [true]> then\n if <<mouse down?> and <<(🔒 reload) = [0]> and <(player bullets) > [0]>>> then\n change [🔒 reload v] by (1)\n change [player bullets v] by (-1)\n create clone of (player bullets v)\n start sound [M4 Assault Rifle Firing Reloading Pack Sound Effects2 v]\n if <((mouse x) + (🎥 cam x)) > (🔒 x)> then\n change [🔒 xv v] by (-0.3)\n else\n change [🔒 xv v] by (0.3)\n end\n broadcast (player fire v)\n end\n if <<(🔒 reload) = [0]> or <(🔒 reload) > [2]>> then\n set [🔒 reload v] to [0]\n else\n change [🔒 reload v] by (1)\n end\n end\n if <<(🔒 y) < [-300]> or <touching (danger v)?>> then\n set [🔒 hp v] to [0]\n end\n end\n if <(direction) = [90]> then\n switch costume to (die right v)\n set [🔒 tv v] to [-5]\n else\n switch costume to (die left v)\n set [🔒 tv v] to [5]\n end\n set rotation style [all around v]\n point in direction (90)\n add (🔒 x) to [blood particle x v]\n add (🔒 y) to [blood particle y v]\n add [0] to [blood particle direction v]\n if <(costume [name v]) = [die right]> then\n repeat until <(direction) < [0]>\n turn right (🔒 tv) degrees\n change [🔒 tv v] by (-1)\n physics\n end\n else\n repeat until <<(direction) > [-180]> and <(direction) < [90]>>\n turn right (🔒 tv) degrees\n change [🔒 tv v] by (1)\n physics\n end\n end\nend\n\nwhen I receive [game v]\nwait (0.5) seconds\nset [player can move? v] to [true]\nwait until <(🔒 x) > [1250]>\nset [player can move? v] to [false]\nset [🔒 xv v] to [0]\nset [🔒 yv v] to [0]\nrepeat until <<([abs v] of ((🎥 cam x) - (1430)) ) < [6]> and <([abs v] of ((🎥 cam y) - (70)) ) < [6]>>\n change [🎥 cam x v] by (round (((1430) - (🎥 cam x)) / (10)))\n change [🎥 cam y v] by (round (((70) - (🎥 cam y)) / (10)))\nend\nbroadcast (scene: break bridge v)\n\nwhen I receive [end scene: break bridge v]\nset [player can move? v] to [true]\nwait until <(🔒 x) > [2230]>\nset [player can move? v] to [false]\nset [🔒 xv v] to [0]\nset [🔒 yv v] to [0]\nrepeat until <<([abs v] of ((🎥 cam x) - (2400)) ) < [6]> and <([abs v] of ((🎥 cam y) - (70)) ) < [6]>>\n change [🎥 cam x v] by (round (((2400) - (🎥 cam x)) / (10)))\n change [🎥 cam y v] by (round (((70) - (🎥 cam y)) / (10)))\nend\nbroadcast (scene: zombies v)\n\nwhen I receive [end scene: zombies v]\nset [player can move? v] to [true]\n\nwhen I receive [start v]\nforever\n set volume to (🔊 volume) %\nend\n\nwhen I receive [game v]\nset [🔒 checkpoint x v] to [0]\nset [🔒 checkpoint y v] to [0]\nwait (0.5) seconds\nwait until <(🔒 x) > [2710]>\nset [🔒 checkpoint x v] to [2710]\nset [🔒 checkpoint y v] to [50]\nbroadcast (save v)\n\nwhen I receive [damage player v]\nchange [🔒 hp v] by (-1)\n\nwhen I receive [scene: pulley v]\nset [player can move? v] to [false]\nset [🔒 xv v] to [0]\nset [🔒 yv v] to [0]\nwait (0.2) seconds\nrepeat (20)\n change [🎥 cam x v] by (round (((3450) - (🎥 cam x)) / (10)))\n change [🎥 cam y v] by (round (((-65) - (🎥 cam y)) / (10)))\nend\nwait (1) seconds\nset [player can move? v] to [true]\n\n@Stars\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nerase all\nset pen color to (#ffffff)\nset pen size to (5)\nrender\n\ndefine render\nrepeat (40)\n go to x: (pick random (-240) to (240)) y: (pick random (-180) to (180))\n pen down\n pen up\nend\n\n@Bridge\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nwait (0.5) seconds\nswitch costume to (handle1 v)\ncreate clone of (_myself_ v)\nswitch costume to (handle2 v)\ncreate clone of (_myself_ v)\nswitch costume to (bridge1 v)\ncreate clone of (_myself_ v)\nswitch costume to (bridge2 v)\ncreate clone of (_myself_ v)\nswitch costume to (dummy v)\n\nwhen I start as a clone\npoint in direction (90)\nif <(costume [name v]) = [handle1]> then\n set [🔒 x v] to [1312]\n set [🔒 y v] to [78]\n set size to (100) %\n forever\n position\n end\nend\nif <(costume [name v]) = [handle2]> then\n set [🔒 x v] to [1596]\n set [🔒 y v] to [78]\n set size to (100) %\n forever\n position\n end\nend\nif <(costume [name v]) = [bridge1]> then\n set [🔒 x v] to [1303]\n set [🔒 y v] to [10]\n set size to (100) %\n forever\n position\n end\nend\nif <(costume [name v]) = [bridge2]> then\n set [🔒 x v] to [1604]\n set [🔒 y v] to [10]\n set size to (100) %\n forever\n position\n end\nend\n\ndefine position\nset [🔒 costume v] to (costume [name v])\nswitch costume to (dummy v)\nset size to ((size) * (4)) %\nswitch costume to (fill v)\ngo to x: (round ((🔒 x) - (🎥 cam x))) y: (round ((🔒 y) - (🎥 cam y)))\nswitch costume to (🔒 costume)\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\nwhen I receive [scene: break bridge v]\nwait (1.5) seconds\nset volume to (🔊 volume) %\nif <(costume [name v]) = [bridge1]> then\n start sound [Sound Effect- Crash v]\n set [🔒 tv v] to [0]\n repeat until <(direction) > [160]>\n change [🔒 tv v] by (1)\n turn right (🔒 tv) degrees\n change [🔒 x v] by (((1314) - (🔒 x)) / (3))\n position\n end\n point in direction (160)\nend\nif <(costume [name v]) = [bridge2]> then\n wait (0.1) seconds\n start sound [Sound Effect- Crash v]\n set [🔒 tv v] to [0]\n repeat until <(direction) < [0]>\n change [🔒 tv v] by (-1)\n turn right (🔒 tv) degrees\n change [🔒 x v] by (((1580) - (🔒 x)) / (3))\n position\n end\n point in direction (0)\nend\nif <(costume [name v]) = [handle1]> then\n wait (0.2) seconds\n start sound [Sound Effect- Crash v]\n set [🔒 tv v] to [0]\n repeat until <(direction) > [165]>\n change [🔒 tv v] by (1)\n turn right (🔒 tv) degrees\n position\n end\n repeat (10)\n turn right (((170) - (direction)) / (3)) degrees\n end\nend\nif <(costume [name v]) = [handle2]> then\n wait (0.1) seconds\n start sound [Sound Effect- Crash v]\n set [🔒 tv v] to [0]\n repeat until <(direction) < [15]>\n change [🔒 tv v] by (-1)\n turn right (🔒 tv) degrees\n position\n end\n point in direction (15)\nend\n\n@Zombies\n\nwhen flag clicked\nhide\n\nwhen I receive [scene: break bridge v]\nset [🔒 clone id v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(🔒 clone id) = [1]> then\n set [🔒 x v] to [1690]\n set [🔒 y v] to [45]\n set [🔒 hp v] to [5]\n set rotation style [left-right v]\n point in direction (-90)\n set size to (60) %\n set [🔒 costume # v] to [1]\n repeat (25)\n change [🔒 x v] by (-3)\n position\n change [🔒 costume # v] by (1)\n if <(🔒 costume #) > [9]> then\n set [🔒 costume # v] to [1]\n end\n switch costume to (join [walk] (🔒 costume #))\n end\n set [🔒 y v] to [55]\n repeat (25)\n change [🔒 x v] by (-3)\n position\n change [🔒 costume # v] by (1)\n if <(🔒 costume #) > [9]> then\n set [🔒 costume # v] to [1]\n end\n switch costume to (join [walk] (🔒 costume #))\n end\n point in direction (90)\n set rotation style [all around v]\n switch costume to (fall v)\n set [🔒 yv v] to [0]\n repeat until <(🔒 y) < [-300]>\n change [🔒 yv v] by (-1)\n change [🔒 x v] by (-3)\n change [🔒 y v] by (🔒 yv)\n turn left (3) degrees\n position\n end\n broadcast (end scene: break bridge v)\n delete this clone\nend\nif <(🔒 clone id) = [2]> then\n set [🔒 x v] to [2700]\n set [🔒 y v] to [46]\n set rotation style [left-right v]\n point in direction (-90)\n set size to (60) %\n set [brightness v] effect to (pick random (0) to (-10))\n set [🔒 costume # v] to [1]\n set [🔒 xv v] to [0]\n set [🔒 yv v] to [0]\n set [🔒 hp v] to [5]\n repeat until <(🔒 hp) < [1]>\n switch costume to (hitbox v)\n change [🔒 xv v] by (<(🔒 x) < ([🔒 x v] of [player v])> - <(🔒 x) > ([🔒 x v] of [player v])>)\n point in direction ((<(🔒 x) < ([🔒 x v] of [player v])> - <(🔒 x) > ([🔒 x v] of [player v])>) * (90))\n physics\n if <touching (player v)?> then\n add ([🔒 x v] of [player v]) to [blood particle x v]\n add (([🔒 y v] of [player v]) - (10)) to [blood particle y v]\n add ((<(🔒 x) < ([🔒 x v] of [player v])> - <(🔒 x) > ([🔒 x v] of [player v])>) * (-90)) to [blood particle direction v]\n set [🔒 xv v] to (((0) - (🔒 xv)) * (5))\n broadcast (damage player v)\n end\n change [🔒 costume # v] by (0.5)\n if <(🔒 costume #) > [9]> then\n set [🔒 costume # v] to [1]\n end\n switch costume to (join [walk] ([floor v] of (🔒 costume #) ))\n if <<touching (player bullets v)?> and <(🔒 hp) > [0]>> then\n change [🔒 hp v] by (-1)\n if <(direction) = [90]> then\n switch costume to (hit right v)\n set [🔒 xv v] to [-5]\n point in direction (60)\n else\n switch costume to (hit left v)\n set [🔒 xv v] to [5]\n point in direction (120)\n end\n set rotation style [all around v]\n repeat until <([abs v] of ((90) - (direction)) ) < [3]>\n turn right (((90) - (direction)) / (3)) degrees\n physics\n end\n point in direction (90)\n end\n set rotation style [left-right v]\n end\n point in direction ((<(🔒 x) < ([🔒 x v] of [player v])> - <(🔒 x) > ([🔒 x v] of [player v])>) * (90))\n if <(direction) = [90]> then\n switch costume to (hit right v)\n set [🔒 xv v] to [-5]\n set [🔒 tv v] to [-5]\n else\n switch costume to (hit left v)\n set [🔒 xv v] to [5]\n set [🔒 tv v] to [5]\n end\n point in direction (90)\n set rotation style [all around v]\n if <(costume [name v]) = [hit right]> then\n repeat until <(direction) < [0]>\n change [🔒 tv v] by (-1)\n turn right (🔒 tv) degrees\n physics\n end\n switch costume to (die right v)\n point in direction (0)\n else\n repeat until <<(direction) > [-180]> and <(direction) < [90]>>\n change [🔒 tv v] by (1)\n turn right (🔒 tv) degrees\n physics\n end\n switch costume to (die left v)\n point in direction (180)\n end\n repeat (30)\n physics\n end\n repeat (10)\n position\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(🔒 clone id) = [3]> then\n set [🔒 x v] to [4100]\n set [🔒 y v] to [-67]\n set rotation style [left-right v]\n point in direction (-90)\n set size to (60) %\n set [brightness v] effect to (pick random (0) to (-10))\n set [🔒 costume # v] to [1]\n set [🔒 xv v] to [0]\n set [🔒 yv v] to [0]\n set [🔒 hp v] to [5]\n repeat until <(🔒 hp) < [1]>\n switch costume to (hitbox v)\n change [🔒 xv v] by (<(🔒 x) < ([🔒 x v] of [player v])> - <(🔒 x) > ([🔒 x v] of [player v])>)\n point in direction ((<(🔒 x) < ([🔒 x v] of [player v])> - <(🔒 x) > ([🔒 x v] of [player v])>) * (90))\n physics\n if <touching (player v)?> then\n add ([🔒 x v] of [player v]) to [blood particle x v]\n add (([🔒 y v] of [player v]) - (10)) to [blood particle y v]\n add ((<(🔒 x) < ([🔒 x v] of [player v])> - <(🔒 x) > ([🔒 x v] of [player v])>) * (-90)) to [blood particle direction v]\n set [🔒 xv v] to (((0) - (🔒 xv)) * (5))\n broadcast (damage player v)\n end\n change [🔒 costume # v] by (0.5)\n if <(🔒 costume #) > [9]> then\n set [🔒 costume # v] to [1]\n end\n switch costume to (join [walk] ([floor v] of (🔒 costume #) ))\n if <<touching (player bullets v)?> and <(🔒 hp) > [0]>> then\n change [🔒 hp v] by (-1)\n if <(direction) = [90]> then\n switch costume to (hit right v)\n set [🔒 xv v] to [-5]\n point in direction (60)\n else\n switch costume to (hit left v)\n set [🔒 xv v] to [5]\n point in direction (120)\n end\n set rotation style [all around v]\n repeat until <([abs v] of ((90) - (direction)) ) < [3]>\n turn right (((90) - (direction)) / (3)) degrees\n physics\n end\n point in direction (90)\n end\n set rotation style [left-right v]\n end\n point in direction ((<(🔒 x) < ([🔒 x v] of [player v])> - <(🔒 x) > ([🔒 x v] of [player v])>) * (90))\n if <(direction) = [90]> then\n switch costume to (hit right v)\n set [🔒 xv v] to [-5]\n set [🔒 tv v] to [-5]\n else\n switch costume to (hit left v)\n set [🔒 xv v] to [5]\n set [🔒 tv v] to [5]\n end\n point in direction (90)\n set rotation style [all around v]\n if <(costume [name v]) = [hit right]> then\n repeat until <(direction) < [0]>\n change [🔒 tv v] by (-1)\n turn right (🔒 tv) degrees\n physics\n end\n switch costume to (die right v)\n point in direction (0)\n else\n repeat until <<(direction) > [-180]> and <(direction) < [90]>>\n change [🔒 tv v] by (1)\n turn right (🔒 tv) degrees\n physics\n end\n switch costume to (die left v)\n point in direction (180)\n end\n repeat (30)\n physics\n end\n repeat (10)\n position\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine position\nset size to ((size) * (4)) %\ngo to x: (round ((🔒 x) - (🎥 cam x))) y: (round ((🔒 y) - (🎥 cam y)))\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset volume to (🔊 volume) %\nrepeat until <(🔒 hp) < [1]>\n play sound (pick random (1) to (3)) until done\n wait (pick random (0.5) to (1)) seconds\nend\n\nwhen I receive [scene: zombies v]\nset [🔒 clone id v] to [2]\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (2) seconds\nbroadcast (end scene: zombies v)\nwait until <([🔒 x v] of [player v]) > [3610]>\nset [🔒 clone id v] to [3]\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\n\ndefine physics\nset [🔒 xv v] to ((🔒 xv) * (0.6))\nchange [🔒 x v] by (🔒 xv)\nposition\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n set [🔒 slope v] to [1]\n repeat until <<(🔒 slope) > [5]> or <not <touching (map hitbox v)?>>>\n change [🔒 slope v] by (1)\n change [🔒 y v] by (1)\n position\n end\n if <(🔒 slope) > [5]> then\n change [🔒 y v] by (-5)\n repeat until <not <touching (map hitbox v)?>>\n change [🔒 x v] by ((([abs v] of (🔒 xv) ) / (🔒 xv)) * (-2.5))\n position\n end\n set [🔒 xv v] to [0]\n end\n if <not <touching (map hitbox v)?>> then\n change [🔒 yv v] by (-1)\n end\n change [🔒 y v] by (🔒 yv)\n position\n if <touching (map hitbox v)?> then\n repeat until <not <touching (map hitbox v)?>>\n change [🔒 y v] by (1)\n position\n end\n set [🔒 yv v] to [0]\n end\nelse\n if <(🔒 clone id) = [2]> then\n set [🔒 y v] to [46]\n end\n if <(🔒 clone id) = [3]> then\n set [🔒 y v] to [-67]\n end\n set [🔒 yv v] to [0]\n position\nend\n\n@Tip\n\nwhen flag clicked\nhide\n\nwhen I receive [end scene: break bridge v]\nset [🔒 x v] to [1300]\nset [🔒 y v] to [140]\nset size to (100) %\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\n position\nend\nforever\n position\nend\n\ndefine position\nset size to ((size) * (4)) %\ngo to x: (round ((🔒 x) - (🎥 cam x))) y: (round ((🔒 y) - (🎥 cam y)))\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nwait (0.5) seconds\ngenerate\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (100)\nforever\n position\nend\n\ndefine position\nset [🔒 costume v] to (costume [name v])\nswitch costume to (dummy v)\nset size to ((size) * (4)) %\nswitch costume to (fill v)\ngo to x: ((🔒 x) - (🎥 cam x)) y: ((🔒 y) - (🎥 cam y))\nswitch costume to (🔒 costume)\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\ndefine split (input)\nset [🔒 i v] to [0]\nset [🔒 x v] to []\nrepeat until <(letter (🔒 i) of (input)) = [.]>\n change [🔒 i v] by (1)\n if <not <(letter (🔒 i) of (input)) = [.]>> then\n set [🔒 x v] to (join (🔒 x) (letter (🔒 i) of (input)))\n end\nend\nset [🔒 y v] to []\nrepeat until <(letter (🔒 i) of (input)) = []>\n change [🔒 i v] by (1)\n if <not <(letter (🔒 i) of (input)) = []>> then\n set [🔒 y v] to (join (🔒 y) (letter (🔒 i) of (input)))\n end\nend\n\ndefine generate\nswitch costume to (join [0] [])\nrepeat (costume [number v])\n next costume\n if <not <<(costume [name v]) = [dummy]> or <(costume [name v]) = [fill]>>> then\n split (costume [name v])\n set [🔒 x v] to ((🔒 x) * (480))\n set [🔒 y v] to ((🔒 y) * (360))\n create clone of (_myself_ v)\n end\nend\n\n@Player Bullets\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction ([direction v] of [player gun v])\nif <(direction) > [0]> then\n set [🔒 x v] to (([🔒 x v] of [player gun v]) + (([sin v] of ((direction) + (90)) ) * (10)))\n set [🔒 y v] to (([🔒 y v] of [player gun v]) + (([cos v] of ((direction) + (90)) ) * (10)))\nelse\n set [🔒 x v] to (([🔒 x v] of [player gun v]) + (([sin v] of ((direction) + (-90)) ) * (10)))\n set [🔒 y v] to (([🔒 y v] of [player gun v]) + (([cos v] of ((direction) + (-90)) ) * (10)))\nend\nchange [🔒 x v] by (([sin v] of (direction) ) * (30))\nchange [🔒 y v] by (([cos v] of (direction) ) * (30))\nturn right (pick random (-5) to (5)) degrees\nswitch costume to (dummy v)\nset size to (20) %\nswitch costume to (bullet v)\nset [🔒 travel v] to [0]\nrepeat until <<touching (map hitbox v)?> or <<touching (zombies v)?> or <<touching (pulley v)?> or <(🔒 travel) > [8]>>>>\n change [🔒 travel v] by (1)\n change [🔒 x v] by (([sin v] of (direction) ) * (30))\n change [🔒 y v] by (([cos v] of (direction) ) * (30))\n position\nend\nif <touching (zombies v)?> then\n add (🔒 x) to [blood particle x v]\n add (🔒 y) to [blood particle y v]\n add ((direction) + (180)) to [blood particle direction v]\nend\nif <(🔒 travel) > [8]> then\n repeat (10)\n change [🔒 x v] by (([sin v] of (direction) ) * (5))\n change [🔒 y v] by (([cos v] of (direction) ) * (5))\n position\n change [ghost v] effect by (10)\n change size by (1)\n end\nelse\n switch costume to (bullet die v)\n set [🔒 xv v] to (([sin v] of (direction) ) * (-20))\n set [🔒 yv v] to (([cos v] of (direction) ) * (-20))\n repeat (10)\n set [🔒 xv v] to ((🔒 xv) * (0.9))\n change [🔒 yv v] by (-1)\n change [🔒 x v] by (🔒 xv)\n change [🔒 y v] by (🔒 yv)\n ground\n change [ghost v] effect by (10)\n end\nend\ndelete this clone\n\ndefine position\nset size to ((size) * (4)) %\ngo to x: (round ((🔒 x) - (🎥 cam x))) y: (round ((🔒 y) - (🎥 cam y)))\nset [🔒 costume v] to (costume [name v])\nswitch costume to (dummy v)\nset size to ((size) / (4)) %\nswitch costume to (🔒 costume)\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\ndefine ground\nposition\nif <touching (map hitbox v)?> then\n repeat until <not <touching (map hitbox v)?>>\n change [🔒 y v] by (1)\n position\n end\n point in direction ((([abs v] of (direction) ) / (direction)) * (90))\n set [🔒 yv v] to [0]\nend\n\n@Blood Particles\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\ndelete all of [blood particle x v]\ndelete all of [blood particle y v]\ndelete all of [blood particle direction v]\nforever\n if <(length of [blood particle x v]) > [0]> then\n set [🔒 x v] to (item (1) of [blood particle x v])\n set [🔒 y v] to (item (1) of [blood particle y v])\n point in direction (item (1) of [blood particle direction v])\n delete (1) of [blood particle x v]\n delete (1) of [blood particle y v]\n delete (1) of [blood particle direction v]\n clone [5]\n end\nend\n\ndefine clone (clones)\nrepeat (clones)\n create clone of (_myself_ v)\nend\n\ndefine position\nset size to ((size) * (4)) %\ngo to x: (round ((🔒 x) - (🎥 cam x))) y: (round ((🔒 y) - (🎥 cam y)))\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset size to (pick random (10) to (20)) %\nturn right (pick random (-20) to (20)) degrees\nset [🔒vel v] to (pick random (4) to (6))\nrepeat (10)\n change [🔒 x v] by (([sin v] of (direction) ) * (🔒vel))\n change [🔒 y v] by (([cos v] of (direction) ) * (🔒vel))\n position\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Score\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nwait (2) seconds\nswitch costume to (icon v)\ncreate clone of (_myself_ v)\nswitch costume to (0 v)\nset [🔒 clone id v] to [0]\nrepeat (3)\n change [🔒 clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [brightness v] effect to (100)\nif <(costume [name v]) = [icon]> then\n go to x: (-215) y: (152)\n switch costume to (dummy v)\n set size to (40) %\n switch costume to (icon v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n end\nelse\n go to x: ((-215) + ((🔒 clone id) * (20))) y: (150)\n switch costume to (dummy v)\n set size to (40) %\n if <((🔒 clone id) - (1)) < (length of (player bullets))> then\n switch costume to (letter (🔒 clone id) of (player bullets))\n show\n else\n hide\n end\n set [ghost v] effect to (100)\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n forever\n if <((🔒 clone id) - (1)) < (length of (player bullets))> then\n switch costume to (letter (🔒 clone id) of (player bullets))\n show\n else\n hide\n end\n go to [front v] layer\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\n@Ammo\n\nwhen flag clicked\nhide\n\ndefine position\nset size to ((size) * (4)) %\ngo to x: (round ((🔒 x) - (🎥 cam x))) y: (round ((🔒 y) - (🎥 cam y)))\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\nwhen I receive [game v]\nwait (0.5) seconds\nset [🔒 x v] to [2698]\nset [🔒 y v] to [15]\ncreate clone of (_myself_ v)\nset [🔒 x v] to [3642]\nset [🔒 y v] to [-100]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (50) %\nclear graphic effects\nposition\nrepeat until <touching (player v)?>\n position\nend\nchange [player bullets v] by (30)\nrepeat (10)\n change [ghost v] effect by (10)\n position\nend\ndelete this clone\n\n@Save\n\nwhen flag clicked\nhide\n\nwhen I receive [save v]\ngo to x: (0) y: (0)\nset size to (100) %\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\n@Player Hp Indicator\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nwait (0.5) seconds\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nforever\n go to [front v] layer\n change [🔒 effect v] by (((([🔒 hp v] of [player v]) + (80)) - (🔒 effect)) / (3))\n set [ghost v] effect to (🔒 effect)\nend\n\n@Pulley\n\nwhen flag clicked\nhide\n\ndefine position\nset [🔒 costume v] to (costume [name v])\nswitch costume to (dummy v)\nset size to ((size) * (4)) %\nswitch costume to (🔒 costume)\ngo to x: (round ((🔒 x) - (🎥 cam x))) y: (round ((🔒 y) - (🎥 cam y)))\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\nwhen I receive [game v]\nwait (0.5) seconds\nclear graphic effects\nswitch costume to (rock1 v)\ncreate clone of (_myself_ v)\nswitch costume to (wood v)\ncreate clone of (_myself_ v)\nswitch costume to (crosshair v)\ncreate clone of (_myself_ v)\nswitch costume to (lift1 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [rock1]> then\n set [🔒 x v] to [3420]\n set [🔒 y v] to [370]\n point in direction (90)\n set size to (100) %\n forever\n position\n end\nend\nif <(costume [name v]) = [wood]> then\n set [🔒 x v] to [3372]\n set [🔒 y v] to [366]\n point in direction (55)\n set size to (100) %\n set [🔒 hp v] to [15]\n repeat until <(🔒 hp) < [1]>\n position\n if <touching (player bullets v)?> then\n change [🔒 hp v] by (-1)\n turn right (pick random (-15) to (15)) degrees\n end\n turn right (((55) - (direction)) / (3)) degrees\n end\n set volume to (🔊 volume) %\n start sound [Sound Effect- Crash v]\n repeat (10)\n change [ghost v] effect by (10)\n position\n turn right (((55) - (direction)) / (3)) degrees\n end\n broadcast (scene: pulley v)\n delete this clone\nend\nif <(costume [name v]) = [crosshair]> then\n set [🔒 x v] to [3400]\n set [🔒 y v] to [330]\n point in direction (-135)\n set size to (70) %\n forever\n position\n end\nend\nif <(costume [name v]) = [lift1]> then\n set [🔒 x v] to [3459]\n set [🔒 y v] to [145]\n point in direction (90)\n set size to (100) %\n forever\n position\n end\nend\n\nwhen I receive [scene: pulley v]\nif <(costume [name v]) = [crosshair]> then\n repeat (10)\n change [ghost v] effect by (10)\n position\n end\n delete this clone\nend\nif <(costume [name v]) = [rock1]> then\n repeat (12)\n change [🔒 y v] by (5)\n position\n if <(🔒 y) > [380]> then\n switch costume to (rock2 v)\n end\n if <(🔒 y) > [390]> then\n switch costume to (rock3 v)\n end\n end\nend\nif <(costume [name v]) = [lift1]> then\n repeat (5)\n change [🔒 y v] by (-5)\n position\n end\n switch costume to (lift2 v)\n repeat (16)\n change [🔒 y v] by (-5)\n position\n end\nend\n\n@Pulley Hitbox\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nset [🔒 x v] to [3360]\nset [🔒 y v] to [0]\nset size to (100) %\nset [ghost v] effect to (100)\nswitch costume to (before v)\nforever\n position\nend\n\ndefine position\nset [🔒 costume v] to (costume [name v])\nswitch costume to (dummy v)\nset size to ((size) * (4)) %\nswitch costume to (fill v)\ngo to x: ((🔒 x) - (🎥 cam x)) y: ((🔒 y) - (🎥 cam y))\nswitch costume to (🔒 costume)\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\nwhen I receive [scene: pulley v]\nswitch costume to (after v)\n\n@Thumb\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to x: (0) y: (0)\nswitch costume to (dummy v)\nset size to (100) %\nswitch costume to (thumb v)\ngo to [front v] layer\nshow\n\n
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀WARNING\n⠀⠀⠀⠀⠀⠀⠀⠀Mild cartoon violence and blood\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Rated 10+\n⠀⠀(It's not actually that violent I just don't want to get ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀reported)\n\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀INFO\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Scrolling platformer\n⠀⠀This game is unfinished because I lost motivation\n\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀INSTRUCTIONS\n⠀⠀⠀WASD / arrow keys to move | click to shoot\n\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀CREDITS\n⠀⠀⠀⠀⠀⠀⠀Some inspiration from Tomb Raider\n⠀⠀⠀⠀⠀Zombie inspiration from ZombsRoyale.io\n⠀⠀⠀⠀⠀⠀Zombie sound effects from Minecraft\n\n⠀⠀⠀⠀#games #scrolling #platformer #platformers
Thirsty - a platformer || #all #games
@Stage\n\n@charakter\n\nwhen flag clicked\nforever\n if <not <<touching color (#1ae600)?> or <touching color (#7d7d7d)?>>> then\n change [prędkośćy v] by (-0.5)\n end\n if <<touching color (#000000)?> or <touching color (#868686)?>> then\n go to x: (-190) y: (-15)\n end\n if <touching (krawędź v)?> then\n next backdrop\n go to x: (-190) y: (-15)\n end\n if <touching (krawędź2 v)?> then\n go to x: (-190) y: (-15)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (tło1 v)\ngo to x: (-190) y: (-15)\nforever\n create clone of (_myself_ v)\n if <not <<touching color (#1ae600)?> or <touching color (#7d7d7d)?>>> then\n repeat until <<touching color (#1ae600)?> or <touching color (#7d7d7d)?>>\n create clone of (_myself_ v)\n change y by (prędkośćY)\n if <key (right arrow v) pressed?> then\n move (7) steps\n end\n if <key (left arrow v) pressed?> then\n change x by (-7)\n end\n end\n else\n set [prędkośćy v] to [0]\n if <key (right arrow v) pressed?> then\n move (7) steps\n end\n if <key (left arrow v) pressed?> then\n change x by (-7)\n end\n end\nend\n\nwhen [up arrow v] key pressed\nif <<touching color (#1ae600)?> or <touching color (#7d7d7d)?>> then\n change y by (10)\n set [prędkośćy v] to [10]\nend\n\nwhen I start as a clone\nswitch costume to (ślad v)\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@krawędź\n\nwhen flag clicked\nshow\nforever\n if <(backdrop [name v]) = [tło jaskinia5]> then\n hide\n end\nend\n\n@krawędź2\n\n@miniaturka\n\nshow\n\nwhen flag clicked\nhide\n\n
arrows
SCRATCH block Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Goodbye v] until done\nend\n\n@地面\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (-10) y: (-9)\nforever\n if <(costume [number v]) = [7]> then\n broadcast (ゴール v)\n end\nend\n\nwhen I receive [tugo v]\nif <not <(costume [number v]) = [7]>> then\n next costume\n set [いいよ v] to [1]\n broadcast (next v)\nend\n\ngo to (random position v)\n\n@Cat\n\nwhen flag clicked\nshow\nbroadcast (メッセージ1 v)\n\nwhen I receive [メッセージ1 v]\nset [x v] to [0]\nset [y v] to [0]\nshow\ngo to x: (-171) y: (-77)\nset size to (70) %\nswitch costume to (cat-a v)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> 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 (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (-6)\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(x) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\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 (-1)\n if <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [15]\n end\n end\n change y by (y)\n change [y v] by (-1)\n if <touching (地面 v)?> then\n set [y v] to [0]\n end\n if <touching color (#ff8c16)?> then\n set [y v] to [20]\n end\n if <touching color (#58c059)?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n go to x: (-217) y: (-94)\n go to [front v] layer\n set [ghost v] effect to (0)\n end\n if <(x position) > [240]> then\n broadcast (tugo v)\n hide\n set [いいよ v] to [1]\n wait until <(いいよ) = [0]>\n go to x: (-217) y: (-70)\n set [いいよ v] to [0]\n show\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>>> then\n next costume\n wait (0.1) seconds\n end\n if <<touching (地面 v)?> and <not <touching color (#ffb331)?>>> then\n repeat until <not <touching (地面 v)?>>\n change y by (1)\n end\n end\nend\n\nchange x by (-2)\n\nclear graphic effects\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [ゴール v]\nforever\n show\nend\n\n@スプライト2\n\nwhen I receive [next v]\ngo to [front v] layer\nshow\ngo to x: (-490) y: (0)\nglide (0.3) secs to x: (-25) y: (0)\nglide (0.5) secs to x: (25) y: (0)\nglide (0.3) secs to x: (490) y: (0)\nbroadcast (やめ v)\nhide\n\nwhen I receive [やめ v]\nset [いいよ v] to [0]\n\nwhen flag clicked\nhide\n\n@バック\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n set [ghost v] effect to (30)\nend\n\n@スプライト3\n\nwhen flag clicked\nshow\n\nwhen I receive [ゴール v]\nhide\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nset size to (90) %\ngo to x: (27) y: (-24)\n\n@さむね 背景\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (-1) y: (0)\nset [ghost v] effect to (100)\n\n
scratchのブロックをテーマにしたPlatformer です\n\nモバイル        パソコン\n画面をタッチで操作   矢印キー操作\n\n緑のブロックはアウト、変数(オレンジ)のブロックは大ジャンプです\n\n\n
Summertime || A platformer || #Games #Mobile #Platformers
@Stage\n\nwhen flag clicked\nset volume to (70) %\nforever\n set volume to (70) %\n play sound [Vexento - Syndrome v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <not <<touching color (#4c86ff)?> or <touching color (#437de0)?>>> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n else\n switch costume to (1 v)\n end\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\n point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\n point in direction (-90)\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 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 (crabs and spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n broadcast (Ded v)\n end\n if <touching (umbrella 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 else\n end\n set size to (100) %\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 (umbrella v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\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 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\n@Ground\n\nwhen flag clicked\nswitch costume to (1 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@Crabs and spikes\n\nwhen flag clicked\nswitch costume to (1 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 (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\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (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\n@Umbrella \n\nwhen flag clicked\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\nswitch costume to (1 v)\ngo to [back v] layer\ngo [backward v] (8) layers\nhide\n\nwhen I receive [next level v]\nshow\nswitch costume to (1 v)\nif <(Level) = [3]> then\n Clone at x: [-120] y: [-115]\nelse\n hide\nend\n\nwhen I receive [next level v]\nshow\nswitch costume to (1 v)\nif <(Level) = [9]> then\n Clone at x: [-124] y: [-103]\nelse\n hide\nend\n\n@Woter\n\nwhen flag clicked\nswitch costume to (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 [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (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\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (1 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\ngo to x: (0) y: (0)\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
Hi everyone! Welcome to my platformer game called "Summertime" I hope you'll enjoy it! If you did, then please consider by liking this project! Thank you.\n\nInstructions: Arrow keys or touch screen to move.\n\nPlease purpose this to be featured!
RAINBOW PLATFORMER || #ALL #GAMES
@Stage\n\nwhen flag clicked\nswitch backdrop to (2 v)\n\nwhen flag clicked\nforever\n change [color v] effect by (5)\nend\n\nwhen I receive [game on v]\nforever\n play sound [Minecraft v] until done\nend\n\n@#PLAYER\n\nwhen I receive [game on v]\nset [xv v] to [-190]\nset [yv v] to [-25]\ngo to x: (XV) y: (YV)\nset size to (85) %\nshow\nset [level v] to [1]\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 (#danger v)?> or <touching (#lava v)?>> or <<touching (#enemy-1 v)?> or <touching (#enemy-2 v)?>>> or <(y position) < [-170]>> then\n set [my variable v] to [1]\n change [🤕 v] by (1)\n start sound [Hurt v]\n go to x: (XV) y: (YV)\n end\n if <(x position) > [240]> then\n change [level v] by (1)\n go to x: (XV) y: (YV)\n end\n end\nend\n\nwhen I receive [set v]\ngo to x: (XV) y: (YV)\n\nbroadcast (NEXT LEVEL v)\n\nwhen I receive [game on v]\nset [❌ v] to [DIE]\nset [🤕 v] to [0]\nforever\n set [❌ + 🤕 v] to (join (❌) (join [ : ] (🤕)))\nend\n\nset [my variable v] to [0]\n\nwhen flag clicked\nswitch costume to (costume2 v)\nbroadcast (GAME ON v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (10)\n change [ghost v] effect by (7.5)\n change [color v] effect by (25)\nend\ndelete this clone\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [color v] effect by (5)\nend\n\nwhen I receive [game on v]\nforever\n change [timer v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\ndelete all of [recorders v]\nadd (☁ hightscore) to [recorders v]\nshow list [recorders v]\n\nwhen flag clicked\nforever\n if <(mouse x) < [-190]> then\n hide list [recorders v]\n else\n show list [recorders v]\n end\nend\n\nif then\nend\n\n@#PLATFORMS\n\nwhen flag clicked\n\nnext costume\n\nwhen I receive [game on v]\ngo to x: (0) y: (0)\nswitch costume to (costume-1 v)\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [game on v]\nshow\n\n@#DANGER\n\nwhen I receive [game on v]\nswitch costume to (danger ⇢ level 1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@#LEVEL?\n\nwhen flag clicked\n\nwhen I receive [game on v]\ngo to x: (0) y: (0)\nswitch costume to (level :1 v)\nshow\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 end\n if <(LEVEL) = [19]> then\n switch costume to (level :19 v)\n end\n if <(LEVEL) = [20]> then\n switch costume to (level :20 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\nwhen flag clicked\nforever\n change [color v] effect by (5)\nend\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@#LAVA\n\nwhen I receive [game on v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@#SKIP\n\nwhen I receive [game on v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\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\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (SET v)\n\nwhen I receive [skip 📛 v]\nhide\n\nwhen flag clicked\nforever\n change [color v] effect by (5)\nend\n\n@#ENEMY-1\n\nwhen I receive [game on v]\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nswitch costume to (costume1 v)\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [game on v]\nshow\nset y to (-100)\nforever\n repeat (2)\n glide (0.85) secs to x: (0) y: (-100)\n glide (0.85) secs to x: (170) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (5)\nend\n\n@#ENEMY-2\n\nwhen I receive [game on v]\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nswitch costume to (costume1 v)\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [game on v]\nshow\nset y to (-100)\nwait (0.15) seconds\nforever\n repeat (2)\n glide (0.85) secs to x: (10) y: (-100)\n glide (0.85) secs to x: (-180) y: (-100)\n end\nend\n\nswitch costume to (costume10 v)\n\n@#THUMBNAIL\n\nwhen I receive [game on v]\nshow\ngo to x: (0) y: (0)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nset [ghost v] effect to (0)\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nswitch costume to (costume1 v)\n\nwhen flag clicked\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n if <<(TIMER) < (☁ hightscore)> and <(LEVEL) = [20]>> then\n broadcast (WORLD RECORD!! v)\n set [☁ hightscore v] to ((username) + (TIMER))\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [world record!! v]\nset [ghost v] effect to (100)\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-4)\n change [ghost v] effect by (-10)\nend\n\n
hi!! :)\nWelcome to the new rainbow game .. nah maybe there are no blocks to the pen but the idea of the game is ( the player like a Ink square and the backdrop as a Color book or paper, also there are credits so we must write them!!\n1# Trending games\n5# Trending remix project\n\nBest record 0 death, 0 skips, 19 seconds: \n@TigerLeopardCooger\n NICE!!!!!!!!!!!!\nBest not dead's @explodeingkitties 0 dead's no skips\nCongratulations!!!!\n-------------------------------------------------------------------------\n\n-----------------new version records-----------------------------\n40 sec. 3 die @Hacker_mode-5000\n-------------------------------------------------------------------------\n\n\nVersion 0.2 https://scratch.mit.edu/projects/502907103\nVersion 0.3 https://scratch.mit.edu/projects/503583316\nVersion 0.4 https://scratch.mit.edu/projects/510221576\nVersion 0.5 https://scratch.mit.edu/projects/514334424\n\n#Games #all #Hacker_mode-5000 #Pltaformer #Player\n
Treasure - a platformer || #all #games
@Stage\n\n@charakter\n\nwhen flag clicked\nforever\n if <not <<touching color (#1ae600)?> or <touching color (#7d6400)?>>> then\n change [prędkośćy v] by (-0.5)\n end\n if then\n go to x: (-190) y: (-15)\n end\n if <touching (krawędź v)?> then\n next backdrop\n go to x: (-190) y: (-15)\n end\n if <touching (krawędź2 v)?> then\n go to x: (-190) y: (-15)\n end\nend\n\nwhen flag clicked\nshow\nswitch backdrop to (tło1 v)\nswitch costume to (charakter v)\ngo to x: (-190) y: (-15)\nforever\n create clone of (_myself_ v)\n if <not <<touching color (#1ae600)?> or <touching color (#7d6400)?>>> then\n repeat until <<touching color (#1ae600)?> or <touching color (#7d6400)?>>\n create clone of (_myself_ v)\n change y by (prędkośćY)\n if <key (right arrow v) pressed?> then\n move (7) steps\n end\n if <key (left arrow v) pressed?> then\n change x by (-7)\n end\n end\n else\n set [prędkośćy v] to [0]\n if <key (right arrow v) pressed?> then\n move (7) steps\n end\n if <key (left arrow v) pressed?> then\n change x by (-7)\n end\n end\nend\n\nwhen [up arrow v] key pressed\nif <<touching color (#1ae600)?> or <touching color (#7d6400)?>> then\n change y by (10)\n set [prędkośćy v] to [10]\nend\n\nwhen I start as a clone\nswitch costume to (ślad v)\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (skarb v)?> then\n go to x: (74) y: (-86)\n go to x: (-6) y: (-90)\n next backdrop\n forever\n if <touching (krawędź2 v)?> then\n hide\n broadcast (wiadomość1 v)\n stop [this script v]\n end\n if <touching color (#a48400)?> then\n change x by (-14)\n end\n end\n end\nend\n\n@krawędź\n\nwhen flag clicked\nshow\nforever\n if <(backdrop [name v]) = [tło świątynia]> then\n hide\n end\nend\n\n@krawędź2\n\n@miniaturka\n\nshow\n\nwhen flag clicked\nhide\n\n@skarb\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [tło świątynia]> then\n show\n end\nend\n\n@To be continued...\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [wiadomość1 v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n
<^>
Platformer AI Engine v1.5
@Stage\n\n@Player\n\ndefine physics\nset [🔒 xv v] to ((🔒 xv) * (0.8))\nchange x by (🔒 xv)\nset [🔒 slope v] to [1]\nrepeat until <<(🔒 slope) > [5]> or <not <touching (map v)?>>>\n change [🔒 slope v] by (1)\n change y by (1)\nend\nif <(🔒 slope) > [5]> then\n change y by (-5)\n repeat until <not <touching (map v)?>>\n change x by ((([abs v] of (🔒 xv) ) / (🔒 xv)) * (-2.5))\n end\n set [🔒 xv v] to [0]\nend\nif <not <touching (map v)?>> then\n change [🔒 yv v] by (-1)\nend\nchange y by (🔒 yv)\nif <touching (map v)?> then\n repeat until <not <touching (map v)?>>\n change y by ((([abs v] of (🔒 yv) ) / (🔒 yv)) * (-1))\n end\n set [🔒 yv v] to [0]\nend\n\nwhen flag clicked\nset size to (40) %\nshow\nforever\n broadcast (reset v)\n set [🔒 xv v] to [0]\n set [🔒 yv v] to [0]\n set [🔒 slope v] to [0]\n repeat until <<(y position) < [-178]> or <touching (ai v)?>>\n physics\n change [🔒 xv v] by (<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> - <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>>)\n change y by (-1)\n if <<touching (map v)?> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [🔒 yv v] to [16]\n end\n change y by (1)\n end\nend\n\nwhen I receive [reset v]\nif <<([costume # v] of [map v]) = [1]> or <([costume # v] of [map v]) = [2]>> then\n go to x: (0) y: (0)\nend\nif <([costume # v] of [map v]) = [3]> then\n go to x: (0) y: (120)\nend\nif <([costume # v] of [map v]) > [3]> then\n go to x: (170) y: (50)\nend\nif <([costume # v] of [map v]) = [7]> then\n go to x: (0) y: (0)\nend\nset [🔒 xv v] to [0]\nset [🔒 yv v] to [0]\nset [🔒 slope v] to [0]\n\n@AI\n\ndefine physics\nset [🔒 xv v] to ((🔒 xv) * (0.8))\nchange x by (🔒 xv)\nset [🔒 slope v] to [1]\nrepeat until <<(🔒 slope) > [5]> or <not <touching (map v)?>>>\n change [🔒 slope v] by (1)\n change y by (1)\nend\nif <(🔒 slope) > [5]> then\n change y by (-5)\n repeat until <not <touching (map v)?>>\n change x by ((([abs v] of (🔒 xv) ) / (🔒 xv)) * (-2.5))\n end\n set [🔒 xv v] to [0]\nend\nif <not <touching (map v)?>> then\n change [🔒 yv v] by (-1)\nend\nchange y by (🔒 yv)\nif <touching (map v)?> then\n repeat until <not <touching (map v)?>>\n change y by ((([abs v] of (🔒 yv) ) / (🔒 yv)) * (-1))\n end\n set [🔒 yv v] to [0]\nend\n\nwhen flag clicked\nset size to (40) %\nshow\n\ndefine handle: player below\nif <([x position v] of [player v]) > (x position)> then\n set [🔒 decision v] to [right]\nelse\n set [🔒 decision v] to [left]\nend\nset [🔒 last x v] to [9999]\nset [🔒 last y v] to (y position)\nrepeat until <<<([abs v] of (([y position v] of [player v]) - (y position)) ) < [5]> or <((y position) + (5)) < (🔒 last y)>> or <<(y position) < [-178]> or <touching (player v)?>>>\n if <(🔒 decision) = [right]> then\n change [🔒 xv v] by (1)\n else\n change [🔒 xv v] by (-1)\n end\n change y by (-1)\n if <touching (map v)?> then\n change y by (1)\n change x by (([abs v] of (🔒 xv) ) / (🔒 xv))\n if <touching (map v)?> then\n set [🔒 last x v] to (x position)\n set [🔒 yv v] to [16]\n end\n change x by ((0) - (([abs v] of (🔒 xv) ) / (🔒 xv)))\n else\n change y by (1)\n end\n if <([abs v] of ((🔒 last x) - (x position)) ) < [3]> then\n set [🔒 last x v] to [9999]\n if <(🔒 decision) = [right]> then\n set [🔒 decision v] to [left]\n else\n set [🔒 decision v] to [right]\n end\n end\n physics\nend\n\ndefine handle: player above\nif <([x position v] of [player v]) > (x position)> then\n set [🔒 decision v] to [right]\nelse\n set [🔒 decision v] to [left]\nend\nset [🔒 last x v] to [9999]\nset [🔒 done? v] to [false]\nrepeat until <<(🔒 done?) = [true]> or <<(y position) < [-178]> or <touching (player v)?>>>\n change y by (-1)\n if <touching (map v)?> then\n change y by (1)\n find above platform limit: [90]\n change y by (-1)\n if <(🔒 collision?) = [true]> then\n if <(🔒 decision) = [right]> then\n change [🔒 xv v] by (1)\n else\n change [🔒 xv v] by (-1)\n end\n else\n if <(🔒 decision) = [right]> then\n change [🔒 xv v] by (1)\n else\n change [🔒 xv v] by (-1)\n end\n change y by (-1)\n if <touching (map v)?> then\n set [🔒 yv v] to [16]\n end\n change y by (1)\n physics\n change y by (-1)\n repeat until <touching (map v)?>\n change y by (1)\n change [🔒 xv v] by (<([x position v] of [player v]) > (x position)> - <([x position v] of [player v]) < (x position)>)\n physics\n change y by (-1)\n end\n set [🔒 done? v] to [true]\n end\n end\n change y by (1)\n change y by (-1)\n if <touching (map v)?> then\n change y by (1)\n change x by (([abs v] of (🔒 xv) ) / (🔒 xv))\n if <touching (map v)?> then\n set [🔒 last x v] to (x position)\n set [🔒 yv v] to [16]\n end\n change x by ((0) - (([abs v] of (🔒 xv) ) / (🔒 xv)))\n else\n change y by (1)\n end\n if <([abs v] of ((🔒 last x) - (x position)) ) < [3]> then\n set [🔒 last x v] to [9999]\n if <(🔒 decision) = [right]> then\n set [🔒 decision v] to [left]\n else\n set [🔒 decision v] to [right]\n end\n end\n physics\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nif <<([costume # v] of [map v]) = [1]> or <<([costume # v] of [map v]) = [2]> or <([costume # v] of [map v]) = [4]>>> then\n go to x: (0) y: (120)\nend\nif <([costume # v] of [map v]) = [3]> then\n go to x: (0) y: (0)\nend\nif <([costume # v] of [map v]) > [3]> then\n go to x: (-170) y: (50)\nend\nif <([costume # v] of [map v]) = [7]> then\n go to x: (0) y: (120)\nend\nset [🔒 xv v] to [0]\nset [🔒 yv v] to [0]\nset [🔒 slope v] to [0]\nshow\nrepeat until <(y position) < [-178]>\n change [🔒 xv v] by (<([x position v] of [player v]) > (x position)> - <([x position v] of [player v]) < (x position)>)\n change y by (-1)\n if <touching (map v)?> then\n change y by (1)\n change x by (([abs v] of (🔒 xv) ) / (🔒 xv))\n if <touching (map v)?> then\n set [🔒 yv v] to [16]\n end\n change x by ((0) - (([abs v] of (🔒 xv) ) / (🔒 xv)))\n change x by ((30) * (([abs v] of (🔒 xv) ) / (🔒 xv)))\n change y by (-1)\n if <not <touching (map v)?>> then\n find adjacent platform limit: [90]\n if <(🔒 collision?) = [true]> then\n set [🔒 yv v] to [16]\n else\n find below platform limit: [200]\n if <(🔒 collision?) = [false]> then\n change y by (1)\n change x by ((-30) * (([abs v] of (🔒 xv) ) / (🔒 xv)))\n handle: gap\n change y by (-1)\n change x by ((30) * (([abs v] of (🔒 xv) ) / (🔒 xv)))\n end\n end\n change y by (1)\n change x by ((-30) * (([abs v] of (🔒 xv) ) / (🔒 xv)))\n else\n change y by (1)\n change x by ((-30) * (([abs v] of (🔒 xv) ) / (🔒 xv)))\n end\n else\n change y by (1)\n end\n physics\n if <([abs v] of (([x position v] of [player v]) - (x position)) ) < [3]> then\n if <([y position v] of [player v]) < (y position)> then\n handle: player below\n end\n if <([y position v] of [player v]) > (y position)> then\n handle: player above\n end\n end\nend\nbroadcast (reset v)\n\ndefine find above platform limit: (limit)\nset [🔒 counter v] to [0]\nrepeat until <<touching (map v)?> or <<(🔒 counter) > (limit)> or <touching (_edge_ v)?>>>\n change [🔒 counter v] by (1)\n change y by (1)\nend\nif <touching (map v)?> then\n set [🔒 collision? v] to [true]\nelse\n set [🔒 collision? v] to [false]\nend\nchange y by ((0) - (🔒 counter))\n\ndefine handle: gap\nif <(([abs v] of (🔒 xv) ) / (🔒 xv)) = [1]> then\n set [🔒 decision v] to [left]\nelse\n set [🔒 decision v] to [right]\nend\nset [🔒 last x v] to [9999]\nset [🔒 last y v] to (y position)\nrepeat until <<((y position) + (5)) < (🔒 last y)> or <<(y position) < [-178]> or <touching (player v)?>>>\n if <(🔒 decision) = [right]> then\n change [🔒 xv v] by (1)\n else\n change [🔒 xv v] by (-1)\n end\n change y by (-1)\n if <touching (map v)?> then\n change y by (1)\n change x by (([abs v] of (🔒 xv) ) / (🔒 xv))\n if <touching (map v)?> then\n set [🔒 last x v] to (x position)\n set [🔒 yv v] to [16]\n end\n change x by ((0) - (([abs v] of (🔒 xv) ) / (🔒 xv)))\n else\n change y by (1)\n end\n if <([abs v] of ((🔒 last x) - (x position)) ) < [3]> then\n set [🔒 last x v] to [9999]\n if <(🔒 decision) = [right]> then\n set [🔒 decision v] to [left]\n else\n set [🔒 decision v] to [right]\n end\n end\n physics\nend\n\ndefine find adjacent platform limit: (limit)\nset [🔒 counter v] to [0]\nrepeat until <<touching (map v)?> or <<([abs v] of (🔒 counter) ) > (limit)> or <touching (_edge_ v)?>>>\n change [🔒 counter v] by (([abs v] of (🔒 xv) ) / (🔒 xv))\n change x by (([abs v] of (🔒 xv) ) / (🔒 xv))\nend\nif <touching (map v)?> then\n set [🔒 collision? v] to [true]\nelse\n set [🔒 collision? v] to [false]\nend\nchange x by ((0) - (🔒 counter))\n\ndefine find below platform limit: (limit)\nset [🔒 counter v] to [0]\nrepeat until <<touching (map v)?> or <<(🔒 counter) > (limit)> or <touching (_edge_ v)?>>>\n change [🔒 counter v] by (1)\n change y by (-1)\nend\nif <touching (map v)?> then\n set [🔒 collision? v] to [true]\nelse\n set [🔒 collision? v] to [false]\nend\nchange y by (🔒 counter)\n\n@Map\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (map1 v)\nshow\nforever\n wait until <key (space v) pressed?>\n next costume\n if <(costume [name v]) = [map7]> then\n switch costume to (map1 v)\n end\n broadcast (reset v)\n wait until <not <key (space v) pressed?>>\nend\n\n@Thumb\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to x: (0) y: (0)\nswitch costume to (dummy v)\nset size to (100) %\nswitch costume to (thumb v)\ngo to [front v] layer\nshow\n\n
WAD / arrow keys / touch to move\nSpace to change map\n\nAI can target you if you're above or below it - just see for yourself\n\nMay be buggy sometimes but it works for the most part\n\n▶ Feel free to use with credit\n\nThe AI may not work in every situation depending on the game you're trying to make - if you have any questions, feel free to ask\n\n▼ Updates\nv1.1 - Bug fix\nv1.2 - More bug fixes/improvements\nv1.3 - Reshared to make huge improvement to code which reduces the chances of bugs\nv1.4 - Improvements | AI can now jump over gaps that it is capable of crossing and taking a different route if the gap is too large | new maps (also includes new bugs)\nv1.5 - Fixed edge glitch\n\n#ai #games #platformer #platformers #tutorials #pathfinding
Mountain - Platformer #Games #All
@Stage\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n@Player\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n next costume\n change [x velocity v] by (-1.5)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n next costume\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X velocity) * (0.85))\n change x by (X velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X velocity) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y velocity)\n if <touching (ground v)?> then\n change y by ((Y velocity) - ((Y velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (20)\n\nwhen flag clicked\nshow\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n show list [saws v]\n if < (saws) contains (costume [name v])?> then\n repeat until <not < (saws) contains (costume [name v])?>>\n turn right (7) degrees\n end\n else\n point in direction (90)\n end\nend\n\n\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n go to x: (69) y: (30)\n else\n go to x: (69) y: (-30)\n end\nend\n\n
Use AWSD Or Arrow Keys, Mobile friendly.\nYou are on a mission to climb a mountain it is going to be hard, avoid spikes and other dangerous things.\n\nRemember to follow me for more games\nLIKE AND FAVORITE I Would be happy!!!\nGet this on trending :D\n\n
Adventure #games #all #platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [level 13 spikes v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [cave time yay v]\nswitch backdrop to (cave v)\n\nwhen I receive [won v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [Kaled2 v] until done\nend\n\nwhen flag clicked\nclear graphic effects\n\n@dude \n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (up right v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (up left v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (center v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play game v]\nset size to (45) %\nset [level v] to [0]\nchange [☁ players v] by (1)\nshow\ngo to x: (-190) y: (20)\ngo to [front v] layer\nswitch backdrop to (1 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((Xv) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n switch costume to (up v)\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\nend\n\nswitch costume to (right v)\n\nswitch costume to (left v)\n\nswitch costume to (up v)\n\nwhen flag clicked\nforever\n if <<touching (tramp v)?> or <<touching (tramp2 v)?> or <touching (tramp3 v)?>>> then\n set [yv v] to [21]\n end\n if <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n switch costume to (center v)\n end\n if <(x position) > [239]> then\n broadcast (next level! v)\n end\nend\n\nwhen flag clicked\nhide\n\nbroadcast (Play Game v)\n\nwhen I receive [next level! v]\ngo to x: (-190) y: (20)\n\nforever\n\nwhen flag clicked\nforever\n if <touching (ded v)?> then\n go to x: (-190) y: (20)\n broadcast (ded v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n broadcast (outside cloud v)\n end\n if <(level) = [2]> then\n broadcast (outside cloud v)\n end\n if <(level) = [3]> then\n broadcast (outside cloud v)\n end\n if <(level) = [4]> then\n broadcast (cave time yay v)\n end\n if <(level) = [5]> then\n broadcast (cave time yay v)\n end\n if <(level) = [6]> then\n broadcast (cave time yay v)\n end\n if <(level) = [7]> then\n broadcast (cave time yay v)\n end\n if <(level) = [8]> then\n broadcast (outside cloud v)\n broadcast (won v)\n end\n if <(level) = [8]> then\n broadcast (outside cloud v)\n end\n if <(level) = [9]> then\n broadcast (outside cloud v)\n broadcast (won v)\n end\nend\n\nbroadcast (won v)\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\nend\n\nswitch costume to (up v)\n\nwhen I receive [restart v]\ngo to x: (-190) y: (20)\n\nshow\n\nchange [yv v] by (21)\n\nchange [color v] effect by (25)\n\nwhen I receive [cave time yay v]\nset [ghost v] effect to (75)\n\nwhen I receive [outside cloud v]\nclear graphic effects\n\nset [yv v] to [21]\n\nwhen flag clicked\nforever\n if <<<<touching (spikes level 2 v)?> or <<touching (spikes level 3 v)?> or <touching (spikes level 4 v)?>>> or <<<touching (spikes level 5 v)?> or <<touching (spikes level 6 v)?> or <touching (spikes level 7 v)?>>> or <touching (spikes level 8 v)?>>> or <<touching (spikes level 9 v)?> or <<touching (spikes level10 v)?> or <<touching (spikes level 11 v)?> or <<touching (spikes level 12 v)?> or >>>>> then\n go to x: (-190) y: (20)\n broadcast (ded v)\n end\nend\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [ded v]\nplay sound [Crunch v] until done\n\nwhen flag clicked\n\nwhen I receive [level 13 spikes v]\nset [ghost v] effect to (70)\n\nwhen I receive [won v]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nclear graphic effects\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [won v]\nclear graphic effects\n\nwhen flag clicked\nset size to (95) %\n\n@tramp\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nhide\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(level) = [4]> then\n Boing time. show\n end\nend\n\ndefine Boing time. show\ngo to [front v] layer\nshow\nforever\n if <touching (dude v)?> then\n start sound [Big Boing v]\n repeat until <(costume [number v]) = [5]>\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n wait until <not <touching (dude v)?>>\n end\n switch costume to (costume2 v)\nend\n\nif <(level) = [5]> then\nif <(level) = [6]> then\nif <(level) = [7]> then\n\nwhen I receive [tramp time v]\ngo to x: (-8) y: (-90)\nBoing time. show\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\nend\n\nwhen I receive [tramp time 2 v]\ngo to x: (34) y: (-90)\nBoing time. show\n\nif <(level) = [5]> then\n\nhide\n\nwhen I receive [tramp 3. <3> v]\ngo to x: (0) y: (-90)\nBoing time. show\n\ngo to x: (-8) y: (-90)\nBoing time. show\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nif <(level) = [6]> then\n hide\nend\n\nwhen I receive [level 6 spikes v]\nhide\n\nwhen I receive [won v]\nhide\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [level 8 spikes v]\nhide\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [won v]\nclear graphic effects\n\n@@clouds\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\nset size to (pick random (40) to (80)) %\nset [ghost v] effect to (pick random (40) to (80))\nswitch costume to (pick random (1) to (3))\nshow\nset y to (196)\nrepeat until <(y position) < [-179]>\n go to [back v] layer\n change y by (-4)\nend\ndelete this clone\n\ndefine Clone\ngo to x: (pick random (-240) to (240)) y: (180)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n hide\n Clone\n wait (.3) seconds\nend\n\nif <touching (level v)?> then\n delete this clone\nend\n\nwhen I start as a clone\n\nforever\nend\n\nwhen I receive [cave time yay v]\n\nhide\ndelete this clone\n\nwhen I receive [outside cloud v]\n\nwhen I receive [outside cloud v]\n\nwhen I receive [level 13 spikes v]\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [won v]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [won v]\nclear graphic effects\n\n@Level\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(costume [number v]) = [1]> then\n set [level v] to [1]\n broadcast (outside cloud v)\n end\n if <(costume [number v]) = [2]> then\n set [level v] to [2]\n broadcast (outside cloud v)\n broadcast (level2 spikes v)\n end\n if <(costume [number v]) = [3]> then\n set [level v] to [3]\n broadcast (outside cloud v)\n broadcast (level 3 spikes v)\n end\n if <(costume [number v]) = [4]> then\n set [level v] to [4]\n broadcast (cave time yay v)\n broadcast (tramp time v)\n broadcast (level4 spikes v)\n end\n if <(costume [number v]) = [5]> then\n set [level v] to [5]\n broadcast (cave time yay v)\n broadcast (Tramp time 2 v)\n broadcast (Level 5 spikes v)\n end\n if <(costume [number v]) = [6]> then\n set [level v] to [6]\n broadcast (cave time yay v)\n broadcast (level 6 spikes v)\n end\n if <(costume [number v]) = [7]> then\n set [level v] to [7]\n broadcast (cave time yay v)\n broadcast (Tramp 3. <3> v)\n broadcast (level 7 spikes v)\n end\n if <(costume [number v]) = [8]> then\n set [level v] to [8]\n broadcast (outside cloud v)\n broadcast (level 8 spikes v)\n end\n if <(costume [number v]) = [9]> then\n set [level v] to [9]\n broadcast (outside cloud v)\n broadcast (level 9 spikes v)\n end\n if <(costume [number v]) = [10]> then\n set [level v] to [10]\n broadcast (outside cloud v)\n broadcast (Level 10 spikes v)\n end\n if <(costume [number v]) = [11]> then\n set [level v] to [11]\n broadcast (outside cloud v)\n broadcast (Level 11 spikes v)\n end\n if <(costume [number v]) = [12]> then\n set [level v] to [12]\n broadcast (outside cloud v)\n broadcast (Level 12 spikes v)\n end\n if <(costume [number v]) = [13]> then\n set [level v] to [13]\n broadcast (outside cloud v)\n broadcast (level 13 spikes v)\n end\nend\n\nbroadcast (won v)\n\nif <(costume [number v]) = [8]> then\n broadcast (move out v)\nend\n\nwhen flag clicked\ngo to x: (65) y: (27)\nswitch costume to (1 v)\nhide\n\nwhen I receive [play game v]\nset [level v] to [1]\nshow\n\nwhen I receive [next level! v]\nnext costume\n\nwhen I receive [next round v]\nnext costume\n\nchange [level v] by (1)\n\nwait (2) seconds\n\nwhen I receive [won v]\nset [ghost v] effect to (0)\n\nwhen I receive [level 13 spikes v]\nset [ghost v] effect to (70)\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [won v]\nclear graphic effects\n\nif <(costume [number v]) = [14]> then\n broadcast (GAME OVER v)\nend\n\n@Cave background\n\nwhen flag clicked\nhide\n\nwhen I receive [cave time yay v]\nshow\n\nwhen I receive [outside cloud v]\nhide\n\n\n\nwhen I receive [won v]\nwait (2) seconds\nhide\nbroadcast (outro v)\n\nwhen I receive [outro v]\nhide\n\n@Sprite2\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\ngo to x: (-180) y: (-141)\ngo to x: (-197) y: (141)\ngo to x: (-196) y: (79)\nforever\n go to [front v] layer\n go [forward v] (999999999) layers\n repeat until <mouse down?>\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (4))\n else\n change size by (((50) - (size)) / (4))\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (next level! v)\n\nwhen flag clicked\nhide\nswitch costume to (ye v)\n\nrepeat until <mouse down?>\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (4))\n else\n change size by (((50) - (size)) / (4))\n end\nend\n\n@restart\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to [front v] layer\nshow\ngo to x: (-150) y: (-141)\ngo to x: (-163) y: (140)\ngo to x: (-212) y: (108)\ngo to x: (-212) y: (54)\nforever\n repeat until <mouse down?>\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (4))\n else\n change size by (((50) - (size)) / (4))\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (restart v)\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (99)\ngo to x: (0) y: (0)\n\n@title\n\nwhen flag clicked\nbroadcast (clear v)\nshow\ngo to x: (0) y: (0)\nforever\n forever\n set y to ((([sin v] of ((timer) * (100)) ) * (25)) + (50))\n set x to ((([sin v] of ((timer) * (50)) ) * (25)) + (0))\n point in direction ((([tan v] of ((timer) * (10)) ) * (50)) + (50))\n forever\n set y to ((([sin v] of ((timer) * (100)) ) * (5)) + (20))\n point in direction ((([sin v] of ((timer) * (50)) ) * (5)) + (90))\n set x to (20)\n forever\n set y to ((([sin v] of ((timer) * (100)) ) * (5)) + (0))\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\n set x to (1)\n end\n end\n end\nend\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\nforever\n repeat until <mouse down?>\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\n end\nend\n\n@play button/ play game @\n\nwhen this sprite clicked\nplay sound [pop v] until done\nbroadcast (Play Game v)\n\nwhen flag clicked\nshow\nforever\n repeat until <mouse down?>\n if <touching (mouse-pointer v)?> then\n change size by (((75) - (size)) / (3))\n else\n change size by (((50) - (size)) / (3))\n end\n end\nend\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\n\n@tramp2\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nhide\ngo to x: (0) y: (0)\n\ndefine Boing time. show\ngo to [front v] layer\nshow\nforever\n if <touching (dude v)?> then\n start sound [Big Boing v]\n repeat until <(costume [number v]) = [5]>\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n wait until <not <touching (dude v)?>>\n end\n switch costume to (costume2 v)\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [8]> then\n hide\n end\nend\n\nhide\n\nwhen I receive [tramp 3. <3> v]\ngo to x: (-105) y: (-90)\nBoing time. show\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n hide\n end\nend\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [level 8 spikes v]\nhide\n\n@tramp3\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nhide\ngo to x: (0) y: (0)\n\ndefine Boing time. show\ngo to [front v] layer\nshow\nforever\n if <touching (dude v)?> then\n start sound [Big Boing v]\n repeat until <(costume [number v]) = [5]>\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n wait until <not <touching (dude v)?>>\n end\n switch costume to (costume2 v)\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [8]> then\n hide\n end\nend\n\nwhen I receive [tramp 3. <3> v]\ngo to x: (105) y: (-90)\nBoing time. show\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [level 8 spikes v]\nhide\n\n@follow thingy\n\nwhen flag clicked\nhide\n\nwhen I receive [cave time yay v]\nshow\nforever\n go to (dude v)\nend\n\nwhen I receive [outside cloud v]\nhide\n\nwait (0.05) seconds\n\nwhen I receive [clear v]\nhide\n\n@Spikes level 2 \n\nwhen flag clicked\nhide\n\nforever\n if <(level) = [2]> then\n else\n hide\n end\nend\n\nwhen I receive [level2 spikes v]\nshow\n\nwhen I receive [level 3 spikes v]\nhide\n\nwhen I receive [clear v]\nhide\n\n@Spikes level 3\n\nwhen flag clicked\nhide\n\nwhen I receive [level 3 spikes v]\nshow\n\nwhen I receive [level4 spikes v]\nhide\n\nwhen I receive [clear v]\nhide\n\n@Spikes level 4\n\nwhen flag clicked\nhide\n\nwhen I receive [level4 spikes v]\nshow\n\nwhen I receive [level 5 spikes v]\nhide\n\nwhen I receive [clear v]\nhide\n\n@Spikes level 5\n\nwhen flag clicked\n\nwhen I receive [level 5 spikes v]\nshow\n\nwhen I receive [level 6 spikes v]\nhide\n\nwhen I receive [clear v]\nhide\n\n@Spikes level 6\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6 spikes v]\nshow\n\nwhen I receive [level 7 spikes v]\nhide\n\nwhen I receive [clear v]\nhide\n\n@Spikes level 7\n\nwhen flag clicked\nhide\n\nwhen I receive [level 7 spikes v]\nshow\n\nwhen I receive [won v]\nhide\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [level 8 spikes v]\nhide\n\n@nailthumb\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Spikes level 8\n\nwhen flag clicked\nhide\n\nwhen I receive [level 8 spikes v]\nshow\n\nwhen I receive [level 9 spikes v]\nhide\n\nwhen I receive [clear v]\nhide\n\n@Spikes level 9\n\nwhen flag clicked\nhide\n\nwhen I receive [level 9 spikes v]\nshow\n\nwhen I receive [level 10 spikes v]\nhide\n\nwhen I receive [clear v]\nhide\n\n@Spikes level10\n\nwhen flag clicked\nhide\n\nwhen I receive [level 9 spikes v]\nhide\n\nwhen I receive [level 10 spikes v]\nshow\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [level 11 spikes v]\nhide\n\n@Spikes level 11\n\nwhen flag clicked\nhide\n\nwhen I receive [level 9 spikes v]\nhide\n\nwhen I receive [level 11 spikes v]\nshow\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [level 12 spikes v]\nhide\n\n@Spikes level 12\n\nwhen flag clicked\nhide\n\nwhen I receive [level 9 spikes v]\nhide\n\nwhen I receive [level 12 spikes v]\nshow\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [level 13 spikes v]\nhide\n\n
This is my first platformer!\nWASD or Arrows to move\nAvoid Spikes
Rainbow Platformer || Mobile Friendly #All #Games
@Stage\n\nwhen flag clicked\nforever\n change [color v] effect by (5)\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (5)\nend\n\n@Platform guy\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\nend\ndelete this clone\n\nwhen flag clicked\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\nforever\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n switch costume to (costume2 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n fast\n if <touching (levels v)?> then\n change y by (-6)\n xcoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-7]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n ycoll\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y) < [0]>> then\n set [y v] to [15]\n else\n set [y v] to [0]\n end\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [237]> then\n broadcast (message1 v)\n go to x: (-223) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <<touching (sprite1 v)?> or <<touching (danger v)?> or <<touching (danger v)?> or <touching (danger2 v)?>>>>> then\n go to x: (-223) y: (-100)\n play sound [Death v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (levels v)?> then\n set [y v] to [21]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n play sound [Tobu - Candyland \[NCS Release\] v] until done\nend\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\nshow\ngo to x: (-218) y: (-90)\n\nwhen I receive [someone pressed skip button v]\ngo to x: (-218) y: (-106)\n\nwhen flag clicked\nforever\n change [color v] effect by (5)\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (5)\nend\n\n@spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen flag clicked\nforever\n go to x: (36) y: (27)\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (5)\nend\n\n@levels\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nhide variable [level v]\nswitch costume to (1 v)\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n broadcast (End v)\n end\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (5)\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n change [ghost v] effect by (25)\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\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\n@Danger2\n\nwhen flag clicked\ngo to [back v] layer\nforever\n turn right (15) degrees\nend\n\nhide\n\nwhen flag clicked\nhide\nforever\n if <(level) = [56]> then\n show\n end\n if <(level) = [67]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (5)\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (5)\nend\n\n
Rainbow Platformer || Mobile Friendly\n\nPlease ❤️⭐️ & Follow me for More ☻ \n \n_Instructions_\n\nUse ⬆⬅➡ \n\n-----Notes-----\nLast update : 14/12/2020 \n------Tags------ \n#Games #All #Cool\n\n-----Credits-----\n@you
Undergrowth- A Mobile Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (costume3 v)\n\n@Player\n\nwhen I receive [fin v]\nhide\n\nstop [all v]\n\nswitch backdrop to (next backdrop v)\n\nchange y by (y)\n\nwhen flag clicked\nset [fails v] to [0]\n\nwhen flag clicked\ngo to x: (-214) y: (115)\nswitch backdrop to (backdrop2 v)\nswitch costume to (costume3 v)\nshow\nset [level v] to [0]\ngo to x: (-177) y: (12)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n change [x v] by (-1)\n switch costume to (costume4 v)\n end\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> or <key (d v) pressed?>>> then\n change [x v] by (1)\n switch costume to (costume2 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (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 <<<mouse down?> and <(mouse y) > (y position)>> or <key (w 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 (platform v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> or <key (w v) pressed?>>> and <touching (platform v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching (sprite3 v)?> or <touching (water v)?>> then\n change [fails v] by (1)\n go to x: (-177) y: (12)\n end\n if <(x position) > [223]> then\n change [level v] by (1)\n go to x: (-217) y: (-13)\n end\n if <(y position) < [-159]> then\n go to x: (-217) y: (-13)\n end\nend\n\nwhen I receive [go v]\n\nif <touching color (#000000)?> then\n set [y v] to [20]\nend\n\nforever\n show\n go to [front v] layer\n forever\n if <touching (and v)?> then\n repeat (100)\n change y by (1)\n end\n end\n end\nend\n\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n\ngo to x: (0) y: (0)\n\nrepeat (10)\n change y by (-1)\nend\nrepeat (10)\n change y by (1)\nend\n\nhide\n\nwhen [r v] key pressed\ngo to x: (-177) y: (12)\n\n@Platform\n\nwhen flag clicked\nset [level v] to [0]\nswitch costume to (level 1 v)\nshow\ngo to x: (0) y: (0)\nforever\n if <(level) = [1]> then\n switch costume to (level 2 v)\n end\n if <(level) = [2]> then\n switch costume to (level 3 v)\n end\n if <(level) = [3]> then\n switch costume to (level 4 v)\n end\n if <(level) = [4]> then\n switch costume to (level 5 v)\n end\n if <(level) = [5]> then\n switch costume to (level 6 v)\n end\n if <(level) = [6]> then\n switch costume to (level 7 v)\n end\n if <(level) = [7]> then\n switch costume to (level 9 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 10 v)\n end\n if <(level) = [10]> then\n switch costume to (level 11 v)\n end\n if <(level) = [11]> then\n switch costume to (level 13 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 14 v)\n end\nend\n\n@Water \n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nchange y by (10)\n\n@Sprite2\n\ngo to [back v] layer\n\nwhen flag clicked\nset [level v] to [0]\nswitch costume to (costume8 v)\nshow\ngo to x: (0) y: (0)\nforever\n if <(level) = [1]> then\n switch costume to (costume2 v)\n end\n if <(level) = [2]> then\n switch costume to (costume3 v)\n end\n if <(level) = [3]> then\n switch costume to (costume4 v)\n end\n if <(level) = [4]> then\n switch costume to (costume5 v)\n end\n if <(level) = [5]> then\n switch costume to (costume6 v)\n end\n if <(level) = [6]> then\n switch costume to (costume7 v)\n end\n if <(level) = [7]> then\n switch costume to (costume9 v)\n end\n if <(level) = [8]> then\n switch costume to (costume10 v)\n end\n if <(level) = [9]> then\n switch costume to (costume11 v)\n end\n if <(level) = [10]> then\n switch costume to (costume12 v)\n end\n if <(level) = [11]> then\n switch costume to (costume13 v)\n end\n if <(level) = [12]> then\n switch costume to (costume14 v)\n end\n if <(level) = [13]> then\n switch costume to (costume15 v)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nset [level v] to [0]\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\nforever\n if <(level) = [1]> then\n switch costume to (costume5 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 (costume6 v)\n end\n if <(level) = [6]> then\n switch costume to (costume7 v)\n end\n if <(level) = [7]> then\n switch costume to (costume8 v)\n end\n if <(level) = [8]> then\n switch costume to (costume9 v)\n end\n if <(level) = [9]> then\n switch costume to (costume10 v)\n end\n if <(level) = [10]> then\n switch costume to (costume11 v)\n end\n if <(level) = [11]> then\n switch costume to (costume12 v)\n end\n if <(level) = [12]> then\n switch costume to (costume14 v)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
Undergrowth-A Mobile Platformer \nby @TheFlamingArrow34\n---------------------------Instructions-------------------------------\n\nUse Arrow keys, WASD or Mobile Controls to move\nAvoid spikes\nDon't fall in water\nGet to the other side to move on\nR to restart
Seasons - A platformer (mobile friendly) [entry]
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (levels)\nend\n\n@player\n\nwhen flag clicked\nset [levels v] to [1]\nbroadcast (next level pog v)\nswitch costume to (normal v)\nclear graphic effects\nset size to (90) %\nshow\nset [x_velocity v] to [0]\nset [y_velocity 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_velocity v] by (1)\n switch costume to (right v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x_velocity v] by (-1)\n switch costume to (left v)\n end\n set [x_velocity v] to ((X_velocity) * (0.91))\n change x by (X_velocity)\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 (-4)\n change x by ((X_velocity) * (-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_velocity) > [0]> then\n set [x_velocity v] to [-10]\n else\n set [x_velocity v] to [10]\n end\n set [y_velocity v] to [15]\n else\n set [x_velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y_velocity v] by (-1)\n change y by (Y_velocity)\n if <touching (ground v)?> then\n change y by ((Y_velocity) - ((Y_velocity) * (2)))\n set [y_velocity v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y_velocity v] to [17]\n end\n change y by (1)\n if <(x position) > [240]> then\n broadcast (next level pog v)\n change [levels v] by (1)\n end\n if <touching (spike v)?> then\n broadcast (reset oof v)\n end\n if <touching (trampoline v)?> then\n start sound [Boing v]\n set [y_velocity v] to [20]\n end\n if <touching (acid v)?> then\n broadcast (reset oof v)\n end\n if <[-180] > (y position)> then\n broadcast (reset oof v)\n end\nend\n\nwhen I receive [next level pog v]\nbroadcast (reset oof v)\n\nwhen I receive [reset oof v]\nset [x_velocity v] to [0]\nset [y_velocity v] to [0]\ngo to x: (-204) y: (20)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [congrats v]\ngo to x: (-204) y: (20)\nshow\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (levels)\nend\n\nwhen flag clicked\nforever\n if <<<(backdrop [number v]) = [1]> or <(backdrop [number v]) = [5]>> or <<<<(backdrop [number v]) = [9]> or <(backdrop [number v]) = [13]>> or <(backdrop [number v]) = [17]>> or <(backdrop [number v]) = [18]>>> then\n broadcast (spring v)\n end\n if <<<<(backdrop [number v]) = [2]> or <(backdrop [number v]) = [6]>> or <(backdrop [number v]) = [10]>> or <(backdrop [number v]) = [14]>> then\n broadcast (summer v)\n end\n if <<<<(backdrop [number v]) = [3]> or <(backdrop [number v]) = [7]>> or <(backdrop [number v]) = [11]>> or <(backdrop [number v]) = [15]>> then\n broadcast (autumn v)\n end\n if <<<<(backdrop [number v]) = [4]> or <(backdrop [number v]) = [8]>> or <(backdrop [number v]) = [12]>> or <(backdrop [number v]) = [16]>> then\n broadcast (winter v)\n end\nend\n\n@falling_stuff\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.4) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-230) to (235)) y: (180)\nglide (1) secs to x: (x position) y: (-162)\nhide\n\nwhen I receive [summer v]\nswitch costume to (summer v)\n\nwhen I receive [spring v]\nswitch costume to (spring v)\n\nwhen I receive [autumn v]\nswitch costume to (autumn v)\n\nwhen I receive [winter v]\nswitch costume to (winter v)\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [congrats v]\nshow\n\n@spike\n\nwhen flag clicked\nforever\n switch costume to (levels)\nend\n\n@trampoline\n\nwhen flag clicked\nswitch costume to (nor v)\nforever\n if <touching (player v)?> then\n switch costume to (bounce v)\n wait (0.2) seconds\n switch costume to (nor v)\n end\nend\n\nwhen flag clicked\nforever\n if <(levels) = [1]> then\n hide\n end\n if <(levels) = [2]> then\n hide\n end\n if <(levels) = [3]> then\n hide\n end\n if <(levels) = [4]> then\n hide\n end\n if <(levels) = [5]> then\n hide\n end\n if <(levels) = [6]> then\n hide\n end\n if <(levels) = [7]> then\n hide\n end\n if <(levels) = [8]> then\n hide\n end\n if <(levels) = [9]> then\n show\n go to x: (6) y: (-91)\n end\n if <(levels) = [10]> then\n hide\n end\n if <(levels) = [11]> then\n show\n go to x: (-101) y: (-91)\n end\n if <(levels) = [12]> then\n hide\n end\nend\n\n@light_ball\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nforever\n if <(levels) = [17]> then\n go to x: (2) y: (-84)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (stop v)\n end\nend\n\nwhen I receive [stop v]\nwait (0.1) seconds\nchange [levels v] by (1)\nhide\nwait (2) seconds\nchange [levels v] by (1)\nbroadcast (congrats v)\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n go to (player v)\nend\n\nwhen backdrop switches to [19 v]\nshow\nforever\n if <key (1 v) pressed?> then\n switch costume to (spring v)\n end\n if <key (2 v) pressed?> then\n switch costume to (summer v)\n end\n if <key (3 v) pressed?> then\n switch costume to (autumn v)\n end\n if <key (4 v) pressed?> then\n switch costume to (winter v)\n end\nend\n\n@tb\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset size to (100) %\nset [ghost v] effect to (100)\n\n
Seasons - A platformer\nentry to @-UltraProgrammer- \nWASD or arrow keys to move \nEDIT: TYSM FOR THIS MANY VIEWS I WOKE UP AND GET 2149 MAILS ITS MA DREAM IM SORWY IF I CANT ANSWER UR COMMENTS SINCE THERE IS SO MANY COMMENTS SORWY *SOB AND SMILES* WISH YA ALL A GOOD DAY
☀ Desert Platformer ☀
@Stage\n\n@Player\n\nwhen I receive [finished bro v]\ngo to x: (-213) y: (-127)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nshow\ngo to x: (-220) y: (-127)\nswitch costume to (right v)\nhide variable [x velocity v]\nhide variable [y velocity v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (0.9)\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-0.9)\n switch costume to (left v)\n end\n set [x velocity v] to ((X Velocity) * (0.9))\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?> then\n set [y velocity v] to [12]\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 else\n set [x velocity v] to [0]\n end\n end\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n set [y velocity v] to [12]\n end\n change y by (1)\n if <touching (spikes v)?> then\n go to x: (-213) y: (-127)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching color (#f0ff00)?> then\n broadcast (finished bro v)\n end\nend\n\nwhen [s v] key pressed\nbroadcast (finished bro v)\n\n@Ground\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume0 v)\n\nwhen I receive [finished bro v]\nnext costume\n\n@Spikes\n\nwhen I receive [finished bro v]\nnext costume\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (spike v)\n\n@Goal\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to x: (219) y: (-110)\n\n@Dust\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))\nset [ghost v] effect to (100)\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 flag clicked\nshow\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\n@Sun\n\nwhen flag clicked\nshow\ngo to x: (24) y: (15)\nset [ghost v] effect to (50)\ngo to [back v] layer\n\n@Tm\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
_Instructions_\n\nUse Key Up To Jump - ▲\nUse Key Right To go Right - ▶\nUse Key Left To go Left - ◀
Red and Blue - A platformer
@Stage\n\nwhen flag clicked\nwait (0.5) seconds\nset volume to (100) %\nforever\n play sound [Warriyo - Mortals \(feat v] until done\nend\n\nwhen I receive [t v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\n\n@主人公\n\nwhen flag clicked\nset [y v] to [0]\ngo to x: (-170) y: (20)\nset rotation style [left-right v]\nset [ghost v] effect to (0)\npoint in direction (90)\nforever\n create clone of (_myself_ v)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<touching (トゲ v)?> or <(y position) < [-179]>> then\n broadcast (die v)\n end\n set [x v] to ((x) * (0.89))\n change x by (x)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change x by ((x) * (-1))\n change y by (-7)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <[0] < (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [13]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (スプライト1 v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [y v] to [14]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (スプライト1 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen I receive [die v]\ngo to x: (-170) y: (20)\nset [y v] to [0]\n\n\n go to x: (-170) y: (20)\n broadcast (next v)\nend\n\nbroadcast (next v)\n\nwhen I receive [next v]\ngo to x: (-170) y: (20)\nset [y v] to [0]\n\nwhen I receive [t v]\nhide\n\nwhen flag clicked\nshow\n\n@スプライト1\n\nwhen flag clicked\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\nforever\n if <<[239] < ([x position v] of [主人公 v])> and <[239] < ([x position v] of [主人公2 v])>> then\n if <(costume [number v]) = [8]> then\n broadcast (outro v)\n broadcast (t v) and wait\n stop all sounds\n stop [all v]\n else\n broadcast (n v) and wait\n end\n end\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [t v]\nhide\n\nwhen flag clicked\nshow\n\n@主人公2\n\nwhen flag clicked\nset [y2 v] to [0]\ngo to x: (-170) y: (-20)\nset rotation style [left-right v]\nset [ghost v] effect to (0)\npoint in direction (90)\nforever\n create clone of (_myself_ v)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [x2 v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x2 v] by (-1)\n point in direction (-90)\n end\n if <<touching (トゲ v)?> or <[179] < (y position)>> then\n broadcast (die v)\n end\n set [x2 v] to ((x2) * (0.89))\n change x by (x2)\n if <touching (スプライト1 v)?> then\n change y by (-1)\n if <touching (スプライト1 v)?> then\n change y by (-1)\n if <touching (スプライト1 v)?> then\n change y by (-1)\n if <touching (スプライト1 v)?> then\n change y by (-1)\n if <touching (スプライト1 v)?> then\n change y by (-1)\n if <touching (スプライト1 v)?> then\n change y by (-1)\n if <touching (スプライト1 v)?> then\n change y by (-1)\n if <touching (スプライト1 v)?> then\n change x by ((x2) * (-1))\n change y by (7)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <[0] < (x2)> then\n set [x2 v] to [-8]\n else\n set [x2 v] to [8]\n end\n set [y2 v] to [-13]\n else\n set [x2 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (1)\n if <touching (スプライト1 v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [y2 v] to [-14]\n end\n end\n change y by (-1)\n change [y2 v] by (1)\n change y by (y2)\n if <touching (スプライト1 v)?> then\n change y by ((y2) * (-1))\n set [y2 v] to [0]\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen I receive [die v]\ngo to x: (-170) y: (-20)\nset [y2 v] to [0]\n\nwhen I receive [next v]\ngo to x: (-170) y: (20)\nset [y v] to [0]\n\nwhen I receive [t v]\nhide\n\nwhen flag clicked\nshow\n\n@トゲ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [t v]\nhide\n\nwhen flag clicked\nshow\n\n@スプライト2\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [back v] layer\nforever\n set size to ((100) + (([sin v] of ((timer) * (90)) ) * (1))) %\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [t v]\nhide\n\nwhen flag clicked\nshow\n\n@logo\n\nwhen I start as a clone\nshow\nif <(costume [number v]) < [1.9]> then\n delete this clone\nend\nif <(costume [number v]) < [4.9]> then\n set size to (100) %\n switch costume to (pick random (2) to (4))\n go to [front v] layer\n set [color v] effect to (pick random (0) to (200))\n set [yv v] to (pick random (0) to (25))\n set [logo: xv v] to (pick random (-30) to (30))\n repeat until <<(y position) < [-179]> or <[239] < ([abs v] of (x position) )>>\n change [yv v] by (-2)\n set [logo: xv v] to ((logo: xv) * (0.95))\n turn right ((logo: xv) * (-3)) degrees\n change x by (logo: xv)\n change y by (yv)\n end\n delete this clone\nelse\n if <(costume [number v]) < [6.9]> then\n go to x: (0) y: (0)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (コスチューム8 v)\n set size to (250) %\n set [color v] effect to (0)\n set [ghost v] effect to (50)\n switch costume to (コスチューム5 v)\n forever\n turn right (5) degrees\n end\n else\n set size to (100) %\n if <(costume [number v]) < [7.9]> then\n go to x: (115) y: (80)\n forever\n if <(([sin v] of ((timer) * (150)) ) * (150)) < [0]> then\n change x by (((115) - (x position)) / (3))\n else\n if <[0] < (([sin v] of ((timer) * (150)) ) * (150))> then\n change x by (((-115) - (x position)) / (3))\n end\n end\n end\n else\n if <(costume [number v]) < [8.9]> then\n go to x: (115) y: (-80)\n forever\n if <(([sin v] of ((timer) * (150)) ) * (150)) < [0]> then\n change x by (((115) - (x position)) / (3))\n else\n if <[0] < (([sin v] of ((timer) * (150)) ) * (150))> then\n change x by (((-115) - (x position)) / (3))\n end\n end\n end\n else\n if <(costume [number v]) < [9.9]> then\n go to [back v] layer\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (コスチューム8 v)\n set size to (1500) %\n switch costume to (コスチューム9 v)\n repeat (15)\n switch costume to (コスチューム8 v)\n change size by (((50) - (size)) / (5))\n switch costume to (コスチューム9 v)\n end\n else\n if <(costume [number v]) < [10.9]> then\n go to [back v] layer\n forever\n show\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム10 v)\n go to x: (0) y: (0)\n end\n else\n if <(costume [number v]) < [11.9]> then\n go to [front v] layer\n show\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム11 v)\n go to x: (0) y: (100)\n forever\n point in direction ((([sin v] of ((timer) * (150)) ) * (8)) + (90))\n if <[0] < (([cos v] of ((timer) * (150)) ) * (100))> then\n change y by (((-120) - (y position)) / (8))\n else\n change y by (((120) - (y position)) / (8))\n end\n end\n else\n if <(costume [number v]) < [12.9]> then\n go to [front v] layer\n go to x: (15) y: (-138)\n forever\n point in direction ((([sin v] of ((timer) * (150)) ) * (8)) + (90))\n end\n else\n if <(costume [number v]) < [13.9]> then\n set [ghost v] effect to (90)\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (15) y: (-138)\n forever\n point in direction ((([sin v] of ((timer) * (150)) ) * (8)) + (90))\n end\n else\n if <(costume [number v]) < [14.9]> then\n go to [back v] layer\n go [forward v] (4) layers\n forever\n switch costume to (コスチューム14 v)\n set [ghost v] effect to (90)\n set size to (pick random (70) to (130)) %\n go to x: (pick random (-240) to (240)) y: (pick random (-50) to (-180))\n repeat until <[179] < (y position)>\n change y by ((size) / (15))\n change [ghost v] effect by (-2)\n end\n end\n else\n switch costume to (コスチューム15 v)\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n reset timer\n repeat (12)\n change size by ((timer) * (100))\n end\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [ok v]\nwait (0.2) seconds\nオラァ [15]\nshow\nぶちまけ [15]\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (100) %\nset [ghost v] effect to (0)\nswitch costume to (コスチューム12 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム13 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム11 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム10 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム7 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム6 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム5 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム1 v)\nreset timer\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (コスチューム1 v)\n set size to (100) %\n point in direction ((([tan v] of ((timer) * (100)) ) * (6)) + (90))\n set x to (([sin v] of ((timer) * (150)) ) * (150))\n set y to (([cos v] of ((timer) * (150)) ) * (100))\n set [expansion rate v] to (([sin v] of ((timer) * (150)) ) * (10))\n if <[145] < ((([tan v] of ((timer) * (100)) ) * (6)) + (90))> then\n ぶちまけ [12]\n end\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nstart sound [Disconnect v]\nshow\nswitch costume to (コスチューム9 v)\nset size to (100) %\ncreate clone of (_myself_ v)\nhide\nbroadcast (“???” v)\nwait (0.5) seconds\nbroadcast (ok v)\nwait (0.2) seconds\nset volume to (100) %\nforever\n play sound [Jnathyn - Dioma \[NCS Release\] v] until done\nend\n\nwhen I receive [ok v]\n\ndefine ぶちまけ (n)\nrepeat (n)\n switch costume to (pick random (2) to (4))\n create clone of (_myself_ v)\n switch costume to (コスチューム1 v)\nend\n\ndefine オラァ (n)\nrepeat (n)\n switch costume to (コスチューム14 v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [“???” v]\nswitch costume to (コスチューム15 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [t v]\nforever\n go to [back v] layer\n show\nend\n\n@スプライト4\n\nwhen I receive [n v]\nshow\nswitch costume to (コスチューム2 v)\nset size to (300) %\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (382)\nset size to (100) %\nrepeat (15)\n change y by (-25.5)\nend\nbroadcast (next v)\nwait (0.3) seconds\nrepeat (15)\n switch costume to (コスチューム2 v)\n set size to (300) %\n switch costume to (コスチューム1 v)\n change y by (25.5)\n set size to (100) %\nend\nhide\n\nwhen flag clicked\nhide\n\n@スプライト5\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset volume to (50) %\ngo to x: (0) y: (-50)\nrepeat (15)\n change [ghost v] effect by (-25)\n change y by (((4) - (y position)) / (6))\nend\nwait (1) seconds\nrepeat (15)\n change [ghost v] effect by (25)\n change y by (((240) - (y position)) / (6))\nend\nhide\n\n@スプライト6\n\nwhen flag clicked\nshow\nset [ghost v] effect to (50)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <([costume # v] of [スプライト1 v]) = [8]> then\n broadcast (outro v)\n broadcast (t v) and wait\n stop all sounds\n stop [all v]\n else\n broadcast (n v) and wait\n end\n end\nend\n\nwhen I receive [t v]\nhide\n\n@スプライト7\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n
Red and Blue - A platformer\n===How to play===\n* I'm Japanese so I used Google Translate *\nThe movements of the two are linked.\nOperation… ← ↓ ↑ → key, tap\nThorn ... Touch it and it's out.\nBoth of them can go to the next stage when they reach the right side of the screen.\n二人は動きが連動しています。\n操作…←↓↑→キー 、タップ\nトゲ…触れるとアウトです。\n二人とも画面の右側にたどり着くと次のステージに行けます。\n
Gobi3: Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-209) y: (-100)\nshow\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\nwhen flag clicked\nforever\n if <<touching color (#ff0000)?> and <not <touching (ball v)?>>> then\n switch backdrop to (backdrop2 v)\n stop [all v]\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n if <(backdrop [name v]) = [backdrop3]> then\n if <touching (ball v)?> then\n switch backdrop to (backdrop4 v)\n end\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-213) y: (-142)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-208) y: (-134)\n\nwhen flag clicked\nforever\n wait (0.7) seconds\n if <(backdrop [name v]) = [backdrop4]> then\n if <touching (ball v)?> then\n switch backdrop to (backdrop5 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (0.4) seconds\n if <(backdrop [name v]) = [backdrop5]> then\n if <touching (ball v)?> then\n switch backdrop to (backdrop6 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <<key (up arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (-213) y: (-113)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (221) y: (-94)\n\nwhen flag clicked\nforever\n wait (0.426) seconds\n if <(backdrop [name v]) = [backdrop6]> then\n if <touching (ball v)?> then\n switch backdrop to (backdrop7 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [makethebrainhappy]> then\n if <key (space v) pressed?> then\n switch backdrop to (backdrop6 v)\n end\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-172) y: (-146)\n\nwhen flag clicked\nforever\n wait (0.234) seconds\n if <(backdrop [name v]) = [backdrop7]> then\n if <touching (ball v)?> then\n switch backdrop to (backdrop8 v)\n end\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-219) y: (-138)\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (210) y: (-139)\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (-8) y: (149)\n\nwhen flag clicked\nforever\n wait (0.36856) seconds\n if <(backdrop [name v]) = [backdrop9]> then\n if <touching (ball v)?> then\n switch backdrop to (backdrop10 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [makethebrainhappy]> then\n if <key (a v) pressed?> then\n switch backdrop to (backdrop10 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (0.9) seconds\n if <(backdrop [name v]) = [backdrop1]> then\n if <touching (ball v)?> then\n switch backdrop to (backdrop3 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (0.333) seconds\n if <(backdrop [name v]) = [backdrop8]> then\n if <touching (ball v)?> then\n switch backdrop to (backdrop9 v)\n end\n end\nend\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (34) y: (-139)\n\nwhen flag clicked\nforever\n wait (0.28735) seconds\n if <(backdrop [name v]) = [backdrop10]> then\n if <touching (ball v)?> then\n switch backdrop to (backdrop11 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (0.55637) seconds\n if <(backdrop [name v]) = [backdrop11]> then\n if <touching (ball v)?> then\n broadcast (message1 v)\n end\n end\nend\n\n@Ball\n\nwhen flag clicked\ngo to x: (223) y: (116)\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-223) y: (116)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-220) y: (130)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (208) y: (-149)\n\nwhen backdrop switches to [1 v]\nhide\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (219) y: (-147)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-132) y: (115)\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (205) y: (-141)\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-214) y: (150)\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (-207) y: (-125)\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (-37) y: (159)\n\n@1\n\nwhen I receive [message1 v]\nshow\n\nwhen flag clicked\nhide\n\n@Gobi3\n\nwhen flag clicked\nshow\ngo to x: (47) y: (-18)\nhide\ngo to [front v] layer\n\n
Gobi3 the Platformer! Finally here! \n10 Levels No Mistakes!\nOnly Used 4 Sprites and Minimal Scripts! Simplicity taken to the next level\n\nGood Luck\n\nSmall % of Winning Early\nSmall % of skipping a level
Platformer Engine v1.2
@Stage\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join (mouse x) (join [,] (mouse y)))\n\nwhen flag clicked\nforever\n play sound [Add some music here. v] until done\n wait (2) seconds\nend\n\nwhen [h v] key pressed\nhide variable [mouse v]\n\n@Blank\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Guy\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 [ghost v] effect to (100)\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [xvel v] to [0]\nset [yvel v] to [0]\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [yellow ring v]\nif <(Gravity) = [0]> then\n set [yvel v] to [15]\nelse\n set [yvel v] to [-15]\nend\n\nwhen I receive [purple ring v]\nif <(Gravity) = [0]> then\n set [yvel v] to [9]\nelse\n set [yvel v] to [-9]\nend\n\nwhen I receive [red ring v]\nif <(Gravity) = [0]> then\n set [yvel v] to [18]\nelse\n set [yvel v] to [-18]\nend\n\nwhen I receive [restart v]\nsetup\n\nwhen I receive [outro v]\nhide\n\nwhen flag clicked\nset [level v] to [1]\nsetup\nforever\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 set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\n if <(Gravity) = [1]> then\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 else\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 end\n if <<(x position) > [239]> or <key (b v) pressed?>> then\n if <(Level) = [5]> then\n set [level v] to [1]\n setup\n else\n change [level v] by (1)\n broadcast (Next Level v)\n setup\n end\n end\n if <<touching color (#ff6666)?> or <touching color (#bd4c4c)?>> 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 <key (r v) pressed?> then\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nset [gravity v] to [0]\nforever\n if <touching color (#bbd100)?> then\n set [gravity v] to [0]\n end\n if <touching color (#0095d2)?> then\n set [gravity v] to [1]\n end\nend\n\nwhen I receive [black ring v]\nif <(Gravity) = [0]> then\n set [yvel v] to [-10]\nelse\n set [yvel v] to [10]\nend\n\nwhen I receive [gravity switch v]\nif <(Gravity) = [0]> then\n set [gravity v] to [1]\nelse\n set [gravity v] to [0]\nend\n\nwhen I receive [mini v]\nif <touching color (#ff00d4)?> then\n set size to (50) %\nelse\n set size to (100) %\nend\n\nwhen flag clicked\nforever\n if <<touching color (#ff00d4)?> or <touching color (#5ae494)?>> then\n broadcast (Mini v)\n wait until <not <<touching color (#ff00d4)?> or <touching color (#5ae494)?>>>\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Other\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\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]\nif <(Level) = [1]> then\n Clone Ring [2] x: [118] y: [-48]\nend\nif <(Level) = [4]> then\n Clone Ring [4] x: [104] y: [108]\nend\nstop [this script v]\n\nwhen I start as a clone\nshow\nrepeat until <(delete all clones?) = [yes]>\n if <<touching (guy 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 if <(i) = [4]> then\n broadcast (Black Ring v)\n end\n if <(i) = [5]> then\n broadcast (Gravity Switch 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]\nif <(Level) = [1]> then\n Clone Ring [2] x: [118] y: [-48]\nend\nif <(Level) = [4]> then\n Clone Ring [4] x: [104] y: [108]\nend\nstop [this script v]\n\nwhen flag clicked\nset [delete all clones? v] to [yes]\nwait (0.1) seconds\nset [delete all clones? v] to [no]\nif <(Level) = [1]> then\n Clone Ring [2] x: [118] y: [-48]\nend\nif <(Level) = [4]> then\n Clone Ring [4] x: [104] y: [108]\nend\nstop [this script v]\n\n@Tramps\n\nwhen flag clicked\nset [delete all clones? v] to [yes]\nhide\n\ndefine Clone Tramp (#) 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]\nif <(Level) = [1]> then\n Clone Tramp [1] x: [-152] y: [-79]\nend\nstop [this script v]\n\nwhen I start as a clone\nshow\nrepeat until <(delete all clones?) = [yes]>\n if <touching (guy v)?> then\n if <(i) = [1]> then\n broadcast (Yellow Ring v)\n end\n if <(i) = [2]> then\n broadcast (Gravity Switch 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]\nif <(Level) = [1]> then\n Clone Tramp [1] x: [-152] y: [-79]\nend\nstop [this script v]\n\nwhen flag clicked\nset [delete all clones? v] to [yes]\nwait (0.1) seconds\nset [delete all clones? v] to [no]\nif <(Level) = [1]> then\n Clone Tramp [1] x: [-152] y: [-79]\nend\nstop [this script 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@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]\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: [126] y: [149]\nend\nstop [this script v]\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 (guy v)?> then\n if <([y position v] of [guy v]) > ((y position) + (17.5))> then\n set [yvel v] to [15]\n delete this clone\n else\n broadcast (Restart v)\n end\n end\n change [enemyy v] by (-1)\n if <([x position v] of [guy 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 [guy 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 [guy 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 [guy v])> and <touching (level v)?>> then\n set [enemyy v] to [14]\n end\n change y by (1)\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]\nif <(Level) = [10]> then\n Clone Enemy [1] x: [180] y: [117]\nend\nif <(Level) = [11]> then\n Clone Enemy [1] x: [145] y: [-94]\n Clone Enemy [1] x: [90] y: [-94]\nend\nstop [this script v]\n\nwhen I receive [restart v]\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: [126] y: [149]\nend\nstop [this script v]\n\nwhen flag clicked\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: [126] y: [149]\nend\nstop [this script v]\n\n
➔ ᴛʜɪs ɪs ᴀ ᴘʟᴀᴛғᴏʀᴍᴇʀ ᴇɴɢɪɴᴇ ɪ ᴍᴀᴅᴇ! \n➔ ғʀᴇᴇ ᴛᴏ ʀᴇᴍɪx ᴡɪᴛʜ ᴄʀᴇᴅɪᴛ.\n\n-ɪɴsᴛʀᴜᴄᴛɪᴏɴs- \n➔ ᴜsᴇ ᴛʜᴇ ᴡᴀsᴅ ᴏʀ ᴀʀʀᴏᴡ ᴋᴇʏs ᴛᴏ ᴍᴏᴠᴇ. \n➔ ᴀᴠᴏɪᴅ sᴘɪᴋᴇs, ᴇɴᴇᴍɪᴇs, ᴀɴᴅ ʟᴀᴠᴀ. \n➔ ᴊᴜᴍᴘ ᴏɴᴛᴏ ᴛʜᴇ ᴛʀᴀᴍᴘᴏʟɪɴᴇs ᴛᴏ ɢᴇᴛ ᴀ ʙᴏᴏsᴛ. \n➔ ᴛᴀᴘ ᴡʜɪʟᴇ ᴛᴏᴜᴄʜɪɴɢ ᴀ ʀɪɴɢ ᴛᴏ ᴊᴜᴍᴘ ɪɴ ᴍɪᴅ-ᴀɪʀ. \n➔ ʏᴏᴜ ᴄᴀɴ ʙᴏᴜɴᴄᴇ ᴏɴ ᴛʜᴇ ᴇɴᴇᴍɪᴇs ᴛᴏ ᴅᴇғᴇᴀᴛ ᴛʜᴇᴍ.\n\n-ᴄʀᴇᴅɪᴛs- \n➔ ᴇɴᴇᴍʏ ᴀ. ɪ. ᴘʜʏsɪᴄs ʙʏ @0014049 (ᴅᴇʟᴇᴛᴇᴅ ᴀᴄᴄᴏᴜɴᴛ ғᴏʀ ɴᴏ ɢᴏᴏᴅ ʀᴇᴀsᴏɴ), ᴍᴏᴅɪғɪᴇᴅ ʙʏ ᴍᴇ. \n➔ ᴇᴠᴇʀʏᴛʜɪɴɢ ᴇʟsᴇ ʙʏ @SGChase18. \n\n-ᴜᴘᴅᴀᴛᴇs- \n➔ ᴠ1.2 (3/29) ᴀᴅᴅᴇᴅ ᴍɪɴɪ ᴘᴏʀᴛᴀʟs.\n➔ ᴠ1.1 (3/28) ᴀᴅᴅᴇᴅ ɢʀᴀᴠɪᴛʏ sᴡɪᴛᴄʜ ᴀɴᴅ ʙʟᴀᴄᴋ ʀɪɴɢs.\n➔ ᴠ1.0 (3/18) ɪɴɪᴛɪᴀʟ ʀᴇʟᴇᴀsᴇ ᴅᴀᴛᴇ.\n
Minecraft Platformer - Iron Edition
@Stage\n\nwhen I receive [setup v]\nif <(LEVEL) = [1]> then\n set [brightness v] effect to (0)\n switch backdrop to (sky v)\nelse\n if <(LEVEL) = [2]> then\n set [brightness v] effect to (-35)\n switch backdrop to (stone v)\n else\n if <(LEVEL) = [3]> then\n set [brightness v] effect to (-35)\n switch backdrop to (stone v)\n else\n if <(LEVEL) = [4]> then\n else\n end\n end\n end\nend\n\nwhen flag clicked\nswitch backdrop to (sky v)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 4-1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [-50]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 5-1 v)\nend\n\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\ndefine 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 [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\n\nbroadcast (Open Portal v)\n\n@Iron\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Ingots: x) - (SCROLL X)) ((Ingots: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Pop \(Minecraft Sound\) - Sound Effect for editing v]\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 [ingots: x v] to [0]\nset [ingots: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (iron ingot v)\n Clone At x: [370] y: [100]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (iron ingot v)\n Clone At x: [310] y: [150]\n Clone At x: [1423] y: [0]\n Clone At x: [2036] y: [30]\n set [collected max v] to [3]\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume3 v)\n Clone At x: [-186] y: [-73]\n Clone At x: [300] y: [100]\n set [collected max v] to [2]\n else\n if <(LEVEL) = [4]> then\n end\n end\n end\nend\nset [ingots: x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [ingots: x v] to (x)\nset [ingots: y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nClone At x: [310] y: [150]\n\nwhen I start as a clone\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone At x: [0] y: [-6]\n Clone At x: [400] y: [-6]\n Clone At x: [1900] y: [-6]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone At x: [340] y: [-200]\n Clone At x: [440] y: [-200]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 4 1 v)\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 5 1 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [front v] layer\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\ngo to [front v] layer\nnext costume\n\ngo to [front v] layer\n\nwhen I start as a clone\nforever\n if <(LEVEL) = [4]> then\n hide\n delete this clone\n end\nend\n\n@Player\n\ndefine Change Player Y By (sy)\nchange [player: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [player: y v] by (-1)\n else\n change [player: y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Change Player X By (sx)\nchange [player: x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [player: y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [player: y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [player: x v] by (-1)\n else\n change [player: x v] by (1)\n end\n Position\n end\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n Change Player X By [-8]\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n Change Player X By [8]\n point in direction (90)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChange Player Y By (sy)\nTest - Die\nset [add v] to (join (COLLECTED) (join [ ] (join [/] (join [ ] (COLLECTED MAX)))))\nchange [scroll x v] by (round (((Player: x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Player: y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Player: y) < [-180]> then\n set [exit v] to [Die]\nend\n\ndefine Game On\nset [player: x v] to [0]\nset [player: y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\n\ndefine Game - Win\nbroadcast (Sword...? v)\nrepeat (50)\n create clone of (_myself_ v)\n point towards (exit portal v)\n turn right (65) degrees\n move ((distance to [exit portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\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 Position\ngo to x: ((Player: x) - (SCROLL X)) y: ((Player: y) - (SCROLL Y))\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\ncreate clone of (stamp v)\n\nwhen I start as a clone\npoint in direction ([direction v] of [player v])\nset [ghost v] effect to (50)\nrepeat (10)\n change [ghost v] effect by (4.9)\n change size by (-1)\nend\ndelete this clone\n\nforever\n\nwhen flag clicked\n\ncreate clone of (_myself_ v)\n\nset y to (0)\n\nwhen flag clicked\nbroadcast (Green Flag v)\nbroadcast (Play Game v)\n\n@Music\n\nwhen flag clicked\nshow\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nshow\nset [song number v] to [1]\ngo to x: (410) y: (0)\n\nwhen this sprite clicked\nstop all sounds\nswitch costume to (costume1 v)\nstart sound ((Song NUMBER) + (1))\nchange [song number v] by (1)\n\nwhen I receive [close store v]\nshow\n\nwhen I receive [open store v]\nhide\n\nwhen I receive [level up v]\ngo to [front v] layer\n\nwhen flag clicked\n\nwhen flag clicked\nplay sound [Taswell v] until done\n\nwhen this sprite clicked\nset volume to (100) %\n\n@cooool thumbnaal\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Exit Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nif <<(costume [name v]) = [O]> and <touching (player v)?>> then\n set [exit v] to [Win]\nend\nforever\n if <(COLLECTED) = (COLLECTED MAX)> then\n switch costume to (o v)\n else\n switch costume to (c v)\n end\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone At x: [2450] y: [200]\nelse\n Clone At x: [2237] y: [240]\nend\nif <(LEVEL) = [3]> then\n Clone At x: [500] y: [120]\nelse\n if <(LEVEL) = [4]> then\n hide\n end\nend\n\ndefine Position (x) (y)\ngo [backward v] (99) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\nClone At x: [945] y: [46]\n\nchange [collected v] by (1)\n\nset [exit portal: x v] to [-99999]\nhide\n\n
READ THIS BEFORE STARTING THE GAME.\nTo clear a level, you must find all of the Iron Ingots that are in the level before getting to the end. \n----------------------------------------------------------------------------\nWelcome to my (kind of) First Project. \nThis is a Minecraft based platformer. Used the Arrow keys to move.This is also Mobile Friendly, Just tap where you want the player to go. There are also a few things that you should know before playing the game:\n\n- Magma blocks, Lava and Spiders are dangerous.\nDo Not touch them.\n\n- Unlike the original Minecraft game, Webs to not stick, they are used like regular platforms.\n\nCredit to Minecraft and Griffpatch or else this game would not be possible. \n\n#Minecraft #Music #Games #iron #Cave #Overworld\n#Scratch #Platformer #Scrolling
Land || A Mobile Friendly Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nforever\n if <(Level) = [14]> then\n switch backdrop to (backdrop3 v)\n end\n if <(Level) = [15]> then\n switch backdrop to (backdrop4 v)\n end\n if <(Level) = [21]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Intro\n\nwhen I start as a clone\nif <(CloneID) = [1]> then\n point in direction (135)\n show\n switch costume to (start v)\n set size to (100) %\n go to x: (0) y: (-180)\n repeat (50)\n change [ghost v] effect by (-10)\n set [own v] to (((Own) * (0.8)) + (((0) - (y position)) / (5)))\n change y by (Own)\n end\n repeat until <(Yay) > [1]>\n point in direction (90)\n switch costume to (blank v)\n set [own v] to (((Own) * (0.8)) + (((0) - (y position)) / (5)))\n change size by (((1750) - (size)) / (4))\n change y by (Own)\n switch costume to (start v)\n end\nend\n\nwhen flag clicked\nhide\nset [booboo v] to [0]\nset [cloneid v] to [0]\nrepeat (3)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(CloneID) = [2]> then\n switch costume to (logo v)\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\n set size to (0) %\n hide\n wait (2) seconds\n show\n repeat (10)\n change size by (10)\n change [ghost v] effect by (-10)\n go to x: (pick random (0) to (2)) y: (pick random (0) to (2))\n end\n wait (.8) seconds\n switch costume to (costume1 v)\n repeat (20)\n wait (0.01) seconds\n go to x: (0) y: (320)\n point in direction (90)\n switch costume to (blank v)\n set [own v] to (((Own) * (0.8)) + (((0) - (y position)) / (5)))\n change size by (((1980) - (size)) / (4))\n change y by (Own)\n switch costume to (costume1 v)\n end\n set [brightness v] effect to (0)\nend\n\nwhen I start as a clone\nif <(CloneID) = [3]> then\n switch costume to (name v)\n go to x: (0) y: (0)\n go to [front v] layer\n hide\n wait (3.9) seconds\n show\n repeat (2)\n go to x: ((Own) * (CloneID)) y: ((Own) * (CloneID))\n end\n glide (0.7) secs to x: (0) y: (0)\n broadcast (FINE v)\nend\n\nwhen I receive [fine v]\nset [cloneid v] to [3]\nrepeat (2)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(CloneID) = [4]> then\n switch costume to (circleexplosion1 v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n repeat (9)\n next costume\n change [brightness v] effect by (4)\n change [ghost v] effect by (2)\n change size by (1)\n end\n hide\n set [ghost v] effect to (100)\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [5]> then\n switch costume to (diamond1 v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n wait (0.3) seconds\n repeat (50)\n change size by (((110) - (size)) / (12))\n switch costume to (diamond1 v)\n change [ghost v] effect by (1)\n end\n hide\n broadcast (HAHA v)\n delete this clone\nend\n\nwhen I receive [haha v]\nhide\nset [booboo v] to [0]\nrepeat (1)\n change [booboo v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(BOOBOO) = [1]> then\n switch costume to (costume2 v)\n go to [front v] layer\n show\n set size to (100) %\n repeat (20)\n change size by (-10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (HELLO v)\n delete this clone\nend\n\nwhen I receive [hello v]\nhide\nbroadcast (Start v)\n\n@player\n\nwhen I receive [start v]\nforever\n if <<[240] < (x position)> and <(dead) = [0]>> then\n change [level v] by (1)\n broadcast (NAXT LEVEL v)\n =P\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead v]\nhide variable [yv v]\nhide\ngo to [back v] layer\n\ndefine =P\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 OW!\nset [dead v] to [1]\nrepeat (25)\n change [ghost v] effect by (4)\nend\n=P\n\nwhen I start as a clone\nforever\n switch costume to (3 v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-1.5)\n end\n delete this clone\nend\n\ndefine =D\ngo to [front v] layer\nset [level v] to [1]\nset [dead v] to [0]\nset size to (20) %\n=P\nforever\n go to [front v] layer\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (3 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 (4 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (1 v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (2 v)\n end\n if <not <key (any v) pressed?>> then\n switch costume to (5 v)\n end\n change x by (Xv)\n if <touching (platform v)?> 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 <(y position) < (mouse y)>>>> then\n set [yv v] to [11]\n end\n end\n change y by (1)\n if <<touching (lava v)?> or <<touching (spike v)?> or <<touching (saws v)?> or <<touching (saws2 v)?> or <touching (saws3 v)?>>>>> then\n OW!\n end\n if <(y position) < [-180]> then\n OW!\n end\n if <touching (tramps v)?> then\n set [yv v] to [17]\n end\n if <touching (tramps2 v)?> then\n set [yv v] to [13]\n end\nend\n\nwhen I receive [start v]\n=D\n\ndefine What?\nif <<<(round (MOVE)) = (pick random (timer) to (MOVE))> and <mouse down?>> = ((100000) * <<mouse down?> and <(([abs v] of (mouse x) ) mod (round ((timer) / ((30) * ((2) * ((loudness) + < [:] contains < [:] contains [#]?>?>)))))) = [50]>>)> then\n reset timer\n change [move v] by (1)\nend\nif <(MOVE) = [226000]> then\n set [move v] to [0]\nend\nif <(MOVE) = [5]> then\n set [move v] to [0]\nend\n\nwhen flag clicked\nforever\n What?\nend\n\nwhen I receive [1 v]\nhide\nwait (1.2) seconds\ngo to x: (-222) y: (-35)\nshow\n\nwhen I receive [end v]\nforever\n go to [back v] layer\n hide\nend\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [haha v]\ngo to [back v] layer\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [22]> then\n broadcast (ENDDDDDD v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n broadcast (Light v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@platform\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Clouds\n\nset [speed v] to (pick random (0.1) to (0.2))\n\nwhen I receive [start game! v]\n\nif <key (right arrow v) pressed?> then\n wait (pick random (0.2) to (0.5)) seconds\nend\n\nshow\n\nwhen flag clicked\nhide\nrepeat (4)\n set x to (pick random (-230) to (230))\n create clone of (_myself_ v)\nend\nforever\n wait (pick random (.5) to (2)) seconds\n set x to (240)\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nset y to (pick random (48) to (180))\nset [ghost v] effect to (pick random (25) to (70))\nset size to (pick random (23) to (80)) %\ngo [backward v] (10) layers\nshow\nrepeat until <(x position) < [-240]>\n change x by (pick random (-.1) to (-5))\nend\nhide\ndelete this clone\n\n@lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nforever\n if <<(Level) = [4]> or <<(Level) = [8]> or <<(Level) = [10]> or <(Level) = [19]>>>> then\n show\n glide (1) secs to x: (0) y: (4)\n wait (0.10) seconds\n glide (1) secs to x: (0) y: (0)\n end\nend\n\n@spike\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\n@saws\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\nwhen I receive [start v]\nshow\nforever\n turn right (5) degrees\n if <(Level) = [1]> then\n go to x: (0) y: (0)\n end\n if <(Level) = [2]> then\n go to x: (0) y: (0)\n end\n if <(Level) = [3]> then\n go to x: (0) y: (-110)\n end\n if <(Level) = [4]> then\n go to x: (0) y: (-110)\n end\n if <(Level) = [5]> then\n go to x: (0) y: (-110)\n end\n if <(Level) = [6]> then\n go to x: (0) y: (-110)\n end\n if <(Level) = [7]> then\n go to x: (0) y: (-110)\n end\nend\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\n@Notes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\n@End\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [endddddd v]\ngo to [front v] layer\ngo [forward v] (100) layers\nshow\nset size to (100) %\nwait (0.01) seconds\nrepeat (10)\n go [forward v] (1) layers\n change [ghost v] effect by (-10)\nend\nforever\n go to [front v] layer\nend\n\ngo [forward v] (1) layers\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [game - tick v]\ngo to [front v] layer\nshow\n\nwhen I receive [tick v]\ngo to [front v] layer\nshow\n\nwhen I receive [game - shut down v]\ngo to [front v] layer\nshow\n\nwhen [timer v] > (0.01)\nhide variable [time v]\nhide variable [mouse v]\nhide variable [currency v]\nhide\ngo to x: (0) y: (-365)\ngo to [front v] layer\nshow\nrepeat (30)\n change y by (((0) - (y position)) / (3))\nend\n\nwhen I receive [message1 v]\nforever\n reset timer\nend\n\n@Tramps\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Skip\n\nwhen flag clicked\ngo to [front v] layer\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 this sprite clicked\nbroadcast (1 v)\nwait (.1) seconds\nchange [level v] by (1)\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\n@Love fave\n\nwhen flag clicked\nset [love fave: costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (10) to (15)) 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 <(Love fave: Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume3 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Bright Light\n\nwhen flag clicked\nrepeat (10)\n go to x: (0) y: (0)\n hide\nend\n\nwhen I receive [light v]\ngo to [back v] layer\nshow\nset size to (100) %\nforever\n repeat (15)\n change size by (1)\n end\n wait (.15) seconds\n repeat (15)\n change size by (-1)\n end\n wait (.15) seconds\nend\n\nwhen I receive [light v]\nforever\n go to (player v)\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [21]> then\n hide\n end\nend\n\n
Welcome\n Spam the Flag for less lag\n Tell me if there are any bugs in the chat\n Add this to a studio\n Shared date: March 22, 2021\n if laggy try using turbowarp: https://turbowarp.org/503851596\n-arrows to move or WASD or Mobile controls\n-Wall jump included\n-Tramps make you jump higher\n-Don't touch spike,saws, and lava.\n-Click the Skip button to skip\nSong: Unlimited\n All levels possible\n If you Viewed maybe a heart and a star + a follow\n\n\n\n =) =D =P =B
Mystical City - Scrolling Platformer
@Stage\n\n@Sprite1\n\nwhen I receive [start intro v]\nplay sound [music v] until done\n\n@character\n\nwhen flag clicked\ngo to x: (-115) y: (-85)\nhide\n\nwhen I receive [play v]\nforever\n if <touching color (#bdd9ff)?> then\n broadcast (dead v)\n fade out\n hide\n broadcast (play v)\n end\n if <(y position) < [-170]> then\n broadcast (dead v)\n fade out\n hide\n broadcast (play v)\n end\n if <touching (arrow v)?> then\n broadcast (dead v)\n fade out\n hide\n broadcast (play v)\n end\nend\n\nwhen I receive [play v]\nforever\n if <<<touching (platform v)?> and <not <touching color (#ffffff)?>>> and <not <touching color (#bdd9ff)?>>> then\n if <(Jump) = [1]> then\n set [touch wall v] to [1]\n set [scroll y_ jumping v] to [0]\n repeat until <<touching (platform v)?> or <(y position) < [-170]>>\n change y by (Scroll y_ jumping)\n change [scroll y_ jumping v] by (-0.5)\n end\n set [touch wall v] to [0]\n end\n else\n set [touch wall v] to [0]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <touching (platform v)?>> then\n wait (0.001) seconds\n if <(Jump) = [0]> then\n set [scroll y_ jumping v] to [0]\n set [mid-air v] to [1]\n repeat until <touching (platform v)?>\n change y by (Scroll y_ jumping)\n change [scroll y_ jumping v] by (-0.5)\n end\n end\n else\n set [mid-air v] to [0]\n end\nend\n\ndefine fade out\nrepeat (3)\n change [ghost v] effect by (33)\nend\n\nwhen I receive [play v]\nset [win v] to [0]\nforever\n if <touching color (#7affec)?> then\n if <(win) = [0]> then\n set [win v] to [1]\n broadcast (next level v)\n end\n end\nend\n\ndefine fade in\nrepeat (3)\n change [ghost v] effect by (-33)\nend\n\nwhen I receive [play v]\ngo to [front v] layer\ngo to x: (-115) y: (-65)\nwait (0.3) seconds\nshow\nfade in\nset [scroll y_ jumping v] to [0]\nset [jump v] to [0]\nforever\n if <key (up arrow v) pressed?> then\n set [jump v] to [1]\n if <<(Touch wall) = [0]> and <(mid-air) = [0]>> then\n set [scroll y_ jumping v] to [6]\n repeat (20)\n change y by (Scroll y_ jumping)\n change [scroll y_ jumping v] by (-0.3)\n end\n repeat until <touching (platform v)?>\n change y by (Scroll y_ jumping)\n change [scroll y_ jumping v] by (-0.3)\n end\n set [jump v] to [0]\n end\n end\nend\n\n@platform\n\ndefine slide right\nset [slide v] to [-5]\nrepeat (10)\n change x by (slide)\n change [slide v] by (0.5)\nend\n\ndefine slide left\nset [slide v] to [5]\nrepeat (10)\n change x by (slide)\n change [slide v] by (-0.5)\nend\n\nwhen I receive [play v]\nforever\n if <key (right arrow v) pressed?> then\n wait until <not <key (right arrow v) pressed?>>\n if <not <key (left arrow v) pressed?>> then\n slide right\n end\n end\n if <key (left arrow v) pressed?> then\n wait until <not <key (left arrow v) pressed?>>\n if <not <key (right arrow v) pressed?>> then\n slide left\n end\n end\nend\n\nwhen I receive [play v]\nforever\n set [platform x v] to (x position)\n set [platform y v] to (y position)\nend\n\nwhen I receive [play v]\nforever\n if <key (up arrow v) pressed?> then\n if <<(Touch wall) = [0]> and <(mid-air) = [0]>> then\n set [jump_platform v] to [-6]\n repeat (20)\n change y by (jump_platform)\n change [jump_platform v] by (0.3)\n end\n repeat until <(Jump) = [0]>\n change y by (jump_platform)\n change [jump_platform v] by (0.3)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (235) y: (0)\nswitch costume to (level 1 v)\ngo to x: (235) y: (0)\n\nwhen I receive [next level v]\nif <(level) = [6]> then\n broadcast (end v)\nelse\n wait (0.5) seconds\n next costume\n broadcast (play v)\nend\n\nwhen I receive [play v]\nglide (0.5) secs to x: (235) y: (0)\ngo to [back v] layer\nset [scroll y_ platform v] to [0]\nset [scroll y_ jumping v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n if <(Touch wall) = [0]> then\n if <(mid-air) = [0]> then\n change x by (-7)\n change [enemy scroll x v] by (-1)\n end\n end\n end\n if <key (left arrow v) pressed?> then\n if <(Touch wall) = [0]> then\n if <(mid-air) = [0]> then\n change x by (7)\n change [enemy scroll x v] by (1)\n end\n end\n end\n if <(Touch wall) = [1]> then\n set [scroll y_ platform v] to [0]\n repeat until <(Touch wall) = [0]>\n change y by (Scroll y_ platform)\n change [scroll y_ platform v] by (0.4)\n end\n set [scroll y_ platform v] to [0]\n end\n if <(mid-air) = [1]> then\n set [scroll y_ platform v] to [0]\n repeat until <(mid-air) = [0]>\n change y by (Scroll y_ platform)\n change [scroll y_ platform v] by (0.4)\n end\n set [scroll y_ platform v] to [0]\n end\nend\n\n@stars 1\n\nwhen flag clicked\ngo to x: (263) y: (77)\nforever\n set [ghost v] effect to (30)\n go to [back v] layer\n set x to (platform x)\nend\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (0.5)\n end\n repeat (10)\n change y by (-0.5)\n end\nend\n\n@stars 2\n\nwhen flag clicked\ngo to x: (223) y: (-14)\nforever\n set [ghost v] effect to (10)\n go to [back v] layer\n set x to (platform x)\nend\n\nwait (pick random (0) to (1)) seconds\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (0.5)\n end\n repeat (10)\n change y by (-0.5)\n end\nend\n\nwhen I receive [play v]\n\n@story\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (10) layers\nshow\n\nshow\n\nwhen flag clicked\n\nwait (1) seconds\n\nwhen I receive [end intro v]\ngo to [front v] layer\ngo [forward v] (1000000000000000000000000) layers\nwait (0.5) seconds\nbroadcast (story part 1 v)\nwait (1.5) seconds\nbroadcast (story part 2 v)\nwait (1.5) seconds\nbroadcast (story part 3 v)\nwait (1.5) seconds\nbroadcast (story part 4 v)\nwait (1.5) seconds\nbroadcast (play v)\nfade out\n\ngo to [back v] layer\n\ngo to [back v] layer\n\ndefine fade out\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@next level\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [next level v]\nif <(level) = [6]> then\n hide\nelse\n change [level v] by (1)\n go to x: (-7) y: (346)\n show\n glide (1) secs to x: (-7) y: (-344)\n hide\nend\n\nstop [all v]\n\n@cloud \n\nwhen flag clicked\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (330) y: (pick random (50) to (150))\nset [ghost v] effect to (pick random (40) to (70))\nswitch costume to (pick random (1) to (3))\nset size to (pick random (70) to (100)) %\nshow\nrepeat until <(x position) < [-225]>\n change x by (-30)\nend\ndelete this clone\n\nwhen I receive [play v]\nhide\nforever\n wait (pick random (0.01) to (0.9)) seconds\n create clone of (_myself_ v)\nend\n\n@story part 1\n\ndefine fade in\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [story part 1 v]\ngo to [front v] layer\ngo [forward v] (1000000000000000000000000) layers\nshow\nfade in\n\nwhen I receive [play v]\nfade out\nhide\n\ndefine fade out\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@story part 2\n\nwhen I receive [story part 2 v]\ngo to [front v] layer\ngo [forward v] (1000000000000000000000000) layers\nshow\nfade in\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\ndefine fade in\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [play v]\nfade out\nhide\n\ndefine fade out\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@story part 3\n\nwhen I receive [story part 3 v]\ngo to [front v] layer\ngo [forward v] (1000000000000000000000000) layers\nshow\nfade in\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\ndefine fade out\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\ndefine fade in\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [play v]\nfade out\nhide\n\n@story part 4\n\nwhen I receive [story part 4 v]\ngo to [front v] layer\ngo [forward v] (1000000000000000000000000) layers\nshow\nfade in\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\ndefine fade in\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [play v]\nfade out\nhide\n\ndefine fade out\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Intro\n\ndefine GlideX (x) GlideY (y) Size: (size) Direction: (direction) Speed: (speed)\nrepeat until <<(round (x position)) = (x)> and <<(round (y position)) = (y)> and <<(round (size)) = (size)> and <(round (direction)) = (direction)>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen I receive [start intro v]\nIntro\n\ndefine Intro\nReset\nwait (1) seconds\nset [clone id v] to [slide]\nrepeat (3)\n create clone of (_myself_ v)\n wait (.1) seconds\n change [brightness v] effect by (5)\nend\nwait (.01) seconds\nset [clone id v] to [logo]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone id v] to [name]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone id v] to [shockwave1]\ncreate clone of (_myself_ v)\nset [clone id v] to [shockwave2]\ncreate clone of (_myself_ v)\nset [clone id v] to [shockwave3]\ncreate clone of (_myself_ v)\nset [clone id v] to [shockwave4]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone id v] to [square1]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [clone id v] to [square2]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [clone id v] to [square1]\ncreate clone of (_myself_ v)\nset [clone id v] to [Circle]\ncreate clone of (_myself_ v)\nwait (3) seconds\nbroadcast (end intro v)\n\nwhen I start as a clone\nif <(Clone ID) = [slide]> then\n set [ghost v] effect to (0)\n show\n switch costume to (slide v)\n go to x: (0) y: (-360)\n repeat (18)\n change x by ((x position) / (-4))\n change y by ((y position) / (-4))\n end\nend\n\ndefine Reset\nhide\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [i v] to [0]\nset [clone id v] to [0]\nset [direction vel. v] to [0]\nset [y vel. v] to [0]\n\nwhen I start as a clone\nif <(Clone ID) = [logo]> then\n set [brightness v] effect to (0)\n show\n switch costume to (logo | @rc_legend v)\n set size to (250) %\n point in direction (0)\n set [direction vel. v] to [0]\n set [y vel. v] to [0]\n set y to (-500)\n repeat (100)\n set [y vel. v] to (((y Vel.) * (.8)) + (((0) - (y position)) / (9)))\n set [direction vel. v] to (((Direction Vel.) * (.9)) + (((90) - (direction)) / (9)))\n change y by (y Vel.)\n turn right (Direction Vel.) degrees\n change size by (((100) - (size)) / (9))\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [name]> then\n set [brightness v] effect to (0)\n show\n switch costume to (name | @rc_legend v)\n set size to (100) %\n go to x: (0) y: (-360)\n GlideX [0] GlideY [0] Size: [100] Direction: [90] Speed: [5]\n wait (1) seconds\n GlideX [0] GlideY [-70] Size: [100] Direction: [90] Speed: [5]\n wait (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) = [shockwave1]> then\n set [brightness v] effect to (0)\n show\n switch costume to (shockwave v)\n go to x: (0) y: (160)\n set [color v] effect to (0)\n set size to (0) %\n repeat (22)\n next costume\n change size by (((300) - (size)) / (9))\n end\n repeat (10)\n change [ghost v] effect by (10)\n change size by (((300) - (size)) / (9))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [shockwave2]> then\n set [brightness v] effect to (0)\n show\n switch costume to (shockwave v)\n go to x: (0) y: (-160)\n set [color v] effect to (0)\n set size to (0) %\n repeat (22)\n next costume\n change size by (((300) - (size)) / (9))\n end\n repeat (10)\n change [ghost v] effect by (10)\n change size by (((300) - (size)) / (9))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [shockwave3]> then\n set [brightness v] effect to (0)\n show\n switch costume to (shockwave v)\n go to x: (160) y: (0)\n set [color v] effect to (0)\n set size to (0) %\n repeat (22)\n next costume\n change size by (((300) - (size)) / (9))\n end\n repeat (10)\n change [ghost v] effect by (10)\n change size by (((300) - (size)) / (9))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [shockwave4]> then\n set [brightness v] effect to (0)\n show\n switch costume to (shockwave v)\n go to x: (-160) y: (0)\n set [color v] effect to (0)\n set size to (0) %\n repeat (22)\n next costume\n change size by (((300) - (size)) / (9))\n end\n repeat (10)\n change [ghost v] effect by (10)\n change size by (((300) - (size)) / (9))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [square1]> then\n set [brightness v] effect to (0)\n show\n switch costume to (square1 v)\n set size to (1) %\n go to x: (-240) y: (0)\n repeat (26)\n turn right (5) degrees\n switch costume to (blank v)\n change size by ((size) / (3.5))\n switch costume to (square1 v)\n change x by (((0) - (x position)) / (6))\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [square2]> then\n set [brightness v] effect to (0)\n show\n switch costume to (square2 v)\n set size to (1) %\n go to x: (-240) y: (0)\n repeat (26)\n turn right (5) degrees\n switch costume to (blank v)\n change size by ((size) / (3.5))\n switch costume to (square2 v)\n change x by (((0) - (x position)) / (6))\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Circle]> then\n set [brightness v] effect to (0)\n show\n switch costume to (circle v)\n set size to (100) %\n go to x: (0) y: (-300)\n set [ball size v] to [20]\n repeat (30)\n change y by (Ball Size)\n change [ball size v] by (-1)\n end\n set [ball size v] to [1200]\n repeat (12)\n switch costume to (blank v)\n change size by (Ball Size)\n change [ball size v] by (-100)\n switch costume to (circle v)\n end\nend\n\nwhen I receive [end intro v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nforever\n delete this clone\nend\n\nwhen flag clicked\nbroadcast (Start Intro v)\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\nfade in\nforever\n go to x: ((mouse x) / (20)) y: ((mouse y) / (20))\nend\n\ndefine fade in\nrepeat (3)\n change [ghost v] effect by (-33)\nend\n\n@tn\n\nwhen flag clicked\ngo to x: (-16) y: (-19)\ngo to [front v] layer\nhide\n\ngo to [front v] layer\ngo to x: (-16) y: (-19)\nshow\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen this sprite clicked\nbroadcast (next level v)\n\nwhen I receive [next level v]\nhide\n\n
Welcome to the Mystical city, a scrolling platformer! There are currently 5 levels, please let me know if you would like me to create more! (Currently making more levels!) :D\n#Games #All #Stories #Art\n---Backstory---\nYou once lived in an amazing city, Mystical city! Everything was great...unitl invaders attacked. They destryoyed everything, and capured your friends! They left behind spikes, icicles, and dangerous water pits! It's your job to save them! \n\nAfter hours and days of working on this, I have finally finished this! Phew! A few weeks ago, I was wondering if I should try something new in Scratch. I decided to try out a scrolling platformer! It was definetely alot of work, since I'm new to this, but I am so glad to share it! :D\n---Instructions---\n1) Use arrow keys to move.\n2) Avoid spikes, icicles, and water!\n3) Touch the cyan flag at the end of each level to go to the next level. \n4) Good luck, you'll need it!\n\n---Hints---\n1) Try jumping on the text that says "jump" in level 3\n2) Don't be fooled by holes. They could be something at the bottom...\n3) Jump on clouds for boosts (and yes, it is possible to jump though clouds if you get the right angle XD)\n\n(Also, the end is a parallax)\n\nPlease let me know if you spotted any errors or bugs! I will try my best to fix them. Scratch on! :)\n\n\n
Bossfights - An Adventurous Platformer v4.4 #all #art #games #music #platformer #bossfights
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [green flag v]\nswitch backdrop to (xy-grid-30px v)\n\n@Laggy\n\n@Player\n\ndefine Game - Win\nrepeat (1)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-2.5)\n change [ghost v] effect by (2)\nend\nhide\nstop all sounds\nwait (1) seconds\nbroadcast (Green Flag v)\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)?> or <touching (text v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (text v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (text v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (text v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (text 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)?> or <touching (text 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)?> or <touching (text 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]\nchange [deaths v] by (0.1)\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\nwait (0.1) seconds\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 I receive [respawn v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I receive [game - win v]\nGame - Win\n\nwhen I receive [over v]\nhide\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <key (z v) pressed?> then\n change volume by (1)\n end\n if <key (x v) pressed?> then\n change volume by (-1)\n end\n if <key (m v) pressed?> then\n if <(volume) > [0]> then\n set [save_volume v] to (volume)\n set volume to (0) %\n else\n set volume to (save_volume) %\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <((SKIN NUMBER) + (1)) = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <((SKIN NUMBER) + (1)) = (costume [number v])>>\n end\nend\n\nwhen I receive [start v]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nset [stop text v] to [0]\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 ((SKIN NUMBER) + (1))\n else\n switch costume to (SKIN NUMBER)\n end\n else\n switch costume to (SKIN NUMBER)\n end\nend\n\nwhen I receive [start 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 [start v]\nforever\n if <<(Level) < [6]> and <[220] < (x position)>> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen I receive [start 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 if <not <touching (exit v)?>> then\n set size to (125) %\n end\nend\n\nwhen I receive [start v]\nforever\n if <not <(Level) = [6]>> then\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\n end\nend\n\nwhen I receive [start v]\nrepeat until <(Level) = [6]>\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 [start v]\nset [color v] effect to (0)\nswitch costume to (SKIN NUMBER)\npoint in direction (90)\nclear graphic effects\nset [color v] effect to (Color Effect)\nshow\nforever\n if <not <touching (exit v)?>> then\n go to [front v] layer\n go [backward v] (1) layers\n end\nend\n\nwhen I receive [start v]\nforever\n if <not <touching (exit v)?>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nbroadcast (Home Screen v)\n\nwhen I start as a clone\nif <[220] < (x position)> then\n delete this clone\nend\n\nwhen I receive [home screen v]\nhide\n\n@Text\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [start v]\nswitch costume to (costume2 v)\nshow\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 [home screen v]\nhide\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 if <(Level) = [4]> then\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\nwhen I receive [over v]\nhide\ndelete this clone\n\nwhen I receive [start 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 [start 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@Water\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [over v]\nhide\n\nwhen I receive [start v]\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 [start v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (9) layers\nshow\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\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 I receive [over v]\nhide\ndelete this clone\n\nwhen I receive [start 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 [start v]\nhide\nforever\n go to [front v] layer\n go [backward v] (8) layers\nend\n\n@Lava\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [over v]\nhide\n\nwhen I receive [start v]\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 [start v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (9) layers\nshow\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@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [over v]\nhide\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\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 [home screen v]\nhide\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [over v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\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 [button detector v]\nhide\n\n@Tb\n\nwhen [timer v] > (Timer)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\n\nwhen I receive [start v]\nhide variable [timer v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nhide\nset [ghost v] effect to (100)\nforever\n set [timer v] to (timer)\nend\n\nwhen I receive [home screen v]\nswitch costume to (costume2 v)\nshow\ngo to [front v] layer\n\nwhen I receive [button detector v]\nhide\n\n@Exit\n\nwhen I receive [over v]\nset [ghost v] effect to (100)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nhide\ngo to [front v] layer\ngo [backward v] (8) layers\ngo to x: (134) y: (-56)\nforever\n if <(Level) = [6]> then\n show\n end\n if <touching (player v)?> then\n broadcast (Generating New World v)\n broadcast (Game - Win v)\n end\nend\n\nwhen I receive [home screen v]\nhide\n\n@level text\n\nwhen I receive [play v]\ngo to x: () y: ()\nshow\nwait (0.5) seconds\nswitch costume to (level)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (2) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [green flag v]\nset [level v] to [1]\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nhide\n\n@level up\n\nwhen I receive [boss_defeated! v]\nshow\nswitch costume to (level)\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nchange [level v] by (1)\nif <(level) = [6]> then\n broadcast (Champion v)\n stop [this script v]\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nrepeat (25)\n change [ghost v] effect by (4)\nend\nbroadcast (Play v)\nhide\n\nwhen I receive [green flag v]\nhide\nshow list [champions v]\n\n@eggs\n\nwhen I start as a clone\nshow\ngo to (bosses v)\nclear graphic effects\nset [my - yspeed v] to [0]\nswitch costume to (costume1 v)\nrepeat until <touching (ground v)?>\n change y by (my - yspeed)\n change [my - yspeed v] by (-0.5)\n turn right (my - yspeed) degrees\n change x by ((0) - ((my - yspeed) / (2)))\n if <touching (player v)?> then\n broadcast (Die v)\n end\nend\npoint in direction (90)\nstart sound [thud v]\nswitch costume to (costume2 v)\nwait (0) seconds\nwait (0) seconds\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play v]\nforever\n if <key (z v) pressed?> then\n change volume by (1)\n end\n if <key (x v) pressed?> then\n change volume by (-1)\n end\n if <key (m v) pressed?> then\n if <(volume) > [0]> then\n set [save_volume v] to (volume)\n set volume to (0) %\n else\n set volume to (save_volume) %\n end\n end\nend\n\n@bosses\n\nwhen I receive [play v]\nclear graphic effects\nhide\ngo to x: (200000) y: (200000)\nif <(level) = [1]> then\n blobbus-blobbus - Level 1\nelse\n if <(level) = [2]> then\n trasher masher - level 2\n else\n if <(level) = [3]> then\n blackness bird - level 3\n else\n if <(level) = [4]> then\n wiggly worm - Level 4\n else\n level 5!!\n end\n end\n end\nend\n\ndefine blobbus-blobbus - Level 1\nwait (3) seconds\nset [my-y v] to [0]\ngo to x: (180) y: (250)\nset size to (100) %\nset rotation style [left-right v]\npoint in direction (90)\nshow\nswitch costume to (blob v)\nrepeat until <touching color (#30bb50)?>\n change y by (my-y)\n change [my-y v] by (-1)\n if <touching color (#68d381)?> then\n change y by (1)\n if <touching color (#68d381)?> then\n change y by (1)\n if <touching color (#68d381)?> then\n change y by (1)\n if <touching color (#68d381)?> then\n change y by (1)\n if <touching color (#68d381)?> then\n change y by (1)\n if <touching color (#68d381)?> then\n change y by (1)\n if <touching color (#68d381)?> then\n change y by (1)\n if <touching color (#68d381)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\n end\nend\nstart sound [Boom v]\nwait (1) seconds\nrepeat (3)\n set [squishi-x v] to [-300]\n create clone of (squishies v)\n wait (1) seconds\nend\nwait until <(enemies remaining) = [0]>\nwait (0.5) seconds\nrepeat (3)\n set [squishi-x v] to [-300]\n create clone of (squishies v)\n wait (1) seconds\nend\nwait until <(enemies remaining) = [0]>\nwait (1) seconds\nglide (2) secs to x: (-180) y: (-44)\npoint in direction (-90)\nwait (1) seconds\nrepeat (2)\n set [squishi-x v] to [-300]\n create clone of (squishies v)\n wait (0.5) seconds\n set [squishi-x v] to [300]\n create clone of (squishies v)\n wait (2) seconds\nend\nwait until <(enemies remaining) = [0]>\nwait (1) seconds\nglide (2) secs to x: (0) y: (y position)\nwait (1) seconds\nboss - die\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen I receive [play v]\nset [enemies remaining v] to [0]\n\ndefine boss - die\nstart sound [Teleport v]\nrepeat (40)\n change size by (-2)\n change [ghost v] effect by (2)\nend\nbroadcast (BOSS_DEFEATED! v)\nhide\nwait (0.3) seconds\nstart sound [Win v]\n\ndefine trasher masher - level 2\nwait (4) seconds\nswitch costume to (masher1 v)\nset [my-y v] to [0]\nshow\nset rotation style [left-right v]\npoint in direction (90)\nmash - then up\nmash - then up\nmash - then up\nwait (0.5) seconds\nset [squishi-x v] to [-300]\nrepeat (3)\n create clone of (squishies v)\n wait (0.5) seconds\nend\nwait until <(enemies remaining) = [0]>\nwait (0.5) seconds\nset [squishi-x v] to [300]\nrepeat (3)\n create clone of (squishies v)\n wait (0.5) seconds\nend\nwait until <(enemies remaining) = [0]>\nwait (0.5) seconds\nclear graphic effects\nshow\ngo to x: (0) y: (500)\nmash - then up\nmash - then up\nmash - then up\ngo to x: (0) y: (0)\nhide\nboss - die\n\ndefine mash - then up\ngo to x: ([x position v] of [player v]) y: (300)\nset size to (100) %\nclear graphic effects\nset [my-y v] to [0]\nrepeat until <touching (ground v)?>\n switch costume to (masher2 v)\n change [my-y v] by (-0.7)\n change y by (my-y)\n if <touching (ground v)?> then\n change y by (() - ((my-y) / (2)))\n set [my-y v] to [0]\n end\nend\nstart sound [Boom v]\nwait (0.5) seconds\nrepeat (55)\n switch costume to (masher1 v)\n change y by (5)\nend\n\ndefine blackness bird - level 3\nset size to (100) %\nhide\nclear graphic effects\nwait (3) seconds\nshow\nswitch costume to (bird v)\nclear graphic effects\ngo to x: (150) y: (200)\nset rotation style [left-right v]\npoint towards (player v)\nrepeat (60)\n change y by ((((125) + ((5) * ([sin v] of (((timer) + (timer)) * (100)) ))) - (y position)) / (6))\nend\nstart sound [squawk v]\nrepeat (30)\n change y by ((((125) + ((5) * ([sin v] of (((timer) + (timer)) * (100)) ))) - (y position)) / (6))\nend\nstart sound [squawk v]\nrepeat (150)\n change y by ((((-50) + ((5) * ([sin v] of (((timer) + (timer)) * (100)) ))) - (y position)) / (18))\n change x by ((([x position v] of [player v]) - (x position)) / (18))\n point towards (player v)\nend\nstart sound [squawk v]\nrepeat (60)\n change y by ((((125) + ((5) * ([sin v] of (((timer) + (timer)) * (100)) ))) - (y position)) / (16))\n change x by (((270) - (x position)) / (16))\n change [ghost v] effect by (2)\n point towards (player v)\nend\nhide\nclear graphic effects\nwait (1) seconds\nrepeat (2)\n go to x: (250) y: (0)\n point in direction (-90)\n show\n set [ghost v] effect to (100)\n start sound [squawk v]\n repeat (10)\n change x by (-5)\n set y to ((5) * ([sin v] of (((timer) + (timer)) * (100)) ))\n change y by (50)\n change [ghost v] effect by (-10)\n end\n repeat until <(x position) < [-150]>\n repeat (10)\n change x by (-5)\n set y to ((5) * ([sin v] of (((timer) + (timer)) * (100)) ))\n change y by (50)\n end\n create clone of (eggs v)\n end\n repeat (15)\n change x by (-5)\n set y to ((5) * ([sin v] of (((timer) + (timer)) * (100)) ))\n change y by (50)\n end\n create clone of (eggs v)\n repeat (10)\n change [ghost v] effect by (10)\n change x by (-5)\n set y to ((5) * ([sin v] of (((timer) + (timer)) * (100)) ))\n change y by (50)\n end\nend\nboss - die\n\nwhen I receive [play v]\nif <(level) = [3]> then\n forever\n switch costume to (bird v)\n wait (0.5) seconds\n switch costume to (bird2 v)\n wait (0.5) seconds\n end\nend\n\nchange y by (my-y)\nif <touching (ground v)?> then\n\ndefine wiggly worm - Level 4\nswitch costume to (worm1 v)\nhide\nwait (4) seconds\ngo to x: (300) y: (-72)\npoint in direction (-90)\nset rotation style [left-right v]\nset size to (100) %\nshow\nglide (1) secs to x: (-300) y: (-72)\nwait (0.5) seconds\npoint in direction (90)\nglide (1) secs to x: (300) y: (-72)\nwait (0.1) seconds\ngo to x: (-300) y: (-72)\nglide (1) secs to x: (300) y: (-72)\nwait (0.5) seconds\npoint in direction (-90)\nset [squishi-x v] to [300]\ncreate clone of (squishies v)\nglide (1) secs to x: (-300) y: (-72)\nwait (0.5) seconds\nset [squishi-x v] to [-300]\ncreate clone of (squishies v)\npoint in direction (90)\nglide (1) secs to x: (300) y: (-72)\nwait (1) seconds\nswitch costume to (bird v)\ngo to x: (250) y: (0)\npoint in direction (-90)\nshow\nset [ghost v] effect to (100)\nstart sound [squawk v]\nrepeat (10)\n change x by (-5)\n set y to ((5) * ([sin v] of (((timer) + (timer)) * (100)) ))\n change y by (50)\n change [ghost v] effect by (-10)\nend\nrepeat until <(x position) < [-150]>\n repeat (10)\n change x by (-5)\n set y to ((5) * ([sin v] of (((timer) + (timer)) * (100)) ))\n change y by (50)\n end\n create clone of (eggs v)\nend\nrepeat (15)\n change x by (-5)\n set y to ((5) * ([sin v] of (((timer) + (timer)) * (100)) ))\n change y by (50)\nend\ncreate clone of (eggs v)\nrepeat (10)\n change [ghost v] effect by (10)\n change x by (-5)\n set y to ((5) * ([sin v] of (((timer) + (timer)) * (100)) ))\n change y by (50)\nend\nwait (1.5) seconds\nswitch costume to (worm1 v)\nclear graphic effects\ngo to x: (300) y: (-72)\nset rotation style [left-right v]\nset size to (100) %\nshow\nset [squishi-x v] to [300]\npoint in direction (-90)\nglide (1) secs to x: (-300) y: (-72)\npoint in direction (90)\nglide (1) secs to x: (300) y: (-72)\ncreate clone of (squishies v)\npoint in direction (-90)\nglide (1) secs to x: (-300) y: (-72)\npoint in direction (90)\nglide (1) secs to x: (300) y: (-72)\ncreate clone of (squishies v)\npoint in direction (-90)\nglide (1) secs to x: (-300) y: (-72)\npoint in direction (90)\nglide (1) secs to x: (300) y: (-72)\nwait until <(enemies remaining) = [0]>\nboss - die\n\ndefine level 5!!\nswitch costume to (saw v)\ngo to [back v] layer\ngo to x: (-300) y: (-75)\nset size to (100) %\nclear graphic effects\npoint in direction (90)\nshow\nwait (3) seconds\nglide (1) secs to x: (300) y: (-75)\nglide (1) secs to x: (-300) y: (-75)\nglide (1) secs to x: (300) y: (-75)\nglide (1) secs to x: (-300) y: (-75)\nswitch costume to (masher1 v)\nmash - then up\nmash - then up\nswitch costume to (worm1 v)\ngo to x: (-300) y: (-72)\nglide (1) secs to x: (300) y: (-72)\npoint in direction (-90)\nglide (1) secs to x: (-300) y: (-72)\npoint in direction (90)\nset [squishi-x v] to [-300]\nrepeat (10)\n create clone of (squishies v)\n wait (.2) seconds\nend\nwait until <(enemies remaining) = [0]>\nset [squishi-x v] to [300]\nrepeat (10)\n create clone of (squishies v)\n wait (.2) seconds\nend\nwait until <(enemies remaining) = [0]>\nwait (0.5) seconds\nswitch costume to (saw v)\nset [squishi-x v] to [-300]\ngo to x: (-300) y: (-72)\npoint in direction (90)\nglide (1) secs to x: (300) y: (-72)\ncreate clone of (squishies v)\nglide (0) secs to x: (-300) y: (-72)\nglide (1) secs to x: (300) y: (-72)\nrepeat (5)\n glide (1) secs to (player v)\nend\nglide (1) secs to x: (300) y: (-72)\nswitch costume to (bird v)\ngo to x: (250) y: (0)\npoint in direction (-90)\nshow\nset [ghost v] effect to (100)\nstart sound [squawk v]\nrepeat (10)\n change x by (-5)\n set y to ((5) * ([sin v] of (((timer) + (timer)) * (100)) ))\n change y by (50)\n change [ghost v] effect by (-10)\nend\nrepeat until <(x position) < [-150]>\n repeat (10)\n change x by (-5)\n set y to ((5) * ([sin v] of (((timer) + (timer)) * (100)) ))\n change y by (50)\n end\n create clone of (eggs v)\nend\nrepeat (10)\n change x by (-5)\n set y to ((5) * ([sin v] of (((timer) + (timer)) * (100)) ))\n change y by (50)\nend\ncreate clone of (eggs v)\nrepeat (10)\n change [ghost v] effect by (10)\n change x by (-5)\n set y to ((5) * ([sin v] of (((timer) + (timer)) * (100)) ))\n change y by (50)\nend\nboss - die\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [play v]\nforever\n if <key (z v) pressed?> then\n change volume by (1)\n end\n if <key (x v) pressed?> then\n change volume by (-1)\n end\n if <key (m v) pressed?> then\n if <(volume) > [0]> then\n set [save_volume v] to (volume)\n set volume to (0) %\n else\n set volume to (save_volume) %\n end\n end\nend\n\nwhen I receive [start v]\nhide\n\n@player\n\nwhen I receive [play v]\ngo to x: (-150) y: (0)\nset [ghost v] effect to (100)\nshow\nset [px v] to [0]\nset [py v] to [0]\nset [stop text v] to [1]\nforever\n change [ghost v] effect by (-10)\n if <touching (bosses v)?> then\n broadcast (Die v)\n end\n if <touching color (#cecece)?> then\n broadcast (Die v)\n end\n if <touching color (#adadad)?> then\n broadcast (Die v)\n end\n set rotation style [left-right v]\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [px v] by (-2)\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [px v] by (2)\n point in direction (90)\n end\n change [py v] by (-2)\n set [px v] to ((px) * (0.84))\n switch costume to (hitbox v)\n change x by (px) <(px) > [0]>\n change y by (py) <(py) > [0]>\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 (crouch v)\n else\n switch costume to (stand v)\n end\nend\n\ndefine change x by (sx) <forward>\nchange x by (sx)\nif <touching (ground v)?> then\n repeat (8)\n change y by (1)\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change y by (-8)\n set [px v] to [0]\n repeat until <not <touching (ground v)?>>\n if <(sx) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\nend\n\ndefine change y by (sy) <up >\nchange y by (sy)\nrepeat until <not <touching (ground v)?>>\n set [py v] to [0]\n if <up > then\n change y by (-1)\n else\n change y by (1)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [py v] to [24]\n end\n end\nend\n\ndefine die\nrepeat (3)\n wait (0.1) seconds\n hide\n wait (0.1) seconds\n show\nend\ngo to x: (0) y: (0)\nset [py v] to [0]\nset [px v] to [0]\n\nwhen I receive [die v]\nstart sound [squishy v]\nchange [deaths v] by (1)\nstop [other scripts in sprite v]\nhide\nwait (3) seconds\nbroadcast (Play v)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [boss_defeated! v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [green flag v]\nhide\ngo to x: (0) y: (0)\nbroadcast (Play v)\n\nwhen I receive [play v]\nforever\n if <key (z v) pressed?> then\n change volume by (1)\n end\n if <key (x v) pressed?> then\n change volume by (-1)\n end\n if <key (m v) pressed?> then\n if <(volume) > [0]> then\n set [save_volume v] to (volume)\n set volume to (0) %\n else\n set volume to (save_volume) %\n end\n end\nend\n\nwhen I receive [start v]\nhide\n\n@squishies\n\nwhen I start as a clone\nclear graphic effects\nshow\nchange [enemies remaining v] by (1)\ngo to x: (squishi-x) y: ()\npoint towards (player v)\nset rotation style [left-right v]\nset [my - sy v] to [0]\nforever\n change [my - sy v] by (-1)\n next costume\n if <(costume [number v]) = [9]> then\n switch costume to (costume1 v)\n end\n change y by (my - sy)\n if <touching color (#68d381)?> then\n change y by (() - (my - sy))\n set [my - sy v] to [0]\n end\n if <(direction) > [0]> then\n change x by (5)\n if <(x position) > [230]> then\n turn right (180) degrees\n end\n else\n change x by (-5)\n if <[-230] > (x position)> then\n turn right (180) degrees\n end\n end\n if <touching (player v)?> then\n if <([y position v] of [player v]) > ((y position) + (10))> then\n delete all of [blob squish v]\n insert (x position) at (1) of [blob squish v] \n insert (y position) at (2) of [blob squish v] \n broadcast (blob squish v)\n set [py v] to [13]\n if <key (up arrow v) pressed?> then\n set [py v] to [26]\n end\n change [enemies remaining v] by (-1)\n switch costume to (costume9 v)\n start sound [squish v]\n wait (0.05) seconds\n delete this clone\n else\n broadcast (Die v)\n end\n end\nend\n\nwhen I receive [die v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\ndelete this clone\n\nwhen I receive [play v]\nforever\n if <key (z v) pressed?> then\n change volume by (1)\n end\n if <key (x v) pressed?> then\n change volume by (-1)\n end\n if <key (m v) pressed?> then\n if <(volume) > [0]> then\n set [save_volume v] to (volume)\n set volume to (0) %\n else\n set volume to (save_volume) %\n end\n end\nend\n\n@ground\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [start v]\nhide\n\n@particles\n\nwhen I receive [die v]\nif <(clone?) = [0]> then\n player - die\nend\n\nwhen I start as a clone\nset [clone? v] to [1]\nshow\nclear graphic effects\nrepeat (pick random (60) to (80))\n change x by (my-x)\n set [my-x v] to ((my-x) * (0.95))\n change [particles: my-y v] by (-0.8)\n change y by (particles: my-y)\n if <touching color (#68d381)?> then\n change y by (() - (particles: my-y))\n set [particles: my-y v] to [0]\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine player - die\ngo to (player v)\nrepeat (50)\n set [my-x v] to (pick random (-10) to (10))\n set [particles: my-y v] to (pick random (4) to (16))\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\nend\n\nwhen I receive [blob squish v]\nif <(clone?) = [0]> then\n blob - squish\nend\n\ndefine blob - squish\ngo to x: (item (1) of [blob squish v]) y: (item (2) of [blob squish v])\nrepeat (5)\n set [my-x v] to (pick random (-10) to (10))\n set [particles: my-y v] to (pick random (4) to (16))\n switch costume to (pick random (4) to (5))\n create clone of (_myself_ v)\nend\n\nwhen I receive [boss_defeated! v]\nif <(clone?) = [0]> then\n boss-dead\n wait (0.5) seconds\n boss-dead\n wait (0.5) seconds\n boss-dead\nend\n\ndefine boss-dead\ngo to x: (0) y: (0)\nrepeat (50)\n set [my-x v] to (pick random (-13) to (13))\n set [particles: my-y v] to (pick random (4) to (20))\n switch costume to (pick random (6) to (7))\n set [color v] effect to (pick random (1) to (200))\n create clone of (_myself_ v)\nend\n\nwhen I receive [green flag v]\ndelete all of [blob squish v]\n\nwhen I receive [green flag v]\nset [clone? v] to [0]\nhide\n\n@Letters\n\ndefine Render Sentence (text) (size) (color) (x pos) (y pos)\nset [sentence v] to (text)\nset [font size v] to (size)\nset [current letter v] to [1]\nhide\nset [color v] effect to (color)\ngo to x: (x pos) y: (y pos)\nset size to (Font Size) %\nrepeat (length of (Sentence))\n switch costume to (letter (Current Letter) of (Sentence))\n if <touching (_edge_ v)?> then\n set x to (X Pos)\n change y by ((Font Size) / (-4))\n end\n stamp\n change [current letter v] by (1)\n change x by ((Font Size) / (6))\nend\n\nwhen I receive [play v]\ngo to [front v] layer\nforever\n repeat until <(level) = [6]>\n Render Sentence (level) [120] [35] [0] [160]\n end\nend\n\nwhen I receive [start v]\nerase all\nforever\n erase all\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nforever\n repeat until <(Level) = [6]>\n Render Sentence (Level) [120] [90] [0] [160]\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nforever\n repeat until <(level) = [6]>\n Render Sentence (timer) [120] [56] [-200] [160]\n end\nend\n\nwhen I receive [start v]\nrepeat until <(Level) = [2]>\n Render Sentence (join [Hi, ] (username)) [100] (pick random (1) to (200)) [-210] [140]\nend\n\n@Game End\n\nwhen I receive [high score v]\ngo to [front v] layer\nswitch costume to (high score v)\nshow\nshow variable [☁ high score v]\nshow variable [timer v]\n\nwhen I receive [champion v]\ngo to [front v] layer\nswitch costume to (champion v)\nshow\nshow variable [☁ high score v]\nshow variable [timer v]\n\nwhen I receive [start v]\nhide variable [☁ high score v]\nhide variable [timer v]\nhide\nset size to (100) %\ngo to x: (0) y: (0)\n\n@Play Button\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\n\nwhen I receive [skin select v]\nhide\n\nwhen I receive [home screen v]\ngo to x: (-5) y: (15)\ngo to [front v] layer\nswitch costume to (edit - play v)\nset size to (100) %\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n switch costume to (edit - play2 v)\n else\n set size to (100) %\n switch costume to (edit - play v)\n end\nend\n\nwhen I receive [button detector v]\nhide\n\n@Skin Selector\n\nwhen this sprite clicked\nbroadcast (Skin Select v)\nhide\n\nwhen I receive [home screen v]\nhide variable [color effect v]\ngo to x: (-5) y: (-50)\ngo to [front v] layer\nswitch costume to (edit - play v)\nset size to (100) %\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n switch costume to (edit - play2 v)\n else\n set size to (100) %\n switch costume to (edit - play v)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [button detector v]\nhide\n\n@Skin Selection\n\nwhen I receive [skin select v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow variable [color effect v]\nshow\nforever\n go to [front v] layer\n set [color v] effect to (Color Effect)\nend\n\nwhen I receive [home screen v]\nhide\n\nwhen flag clicked\nset [color effect v] to [0]\nset [skin number v] to [1]\nset [color v] effect to (0)\n\nwhen I receive [next costume v]\nif <(costume [number v]) < [45]> then\n change [skin number v] by (2)\nelse\n set [skin number v] to [1]\nend\nnext costume\n\nwhen I receive [previous costume v]\nif <(costume [number v]) > [1]> then\n switch costume to ((costume [number v]) - (1))\n change [skin number v] by (-2)\nelse\n switch costume to (costume14 v)\n set [skin number v] to [89]\nend\n\n@Back Arrow\n\nwhen I receive [home screen v]\nhide\n\nwhen I receive [skin select v]\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nbroadcast (Home Screen v)\n\nwhen I receive [button detector v]\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n clear graphic effects\n end\nend\n\n@Accounts Manager\n\ndefine Check for Account\nif <[accounts v] contains (username)?> then\n replace item (item # of (username) in [accounts v]) of [accounts credit points v] with ((item (item # of (username) in [accounts v]) of [accounts credit points v]) + (1))\nelse\n add (username) to [accounts v]\n add [1] to [accounts credit points v]\nend\n\nwhen I receive [start v]\nCheck for Account\n\nwhen I receive [start v]\nreset timer\nif <(level) = [6]> then\n set [timer v] to ((timer) - (item (item # of (username) in [accounts v]) of [accounts credit points v]))\n replace item (item # of (username) in [accounts v]) of [accounts credit points v] with [0]\n set [timer v] to ((timer) + (Deaths))\n if <(timer) < (☁ High Score)> then\n set [☁ high score v] to (timer)\n add (username) to [high score usernames v]\n add (☁ High Score) to [high score usernames v]\n broadcast (High Score v)\n end\nend\n\nwhen I receive [start v]\nforever\n repeat until <(level) = [6]>\n set [timer v] to (timer)\n end\nend\n\n@Next Skin\n\nwhen I receive [home screen v]\nhide\n\nwhen I receive [skin select v]\ngo to x: (80) y: (0)\ngo to [front v] layer\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next Costume v)\n\n@Previous Skin\n\nwhen I receive [home screen v]\nhide\n\nwhen I receive [skin select v]\ngo to x: (-80) y: (0)\ngo to [front v] layer\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nbroadcast (Previous Costume v)\n\n@Level Text \n\nwhen I receive [play v]\ngo to x: ([x position v] of [level text v]) y: ([y position v] of [level text v])\nwait (5) seconds\nif <(level) = [1]> then\n show\n switch costume to (costume1 v)\n wait (4) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\nend\nwait (4) seconds\nif <(level) = [2]> then\n switch costume to (costume2 v)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n show\n wait (4) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\nend\nwait (4) seconds\nif <(level) = [3]> then\n switch costume to (costume3 v)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n show\n wait (4) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\nend\nwait (4) seconds\nif <(level) = [4]> then\n switch costume to (costume4 v)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n show\n wait (4) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\nend\nwait (4) seconds\nif <(level) = [5]> then\n switch costume to (costume5 v)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n show\n wait (4) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\nend\n\nwhen I receive [start v]\nhide\nclear graphic effects\n\n@Starting Flag\n\nwhen I receive [start v]\nshow\n\nwhen I receive [over v]\nhide\n\nwhen I receive [fin v]\nhide\n\nwhen I receive [start v]\nforever\n play sound [Introducing BRAWL STARS - NO ROOTS \(128 kbps\) v] until done\n play sound [Guardian Of Angels v] until done\n play sound [Step - Polargeist v] until done\n play sound [Matthew Wilder - Break My Stride \(Lyrics\) v] until done\n play sound [01 Emerald Light v] until done\n play sound [Ellie Goulding, Juice WRLD - Hate Me \(Official Video\) v] until done\nend\n\nwhen I receive [start v]\nforever\n if <key (z v) pressed?> then\n change volume by (1)\n end\n if <key (x v) pressed?> then\n change volume by (-1)\n end\n if <key (m v) pressed?> then\n if <(volume) > [0]> then\n set [save_volume v] to (volume)\n set volume to (0) %\n else\n set volume to (save_volume) %\n end\n end\nend\n\nwhen I receive [home screen v]\nhide\n\n@Sprite4\n\nwhen I receive [generating new world v]\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat until <(Stop text) = [1]>\n turn right (15) degrees\nend\nhide\nbroadcast (fin v)\n\nwhen I receive [start v]\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [home screen v]\nhide\n\n@Sprite5\n\nwhen I receive [generating new world v]\nshow\ngo to x: (36) y: (28)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\nwhen I receive [fin v]\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (28)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [home screen v]\nhide\n\n@Button Detector\n\nwhen this sprite clicked\nbroadcast (Button Detector v)\nhide\n\nwhen I receive [home screen v]\ngo to x: (-5) y: (-115)\ngo to [front v] layer\nswitch costume to (edit - play v)\nset size to (100) %\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n switch costume to (edit - play2 v)\n else\n set size to (100) %\n switch costume to (edit - play v)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [skin select v]\nhide\n\n@Figur1\n\nwhen I receive [button detector v]\nset [mode v] to [0]\ncreate clone of (_myself_ v)\nset [ghost v] effect to (90)\nset size to (5) %\nwait (0) seconds\nshow\nforever\n go to x: (0) y: (50)\n if <(mode) = [0]> then\n change size by (((size) - (100)) / (-10))\n switch costume to (kostüm1 v)\n end\n if <(mode) = [1]> then\n set size to ((([cos v] of ((timer) * (100)) ) * (40)) + (100)) %\n switch costume to (kostüm2 v)\n set [color v] effect to (color)\n end\nend\n\nwhen I receive [button detector v]\nset [report.yes? v] to [0]\nforever\n if <(report) = [1]> then\n show variable [☁ bad people who were about to report my project v]\n if <(report.yes?) = [0]> then\n set [report.yes? v] to [1]\n change [☁ bad people who were about to report my project v] by (1)\n end\n else\n hide variable [☁ bad people who were about to report my project v]\n end\nend\n\nwhen I receive [home screen v]\nforever\n hide\n delete this clone\nend\n\nwhen I start as a clone\nset [ghost v] effect to (90)\nset size to (40) %\nwait (0) seconds\nshow\nforever\n go to x: (0) y: (50)\n if <(mode) = [0]> then\n change size by (((size) - (65)) / (-10))\n switch costume to (kostüm1 v)\n end\n if <(mode) = [1]> then\n set [color v] effect to (color)\n set size to ((([sin v] of ((timer) * (100)) ) * (40)) + (100)) %\n switch costume to (kostüm2 v)\n end\nend\n\n@Figur2\n\nwhen I receive [button detector v]\nshow\nswitch costume to (not v)\nforever\n if <(love?) = [true]> then\n set [mode v] to [1]\n set [color v] to [0]\n costume [love]\n else\n if <(fav) = [true]> then\n set [mode v] to [1]\n set [color v] to [15]\n costume [fave]\n else\n if <(see inside) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [see inside]\n else\n if <(fulls) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [full]\n else\n if <(remix) = [true]> then\n set [mode v] to [1]\n set [color v] to [52]\n costume [re]\n else\n if <(pfp) = [true]> then\n set [mode v] to [1]\n set [color v] to [52]\n costume [lo]\n else\n if <(report) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [report]\n else\n if <(gf) = [true]> then\n set [mode v] to [1]\n set [color v] to [52]\n costume [gf]\n else\n if <(sb) = [true]> then\n set [mode v] to [1]\n set [color v] to [0]\n costume [stop]\n else\n if <(add) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [add]\n else\n if <(copy) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [copy]\n else\n if <(post) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [post]\n else\n set [mode v] to [0]\n set [color v] to [0]\n costume [not]\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 [home screen v]\nhide\n\ndefine costume (check)\nif <not <(costume [name v]) = (check)>> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n switch costume to (check)\n repeat (4)\n change [ghost v] effect by (-25)\n end\nend\n\n@pfp\n\nwhen I receive [button detector v]\nforever\n set [pfp v] to <touching (mouse-pointer v)?>\nend\n\n@report\n\nwhen I receive [button detector v]\nforever\n set [report v] to <touching (mouse-pointer v)?>\nend\n\n@fulls\n\nwhen I receive [button detector v]\nforever\n set [fulls v] to <touching (mouse-pointer v)?>\nend\n\n@remix\n\nwhen I receive [button detector v]\nforever\n set [remix v] to <touching (mouse-pointer v)?>\nend\n\n@see inside\n\nwhen I receive [button detector v]\nforever\n set [see inside v] to <touching (mouse-pointer v)?>\nend\n\n@fave\n\nwhen I receive [button detector v]\nforever\n set [fav v] to <touching (mouse-pointer v)?>\nend\n\n@love\n\nwhen I receive [button detector v]\nforever\n set [love? v] to <touching (mouse-pointer v)?>\nend\n\n@gf\n\nwhen I receive [button detector v]\nforever\n set [gf v] to <touching (mouse-pointer v)?>\nend\n\n@sb\n\nwhen I receive [button detector v]\nforever\n set [sb v] to <touching (mouse-pointer v)?>\nend\n\n@report2\n\nwhen I receive [button detector v]\nforever\n set [add v] to <touching (mouse-pointer v)?>\nend\n\n@report3\n\nwhen I receive [button detector v]\nforever\n set [copy v] to <touching (mouse-pointer v)?>\nend\n\n@post\n\nwhen I receive [button detector v]\nforever\n set [post v] to <touching (mouse-pointer v)?>\nend\n\n@Figur3\n\nwhen I receive [button detector v]\ncreate clone of (_myself_ v)\nset [ghost v] effect to (90)\nset size to (5) %\nwait (0) seconds\nshow\nforever\n if <(turbo?) = [false]> then\n change size by (((size) - (100)) / (-10))\n switch costume to (kostüm1 v)\n end\n if <(turbo?) = [true]> then\n set size to ((([cos v] of ((timer) * (100)) ) * (40)) + (100)) %\n switch costume to (kostüm2 v)\n end\nend\n\nwhen I receive [home screen v]\nforever\n hide\n delete this clone\nend\n\nwhen I start as a clone\nset [ghost v] effect to (90)\nset size to (40) %\nwait (0) seconds\nforever\n show\n go to x: (0) y: (50)\n if <(turbo?) = [false]> then\n change size by (((size) - (65)) / (-10))\n switch costume to (kostüm1 v)\n end\n if <(turbo?) = [true]> then\n set size to ((([sin v] of ((timer) * (100)) ) * (40)) + (100)) %\n switch costume to (kostüm2 v)\n end\nend\n\n@Figur4\n\nwhen I receive [button detector v]\nwait (3) seconds\nset [☁ fps v] to (FPS)\n\nwhen I receive [button detector v]\nset [fps v] to [0]\nforever\n set [fps.check v] to (tick)\n wait (1) seconds\n set [fps v] to (((tick) - (FPS.check)) * (1))\n set [turbo? v] to <((FPS) * (1)) > [100]>\nend\n\nwhen I receive [button detector v]\nshow\nswitch costume to (not v)\nforever\n if <(turbo?) = [true]> then\n costume [true]\n else\n costume [not]\n end\nend\n\nwhen I receive [button detector v]\nset [tick v] to [0]\nforever\n change [tick v] by (1)\nend\n\nwhen I receive [home screen v]\nhide\n\ndefine costume (check)\nif <not <(costume [name v]) = (check)>> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n switch costume to (check)\n repeat (4)\n change [ghost v] effect by (-25)\n end\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 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\n
Thanks for 300+ loves and 290+ faves and 1400+ views guys!\n\n~~~~~~~~~~~~~~~~ Instructions ~~~~~~~~~~~~~~~\n\nPress the Play Button to play. If you want to select a skin or skin color, then click the skin select option, select the skin you want and move the slider to the color you want, then click the back arrow on the bottom left and click play.\nUse WASD keys or Arrow keys or Tap on Mobile to Play.\nAvoid spikes, saws and lava. You can swim in water. You can also swim in water.\nJump into the portal for the bossfights. \nAvoid the boss attacks until the boss will finally die.\nPress space or tap on mobile to go to next level in bossfights after you have killed the boss.\n\n~~~~~~~~~~~~~~~~~~ Levels ~~~~~~~~~~~~~~~~~~\n\nLevel 1: Blobbus Blobbus\nLevel 2: Trasher Masher\nLevel 3: Black Bird\nLevel 4: Wiggly Worm\nLevel 5: Slicer\n\n~~~~~~~~~~~~~~~~ High Score ~~~~~~~~~~~~~~~~\n\n@oksbrawler 488.131\n\n~~~~~~~~~~~~~~ Volume Controls ~~~~~~~~~~~~~~\n\nTo increase the volume, press the z key, and to decrease it, press the x key. Press the m key to toggle mute/unmute.\n\n~~~~~~~~~~~~~~~ YouTube ~~~~~~~~~~~~~~~\nSpeedrun: https://youtu.be/WgF7B5pbUjY\nPart 1: https://youtu.be/JNQofZATdU0\nPart 2: https://youtu.be/o3_M7onTPHg\nPart 3: https://youtu.be/w9FIY82mHec0
Ninja 2 (Platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [Clean_Bandit_-_Rather_Be_feat v] until done\nend\n\n@Ninja\n\nwhen I receive [level change v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-218) y: (-129)\n\nwhen flag clicked\ngo to x: (-218) y: (-129)\nset rotation style [left-right v]\npoint in direction (90)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<(x position) > [238]> and <touching (_edge_ v)?>> then\n change [level v] by (1)\n broadcast (level change v) and wait\n end\n if <<(y position) < [-173]> and <touching (_edge_ v)?>> then\n broadcast (level change v) and wait\n end\n if <not <touching color (#00cccc)?>> then\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.8)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-0.8)\n end\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n if <not <touching color (#00cccc)?>> then\n set [yv v] to [10]\n end\n end\n end\n change y by (1)\n if <(Level) = [14]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(Level) = [1]> then\n switch backdrop to (decor1 v)\n end\n if <(Level) = [2]> then\n switch backdrop to (decor2 v)\n end\n if <(Level) = [3]> then\n switch backdrop to (decor3 v)\n end\n if <(Level) = [4]> then\n switch backdrop to (decor4 v)\n end\n if <(Level) = [5]> then\n switch backdrop to (decor5 v)\n end\n if <(Level) = [6]> then\n switch backdrop to (decor6 v)\n end\n if <(Level) = [7]> then\n switch backdrop to (decor7 v)\n end\n if <(Level) = [8]> then\n switch backdrop to (decor8 v)\n end\n if <(Level) = [9]> then\n switch backdrop to (decor9 v)\n end\n if <(Level) = [10]> then\n switch backdrop to (decor10 v)\n end\n if <(Level) = [11]> then\n switch backdrop to (decor11 v)\n end\n if <(Level) = [12]> then\n switch backdrop to (decor12 v)\n end\n if <(Level) = [13]> then\n switch backdrop to (decor13 v)\n end\n if <(Level) = [14]> then\n switch backdrop to (decor14 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (obstacles v)?> or <touching (obstacles2 v)?>> then\n broadcast (level change v) and wait\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costum1 v)\nforever\n if <(Level) = [1]> then\n switch costume to (costum1 v)\n end\n if <(Level) = [2]> then\n switch costume to (costum2 v)\n end\n if <(Level) = [3]> then\n switch costume to (costum3 v)\n end\n if <(Level) = [4]> then\n switch costume to (costum4 v)\n end\n if <(Level) = [5]> then\n switch costume to (costum5 v)\n end\n if <(Level) = [6]> then\n switch costume to (costum6 v)\n end\n if <(Level) = [7]> then\n switch costume to (costum7 v)\n end\n if <(Level) = [8]> then\n switch costume to (costum8 v)\n end\n if <(Level) = [9]> then\n switch costume to (costum9 v)\n end\n if <(Level) = [10]> then\n switch costume to (costum10 v)\n end\n if <(Level) = [11]> then\n switch costume to (costum11 v)\n end\n if <(Level) = [12]> then\n switch costume to (costum12 v)\n end\n if <(Level) = [13]> then\n switch costume to (costum13 v)\n end\n if <(Level) = [14]> then\n switch costume to (costum14 v)\n end\nend\n\n@Obstacles\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n set size to (30) %\n go to x: (-34) y: (-124)\n show\n end\n if <(Level) = [2]> then\n go to x: (-122) y: (-133)\n end\n if <(Level) = [3]> then\n go to x: (176) y: (-67)\n end\n if <(Level) = [4]> then\n go to x: (-130) y: (-125)\n end\n if <(Level) = [5]> then\n go to x: (201) y: (29)\n end\n if <(Level) = [6]> then\n go to x: (-102) y: (-123)\n end\n if <(Level) = [7]> then\n go to x: (49) y: (-134)\n end\n if <(Level) = [8]> then\n go to x: (-136) y: (-143)\n end\n if <(Level) = [9]> then\n go to x: (132) y: (106)\n end\n if <(Level) = [10]> then\n go to x: (-108) y: (-136)\n end\n if <(Level) = [11]> then\n go to x: (-101) y: (123)\n end\n if <(Level) = [12]> then\n go to x: (70) y: (142)\n end\n if <(Level) = [13]> then\n go to x: (-46) y: (-130)\n end\n if <(Level) = [14]> then\n hide\n end\nend\n\n@Obstacles2\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n set size to (30) %\n go to x: (-34) y: (-124)\n show\n end\n if <(Level) = [2]> then\n go to x: (130) y: (-133)\n end\n if <(Level) = [3]> then\n go to x: (176) y: (-67)\n end\n if <(Level) = [4]> then\n go to x: (100) y: (0)\n end\n if <(Level) = [5]> then\n go to x: (201) y: (29)\n end\n if <(Level) = [6]> then\n go to x: (-70) y: (-123)\n end\n if <(Level) = [7]> then\n go to x: (-140) y: (-134)\n end\n if <(Level) = [8]> then\n go to x: (140) y: (-132)\n end\n if <(Level) = [9]> then\n go to x: (160) y: (106)\n end\n if <(Level) = [10]> then\n go to x: (-80) y: (-136)\n end\n if <(Level) = [11]> then\n go to x: (-70) y: (123)\n end\n if <(Level) = [12]> then\n go to x: (-120) y: (-134)\n end\n if <(Level) = [13]> then\n go to x: (-10) y: (-130)\n end\n if <(Level) = [14]> then\n hide\n end\nend\n\n@Thumbnail\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 go [forward v] (99) layers\nend\n\n@Obstacles3\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n set size to (30) %\n go to x: (-34) y: (-124)\n show\n end\n if <(Level) = [2]> then\n go to x: (130) y: (-133)\n end\n if <(Level) = [3]> then\n go to x: (176) y: (-67)\n end\n if <(Level) = [4]> then\n go to x: (100) y: (0)\n end\n if <(Level) = [5]> then\n go to x: (201) y: (29)\n end\n if <(Level) = [6]> then\n go to x: (120) y: (-123)\n end\n if <(Level) = [7]> then\n go to x: (-140) y: (-134)\n end\n if <(Level) = [8]> then\n go to x: (140) y: (-132)\n end\n if <(Level) = [9]> then\n go to x: (160) y: (106)\n end\n if <(Level) = [10]> then\n go to x: (-80) y: (-136)\n end\n if <(Level) = [11]> then\n go to x: (-70) y: (123)\n end\n if <(Level) = [12]> then\n go to x: (-120) y: (-134)\n end\n if <(Level) = [13]> then\n go to x: (-10) y: (-130)\n end\n if <(Level) = [14]> then\n hide\n end\nend\n\n
NINJA 2 (PLATFORMER) is now out ! \n---------------------------------------------------------------------\n Use right/left and up arrow to move.\n Try to not fall into the void.\n Beware of the spikes !\n Try to beat it !
Thuderstorm || A platformer #games #game #all
@Stage\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Bowser's Galaxy Generator v] until done\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nbroadcast (Start v)\n\n@Player\n\ndefine Platform Physics (speed) (friction) (jump height)\nset rotation style [left-right v]\nchange [y vel v] by (-1)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x vel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x vel v] by ((speed) * (-1))\nend\nset [x vel v] to ((X Vel) * (friction))\nchange x by (X Vel)\nset [slpoe v] to [0]\nif <<touching (level v)?> or <touching (tb v)?>> then\n repeat until <<not <<touching (level v)?> or <touching (tb v)?>>> or <(Slpoe) = [-8]>>\n change [slpoe v] by (-1)\n change y by (1)\n end\nend\nif <<touching (level v)?> or <touching (tb v)?>> then\n change y by (Slpoe)\n repeat until <not <<touching (level v)?> or <touching (tb v)?>>>\n change x by ((([abs v] of (X Vel) ) / (X Vel)) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y vel v] to [11.5]\n if <(X Vel) > [0]> then\n set [x vel v] to [-6]\n else\n set [x vel v] to [6]\n end\n else\n set [x vel v] to [0]\n end\nend\nchange y by (Y Vel)\nif <<touching (level v)?> or <touching (tb v)?>> then\n repeat until <not <<touching (level v)?> or <touching (tb v)?>>>\n change y by ((([abs v] of (Y Vel) ) / (Y Vel)) * (-1))\n end\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching (level v)?> or <touching (tb v)?>>> then\n start sound [smw_jump v]\n set [y vel v] to [13]\nend\nchange y by (1)\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\npoint in direction (90)\nswitch costume to (player v)\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-215) y: (-30)\nrepeat until <(costume [number v]) = [2]>\n Platform Physics [1] [0.9] [11]\nend\nforever\n Platform Physics [2] [0.9] [22]\nend\n\nwhen I receive [start v]\nforever\n if <(x position) > [210]> then\n go to x: (-215) y: (-30)\n change [level v] by (1)\n broadcast (Next v)\n if <(Level) = [11]> then\n hide\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <<touching (spikes v)?> or <touching (lava v)?>> then\n set [x vel v] to [0]\n set [y vel v] to [0]\n go to x: (-215) y: (-30)\n end\n if <[-179] > (y position)> then\n go to x: (-215) y: (-30)\n end\nend\n\nwhen flag clicked\nhide\n\nif <(Level) = [11]> then\n hide\nend\n\n@level\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\nshow\nset [brightness v] effect to (0)\nset [dark v] to [0]\nwait (2) seconds\nforever\n show\n go to [front v] layer\n repeat (10)\n set [dark v] to [1]\n change [brightness v] effect by (-10)\n end\n wait (2) seconds\n repeat (10)\n change [brightness v] effect by (10)\n end\n set [brightness v] effect to (0)\n wait (1) seconds\n set [dark v] to [0]\nend\n\n@spikes\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\nshow\nset [brightness v] effect to (0)\nwait (2) seconds\nforever\n go to [back v] layer\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait (2) seconds\n repeat (10)\n change [brightness v] effect by (10)\n end\n set [brightness v] effect to (0)\n wait (1) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n go to x: (pick random (-240) to (240)) y: (180)\n create clone of (_myself_ v)\n wait (0.25) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nglide (2) secs to x: (x position) y: (-180)\ndelete this clone\n\nwhen I receive [start v]\nshow\nshow\nset [brightness v] effect to (0)\nwait (2) seconds\nforever\n go to [front v] layer\n repeat (10)\n change [brightness v] effect by (-2)\n end\n wait (2) seconds\n repeat (10)\n change [brightness v] effect by (2)\n end\n set [brightness v] effect to (0)\n wait (1) seconds\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n go to x: (pick random (-240) to (240)) y: (180)\n create clone of (_myself_ v)\n wait (0.25) seconds\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\nglide (2) secs to x: (x position) y: (-180)\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nwait (2) seconds\nswitch costume to (costume1 v)\nforever\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n wait (5) seconds\nend\n\ngo to [front v] layer\nrepeat (5)\n show\n wait (0.1) seconds\n hide\n wait (0.1) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\ngo to [front v] layer\nhide\nwait (2) seconds\nshow\nwait (1.5) seconds\n\nwait (0.5) seconds\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (0)\ngo to [front v] layer\nswitch costume to (pick random (2) to (4))\nshow\nwait (0.1) seconds\nhide\nwait (0.05) seconds\nshow\nwait (0.2) seconds\nhide\nwait (0.05) seconds\nshow\nwait (0.1) seconds\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\n@TB\n\nwhen flag clicked\nhide\n\n@Sprite5\n\ndefine findCurrentComma\nrepeat until <(letter (Comma#) of (☁ UserNames1)) = [,]>\n if <(letter (Comma#) of (☁ UserNames1)) = [,]> then\n change [comma# v] by (1)\n else\n change [comma# v] by (1)\n end\nend\nset [commatoreplace v] to (Comma#)\naddList\n\ndefine Encode username\ndelete all of [encoder v]\nset [my variable v] to [0]\nrepeat (length of [ abcdefghijklmnopqrstuvwxyz1234567890-_])\n change [my variable v] by (1)\n add (letter (my variable) of [ abcdefghijklmnopqrstuvwxyz1234567890-_]) to [encoder v]\nend\nset [username encoded v] to []\nset [help v] to [0]\nrepeat (length of (username))\n change [help v] by (1)\n set [username encoded v] to (join (Username encoded) (item # of (letter (Help) of (username)) in [encoder v]))\nend\n\ndefine Decode username\nset [decode help v] to [-1]\nset [decoded v] to []\nrepeat ((length of (Username encoded)) / (2))\n change [decode help v] by (2)\n set [decoded v] to (join (Decoded) (item (join (letter (Decode help) of (Username encoded)) (letter ((Decode help) + (1)) of (Username encoded))) of [encoder v]))\nend\n\nwhen I start as a clone\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen flag clicked\nforever\n wait until <touching (mouse-pointer v)?>\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [☁ usernames1 v] to (join (☁ UserNames1) (join [,] (Username encoded)))\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nEncode username\nset [comma# v] to [0]\n\ndefine addList\nset [comma-- v] to ((Comma#) - (1))\nset [splitnew v] to []\nrepeat until <<(letter (Comma--) of (☁ UserNames1)) = [,]> or <(Comma--) = [0]>>\n set [currentcomma-- v] to (letter (Comma--) of (☁ UserNames1))\n set [splitnew v] to (join (CurrentComma--) (splitNew))\n change [comma-- v] by (-1)\nend\nadd (splitNew) to [namesb/e|d/c v]\nif <(commaToReplace) = (length of (☁ UserNames1))> then\n\nwhen [b v] key pressed\nset [decodehelp2 v] to [0]\ndelete all of [rlist v]\nif <(username) = [IAMibrahim]> then\n findCurrentComma\n repeat (length of [namesb/e|d/c v])\n change [decodehelp2 v] by (1)\n set [username encoded v] to (item (Decodehelp2) of [namesb/e|d/c v])\n Decode username\n add (Decoded) to [rlist v]\n end\nend\n\nwhen flag clicked\n\n
==============INSTRUCTIONS==============\nArrow keys or WASD or touch\n\n===============THING TO KNOW============\n\nThis is a trash project so don't judge me by this project\n\n@griffpatch for platformer engine\n\nPlay next:\nhttps://scratch.mit.edu/projects/503934529/\n\nIDK what else to write\n\n\n\n\n\n\n\n\n\n\nIf you find this remix the game\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment : Thunder!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nFollow @iamibrahim and then follow @mfmmaryam\n\n\n\n\n\nYou just wasted time by scrolling down here\n\nanyway while your down here go comment something
Escape!! | A Platformer P1
@Stage\n\nwhen I receive [game playing v]\nswitch backdrop to (backdrop 2 v)\nif <(game end) = <[50] = [50]>> then\n stop all sounds\n stop [this script v]\nelse\n forever\n play sound [506467_Fly-or-Die-AlienFly v] until done\n end\nend\n\nwhen backdrop switches to [backdrop 9 v]\nbroadcast (Game end! v)\n\n@player\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 flag clicked\nhide\nset [level # v] to [1]\nset [game end v] to <[5] = [50]>\nswitch costume to (player v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-190) y: (-79)\n\nwhen I receive [game playing v]\nshow\ngo to x: (-41) y: (-124)\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 sprite v)?> then\n change y by (1)\n end\n if <touching ( ground sprite v)?> then\n change y by (1)\n end\n if <touching ( ground sprite v)?> then\n change y by (1)\n end\n if <touching ( ground sprite v)?> then\n change y by (1)\n end\n if <touching ( ground sprite 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 sprite 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 sprite 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 end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n if <touching (lava v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n end\n if <(game end) = <[50] = [50]>> then\n switch costume to (player v)\n go to x: (-164) y: (-124)\n stop [this script v]\n end\nend\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [game end! v]\nset [game end v] to <[50] = [50]>\n\n@ Ground Sprite\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [game playing v]\nshow\n\nwhen I receive [next level v]\nnext costume\nnext backdrop\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [backdrop 3 v]\nswitch costume to (lava 1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Intro\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nswitch costume to (end credits v)\ngo to x: (0) y: (0)\npoint in direction (90)\nset [fisheye v] effect to (2000)\nstart sound [Drum Boing v]\nrepeat (20)\n change [fisheye v] effect by (-100)\nend\nwait (1) seconds\nstart sound [Low Whoosh v]\nswitch costume to (end credits 2 v)\nwait (1.5) seconds\nrepeat (100)\n change [ghost v] effect by (2)\nend\nbroadcast (play Intro v)\nhide\n\n@Game Story \n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (story1 v)\nhide\n\nwhen I receive [play intro v]\nshow\nwait (7) seconds\nswitch costume to (story2 v)\nwait (4) seconds\nstart sound [Glass Breaking v]\nbroadcast (Game playing v)\nrepeat (100)\n change [ghost v] effect by (2)\nend\nhide\n\n@Spikes\n\nwhen flag clicked\npoint in direction (90)\nhide\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop 5 v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thummail\n\nwhen flag clicked\nhide\n\n@follow\n\nwhen flag clicked\nset [pixelate v] effect to (300)\npoint in direction (90)\ngo to x: (207) y: (80)\nhide\n\nwhen I receive [follow, fave, love v]\nshow\nrepeat (15)\n change [pixelate v] effect by (-20)\n wait (0.1) seconds\nend\n\n@Alien\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [game end! v]\nshow\ngo to x: (243) y: (-134)\nwait (1) seconds\nglide (1) secs to x: (89) y: (-134)\nSay [I've got you now!] and wait (1) secs\nSay [do you know what I am going to do to you?] and wait (1) secs\nSay [I will continuing experiments on you!] and wait (1) secs\nSay [Then once I find out how control all humans with mind control] and wait (1) secs\nSay [We will take over the world!!] and wait (1) secs\nSay [HA HA HA HA HA HA!!!] and wait (1) secs\nglide (1) secs to x: (243) y: (-134)\nhide\nbroadcast (Follow, fave, love v)\n\ndefine Say (phrase1) and wait (num) secs\nset [say v] to []\nrepeat (length of (phrase1))\n start sound [Chit chat v]\n set [say v] to (join (Say) (letter ((length of (Say)) + (1)) of (phrase1)))\n say (Say)\n if <(letter (length of (Say)) of (phrase1)) = [.]> then\n wait (0.5) seconds\n end\n if <(letter (length of (Say)) of (phrase1)) = [!]> then\n wait (0.5) seconds\n end\n if <(letter (length of (Say)) of (phrase1)) = [,]> then\n wait (0.5) seconds\n end\n if <(letter (length of (Say)) of (phrase1)) = [?]> then\n wait (0.5) seconds\n end\n wait (0.05) seconds\nend\nwait (num) seconds\nsay []\n\n@text\n\nwhen I receive [follow, fave, love v]\nshow\nrepeat (15)\n change [pixelate v] effect by (-20)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nset [pixelate v] effect to (300)\npoint in direction (90)\ngo to x: (0) y: (-37)\nhide\n\n@fave\n\nwhen flag clicked\nset [pixelate v] effect to (300)\npoint in direction (90)\ngo to x: (-89) y: (7)\nhide\n\nwhen I receive [follow, fave, love v]\nshow\nrepeat (15)\n change [pixelate v] effect by (-20)\n wait (0.1) seconds\nend\n\n@cage\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [game end! v]\nshow\ngo to x: (-180) y: (-95)\nplay sound [BFDI big hit v] until done\n\n@love\n\nwhen flag clicked\nset [pixelate v] effect to (300)\npoint in direction (90)\ngo to x: (-36) y: (107)\nhide\n\nwhen I receive [follow, fave, love v]\nshow\nrepeat (15)\n change [pixelate v] effect by (-20)\n wait (0.1) seconds\nend\n\n
Hope you enjoy!!\n\nALL LEVELS ARE POSSIBLE!\n\nControls:\nS/Down arrow (Crouch)\nW/ Up arrow (Jump)\nA/D/Right/Left arrow (Move) \n\n
Wonder-World || A Multiplayer Platformer #Games #All
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound (pick random (1) to (4)) until done\nend\n\nwhen [m v] key pressed\n\n set [mouse v] to (join (round ([x position v] of [platforms \[main engine\] v])) (join [, ] (() + ([y position v] of [platforms \[main engine\] v]))))\n show variable [mouse v]\nend\n\nwhen flag clicked\nset [hide? v] to [1]\nforever\n set volume to (volume) %\nend\n\nwhen [space v] key pressed\nset [hide? v] to ((hide?) / (-1))\n\nwhen I receive [tick v]\nif <(hide?) = [1]> then\n hide variable [volume v]\nelse\n show variable [volume v]\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Be careful!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thank you.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (a v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nset [connect v] to [Connecting]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (direction) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite ([x position v] of [platforms \[main engine\] v]) to encoded\nwrite ([y position v] of [platforms \[main engine\] v]) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen I receive [timeout v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [tick v]\nset rotation style [all around v]\nif <key (right arrow v) pressed?> then\n change [rotate v] by (2)\nend\nif <key (left arrow v) pressed?> then\n change [rotate v] by (-2)\nend\nset [rotate v] to ((rotate) * (0.9))\nturn right (rotate) degrees\n\nwhen I receive [die v]\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\nwait (0.1) seconds\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [die v]\nforever\n set [brightness v] effect to (brightness effect)\nend\n\nwhen I receive [change costume v]\nset [_choice? v] to [1]\nswitch costume to (middle2 v)\n\nwhen flag clicked\nset [_choice? v] to [0]\nswitch costume to (middle v)\n\nwhen [c v] key pressed\nif <(_choice?) = [1]> then\n next costume\nend\n\n@Opponents\n\ndefine Decode chat (#)\nif <(round (#)) = [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 (0)\nset [color v] effect to (370)\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 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\npoint in direction (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 [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 (([x position v] of [platforms \[main engine\] v]) - (value))\nvalue = read from encoded\nset y to (([y position v] of [platforms \[main engine\] v]) - (value))\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\nshow\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (167) y: (-123)\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n play sound [Connect v] until done\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n play sound [Disconnect v] until done\n else\n switch costume to (connecting v)\n end\n end\n go to [front v] layer\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\nwhen flag clicked\nforever\n if <(win?) = [1]> then\n hide\n end\nend\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@Platforms [Main Engine]\n\nwhen flag clicked\nset [sx2 v] to [0]\nset [sy2 v] to [0]\ngo to x: (1600) y: (-100)\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [tick v]\nif <(shop open?) = [0]> then\n if <([costume # v] of [player v]) = [2]> then\n change [sx2 v] by ((<<key (left arrow v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>> - <<key (right arrow v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>) * (3))\n set [sx2 v] to ((sx2) * (0.8))\n change x by (sx2)\n change x by ((<touching (player v)?> * (sx2)) * (-1))\n change y by (1)\n if <touching (player v)?> then\n change y by ((sy2) * (-1))\n set [sy2 v] to ((-18) * <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>)\n end\n if <(swim?) = [1]> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> then\n set [sy2 v] to [-5]\n else\n if <<key (down arrow v) pressed?> or <<[0] > (mouse y)> and <mouse down?>>> then\n set [sy2 v] to [5]\n else\n set [sy2 v] to [2]\n end\n end\n end\n if <(climb?) = [1]> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> then\n set [sy2 v] to [-6]\n else\n if <<key (down arrow v) pressed?> or <<[0] > (mouse y)> and <mouse down?>>> then\n set [sy2 v] to [6]\n else\n set [sy2 v] to [-1]\n end\n end\n end\n if <(swim?) = [1]> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> then\n set [sy2 v] to [-5]\n else\n if <<key (down arrow v) pressed?> or <<[0] > (mouse y)> and <mouse down?>>> then\n set [sy2 v] to [5]\n else\n set [sy2 v] to [2]\n end\n end\n end\n change [sy2 v] by (1)\n change y by ((sy2) - (1))\n if <touching (player v)?> then\n change y by ((sy2) * (-1))\n set [sy2 v] to [0]\n end\n if <(y position) > [1000]> then\n broadcast (Die v)\n end\n else\n change [sx2 v] by ((<<key (left arrow v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>> - <<key (right arrow v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>) * (2))\n set [sx2 v] to ((sx2) * (0.8))\n change x by (sx2)\n change x by ((<touching (player v)?> * (sx2)) * (-1))\n change y by (1)\n if <touching (player v)?> then\n change y by ((sy2) * (-1))\n set [sy2 v] to ((-15) * <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>)\n end\n if <(swim?) = [1]> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> then\n set [sy2 v] to [-5]\n else\n if <<key (down arrow v) pressed?> or <<[0] > (mouse y)> and <mouse down?>>> then\n set [sy2 v] to [5]\n else\n set [sy2 v] to [2]\n end\n end\n end\n if <(climb?) = [1]> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> then\n set [sy2 v] to [-6]\n else\n if <<key (down arrow v) pressed?> or <<[0] > (mouse y)> and <mouse down?>>> then\n set [sy2 v] to [6]\n else\n set [sy2 v] to [-1]\n end\n end\n end\n if <(swim?) = [1]> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> then\n set [sy2 v] to [-5]\n else\n if <<key (down arrow v) pressed?> or <<[0] > (mouse y)> and <mouse down?>>> then\n set [sy2 v] to [5]\n else\n set [sy2 v] to [2]\n end\n end\n end\n change [sy2 v] by (1)\n change y by ((sy2) - (1))\n if <touching (player v)?> then\n change y by ((sy2) * (-1))\n set [sy2 v] to [0]\n end\n if <(y position) > [1000]> then\n broadcast (Die v)\n end\n end\nend\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\nif <(checkpoint#) = [0]> then\n glide (0.5) secs to x: (1600) y: (-100)\nelse\n if <(checkpoint#) = [1]> then\n glide (0.5) secs to x: (-60) y: (300)\n else\n glide (0.5) secs to x: (8) y: (-1123)\n end\nend\nrepeat (5)\n change [brightness effect v] by (20)\nend\nwait (0.1) seconds\nrepeat (5)\n change [brightness effect v] by (-20)\nend\nset [brightness effect v] to [0]\nset [sx2 v] to [0]\nset [sy2 v] to [0]\nforever\n broadcast (Tick v)\nend\n\nwhen [space v] key pressed\n\n ask [Where to teleport? \[x-pos\]] and wait\n set x to (answer)\n ask [Where to teleport? \[y-pos\]] and wait\n set y to (answer)\nend\n\nwhen [right arrow v] key pressed\nset volume to (60) %\nstart sound (pick random (2) to (6))\n\nwhen [left arrow v] key pressed\nset volume to (60) %\nstart sound (pick random (2) to (6))\n\nwhen [up arrow v] key pressed\nset volume to (60) %\nstart sound [snLanding v]\n\n@Spikes\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n broadcast (Die v)\nend\n\nwhen I receive [tick v]\ngo to (platforms \[main engine\] v)\n\nwhen flag clicked\ngo to x: (-50) y: (-100)\n\nwhen I receive [die v]\nforever\n go to (platforms \[main engine\] v)\nend\n\n@Sprite1\n\n@Saws\n\nwhen flag clicked\ngo to x: (-50) y: (-100)\n\nwhen flag clicked\nswitch costume to (level-2 v)\nset [clone# v] to [0]\nrepeat (6)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\n\nwhen I start as a clone\nswitch costume to (level-1 v)\n\nwhen I receive [tick v]\nif <(clone#) = [1]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (820)) y: (([y position v] of [platforms \[main engine\] v]) - (90))\nelse\n if <(clone#) = [2]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (300)) y: (([y position v] of [platforms \[main engine\] v]) - (210))\n else\n if <(clone#) = [3]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-70)) y: (([y position v] of [platforms \[main engine\] v]) - (690))\n else\n if <(clone#) = [4]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-560)) y: (([y position v] of [platforms \[main engine\] v]) - (-320))\n else\n if <(clone#) = [5]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (500)) y: (([y position v] of [platforms \[main engine\] v]) - (-1000))\n else\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-660)) y: (([y position v] of [platforms \[main engine\] v]) - (-320))\n end\n end\n end\n end\nend\nturn right (8) degrees\n\nwhen I receive [die v]\nforever\n if <(clone#) = [1]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (810)) y: (([y position v] of [platforms \[main engine\] v]) - (80))\n else\n go to x: (([x position v] of [platforms \[main engine\] v]) - (10000000000000)) y: (([y position v] of [platforms \[main engine\] v]) - (150))\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (Die v)\n wait until <not <touching (player v)?>>\n end\nend\n\n@Shop Button\n\nwhen flag clicked\nset [shop open? v] to [0]\nshow\nswitch costume to (shop button v)\nforever\n if <(win?) = [0]> then\n go to [front v] layer\n if <<(costume [number v]) = [2]> and <(shop open?) = [0]>> then\n go to x: (-180) y: (-140)\n show\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (10)\n if <mouse down?> then\n repeat (10)\n change y by (-4)\n end\n wait (0.05) seconds\n set [shop open? v] to [1]\n end\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n clear graphic effects\n end\n point in direction ((([cos v] of (((timer) * (200)) + ((costume [number v]) * (45))) ) * (3)) + (90))\n if <(shop open?) = [1]> then\n hide\n else\n show\n go to x: (-180) y: (-140)\n if <(win?) = [1]> then\n hide\n end\n end\n end\n else\n end\n else\n hide\n end\nend\n\n@Checkpoints\n\nwhen flag clicked\ngo to x: (-50) y: (-100)\n\nwhen flag clicked\nset [checkpoint# v] to [0]\nswitch costume to (costume1 v)\nset [clone# v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\n\nwhen I start as a clone\nswitch costume to (close v)\nforever\n if <<touching (player v)?> and <(costume [number v]) = [1]>> then\n set [checkpoint# v] to (clone#)\n switch costume to (open v)\n wait until <not <touching (player v)?>>\n end\n if <(checkpoint#) = [3]> then\n set [win? v] to [1]\n end\nend\n\nwhen I receive [tick v]\nif <(clone#) = [1]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-60)) y: (([y position v] of [platforms \[main engine\] v]) - (382))\nelse\n if <(clone#) = [2]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (19)) y: (([y position v] of [platforms \[main engine\] v]) - (-1060))\n else\n go to x: (([x position v] of [platforms \[main engine\] v]) - (984)) y: (([y position v] of [platforms \[main engine\] v]) - (-1310))\n end\nend\n\nwhen I receive [die v]\nforever\n if <(clone#) = [1]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-60)) y: (([y position v] of [platforms \[main engine\] v]) - (382))\n else\n if <(clone#) = [2]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (19)) y: (([y position v] of [platforms \[main engine\] v]) - (-1060))\n else\n go to x: (([x position v] of [platforms \[main engine\] v]) - (984)) y: (([y position v] of [platforms \[main engine\] v]) - (-1310))\n end\n end\nend\n\nwhen flag clicked\nset [win? v] to [0]\n\n@Shop\n\nwhen flag clicked\nswitch costume to (shop v)\nrepeat (7)\n create clone of (_myself_ v)\n next costume\nend\ngo to [front v] layer\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n point in direction (90)\n else\n if <(costume [number v]) = [2]> then\n forever\n go to x: (-188) y: (-36)\n if <(shop open?) = [1]> then\n show\n point in direction ((([cos v] of ((timer) * (200)) ) * (6)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(which item on?) = [item-2]> then\n set [which item on? v] to [item-1]\n end\n end\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n clear graphic effects\n end\n else\n hide\n end\n end\n else\n if <(costume [number v]) = [3]> then\n forever\n go to x: (188) y: (-36)\n if <(shop open?) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(which item on?) = [item-1]> then\n set [which item on? v] to [item-2]\n end\n end\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n clear graphic effects\n end\n point in direction ((([cos v] of ((timer) * (200)) ) * (6)) + (90))\n else\n hide\n end\n end\n else\n if <(costume [number v]) = [4]> then\n forever\n go to x: (145) y: (78)\n if <(shop open?) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (10)\n if <mouse down?> then\n set [shop open? v] to [0]\n end\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n clear graphic effects\n end\n else\n hide\n end\n end\n else\n if <(costume [name v]) = [Buy Now!]> then\n forever\n go to [front v] layer\n go to x: (30) y: (-110)\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(which item on?) = [item-1]> then\n if <(Cash:) > [9]> then\n change [cash: v] by (-10)\n set [bought? v] to [item-1 ]\n end\n else\n if <(which item on?) = [item-2]> then\n if <(Cash:) > [19]> then\n change [cash: v] by (-20)\n set [bought? v] to (join (bought?) [item-2])\n broadcast (Change costume v)\n end\n end\n end\n end\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n clear graphic effects\n if <(shop open?) = [1]> then\n show\n else\n hide\n end\n end\n end\n else\n if <(costume [name v]) = [item-1]> then\n go to x: (0) y: (0)\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (10)\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n clear graphic effects\n end\n if <(which item on?) = [item-1]> then\n set [ghost v] effect to (0)\n else\n repeat (1)\n change x by (15)\n end\n forever\n if <(which item on?) = [item-1]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (10)\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n clear graphic effects\n end\n else\n repeat (20)\n change x by (15)\n end\n set [ghost v] effect to (100)\n end\n if <(shop open?) = [1]> then\n show\n else\n hide\n end\n end\n end\n else\n if <(which item on?) = [item-2]> then\n go to x: (0) y: (0)\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (10)\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n clear graphic effects\n end\n set [ghost v] effect to (0)\n else\n repeat (20)\n change x by (15)\n end\n set [ghost v] effect to (100)\n end\n end\n end\n end\n end\n end\n end\n if <(shop open?) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [which item on? v] to [item-1]\n\nwhen flag clicked\nset [cash: v] to [0]\n\n@Collectables\n\nwhen flag clicked\nset [collected v] to [0]\ngo to x: (-50) y: (-100)\n\nwhen flag clicked\nswitch costume to (level-2 v)\nset [clone# v] to [0]\nrepeat (32)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\n\nwhen I start as a clone\nforever\n switch costume to (level-1 v)\n repeat (12)\n next costume\n end\nend\n\nwhen I receive [tick v]\nchange [tick v] by (0.125)\nif <(clone#) = [1]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (400)) y: (([y position v] of [platforms \[main engine\] v]) + (Trigo))\nelse\n if <(clone#) = [2]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (1900)) y: ((([y position v] of [platforms \[main engine\] v]) + (30)) + (Trigo))\n else\n if <(clone#) = [3]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (1000)) y: ((([y position v] of [platforms \[main engine\] v]) + (30)) + (Trigo))\n else\n if <(clone#) = [4]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (685)) y: ((([y position v] of [platforms \[main engine\] v]) + (140)) + (Trigo))\n else\n if <(clone#) = [5]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (300)) y: ((([y position v] of [platforms \[main engine\] v]) + (0)) + (Trigo))\n else\n if <(clone#) = [6]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (200)) y: ((([y position v] of [platforms \[main engine\] v]) + (0)) + (Trigo))\n else\n if <(clone#) = [7]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-350)) y: ((([y position v] of [platforms \[main engine\] v]) + (-350)) + (Trigo))\n else\n if <(clone#) = [8]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-50)) y: ((([y position v] of [platforms \[main engine\] v]) + (-300)) + (Trigo))\n else\n if <(clone#) = [9]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-236)) y: ((([y position v] of [platforms \[main engine\] v]) + (-55)) + (Trigo))\n else\n if <(clone#) = [10]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-236)) y: ((([y position v] of [platforms \[main engine\] v]) + (-55)) + (Trigo))\n else\n if <(clone#) = [11]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-316)) y: ((([y position v] of [platforms \[main engine\] v]) + (-55)) + (Trigo))\n else\n if <(clone#) = [12]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-396)) y: ((([y position v] of [platforms \[main engine\] v]) + (-55)) + (Trigo))\n else\n if <(clone#) = [13]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-476)) y: ((([y position v] of [platforms \[main engine\] v]) + (-55)) + (Trigo))\n else\n if <(clone#) = [14]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (70)) y: ((([y position v] of [platforms \[main engine\] v]) + (-330)) + (Trigo))\n else\n if <(clone#) = [15]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-803)) y: ((([y position v] of [platforms \[main engine\] v]) + (-550)) + (Trigo))\n else\n if <(clone#) = [16]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-1600)) y: ((([y position v] of [platforms \[main engine\] v]) + (385)) + (Trigo))\n else\n if <(clone#) = [17]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-1750)) y: ((([y position v] of [platforms \[main engine\] v]) + (150)) + (Trigo))\n else\n if <(clone#) = [18]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-450)) y: ((([y position v] of [platforms \[main engine\] v]) + (-519)) + (Trigo))\n else\n if <(clone#) = [19]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-450)) y: ((([y position v] of [platforms \[main engine\] v]) + (-380)) + (Trigo))\n else\n if <(clone#) = [20]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-830)) y: ((([y position v] of [platforms \[main engine\] v]) + (3)) + (Trigo))\n else\n if <(clone#) = [21]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-860)) y: ((([y position v] of [platforms \[main engine\] v]) + (360)) + (Trigo))\n else\n if <(clone#) = [22]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-260)) y: ((([y position v] of [platforms \[main engine\] v]) + (345)) + (Trigo))\n else\n if <(clone#) = [23]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (130)) y: ((([y position v] of [platforms \[main engine\] v]) + (1048)) + (Trigo))\n else\n if <(clone#) = [24]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (408)) y: ((([y position v] of [platforms \[main engine\] v]) + (1048)) + (Trigo))\n else\n if <(clone#) = [25]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (745)) y: ((([y position v] of [platforms \[main engine\] v]) + (1048)) + (Trigo))\n else\n if <(clone#) = [26]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (995)) y: ((([y position v] of [platforms \[main engine\] v]) + (1048)) + (Trigo))\n else\n if <(clone#) = [27]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (1245)) y: ((([y position v] of [platforms \[main engine\] v]) + (1048)) + (Trigo))\n else\n if <(clone#) = [28]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (1872)) y: ((([y position v] of [platforms \[main engine\] v]) + (1048)) + (Trigo))\n else\n if <(clone#) = [29]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (876)) y: ((([y position v] of [platforms \[main engine\] v]) + (1320)) + (Trigo))\n else\n if <(clone#) = [30]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (251)) y: ((([y position v] of [platforms \[main engine\] v]) + (-814)) + (Trigo))\n else\n go to x: (([x position v] of [platforms \[main engine\] v]) - (-3160000)) y: ((([y position v] of [platforms \[main engine\] v]) + (-55)) + (Trigo))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\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\nset [trigo v] to ((10) * ([sin v] of ((TICK) * (4)) ))\n\nwhen I receive [die v]\nforever\n if <(clone#) = [1]> then\n go to x: (([x position v] of [platforms \[main engine\] v]) - (400)) y: (([y position v] of [platforms \[main engine\] v]) + (Trigo))\n else\n go to x: (([x position v] of [platforms \[main engine\] v]) - (10000000000000)) y: (([y position v] of [platforms \[main engine\] v]) - (150))\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (Coin Collected v)\n change [collected v] by (1)\n change [cash: v] by (1)\n delete this clone\n end\nend\n\nwhen flag clicked\nset [trigo v] to [0]\n\n@Coin Effect\n\nwhen I receive [coin collected v]\nswitch costume to (effect v)\ngo to x: (0) y: (0)\ngo to (player v)\nset size to (70) %\nset [ghost v] effect to (0)\nshow\nrepeat (15)\n change x by (-4)\n change y by (4)\n change [ghost v] effect by (7)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [enemy killed v]\nswitch costume to (effect2 v)\ngo to x: (0) y: (0)\ngo to (player v)\nset size to (70) %\nset [ghost v] effect to (0)\nshow\nrepeat (15)\n change x by (-4)\n change y by (4)\n change [ghost v] effect by (7)\nend\n\n@Sprite2\n\n@Decors\n\nwhen I receive [tick v]\ngo to (platforms \[main engine\] v)\n\nwhen I receive [die v]\nforever\n go to (platforms \[main engine\] v)\nend\n\n@Water\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n set [swim? v] to [1]\nelse\n set [swim? v] to [0 ]\nend\n\nwhen I receive [tick v]\ngo to (platforms \[main engine\] v)\nchange y by ([trigo v] of [collectables v])\n\nwhen flag clicked\ngo to x: (-50) y: (-100)\n\nwhen I receive [die v]\nforever\n go to (platforms \[main engine\] v)\n change y by ([trigo v] of [collectables v])\nend\n\n@Ladder\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n set [climb? v] to [1]\nelse\n set [climb? v] to [0 ]\nend\n\nwhen I receive [tick v]\ngo to (platforms \[main engine\] v)\n\nwhen flag clicked\ngo to x: (-50) y: (-100)\n\nwhen I receive [die v]\nforever\n go to (platforms \[main engine\] v)\nend\n\n@Lava\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n broadcast (Die v)\nend\n\nwhen I receive [tick v]\ngo to (platforms \[main engine\] v)\nchange y by ([trigo v] of [collectables v])\n\nwhen flag clicked\ngo to x: (-50) y: (-100)\n\nwhen I receive [die v]\nforever\n go to (platforms \[main engine\] v)\n change y by ([trigo v] of [collectables v])\nend\n\n@Spikes2\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n set [sy2 v] to [-20]\n switch costume to (level-3 v)\nelse\n switch costume to (level-1 v)\nend\n\nwhen I receive [tick v]\ngo to (platforms \[main engine\] v)\n\nwhen flag clicked\ngo to x: (-50) y: (-100)\n\nwhen I receive [die v]\nforever\n go to (platforms \[main engine\] v)\nend\n\n@you win\n\nwhen flag clicked\ngo to [front v] layer\nset [win? v] to [0]\nforever\n if <(win?) = [1]> then\n show\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n set [ghost v] effect to (0)\n repeat (5)\n change x by (10)\n wait (0.01) seconds\n change y by (10)\n wait (0.01) seconds\n change x by (-10)\n wait (0.01) seconds\n change y by (-10)\n end\n hide variable [cash: v]\n repeat (1)\n stop [all v]\n end\n wait until <not <(win?) = [1]>>\n else\n show variable [cash: v]\n set [ghost v] effect to (100)\n end\nend\n\n@Effect\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (80)\ngo to [back v] layer\n\n@TB\n\nwhen I receive [tick v]\nset [ghost v] effect to (100)\nhide\nset [__tb timer v] to (timer)\nset size to (0) %\n\nwhen [timer v] > (__tb timer)\nswitch costume to (costume2 v)\nset size to (100) %\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nhide variable [cash: v]\ngo to [front v] layer\n\nwhen flag clicked\nshow variable [cash: v]\n\nwhen I receive [die v]\n\n
Wonder-World | A Platformer \nby @Indian-Programmer\n\nI made this for @-UltraProgrammer-'s Contest! Hope he reaches good place as further he go! And hope i win the contest!\n\nLove, Fave and Follow for more amazing quality contents!\n\nNOTES:\n1) Use "Space" key if u want to change the volume!\n2) Press "C" to change the emojis (YOU CAN ONLY CHANGE THE EMOJIS WHEN U HAVE AN EXTRA EMOJI, YOU CAN BUY THAT FROM THE SHOP) !\n3) "T" or tap on the player to chat...\n\nIF THIS IS FULL GO HERE:\nhttps://scratch.mit.edu/projects/504673633/\n\nYou already know the basics of the platformer...\n\nCredits:\nThanks to @Indian-Programmer(me) for most of the Art and Code!\nThanks to @H-Indian-Developer for the title name!\nThanks to @INorth for the Bridge Art!\nThanks to @TheCactusMaster for the Multiplayer engine!(Edited by me)\nThanks to @JC_ProGold for the rolling inspiration !\nThanks to Google Fonts for the fonts!\nAnd finally...\nBIG THANKS TO SCRATCH FOR EXISTING... lol\n\nLet me know if i forgot to credit anyone!\n\nScrolling Engine that i used in this game:\nhttps://scratch.mit.edu/projects/489541304/\n\nI might edit this later...\n\nTags:\n#Games #Art #All #Music #Platformer #Emojis #Platformers #Platforms #Love #Fave #And #Follow #Griffpatch #And #Others\n#Games #Art #All #Music #Platformer #Emojis #Platformers #Platforms #Love #Fave #And #Follow #Griffpatch #And #Others #Trending #Trending \n#ScratchOn
Nature - A Platformer #all #fun #games #art
@Stage\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n play sound [Vicetone - United We Dance v] until done\nend\n\nwhen flag clicked\n\nwhen I receive [broadcast v]\n\nswitch backdrop to (arctic v)\n\nswitch backdrop to (backdrop1 v)\nbroadcast (broadcast v)\n\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\n\nswitch backdrop to (arctic v)\n\nwhen flag clicked\nforever\n if <<<(level) = [1]> or <(level) = [2]>> or <<(level) = [3]> or <(level) = [4]>>> then\n switch backdrop to (backdrop1 v)\n end\n if <<<(level) = [5]> or <(level) = [6]>> or <<(level) = [7]> or <(level) = [8]>>> then\n switch backdrop to (backdrop2 v)\n end\n if <<<(level) = [9]> or <(level) = [10]>> or <<(level) = [11]> or <(level) = [12]>>> then\n switch backdrop to (backdrop3 v)\n end\n if <<<(level) = [13]> or <(level) = [14]>> or <<(level) = [15]> or <(level) = [16]>>> then\n switch backdrop to (backdrop4 v)\n end\n if <(level) = [17]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Sprite1\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\nwhen flag clicked\nforever\n if <touching (sprite3 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\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 (1)\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\ndefine game\nif <touching (sprite4 v)?> then\n broadcast (new level v)\n change [level v] by (1)\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 I receive [mouse click \( jump event \) v]\nset [speed y v] to [12]\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\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\nforever\n if <touching (ball v)?> then\n wait (0.7) seconds\n broadcast (new level v)\n change [level v] by (1)\n go to x: (-200) y: (-115)\n end\nend\n\nwhen backdrop switches to [arctic v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop4 v]\nshow\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\nwhen flag clicked\nforever\n game\nend\n\nwhen flag clicked\nchange [☁ views v] by (1)\n\n@Sprite2\n\nwhen backdrop switches to [arctic v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n broadcast (spike hide v)\n end\nend\n\n@Sprite3\n\nwhen backdrop switches to [arctic v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\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 switch costume to (costume8 v)\n end\n if <(level) = [9]> then\n switch costume to (costume9 v)\n end\n if <(level) = [10]> then\n switch costume to (costume10 v)\n end\n if <(level) = [11]> then\n switch costume to (costume11 v)\n end\n if <(level) = [12]> then\n switch costume to (costume12 v)\n end\n if <(level) = [13]> then\n switch costume to (costume13 v)\n end\n if <(level) = [14]> then\n switch costume to (costume14 v)\n end\n if <(level) = [15]> then\n switch costume to (costume15 v)\n end\n if <(level) = [16]> then\n switch costume to (costume16 v)\n end\n if <(level) = [17]> then\n switch costume to (costume17 v)\n end\nend\n\nwhen I receive [spike hide v]\nhide\n\n@Sprite5\n\nwhen backdrop switches to [arctic v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\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 switch costume to (costume8 v)\n end\n if <(level) = [9]> then\n switch costume to (costume9 v)\n end\n if <(level) = [10]> then\n switch costume to (costume10 v)\n end\n if <(level) = [11]> then\n switch costume to (costume11 v)\n end\n if <(level) = [12]> then\n switch costume to (costume12 v)\n end\n if <(level) = [13]> then\n switch costume to (costume13 v)\n end\n if <(level) = [14]> then\n switch costume to (costume14 v)\n end\n if <(level) = [15]> then\n switch costume to (costume15 v)\n end\n if <(level) = [16]> then\n switch costume to (costume16 v)\n end\n if <(level) = [17]> then\n switch costume to (costume17 v)\n end\nend\n\n@Ball\n\nwhen backdrop switches to [arctic v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n go to x: (186) y: (-35)\n end\n if <(level) = [2]> then\n go to x: (173) y: (-12)\n end\n if <(level) = [3]> then\n go to x: (152) y: (79)\n end\n if <(level) = [4]> then\n go to x: (180) y: (98)\n end\n if <(level) = [5]> then\n go to x: (210) y: (-3)\n end\n if <(level) = [6]> then\n go to x: (207) y: (-55)\n end\n if <(level) = [7]> then\n go to x: (199) y: (6)\n end\n if <(level) = [8]> then\n go to x: (199) y: (6)\n end\n if <(level) = [9]> then\n go to x: (201) y: (53)\n end\n if <(level) = [10]> then\n go to x: (182) y: (-32)\n end\n if <(level) = [11]> then\n go to x: (204) y: (109)\n end\n if <(level) = [12]> then\n go to x: (166) y: (23)\n end\n if <(level) = [13]> then\n go to x: (202) y: (-64)\n end\n if <(level) = [14]> then\n go to x: (192) y: (139)\n end\n if <(level) = [15]> then\n go to x: (185) y: (-37)\n end\n if <(level) = [16]> then\n go to x: (193) y: (91)\n end\n if <(level) = [17]> then\n hide\n end\nend\n\nwhen flag clicked\nshow\n\n@Sprite6\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n
Hello! Welcome to ' Nature - A Platformer '\n\n Controls -\n♣Right arrow - To move right\n♣Left arrow - To move left\n♣Down arrow - To move down\n♣Up arrow - To move up\n♣Don't use W , A , S , D keys\n\nGo through the portals to go to the next level.Beware of the spikes and lava.The ' King of the Nature Spirits ' will guide you.The cat part is not a level, it's the end!\n\nAll levels are possible.\n\n\nGot curated on 23/4/2021 by @RC_Legend !!!\n\nIf there are any bugs or glitches please inform me.\n\n\n\n\nAhhhhh!! 96k views!!!
No Variable Platformer [ Engine ]
@Stage\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (Reset v)\nforever\n Platformer Physics [12] [-1] [0.7] [2]\nend\n\ndefine Platformer Physics (jump height) (gravity) (friction) (running speed)\nchange y by ((tempo) - (60))\nif <touching (platform v)?> then\n repeat ([ceiling v] of ([abs v] of ((tempo) - (60)) ) )\n if <touching (platform v)?> then\n change y by ((([abs v] of ((tempo) - (60)) ) / ((tempo) - (60))) * (-1))\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <not <(tempo) > [60]>>> then\n set tempo to ((jump height) + (60))\n switch costume to (up v)\n else\n set tempo to (60)\n end\nelse\n change tempo by (gravity)\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change volume by ((running speed) * (-1))\n switch costume to (left v)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change volume by (running speed)\n switch costume to (right v)\nend\nif <not <key (any v) pressed?>> then\n switch costume to (middle v)\nend\nchange x by ((volume) - (50))\nif <touching (platform v)?> then\n repeat (([abs v] of ((volume) - (50)) ) + (1))\n if <touching (platform v)?> then\n change y by (1)\n end\n end\n if <touching (platform v)?> then\n repeat ([ceiling v] of ([abs v] of ((tempo) - (60)) ) )\n if <touching (platform v)?> then\n change y by ((([abs v] of ((tempo) - (60)) ) / ((tempo) - (60))) * (-1))\n end\n end\n set volume to (50) %\n end\nend\nset volume to ((((volume) - (50)) * (friction)) + (50)) %\n\ndefine Reset (x) (y)\ngo to x: (x) y: (y)\nset tempo to (60)\n\nwhen flag clicked\nforever\n if <<touching (water v)?> or <touching (spike v)?>> then\n broadcast (Reset v)\n end\n if <<(x position) = [-242]> and <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n broadcast (Left v)\n else\n if <<(x position) = [242]> and <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n broadcast (Right v)\n end\n end\nend\n\nwhen I receive [left v]\nReset [242] (y position)\nstop [this script v]\n\nwhen I receive [right v]\nif <([costume # v] of [platform v]) = [5]> then\n Reset [242] (y position)\nelse\n Reset [-242] (y position)\nend\nstop [this script v]\n\nwhen I receive [reset v]\nReset [0] [0]\n\n@Platform\n\nwhen I receive [left v]\nif <not <(costume [number v]) = [1]>> then\n switch costume to (previous costume v)\n wait (0.1) seconds\nend\n\nwhen I receive [right v]\nif <not <(costume [number v]) = [5]>> then\n switch costume to (next costume v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [reset v]\nswitch costume to (1 v)\n\n@Water\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset size to (600) %\ngo to x: (480) y: (-133)\nset size to (400) %\nforever\n Move Water\nend\n\ndefine Move Water\nset size to (600) %\nchange x by (-3)\nif <(x position) < [-479]> then\n set x to ((x position) * (-1))\nend\nset size to (400) %\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (-133)\ncreate clone of (_myself_ v)\nforever\n Move Water\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (-133)\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (thumb v)\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@Spike\n\nwhen flag clicked\ngo to x: (0) y: (-133)\nshow\nforever\n switch costume to ([costume name v] of [platform v])\nend\n\n
★NO VARIABLE PLATFORMER★\n\n▶ Hello everyone, so yeah this is a platformer with no variables or lists which makes it very laggy. This is not my best project but i a bit proud of it. You can use this scripts for any project as long as you give credit.\n\n▶If you enjoyed feel free to to like and fav, or maybe a follow?\n\n▶Play here for better experience:\nhttps://turbowarp.org/505068545?interpolate\n\n▶Credits:\nMe for all of the code\nsome guy in itch.io for the art\n\nMusic: Ashes Remain - On my lyrics
Slime Platformer 2: Whose Funeral Is This?
@Stage\n\nwhen I receive [bye ocean v]\nswitch backdrop to (light2 v)\n\n@SPIKES\n\nwhen flag clicked\nset size to (50) %\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [bounce training v]\ngo to x: (199) y: (16)\n\nwhen flag clicked\ngo to x: (244) y: (14)\n\nwhen I receive [roof spikes 1 v]\ngo to x: (160) y: (19)\n\nwhen I receive [duplicate of 1 but harder v]\ngo to x: (145) y: (13)\n\nwhen I receive [mushroom mario v]\ngo to x: (145) y: (13)\n\nwhen I receive [lava 1 v]\ngo to x: (265) y: (15)\n\nwhen I receive [ocean v]\ngo to x: (150) y: (7)\n\nwhen I receive [kiokiokiobaby v]\ngo to x: (178) y: (12)\nchange [ghost v] effect by (25)\nchange [pixelate v] effect by (25)\n\nwhen I receive [babyteach v]\ngo to x: (246) y: (9)\n\nwhen I receive [roof earth =? v]\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nforever\n set size to (50) %\nend\n\n@Platform\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [kiokiokiobaby v]\nhide\n\nwhen I receive [new v]\nif <(costume [name v]) = [12]> then\n broadcast (End v)\nelse\n next costume\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [2]> then\n broadcast (BOUNCE TRAINING v)\n end\nend\n\nwhen [space v] key pressed\nbroadcast (Mute v)\n\nwhen [u v] key pressed\nbroadcast (Unmute v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [3]> then\n broadcast (Roof spikes 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [4]> then\n broadcast (DUPLICATE OF 1 but harder v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [6]> then\n broadcast (MUSHROOM MARIO v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [5]> then\n broadcast (ROOF EARTH =? v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [9]> then\n broadcast (Lava 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [10]> then\n broadcast (OCEAN v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [11]> then\n broadcast (BYE OCEAN v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [11]> then\n broadcast (KIOKIOKIOBABY v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [12]> then\n broadcast (BABYTEACH v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [7]> then\n broadcast (ROOF EATH 2 v)\n end\nend\n\n@Good Slime\n\nwhen flag clicked\nshow\n\nwhen I receive [mute v]\nset volume to (0) %\n\nwhen I receive [unmute v]\nset volume to (100) %\n\nwhen I receive [start v]\nshow variable [☁ record v]\nshow variable [time v]\nset [time v] to [0]\nforever\n change [time v] by (0.04)\nend\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ record v]\n\nwhen flag clicked\nswitch costume to (player2 v)\nwait (4) seconds\nbroadcast (Unmute v)\nforever\n play sound [the piano moosic v] until done\nend\n\nwhen flag clicked\nset size to (100) %\nshow\ngo to [front v] layer\nswitch backdrop to (1 v)\ngo to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<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 (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [220]> then\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (New v)\n go to x: (-200) y: (0)\n end\n if <<<[-160] > (y position)> or <touching (lava v)?>> or <<key (r v) pressed?> or <touching (skeleton v)?>>> then\n switch costume to (player2 v)\n set [xv v] to [0]\n set [yv v] to [0]\n start sound [Crunch v]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (.2)\n change [pixelate v] effect by (20)\n end\n set size to (100) %\n clear graphic effects\n go to x: (-200) y: (0)\n go to x: (-200) y: (0)\n end\n if <<touching (sprite1 v)?> or <<touching (sprite3 v)?> or <<touching (sprite2 v)?> or <touching (spikes v)?>>>> then\n set [xv v] to [0]\n set [yv v] to [0]\n start sound [Crunch v]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (.2)\n change [pixelate v] effect by (20)\n end\n set size to (15) %\n clear graphic effects\n go to x: (-200) y: (0)\n end\nend\n\nwhen [space v] key pressed\nbroadcast (Mute v)\n\nwhen flag clicked\nforever\n set size to (100) %\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [kiokiokiobaby v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [ocean v]\nshow\nforever\n repeat (20)\n change [pixelate v] effect by (20)\n end\n hide\n repeat (20)\n change [pixelate v] effect by (20)\n end\n go to x: (pick random (-90) to (114)) y: (pick random (-161) to (151))\n show\nend\n\n@Skeleton\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.2) seconds\nend\n\nwhen I receive [mushroom mario v]\ngo to x: (-57) y: (-88)\nshow\n\nwhen I receive [mushroom mario v]\nforever\n glide (1.5) secs to x: (-57) y: (130)\n glide (1) secs to x: (-57) y: (-88)\nend\n\nwhen I receive [ocean v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [ocean v]\nshow\nforever\n repeat (20)\n change [pixelate v] effect by (20)\n end\n hide\n repeat (20)\n change [pixelate v] effect by (20)\n end\n go to x: (pick random (-90) to (114)) y: (pick random (-161) to (151))\n show\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [ocean v]\nshow\nforever\n repeat (20)\n change [pixelate v] effect by (20)\n end\n hide\n repeat (20)\n change [pixelate v] effect by (20)\n end\n go to x: (pick random (-90) to (114)) y: (pick random (-161) to (151))\n show\nend\n\n
=============== Series so Far=================\n1. https://scratch.mit.edu/projects/501459810\n2. https://scratch.mit.edu/projects/505124384\n3. https://scratch.mit.edu/projects/520963964\n==========================================\n✅ Advertising - Please keep it to a minimum and don't force it on anyone who doesn't want it. :)\n✅ Feedback\n❌ Spam\n❌ F4F\n❌ Hate - Seriously NO HATE\n❌ Reporting Advertising/ Saying it isn't allowed\nArrow Keys or AWSD to move.\nR to reset the level if you want to\nAvoid the Gravestones, Crosses & Jumping Skeleton!
Yellow Land 2 // A platformer #all #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n switch backdrop to (backdrop4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\n@player\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y vel v] by (-1)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (speed)\n switch costume to (costume1 v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by ((speed) * (-1))\n switch costume to (costume2 v)\nend\nset [x vel v] to ((X vel) * (friction))\nchange x by (X vel)\nset [slope v] to [0]\nif <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <(slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by (slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X vel) ) / (X vel)) * (-1))\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Crunch v]\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 start sound [Jump v]\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\nforever\n play sound [recording3 v] until done\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finish v]\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)?>> or <touching (king jelly v)?>> or <touching (boss lasers v)?>> or <touching (rocket v)?>> or <touching (another laser 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 I receive [intro finish v]\nrepeat until <(level) = [22]>\n play sound [TheFatRat - Unity v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (cupcake for you:d v)?> then\n play sound [Chomp v] until done\n broadcast (cupcake eaten v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n show variable [timer v]\n end\nend\n\nwhen I receive [intro finish v]\nforever\n repeat until <(level) = [22]>\n change [timer v] by (1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nhide variable [timer v]\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n stop all sounds\n start sound [Children Yay! Sound Effect v]\n play sound [\(No Copyright Music\) Life of Riley by Kevin MacLeod v] until done\n end\nend\n\n@level\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nchange [level v] by (1)\nnext costume\n\nwhen I receive [intro finish v]\nshow\n\n@end\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [21]> 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 I receive [intro finish v]\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) = [4]> 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) = [5]> then\n hide\n end\nend\n\n@Jelly\n\nwhen flag clicked\nforever\n if <(level) = [3]> 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) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> 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\nforever\n if <(level) = [16]> then\n hide\n end\nend\n\n@Thumb\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@big spike\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (-2) y: (-274)\n show\n wait (0.75) seconds\n glide (1) secs to x: (-2) y: (-14)\n wait (0.15) seconds\n glide (1) secs to x: (-2) y: (-274)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n hide\n end\nend\n\nchange y by (10)\n\n@trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (-21) y: (-110)\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 start sound [Jump v]\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) = [12]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@KING JELLY\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (159) y: (-74)\ngo to [front v] layer\nset [ghost v] effect to (0)\nforever\n if <(level) = [21]> then\n show\n go to x: (159) y: (-74)\n glide (0.50) secs to x: (159) y: (-54)\n glide (0.50) secs to x: (159) y: (-74)\n end\nend\n\nwhen [space v] key pressed\nif <(level) = [21]> then\n next costume\n start sound [Roblox Death Sound - OOF Sound Effect v]\n wait (pick random (1.1) to (1.3)) seconds\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n set [ghost v] effect to (0)\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n broadcast (defeat boss v)\n forever\n hide\n end\n end\nend\n\n@Intro\n\nwhen I start as a clone\nif <(Clone ID) = [Particles]> then\n Color: [160] Brightness [100] Ghost [0]\n go to x: (0) y: (0)\n show\n change [spd v] by (pick random (-1) to (1))\n if <(SPD) = [1]> then\n go to [front v] layer\n end\n set size to (pick random (50) to (70)) %\n switch costume to (pick random (2) to (3))\n set [costume v] to (costume [number v])\n set [move v] to ((size) / (6))\n set [spd v] to (pick random ((size) / (35)) to ((size) / (-35)))\n point in direction (pick random (360) to (0))\n set [siz v] to [0]\n show\n repeat until <<<(round (x position)) > [399]> or <(round (x position)) < [-399]>> or <<(round (y position)) > [299]> or <(round (y position)) < [-299]>>>\n switch costume to (movehak v)\n turn right (.5) degrees\n move (Move) steps\n change y by (Siz)\n change [siz v] by (SPD)\n switch costume to (Costume)\n change size by (((size) * (SPD)) / (65))\n switch costume to (Costume)\n if <(size) > [100]> then\n go to [front v] layer\n end\n end\n delete this clone\nend\n\ndefine Frame X: (x) Y: (y) Size (size) Direction (direction) Speed (speed)\nchange x by (((round (x)) - (x position)) / (speed))\nchange y by (((round (y)) - (y position)) / (speed))\nchange size by (((round (size)) - (size)) / (speed))\nturn right (((round (direction)) - (direction)) / (speed)) degrees\n\ndefine Color: (color) Brightness (b) Ghost (qhost)\nset [color v] to (color)\nset [brightness v] to (b)\nset [ghost v] to (qhost)\nset [color v] effect to (Color)\nset [brightness v] effect to (Brightness)\nset [ghost v] effect to (Ghost)\n\nwhen I start as a clone\nforever\n set [color v] effect to (Color)\n set [brightness v] effect to (Brightness)\n set [ghost v] effect to (Ghost)\nend\n\ndefine Explosion (amount)\nset [clone id v] to [Particles]\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\ndefine ShockWave X (x) Y (y)\ngo to x: (x) y: (y)\nset [clone id v] to [Shook]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [Shook]> then\n Color: (Color) Brightness (Brightness) Ghost [0]\n set size to (1) %\n point in direction (90)\n set [move v] to [15]\n set [costume v] to [89]\n switch costume to (shockwave1 v)\n show\n repeat until <(Costume) > [111]>\n change [costume v] by (((round (112)) - (round (Costume))) / (5))\n switch costume to (size hack #1 v)\n Size [800] SPD [8]\n switch costume to (Costume)\n end\n repeat (4)\n change [costume v] by (((round (112)) - (round (Costume))) / (5))\n change [ghost v] by (25)\n switch costume to (size hack #1 v)\n Size [800] SPD [8]\n switch costume to (Costume)\n end\n delete this clone\nend\n\ndefine Gradient Shockwave\nset [clone id v] to [Gradient]\ncreate clone of (_myself_ v)\n\ndefine Intro\nset [wait v] to [0]\nhide\nreset timer\nReset\nset volume to (100) %\nstart sound [NIVIRO - Memes \[NCS Release\] v]\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nClone Diff [1] [1]\n\ndefine Reqular Shockwave (x) (y)\ngo to x: (x) y: (y)\nset [clone id v] to [Shocking]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [Shocking]> then\n Color: [0] Brightness [0] Ghost [0]\n switch costume to (another shockwave v)\n set size to (1) %\n show\n repeat (30)\n Frame X: [0] Y: [0] Size [300] Direction [90] Speed [9]\n change [ghost v] by (((100) - (Ghost)) / (8))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Gradient]> then\n Color: (Color) Brightness [0] Ghost [0]\n switch costume to (gradientshockwave v)\n set size to (1) %\n show\n repeat (25)\n switch costume to (size hack #1 v)\n Frame X: [0] Y: [0] Size [500] Direction [90] Speed [7]\n change [ghost v] by (4)\n switch costume to (gradientshockwave v)\n end\n delete this clone\nend\n\ndefine 1/4 ShockWave\nset [clone id v] to [1/4]\npoint in direction (90)\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nturn right (180) degrees\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nturn right (90) degrees\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nturn right (180) degrees\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [1/4]> then\n Color: [0] Brightness [100] Ghost [0]\n Frame X: [0] Y: [0] Size [0] Direction (direction) Speed [1]\n switch costume to (checker shockwave 1 v)\n set [costume v] to [25]\n show\n repeat until <(Costume) > [45]>\n change [costume v] by (((round (46)) - (round (Costume))) / (6))\n switch costume to (Costume)\n Size [500] SPD [6]\n end\n repeat (10)\n change [ghost v] by (10)\n end\n delete this clone\nend\n\ndefine Size (x) SPD (spd)\nchange size by (((round (x)) - (size)) / (spd))\n\ndefine Smooth Turn (dir) SPD (spd)\nturn right (((round (dir)) - (direction)) / (spd)) degrees\n\ndefine Circle Explosion at (x) (y) Amount (amount)\nset [clone id v] to [Circle Explosion]\npoint in direction (0)\ngo to x: (x) y: (y)\nrepeat (amount)\n create clone of (_myself_ v)\n turn right ((360) / (amount)) degrees\nend\nset [clone id v] to [0]\n\nwhen I start as a clone\nif <(Clone ID) = [Circle Explosion]> then\n Color: (Color) Brightness [0] Ghost [0]\n switch costume to (size hack #1 v)\n set size to (200) %\n switch costume to (circle v)\n go to x: (0) y: (0)\n set [move v] to [25]\n show\n repeat until <(size) < [20]>\n turn right (3) degrees\n change [move v] by (((round (0)) - (round (Move))) / (8))\n move (Move) steps\n change size by ((size) / (-15))\n end\n repeat (10)\n change [ghost v] by (25)\n end\n delete this clone\nend\n\ndefine Line Explosion At (x) (y) Amount/Spread (amount) (spread) (dir)\nset [clone id v] to [Line Explosion]\npoint in direction (dir)\ngo to x: (x) y: (y)\nrepeat (amount)\n set [clone id v] to [Line Explosion]\n create clone of (_myself_ v)\n wait (0) seconds\n set [clone id v] to [Line Explosion1]\n create clone of (_myself_ v)\n turn right ((spread) / (amount)) degrees\nend\nset [clone id v] to [0]\npoint in direction (90)\n\nwhen I start as a clone\nif <(Clone ID) = [Line Explosion]> then\n Color: (Color) Brightness (Brightness) Ghost [0]\n switch costume to (line explosionv1 v)\n go to x: (0) y: (0)\n set [costume v] to [55]\n set [move v] to [13.5]\n set size to (1) %\n show\n repeat until <(Costume) > [73]>\n Size [200] SPD [10]\n change [costume v] by (((74) - (round (Costume))) / (8))\n change [move v] by (((round (0)) - (round (Move))) / (10))\n switch costume to (Costume)\n move (Move) steps\n end\n repeat (4)\n Size [200] SPD [10]\n change [ghost v] by (25)\n change [costume v] by (((74) - (round (Costume))) / (8))\n change [move v] by (((round (0)) - (round (Move))) / (10))\n switch costume to (Costume)\n move (Move) steps\n end\n delete this clone\nend\n\ndefine Clone Same Sprite (clone id) (amount)\nset [clone id v] to (clone id)\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\ndefine Clone Diff (clone id) (amount)\nset [clone id v] to (clone id)\nrepeat (amount)\n create clone of (_myself_ v)\n change [clone id v] by (1)\nend\n\nwhen I receive [key frame v]\nif <(Clone ID) = [0]> then\n forever\n if <(timer) > (item ({Intro} KeyFrame) of [key frames v])> then\n change [{intro} keyframe v] by (1)\n broadcast (\[Intro\] Key Frame Signal v)\n if <({Intro} KeyFrame) > (length of [key frames v])> then\n stop [this script v]\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [ESPN]> then\n switch costume to (swipe line1 v)\n set [costume v] to [113]\n set size to (Siz) %\n show\n repeat until <(Costume) > [143]>\n change [costume v] by (((144) - (Costume)) / (SPD))\n switch costume to (Costume)\n end\n repeat (4)\n change [ghost v] by (25)\n end\n delete this clone\nend\n\ndefine Create ESPN effect (x) (y) (spd) (dir) (siz)\nset [spd v] to (spd)\nset [siz v] to (siz)\npoint in direction (dir)\ngo to x: (x) y: (y)\nset [clone id v] to [ESPN]\ncreate clone of (_myself_ v)\n\ndefine ESPN LINE EXPLOSION (x) (y) (amount)\nset [clone id v] to [ESPN]\ngo to x: (x) y: (y)\nset [spd v] to [7]\nset [siz v] to [70]\npoint in direction (90)\nrepeat (amount)\n create clone of (_myself_ v)\n turn right ((360) / (amount)) degrees\nend\n\ndefine Scatter ShockWave (x) (y) (amount) (size)\nset [clone id v] to [Scatter]\ngo to x: (y) y: (x)\nset [siz v] to (size)\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Scatter]> then\n Color: [0] Brightness [0] Ghost [0]\n switch costume to (checker shockwave 1 v)\n set [costume v] to [25]\n point in direction (pick random (360) to (0))\n set [siz v] to (pick random (Siz) to ((Siz) + (450)))\n set size to (1) %\n show\n repeat until <(Costume) > [45]>\n change [costume v] by (((46) - (Costume)) / (8))\n switch costume to (size hack #1 v)\n Size (Siz) SPD [6]\n switch costume to (Costume)\n end\n repeat (4)\n switch costume to (size hack #1 v)\n Size (Siz) SPD [6]\n switch costume to (Costume)\n change [ghost v] by (25)\n end\n delete this clone\nend\n\ndefine LightRays (amount)\nset [clone id v] to [LightRays]\npoint in direction (90)\ngo to x: (0) y: (0)\nrepeat ((amount) * (2))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [LightRays]> then\n Color: (Color) Brightness (Brightness) Ghost [0]\n switch costume to (lightray1 v)\n set size to (1) %\n set [costume v] to [145]\n point in direction (pick random (360) to (0))\n set [siz v] to (pick random (50) to (150))\n set [spd v] to (pick random (.75) to (.9))\n set [move v] to (pick random (1) to (4))\n set [turn bounce v] to (pick random (-1) to (1))\n set size to (1) %\n show\n repeat until <(Costume) > [156]>\n turn right (Turn Bounce) degrees\n change [costume v] by (((157) - (Costume)) / (7))\n change [move v] by (((0) - (Move)) / (SPD))\n Size (Siz) SPD ((SPD) * (3))\n switch costume to (Costume)\n move (Move) steps\n end\n repeat (10)\n change [ghost v] by (10)\n turn right (Turn Bounce) degrees\n change [costume v] by (((157) - (Costume)) / (7))\n change [move v] by (((0) - (Move)) / (SPD))\n Size (Siz) SPD (SPD)\n switch costume to (Costume)\n move (Move) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Spline]> then\n Color: (Color) Brightness (Brightness) Ghost [0]\n switch costume to (splinear v)\n go to x: (500) y: (-100)\n set size to (60) %\n set [zdestination v] to [0]\n set [z v] to [0]\n point in direction (45)\n show\n set [move v] to [0]\n repeat (20)\n turn right (2) degrees\n move (Move) steps\n change [move v] by (((-13) - (Move)) / (7))\n end\n repeat (10)\n switch costume to (movehak v)\n turn right (2) degrees\n move (Move) steps\n change [move v] by (((-13) - (Move)) / (7))\n switch costume to (splinear v)\n end\n repeat (30)\n switch costume to (movehak v)\n turn right (-2) degrees\n move (Move) steps\n change [move v] by (((-13) - (Move)) / (7))\n switch costume to (splinear v)\n end\n delete this clone\nend\n\ndefine Create Spline Type: (type)\nif <(type) = [1]> then\n set [clone id v] to [Spline]\n create clone of (_myself_ v)\nelse\n if <(type) = [2]> then\n set [clone id v] to [Spline2]\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Spline2]> then\n Color: (Color) Brightness (Brightness) Ghost [0]\n switch costume to (splinear v)\n go to x: (-500) y: (100)\n set size to (60) %\n point in direction (45)\n show\n set [move v] to [0]\n repeat (20)\n turn right (2) degrees\n move (Move) steps\n change [move v] by (((13) - (Move)) / (7))\n end\n repeat (10)\n switch costume to (movehak v)\n turn right (2) degrees\n move (Move) steps\n change [move v] by (((13) - (Move)) / (7))\n switch costume to (splinear v)\n end\n repeat (20)\n switch costume to (movehak v)\n turn right (-2) degrees\n move (Move) steps\n change [move v] by (((13) - (Move)) / (7))\n switch costume to (splinear v)\n end\n delete this clone\nend\n\ndefine Create Spline 2 Type: (type)\nif <(type) = [1]> then\n set [clone id v] to [Splin]\n create clone of (_myself_ v)\nelse\n if <(type) = [2]> then\n set [clone id v] to [Splin2]\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Splin]> then\n Color: (Color) Brightness (Brightness) Ghost [0]\n switch costume to (splinear v)\n go to x: (500) y: (0)\n set size to (60) %\n point in direction (45)\n show\n set [move v] to [0]\n repeat (15)\n turn right (2) degrees\n move (Move) steps\n change [move v] by (((-8) - (Move)) / (7))\n end\n repeat (10)\n switch costume to (movehak v)\n turn right (2) degrees\n move (Move) steps\n change [move v] by (((-8) - (Move)) / (7))\n switch costume to (splinear v)\n end\n repeat (12)\n switch costume to (movehak v)\n turn right (2) degrees\n move (Move) steps\n change [move v] by (((-13) - (Move)) / (7))\n switch costume to (splinear v)\n end\n repeat (20)\n switch costume to (movehak v)\n turn right (-2) degrees\n move (Move) steps\n change [move v] by (((-13) - (Move)) / (7))\n switch costume to (splinear v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Splin2]> then\n Color: (Color) Brightness (Brightness) Ghost [0]\n switch costume to (splinear v)\n go to x: (-500) y: (0)\n set size to (60) %\n point in direction (45)\n show\n set [move v] to [0]\n repeat (15)\n turn right (2) degrees\n move (Move) steps\n change [move v] by (((8) - (Move)) / (7))\n end\n repeat (10)\n switch costume to (movehak v)\n turn right (2) degrees\n move (Move) steps\n change [move v] by (((8) - (Move)) / (7))\n switch costume to (splinear v)\n end\n repeat (12)\n switch costume to (movehak v)\n turn right (2) degrees\n move (Move) steps\n change [move v] by (((13) - (Move)) / (7))\n switch costume to (splinear v)\n end\n repeat (20)\n switch costume to (movehak v)\n turn right (-2) degrees\n move (Move) steps\n change [move v] by (((13) - (Move)) / (7))\n switch costume to (splinear v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Cheveron]> then\n Color: (Color) Brightness [0] Ghost [0]\n switch costume to (size hack #1 v)\n set size to (1) %\n switch costume to (diamond v)\n go to x: (0) y: (0)\n point in direction (90)\n set [zdestination v] to [500]\n set [z v] to [1]\n show\n forever\n switch costume to (size hack #1 v)\n Size (Z) SPD [2]\n change [z v] by (((Zdestination) - (Z)) / (5))\n switch costume to (diamond v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Line Explosion1]> then\n Color: (Color) Brightness [-100] Ghost [80]\n switch costume to (line explosionv1 v)\n go to x: (-5) y: (5)\n set [costume v] to [55]\n set [move v] to [13.5]\n go to [front v] layer\n go [backward v] (1) layers\n set size to (1) %\n show\n repeat until <(Costume) > [73]>\n Size [200] SPD [10]\n change [costume v] by (((74) - (round (Costume))) / (8))\n change [move v] by (((round (0)) - (round (Move))) / (10))\n switch costume to (Costume)\n move (Move) steps\n end\n repeat (4)\n Size [200] SPD [10]\n change [ghost v] by (25)\n change [costume v] by (((74) - (round (Costume))) / (8))\n change [move v] by (((round (0)) - (round (Move))) / (10))\n switch costume to (Costume)\n move (Move) steps\n end\n delete this clone\nend\n\ndefine Size (siz)\nset [costume v] to (costume [number v])\nif <(siz) > [100]> then\n switch costume to (size hack #1 v)\nend\nset size to (siz) %\nswitch costume to (Costume)\n\nwhen I receive [stop intro v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [play intro v]\nset [clone id v] to [0]\nset [{intro} keyframe v] to [0]\nbroadcast (Key Frame v)\nIntro\n\nwhen flag clicked\nbroadcast (Play Intro v)\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n switch costume to (name v)\n go to [front v] layer\n go [backward v] (2) layers\n show\n forever\n go to x: (([sin v] of ((timer) * (600)) ) * (3)) y: (([cos v] of ((timer) * (600)) ) * (3))\n Size [100] SPD [5]\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n wait until <({Intro} KeyFrame) > [1]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [2]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [3]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [4]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [5]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [6]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [7]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [8]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [9]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [10]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [11]>\n set size to (150) %\n wait until <({Intro} KeyFrame) > [12]>\n set size to (150) %\nend\n\nwhen I receive [\[intro\] key frame signal v]\nif <(Clone ID) = [Cheveron]> then\n set [zdestination v] to ((Z) + (Z))\nend\n\nwhen flag clicked\ndelete this clone\n\ndefine Reset\n\nwhen I receive [key frame v]\nClone Same Sprite [b1] [1]\nClone Same Sprite [b2] [1]\nClone Same Sprite [Back] [1]\nwait until <({Intro} KeyFrame) > [1]>\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [2]>\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [3]>\nClone Same Sprite [Cheveron] [1]\nCreate ESPN effect [-150] [0] [6] [0] [50]\nCreate ESPN effect [150] [0] [6] [0] [50]\ngo to x: (0) y: (0)\npoint in direction (90)\nwait until <({Intro} KeyFrame) > [4]>\nClone Same Sprite [Cheveron] [1]\nGradient Shockwave\nrepeat (10)\n Create Spline 2 Type: [1]\n Create Spline 2 Type: [2]\nend\nwait until <({Intro} KeyFrame) > [5]>\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [6]>\nClone Same Sprite [Cheveron] [1]\n1/4 ShockWave\npoint in direction (90)\nwait until <({Intro} KeyFrame) > [7]>\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [8]>\nLine Explosion At [0] [0] Amount/Spread [4] [360] [360]\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [9]>\nClone Same Sprite [Cheveron] [1]\nReqular Shockwave [0] [0]\nwait until <({Intro} KeyFrame) > [10]>\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [11]>\nCircle Explosion at [0] [0] Amount [10]\npoint in direction (90)\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [12]>\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [14]>\nwait (1.8) seconds\nbroadcast (Intro ended v)\n\nwhen I start as a clone\nif <(Clone ID) = [b1]> then\n switch costume to (bar1 v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n wait until <({Intro} KeyFrame) > [1]>\n repeat (26)\n go to [front v] layer\n change y by (((125) - (y position)) / (5))\n end\n wait until <({Intro} KeyFrame) > [12]>\n repeat (26)\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\n end\n wait until <({Intro} KeyFrame) > [14]>\n repeat (30)\n switch costume to (movehak v)\n change y by (((200) - (y position)) / (5))\n switch costume to (bar1 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [b2]> then\n switch costume to (bar2 v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n wait until <({Intro} KeyFrame) > [1]>\n repeat (26)\n go to [front v] layer\n change y by (((-125) - (y position)) / (5))\n end\n wait until <({Intro} KeyFrame) > [12]>\n repeat (26)\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\n end\n wait until <({Intro} KeyFrame) > [14]>\n repeat (30)\n switch costume to (movehak v)\n change y by (((-200) - (y position)) / (5))\n switch costume to (bar2 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Back]> then\n Color: (Color) Brightness [20] Ghost [0]\n switch costume to (arrow 1 v)\n go to x: (0) y: (0)\n go to [back v] layer\n show\nend\n\nwhen I start as a clone\nif <not <<(Clone ID) = [b1]> or <(Clone ID) = [b2]>>> then\n wait until <({Intro} KeyFrame) > [14]>\n delete this clone\nend\n\nwhen I receive [intro ended v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [play intro v]\nColor: (pick random (0) to (200)) Brightness [0] Ghost [0]\n\nwhen flag clicked\nwait (9.69) seconds\nbroadcast (intro finish v)\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (2) seconds\nhide\n\n@cupcake for you:D\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (80) y: (-49)\nforever\n if <(level) = [22]> then\n show\n go to x: (80) y: (-49)\n glide (1) secs to x: (80) y: (-59)\n glide (1) secs to x: (80) y: (-49)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [cupcake eaten v]\nforever\n hide\nend\n\n@Boss lasers\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\nhide\ngo to x: (35) y: (60)\nforever\n if <(level) = [21]> then\n wait (1) seconds\n show\n go to x: (35) y: (60)\n glide (1) secs to x: (-195) y: (60)\n wait (1) seconds\n go to x: (-25) y: (60)\n wait (1) seconds\n go to x: (-205) y: (60)\n wait (1.2) seconds\n go to x: (-50) y: (60)\n glide (1) secs to x: (65) y: (60)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n hide\n end\nend\n\nwhen I receive [defeat boss v]\nforever\n hide\nend\n\n@Rocket\n\nwhen flag clicked\ngo to x: (pick random (-110) to (-221)) y: (207)\nhide\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n wait (1) seconds\n show\n repeat (5)\n repeat (60)\n change y by (-10)\n end\n go to x: (pick random (-30) to (-160)) y: (207)\n wait (2) seconds\n repeat (60)\n change y by (-10)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n hide\n end\nend\n\nwhen I receive [defeat boss v]\nforever\n hide\nend\n\n@another laser\n\nwhen flag clicked\ngo to x: (6) y: (0)\nhide\nforever\n if <(level) = [21]> then\n wait (2) seconds\n set [ghost v] effect to (100)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n show\n wait (1) seconds\n hide\n wait (4) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n hide\n end\nend\n\nwhen I receive [defeat boss v]\nforever\n hide\nend\n\n
Now is your chance..\nTo defeat King Jelly!!! (just press space)\n- Use the arrow keys or the Wasd to move\n- Avoid Jelly\n- Avoid spikes and Lava! And Comment Your Time! :D\n- Music by FatRat - Unity and Life of Riley by Kevin MacLeod and Children Yay! Sound Effect\n- Player death by @-PandaMC-\n- Art and Coding by me!\n- Amazing intro by @-AntiScratch-\n- Give a heart, star and follow me if you enjoyed!!! :D\n- Once you defeated the Boss, You earned a cupcake :3\n- Part 1 - https://scratch.mit.edu/projects/476735566/
ll grass ll a platformer #fun #platformer
@Stage\n\nwhen flag clicked\nchange [☁ who looked at this v] by (1)\n\nwhen flag clicked\nhide variable [☁ who looked at this v]\n\n@Player Trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\nwhen flag clicked\nshow\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nshow\n\n@Player\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nshow\n\n@clouds\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nrepeat until <(x position) > [300]>\n set [ghost v] effect to (50)\n move (3) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\n next costume\n wait (3) seconds\n go to x: (-319) y: (pick random (100) to (150))\n create clone of (_myself_ v)\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nshow\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nshow\n\n
<^>/ arow keys to move. \n----------------------------------------\nthere are ten levels to beat.\n\nmake sure to love and fave
The Mountain A Platformer ! #platformer #Games #fun
@Stage\n\n@Level\n\nwhen flag clicked\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [thumbnail v]\nhide\n\nchange [level v] by (1)\n\n@player\n\nwhen flag clicked\nforever\n if <(y position) < [-165]> then\n go to x: (-200) y: (-89)\n end\nend\n\nwhen I receive [thumbnail v]\nhide\n\nwhen flag clicked\nshow\nset [level v] to [1]\nset [ghost v] effect to (0)\ngo to x: (-200) y: (-95)\nwait (0.5) seconds\ngo to x: (-200) y: (-95)\npoint in direction (90)\nset [ma variable v] to [0]\nset [yvel v] to [0]\nforever\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [ma variable v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [ma variable v] by (1)\n end\n set [ma variable v] to ((ma variable) * (0.9))\n change x by (ma variable)\n if <<touching color (#02c500)?> or <touching color (#929b00)?>> then\n change y by (1)\n if <<touching color (#02c500)?> or <touching color (#929b00)?>> then\n change y by (1)\n if <<touching color (#02c500)?> or <touching color (#929b00)?>> then\n change y by (1)\n if <<touching color (#02c500)?> or <touching color (#929b00)?>> then\n change y by (1)\n if <<touching color (#02c500)?> or <touching color (#929b00)?>> then\n change y by (1)\n if <<touching color (#02c500)?> or <touching color (#929b00)?>> then\n change x by ((ma variable) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yvel v] to [10]\n if <(ma variable) > [0]> then\n set [ma variable v] to [-7]\n else\n set [ma variable v] to [7]\n end\n else\n set [ma variable 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 (#02c500)?> or <touching color (#929b00)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yvel v] to [15]\n end\n end\n change y by (1)\n change [yvel v] by (-1)\n change y by (Yvel)\n if <<touching color (#02c500)?> or <touching color (#929b00)?>> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n hide variable [ma variable v]\n if <(x position) > [230]> then\n change [level v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yvel v] to [0]\n set [ma variable v] to [0]\n go to x: (-200) y: (-89)\n set [ghost v] effect to (0)\n end\n if <touching color (#ff0000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (-89)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [vers la gauche v]\npoint in direction (-90)\nchange [ma variable v] by (-1)\n\nwhen I receive [vers la droite v]\npoint in direction (90)\nchange [ma variable v] by (1)\n\nwhen I receive [vers le haut v]\nif <(y position) > [-107]> then\n set [yvel v] to [15]\n wait (1) seconds\nend\n\nforever\n\nwhen I receive [wall jumping v]\nset [yvel v] to [5]\nwait (1) seconds\n\nwhen I receive [wall jumping v]\npoint in direction (90)\nchange [ma variable v] by (1)\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-200) y: (-89)\n end\nend\n\nwhen I receive [skip v]\ngo to x: (-200) y: (-95)\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\ngo to [front v] layer\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [thumbnail v]\nhide\n\n@Clouds\n\nwhen I start as a clone\ngo to x: (-90) y: (pick random (-86) to (-90))\nset size to (pick random (100) to (120)) %\nglide (3) secs to x: (464) y: (y position)\ndelete this clone\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (-90) y: (0)\nset size to (100) %\nshow\nforever\n go to [back v] layer\n repeat (4)\n create clone of (_myself_ v)\n wait (1.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n glide (2.5) secs to x: (464) y: (0)\n go to x: (-90) y: (0)\nend\n\nwhen I receive [thumbnail v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [timer2 v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (Timer2)\nbroadcast (thumbnail v)\nshow\n\nwhen flag clicked\nhide\n\n@music\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (3)) until done\nend\n\n@Sprite1\n\n@joueur\n\nwhen I receive [intro cacher v]\nshow\nset [level v] to [2]\nset [ghost v] effect to (0)\ngo to x: (-200) y: (-95)\nwait (0.5) seconds\ngo to x: (-200) y: (-95)\npoint in direction (90)\nset [ma variable v] to [0]\nset [yvel v] to [0]\nforever\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [ma variable v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [ma variable v] by (1)\n end\n set [ma variable v] to ((ma variable) * (0.9))\n change x by (ma variable)\n if <touching color (#00ffff)?> then\n change y by (1)\n if <touching color (#00ffff)?> then\n change y by (1)\n if <touching color (#00ffff)?> then\n change y by (1)\n if <touching color (#00ffff)?> then\n change y by (1)\n if <touching color (#00ffff)?> then\n change y by (1)\n if <touching color (#00ffff)?> then\n change x by ((ma variable) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yvel v] to [10]\n if <(ma variable) > [0]> then\n set [ma variable v] to [-7]\n else\n set [ma variable v] to [7]\n end\n else\n set [ma variable 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 (#00ffff)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yvel v] to [15]\n end\n end\n change y by (1)\n change [yvel v] by (-1)\n change y by (Yvel)\n if <touching color (#00ffff)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n hide variable [ma variable v]\n if <(x position) > [230]> then\n change [level v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yvel v] to [0]\n set [ma variable v] to [0]\n go to x: (-200) y: (-89)\n set [ghost v] effect to (0)\n end\n if <touching color (#ff0000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (-89)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [ma variable v] by (-1)\n switch costume to (costume2 v)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [ma variable v] by (1)\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [vers la gauche v]\npoint in direction (-90)\nchange [ma variable v] by (-1)\n\nwhen I receive [vers la droite v]\npoint in direction (90)\nchange [ma variable v] by (1)\n\nwhen I receive [vers le haut v]\nif <(y position) > [-107]> then\n set [yvel v] to [15]\n wait (1) seconds\nend\n\nforever\n\nwhen I receive [wall jumping v]\nset [yvel v] to [5]\nwait (1) seconds\n\nwhen I receive [wall jumping v]\npoint in direction (90)\nchange [ma variable v] by (1)\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-200) y: (-89)\n end\nend\n\n@fond2pfp\n\n@dd\n\n@Skip button\n\nwhen flag clicked\nset [rotation v] to [0]\nshow\nforever\n change [rotation v] by (1)\n point in direction ((90) + (([sin v] of ((rotation) * (8)) ) * (5)))\nend\n\nwhen [timer v] > (Timer2)\nhide\n\nwhen this sprite clicked\nbroadcast (skip v)\nchange [level v] by (1)\n\n
-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-..-.-.-.-\n Welcome\n Français en dessous/English\nMove with W/A/S/D or arrows keys\ndon't touch spikes don't for get to like and Fav for more cool games.\n\nFrançais:\n\n-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-..-.-.-.-\n Bienvenue\n \nDéplacez-vous avec W / A / D ou les flèches\nne touchez pas les pièges n'hésite pas à aimer et Fav pour des jeux plus cool.
Nature || a platformer game
@Stage\n\n@player\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y vel v] by (-1)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (speed)\n switch costume to (costume1 v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by ((speed) * (-1))\n switch costume to (costume2 v)\nend\nset [x vel v] to ((X vel) * (friction))\nchange x by (X vel)\nset [slope v] to [0]\nif <touching (level v)?> 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]\nchange [level v] by (1)\ngo to x: (-198) y: (-10)\n\nwhen flag clicked\nset [level v] to [1]\nhide\nforever\n play sound [AmadeusLegendaryEDM Release v] until done\nend\n\nwhen I receive [hurt v]\ngo to x: (-198) y: (-10)\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [level v] to [1]\nset [x vel v] to [0]\nset [y vel v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-198) y: (-10)\npoint in direction (90)\nforever\n Platformer Physics [1] [0.9] [13]\n if <touching (danger v)?> then\n go to x: (-198) y: (-10)\n end\n if <touching ( trampoline v)?> then\n set [y vel v] to [20]\n end\n if <touching (sprite1 v)?> then\n broadcast (end v)\n end\n if <(y position) < [-150]> then\n go to x: (-198) y: (-10)\n end\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]\nnext costume\n\n@danger\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\nwhen flag clicked\ngo to x: (36) y: (28)\n\n@Sprite1\n\n@ trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\nhide\nforever\n if <<not <(level) = [9]>> or > then\n hide\n end\n if <(level) = [9]> then\n show\n go to x: (-163) y: (-16)\n end\nend\n\n@TB\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
\nWelcome to my new platform !!\n- Welcome to Nature !!!\n--Instructions--\n-Use the arrow keys to move the player.\n-Avoid spikes and lava.\n-Don't fall\n-Use the trampoline to jump higher.\n- You can walljumping\n-All levels are possible\n--Credits--\n-Code: me\n- Art: sprites- me\nBackground- @TheCactusMaster\nMusic: @amazingQ\n\nLove, fave and comment.\nHave fun!\nIf you like my projects follow me !!
Scenery || 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@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Player\n\nwhen flag clicked\n\nwhen flag clicked\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 [1465]\n set [y v] to [-65]\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 [3983]\n set [y v] to [-63]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [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 [16]\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [25]\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) > [100000]> 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 (up right v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (up left v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (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\nreset\n\ndefine reset\nswitch costume to (middle v)\nclear graphic effects\nshow\ngo to x: (-198) y: (10)\npoint in direction (90)\nset [y v] to [0]\nset [x v] 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\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 [550] [0]\nClone at [550] [0]\nClone at [550] [0]\nClone at [550] [0]\nClone at [710] [0]\nClone at [840] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Checkpoint\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n switch costume to (open v)\n change [checkpoint v] by (1)\n end\nend\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nClone at [1467] [-65]\nClone at [3983] [-63]\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\nelse\n switch costume to (1 v)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\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 [500] [0]\nClone at [600] [0]\nClone at [600] [0]\nClone at [600] [0]\nClone at [600] [0]\nClone at [600] [0]\nClone at [0] [0]\n\nwhen I receive [tick v]\nclear graphic effects\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)\n\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)\n\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\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 [79] [-57]\nClone at [89] [-22]\nClone at [118] [3]\nClone at [157] [7]\nClone at [191] [-14]\nClone at [212] [-53]\nClone at [527] [-52]\nClone at [552] [-15]\nClone at [581] [21]\nClone at [613] [53]\nClone at [650] [79]\nClone at [692] [89]\nClone at [1010] [15]\nClone at [1040] [15]\nClone at [1010] [45]\nClone at [1040] [45]\nClone at [1250] [80]\nClone at [1220] [80]\nClone at [1250] [110]\nClone at [1220] [110]\nClone at [1502] [-47]\nClone at [1532] [-18]\nClone at [1559] [12]\nClone at [1587] [35]\nClone at [1821] [-41]\nClone at [1849] [-41]\nClone at [1946] [-41]\nClone at [1977] [-41]\nClone at [2084] [-44]\nClone at [2104] [-14]\nClone at [2202] [15]\nClone at [2226] [36]\nClone at [2248] [58]\nClone at [2322] [73]\nClone at [2347] [98]\nClone at [2705] [-34]\nClone at [2733] [-13]\nClone at [2760] [9]\nClone at [2790] [41]\nClone at [2828] [45]\nClone at [2865] [54]\nClone at [2896] [74]\nClone at [2921] [106]\nClone at [2951] [131]\nClone at [2982] [151]\nClone at [3014] [169]\nClone at [3051] [190]\nClone at [3844] [-50]\nClone at [3807] [-50]\nClone at [3770] [-50]\nClone at [3733] [-50]\nClone at [3696] [-50]\nClone at [3659] [-50]\nClone at [3622] [-50]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n repeat (10)\n change size by (2)\n end\n repeat (10)\n change size by (-2)\n end\nend\n\n@Coin_counter\n\nwhen flag clicked\nset size to (140) %\nset [clone# v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\nhide\n\nwhen 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@decorations\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 [550] [0]\nClone at [550] [0]\nClone at [550] [0]\nClone at [550] [0]\nClone at [705] [0]\nClone at [550] [0]\nClone at [550] [0]\nClone at [550] [0]\nClone at [705] [0]\nClone at [550] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\nset size to (150) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ngo to [back v] layer\n\n
Click the green flag twice for best results\nUse the arrow keys, WASD, or click to move\n[T] for chat\n
Scratch blocks - A scrolling platformer
@Stage\n\n@level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [level x v] to [0]\nrepeat (14)\n create clone of (_myself_ v)\n change [level x v] by (470)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (((Scrollx) * (-1)) + (level X)) y: ((Scrolly) * (-1))\nend\n\n@Player\n\ndefine GO\nswitch costume to (hitbox v)\nchange [my variable v] by (-1)\nchange y by (my variable)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (my variable) ) / (my variable)) * (-1))\n end\n set [my variable v] to (<<key (up arrow v) pressed?> and <(([abs v] of (my variable) ) / (my variable)) = [-1]>> * (12))\nend\nchange x by ((<key (right arrow v) pressed?> * (6)) + (<key (left arrow v) pressed?> * (-6)))\nset [slopeeee v] to [0]\nrepeat until <<(Slopeeee) = [-8]> or <not <touching (level v)?>>>\n change y by (1)\n change [slopeeee v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Slopeeee)\n repeat until <not <touching (level v)?>>\n change x by ((<key (right arrow v) pressed?> * (-6)) + (<key (left arrow v) pressed?> * (6)))\n end\nend\nchange [scrollx v] by (x position)\nchange [scrolly v] by (y position)\ngo to x: (0) y: (0)\nif <(Scrolly) < [-500]> then\n set [my variable v] to [0]\n set [scrollx v] to [0]\n set [scrolly v] to [0]\nend\nswitch costume to (state)\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nforever\n if <touching (bad v)?> then\n set [scrollx v] to [0]\n end\nend\n\nwhen I receive [start v]\nset [i am not saying v] to [3]\nforever\n if <not <(my variable) = [0]>> then\n if <(my variable) > [0]> then\n set [i am not saying v] to [11]\n else\n set [i am not saying v] to [12]\n end\n else\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n change [i am not saying v] by (1)\n if <(I am not saying) > [10]> then\n set [i am not saying v] to [3]\n end\n wait (.05) seconds\n else\n set [i am not saying v] to [2]\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (trampoline v)?> then\n start sound [Big Boing v]\n change [scrolly v] by (1)\n wait (.000000001) seconds\n change [scrolly v] by (10)\n wait (.00001) seconds\n change [scrolly v] by (20)\n wait (.000000001) seconds\n change [scrolly v] by (30)\n wait (.000000001) seconds\n change [scrolly v] by (40)\n wait (.00000001) seconds\n change [scrolly v] by (50)\n wait (.00001) seconds\n change [scrolly v] by (60)\n wait (.00000001) seconds\n change [scrolly v] by (70)\n wait (.000001) seconds\n change [scrolly v] by (80)\n wait (.000001) seconds\n change [scrolly v] by (80)\n end\nend\n\nwhen I receive [start v]\npoint in direction (90)\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nset [my variable v] to [0]\ngo to x: (0) y: (100)\nforever\n GO\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen flag clicked\nwait until <touching (exit v)?>\nbroadcast (The end v)\nstop [other scripts in sprite v]\n\n@Exit\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [level x v] to [0]\nrepeat (14)\n create clone of (_myself_ v)\n change [level x v] by (470)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (((Scrollx) * (-1)) + (level X)) y: ((Scrolly) * (-1))\nend\n\n@EndSprite2level2\n\nwhen I receive [the end v]\ngo to [front v] layer\nwait (.01) seconds\nshow\nswitch costume to (costume1 v)\nchange [ghost v] effect by (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <(costume [number v]) = [12]>\n wait (.01) seconds\n next costume\nend\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\nwhen flag clicked\n\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [start v]\nshow\n\n@Sprite2\n\nwhen I receive [walk v]\ngo to [back v] layer\ngo to x: (465) y: (0)\nforever\n change x by (-4)\n if <(x position) < [-460]> then\n go to x: (465) y: (0)\n end\nend\n\nwhen flag clicked\nbroadcast (Walk v)\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\n\n@R\n\nwhen I receive [walk v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n change x by (-4)\n if <(x position) < [-460]> then\n go to x: (465) y: (0)\n end\nend\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\n\n
Hi, and welcome to scratch blocks-a scrolling platformer. This took me 50+ hours to make. Hope you enjoy! Stay safe and have a great day. =)\n=========================================\nHOW TO PLAY\n- W, A, S, D or Arrow keys to move.\n- Time yourself and put it in the chat.\n- ❤️+⭐, Mabey a follow?\n- Have fun! =)\n=========================================\nCREDITS\n- @GameDev46 for the inspiration\n- @-Xaf- for music\n- @Pro-Code-Studios ( me ) for everything else =)
Platformer Part 1
@Stage\n\nwhen flag clicked\nswitch backdrop to (jouer v)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (125)\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch backdrop to (niveau v)\n hide\n end\nend\n\nwhen backdrop switches to [follow v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (25)\n change size by (-2)\n switch costume to (2 v)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen backdrop switches to [niveau v]\nset [niveau v] to [1]\ngo to (map v)\ngo to x: (-196) y: (-60)\nset drag mode [not draggable v]\nswitch costume to (costume1 v)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1.5)\n switch costume to (costume2 v)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1.5)\n switch costume to (costume1 v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#35f500)?> then\n change y by (1)\n if <touching color (#3ef500)?> then\n change y by (1)\n if <touching color (#3ef500)?> then\n change y by (1)\n if <touching color (#3ef500)?> then\n change y by (1)\n if <touching color (#3ef500)?> then\n change y by (1)\n if <touching color (#3ef500)?> then\n change y by (1)\n if <touching color (#3ef500)?> then\n change y by (1)\n if <touching color (#3ef500)?> then\n change y by (1)\n if <touching color (#3ef500)?> then\n change y by (1)\n if <touching color (#3ef500)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#3ef500)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#3ef500)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <(x position) > [235]> then\n change [niveau v] by (1)\n broadcast (message1 v)\n go to x: (-196) y: (0)\n end\n if <(Niveau) = [11]> then\n switch backdrop to (follow v)\n stop [all v]\n end\n if <<touching color (#969696)?> or <touching color (#bfbfbf)?>> then\n go to x: (-190) y: (0)\n end\nend\n\nif <touching color (#cc8000)?> then\n change y by (1)\n if <touching color (#cc8000)?> then\n change y by (1)\n if <touching color (#cc8000)?> then\n change y by (1)\n if <touching color (#cc8000)?> then\n change y by (1)\n if <touching color (#cc8000)?> then\n change y by (1)\n if <touching color (#cc8000)?> then\n change y by (1)\n if <touching color (#cc8000)?> then\n change y by (1)\n if <touching color (#cc8000)?> then\n change y by (1)\n if <touching color (#cc8000)?> then\n change y by (1)\n if <touching color (#cc8000)?> then\n change x by ((X) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwait (1) seconds\n\nwhen backdrop switches to [follow v]\nhide\n\ngo to x: (-196) y: (-60)\n\n@Niveaux\n\nwhen backdrop switches to [niveau v]\ngo to x: (-187) y: (164)\nshow\n\nwhen flag clicked\nset [niveau v] to [0]\nset size to (100) %\nhide\nforever\n switch costume to (Niveau)\n go to [front v] layer\nend\n\nwhen backdrop switches to [follow v]\nhide\n\nwhen I receive [message1 v]\nrepeat (15)\n change size by (1)\nend\nwait (0.1) seconds\nrepeat (15)\n change size by (-1)\nend\n\n@Map\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [niveau v]\nshow\nforever\n switch costume to (Niveau)\nend\n\nwhen backdrop switches to [follow v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (20)\nhide\n\nwhen backdrop switches to [niveau v]\nforever\n set y to (pick random (0) to (100))\n go to x: (280) y: (y position)\n go to [back v] layer\n switch costume to (pick random (1) to (2))\n wait (pick random (1) to (3)) seconds\n show\n create clone of (_myself_ v)\n glide (pick random (15) to (20)) secs to x: (-250) y: (y position)\n hide\nend\n\nwhen I start as a clone\nset y to (pick random (0) to (100))\ngo to x: (300) y: (y position)\ngo to [back v] layer\nswitch costume to (pick random (1) to (2))\nwait (pick random (5) to (10)) seconds\nglide (pick random (15) to (20)) secs to x: (-250) y: (y position)\ndelete this clone\n\nwhen backdrop switches to [follow v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nset [niveau v] to [1]\nhide\nforever\n if <(Niveau) = [6]> then\n show\n switch costume to (costume1 v)\n go to x: (25) y: (-102)\n point in direction (90)\n repeat until <(Niveau) = [7]>\n go to [back v] layer\n glide (1) secs to x: (25) y: (-152)\n if <(Niveau) = [7]> then\n show\n switch costume to (costume2 v)\n go to x: (25) y: (-140)\n repeat until <(Niveau) = [8]>\n go to [back v] layer\n turn right (10) degrees\n end\n end\n wait (1) seconds\n if <(Niveau) = [7]> then\n show\n switch costume to (costume2 v)\n go to x: (25) y: (-140)\n repeat until <(Niveau) = [8]>\n go to [back v] layer\n turn right (10) degrees\n end\n end\n glide (1) secs to x: (25) y: (-102)\n if <(Niveau) = [7]> then\n show\n switch costume to (costume2 v)\n go to x: (25) y: (-140)\n repeat until <(Niveau) = [8]>\n go to [back v] layer\n turn right (10) degrees\n end\n end\n wait (1) seconds\n end\n else\n hide\n end\n if <(Niveau) = [7]> then\n show\n switch costume to (costume2 v)\n go to x: (25) y: (-140)\n repeat until <(Niveau) = [8]>\n go to [back v] layer\n turn right (10) degrees\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Niveau) = [6]> then\n switch costume to (costume1 v)\n end\n if <(Niveau) = [7]> then\n switch costume to (costume2 v)\n end\n if <(Niveau) = [8]> then\n hide\n end\nend\n\nrepeat until <(Niveau) = [8]>\n go to [back v] layer\n turn right (15) degrees\nend\n\nif then\n show\n switch costume to (costume2 v)\n go to x: (25) y: (-140)\nelse\n hide\nend\n\n
PLATFORMER\n10 niveaux\nflèche droite : avancer\nflèche gauche : reculer\nflèche du haut : sauter \n\nOrdinateur ou téléphone / Computer or mobile
Journey (a platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Alan Walker - Darkside \(feat v] until done\nend\n\n@Sprite 1\n\nwhen I receive [level change v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-223) y: (29)\n\nwhen flag clicked\ngo to x: (-223) y: (29)\nset rotation style [left-right v]\npoint in direction (90)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<(x position) > [238]> and <touching (_edge_ v)?>> then\n broadcast (level v)\n broadcast (level change v) and wait\n end\n if <<(y position) < [-173]> and <touching (_edge_ v)?>> then\n broadcast (level change v) and wait\n end\n if <not <touching color (#00cccc)?>> then\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.8)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-0.8)\n end\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#548080)?> then\n change y by (1)\n if <touching color (#548080)?> then\n change y by (1)\n if <touching color (#548080)?> then\n change y by (1)\n if <touching color (#548080)?> then\n change y by (1)\n if <touching color (#548080)?> then\n change y by (1)\n if <touching color (#548080)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#548080)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#548080)?> then\n if <key (up arrow v) pressed?> then\n if <not <touching color (#69c5ff)?>> then\n set [yv v] to [10]\n end\n end\n end\n change y by (1)\nend\n\nwhen I receive [level v]\nnext backdrop\n\nwhen flag clicked\nforever\n if <touching (enemies v)?> then\n broadcast (level change v)\n end\nend\n\nwhen backdrop switches to [backdrop13 v]\nset y to (-42)\n\nwhen backdrop switches to [backdrop40 v]\nhide\n\nwhen flag clicked\nshow\n\n@Enemies\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costum1 v)\nshow\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costum2 v)\nshow\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costum3 v)\nshow\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\nswitch costume to (costum4 v)\nshow\n\nwhen backdrop switches to [backdrop12 v]\nswitch costume to (costum5 v)\nshow\n\nwhen backdrop switches to [backdrop21 v]\nswitch costume to (costum6 v)\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nswitch costume to (costum2 v)\nshow\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen backdrop switches to [backdrop22 v]\nhide\n\nwhen backdrop switches to [backdrop23 v]\nswitch costume to (costum7 v)\nshow\n\nwhen backdrop switches to [backdrop24 v]\nhide\n\nwhen backdrop switches to [backdrop26 v]\nswitch costume to (costum8 v)\nshow\n\nwhen backdrop switches to [backdrop27 v]\nhide\n\nwhen backdrop switches to [backdrop31 v]\nswitch costume to (costum9 v)\nshow\n\nwhen backdrop switches to [backdrop32 v]\nswitch costume to (costum10 v)\nshow\n\nwhen backdrop switches to [backdrop33 v]\nswitch costume to (costum11 v)\nshow\n\nwhen backdrop switches to [backdrop34 v]\nhide\n\n@Thumbnail\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 go [forward v] (99) layers\nend\n\n
------------------------------JOURNEY-----------------------\n Journey is now out !\n - Left/right and up arrow to move\n -Avoid the spikes , the lava and the water \n -Try to beat it\n -Have fun !\n
簡單跑酷 Easy Platformer
@Stage\n\n@縮圖\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Intro\n\nwhen I start as a clone\nif <(cloneID) = [logo]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (logo v)\n repeat until <[101] > (size)>\n switch costume to (bit v)\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (logo v)\n end\n repeat until <[66] > (size)>\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n end\n set [clone_dir v] to [0.5]\n repeat until <(size) > [100]>\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n end\n repeat (7)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n switch costume to (logo v)\n end\n hide\n switch costume to (square1 v)\n set [cloneid v] to [square2]\n create clone of (_myself_ v)\n switch costume to (square2 v)\n set [cloneid v] to [square3]\n create clone of (_myself_ v)\n set [cloneid v] to [kirbyzaz]\n create clone of (_myself_ v)\n set [cloneid v] to [back3]\n create clone of (_myself_ v)\n repeat (8)\n set [clone_size v] to [50]\n set [cloneid v] to [square1]\n create clone of (_myself_ v)\n set [cloneid v] to [back2]\n create clone of (_myself_ v)\n broadcast (\[INTRO\]size v)\n switch costume to (square1 v)\n wait (0.561) seconds\n end\n broadcast (\[INTRO\]spin v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (blackbar1 v)\n repeat until <[175] > (size)>\n switch costume to (bit v)\n change size by (((174) - (size)) / (6.9))\n change [clone_dir v] by (((65) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (back v)\n end\n set [clone_dir v] to [0.5]\n repeat (15)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n switch costume to (back v)\n turn right ((clone_dir) / (12)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [b1]> then\n switch costume to (blackbar1 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((125) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((-1) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n broadcast (\[INTRO\]end v)\nend\n\nwhen I start as a clone\nif <(cloneID) = [b2]> then\n switch costume to (blackbar2 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((-125) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((1) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nreset timer\nstart sound [Foxsky - Kirby Smash v]\nwait (0.7) seconds\nhide\nset [cloneid v] to [b1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [b2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [cloneid v] to [back]\ncreate clone of (_myself_ v)\nset [cloneid v] to [logo]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(cloneID) = [square1]> then\n go to [back v] layer\n go [forward v] (3) layers\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((clone_size) - (size)) / (5))\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by (((clone_size) - (size)) / (5))\n switch costume to (clone_cos)\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back2]> then\n switch costume to (back2 v)\n clear graphic effects\n set [ghost v] effect to (50)\n show\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (2)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back3]> then\n go to x: (0) y: (0)\n show\n switch costume to (back3 v)\n set [intro_s v] to [90]\n show\n set [clone_dir v] to [90]\n \n switch costume to (bit v)\n set size to (100) %\n go to [back v] layer\n change [clone_dir v] by (((intro_s) - (clone_dir)) / (5))\n point in direction (clone_dir)\n switch costume to (back3 v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [square3]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [square2]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I receive [\[intro\]size v]\nif < (cloneID) contains [square]?> then\n if <[350] < (clone_dir)> then\n set [clone_dir v] to [0]\n end\n change [clone_size v] by ((clone_size) * (1.5))\n change [clone_dir v] by (22.5)\nend\nif <(cloneID) = [back3]> then\n change [intro_s v] by (90)\nend\n\nwhen I receive [\[intro\]spin v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [kirbyzaz]> then\n set [clone_cos v] to (pick random (5) to (10))\n change size by (30)\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [kirbyzaz]> then\n show\n set [clone_dir v] to [90]\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (bit v)\n set size to (200) %\n switch costume to (yourname v)\n \n switch costume to (bit v)\n change size by (((120) - (size)) / (5))\n switch costume to (yourname v)\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [b1]> then\n set [clone_cos v] to [2]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\nif <(cloneID) = [b2]> then\n set [clone_cos v] to [-5]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I receive [\[intro\]end v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n wait (1) seconds\n if <(cloneID) = [b1]> then\n change y by (1.5)\n repeat until <(y position) > [200]>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar1 v)\n end\n else\n change y by (-1.5)\n repeat until <[-200] > (y position)>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar2 v)\n end\n end\n delete this clone\nelse\n hide\n delete this clone\nend\n\n@小貓咪電視\n\nwhen flag clicked\nset [小貓咪電視 v] to [902]\nswitch costume to (小貓咪電視)\nhide\n\nwhen I receive [\[intro\]end v]\nwait (3) seconds\nshow\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat (999)\n change [ghost v] effect by (-1.5)\nend\n\n@小貓咪\n\nwhen flag clicked\nhide\n\ndefine 移動\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [小貓咪的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 [小貓咪的x v] by (-1)\nend\nset [小貓咪的x v] to ((小貓咪的X) * (0.9))\nchange x by (小貓咪的X)\nif <<touching (關卡 v)?> or <touching (微笑移動方塊 v)?>> then\n change y by (1)\n if <<touching (關卡 v)?> or <touching (微笑移動方塊 v)?>> then\n change y by (1)\n if <<touching (關卡 v)?> or <touching (微笑移動方塊 v)?>> then\n change y by (1)\n if <<touching (關卡 v)?> or <touching (微笑移動方塊 v)?>> then\n change y by (1)\n if <<touching (關卡 v)?> or <touching (微笑移動方塊 v)?>> then\n change x by ((小貓咪的X) * (-1))\n change y by (-4)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(小貓咪的X) > [0]> then\n set [小貓咪的x v] to [-4]\n else\n set [小貓咪的x v] to [4]\n end\n set [小貓咪的y v] to [16]\n else\n set [小貓咪的x v] to [0]\n end\n if <<touching (彈跳床 v)?> and <(mouse y) > (y position)>> then\n if <(小貓咪的X) > [0]> then\n set [小貓咪的x v] to [-4]\n else\n set [小貓咪的x v] to [4]\n end\n set [小貓咪的y v] to [20]\n else\n set [小貓咪的x v] to [0]\n end\n end\n end\n end\n end\nend\nchange [小貓咪的y v] by (-1)\nchange y by (小貓咪的Y)\nif <<touching (關卡 v)?> or <touching (微笑移動方塊 v)?>> then\n change y by ((小貓咪的Y) * (-1))\n set [小貓咪的y v] to [0]\nend\nchange y by (-1)\nif <<<touching (關卡 v)?> or <touching (微笑移動方塊 v)?>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [小貓咪的y v] to [15]\nend\nchange y by (1)\n\ndefine 小貓咪碰到陷阱\ngo to x: (-205) y: (-30)\n\nwhen flag clicked\nforever\n if <touching (陷阱 v)?> then\n 小貓咪碰到陷阱\n end\nend\n\nwhen flag clicked\nforever\n if <touching (下一關 v)?> then\n 下一關\n end\nend\n\ndefine 下一關\nbroadcast (下一關 v)\ngo to x: (-205) y: (-30)\n\ndefine 除錯\nset [死亡次數 v] to [0]\nshow variable [關卡 v]\nif <(username) = [fsc-s181216]> then\n show variable [小貓咪的x v]\n show variable [小貓咪的y v]\nelse\n hide variable [小貓咪的x v]\n hide variable [小貓咪的y v]\nend\n\nwhen flag clicked\n除錯\n\nwhen I receive [\[intro\]end v]\nwait (2) seconds\ngo [forward v] (2) layers\nswitch costume to (小貓咪 v)\ngo to [front v] layer\nshow\ngo to x: (-205) y: (-30)\nset size to (100) %\npoint in direction (90)\nset [小貓咪的x v] to [0]\nset [小貓咪的y v] to [0]\nset [關卡 v] to [1]\nforever\n 移動\nend\n\nif <<<touching (彈跳床 v)?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(小貓咪的X) > [0]> then\n set [小貓咪的x v] to [-4]\n else\n set [小貓咪的x v] to [4]\n end\n set [小貓咪的y v] to [20]\nelse\n set [小貓咪的x v] to [0]\nend\nif <<touching (彈跳床 v)?> and <(mouse y) > (y position)>> then\n if <(小貓咪的X) > [0]> then\n set [小貓咪的x v] to [-4]\n else\n set [小貓咪的x v] to [4]\n end\n set [小貓咪的y v] to [20]\nelse\n set [小貓咪的x v] to [0]\nend\n\n@關卡\n\nwhen I receive [下一關 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen flag clicked\nforever\n set [關卡 v] to (costume [name v])\nend\n\nwhen I receive [\[intro\]end v]\nwait (2) seconds\nswitch costume to (1 v)\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset size to (100) %\n\n@陷阱\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n switch costume to (關卡)\nend\n\nwhen I receive [\[intro\]end v]\nwait (2) seconds\nshow\n\nwhen flag clicked\nforever\n if <touching (小貓咪 v)?> then\n change [死亡次數 v] by (1)\n end\nend\n\n@下一關\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n switch costume to (關卡)\nend\n\nwhen I receive [\[intro\]end v]\nwait (2) seconds\nshow\n\n@微笑移動方塊\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n switch costume to (關卡)\nend\n\ndefine 移動 (幾多秒?) 秒到 x: (x的哪裏?) :y (y的哪裏?)\nglide (幾多秒?) secs to x: (x的哪裏?) y: (y的哪裏?)\n\nwhen flag clicked\ngo to x: (-4) y: (-130)\nhide\nforever\n if <(關卡) = [3]> then\n show\n 移動 [5] 秒到 x: [100] :y [-130]\n wait (4) seconds\n 移動 [5] 秒到 x: [-4] :y [-130]\n wait (4) seconds\n else\n hide\n end\nend\n\n@彈跳床\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <(關卡) = [5]> then\n show\n 有沒有碰到玩家?\n else\n hide\n end\nend\n\ndefine 有沒有碰到玩家?\nswitch costume to (1 v)\nif <touching (小貓咪 v)?> then\n switch costume to (2 v)\n wait (0.25) seconds\n switch costume to (1 v)\nelse\n switch costume to (1 v)\nend\n\n
簡單跑酷2: https://scratch.mit.edu/projects/497680908/\n簡單跑酷3: https://scratch.mit.edu/projects/497680908/\n簡單跑酷4: https://scratch.mit.edu/projects/686041938/\n電腦:\n箭咀或WASD\n平板電腦(ipad)和手機:\n拖動屏幕\nComputer:\nWASD/Arrow\nIpad and Phone:\nDrag the Screen
Color: A Short Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [credits v]\nswitch backdrop to (backdrop4 v)\n\n@Player\n\nwhen flag clicked\nset [brightness v] effect to (50)\nset [ghost v] effect to (50)\nswitch costume to (costume2 v)\ngo to x: (-189) y: (-22)\nshow\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n next costume\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n next costume\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n 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?> 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 (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [11]\n end\n end\n change y by (1)\n if <touching (end v)?> then\n broadcast (Next level v)\n end\n if <touching color (#ff5300)?> then\n go to x: (-206) y: (-70)\n end\nend\n\nswitch costume to (costume1 v)\n\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\ngo to x: (-206) y: (-70)\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nrepeat (40)\n change [brightness v] effect by (-2)\nend\nclear graphic effects\nwait (2) seconds\nhide\nbroadcast (Credits v)\n\n@End\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nclear graphic effects\n\nwhen I receive [win v]\nhide\n\n@Color\n\nwhen flag clicked\nhide\nforever\n if <([backdrop # v] of [_stage_ v]) = [3]> then\n show\n end\n if <touching (player v)?> then\n broadcast (WIN v)\n repeat (40)\n change [brightness v] effect by (2.5)\n end\n hide\n stop [this script v]\n end\n go to [back v] layer\nend\n\n@Credits\n\nwhen I receive [credits v]\nshow\ngo to x: (0) y: (-650)\nset size to (100) %\nswitch costume to (costume2 v)\nset size to (400) %\nswitch costume to (costume1 v)\nrepeat (380)\n change y by (4)\nend\nwait (3.5) seconds\nhide\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n
Arrows or WASD to move. You CAN wall jump up walls.\n\nThis project is a JOKE. It is the most LOW EFFORT thing i've ever made.\n\n I've thought about adding a speed run timer, but I've noticed it runs faster on different computers. Since the game is so short, your time is different depending on the speed of your computer.
Tile Scrolling Platformer Tutorial
@Stage\n\n@Mario\n\nwhen flag clicked\nbroadcast (generate level v) and wait\nbroadcast (clone level tiles v) and wait\nbroadcast (LEVEL - Start Game Loop - Respawn v) and wait\n\ndefine move camera\nset [camera x v] to (x)\nchange [camera y v] by (((y) - (CAMERA Y)) / (4))\nif <(EDITOR) > [0]> then\n limit camera edge x: [240] edge y: [180]\nelse\n limit camera edge x: [272] edge y: [180]\nend\n\ndefine reset player\nset [-tiny v] to [-0.000001]\nif <(spawn index) > [0]> then\n set [x v] to ([floor v] of (((spawn index) - (1)) / (GRID HEIGHT)) )\n set [y v] to (((spawn index) - (1)) mod (GRID HEIGHT))\nelse\n set [x v] to [3]\n set [y v] to [3]\nend\nset [x v] to (((x) * (32)) + (16))\nset [y v] to (((y) * (32)) + (height))\nset [width v] to [8]\nset [height v] to [24]\nset [camera x v] to (x)\nset [camera y v] to (y)\nset [jumping v] to [99]\nset [falling v] to [99]\nset [speed x v] to [0]\nset [speed y v] to [0]\npoint in direction (90)\nmove camera\n\ndefine game loop\nset [coins v] to [0]\nforever\n broadcast (check controls v)\n broadcast (move player v)\n broadcast (move enemy v)\n broadcast (move player after enemy v)\n broadcast (position tiles v)\nend\n\nwhen I receive [move player v]\nset [bump index v] to []\nif <(EDITOR) > [0]> then\n handle - God Mode\nelse\n if <<(falling) > [2]> and <(speed y) < [-1]>> then\n set [bop y v] to (y)\n else\n set [bop y v] to []\n end\n handle keys - left right\n handle keys - jump\n move sprite x\n move sprite y\n check around player\nend\npaint sprite\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)))\nif <(tile grid y) < [0]> then\n set [tile v] to []\nelse\n set [tile v] to (item (tile index) of [tile grid v])\nend\nset [tile shape v] to (item (tile) of [tile shape v])\n\ndefine fix collision in direction dx: (dx) dy: (dy)\nset [fix dx v] to (dx)\nset [fix dy v] to (dy)\nset [solid v] to []\nfix collision at point x: ((x) - (width)) y: ((y) - (height)) part: [feet]\nfix collision at point x: ((x) - (width)) y: (y) part: []\nfix collision at point x: ((x) - (width)) y: ((y) + (height)) part: []\nfix collision at point x: ((x) + ((width) + (-TINY))) y: ((y) - (height)) part: [feet]\nfix collision at point x: ((x) + ((width) + (-TINY))) y: (y) part: []\nfix collision at point x: ((x) + ((width) + (-TINY))) y: ((y) + (height)) part: []\n\ndefine fix collision at point x: (x) y: (y) part: (part)\nget tile at x: (x) y: (y)\nif <(tile shape) = []> then\n stop [this script v]\nend\nset [mod x v] to ((x) mod (32))\nset [mod y v] to ((y) mod (32))\nif <(tile shape) = [=]> then\n if <<not <(part) = [feet]>> or <((mod y) - (fix dy)) < [32]>> then\n stop [this script v]\n end\n if <([down v] of [controls v]) > [0]> then\n stop [this script v]\n end\nend\nset [solid v] to [10]\nif <(fix dy) < [0]> then\n change [y v] by ((32) - (mod y))\nend\nif <(fix dx) < [0]> then\n change [x v] by ((32) - (mod x))\nend\nif <(fix dy) > [0]> then\n change [y v] by ((-TINY) - (mod y))\nend\nif <(fix dx) > [0]> then\n change [x v] by ((-TINY) - (mod x))\nend\n\ndefine handle keys - left right\nset [player action v] to [walk]\nset [key walk v] to ([x axis v] of [controls v])\nif <(KEY WALK) = [0]> then\n if <(falling) < [2]> then\n if <(speed x) > [0.4]> then\n change [speed x v] by (-0.4)\n else\n if <(speed x) < [-0.4]> then\n change [speed x v] by (0.4)\n else\n set [speed x v] to [0]\n set [player frame v] to [0]\n end\n end\n end\nelse\n point in direction ((90) * (KEY WALK))\n if <((KEY WALK) * (speed x)) < [10]> then\n if <((KEY WALK) * (speed x)) < [0]> then\n change [speed x v] by ((KEY WALK) * (0.8))\n if <(falling) < [2]> then\n set [player action v] to [turn]\n make skid smoke\n end\n else\n change [speed x v] by ((KEY WALK) * (0.4))\n end\n end\nend\nset [temp v] to (([abs v] of (speed x) ) / (19))\nif <(temp) < [0.2]> then\n set [temp v] to [0.2]\nend\nchange [player frame v] by (temp)\n\ndefine handle keys - jump\nchange [speed y v] by (-2)\nif <(speed y) < [-22]> then\n set [speed y v] to [-22]\nend\nif <([up v] of [controls v]) > [0]> then\n if <<(falling) < [2]> or <(jumping) > [0]>> then\n change [jumping v] by (1)\n if <(jumping) < [11]> then\n set [speed y v] to [13]\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 dx: (speed x) dy: [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 dx: [0] dy: (speed y)\nif <(solid) > [0]> then\n if <(speed y) < [0]> then\n set [falling v] to [0]\n else\n set [jumping v] to [99]\n bump head\n end\n set [speed y v] to [0]\nend\n\ndefine paint sprite\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (mariojump v)\n else\n switch costume to (mariowalk3 v)\n end\n stop [this script v]\nend\nif <(player action) = [turn]> then\n switch costume to (marioturn v)\n stop [this script v]\nend\nswitch costume to ((1) + (([floor v] of (player frame) ) mod (4)))\n\ndefine make skid smoke\nchange [player frame v] by (1)\nif <((player frame) mod (3)) < [1]> then\n add [smoke] to [particles v]\n add (x) to [particles v]\n add ((y) - (20)) to [particles v]\nend\n\ndefine handle - God Mode\nchange [speed x v] by ((6) * ([x axis v] of [controls v]))\nchange [speed y v] by ((6) * ([y axis v] of [controls v]))\nset [speed x v] to ((0.7) * (speed x))\nset [speed y v] to ((0.7) * (speed y))\nchange [x v] by (speed x)\nchange [y v] by (speed y)\n\ndefine check around player\nif <(y) < [0]> then\n reset player\nend\ncheck around player at x: (x) y: ((y) - (8))\ncheck around player at x: (x) y: ((y) + (8))\n\ndefine limit camera edge x: (edge x) edge y: (edge y)\nif <(CAMERA X) < (edge x)> then\n set [camera x v] to (edge x)\nend\nif <(CAMERA Y) < (edge y)> then\n set [camera y v] to (edge y)\nend\nif <(CAMERA X) > (((32) * (GRID WIDTH)) - (edge x))> then\n set [camera x v] to (((32) * (GRID WIDTH)) - (edge x))\nend\nif <(CAMERA Y) > (((32) * (GRID HEIGHT)) - (edge y))> then\n set [camera y v] to (((32) * (GRID HEIGHT)) - (edge y))\nend\n\nwhen I receive [level - stop!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [level - start game loop v]\ngame loop\n\ndefine check around player at x: (x) y: (y)\nget tile at x: (x) y: (y)\nif <(tile) = [24]> then\n replace item (tile index) of [tile grid v] with [2]\n change [coins v] by (1)\nend\n\nwhen I receive [level - start game loop - respawn v]\nreset player\ngame loop\n\nwhen I receive [level - done loading... v]\nset [spawn index v] to (item # of [28] in [tile grid v])\nif <(EDITOR) < [1]> then\n replace item (spawn index) of [tile grid v] with [2]\nend\n\nwhen I receive [move player after enemy v]\nif <(BOUNCE PLAYER) > [0]> then\n change [bounce player v] by (-1)\n set [speed y v] to [13]\n set [falling v] to [2]\n set [jumping v] to [1]\nend\nmove camera\npaint sprite\n\ndefine bump head\nget tile at x: (x) y: ((y) + ((height) + (8)))\nif <(tile) = [20]> then\n set [bump index v] to (tile index)\nend\n\n@Tiles\n\nwhen I receive [position tiles v]\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]\nelse\n if <<(tile) = [20]> or <(tile) = [24]>> then\n change [tile v] by (([floor v] of ((timer) * (8)) ) mod (4))\n if <(EDITOR) < [1]> then\n if <(BUMP INDEX) = (tile index)> then\n replace item (tile index) of [tile grid v] with [9]\n set [bumped v] to [180]\n if <(item # of (tile index) in [object idx v]) = [0]> then\n add [coin] to [particles v]\n add (tile x) to [particles v]\n add ((tile y) + (32)) to [particles v]\n end\n end\n end\n end\nend\nif <(bumped) > [0]> then\n change [bumped v] by (-30)\n change y by ((24) * ([sin v] of (bumped) ))\nend\nswitch costume to (tile)\n\ndefine setup\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 y v] by (32)\n change [tile index v] by (1)\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\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 x v] to [16]\nset [clone count y v] to [13]\nsetup\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 [level - done loading... v]\nif <(tile index) > []> then\n set [tile index v] to ((1) + ([floor v] of ((tile y) / (32)) ))\n change [tile index v] by ((GRID HEIGHT) * ([floor v] of ((tile x) / (32)) ))\nend\n\n\nend\n\n@Enemy\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)))\nif <(tile grid y) < [0]> then\n set [tile v] to []\nelse\n set [tile v] to (item (tile index) of [tile grid v])\nend\nset [tile shape v] to (item (tile) of [tile shape v])\n\ndefine fix collision at point x: (x) y: (y) part: (part)\nget tile at x: (x) y: (y)\nif <(tile shape) = []> then\n stop [this script v]\nend\nset [mod x v] to ((x) mod (32))\nset [mod y v] to ((y) mod (32))\nif <(tile shape) = [=]> then\n if <<not <(part) = [feet]>> or <((mod y) - (fix dy)) < [32]>> then\n stop [this script v]\n end\nend\nset [solid v] to [10]\nif <(fix dy) < [0]> then\n change [y v] by ((32) - (mod y))\nend\nif <(fix dx) < [0]> then\n change [x v] by ((32) - (mod x))\nend\nif <(fix dy) > [0]> then\n change [y v] by ((-TINY) - (mod y))\nend\nif <(fix dx) > [0]> then\n change [x v] by ((-TINY) - (mod x))\nend\n\ndefine fix collision in direction dx: (dx) dy: (dy)\nset [fix dx v] to (dx)\nset [fix dy v] to (dy)\nset [solid v] to []\nfix collision at point x: ((x) - (width)) y: ((y) - (height)) part: [feet]\nfix collision at point x: ((x) - (width)) y: (y) part: []\nfix collision at point x: ((x) - (width)) y: ((y) + (height)) part: []\nfix collision at point x: ((x) + ((width) + (-TINY))) y: ((y) - (height)) part: [feet]\nfix collision at point x: ((x) + ((width) + (-TINY))) y: (y) part: []\nfix collision at point x: ((x) + ((width) + (-TINY))) y: ((y) + (height)) part: []\n\ndefine move sprite x\nchange [x v] by (speed x)\nfix collision in direction dx: (speed x) dy: [0]\nif <(solid) > [0]> then\n set [speed x v] to [0]\n turn right (180) degrees\nend\n\ndefine move sprite y\nchange [y v] by (speed y)\nchange [falling v] by (1)\nfix collision in direction dx: [0] dy: (speed y)\nif <(solid) > [0]> then\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\nwhen flag clicked\nset size to (200) %\nhide\nset [type v] to []\nset [speed x v] to [0]\nset [speed y v] to [0]\n\ndefine paint sprite\nswitch costume to (big v)\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nswitch costume to (costume)\n\nwhen I receive [position tiles v]\nif <(type) > []> then\n paint sprite\nend\n\nwhen [g v] key pressed\nif <(type) = []> then\n set [spawn index v] to ([tile index v] of [editor v])\n spawn type [29]\nend\n\nwhen I receive [move enemy v]\nif <<(EDITOR) > [0]> or <(type) = []>> then\n stop [this script v]\nend\nif <(type) = [flip]> then\n change [x v] by (speed x)\n change [y v] by (-1)\n change [y v] by (speed y)\n if <(y) < ((CAMERA Y) - (200))> then\n delete this clone\n end\n stop [this script v]\nend\nif <(type) = [squish]> then\n change [frame v] by (1)\n if <(frame) > [10]> then\n delete this clone\n end\nend\nif <(frame) < [0]> then\n if <(frame) = [-1]> then\n if <(BUMP INDEX) = (spawn index)> then\n set [frame v] to [0]\n point in direction ([direction v] of [mario v])\n go to [back v] layer\n go [forward v] (LAYERS - BACKGROUND) layers\n end\n stop [this script v]\n end\n if <([abs v] of ((x) - (CAMERA X)) ) > [260]> then\n stop [this script v]\n end\n if <([abs v] of ((y) - (CAMERA Y)) ) > [200]> then\n stop [this script v]\n end\n if <(x) > ([x v] of [mario v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\nend\nif <(type) = [Goomba]> then\n tick goomba\n stop [this script v]\nend\nif <(type) = [Life]> then\n Tick Life\n stop [this script v]\nend\n\ndefine tick goomba\nchange [speed y v] by (-1)\nmove sprite y\nif <(direction) > [0]> then\n if <(speed x) < [1]> then\n change [speed x v] by (0.1)\n end\nelse\n if <(speed x) > [-1]> then\n change [speed x v] by (-0.1)\n end\nend\nmove sprite x\nchange [frame v] by (0.25)\nset [costume v] to ((2) + ([floor v] of ((frame) mod (2)) ))\npaint sprite\nif <touching (mario v)?> then\n if <([bop y v] of [mario v]) > []> then\n point in direction (90)\n set [frame v] to [0]\n set [type v] to [squish]\n set [costume v] to [Goomba Squish]\n set [bounce player v] to [5]\n end\nend\nCheck Flip\n\ndefine spawn type (tile type)\nset [frame v] to []\nif <(tile type) = [29]> then\n Set Type [Goomba] costume [2] width [14] height [14]\nend\nif <(tile type) = [30]> then\n set [frame v] to [-1]\n Set Type [Life] costume [Life] width [16] height [16]\nend\n\nwhen I receive [level - done loading... v]\nbroadcast (ENTITY - clear v)\nbroadcast (ENTITY - setup v)\n\nwhen I receive [entity - clear v]\ndelete this clone\n\nwhen I receive [entity - setup v]\nSpawn Loop\n\ndefine Spawn Loop\nset [object item # v] to [1]\nrepeat (length of [object idx v])\n set [spawn index v] to (item (object item #) of [object idx v])\n spawn type (item (object item #) of [object type v])\n hide\n change [object item # v] by (1)\nend\nset [object item # v] to []\nset [type v] to []\n\ndefine Set Type (type) costume (costume) width (width) height (height)\nset [type v] to (type)\nset [costume v] to (costume)\nset [width v] to (width)\nset [height v] to (height)\nset [x v] to ([floor v] of (((spawn index) - (1)) / (GRID HEIGHT)) )\nset [y v] to (((spawn index) - (1)) mod (GRID HEIGHT))\nset [x v] to (((x) * (32)) + (16))\nset [y v] to (((y) * (32)) + (height))\npoint in direction ([x position v] of [mario v])\npaint sprite\nif <<(EDITOR) > [0]> or <(frame) = []>> then\n show\nend\ncreate clone of (_myself_ v)\n\ndefine Tick Life\nchange [frame v] by (1)\nif <(frame) < [16]> then\n stop [this script v]\nend\nif <(frame) < [48]> then\n show\n change [y v] by (1)\nelse\n if <touching (mario v)?> then\n delete this clone\n end\nend\n\ndefine Check Flip\nif <(BUMP INDEX) < [1]> then\n stop [this script v]\nend\nget tile at x: ((x) - (width)) y: (((y) - (height)) - (8))\nif <not <(tile index) = (BUMP INDEX)>> then\n get tile at x: ((x) + (width)) y: (((y) - (height)) - (8))\n if <not <(tile index) = (BUMP INDEX)>> then\n stop [this script v]\n end\nend\nset [speed y v] to [14]\nset [speed x v] to (([direction v] of [mario v]) / (45))\nset [type v] to [flip]\nset rotation style [all around v]\npoint in direction (-90)\n\n@Editor\n\ndefine generate level\ndelete all of [tile grid v]\nadd wall column\nrepeat ((GRID WIDTH) - (2))\n add boxed column\nend\nadd wall column\n\ndefine add wall column\nrepeat (GRID HEIGHT)\n add [10] to [tile grid v]\nend\n\ndefine add boxed column\nadd [7] to [tile grid v]\nrepeat ((GRID HEIGHT) - (2))\n add [2] to [tile grid v]\nend\nadd [10] to [tile grid v]\n\nwhen I receive [generate level v]\nset [editor v] to [0]\nset [level # v] to [1]\ndelete all of [tile grid v]\ndelete all of [object idx v]\ndelete all of [object type v]\nbroadcast (LEVEL - Load v) and wait\nset [brush v] to [0]\nset [chosen brush v] to [10]\nif <(length of [tile grid v]) = [0]> then\n set [grid width v] to [100]\n set [grid height v] to [40]\n generate level\nend\n\nwhen I receive [move player v]\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 <(item (chosen brush) of [tile keymap v]) = [9]> then\n Paint Entity\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 <(brush) = [28]> then\n set [found index v] to (item # of (brush) in [tile grid v])\n replace item (found index) of [tile grid v] with [2]\nend\nreplace item (tile index) of [tile grid v] with (brush)\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 [0 v] key pressed\nif <(EDITOR) > [0]> then\n broadcast (LEVEL - STOP!!! v) and wait\n broadcast (LEVEL - Save v) and wait\n set [editor v] to [0]\n hide variable [level # v]\n broadcast (LEVEL - Done Loading... v) and wait\n broadcast (LEVEL - Start Game Loop v)\nelse\n broadcast (LEVEL - STOP!!! v) and wait\n set [editor v] to [1]\n show variable [level # v]\n broadcast (LEVEL - Load v) and wait\n broadcast (LEVEL - Start Game Loop v)\nend\n\ndefine next brush (key)\nrepeat (length of [tile keymap v])\n if <(chosen brush) < (length of [tile keymap v])> then\n change [chosen brush v] by (1)\n else\n set [chosen brush v] to [1]\n end\n if <(item (chosen brush) of [tile keymap v]) = (key)> then\n stop [this script v]\n end\nend\n\nwhen [3 v] key pressed\nnext brush [3]\n\nwhen [4 v] key pressed\nnext brush [4]\n\nwhen [e v] key pressed\nset [chosen brush v] to (tile)\n\nwhen [l v] key pressed\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nask (join [Enter Level Number \(Current ] (join (LEVEL #) [\)])) and wait\nif <(round (answer)) < [1]> then\n stop [this script v]\nend\nbroadcast (LEVEL - STOP!!! v) and wait\nbroadcast (LEVEL - Save v) and wait\nset [level # v] to (round (answer))\nbroadcast (LEVEL - Load v) and wait\nbroadcast (LEVEL - Start Game Loop - Respawn v)\n\nwhen [r v] key pressed\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nask [Reset Level - Are you sure? \[Y/N\]] and wait\nif <not <(answer) = [Y]>> then\n stop [this script v]\nend\nbroadcast (LEVEL - STOP!!! v) and wait\nask (join [Enter Level Width \(Current ] (join (GRID WIDTH) [\)])) and wait\nif <not <(answer) = []>> then\n set [grid width v] to (answer)\nend\nask (join [Enter Level Height \(Current ] (join (GRID HEIGHT) [\)])) and wait\nif <not <(answer) = []>> then\n set [grid height v] to (answer)\nend\ngenerate level\nbroadcast (LEVEL - Done Loading... v) and wait\nbroadcast (LEVEL - Start Game Loop - Respawn v)\n\nwhen [9 v] key pressed\nnext brush [9]\n\ndefine Paint Entity\nif <(brush) > [0]> then\n stop [this script v]\nend\nset [brush v] to (chosen brush)\nset [found index v] to (item # of (tile index) in [object idx v])\nif <(found index) > [0]> then\n delete (found index) of [object idx v]\n delete (found index) of [object type v]\nelse\n add (tile index) to [object idx v]\n add (brush) to [object type v]\nend\nbroadcast (ENTITY - clear v)\nbroadcast (ENTITY - setup v)\n\n@particles\n\nwhen flag clicked\ndelete all of [particles v]\nset [frame v] to []\nset size to (200) %\nhide\n\nwhen I start as a clone\nset [frame v] to [1]\nif <(type) = [coin]> then\n set [speed y v] to [12]\nend\n\nwhen I receive [position tiles v]\nif <(frame) = []> then\n Spawn Particles \n stop [this script v]\nend\nif <(type) = [coin]> then\n Tick - Coin\n stop [this script v]\nend\nTick - Smoke\n\ndefine Tick - Smoke\nif <not <(frame) < [3]>> then\n delete this clone\nend\nPosition with Costume ([floor v] of (frame) )\nchange [frame v] by (0.4)\n\ndefine Spawn Particles \nrepeat until <(length of [particles v]) = [0]>\n set [type v] to (item (1) of [particles v])\n set [x v] to (item (2) of [particles v])\n set [y v] to (item (3) of [particles v])\n create clone of (_myself_ v)\n repeat (3)\n delete (1) of [particles v]\n end\nend\n\ndefine Tick - Coin\nchange [speed y v] by (-1)\nif <(speed y) < [-12]> then\n change [coins v] by (1)\n delete this clone\nend\nchange [y v] by (speed y)\nPosition with Costume ((3) + (([floor v] of (frame) ) mod (4)))\nchange [frame v] by (0.5)\n\ndefine Position with Costume (costume)\nswitch costume to (big v)\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nswitch costume to (costume)\nshow\n\n@Controls\n\nwhen I receive [check controls v]\nset [left v] to <<key (left arrow v) pressed?> or <key (a v) pressed?>>\nset [right v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nset [down v] to <<key (down arrow v) pressed?> or <key (s v) pressed?>>\nset [up v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nset [x axis v] to ((right) - (left))\nset [y axis v] to ((up) - (down))\n\n@Level Store\n\ndefine write value (value) delimiter (letter)\nset [encoded v] to (join (encoded) (join (value) (letter)))\n\ndefine save level (level #)\nset [encoded v] to []\nwrite value [1] delimiter [_]\nSave - Tile Grid\nSave - Objects\nrepeat ((level #) - (length of [level store v]))\n add [] to [level store v]\nend\nreplace item (level #) of [level store v] with (encoded)\n\ndefine load level (level #)\nset [encoded v] to (item (level #) of [level store v])\nset [read index v] to [1]\nread value\nif <not <(value) = [1]>> then\n stop [this script v]\nend\nLoad - Tile Grid\nLoad - Objects\n\ndefine read letter\nset [letter v] to (letter (read index) of (encoded))\nchange [read index v] by (1)\n\ndefine read value\nset [value v] to []\nread letter\nrepeat until <<(letter) > [9]> or <(letter) = []>>\n set [value v] to (join (value) (letter))\n read letter\nend\n\nwhen I receive [level - save v]\nsave level (LEVEL #)\n\nwhen I receive [level - load v]\nload level (LEVEL #)\nbroadcast (LEVEL - Done Loading... v) and wait\n\ndefine Save - Tile Grid\nwrite value (GRID WIDTH) delimiter [_]\nwrite value (GRID HEIGHT) delimiter [_]\nset [tile index v] to [1]\nset [tile v] to (item (tile index) of [tile grid v])\nset [length v] to [0]\nrepeat (GRID HEIGHT)\n repeat (GRID WIDTH)\n if <<(length) < [26]> and <(tile) = (item (tile index) of [tile grid v])>> then\n change [length v] by (1)\n else\n if <(tile) = [2]> then\n set [tile v] to []\n end\n write value (tile) delimiter (item (length) of [a to z v])\n set [tile v] to (item (tile index) of [tile grid v])\n set [length v] to [1]\n end\n change [tile index v] by (GRID HEIGHT)\n end\n change [tile index v] by ((1) - ((GRID WIDTH) * (GRID HEIGHT)))\nend\nwrite value (tile) delimiter (item (length) of [a to z v])\n\ndefine Load - Tile Grid\ndelete all of [tile grid v]\nread value\nset [grid width v] to (value)\nread value\nset [grid height v] to (value)\nrepeat ((GRID WIDTH) * (GRID HEIGHT))\n add [] to [tile grid v]\nend\nset [tile index v] to [1]\nrepeat until <(read index) > (length of (encoded))>\n read value\n if <(value) = []> then\n set [value v] to [2]\n end\n repeat (item # of (letter) in [a to z v])\n replace item (tile index) of [tile grid v] with (value)\n change [tile index v] by (GRID HEIGHT)\n if <(tile index) > ((GRID WIDTH) * (GRID HEIGHT))> then\n change [tile index v] by ((1) - ((GRID WIDTH) * (GRID HEIGHT)))\n if <(tile index) > (GRID HEIGHT)> then\n stop [this script v]\n end\n end\n end\nend\n\ndefine Save - Objects\nset [row v] to [1]\nwrite value (length of [object idx v]) delimiter [_]\nrepeat (length of [object idx v])\n write value (item (row) of [object idx v]) delimiter [_]\n write value (item (row) of [object type v]) delimiter [_]\n change [row v] by (1)\nend\n\ndefine Load - Objects\ndelete all of [object idx v]\ndelete all of [object type v]\nread value\nrepeat (value)\n read value\n add (value) to [object idx v]\n read value\n add (value) to [object type v]\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
Tutorial | How to Create a Scrolling Tiled Platformer\n\n\nControls:\nCursor keys / WASD to move\nLevel Editor Keys:\n0 (zero) to toggle level editor\n1-4 to switch tiles, E to pick tile under the cursor\nR to Reset the level\nL to Switch Levels\n\nParts\nPart 8 -> https://youtu.be/Lzdz-lVQpcQ\nPart 7 -> https://youtu.be/KljFDETaAiE\nPart 6 -> https://youtu.be/IRtlrBnX-dY\nPart 5 -> https://youtu.be/t9ahg3B3pzk\nPart 4 -> https://youtu.be/5KDXqFgO55c\nPart 3 -> https://youtu.be/ZJ7q3jLRSWs\nPart 2 -> https://youtu.be/YG_9KW3uDlc\nPart 1 -> https://youtu.be/Fl-LX94Z4Cc\n \nCredits \n- Sprites are from Super Mario Advance 4\n-Bug Fixed By By Me \n-Credit To @griffpatch_tutor For Tutorial \n-Thanks To @griffpatch_tutor For The Tutorial \n-Don't Forget to Fav Love Remix Follow If You Like The Project\n\nLag Play Here\nhttps://turbowarp.org/523525274\n\nTags \n#Pratham1234567890 #All #griffpatch #Everyone\n#LunaHermioneGinnyCho #Everything #Fun #Awesome #Love #Mario #Advance #Trending #1\n
360° Platformer Engine #Games remix
@Stage\n\nwhen flag clicked\nforever\n play sound [Popsicle v] until done\nend\n\n@Platform プラットフォーム\n\nwhen flag clicked\nset [level v] to [1]\nfirst [300]\nforever\n program\nend\n\ndefine first (size)\nswitch costume to (nil v)\nset size to (size) %\nset [size v] to (size)\nset [y v] to [0]\nswitch costume to ((level) + (1))\npoint in direction (105)\ngo to x: (0) y: (-500)\n\ndefine program\nchange [y v] by (1)\nif <<<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> or <key (d v) pressed?>> then\n change [angle v] by (0.2)\nend\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change [angle v] by (-0.2)\nend\nset [angle v] to ((Angle) * (0.8))\nturn left (Angle) degrees\nrepeat (8)\n if <touching (player プレイヤー v)?> then\n change y by (-1)\n end\nend\nif <touching (player プレイヤー v)?> then\n change y by (8)\n turn right (Angle) degrees\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <[20] < (mouse y)>>> or <key (w v) pressed?>> then\n if <[0] < (Angle)> then\n set [angle v] to [-1.5]\n else\n set [angle v] to [1.5]\n end\n set [y v] to [-10]\n else\n set [angle v] to [0]\n end\nend\nchange y by (Y)\nif <touching (player プレイヤー v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (1)\nif <touching (player プレイヤー v)?> then\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <[20] < (mouse y)>>> or <key (w v) pressed?>> then\n set [y v] to [-12]\n end\nend\nchange y by (-1)\nset [angle / 角度 v] to (round (direction))\n\nwhen I receive [reset v]\nfirst [320]\n\n@player プレイヤー\n\nwhen flag clicked\nset drag mode [not draggable v]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nset [ok v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n point in direction (-90)\n end\n if <touching (enemy 敵 v)?> then\n start sound [crashed oof v]\n broadcast (Reset v)\n end\n if <touching (jumping platform ジャンプ台 v)?> then\n start sound [smw_spring_jump @ToadfanSchool v]\n set [y v] to [-18]\n wait until <not <touching (jumping platform ジャンプ台 v)?>>\n end\n if <touching (goal ゴール v)?> then\n if <(ok) = [0]> then\n start sound [High Whoosh v]\n set [ok v] to [1]\n broadcast (Reset v)\n change [level v] by (1)\n end\n end\nend\n\n@Enemy 敵\n\ndefine Set hack size to (size)\nswitch costume to (nil v)\nset size to (size) %\nswitch costume to ((level) + (1))\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nSet hack size to (size)\nforever\n switch costume to ((level) + (1))\n go to (platform プラットフォーム v)\n point in direction ([direction v] of [platform プラットフォーム v])\nend\n\nwhen I receive [reset v]\nSet hack size to (size)\n\n@ \n\nwhen I receive [reset v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\n\n@jumping platform ジャンプ台\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nSet hack size to (size)\nforever\n go to (platform プラットフォーム v)\n point in direction ([direction v] of [platform プラットフォーム v])\n switch costume to ((level) + (1))\nend\n\ndefine Set hack size to (size)\nswitch costume to (nil v)\nset size to (size) %\nswitch costume to ((level) + (1))\n\nwhen I receive [reset v]\nSet hack size to (size)\n\n@Goal ゴール\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\ngo to [back v] layer\nSet hack size to (size)\nforever\n go to (platform プラットフォーム v)\n point in direction ([direction v] of [platform プラットフォーム v])\n switch costume to ((level) + (1))\nend\n\ndefine Set hack size to (size)\nswitch costume to (nil v)\nset size to (size) %\nswitch costume to ((level) + (1))\n\nwhen I receive [reset v]\nSet hack size to (size)\n\n@text 文字\n\ndefine Set hack size to (size)\nswitch costume to (nil v)\nset size to (size) %\nswitch costume to ((level) + (1))\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nSet hack size to (size)\nforever\n switch costume to ((level) + (1))\n go to (platform プラットフォーム v)\n point in direction ([direction v] of [platform プラットフォーム v])\nend\n\nwhen I receive [reset v]\nSet hack size to (size)\n\n@  \n\nwhen flag clicked\nhide\n\n
このプロジェクトをリミックスして、自分だけのプラットフォーマーを作ろう!\n\nPlease remix this project!\n\n操作方法:矢印キーで操作\nOperation method: Arrow keys\n\nスパイクや、溶岩をよけてゴールを目指しましょう\nAvoid the spikes and lava to reach the goal!
Mini Block 3 | a platformer
@Stage\n\nwhen I receive [end of intro @jamnik-klembus v]\nswitch backdrop to ( v)\nforever\n play sound [ParagonX9 - Chaoz Fantasy v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (blank 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 (-3)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (3)\nend\nset [speed x v] to ((Speed X) * (.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)\n\ndefine Next?\nif <(x position) < [-212]> then\n set x to (-212)\nend\nif <(Level) = (Boss level)> then\n if <<(x position) > [235]> and <(BOSS HP) = [0]>> then\n Reset Player Position\n change [level v] by (1)\n end\nelse\n if <(x position) > [235]> then\n Reset Player Position\n change [level v] by (1)\n end\nend\nif <<(y position) < [-170]> or <<touching (spikes... what else?!?! v)?> or <<touching (lava! v)?> or <touching (boss v)?>>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n if <<touching (boss v)?> and <(BOSS HP) = [0]>> then\n Reset Player Position\nend\nif <touching (bouncy v)?> then\n set [speed y v] to [20]\nend\n\ndefine Reset Player Position\nset [speed y v] to [0]\npoint in direction (90)\nclear graphic effects\ngo to x: (-200) y: (-10)\n\nwhen I receive [end of intro @jamnik-klembus v]\ngo to [front v] layer\nset [level v] to [1]\nshow\nset [speed y v] to [0]\nset [speed x v] to [0]\nset rotation style [left-right v]\nReset Player Position\nforever\n Run Game\n Next?\nend\n\nwhen I receive [end of intro @jamnik-klembus v]\nset [skip v] to [0]\nshow variable [time v]\nset [time v] to [0]\nWait until keys\nrepeat until <(Level) = [15]>\n change [time v] by (.1)\n wait (.08) seconds\n if <(Skip) = [1]> then\n hide variable [☁ highscore v]\n hide variable [time v]\n stop [this script v]\n end\nend\nif <(Time) < (☁ Highscore)> then\n set [☁ highscore v] to (Time)\n set [☁ highscore v] to (join (letter (1) of (☁ Highscore)) (join (letter (2) of (☁ Highscore)) (join [.] (letter (4) of (☁ Highscore)))))\nend\nshow variable [☁ highscore v]\n\ndefine Wait until keys\nrepeat until <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>>\n if <(Skip) = [1]> then\n hide variable [☁ highscore v]\n hide variable [time v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide variable [☁ highscore v]\nhide variable [time v]\n\nwhen I receive [end of intro @jamnik-klembus v]\nset [skip v] to [0]\nforever\n if <<key (s v) pressed?> and <<not <(Level) = (Boss level)>> and <not <(Level) = [15]>>>> then\n set [skip v] to [1]\n change [level v] by (1)\n Reset Player Position\n wait until <not <key (s v) pressed?>>\n end\nend\n\n@Ground\n\nwhen I receive [end of intro @jamnik-klembus v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n@Intro by @Jamnik-Klembus\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nclear graphic effects\nhide\nrepeat (1)\n set [x v] to [-275]\n repeat (7)\n set [cloneid v] to [Lines]\n change [x v] by (70)\n wait (0.007) seconds\n create clone of (_myself_ v)\n change [color v] effect by (2)\n end\nend\n\nwhen I start as a clone\nshow\nif <(CloneID) = [Lines]> then\n set [pixelate v] effect to (200)\n go to x: (X) y: (-1000)\n switch costume to (lines v)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (round (y position))) / (5))\n end\n repeat (8)\n repeat until <(round (y position)) = [50]>\n change y by (((50) - (y position)) / (5))\n change [color v] effect by (.5)\n change [pixelate v] effect by (.5)\n end\n repeat until <(round (y position)) = [-50]>\n change y by (((-50) - (y position)) / (5))\n change [color v] effect by (.5)\n change [pixelate v] effect by (.5)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [P]> then\n switch costume to (pick random (3) to (8))\n set size to (pick random (20) to (50)) %\n set [ghost v] effect to (pick random (0) to (5))\n set [brightness v] effect to (0)\n point in direction (pick random (-180) to (180))\n go to x: (0) y: (0)\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) * (.95))\n change [ghost v] effect by (1)\n end\n delete this clone\nend\n\ndefine Paticles (?)\nset [cloneid v] to [P]\nrepeat (90)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [status v] to [Play]\nshow\nclear graphic effects\nswitch costume to (name v)\ngo to x: (-455) y: (-200)\nrepeat until <<(round (y position)) = [0]> and <(round (x position)) = [0]>>\n set [bounce v] to (((Bounce) * (.8)) + (((0) - (y position)) / (5)))\n change y by (Bounce)\n change x by (((0) - (x position)) / (5))\n go to [front v] layer\nend\nset rotation style [all around v]\ngo to [front v] layer\nPaticles [100]\nturn right (100) degrees\nwait (0) seconds\nwait until <(round (dir.)) = [90]>\ngo to [front v] layer\nPaticles [100]\nturn right (100) degrees\nwait (.9) seconds\nwait until <(round (dir.)) = [90]>\nset rotation style [don't rotate v]\nrepeat until <<(round (y position)) = [-200]> and <(round (x position)) = [455]>>\n set [bounce v] to (((Bounce) * (.8)) + (((-200) - (y position)) / (5)))\n change y by (Bounce)\n change x by (((455) - (x position)) / (5))\n go to [front v] layer\nend\nswitch costume to (new logo v)\nclear graphic effects\ngo to x: (-455) y: (-200)\nrepeat until <<(round (y position)) = [0]> and <(round (x position)) = [0]>>\n set [bounce v] to (((Bounce) * (.8)) + (((0) - (y position)) / (5)))\n change y by (Bounce)\n change x by (((0) - (x position)) / (5))\n go to [front v] layer\nend\nset [status v] to [Move]\nset rotation style [all around v]\ngo to [front v] layer\nturn right (100) degrees\nchange y by (-120)\nPaticles [100]\nwait (.9) seconds\nwait until <(round (dir.)) = [90]>\ngo to [front v] layer\nturn right (100) degrees\nchange y by (120)\nPaticles [100]\nwait (1) seconds\nwait until <(round (dir.)) = [90]>\nset rotation style [don't rotate v]\nset [status v] to [Stop]\nrepeat until <<(round (y position)) = [-200]> and <(round (x position)) = [298]>>\n set [bounce v] to (((Bounce) * (.8)) + (((-200) - (y position)) / (5)))\n change y by (Bounce)\n change x by (((298) - (x position)) / (5))\n go to [front v] layer\nend\nhide\nset [status v] to [Glide]\nset [cloneid v] to []\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\nset [status v] to [End]\nhide\n\nwhen flag clicked\nrepeat until <(Status) = [End]>\n turn right (((90) - (direction)) / (10)) degrees\n set [dir. v] to (direction)\n go to [front v] layer\n if <<not <(round (y position)) = [0]>> and <(Status) = [Move]>> then\n set [bounce v] to (((Bounce) * (.8)) + (((0) - (y position)) / (5)))\n change y by (Bounce)\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [Glide]> then\n set rotation style [all around v]\n show\n switch costume to (glide v)\n clear graphic effects\n go to x: (-465) y: (345)\n point in direction (-90)\n repeat until <<(round (y position)) = [0]> and <<(round (x position)) = [0]> and <(round (direction)) = [90]>>>\n go to [front v] layer\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n turn right (((90) - (direction)) / (7)) degrees\n end\n set [cloneid v] to [Glide 2]\n create clone of (_myself_ v)\n repeat (10)\n change y by (3)\n end\n wait (.8) seconds\n broadcast (End of intro @Jamnik-Klembus v)\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nstart sound [Julian Calor - Monster \(feat v]\nwait until <(Status) = [Glide]>\nset [cloneid v] to [Glide]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CloneID) = [Glide 2]> then\n set rotation style [all around v]\n show\n switch costume to (glide2 v)\n clear graphic effects\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n go to x: (0) y: (0)\n wait (.8) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [end of intro @jamnik-klembus v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Words\n\nwhen I receive [end of intro @jamnik-klembus v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [end of intro @jamnik-klembus v]\nshow\nforever\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (10))\n end\n repeat until <(round (y position)) = [20]>\n change y by (((20) - (y position)) / (10))\n end\nend\n\n@Spikes... WHAT ELSE?!?!\n\nwhen I receive [end of intro @jamnik-klembus v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n@Lava!\n\nwhen I receive [end of intro @jamnik-klembus v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end of intro @jamnik-klembus v]\nshow\nforever\n go to [back v] layer\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (10))\n end\n repeat until <(round (y position)) = [-20]>\n change y by (((-20) - (y position)) / (10))\n end\nend\n\n@Boss\n\nwhen I receive [reset boss v]\nset x to (185)\nset [random x v] to (pick random (-213) to (0))\n\nwhen I receive [end of intro @jamnik-klembus v]\nwait (1) seconds\nwait until <<(BOSS HP) = [0]> or <(BOSS HP) < [0]>>\nhide variable [boss hp v]\nswitch costume to (boss2 v)\nrepeat (50)\n stop [other scripts in sprite v]\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [end of intro @jamnik-klembus v]\nforever\n if <touching (ball v)?> then\n change [boss hp v] by (-1)\n wait until <not <touching (ball v)?>>\n end\nend\n\nwhen I receive [end of intro @jamnik-klembus v]\nhide\nset [level v] to [1]\nset [boss hp v] to [10]\nwait until <(Level) = (Boss level)>\nset x to (213)\nshow\nswitch costume to (boss v)\nsay [HAHAHA!!! TRY TO BEAT ME!!!] for (2) seconds\nshow variable [boss hp v]\nforever\n repeat until <(round (x position)) = [213]>\n change x by (((213) - (x position)) / (15))\n end\n repeat until <(round (x position)) = (random X)>\n change x by (((random X) - (x position)) / (10))\n end\n set [random x v] to (pick random (-160) to (0))\nend\n\n@Ball\n\nwhen I receive [end of intro @jamnik-klembus v]\nhide\nwait until <(Level) = (Boss level)>\nforever\n go to (player v)\n wait until <key (space v) pressed?>\n show\n go to (player v)\n point towards (mouse-pointer v)\n repeat until <<touching (ground v)?> or <<touching (_edge_ v)?> or <<touching (boss v)?> and <not <(BOSS HP) = [0]>>>>>\n move (10) steps\n end\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [end of intro @jamnik-klembus v]\nhide\nwait until <(Level) = ((Boss level) + (1))>\nhide\nstop [other scripts in sprite v]\n\n@Bouncy\n\nwhen I receive [end of intro @jamnik-klembus v]\nshow\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@tb\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n reset timer\nend\n\nwhen [timer v] > (0)\nhide\nbroadcast (End of intro @Jamnik-Klembus v)\n\nwhen I receive [end of intro @jamnik-klembus v]\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n reset timer\nend\n\n
Mini Block 3!!!\nYess, you can't stop this project B)\n\nALL LEVELS ARE POSSIBLE!\n\nS - skip level\n\nNa 50 serc i gwiazdek więcej poziomów!\n\nNa 200 serc = MINI BLOCK 4
A scrolling Platformer〜plus〜 2
@Stage\n\nwhen I receive [intro終わり v]\nforever\n play sound [Fly Away v] until done\nend\n\nwhen I receive [intro終わり v]\nforever\n switch backdrop to (方眼用紙 v)\nend\n\nswitch backdrop to (背景2 v)\n\n@プレイヤーと地面\n\ndefine ステージ作成\nerase all\npoint in direction (90)\nswitch costume to (00 v)\nrepeat until <(costume [number v]) = [1]>\n set [地面コスチューム v] to (costume [name v])\n switch costume to (バック v)\n set size to (150) %\n go to x: ((s x) + ((join (letter (1) of (地面コスチューム)) (letter (2) of (地面コスチューム))) * (480))) y: (s y)\n switch costume to (地面コスチューム)\n set size to (100) %\n clear graphic effects\n stamp\n next costume\nend\n\ndefine プレイヤー操作\nif <[3000] < (s y)> then\n start sound [噛む音 v]\n リスポーン\nend\ngo to x: (0) y: (0)\nswitch costume to (プレイヤー v)\nchange [player y v] by (-1)\nif <<key (right arrow v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>> then\n change [player x v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>> then\n change [player x v] by (-1)\nend\nchange x by (player x)\nset [player x v] to ((.88) * (player x))\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-5)\n change x by ((player x) * (-1))\n if <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> then\n set [player y v] to [14]\n start sound [ジャンプ v]\n if <(player x) < [0]> then\n set [player x v] to [9]\n else\n set [player x v] to [-9]\n end\n else\n set [player x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (player y)\nif <touching color (#000000)?> then\n change y by ((-1) * (player y))\n set [player y v] to [0]\nend\nchange y by (-2)\nif <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> then\n set [player y v] to [14]\n start sound [ジャンプ v]\n end\nend\nchange y by (2)\nchange [s x v] by ((x position) * (-1))\nchange [s y v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <[1] = (チェックポイント)> then\n set [brightness v] effect to (80)\nend\nif <[2] = (チェックポイント)> then\n set [brightness v] effect to (60)\nend\nif <[3] = (チェックポイント)> then\n set [brightness v] effect to (40)\nend\nif <[4] = (チェックポイント)> then\n set [brightness v] effect to (20)\nend\nif <[5] = (チェックポイント)> then\n set [brightness v] effect to (0)\nend\nif <[6] = (チェックポイント)> then\n set [brightness v] effect to (-100)\nend\n\ndefine リスポーン\nif <[0] = (チェックポイント)> then\n set [player x v] to [0]\n set [player y v] to [0]\n set [s x v] to [0]\n set [s y v] to [-200]\nend\nif <[1] = (チェックポイント)> then\n set [player x v] to [0]\n set [player y v] to [0]\n set [s x v] to [-660]\n set [s y v] to [-200]\nend\nif <[2] = (チェックポイント)> then\n set [player x v] to [0]\n set [player y v] to [0]\n set [s x v] to [-1600]\n set [s y v] to [-200]\nend\nif <[3] = (チェックポイント)> then\n set [player x v] to [0]\n set [player y v] to [0]\n set [s x v] to [-2130]\n set [s y v] to [-200]\nend\nif <[4] = (チェックポイント)> then\n set [player x v] to [0]\n set [player y v] to [0]\n set [s x v] to [-2635]\n set [s y v] to [-200]\nend\nif <[5] = (チェックポイント)> then\n set [player x v] to [0]\n set [player y v] to [0]\n set [s x v] to [-3570]\n set [s y v] to [-200]\nend\nif <[6] = (チェックポイント)> then\n set [player x v] to [0]\n set [player y v] to [0]\n set [s x v] to [-4600]\n set [s y v] to [15]\nend\nif <[7] = (チェックポイント)> then\n set [player x v] to [0]\n set [player y v] to [0]\n set [s x v] to [-5060]\n set [s y v] to [-10]\nend\n\nwhen flag clicked\nswitch costume to (プレイヤー v)\nhide\n\nwhen I receive [intro終わり v]\nshow\n\nwhen I receive [intro終わり v]\nset [player x v] to []\nset [player y v] to [0]\nset [s x v] to [0]\nset [s y v] to [0]\nforever\n ステージ作成\n プレイヤー操作\nend\n\nwhen I receive [intro終わり v]\nforever\n if <touching color (#ff0000)?> then\n start sound [噛む音 v]\n リスポーン\n end\n if <touching color (#00ceff)?> then\n start sound [ジャンプ v]\n set [player y v] to [28]\n end\nend\n\nwhen flag clicked\nrepeat (10)\n repeat (10)\n repeat (10)\n switch costume to (プレイヤー v)\n repeat (10)\n repeat (10)\n switch costume to (プレイヤー v)\n repeat (10)\n repeat (10)\n switch costume to (プレイヤー v)\n repeat (10)\n repeat (10)\n switch costume to (プレイヤー v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [intro終わり v]\nforever\n go to [front v] layer\n show\nend\n\nwhen I receive [intro終わり v]\nswitch costume to (プレイヤー v)\n\nwhen I receive [intro終わり v]\nset [チェックポイント v] to [0]\nforever\n if <<[-700] < (s x)> and <[-640] > (s x)>> then\n if <[0] = (チェックポイント)> then\n if <touching color (#3cfea0)?> then\n start sound [チェックポイント音 v]\n set [チェックポイント v] to [1]\n end\n end\n end\n if <<[-1630] < (s x)> and <[-1570] > (s x)>> then\n if <<[0] = (チェックポイント)> or <[1] = (チェックポイント)>> then\n if <touching color (#3cfea0)?> then\n start sound [チェックポイント音 v]\n set [チェックポイント v] to [2]\n end\n end\n end\n if <<[-2160] < (s x)> and <[-2120] > (s x)>> then\n if <<[2] = (チェックポイント)> or <<[0] = (チェックポイント)> or <[1] = (チェックポイント)>>> then\n if <touching color (#07fd85)?> then\n start sound [チェックポイント音 v]\n set [チェックポイント v] to [3]\n end\n end\n end\n if <<[-2700] < (s x)> and <[-2630] > (s x)>> then\n if <(チェックポイント) < [4]> then\n if <touching color (#18fd8f)?> then\n start sound [チェックポイント音 v]\n set [チェックポイント v] to [4]\n end\n end\n end\n if <<[-3620] < (s x)> and <[-3550] > (s x)>> then\n if <(チェックポイント) < [5]> then\n if <touching color (#3cfea0)?> then\n start sound [チェックポイント音 v]\n set [チェックポイント v] to [5]\n end\n end\n end\n if <<[-4630] < (s x)> and <[-4564] > (s x)>> then\n if <(チェックポイント) < [6]> then\n if <touching color (#3cfea0)?> then\n start sound [チェックポイント音 v]\n set [チェックポイント v] to [6]\n end\n end\n end\n if <[-5045] > (s x)> then\n if <(チェックポイント) < [7]> then\n if <touching color (#3cfea0)?> then\n start sound [チェックポイント音 v]\n set [チェックポイント v] to [7]\n end\n end\n end\nend\n\nwhen flag clicked\nrepeat until <[10] < (timer)>\n erase all\n switch costume to (プレイヤー v)\nend\n\nwhen flag clicked\nclear graphic effects\n\n@INTRO\n\ndefine circle (x) (y) (角度) (勢い) (勢い消耗率) (回数)\nset [α v] to [0]\nswitch costume to (circle v)\nshow\ngo to x: (x) y: (y)\nset [α v] to (勢い)\nset [γ v] to (角度)\nrepeat (回数)\n change [γ v] by (-2)\n set [α v] to ((α) * (勢い消耗率))\n change [β v] by (α)\n change [ghost v] effect by ((100) / (回数))\n go to x: (([cos v] of (γ) ) * (β)) y: (([sin v] of (γ) ) * (β))\nend\nhide\nclear graphic effects\nset [β v] to [0]\n\ndefine 高速クローン (costume) (number)\nset [γ v] to [-1]\nset [α v] to (costume)\nrepeat (number)\n change [γ v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine line (startx) (starty) (向き) (勢い) (勢いの消耗率) (幽霊の効果の変わり方)\nshow\nswitch costume to (line-2 v)\npoint in direction (向き)\ngo to x: (startx) y: (starty)\nset [β v] to (勢い)\nrepeat (8)\n repeat (3)\n change [β v] by (勢いの消耗率)\n move (β) steps\n end\n change [ghost v] effect by (幽霊の効果の変わり方)\n next costume\nend\nwait (0.01) seconds\nhide\nclear graphic effects\n\nwhen flag clicked\nswitch costume to (logo v)\nreset timer\nhide\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nstart sound [Foxsky - Kirby Smash v]\nset [α v] to [0]\nset [α v] to [pokosuke]\ncreate clone of (_myself_ v)\nset [α v] to [background]\ncreate clone of (_myself_ v)\nset [α v] to [Pinwheel]\ncreate clone of (_myself_ v)\nset [α v] to [Logo]\ncreate clone of (_myself_ v)\nset [α v] to [frash]\ncreate clone of (_myself_ v)\nset [α v] to [bar1]\ncreate clone of (_myself_ v)\nset [α v] to [bar2]\ncreate clone of (_myself_ v)\nFast clones 1\nset [α v] to [bar3]\ncreate clone of (_myself_ v)\nset [α v] to [Instructions]\ncreate clone of (_myself_ v)\nset [α v] to [Rough]\ncreate clone of (_myself_ v)\nset [α v] to [Instructions2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(α) = [background]> then\n show\n switch costume to (background v)\n go to x: (0) y: (0)\n wait until <(timer) > [8.2]>\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(α) = [bar1]> then\n show\n switch costume to (bar v)\n go to x: (0) y: (0)\n wait until <(timer) > [2.7]>\n repeat (10)\n wait (0.55) seconds\n set y to (-40)\n end\n wait until <(timer) > [8.2]>\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(α) = [bar2]> then\n show\n point in direction (-90)\n switch costume to (bar v)\n go to x: (0) y: (0)\n wait until <(timer) > [2.7]>\n repeat (10)\n wait (0.55) seconds\n set y to (40)\n end\n wait until <(timer) > [8.2]>\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif < (α) contains [NAME]?> then\n set size to (120) %\n show\n switch costume to (join [NAME] (β))\n go to x: (0) y: (-240)\n wait ((β) * (0.1)) seconds\n repeat (20)\n change y by (((0) - (y position)) / (4))\n end\n wait ((0.1) + (((7) - (β)) * (0.15))) seconds\n set [γ v] to [-40]\n repeat (50)\n change size by (((220) - (size)) / (20))\n turn right (((120) - (direction)) / (25)) degrees\n change x by (γ)\n change [γ v] by (5)\n end\n delete this clone\nend\nif <(α) = [bar3]> then\n go to x: (-240) y: (0)\n wait (0.6) seconds\n show\n switch costume to (bar2 v)\n repeat (40)\n change x by (15)\n end\n delete this clone\nend\n\ndefine Fast clones 1\nset [β v] to [0]\nrepeat (5)\n change [β v] by (1)\n set [α v] to (join [NAME] (β))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(α) = [bar2]> then\n wait until <(timer) > [2.7]>\n repeat until <(timer) > [9]>\n repeat (20)\n change y by (((120) - (y position)) / (3))\n point in direction ((-90) + (([sin v] of ((timer) * (200)) ) * (5)))\n end\n end\nend\n\nwhen I start as a clone\nif <(α) = [bar1]> then\n wait until <(timer) > [2.7]>\n repeat until <(timer) > [9]>\n repeat (20)\n change y by (((-120) - (y position)) / (3))\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (5)))\n end\n end\nend\n\nwhen I start as a clone\nif <(α) = [frash]> then\n show\n switch costume to (frash v)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n wait until <(timer) > [2.7]>\n repeat (9)\n wait (0.4) seconds\n set [ghost v] effect to (0)\n repeat (5)\n change [ghost v] effect by (20)\n end\n end\n delete this clone\nend\nif <(α) = [Logo]> then\n show\n switch costume to (logo v)\n go to x: (0) y: (0)\n wait until <(timer) > [2.15]>\n go to [front v] layer\n go [backward v] (13) layers\n repeat (4)\n wait (0.55) seconds\n set [brightness v] effect to (60)\n set size to (200) %\n broadcast (Logo v)\n end\n point in direction (91)\n repeat (15)\n turn right ([abs v] of (((90) - (direction)) / (3)) ) degrees\n end\n switch costume to (user v)\n repeat until <(round (direction)) = [90]>\n turn right ([abs v] of (((90) - (direction)) / (3)) ) degrees\n end\n set [brightness v] effect to (60)\n set size to (200) %\n broadcast (Logo v)\n repeat (3)\n wait (0.55) seconds\n set [brightness v] effect to (60)\n set size to (200) %\n broadcast (Logo v)\n end\n point in direction (91)\n repeat (18)\n turn right ([abs v] of (((90) - (direction)) / (3)) ) degrees\n end\n switch costume to (logo v)\n repeat until <(round (direction)) = [90]>\n turn right ([abs v] of (((90) - (direction)) / (3)) ) degrees\n end\n wait (0.1) seconds\n set [brightness v] effect to (100)\n set size to (150) %\n repeat (40)\n change [γ v] by (((0) - (γ)) / (2))\n set [brightness v] effect to (γ)\n go to x: (([sin v] of ((timer) * (1000)) ) * (((40) - (size)) * (0.3))) y: (([cos v] of ((timer) * (1000)) ) * (((40) - (size)) * (0.3)))\n change size by (((40) - (size)) / (10))\n change [ghost v] effect by (2.5)\n end\n delete this clone\nend\n\nwhen I receive [logo v]\nif <(costume [name v]) = [Logo]> then\n repeat (20)\n go to x: (([sin v] of ((timer) * (200)) ) * (((100) - (size)) * (0.5))) y: (([sin v] of ((timer) * (300)) ) * (((100) - (size)) * (0.5)))\n change [γ v] by (((0) - (γ)) / (3))\n set [brightness v] effect to (γ)\n change size by (((100) - (size)) / (7))\n end\nend\nif <(costume [name v]) = [user]> then\n repeat (20)\n go to x: (([sin v] of ((timer) * (200)) ) * (((100) - (size)) * (0.5))) y: (([sin v] of ((timer) * (300)) ) * (((100) - (size)) * (0.5)))\n change [γ v] by (((0) - (γ)) / (3))\n set [brightness v] effect to (γ)\n change size by (((100) - (size)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(α) = [Instructions]> then\n switch costume to (instructions v)\n 高速クローン [Effect1] [12]\n wait until <(timer) > [2.7]>\n repeat (3)\n wait (0.55) seconds\n 高速クローン [Effect2] [12]\n end\n wait (0.55) seconds\n 高速クローン [Effect3] [12]\n repeat (4)\n wait (0.55) seconds\n 高速クローン [Effect2] [12]\n end\n wait (0.55) seconds\n 高速クローン [Effect3] [12]\n delete this clone\nend\nif <(α) = [Effect1]> then\n set [brightness v] effect to (100)\n circle [0] [0] ((γ) * (30)) [25] [0.9] [25]\n delete this clone\nend\nif <(α) = [Effect2]> then\n set [brightness v] effect to (100)\n go [backward v] (9) layers\n line [0] [0] ((γ) * (30)) [24] [-1] [5]\n delete this clone\nend\nif <(α) = [Effect3]> then\n set [brightness v] effect to (100)\n go [backward v] (9) layers\n circle [0] [0] ((γ) * (30)) [20] [0.9] [20]\n delete this clone\nend\n\nwhen I start as a clone\nif <(α) = [Pinwheel]> then\n go to x: (0) y: (0)\n switch costume to (pinwheel v)\n wait until <(timer) > [2.7]>\n show\n repeat until <(timer) > [8.2]>\n turn right (5) degrees\n end\n repeat (10)\n change [ghost v] effect by (10)\n turn right (5) degrees\n end\n delete this clone\nend\nif <(α) = [pokosuke]> then\n go to x: (0) y: (0)\n switch costume to (made by pokosuke v)\n show\n repeat until <(timer) > [9.2]>\n go to [front v] layer\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(α) = [Rough]> then\n wait until <(timer) > [2.7]>\n switch costume to (rough v)\n show\n set [ghost v] effect to (80)\n go to [front v] layer\n go [backward v] (12) layers\n wait until <(timer) > [8.4]>\n repeat (10)\n change [ghost v] effect by (10)\n turn right (5) degrees\n end\n delete this clone\nend\nif <(α) = [Instructions2]> then\n wait until <(timer) > [2.7]>\n 高速クローン [Effect4] [1]\n delete this clone\nend\nif <(α) = [Effect4]> then\n go to [back v] layer\n go [forward v] (4) layers\n wait until <(timer) > [2.7]>\n set [brightness v] effect to (100)\n Round [0] [0] [200]\n wait until <(timer) > [5]>\n Round [0] [0] [200]\n wait until <(timer) > [8]>\n Round [0] [0] [200]\nend\n\ndefine Round (x) (y) (size)\nswitch costume to (circle stroke1 v)\ngo to x: (x) y: (y)\nshow\nset size to (size) %\nrepeat (10)\n next costume\nend\nhide\n\nwhen flag clicked\nwait (11) seconds\nbroadcast (intro終わり v) and wait\n\n
part1\nhttps://scratch.mit.edu/projects/501299295\n(日本語)\n矢印キーかタップで操作\nトゲに触れたり落ちたりしないようにすすもう\n水色は大ジャンプ、黄緑色はチェックポイント\n頑張って!!\nチェックポイントがバグることがありますのでご了承下さい\n(English)\nMove with arrow keys or tap\nSoot soot not to touch or drop the red thorns\nLight blue is a big jump, yellow-green is a checkpoint\nGood luck! !!
Meltdown | Online Multiplayer Platformer Battle
@Stage\n\nwhen I receive [green flag v]\nforever\n set volume to (40) %\n play sound [Xtrullor - Supernova v] until done\nend\n\ndefine Set Default Values\nset [intro v] to [1]\nset [overall kills v] to [0]\nset [mode v] to [1]\n\n@Player\n\ndefine Render HP Bar | Max Health: (max) Current Health: (health) Size of Bar (size)\nchange y by (30)\nchange x by (25)\nset pen color to (#a7a7a7)\nset pen size to ((size) + (2))\npen down\nchange x by (-50)\nset pen color to (#f30000)\nset pen (color v) to (((health) / (max)) * (30))\nset pen size to ((size) * (1.3))\nchange x by (((health) / (max)) * (50))\npen up\nPosition\n\ndefine Move Camera\nchange [camx v] by (round ((((x) + (((mouse x) / (10)) + ((SpeedX) * (5)))) - (CamX)) / (5)))\nchange [camy v] by (round ((((y) + ((mouse y) / (6))) - (CamY)) / (5)))\nif <(Editor) > [0]> then\n Limit Camera | Edge X: [240] Edge Y: [180]\nelse\n Limit Camera | Edge X: [245] Edge Y: [180]\nend\n\ndefine Reset Player\nset rotation style [left-right v]\ndelete all of [shoot buffer v]\nset [playerwidth v] to [15]\nset [playerheight v] to [14]\nset [speedx v] to [0]\nset [speedy v] to [0]\nRandom Spawn\nset [rise v] to [-100]\nset [camx v] to (x)\nset [camy v] to (y)\nset [falling v] to [0]\nset [health v] to [150]\nset [kills v] to [0]\nMove Camera\nbroadcast (Reset v)\nwait (1) seconds\n\ndefine Game Loop\nReset Player\nstart sound [Connect v]\nrepeat until <key (q v) pressed?>\n broadcast (Check Controls v)\n broadcast (Move Player v)\n broadcast (Position v)\n change [~tick v] by (1)\n set [~tick v] to ((~Tick) mod (1000000))\nend\nstart sound [Disconnect v]\nbroadcast (Quit v) and wait\n\nwhen I receive [move player v]\nif <(Editor) > [0]> then\n Handle God Mode\nelse\n Handle Keys - Left/Right\n Handle Keys - Jump/Crouch\n Move X\n Move Y\n Check Around Player\n set [shoot v] to [0]\n if <(length of [shoot buffer v]) > [2]> then\n delete (1) of [shoot buffer v]\n end\n if <<<key (space v) pressed?> or <mouse down?>> and <(timer) > [0.5]>> then\n reset timer\n set [shoot v] to [1]\n broadcast (Shoot v)\n end\n add (Shoot) to [shoot buffer v]\n if <touching (enemy ai v)?> then\n change [health v] by (-0.5)\n broadcast (Attacked v)\n end\n if <<(pick random (1) to (500)) = [500]> and <(Mode) = [0]>> then\n create clone of (enemy ai v)\n end\n if <(Health) > [150]> then\n set [health v] to [150]\n end\nend\nMove Camera\nPaint Sprite\n\ndefine Position\ngo to x: ((x) - (CamX)) y: ((y) - (CamY))\n\ndefine Get List Pos | X: (x) Y: (y)\nset [playerongridx v] to ([floor v] of ((x) / (32)) )\nset [playerongridy v] to ([floor v] of ((y) / (32)) )\nset [playerlistpos v] to ((1) + ((PlayerOnGridY) + ((WorldY) * (PlayerOnGridX))))\nif <(PlayerOnGridY) < [0]> then\n set [playerlistpostiletype v] to []\nelse\n if <(Mode) = [1]> then\n set [playerlistpostiletype v] to (item (PlayerListPos) of [multiplayer level v])\n else\n set [playerlistpostiletype v] to (item (PlayerListPos) of [single player level v])\n end\nend\n\ndefine Fix Collision in Direction | DX: (dx) DY: (dy)\nset [fixdx v] to (dx)\nset [fixdy v] to (dy)\nset [solid v] to [0]\nFix Collision at Point | X: (x) Y: ((y) - (PlayerHeight))\nFix Collision at Point | X: (x) Y: (y)\nFix Collision at Point | X: (x) Y: ((y) + (PlayerHeight))\nFix Collision at Point | X: ((x) + (PlayerWidth)) Y: (y)\nFix Collision at Point | X: ((x) - (PlayerWidth)) Y: (y)\nFix Collision at Point | X: ((x) + (PlayerWidth)) Y: ((y) - (PlayerHeight))\nFix Collision at Point | X: ((x) - (PlayerWidth)) Y: ((y) - (PlayerHeight))\nFix Collision at Point | X: ((x) + (PlayerWidth)) Y: ((y) + (PlayerHeight))\nFix Collision at Point | X: ((x) - (PlayerWidth)) Y: ((y) + (PlayerHeight))\n\ndefine Fix Collision at Point | X: (x) Y: (y)\nGet List Pos | X: (x) Y: (y)\nif <<(PlayerListPosTileType) > [1]> and <(PlayerListPosTileType) < [18]>> then\n set [solid v] to [10]\n set [modx v] to ((x) mod (32))\n set [mody v] to ((y) mod (32))\n if <(FixDy) < [0]> then\n change [y v] by ((32) - (ModY))\n end\n if <(FixDx) < [0]> then\n change [x v] by ((32) - (ModX))\n end\n if <(FixDy) > [0]> then\n change [y v] by ((-0.01) - (ModY))\n end\n if <(FixDx) > [0]> then\n change [x v] by ((-0.01) - (ModX))\n end\nend\n\ndefine Handle Keys - Left/Right\nset [walkkeypress v] to ([xaxis v] of [controls v])\nset [speedx v] to (((SpeedX) * (0.6)) + (((WalkKeyPress) / (() + (1))) * (4)))\n\ndefine Handle Keys - Jump/Crouch\nchange [speedy v] by (-2)\nif <(SpeedY) < [-22]> then\n set [speedy v] to [-22]\nend\nif <<([yaxis v] of [controls v]) > [0]> and <(Falling) < [3]>> then\n set [speedy v] to [17]\nend\n\ndefine Move Y\nchange [y v] by (SpeedY)\nchange [falling v] by (1)\nFix Collision in Direction | DX: [0] DY: (round (SpeedY))\nif <(Solid) > [0]> then\n if <(SpeedY) < [0]> then\n set [falling v] to [0]\n end\n set [speedy v] to [0]\nend\n\ndefine Move X\nchange [x v] by (SpeedX)\nFix Collision in Direction | DX: (round (SpeedX)) DY: [0]\nif <(Solid) > [0]> then\n set [speedx v] to [0]\nend\n\ndefine Paint Sprite\nerase all\nset rotation style [all around v]\npoint towards (mouse-pointer v)\nif <(direction) > [0]> then\n switch costume to (weapon 1 r v)\nelse\n switch costume to (weapon 1 l v)\nend\nPosition\ncreate clone of (_myself_ v)\nswitch costume to (player v)\nset rotation style [left-right v]\nRender HP Bar | Max Health: [150] Current Health: (Health) Size of Bar [5]\nsay (item ([saying v] of [chat v]) of [chat v])\n\ndefine Handle God Mode\nchange [speedx v] by ((6) * ([xaxis v] of [controls v]))\nchange [speedy v] by ((6) * ([yaxis v] of [controls v]))\nset [speedx v] to ((0.7) * (SpeedX))\nset [speedy v] to ((0.7) * (SpeedY))\nchange [x v] by (SpeedX)\nchange [y v] by (SpeedY)\n\ndefine Check Around Player\nif <<<(y) < [0]> or <(Health) < [0]>> or <(y) < (Rise)>> then\n start sound [Death v]\n Reset Player\n Position\n set [killed by v] to []\nend\n\ndefine Limit Camera | Edge X: (x) Edge Y: (y)\nif <(CamX) < (x)> then\n set [camx v] to (x)\nend\nif <(CamY) < (y)> then\n set [camy v] to (y)\nend\nif <(CamX) > (((32) * (WorldX)) - (240))> then\n set [camx v] to (((32) * (WorldX)) - (240))\nend\nif <(CamY) > (((32) * (WorldY)) - (180))> then\n set [camy v] to (((32) * (WorldY)) - (180))\nend\n\nwhen I receive [green flag v]\nforever\n hide\n broadcast (Menu v) and wait\n set [killed by v] to []\n delete all of [kill block v]\n show\n broadcast (Generate Level v) and wait\n broadcast (Clone Level Tiles v) and wait\n broadcast (init v)\n Game Loop\nend\n\nwhen I receive [check controls v]\ndelete this clone\n\nwhen I start as a clone\ngo [forward v] (1) layers\n\ndefine Random Spawn\nif <(Mode) = [1]> then\n if <(pick random (1) to (4)) = [4]> then\n set [x v] to [72]\n set [y v] to [620]\n else\n if <(pick random (1) to (3)) = [3]> then\n set [x v] to [1020]\n set [y v] to [555]\n else\n if <(pick random (1) to (2)) = [2]> then\n set [x v] to [365]\n set [y v] to [810]\n else\n set [x v] to [990]\n set [y v] to [845]\n end\n end\n end\nelse\n set [x v] to [640]\n set [y v] to [170]\nend\n\nwhen I receive [menu v]\ndelete this clone\n\nwhen I receive [shoot v]\nstart sound [Shoot v]\n\nwhen flag clicked\nhide\nif <(Intro) = [1]> then\n wait (6.3) seconds\nend\nbroadcast (Green Flag v)\n\n@Bullet\n\ndefine Move | Steps: (steps) If Hit Perfection: (perfection)\nswitch costume to (hit v)\nchange [x v] by ((Sin) * (steps))\nchange [y v] by ((Cos) * (steps))\nPosition\nif <<touching (enemy ai v)?> or <<touching (_edge_ v)?> or <touching (tiles v)?>>> then\n set [hit v] to [1]\n if <touching (_edge_ v)?> then\n change [hit v] by (1)\n end\n set [try v] to (steps)\n repeat (perfection)\n change [x v] by ((0) - ((Sin) * (try)))\n change [y v] by ((0) - ((Cos) * (try)))\n change [try v] by ((0) - ((steps) / (perfection)))\n change [x v] by ((Sin) * (try))\n change [y v] by ((Cos) * (try))\n Position\n if <not <<touching (enemy ai v)?> and <<touching (_edge_ v)?> and <touching (tiles v)?>>>> then\n change [x v] by ((Sin) * ((steps) / (perfection)))\n change [y v] by ((Cos) * ((steps) / (perfection)))\n Position\n switch costume to (radioactive v)\n stop [this script v]\n end\n end\nend\nswitch costume to (radioactive v)\n\nwhen I receive [position v]\nif <(costume [number v]) = [1]> then\n if <(Shoot) = [1]> then\n set [x v] to ([x v] of [player v])\n set [y v] to ([y v] of [player v])\n Position\n point towards (mouse-pointer v)\n set [sin v] to ([sin v] of (direction) )\n set [cos v] to ([cos v] of (direction) )\n set [speed v] to [40]\n switch costume to (radioactive v)\n create clone of (_myself_ v)\n switch costume to (main v)\n end\nend\nPosition\n\nwhen flag clicked\nhide\nswitch costume to (main v)\n\nwhen I start as a clone\nchange [x v] by ((Sin) * (10))\nchange [y v] by ((Cos) * (10))\nshow\nset [hit v] to [0]\nset [t v] to [0]\nclear graphic effects\nset [ghost v] effect to (50)\nset size to (50) %\nrepeat until <<(Hit) > [0]> or <(t) > [100]>>\n Move | Steps: (round (Speed)) If Hit Perfection: [2]\n set [speed v] to ((Speed) * (0.9))\n change [t v] by (1)\n change [ghost v] effect by (0.5)\n change size by (3)\nend\nif <(Hit) = [1]> then\n set [speed v] to ((Speed) * (0.1))\n repeat until <(t) > [100]>\n change [t v] by (2)\n change [ghost v] effect by (1)\n change [x v] by ((Sin) * (Speed))\n change [y v] by ((Cos) * (Speed))\n Position\n change size by (1)\n set [speed v] to ((Speed) * (0.9))\n if <touching (enemy ai v)?> then\n wait (0.01) seconds\n delete this clone\n end\n end\nend\nwait (0.01) seconds\ndelete this clone\n\ndefine Position\ngo to x: (round ((x) - (CamX))) y: (round ((y) - (CamY)))\n\n@Cloud\n\ndefine Init\ndelete all of [@players v]\ndelete all of [@ids v]\ndelete all of [@playeroffset v]\ndelete all of [#checkactive v]\ndelete all of [#checkvalue v]\ndelete all of [#cloudlist v]\ndelete all of [clouddata v]\nadd (join [=] (☁ Cloud1)) to [clouddata v]\nadd (join [=] (☁ Cloud2)) to [clouddata v]\nadd (join [=] (☁ Cloud3)) to [clouddata v]\nadd (join [=] (☁ Cloud4)) to [clouddata v]\nadd (join [=] (☁ Cloud5)) to [clouddata v]\nadd (join [=] (☁ Cloud6)) to [clouddata v]\nadd (join [=] (☁ Cloud7)) to [clouddata v]\nadd (join [=] (☁ Cloud8)) to [clouddata v]\nset [@id v] to (([floor v] of ((days since 2000) * (100000000)) ) mod (1000))\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [clouddata v])> then\n stop [this script v]\nend\nreplace item (id) of [clouddata v] with (var)\nDecode (var)\nif <<(item (2) of [decoded v]) = (username)> and <(item (5) of [decoded v]) = (@ID)>> then\n stop [this script v]\nend\nFind Player (item (2) of [decoded v]) (item (5) of [decoded v])\nif <(~i) = [0]> then\n set [~i v] to (item # of [] in [@players v])\n if <(~i) = [0]> then\n New Player\n else\n replace item (~i) of [@players v] with (item (2) of [decoded v])\n replace item (~i) of [@ids v] with (item (5) of [decoded v])\n end\nend\nset [~j v] to [1]\nrepeat (length of [decoded v])\n replace item ((((~i) - (1)) * (&MaxElements)) + (~j)) of [#cloudlist v] with (item (~j) of [decoded v])\n change [~j v] by (1)\nend\n\ndefine Read Cloud\nProcess Cloud [1] (join [=] (☁ Cloud1))\nProcess Cloud [2] (join [=] (☁ Cloud2))\nProcess Cloud [3] (join [=] (☁ Cloud3))\nProcess Cloud [4] (join [=] (☁ Cloud4))\nProcess Cloud [5] (join [=] (☁ Cloud5))\nProcess Cloud [6] (join [=] (☁ Cloud6))\nProcess Cloud [7] (join [=] (☁ Cloud7))\nProcess Cloud [8] (join [=] (☁ Cloud8))\n\ndefine Decode (clouddata)\ndelete all of [decoded v]\nset [~temp v] to []\nset [~i v] to [2]\nrepeat (((length of (clouddata)) - (1)) / (2))\n switch costume to (join (letter (~i) of (clouddata)) (letter ((~i) + (1)) of (clouddata)))\n if <(costume [number v]) = [1]> then\n add (~temp) to [decoded v]\n set [~temp v] to []\n else\n set [~temp v] to (join (~temp) (costume [name v]))\n end\n change [~i v] by (2)\nend\n\ndefine Encode\nset [~temp v] to []\nset [~i v] to [1]\nrepeat (length of [#playerlist v])\n set [~j v] to [1]\n repeat (length of (item (~i) of [#playerlist v]))\n switch costume to (letter (~j) of (item (~i) of [#playerlist v]))\n if <(costume [number v]) < [10]> then\n set [~temp v] to (join (~temp) (join [0] (costume [number v])))\n else\n set [~temp v] to (join (~temp) (costume [number v]))\n end\n change [~j v] by (1)\n end\n set [~temp v] to (join (~temp) [01])\n change [~i v] by (1)\nend\n\ndefine SaveToCloud (playerid)\nSavePlayer\nEncode\nif <(playerid) < [6]> then\n if <(playerid) < [3]> then\n if <(playerid) = [1]> then\n set [☁ cloud1 v] to (~temp)\n else\n set [☁ cloud2 v] to (~temp)\n end\n else\n if <(playerid) = [3]> then\n set [☁ cloud3 v] to (~temp)\n else\n if <(playerid) = [4]> then\n set [☁ cloud4 v] to (~temp)\n else\n set [☁ cloud5 v] to (~temp)\n end\n end\n end\nelse\n if <(playerid) < [8]> then\n if <(playerid) = [6]> then\n set [☁ cloud6 v] to (~temp)\n else\n set [☁ cloud7 v] to (~temp)\n end\n else\n if <(playerid) = [8]> then\n set [☁ cloud8 v] to (~temp)\n end\n end\nend\n\nwhen I receive [position v]\nif <(Mode) = [1]> then\n UpdatePlayersList [1]\n Read Cloud\n SaveToCloud (pick random (1) to (length of [clouddata v]))\n CountPlayers\n UpdatePlayersList [0]\nelse\n hide\nend\n\ndefine CountPlayers\nset [#playersonline v] to [1]\nset [~i v] to [1]\nrepeat (length of [@players v])\n if <(item (~i) of [#checkactive v]) = [1]> then\n change [#playersonline v] by (1)\n end\n change [~i v] by (1)\nend\nif <(#PlayersOnline) > [1]> then\n hide\nelse\n if <(username) = []> then\n switch costume to (log in v)\n else\n if <(☁ Online) = [0]> then\n switch costume to (new v)\n else\n switch costume to (alone v)\n end\n end\n show\nend\ngo to [front v] layer\nif <<(☁ Online) < [0]> and <not <(username) = [UrbanSkeleton]>>> then\n switch costume to (offline v)\n show\n stop [all v]\nend\nif <<not <(Version) = (☁ Online)>> and <(☁ Online) > [0]>> then\n switch costume to (update v)\n show\n stop [all v]\nend\n\nwhen I receive [init v]\nInit\n\ndefine UpdatePlayersList (first)\nif <(first) = [1]> then\n set [~c v] to [0]\n repeat (length of [@players v])\n if <not <<(item (((~c) * (&MaxElements)) + (2)) of [#cloudlist v]) = (username)> and <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = (@ID)>>> then\n if <(item ((~c) + (1)) of [@playeroffset v]) = [0]> then\n replace item ((~c) + (1)) of [#checkvalue v] with (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])\n end\n replace item ((~c) + (1)) of [@playeroffset v] with ((item ((~c) + (1)) of [@playeroffset v]) + (1))\n end\n change [~c v] by (1)\n end\nelse\n set [~c v] to [0]\n repeat (length of [@players v])\n if <not <<(item (((~c) * (&MaxElements)) + (2)) of [#cloudlist v]) = (username)> and <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = (@ID)>>> then\n if <<not <(item ((~c) + (1)) of [#checkvalue v]) = (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])>> or <(item ((~c) + (1)) of [@playeroffset v]) > [99]>> then\n if <<(item ((~c) + (1)) of [#checkvalue v]) = (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])> or <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = [X]>> then\n replace item ((~c) + (1)) of [#checkactive v] with [0]\n replace item ((~c) + (1)) of [@players v] with []\n replace item ((~c) + (1)) of [@ids v] with []\n else\n replace item ((~c) + (1)) of [#checkactive v] with [1]\n end\n replace item ((~c) + (1)) of [@playeroffset v] with [0]\n end\n end\n change [~c v] by (1)\n end\nend\n\ndefine EmptyCloud\nset [☁ cloud1 v] to []\nwait (0.1) seconds\nset [☁ cloud2 v] to []\nwait (0.1) seconds\nset [☁ cloud3 v] to []\nwait (0.1) seconds\nset [☁ cloud4 v] to []\nwait (0.1) seconds\nset [☁ cloud5 v] to []\nwait (0.1) seconds\nset [☁ cloud6 v] to []\nwait (0.1) seconds\nset [☁ cloud7 v] to []\nwait (0.1) seconds\nset [☁ cloud8 v] to []\n\ndefine SavePlayer\ndelete all of [#playerlist v]\nadd (~Tick) to [#playerlist v]\nadd (username) to [#playerlist v]\nadd (round ([x v] of [player v])) to [#playerlist v]\nadd (round ([y v] of [player v])) to [#playerlist v]\nadd (@ID) to [#playerlist v]\nadd (round ([direction v] of [player v])) to [#playerlist v]\nadd (item (1) of [shoot buffer v]) to [#playerlist v]\nadd (item (2) of [shoot buffer v]) to [#playerlist v]\nadd (item (3) of [shoot buffer v]) to [#playerlist v]\nadd (Health) to [#playerlist v]\nadd (Killed by) to [#playerlist v]\nadd ([saying v] of [chat v]) to [#playerlist v]\n\ndefine New Player\nadd (item (2) of [decoded v]) to [@players v]\nadd (item (5) of [decoded v]) to [@ids v]\nadd [0] to [@playeroffset v]\nadd [0] to [#checkactive v]\nadd [0] to [#checkvalue v]\nrepeat (&MaxElements)\n add [0] to [#cloudlist v]\nend\ncreate clone of (opponents v)\n\ndefine Find Player (name) (id)\nset [~i v] to [0]\nrepeat (length of [@players v])\n change [~i v] by (1)\n if <<(item (~i) of [@players v]) = (name)> and <(item (~i) of [@ids v]) = (id)>> then\n stop [this script v]\n end\nend\nset [~i v] to [0]\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nif <(Mode) = [1]> then\n set [last v] to [1]\n set [&maxelements v] to [12]\n set [version v] to [6]\n if <(username) = [UrbanSkeleton]> then\n wait (0.1) seconds\n set [☁ online v] to (Version)\n end\n if <(#PlayersOnline) > [0]> then\n replace item (5) of [#playerlist v] with [X]\n repeat (10)\n SaveToCloud (pick random (1) to (length of [clouddata v]))\n end\n end\n set [#playersonline v] to [0]\nend\n\nset [☁ online v] to [-1]\n\n@Opponents\n\nwhen I receive [position v]\nif <(Clone) > [0]> then\n if <not <(item ((((Clone) - (1)) * (&MaxElements)) + (2)) of [#cloudlist v]) = (username)>> then\n if <(Clone Type) = [P]> then\n if <(item (Clone) of [#checkactive v]) = [1]> then\n set size to (400) %\n change [x v] by (((item ((((Clone) - (1)) * (&MaxElements)) + (3)) of [#cloudlist v]) - (x)) / (4))\n change [y v] by (((item ((((Clone) - (1)) * (&MaxElements)) + (4)) of [#cloudlist v]) - (y)) / (4))\n Position\n if <<(round ((x) - (CamX))) = (x position)> and <(round ((y) - (CamY))) = (y position)>> then\n show\n set [username v] to (item ((((Clone) - (1)) * (&MaxElements)) + (2)) of [#cloudlist v])\n if <(item ((((Clone) - (1)) * (&MaxElements)) + (12)) of [#cloudlist v]) > [0]> then\n say (item (item ((((Clone) - (1)) * (&MaxElements)) + (12)) of [#cloudlist v]) of [chat v])\n else\n say (Username)\n end\n point in direction (item ((((Clone) - (1)) * (&MaxElements)) + (6)) of [#cloudlist v])\n set rotation style [all around v]\n if <(direction) > [0]> then\n switch costume to (weapon r v)\n else\n switch costume to (weapon l v)\n end\n set [clone type v] to [G]\n create clone of (_myself_ v)\n set [clone type v] to [P]\n switch costume to (player v)\n set rotation style [left-right v]\n if <(length of [shoot v]) = [0]> then\n add (item ((((Clone) - (1)) * (&MaxElements)) + (7)) of [#cloudlist v]) to [shoot v]\n add (item ((((Clone) - (1)) * (&MaxElements)) + (8)) of [#cloudlist v]) to [shoot v]\n add (item ((((Clone) - (1)) * (&MaxElements)) + (9)) of [#cloudlist v]) to [shoot v]\n end\n if <(item (1) of [shoot v]) = [1]> then\n set [speed v] to [40]\n set [clone type v] to [B]\n create clone of (_myself_ v)\n set [clone type v] to [P]\n broadcast (Test v)\n end\n delete (1) of [shoot v]\n Render HP Bar | Max Health: [150] Current Health: (item ((((Clone) - (1)) * (&MaxElements)) + (10)) of [#cloudlist v]) Size of Bar [5]\n if <(username) = (item ((((Clone) - (1)) * (&MaxElements)) + (11)) of [#cloudlist v])> then\n if <not <[kill block v] contains (Username)?>> then\n start sound [Death v]\n change [kills v] by (1)\n change [health v] by (50)\n change [overall kills v] by (1)\n add (Username) to [kill block v]\n end\n else\n delete (item # of (Username) in [kill block v]) of [kill block v]\n end\n show\n else\n hide\n end\n else\n hide\n end\n end\n end\nelse\n hide\nend\n\nwhen I receive [init v]\nset [clones v] to [0]\nset [clone v] to [0]\nset [clone type v] to [P]\n\nwhen I start as a clone\nif <(Clone Type) = [P]> then\n delete all of [shoot v]\n change [clones v] by (1)\n set [clone v] to (Clones)\nelse\n if <(Clone Type) = [B]> then\n start sound [Shoot v]\n switch costume to (radioactive v)\n set [sin v] to ([sin v] of (direction) )\n set [cos v] to ([cos v] of (direction) )\n change [x v] by ((Sin) * (30))\n change [y v] by ((Cos) * (30))\n show\n set [hit v] to [0]\n set [t v] to [0]\n clear graphic effects\n set [ghost v] effect to (50)\n set size to (50) %\n repeat until <<(Hit) > [0]> or <(t) > [100]>>\n Move | Steps: (round (Speed)) If Hit Perfection: [1]\n set [speed v] to ((Speed) * (0.9))\n change [t v] by (1)\n change [ghost v] effect by (0.5)\n change size by (3)\n if <<touching (player v)?> and <(Attacked) = [0]>> then\n change [health v] by (-1.5)\n set [attacked v] to [1]\n broadcast (Attacked v)\n if <(Health) < [0.1]> then\n set [killed by v] to (Username)\n broadcast (Killed v)\n end\n end\n end\n if <(Hit) = [1]> then\n set [speed v] to ((Speed) * (0.1))\n repeat until <(t) > [100]>\n change [t v] by (2)\n change [ghost v] effect by (1)\n change [x v] by ((Sin) * (Speed))\n change [y v] by ((Cos) * (Speed))\n Position\n change size by (1)\n set [speed v] to ((Speed) * (0.9))\n if <<touching (player v)?> and <(Attacked) = [0]>> then\n change [health v] by (-1.5)\n broadcast (Attacked v)\n set [@id v] to [0]\n if <(Health) < [0.1]> then\n set [killed by v] to (Username)\n broadcast (Killed v)\n end\n end\n end\n end\n delete this clone\n end\nend\n\nwhen I receive [check controls v]\nif <(Clone Type) = [G]> then\n delete this clone\nend\n\ndefine Move | Steps: (steps) If Hit Perfection: (perfection)\nswitch costume to (hit v)\nchange [x v] by ((Sin) * (steps))\nchange [y v] by ((Cos) * (steps))\nPosition\nif <<touching (_edge_ v)?> or <touching (tiles v)?>> then\n set [hit v] to [1]\n if <touching (_edge_ v)?> then\n change [hit v] by (1)\n end\n set [try v] to (steps)\n repeat (perfection)\n change [x v] by ((0) - ((Sin) * (try)))\n change [y v] by ((0) - ((Cos) * (try)))\n change [try v] by ((0) - ((steps) / (perfection)))\n change [x v] by ((Sin) * (try))\n change [y v] by ((Cos) * (try))\n Position\n if <not <<touching (_edge_ v)?> and <touching (tiles v)?>>> then\n change [x v] by ((Sin) * ((steps) / (perfection)))\n change [y v] by ((Cos) * ((steps) / (perfection)))\n Position\n switch costume to (radioactive v)\n stop [this script v]\n end\n end\nend\nswitch costume to (radioactive v)\n\ndefine Position\ngo to x: (round ((x) - (CamX))) y: (round ((y) - (CamY)))\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\ndefine Render HP Bar | Max Health: (max) Current Health: (health) Size of Bar (size)\nchange y by (30)\nchange x by (25)\nset pen color to (#a7a7a7)\nset pen size to ((size) + (2))\npen down\nchange x by (-50)\nset pen color to (#f30000)\nset pen (color v) to (((health) / (max)) * (30))\nset pen size to ((size) * (1.3))\nchange x by (((health) / (max)) * (50))\npen up\nPosition\n\nwhen I receive [killed v]\nwait (0.2) seconds\nset [killed by v] to []\n\n@Enemy AI\n\ndefine Reset Enemy\nset rotation style [left-right v]\nset [width v] to [15]\nset [height v] to [14]\nif <(pick random (1) to (2)) = [1]> then\n set [x v] to [812]\nelse\n set [x v] to [490]\nend\nset [y v] to [90]\nset [speedx v] to [0]\nset [speedy v] to [0]\nset [falling v] to [0]\nset [jumping v] to [0]\nset size to (400) %\nset [hp v] to [15]\n\ndefine Position\ngo to x: (round ((x) - (CamX))) y: (round ((y) - (CamY)))\n\ndefine Get List Pos | X: (x) Y: (y)\nset [enemyongridx v] to ([floor v] of ((x) / (32)) )\nset [enemyongridy v] to ([floor v] of ((y) / (32)) )\nset [enemylistpos v] to ((1) + ((EnemyOnGridY) + ((WorldY) * (EnemyOnGridX))))\nif <(EnemyOnGridY) < [0]> then\n set [enemylistpostiletype v] to []\nelse\n set [enemylistpostiletype v] to (item (EnemyListPos) of [single player level v])\nend\n\ndefine Fix Collision in Direction | DX: (dx) DY: (dy)\nset [fixdx v] to (dx)\nset [fixdy v] to (dy)\nset [solid v] to [0]\nFix Collision at Point | X: ((x) + (Width)) Y: ((y) + (Height))\nFix Collision at Point | X: (x) Y: ((y) + (Height))\nFix Collision at Point | X: ((x) - (Width)) Y: ((y) + (Height))\nFix Collision at Point | X: ((x) + (Width)) Y: ((y) - (Height))\nFix Collision at Point | X: (x) Y: ((y) - (Height))\nFix Collision at Point | X: ((x) - (Width)) Y: ((y) - (Height))\nFix Collision at Point | X: ((x) + (Width)) Y: (y)\nFix Collision at Point | X: (x) Y: (y)\nFix Collision at Point | X: ((x) - (Width)) Y: (y)\n\ndefine Fix Collision at Point | X: (x) Y: (y)\nGet List Pos | X: (x) Y: (y)\nset [current solid v] to [0]\nif <<(EnemyListPosTileType) > [1]> and <(EnemyListPosTileType) < [18]>> then\n set [solid v] to [1]\n set [current solid v] to [1]\n set [modx v] to ((x) mod (32))\n set [mody v] to ((y) mod (32))\n if <(FixDy) < [0]> then\n change [y v] by ((32) - (ModY))\n end\n if <(FixDx) < [0]> then\n change [x v] by ((32) - (ModX))\n end\n if <(FixDy) > [0]> then\n change [y v] by ((-0.01) - (ModY))\n end\n if <(FixDx) > [0]> then\n change [x v] by ((-0.01) - (ModX))\n end\nend\n\ndefine Handle Movement | MoveX: (x) MoveY: (y)\nset [walkkeypress v] to (x)\nset [speedx v] to (((SpeedX) * (0.6)) + ((WalkKeyPress) * (3.5)))\nif <([abs v] of (WalkKeyPress) ) > [0]> then\n point in direction ((WalkKeyPress) * (90))\nend\nchange [speedy v] by (-2)\nif <(SpeedY) < [-22]> then\n set [speedy v] to [-22]\nend\nif <<(y) > [0]> and <(Falling) < [3]>> then\n set [speedy v] to [17]\nend\n\ndefine Move Y\nchange [y v] by (SpeedY)\nchange [falling v] by (1)\nFix Collision in Direction | DX: [0] DY: (round (SpeedY))\nif <(Solid) > [0]> then\n if <(SpeedY) < [0]> then\n set [falling v] to [0]\n else\n set [jumping v] to [90]\n end\n set [speedy v] to [0]\nend\n\ndefine Move X\nchange [x v] by (SpeedX)\nFix Collision in Direction | DX: (round (SpeedX)) DY: [0]\nif <(Solid) > [0]> then\n set [speedx v] to [0]\nend\n\ndefine Paint Sprite\nPosition\nset [ghost v] effect to ((75) - ((HP) * (5)))\nif <<(round ((x) - (CamX))) = (x position)> and <(round ((y) - (CamY))) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Check Around Enemy\nif <(y) < [0]> then\n Reset Enemy\nend\n\nwhen I receive [reset v]\nif <(Mode) = [0]> then\n Reset Enemy\nend\n\nwhen I receive [init v]\nwait (5) seconds\nif <(Mode) = [0]> then\n forever\n set [jump? v] to [0]\n set [xdecision v] to [0]\n if <<(distance to [player v]) > [100]> or <(Falling) > [0]>> then\n if <([x v] of [player v]) > (x)> then\n set [xdecision v] to [1]\n else\n set [xdecision v] to [-1]\n end\n Handle Wall\n Handle Gap\n else\n point towards (player v)\n end\n Handle Movement | MoveX: (XDecision) MoveY: (Jump?)\n Move X\n Move Y\n end\nend\n\nwhen I receive [position v]\nif <(Mode) = [0]> then\n show\n Paint Sprite\n Check Around Enemy\n if <touching (bullet v)?> then\n change [hp v] by (-1)\n end\n if <(HP) < [1]> then\n change size by (25)\n change [ghost v] effect by (2)\n end\n if <(size) > [600]> then\n change [health v] by (10)\n change [kills v] by (1)\n start sound [Death v]\n Reset Enemy\n delete this clone\n end\nelse\n hide\nend\n\ndefine Handle Wall\nGet List Pos | X: ((x) + (((Width) + (1)) * (XDecision))) Y: ((y) - (1))\nif <<(EnemyListPosTileType) > [1]> and <(EnemyListPosTileType) < [18]>> then\n set [jump? v] to [1]\n set [speedy v] to [1]\n repeat until <(SpeedY) < [1]>\n Handle Movement | MoveX: (XDecision) MoveY: (Jump?)\n Move X\n Move Y\n end\n set [enemylistpostiletype v] to [1]\n repeat until <<(EnemyListPosTileType) > [1]> and <(EnemyListPosTileType) < [18]>>\n Handle Movement | MoveX: [0] MoveY: [0]\n Move X\n Move Y\n Get List Pos | X: (x) Y: (((y) - (Height)) - (1))\n end\n Get List Pos | X: ((x) + (((Width) + (1)) * (XDecision))) Y: ((y) - (-1))\n if <<(EnemyListPosTileType) > [1]> and <(EnemyListPosTileType) < [18]>> then\n set [xdecision v] to ((XDecision) * (-1))\n set [enemylistpostiletype v] to [1]\n set [ground v] to (y)\n repeat until <<(EnemyListPosTileType) > [1]> and <(EnemyListPosTileType) < [18]>>\n Handle Movement | MoveX: (XDecision) MoveY: [1]\n Move X\n Move Y\n Get List Pos | X: (x) Y: ((y) - ((Height) + ((y) - (Ground))))\n if <not <(y) > (Ground)>> then\n stop [this script v]\n end\n end\n set [enemylistpostiletype v] to [1]\n repeat until <<(EnemyListPosTileType) > [1]> and <(EnemyListPosTileType) < [18]>>\n Handle Movement | MoveX: [0] MoveY: [1]\n Move X\n Move Y\n Get List Pos | X: (x) Y: ((y) - ((Height) + (1)))\n end\n end\n set [xdecision v] to ((XDecision) * (-1))\n repeat (3)\n Handle Movement | MoveX: (XDecision) MoveY: [0]\n Move X\n Move Y\n end\nend\n\ndefine Handle Gap\nGet List Pos | X: ((x) + ((Width) * (XDecision))) Y: ((y) - ((Height) + (1)))\nset [ground v] to (y)\nif <not <<(EnemyListPosTileType) > [1]> and <(EnemyListPosTileType) < [18]>>> then\n set [jump? v] to [1]\nend\n\nwhen I receive [quit v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nReset Enemy\nif <(Mode) = [0]> then\n forever\n set [jump? v] to [0]\n set [xdecision v] to [0]\n if <<(distance to [player v]) > [5]> or <(Falling) > [0]>> then\n if <([x v] of [player v]) > (x)> then\n set [xdecision v] to [1]\n else\n set [xdecision v] to [-1]\n end\n Handle Wall\n Handle Gap\n else\n point towards (player v)\n end\n Handle Movement | MoveX: (XDecision) MoveY: (Jump?)\n Move X\n Move Y\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Tiles\n\ndefine Setup\nshow\nset [selfindex v] to [1]\nset [selfx v] to [16]\nrepeat (TileCountX)\n set [selfy v] to [16]\n repeat (TileCountY)\n set [selftype v] to (pick random (1) to (3))\n create clone of (_myself_ v)\n change [selfy v] by (32)\n change [selfindex v] by (1)\n end\n change [selfx v] by (32)\n change [selfindex v] by ((WorldY) - (TileCountY))\nend\nhide\nset [selfindex v] to []\n\ndefine Position\nif <(SelfIndex) = []> then\n Editor Brush\nelse\n switch costume to (big v)\n if <([abs v] of ((SelfX) - (CamX)) ) > ((TileCountX) * (16))> then\n if <(SelfX) < (CamX)> then\n Loop Tile X | Skip: (TileCountX)\n else\n Loop Tile X | Skip: ((TileCountX) * (-1))\n end\n end\n if <([abs v] of ((SelfY) - (CamY)) ) > ((TileCountY) * (16))> then\n if <(SelfY) < (CamY)> then\n Loop Tile Y | Skip (TileCountY)\n else\n Loop Tile Y | Skip ((TileCountY) * (-1))\n end\n end\n if <(Mode) = [1]> then\n set [selftype v] to (item (SelfIndex) of [multiplayer level v])\n else\n set [selftype v] to (item (SelfIndex) of [single player level v])\n end\nend\ngo to x: ((SelfX) - (CamX)) y: ((SelfY) - (CamY))\nif <(SelfType) < [1]> then\n set [selftype v] to [1]\nend\nswitch costume to (SelfType)\n\nwhen I receive [position v]\nPosition\n\ndefine Loop Tile X | Skip: (skip)\nchange [selfx v] by ((skip) * (32))\nchange [selfindex v] by ((skip) * (WorldY))\n\ndefine Loop Tile Y | Skip (skip)\nchange [selfy v] by ((skip) * (32))\nchange [selfindex v] by (skip)\n\nwhen I receive [clone level tiles v]\nset size to (405) %\ngo to x: (0) y: (0)\npoint in direction (90)\nset [tilecountx v] to [16]\nset [tilecounty v] to [13]\nSetup\n\ndefine Editor Brush\nif <<mouse down?> or <(Editor) < [1]>> then\n hide\n stop [this script v]\nend\nset [selfx v] to (((32) * ([editorongridx v] of [editor v])) + (16))\nset [selfy v] to (((32) * ([editorongridy v] of [editor v])) + (16))\nset [selftype v] to ([selectedbrush v] of [editor v])\nset [ghost v] effect to (20)\nshow\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\n@Toxic Rise\n\nwhen flag clicked\nhide\n\nwhen I receive [position v]\nif <(Mode) = [1]> then\n set [rise v] to ((([cos v] of ((days since 2000) * (80000)) ) * (300)) + (10))\n go to x: (0) y: (((Rise) + (([cos v] of ((days since 2000) * (9600000)) ) * (15))) - (CamY))\n show\nelse\n hide\nend\n\n@Menu\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nMenu\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n erase all\n go to x: (0) y: (-100)\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\nend\nstart sound [Wood Tap v]\nbroadcast (Close Menu v)\n\ndefine Menu\ngo to x: (0) y: (0)\nswitch costume to (select 1 v)\nshow\nrepeat (6)\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (play v)\n\nwhen I receive [generate level v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [Selector]> then\n change y by ((((Mode) * (50)) - (y position)) / (5))\n set x to (0)\n else\n if <(costume [name v]) = [Select 1]> then\n go to x: (0) y: (0)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mode v] to [0]\n end\n else\n if <(costume [name v]) = [Select 2]> then\n go to x: (0) y: (50)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mode v] to [1]\n end\n else\n if <(costume [name v]) = [BG]> then\n go to x: (0) y: (([cos v] of ((timer) * (60)) ) * (10))\n go to [front v] layer\n else\n if <(costume [name v]) = [Smoker]> then\n if <(pick random (1) to (10)) = [10]> then\n go to x: (pick random (-230) to (230)) y: (-500)\n set size to (pick random (10) to (50)) %\n switch costume to (smoke v)\n create clone of (_myself_ v)\n switch costume to (smoker v)\n end\n else\n if <(costume [name v]) = [Smoke]> then\n set [ghost v] effect to ((((y position) + (180)) / (8)) + (60))\n set [brightness v] effect to (-10)\n change size by (0.25)\n change y by ((size) / (100))\n change x by ([cos v] of ((y position) * (5)) )\n if <(y position) > [150]> then\n delete this clone\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Fade\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ngo to x: (0) y: (0)\nclear graphic effects\nshow\ngo to [front v] layer\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n go to [front v] layer\nend\n\nwhen I receive [quit v]\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [menu v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n go to [front v] layer\nend\n\n@Editor\n\ndefine Generate Level\nif <(Mode) = [1]> then\n delete all of [multiplayer level v]\nelse\n delete all of [single player level v]\nend\nset [worldx v] to [40]\nset [worldy v] to [30]\nAdd Wall Column | Type: [2]\nrepeat ((WorldX) - (2))\n Add Boxed Column | Type: [2]\nend\nAdd Wall Column | Type: [2]\n\ndefine Add Wall Column | Type: (type)\nif <(Mode) = [1]> then\n repeat (WorldY)\n add (type) to [multiplayer level v]\n end\nelse\n repeat (WorldY)\n add (type) to [single player level v]\n end\nend\n\ndefine Add Boxed Column | Type: (type)\nif <(Mode) = [1]> then\n add (type) to [multiplayer level v]\n repeat ((WorldY) - (2))\n add [1] to [multiplayer level v]\n end\n add (type) to [multiplayer level v]\nelse\n add (type) to [single player level v]\n repeat ((WorldY) - (2))\n add [1] to [single player level v]\n end\n add (type) to [single player level v]\nend\n\nwhen I receive [generate level v]\nset [editor v] to [0]\nset [selectedbrush v] to [4]\nset [editorbrush v] to [0]\nif <(Mode) = [1]> then\n if <(length of [multiplayer level v]) = [0]> then\n Generate Level\n end\nelse\n if <(length of [single player level v]) = [0]> then\n Generate Level\n end\nend\n\nwhen I receive [move player v]\nif <(Editor) < [1]> then\n stop [this script v]\nend\nGet List Pos | X: ((mouse x) + (CamX)) Y: ((mouse y) + (CamY))\nif <not <mouse down?>> then\n set [editorbrush v] to [0]\n stop [this script v]\nend\nif <(EditorBrush) = [0]> then\n if <(EditorListPosTileType) = (SelectedBrush)> then\n set [editorbrush v] to [1]\n else\n set [editorbrush v] to (SelectedBrush)\n end\nend\nif <(Mode) = [1]> then\n replace item (EditorListPos) of [multiplayer level v] with (EditorBrush)\nelse\n replace item (EditorListPos) of [single player level v] with (EditorBrush)\nend\n\ndefine Get List Pos | X: (x) Y: (y)\nset [editorongridx v] to ([floor v] of ((x) / (32)) )\nset [editorongridy v] to ([floor v] of ((y) / (32)) )\nset [editorlistpos v] to ((1) + ((EditorOnGridY) + ((WorldY) * (EditorOnGridX))))\nif <(Mode) = [1]> then\n set [editorlistpostiletype v] to (item (EditorListPos) of [multiplayer level v])\nelse\n set [editorlistpostiletype v] to (item (EditorListPos) of [single player level v])\nend\n\nwhen [1 v] key pressed\nNext Brush | Catigory: [1]\n\nwhen [2 v] key pressed\nNext Brush | Catigory: [2]\n\nwhen [3 v] key pressed\nNext Brush | Catigory: [3]\n\nwhen [0 v] key pressed\nif <(username) = [UrbanSkeleton]> then\n if <(Editor) > [0]> then\n set [editor v] to [0]\n else\n set [editor v] to [1]\n end\nend\n\ndefine Next Brush | Catigory: (category)\nrepeat (length of [tile key map v])\n if <(SelectedBrush) < (length of [tile key map v])> then\n change [selectedbrush v] by (1)\n else\n set [selectedbrush v] to [1]\n end\n if <(item (SelectedBrush) of [tile key map v]) = (category)> then\n stop [this script v]\n end\nend\n\nwhen [e v] key pressed\nset [selectedbrush v] to (EditorListPosTileType)\n\nwhen [4 v] key pressed\nNext Brush | Catigory: [4]\n\n@Controls\n\nwhen I receive [check controls v]\nset [attacked v] to [0]\nset [left v] to <<key (left arrow v) pressed?> or <key (a v) pressed?>>\nset [right v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nset [up v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nset [down v] to <<key (down arrow v) pressed?> or <key (s v) pressed?>>\nset [xaxis v] to ((Right) - (Left))\nset [yaxis v] to ((Up) - (Down))\n\n@Screen\n\nwhen I receive [position v]\nSetup String | String: (join [k] (Kills)) | At | X: [-200] Y: [150]\nif <(Kills) > (☁ Record)> then\n set [☁ record v] to (Kills)\nend\nif <(Mode) = [0]> then\n Setup String | String: (join [c] (☁ Record)) | At | X: ((220) - ((length of (join [c] (☁ Record))) * (13))) Y: [150]\nelse\n Setup String | String: (join [p] (#PlayersOnline)) | At | X: ((220) - ((length of (#PlayersOnline)) * (13))) Y: [150]\nend\nshow\ngo to x: (0) y: (0)\nif <<<(Last Rise) > (Rise)> or <(Rise) < [0]>> or <(Mode) = [0]>> then\n switch costume to (join [Screen ] (Mode))\nelse\n switch costume to (screen + warning v)\nend\nset [last rise v] to (Rise)\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nforever\n if <(Mode) = [1]> then\n Setup String | String: (join [o] (Overall Kills)) | At | X: [50] Y: [150]\n else\n Setup String | String: (join [c] (☁ Record)) | At | X: [0] Y: [150]\n end\nend\n\ndefine Setup String | String: (s) | At | X: (x) Y: (y)\nshow\nswitch costume to (join [s] (letter (1) of (s)))\ngo to x: (x) y: (y)\nset [# v] to [1]\nrepeat (length of (s))\n create clone of (_myself_ v)\n change [# v] by (1)\n change x by (13)\n switch costume to (join [s] (letter (#) of (s)))\nend\nhide\n\nwhen I start as a clone\nset size to (100) %\nshow\nwait (0) seconds\ndelete this clone\n\nwhen I receive [close menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [attacked v]\nswitch costume to (attacked v)\ncreate clone of (_myself_ v)\nswitch costume to (screen 1 v)\n\n@Particles\n\nwhen I receive [green flag v]\nhide\nset [clone v] to [0]\n\nwhen I receive [position v]\nif <(Clone) = [0 ]> then\n if <(pick random (1) to (50)) = [50]> then\n set [x v] to ((CamX) + (pick random (-500) to (500)))\n set [y v] to ((-215) + (CamY))\n create clone of (_myself_ v)\n end\n hide\nend\n\nwhen I start as a clone\nclear graphic effects\nset [ghost v] effect to (90)\nset [clone v] to [1]\nset size to (pick random (70) to (100)) %\nrepeat (315)\n go to x: ((((((X) - (CamX)) * (0.9)) + (240)) mod (480)) - (240)) y: ((((((Y) - (CamY)) * (0.9)) + (180)) mod (360)) - (180))\n change [y v] by (2)\n show\n go to [back v] layer\nend\ndelete this clone\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\n@Chat\n\nwhen I receive [position v]\nif <(Chat Timer) > [150]> then\n set [saying v] to [0]\nend\nchange [chat timer v] by (1)\nif <(Mode) = [1]> then\n show\n if <key (t v) pressed?> then\n if <(TBlock) = [0]> then\n set [chat v] to (((Chat) + (1)) mod (2))\n end\n set [tblock v] to [1]\n else\n set [tblock v] to [0]\n end\n if <(Chat) = [1]> then\n change x by (((0) - (x position)) / (5))\n change [ghost v] effect by (-10)\n if <key (1 v) pressed?> then\n set [saying v] to [1]\n set [chat v] to [0]\n set [chat timer v] to [0]\n end\n if <key (2 v) pressed?> then\n set [saying v] to [2]\n set [chat v] to [0]\n set [chat timer v] to [0]\n end\n if <key (3 v) pressed?> then\n set [saying v] to [3]\n set [chat v] to [0]\n set [chat timer v] to [0]\n set [chat timer v] to [0]\n end\n if <key (4 v) pressed?> then\n set [saying v] to [4]\n set [chat v] to [0]\n set [chat timer v] to [0]\n end\n if <key (5 v) pressed?> then\n set [saying v] to [5]\n set [chat v] to [0]\n set [chat timer v] to [0]\n end\n if <key (6 v) pressed?> then\n set [saying v] to [6]\n set [chat v] to [0]\n set [chat timer v] to [0]\n end\n if <key (7 v) pressed?> then\n set [saying v] to [7]\n set [chat v] to [0]\n set [chat timer v] to [0]\n end\n if <key (8 v) pressed?> then\n set [saying v] to [8]\n set [chat v] to [0]\n set [chat timer v] to [0]\n end\n if <key (9 v) pressed?> then\n set [saying v] to [9]\n set [chat v] to [0]\n set [chat timer v] to [0]\n end\n else\n change x by (((-300) - (x position)) / (5))\n change [ghost v] effect by (10)\n end\nelse\n hide\nend\ngo to [front v] layer\n\nwhen flag clicked\nhide\nset [chat v] to [0]\nset [tblock v] to [0]\n\n@Intro\n\nwhen flag clicked\nerase all\nif <(Intro) = [1]> then\n wait (1) seconds\n reset timer\n show\n switch costume to (logo v)\n start sound [Intro Sound v]\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (0)\n Clone ID: [BG]\n wait until <(timer) > [4]>\n hide\n set [intro v] to [0]\nend\n\ndefine Clone ID: (id)\nset [clondid v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ClondID) = [BG]> then\n switch costume to (bg v)\n go to [back v] layer\n clear graphic effects\n set [brightness v] effect to (80)\n repeat (60)\n set [brightness v] effect to (pick random (80) to (82))\n end\n repeat (100)\n change [brightness v] effect by (-1.25)\n end\n wait until <(timer) > [6]>\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\ndelete this clone\n\n@TN\n\nwhen flag clicked\nforever\n set [t v] to (timer)\n hide\nend\n\nwhen [timer v] > (t)\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n
Meltdown 2 is out!\nhttps://scratch.mit.edu/projects/942325592\n\n        @UrbanSkeleton Presents...\n\n          -- MELTDOWN --\nAbout: \n This project was made for @Coolbe22 's 2.5K Game Contest. This game has 2 modes: Singleplayer and Multiplayer. On Singleplayer, you fight against red monster things (There AI is completely Human Like) that spawn at random with an avg of 1 monster per 15 seconds. On Multiplayer, you fight in an Arena against other players, trying to get as many kills as possible.\n\n    ⚠️⚠️ MOBILE NOT SUPPORTED ⚠️⚠️\n⚠️⚠️ ALL MULTIPLAYER LAG IS BECAUSE OF SLOW         CLOUD VARIABLES ⚠️⚠️\n  ⚠️⚠️ NEW SCRATCHERS CAN'T PLAY ⚠️⚠️\n   ⚠️⚠️ ALL ADS WILL BE REPORTED ⚠️⚠️\n\nInstructions:\n - WASD/Arrow keys to move\n - Space to shoot\n - T to open chat\n - 1, 2 ... 8, 9 to use chat options\n - Q to quit the game\n - On Multiplayer, avoid radiation rise, and attack\n  other players!\n - On Singleplayer, attack the red monsters, and don't\n  let them come close!\n\nFeatures:\n - Multiplayer and Singleplayer modes\n - Radiation that rises once in a while\n - An awesome level!\n - Infinite Multiplayer!\n - Absolutely flawless AI!\nDon't believe me? Try it out!\n\nCredits:\n - @Griffpatch for the tile based platformer tutorials\n - @Xshrunk for the multiplayer engine\n - @KIKOKO_ for some of the vectors (Waste Barrel)\n - AI made by me\n - All other coding + art by me\n - Music - Xtrullor - Supernova\n\nEnjoy!\n\n\nWow this is my first project that got 1000 views!\n\n\n\n\n\n\n\n\n\n\n\nTags:\n#all #games #nuclear #cloud #toxic #meltdown #tiled #epic #ebic #epik #epick #ebik #ebick #contestentry #ai #noice
In The Dark | Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [bbe7b7e1cf139bf v] until done\nend\n\n@игрок\n\nwhen flag clicked\nset size to (100) %\nforever\n if <<touching (шипы v)?> or <touching (спрайт 3 v)?>> then\n set [x v] to [20]\n set [y v] to [15]\n end\n if <<touching (шипы v)?> or <touching (спрайт 3 v)?>> then\n set [x v] to [-20]\n set [y v] to [15]\n end\n if <<touching (шипы v)?> or <touching (спрайт 3 v)?>> then\n set [y v] to [17]\n end\nend\n\nwhen [s v] key pressed\nchange [уровень v] by (1)\nwait (0.1) seconds\ngo to x: (-207) y: (103)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen [r v] key pressed\ngo to x: (-207) y: (103)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nswitch backdrop to (фон 1 v)\nset rotation style [left-right v]\ngo to x: (-207) y: (103)\nset [x v] to [0]\nset [y v] to [0]\nshow\nwait (.1) seconds\nforever\n if <<touching (шипы v)?> or <touching (спрайт 3 v)?>> then\n go to x: (-207) y: (103)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(x position) > [228]> then\n change [уровень v] by (1)\n wait (0.1) seconds\n go to x: (-207) y: (103)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(y position) < [-170]> then\n go to x: (-207) y: (103)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [x v] by (1)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <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 (локация v)?> then\n change y by (1)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <mouse down?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change [y v] by (-.6)\n change y by (y)\n if <touching (локация v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (локация v)?> then\n if <<<mouse down?> and <(mouse y) > (y position)>> or <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n end\n change y by (1)\nend\n\n@Спрайт 1\n\nwhen flag clicked\nforever\n go to (игрок v)\nend\n\n@локация\n\nwhen flag clicked\nset [уровень v] to [1]\nforever\n if <(уровень) = [1]> then\n switch costume to (левел 1 v)\n end\n if <(уровень) = [2]> then\n switch costume to (левел 2 v)\n end\n if <(уровень) = [3]> then\n switch costume to (левел 3 v)\n end\n if <(уровень) = [4]> then\n switch costume to (левел 4 v)\n end\n if <(уровень) = [5]> then\n switch costume to (левел 5 v)\n end\n if <(уровень) = [6]> then\n switch costume to (левел 6 v)\n end\n if <(уровень) = [7]> then\n switch costume to (левел 7 v)\n end\n if <(уровень) = [8]> then\n switch costume to (левел 8 v)\n end\n if <(уровень) = [9]> then\n switch costume to (левел 9 v)\n end\n if <(уровень) = [10]> then\n switch costume to (левел 10 v)\n end\nend\n\n@шипы\n\nwhen flag clicked\nforever\n if <(уровень) = [1]> then\n hide\n end\n if <(уровень) = [2]> then\n hide\n end\n if <(уровень) = [3]> then\n wait (1) seconds\n switch costume to (костюм 1 v)\n show\n end\n if <(уровень) = [4]> then\n switch costume to (костюм 2 v)\n show\n end\n if <(уровень) = [5]> then\n hide\n end\n if <(уровень) = [6]> then\n hide\n end\n if <(уровень) = [7]> then\n switch costume to (костюм 3 v)\n show\n end\n if <(уровень) = [8]> then\n switch costume to (костюм 4 v)\n show\n end\n if <(уровень) = [9]> then\n hide\n end\n if <(уровень) = [10]> then\n hide\n end\nend\n\n@Спрайт 2\n\nwhen flag clicked\nhide\nforever\n if <(уровень) = [5]> then\n go to x: (pick random (3) to (236)) y: (-138)\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\nend\n\nwhen I start as a clone\nshow\nrepeat (30)\n change y by (5)\nend\ndelete this clone\n\n@Спрайт 3\n\nwhen flag clicked\nhide\nforever\n if <(уровень) = [5]> then\n show\n end\n if <(уровень) = [6]> then\n hide\n end\nend\n\n@fdfnfhrf\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n
Управление: Стрелки, R рестарт, S, скип уровня\nСорри если есть баги(((\nЯ В ИССЛЕДУЙ!!!!!\n
Monochrome Platformer
@Stage\n\n@player\n\nwhen flag clicked\nset [stage v] to [1]\nbroadcast (next v)\nswitch costume to (plat v)\n初期\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <(x position) < [-215]> then\n change x by ((x) * (-1))\n set [x v] to [0]\n else\n if <<[215] < (x position)> and <(stage) = [13]>> then\n change x by ((x) * (-1))\n set [x v] to [0]\n else\n if <<touching color (#000000)?> or <touching color (#6aff00)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#6aff00)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#6aff00)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#6aff00)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#6aff00)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#6aff00)?>> 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 <<[-45] < (mouse y)> and <mouse down?>>> then\n if <(x) > [0]> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[-45] < (mouse y)> and <mouse down?>>> then\n if <<touching color (#000000)?> or <touching color (#6aff00)?>> then\n set [y v] to [15]\n end\n end\n change y by (y)\n change [y v] by (-1)\n if <<touching color (#000000)?> or <touching color (#6aff00)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <touching color (#0e0e0e)?> then\n reset\n end\n if <(y position) < [-180]> then\n reset\n end\n if <(x position) > [210]> then\n if <(stage) = [13]> then\n end\n if <(stage) = [13]> then\n switch costume to (plat4 v)\n change [color v] effect by (1)\n end\nend\n\nwhen flag clicked\nset [stage v] to [1]\nreset\n\ndefine reset\nbroadcast (リフト初期化 v)\ngo to x: (-205) y: (90)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nset size to (35) %\npoint in direction (90)\n\nwhen I receive [end v]\nreset\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(stage) = [13]> then\n wait (2) seconds\n forever\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\n else\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\nend\n\nwhen I start as a clone\nif <(stage) = [13]> then\n switch costume to (plat3 v)\n set [color v] effect to (pick random (1) to (100))\n set [brightness v] effect to (10)\nelse\n switch costume to (plat2 v)\n set [color v] effect to (0)\n set [brightness v] effect to (0)\nend\nset [ghost v] effect to (5)\nset size to (35) %\nshow\nrepeat (10)\n change size by (-4)\n change [ghost v] effect by (8)\n wait (0.01) seconds\nend\ndelete this clone\n\n@lift\n\nwhen flag clicked\nhide\n\nwhen I receive [リフト初期化 v]\nwait (0.12) seconds\ngo [forward v] (1) layers\nset [lift reset v] to [0]\nwait () seconds\nset [lift reset v] to [1]\nif <(stage) = [9]> then\n wait until <not <<(stage) = [9]> or <(stage) = [1]>>>\n hide\nelse\n if <(stage) = [10]> then\n wait until <not <<(stage) = [10]> or <(stage) = [1]>>>\n hide\n else\n if <(stage) = [12]> then\n wait until <not <<(stage) = [12]> or <(stage) = [1]>>>\n hide\n else\n hide\n end\n end\nend\n\nwhen I receive [リフト初期化 v]\nhide\nwait (0.13) seconds\nif <(stage) = [9]> then\n show\n repeat until <not <(stage) = [9]>>\n set x to (-100)\n repeat (60)\n change x by (3)\n end\n wait (0.1) seconds\n repeat (60)\n change x by (-3)\n end\n wait (0.1) seconds\n end\nelse\n if <(stage) = [10]> then\n show\n set x to (-100)\n repeat until <not <(stage) = [10]>>\n repeat (140)\n change x by (1.5)\n end\n wait (0.1) seconds\n repeat (140)\n change x by (-1.5)\n end\n wait (0.1) seconds\n end\n else\n repeat until <not <(stage) = [12]>>\n show\n set x to (-100)\n repeat (140)\n change x by (1.5)\n end\n wait (0.1) seconds\n repeat (140)\n change x by (-1.5)\n end\n wait (0.1) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(stage) = [9]> then\n show\n set y to ((-35) - (([y position v] of [player v]) / (4)))\n else\n if <(stage) = [10]> then\n show\n set y to ((-125) - (([y position v] of [player v]) / (4)))\n else\n if <(stage) = [12]> then\n show\n set y to ((-125) - (([y position v] of [player v]) / (4)))\n else\n hide\n end\n end\n end\nend\n\n@end\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: () y: ()\nshow\nset [brightness v] effect to (0)\nforever\n if <(stage) = [13]> then\n wait (2) seconds\n forever\n show\n set [brightness v] effect to (8)\n set x to (0)\n if <not <[-29] < ([y position v] of [player v])>> then\n set y to (0)\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n point in direction ((([cos v] of ((timer) * (300)) ) * (8)) + (90))\n set size to ((90) + (([cos v] of ((timer) * (600)) ) * (15))) %\nend\n\n@cabar\n\nwhen flag clicked\ngo to x: () y: ()\nshow\nwait (1) seconds\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nforever\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@ground\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n go to x: (0) y: (() - (([y position v] of [player v]) / (8)))\n if <(stage) = [13]> then\n wait (2) seconds\n forever\n switch costume to (コスチューム2 v)\n go to x: (0) y: (() - (([y position v] of [player v]) / (8)))\n end\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [spectre by Alan walker v] until done\n wait (5) seconds\nend\n\nset [stage v] to [12]\n\n@Back\n\nwhen flag clicked\nhide\nforever\n if <(stage) = [13]> then\n wait (2) seconds\n forever\n wait (0.3) seconds\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n else\n wait (0.3) seconds\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [forward v] (1) layers\nset [ghost v] effect to (50)\ngo to x: (pick random (-200) to (200)) y: (-180)\nset size to (pick random (15) to (25)) %\nshow\nset [ghost v] effect to (0)\nif <(stage) = [13]> then\n change [color v] effect by (pick random (1) to (100))\n switch costume to (コスチューム2 v)\n set [brightness v] effect to (10)\nelse\n set [brightness v] effect to (0)\n switch costume to (コスチューム1 v)\nend\nif <(pick random (1) to (2)) = [1]> then\n repeat until <[175] < (y position)>\n change y by (10)\n turn right (8) degrees\n change [ghost v] effect by (2.8)\n end\nelse\n repeat until <[175] < (y position)>\n change y by (10)\n turn right (-8) degrees\n change [ghost v] effect by (2.8)\n end\nend\ndelete this clone\n\n@演出\n\nwhen flag clicked\nhide\nset [stage v] to [1]\nwait until <(stage) = [13]>\nbroadcast (演出 v)\n\nwhen I receive [演出 v]\ngo [forward v] (3) layers\ngo to x: (0) y: (0)\nset [brightness v] effect to (-100)\nset [color v] effect to (0)\nset [48 v] to [0]\nrepeat (12)\n wait (0.05) seconds\n change [48 v] by (1)\n create clone of (_myself_ v)\n change [brightness v] effect by (10)\nend\nrepeat (12)\n wait (0.05) seconds\n change [48 v] by (1)\n create clone of (_myself_ v)\n change [color v] effect by (10)\nend\n\nwhen I start as a clone\nshow\nset size to (50) %\nrepeat (20)\n switch costume to (コスチューム2 v)\n set size to ((size) * (1.2)) %\n switch costume to (コスチューム1 v)\nend\nif <(48) = [24]> then\n wait (0.2) seconds\n broadcast (end v)\n repeat (10)\n switch costume to (コスチューム2 v)\n set size to ((size) * (0.7)) %\n switch costume to (コスチューム1 v)\n end\n repeat (10)\n change size by (-10)\n end\nend\ndelete this clone\n\nset [stage v] to [12]\n\n@stage\n\nwhen flag clicked\ngo to x: () y: ()\nset [brightness v] effect to (0)\nclear graphic effects\nforever\n go to x: (0) y: ((-30) - (([y position v] of [player v]) / (4)))\nend\n\nwhen I receive [next v]\nwait (0.2) seconds\nif <(stage) = [13]> then\n wait (2) seconds\n forever\n switch costume to (stage)\n end\nelse\n switch costume to (stage)\nend\n\n@sun\n\nwhen I receive [演出 v]\ngo to x: (-220) y: (155)\nwait (2) seconds\nshow\nforever\n set size to ((90) + (([cos v] of ((timer) * (600)) ) * (3))) %\nend\n\nwhen flag clicked\nhide\n\n@Hide\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nif <(stage) = [13]> then\nelse\n go to x: (500) y: (0)\n go [forward v] (1) layers\n set [ghost v] effect to (0)\n show\n glide (0.1) secs to x: (0) y: (0)\n repeat (10)\n point in direction ((([cos v] of ((timer) * (300)) ) * (15)) + (90))\n change x by (-1)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\n
-----------------日本語の説明は下にあります---------------\n\nDefficulty:Easy~Normal\nMobile compatible.\n☆How to Play☆\n ・WASD key\n〇Move with ・Arrow key\n ・Swipe\n☆Hi!☆\nHi, this is Arcade_Creator0123.\nI'm translating with Google Translate, so I'm sorry if my English goes wrong.I tried moving the stage with a platformer for the first time, how was it?But only when the character jumps.(lol)\n----------------------ここから日本語-----------------------------\n\n難易度:Easy~Normal\nモバイル対応\n☆操作☆\nWASDキーか矢印キーかスワイプ\n\n☆ハロー!☆\nどうもArcade_Creator0123です。\nモノクロをテーマにプラットフォーマーを作って\nみましたけどいろんなことに挑戦できて楽しかったです。というか普段ゲーム作ってないんだよなぁ。
LITERALLY NO SOUND PLATFORMER
@Stage\n\n@Sprite3\n\nwhen I receive [message4 v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [message2 v]\ngo to [front v] layer\nset size to (25) %\nswitch costume to (costume1 v)\ngo to x: (-219) y: (-100)\npoint in direction (90)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n start sound [next lvl v]\n point in direction (90)\n go to x: (-219) y: (-158)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (message3 v)\n end\n if <touching color (#ff0000)?> then\n switch costume to (costume2 v)\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n point in direction (90)\n go to x: (-219) y: (-158)\n set [yv v] to [0]\n set [xv v] to [0]\n clear graphic effects\n switch costume to (costume1 v)\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n if <key (down arrow v) pressed?> then\n set [yv v] to [-5]\n else\n set [yv v] to [-1]\n end\n end\n end\n if <touching color (#003fff)?> then\n start sound [jump v]\n set [yv v] to [15]\n end\nend\n\nwhen I receive [message2 v]\nforever\n if <key (r v) pressed?> then\n switch costume to (costume1 v)\n go to x: (-219) y: (-100)\n point in direction (90)\n set [xv v] to [0]\n set [yv v] to [0]\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [message2 v]\nshow\n\nwhen I receive [message3 v]\nnext costume\nbroadcast (message2 v)\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen this sprite clicked\nbroadcast (message2 v)\nhide\n\n
i think it speaks for itself\n\nbruh i just changed one thing and its already popular
Escape The Skyblock Platformer #all #games
@Stage\n\n@Sprite2\n\n@Player \n\nwhen flag clicked\ngo to x: (-215) y: (-70)\nset [level v] to [1]\nshow variable [level v]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nshow\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <<touching (skyblock v)?> or <touching (uh the words? v)?>> then\n change y by (1)\n if <<touching (skyblock v)?> or <touching (uh the words? v)?>> then\n change y by (1)\n if <<touching (skyblock v)?> or <touching (uh the words? v)?>> then\n change y by (1)\n if <<touching (skyblock v)?> or <touching (uh the words? v)?>> then\n change y by (1)\n if <<touching (skyblock v)?> or <touching (uh the words? v)?>> then\n change x by ((X) * (-1))\n change y by (-4)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <<touching (skyblock v)?> or <touching (uh the words? v)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (skyblock v)?> or <touching (uh the words? v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <(x position) = [418]> then\n broadcast (next level v)\n go to x: (-45) y: (-70)\n end\n if <(y position) < [-178]> then\n go to x: (-215) y: (-70)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n go to x: (-45) y: (-70)\n end\n if <touching (spikes v)?> then\n go to x: (-45) y: (-70)\n end\n if <touching (evil red men 1 v)?> then\n go to x: (-45) y: (-70)\n end\n if <touching (evil red men 1 2 v)?> then\n go to x: (-45) y: (-70)\n end\n if <touching (evil red men 1 3 v)?> then\n go to x: (-45) y: (-70)\n end\n if <touching (volcano lava v)?> then\n go to x: (-45) y: (-70)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (player down v)\n else\n switch costume to (player v)\n end\nend\n\nwhen I receive [gg kid v]\nplay sound [recording1 v] until done\nbroadcast (lolol v)\n\nwhen [space v] key pressed\nbroadcast (next level v)\ngo to x: (-45) y: (-70)\n\nwhen [r v] key pressed\nset [level v] to [1]\nbroadcast (reset v)\n\n@Skyblock \n\nwhen flag clicked\ngo to x: (1) y: (1)\nswitch costume to ( 10 100 53 dirt 30 100 76 grass v)\ngo to [back v] layer\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [reset v]\nswitch costume to ( 10 100 53 dirt 30 100 76 grass v)\n\n@ee\n\nwhen flag clicked\nchange [ghost v] effect by (100)\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nwait until <(Level) = [14]>\nbroadcast (volcano v)\n\nwhen flag clicked\nwait until <(Level) = [21]>\nbroadcast (end v)\n\nwhen flag clicked\nforever\n play sound [Close by Punch deck v] until done\nend\n\nwhen I receive [end v]\nstop all sounds\n\nwhen I receive [sounds on v]\nforever\n play sound [Close by Punch deck v] until done\nend\n\n@Clouds\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (cloud-a v)\nforever\n go to x: (250) y: (pick random (175) to (133))\n next costume\n repeat (100)\n change x by (-5)\n end\nend\n\n@Uh the words?\n\nwhen flag clicked\ngo to x: (36) y: (28)\nswitch costume to (hello v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [reset v]\nswitch costume to (hello v)\n\n@Lava \n\nwhen flag clicked\nshow\ngo to x: (34) y: (35)\nswitch costume to (1 v)\ngo to [front v] layer\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes \n\nwhen flag clicked\nswitch costume to (spike for level 1 v)\ngo to x: (175) y: (-4)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@evil red men 1 \n\nwhen flag clicked\ngo to x: (36) y: (28)\nswitch costume to ( v)\nforever\n wait (0.8) seconds\n repeat (4)\n change x by (16)\n end\n wait (0.8) seconds\n repeat (4)\n change x by (-16)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@evil red men 1 2\n\nwhen flag clicked\ngo to x: (53) y: (-165)\nswitch costume to ( v)\nwait (1) seconds\nforever\n wait (0.8) seconds\n repeat (4)\n change x by (16)\n end\n wait (0.8) seconds\n repeat (4)\n change x by (-16)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@evil red men 1 3\n\nwhen flag clicked\ngo to x: (26) y: (41)\nswitch costume to ( v)\nwait (1) seconds\nforever\n wait (0.8) seconds\n repeat (4)\n change y by (16)\n end\n wait (0.8) seconds\n repeat (4)\n change y by (-16)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@GANDALF!?!?!??!\n\nwhen flag clicked\nhide\ngo to (magic v)\ngo to x: (281) y: (-107)\n\nwhen I receive [end v]\nshow\nset size to (75) %\nwait (0.5) seconds\nset size to (100) %\nplay sound [recording1 v] until done\nbroadcast (bob v)\n\nwhen I receive [ok bye v]\nhide\n\nwhen I receive [lolol v]\nbroadcast (ok bye v)\n\nwhen I receive [bob v]\nwait (1) seconds\nbroadcast (gg kid v)\n\n@Volcano lava \n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait until <(Level) = [15]>\nbroadcast (next v)\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (36) y: (28)\n\nwhen I receive [volcano v]\nshow\nforever\n repeat until <(costume [number v]) = [14]>\n wait (0.1) seconds\n next costume\n end\n switch costume to (1 v)\nend\n\nwhen I receive [volcano v]\nforever\n wait (pick random (1) to (5)) seconds\n hide\n wait (4) seconds\n show\nend\n\nwhen I receive [next v]\nhide\nstop [other scripts in sprite v]\n\n@Magic \n\nwhen flag clicked\nhide\ngo to x: (195) y: (-57)\n\nwhen I receive [end v]\nshow\nplay sound [pop v] until done\n\nwhen I receive [ok bye v]\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nchange [ghost v] effect by (1000)\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen [m v] key pressed\nnext costume\nif <(costume [number v]) = [1]> then\n broadcast (Sounds on v)\nend\nif <(costume [number v]) = [2]> then\n stop all sounds\nend\n\n
Hello There \n\nUse arrow keys or WASD to move and space to skip level get to the other side of the screen to complete the level and escape the island. \n\n\nCredits:\n\nCredits @cs5122271 yeah me for art (cloud's by scratch tho)\n\n90% of code me @cs5122271 other 10% from the project calico A cat Platformer \n\nPunch deck on youtube for the song \n\n\n\n\n Update log \n\nApril 7 done\nApril 8 at fixed stuck in block glitch on level 13\nApril 10 made level 4 easier as asked \nApril 16 added space to skip level \nApril 18 added wasd keys\nApril 20 Fixed long wait for next level\nApril 21 109 on games WOW \nApril 22 105 on games WWOWOWO \nApril 22 1000 Views HOW!?!?!?!??!\nApril 25 50 loves OMG TYSM HOW THIS HAPPENED\nApril 26 54 on games WOWOOWOWOWOOW \nApril 26 Fixed Glitch on the last level\nApril 26 50 favs TYSM \nMay 6 2000 Views OMG WOW!!!!!!\nMay 28 reposted dew to lag\nJune 4th 2021 100 loves TYSM!!\n\n\nand now its dunn dun dund dead\n\n\n\n\n\n\n\ntags \n\n\n\n#all #games #fun #skyblock #platfromer #cs5122271\n#trending #escapetheskyblock #Minecraft
In The Dark 2 | Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (фон 2 v)\nset [уровень v] to [1]\nforever\n if <(уровень) = [14]> then\n switch backdrop to (фон 3 v)\n end\nend\n\nwhen I receive [играть v]\nswitch backdrop to (фон 1 v)\n\nwhen flag clicked\nforever\n play sound [bbe7b7e1cf139bf v] until done\nend\n\n@игрок\n\nwhen flag clicked\nset size to (100) %\nforever\n if <<touching (шипы v)?> or <touching (спрайт 3 v)?>> then\n set [x v] to [20]\n set [y v] to [15]\n end\n if <<touching (шипы v)?> or <touching (спрайт 3 v)?>> then\n set [x v] to [-20]\n set [y v] to [15]\n end\n if <<touching (шипы v)?> or <touching (спрайт 3 v)?>> then\n set [y v] to [17]\n end\nend\n\nwhen [s v] key pressed\nchange [уровень v] by (1)\nwait (0.1) seconds\ngo to x: (-203) y: (-33)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen [r v] key pressed\ngo to x: (-203) y: (-33)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (статичный v)\nforever\n if <(Скины) = [1]> then\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n switch costume to (вправо v)\n else\n switch costume to (статичный v)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (статичный v)\nforever\n if <(Скины) = [1]> then\n if <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n switch costume to (влево v)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (статичный v)\nforever\n if <(Скины) = [1]> then\n if <<key (up arrow v) pressed?> or <mouse down?>> then\n switch costume to (вверх v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Скины) = [2]> then\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n switch costume to (вправо2 v)\n else\n switch costume to (статичный2 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Скины) = [2]> then\n if <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n switch costume to (влево2 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Скины) = [2]> then\n if <<key (up arrow v) pressed?> or <mouse down?>> then\n switch costume to (вверх2 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Скины) = [3]> then\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n switch costume to (вправо3 v)\n else\n switch costume to (статичный3 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Скины) = [3]> then\n if <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n switch costume to (влево3 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Скины) = [3]> then\n if <<key (up arrow v) pressed?> or <mouse down?>> then\n switch costume to (вверх3 v)\n end\n end\nend\n\nwhen flag clicked\ndelete all of [скины v]\nadd [Обычный] to [скины v]\nforever\n if <(уровень) = [4]> then\n add [Наушники] to [скины v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch costume to (статичный v)\nforever\n if <key (1 v) pressed?> then\n if <[скины v] contains [Обычный]?> then\n set [скины v] to [1]\n end\n end\nend\n\nwhen flag clicked\nset [скины v] to [1]\nswitch costume to (статичный v)\nforever\n if <key (2 v) pressed?> then\n if <[скины v] contains [Наушники]?> then\n set [скины v] to [2]\n end\n end\nend\n\nwhen flag clicked\ndelete all of [скины v]\nadd [Обычный] to [скины v]\nforever\n if <(уровень) = [8]> then\n add [Рыцарь] to [скины v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch costume to (статичный v)\nforever\n if <key (3 v) pressed?> then\n if <[скины v] contains [Рыцарь]?> then\n set [скины v] to [3]\n end\n end\nend\n\nwhen I receive [играть v]\ngo to [front v] layer\nswitch backdrop to (фон 1 v)\nset rotation style [left-right v]\ngo to x: (-203) y: (-33)\nset [x v] to [0]\nset [y v] to [0]\nshow\nwait (.1) seconds\nforever\n if <<touching (шипы v)?> or <touching (спрайт 3 v)?>> then\n go to x: (-203) y: (-33)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(x position) > [228]> then\n change [уровень v] by (1)\n wait (0.1) seconds\n go to x: (-203) y: (-33)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(y position) < [-170]> then\n go to x: (-203) y: (-33)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [x v] by (1)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <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 (локация v)?> then\n change y by (1)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <mouse down?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change [y v] by (-.6)\n change y by (y)\n if <touching (локация v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (локация v)?> then\n if <<<mouse down?> and <(mouse y) > (y position)>> or <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n end\n change y by (1)\nend\n\nwhen I receive [посхалка v]\nadd [Противогаз] to [скины v]\nstop [this script v]\n\nwhen flag clicked\nswitch costume to (статичный v)\nforever\n if <key (4 v) pressed?> then\n if <[скины v] contains [Противогаз]?> then\n set [скины v] to [4]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Скины) = [4]> then\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n switch costume to (вправо4 v)\n else\n switch costume to (статичный4 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Скины) = [4]> then\n if <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n switch costume to (влево4 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Скины) = [4]> then\n if <<key (up arrow v) pressed?> or <mouse down?>> then\n switch costume to (вверх4 v)\n end\n end\nend\n\n@Свет от факела\n\nwhen flag clicked\nhide\n\nwhen I receive [играть v]\nshow\nforever\n go to (игрок v)\nend\n\n@локация\n\nwhen flag clicked\nhide\n\nwhen I receive [играть v]\nshow\ngo to x: (-28) y: (3)\ngo to [front v] layer\nset [уровень v] to [1]\nforever\n if <(уровень) = [1]> then\n switch costume to (левел 1 v)\n end\n if <(уровень) = [2]> then\n switch costume to (левел 2 v)\n end\n if <(уровень) = [3]> then\n switch costume to (левел 3 v)\n end\n if <(уровень) = [4]> then\n switch costume to (левел 4 v)\n end\n if <(уровень) = [5]> then\n switch costume to (левел 5 v)\n end\n if <(уровень) = [6]> then\n switch costume to (левел 6 v)\n end\n if <(уровень) = [7]> then\n switch costume to (левел 7 v)\n end\n if <(уровень) = [8]> then\n switch costume to (левел 8 v)\n end\n if <(уровень) = [9]> then\n switch costume to (левел 9 v)\n end\n if <(уровень) = [10]> then\n switch costume to (левел 10 v)\n end\n if <(уровень) = [11]> then\n switch costume to (левел 11 v)\n end\n if <(уровень) = [12]> then\n switch costume to (левел 12 v)\n end\n if <(уровень) = [13]> then\n switch costume to (левел 13 v)\n end\n if <(уровень) = [14]> then\n switch costume to (финал v)\n end\nend\n\n@шипы\n\nset [уровень v] to [11]\n\nwhen I receive [играть v]\ngo to [front v] layer\nforever\n if <(уровень) = [1]> then\n hide\n end\n if <(уровень) = [2]> then\n go to [front v] layer\n switch costume to (костюм 2 v)\n show\n end\n if <(уровень) = [3]> then\n hide\n end\n if <(уровень) = [4]> then\n hide\n end\n if <(уровень) = [5]> then\n hide\n end\n if <(уровень) = [6]> then\n hide\n end\n if <(уровень) = [7]> then\n hide\n end\n if <(уровень) = [8]> then\n go to [front v] layer\n switch costume to (костюм 4 v)\n show\n end\n if <(уровень) = [9]> then\n hide\n end\n if <(уровень) = [11]> then\n go to [front v] layer\n switch costume to (костюм 5 v)\n show\n end\n if <(уровень) = [12]> then\n go to [front v] layer\n switch costume to (костюм 6 v)\n show\n end\n if <(уровень) = [13]> then\n go to [front v] layer\n switch costume to (костюм 1 v)\n show\n end\n if <(уровень) = [14]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Спрайт 1\n\nwhen flag clicked\nhide\nforever\n if <(уровень) = [14]> then\n show\n end\n if <(уровень) = [2]> then\n hide\n end\nend\n\n@Иконка\n\nwhen flag clicked\nhide\nforever\n if <(уровень) = [4]> then\n broadcast (Сам себе передаю сообщение. Шиза v)\n stop [this script v]\n end\nend\n\nwhen I receive [сам себе передаю сообщение. шиза v]\nswitch costume to (1 v)\ngo to x: (0) y: (175)\ngo to [front v] layer\nshow\nrepeat (31)\n change y by (-2)\nend\nwait (6) seconds\nrepeat (31)\n change y by (2)\nend\nhide\n\nwhen flag clicked\nhide\nforever\n if <(уровень) = [8]> then\n broadcast (Рыцарь v)\n stop [this script v]\n end\nend\n\nwhen I receive [рыцарь v]\nswitch costume to (2 v)\ngo to x: (0) y: (175)\ngo to [front v] layer\nshow\nrepeat (31)\n change y by (-2)\nend\nwait (6) seconds\nrepeat (31)\n change y by (2)\nend\nhide\n\nwhen I receive [посхалка v]\nswitch costume to (3 v)\ngo to x: (0) y: (175)\ngo to [front v] layer\nshow\nrepeat (31)\n change y by (-2)\nend\nwait (6) seconds\nrepeat (31)\n change y by (2)\nend\nhide\n\n@Спрайт 2\n\nwhen flag clicked\nshow\ngo to x: (14) y: (81)\npoint in direction (94)\nforever\n repeat (15)\n turn left (0.4) degrees\n end\n repeat (15)\n turn right (0.4) degrees\n end\nend\n\npoint in direction (94)\n\nwhen I receive [играть v]\nhide\n\n@Спрайт 3\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to x: (-12) y: (-103)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n set size to (110) %\n else\n clear graphic effects\n set size to (100) %\n end\nend\n\ngo to x: (-12) y: (-85)\n\nwhen this sprite clicked\nbroadcast (ИГРАТЬ v)\nhide\n\n@Спрайт 4\n\nwhen flag clicked\ngo to x: (-180) y: (113)\nhide\nset [ghost v] effect to (0)\nforever\n if <(уровень) = [5]> then\n show\n end\n if <(уровень) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-180) y: (113)\nhide\nforever\n if <(уровень) = [5]> then\n if <touching (игрок v)?> then\n broadcast (Посхалка v)\n repeat (50)\n change [ghost v] effect by (2)\n end\n stop [this script v]\n end\n end\nend\n\n@Спрайт 5\n\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n
Я В ИССЛЕДУЙ!!!!\nСтрелки, S скип уровня, R рестарт, 1,2,3,4 выбор скинов\n==================Внимание!!!==============\nСкины можно получать за прохождение уровней и найти на уровне!\nСорри за баги(((
Neon | a platformer
@Stage\n\nwhen flag clicked\nforever\n\n@Hyper\n\nwhen I start as a clone\nif <not <<<(costume [number v]) = [7]> or <(costume [number v]) = [8]>> or <(costume [number v]) = [9]>>> then\n switch costume to (trail v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <<<(costume [number v]) = [7]> or <(costume [number v]) = [8]>> or <(costume [number v]) = [9]>> then\n switch costume to (duck trail v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <(x-velocity) < [-2]> then\n switch costume to (left v)\n end\n if <[2] < (x-velocity)> then\n switch costume to (right v)\n end\n if <[0] < (y-velocity)> then\n switch costume to (jump v)\n if <[2] < (x-velocity)> then\n switch costume to (walljump right v)\n end\n if <(x-velocity) < [-2]> then\n switch costume to (walljump left v)\n end\n end\n if <<(y-velocity) < [0]> and <<key (down arrow v) pressed?> or <mouse down?>>> then\n switch costume to (duck v)\n if <[2] < (round (x-velocity))> then\n switch costume to (duck right v)\n end\n if <(round (x-velocity)) < [-2]> then\n switch costume to (duck left v)\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\npoint in direction (90)\ngo to x: (-200) y: (0)\nclear graphic effects\nswitch costume to (roll v)\nshow\nforever\n go to [front v] layer\n change [color v] effect by (2)\n create clone of (_myself_ v)\n if <<(y position) < [-175]> or > then\n go to x: (-200) y: (0)\n set [x-velocity v] to [0]\n point in direction (90)\n set [y-velocity v] to [0]\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x-velocity v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x-velocity v] by (1)\n end\n set [x-velocity v] to ((x-velocity) * (0.85))\n change x by (x-velocity)\n if <touching (ladders v)?> then\n set [y-velocity v] to [0.5]\n if <<touching (ladders v)?> and <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>>> then\n set [y-velocity v] to [4]\n end\n if <<touching (ladders v)?> and <<key (down arrow v) pressed?> or <<(mouse y) < (y position)> and <mouse down?>>>> then\n set [y-velocity v] to [-4]\n end\n end\n if <touching (platforms v)?> then\n change y by (-2)\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 y by (1)\n if <touching (platforms v)?> then\n change y by (-5)\n change x by ((-1) * (x-velocity))\n if <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> and <not <(x-velocity) = [0]>>> then\n set [y-velocity v] to [8]\n set [x-velocity v] to (((x-velocity) / ([abs v] of (x-velocity) )) * (-10))\n else\n set [x-velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching (platforms v)?> then\n if <(y-velocity) = [-3]> then\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <mouse down?>> then\n end\n end\n if <touching (platforms v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [y-velocity v] to [10]\n end\n end\n change y by (3)\n if <touching (bouncy v)?> then\n set [y-velocity v] to [12]\n end\n if <(y-velocity) > [-15]> then\n change [y-velocity v] by (-0.5)\n end\n change y by (-2)\n if <not <touching (platforms v)?>> then\n change y by (-1)\n if <not <touching (platforms v)?>> then\n change y by (-1)\n if <not <touching (platforms v)?>> then\n change y by (-1)\n if <not <touching (platforms v)?>> then\n change y by (-1)\n if <not <touching (platforms v)?>> then\n change y by (-1)\n if <not <touching (platforms v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (y-velocity)\n if <touching (platforms v)?> then\n change y by (-2)\n if <touching (platforms v)?> then\n change y by ((-1) * (y-velocity))\n set [y-velocity v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen flag clicked\nforever\n if <[225] < (x position)> then\n change [level v] by (1)\n glide (1) secs to x: (-200) y: (-100)\n end\nend\n\n@Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n change [color v] effect by (1)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Ladders\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Bouncy\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Words\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n reset timer\nend\n\nwhen flag clicked\nforever\n play sound [TheFatRat-Time-Lapse v] until done\nend\n\nwhen [timer v] > (0.5)\nforever\n play sound [TheFatRat-Time-Lapse v] until done\nend\n\n
Arrow Keys / Touchscreen to move\n\n\n\n\n\nTags –\n#games #Stories #Art
Among Us platformer Remastered !!!
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n if <(level) = [17]> then\n switch backdrop to (backdrop3 v)\n end\nend\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\nshow\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nrepeat (20)\n set size to (100) %\n change [ghost v] effect by (5)\n set [checktimer v] to (timer)\nend\nhide\nforever\n set [checktimer v] to (timer)\nend\n\nwhen [timer v] > (checkTimer)\nbroadcast (Stop button pressed v)\nshow\nset y to (346)\nrepeat until <(y position) < [0.5]>\n change y by (((0) - (y position)) / (5))\nend\ngo to x: (0) y: (0)\n\nwhen I receive [stop button pressed v]\nforever\n play sound [Win the game! v] until done\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@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@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@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@assets\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@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@Sprite1\n\nwhen flag clicked\nforever\n play sound [POL-spaceship-ambience-short v] until done\nend\n\n
Space platformer プラットフォーマー 
@Stage\n\nwait () seconds\n\nwhen I receive [intro end v]\nforever\n play sound [Elektronomia - Sky High \[NCS Release\].mp3 v] until done\nend\n\n@Player\n\nwhen I receive [intro end v]\nforever\n clear graphic effects\n wait (pick random (5) to (10)) seconds\n repeat (10)\n change [pixelate v] effect by (10)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine 動作\nchange [yの力 v] by (-0.7)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [15]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\nwhen I receive [intro end v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\n@ステージ\n\nwhen flag clicked\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [intro end v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4320] [0] [10]\n\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@ステージ(背面)\n\nwhen flag clicked\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [intro end v]\nhide\nステージ配置 [0] [0] [1]\nbroadcast (プログラム v)\n\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nswitch costume to (none v)\n\n@障害物\n\nwhen flag clicked\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [intro end v]\nhide\nステージ配置 [480] [0] [1]\nステージ配置 [1440] [0] [2]\nステージ配置 [2700] [0] [3]\nswitch costume to (none v)\ngo to [back v] layer\n\n@チェックポイント\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((1350) - (Camera_x)) ((-70) - (Camera _y))\ngo to [back v] layer\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (player v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [1350]\n set [復活y v] to [-50]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\n@Team intro\n\nwhen I receive [team intro start v]\nswitch costume to (name v)\nset size to (100) %\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nstart sound [Abandoned, InfiNoise & Mendum - See You at the End \(CUT\) v]\nreset timer\ngo to [front v] layer\nclear graphic effects\nset [brightness v] effect to (-100)\nset [イントロ制御1 v] to [0]\nswitch costume to (シャッター v)\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [イントロ制御1 v] to [1]\nswitch costume to (シャッター v)\ncreate clone of (_myself_ v)\nwait (0) seconds\ngo to [back v] layer\nclear graphic effects\nset [イントロ制御1 v] to [4]\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait until <[0.01] < (timer)>\nwait (0) seconds\nset [イントロ制御1 v] to [2]\nswitch costume to (シャッター v)\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [イントロ制御1 v] to [3]\nswitch costume to (シャッター v)\ncreate clone of (_myself_ v)\nwait until <[0.8] < (timer)>\ngo to [front v] layer\nset [イントロ制御1 v] to [5]\nswitch costume to (社ッと v)\ncreate clone of (_myself_ v)\nwait until <[1.7] < (timer)>\nset [イントロ制御1 v] to [6]\nF\nwait (0) seconds\nset [イントロ制御1 v] to [7]\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [イントロ制御1 v] to [8]\nswitch costume to (シャッター v)\ncreate clone of (_myself_ v)\nwait until <[2.2] < (timer)>\nclear graphic effects\nset [ghost v] effect to (90)\nset [イントロ制御1 v] to [9]\nswitch costume to (丸 v)\n丸配置\nwait until <[2.6] < (timer)>\nclear graphic effects\nset [color v] effect to (5)\nset [イントロ制御1 v] to [10]\nswitch costume to (丸 v)\nwait (0) seconds\n丸配置\nwait until <[3.4] < (timer)>\nclear graphic effects\nset [イントロ制御1 v] to [6]\nF\nwait (0) seconds\nset [イントロ制御1 v] to [11]\nswitch costume to (oc v)\ncreate clone of (_myself_ v)\nwait until <[4.1] < (timer)>\ngo to [front v] layer\nset [イントロ制御1 v] to [12]\nswitch costume to (社ッと v)\ncreate clone of (_myself_ v)\nwait until <[5] < (timer)>\nbroadcast (intro end v)\n\ndefine シャッター動作 (ここ江) (いつまで) (速度)\nrepeat until <(いつまで) < (timer)>\n change y by (((ここ江) - (y position)) / (速度))\nend\n\nwhen I start as a clone\nshow\nif <[0] = (イントロ制御1)> then\n go to x: (0) y: (9000)\n シャッター動作 [230] [2] [7]\n delete this clone\nelse\n if <[1] = (イントロ制御1)> then\n go to x: (0) y: (-9000)\n シャッター動作 [-230] [2] [7]\n delete this clone\n else\n if <[2] = (イントロ制御1)> then\n go to x: (0) y: (9000)\n シャッター動作 [216] [2] [7]\n delete this clone\n else\n if <[3] = (イントロ制御1)> then\n go to x: (0) y: (-9000)\n シャッター動作 [-216] [2] [7]\n delete this clone\n else\n if <[4] = (イントロ制御1)> then\n switch costume to (拡大用 v)\n set size to (300) %\n switch costume to (name v)\n point in direction (0)\n repeat until <[2] < (timer)>\n turn right (((90) - (direction)) / (5)) degrees\n change size by (((80) - (size)) / (5))\n end\n delete this clone\n else\n if <[5] = (イントロ制御1)> then\n set [brightness v] effect to (-20)\n switch costume to (拡大用 v)\n set size to (200) %\n switch costume to (社ッと v)\n go to x: (900) y: (-900)\n repeat until <[5] < (timer)>\n change y by (((100) - (y position)) / (5.5))\n change x by (((-90) - (x position)) / (5.5))\n end\n delete this clone\n else\n if <[6] = (イントロ制御1)> then\n move (30) steps\n set [イントロ制御2 v] to (pick random (2) to (3))\n set [ghost v] effect to (50)\n repeat (20)\n move (イントロ制御2) steps\n end\n repeat (10)\n move ((イントロ制御2) / (2)) steps\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n if <[7] = (イントロ制御1)> then\n set size to (2000) %\n repeat until <[5] < (timer)>\n change size by (((100) - (size)) / (7))\n point in direction ((([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) + (90))\n end\n delete this clone\n else\n if <[8] = (イントロ制御1)> then\n repeat (2)\n clear graphic effects\n switch costume to (拡大用 v)\n set size to (200) %\n switch costume to (シャッター v)\n set [brightness v] effect to (100)\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n end\n wait until <[3.4] < (timer)>\n end\n delete this clone\n else\n if <[9] = (イントロ制御1)> then\n set [イントロ制御2 v] to [2]\n repeat until <[1500] < (size)>\n switch costume to (拡大用 v)\n change size by (イントロ制御2)\n switch costume to (丸 v)\n set [イントロ制御2 v] to ((イントロ制御2) * (1.5))\n end\n wait (1) seconds\n delete this clone\n else\n if <[10] = (イントロ制御1)> then\n set [イントロ制御2 v] to [10]\n repeat until <[1500] < (size)>\n switch costume to (拡大用 v)\n change size by (イントロ制御2)\n switch costume to (丸 v)\n set [イントロ制御2 v] to ((イントロ制御2) * (1.5))\n end\n wait until <[5] < (timer)>\n delete this clone\n else\n if <[11] = (イントロ制御1)> then\n go to x: (0) y: (0)\n switch costume to (拡大用 v)\n set size to (400) %\n switch costume to (oc v)\n repeat until <[5] < (timer)>\n change size by (((100) - (size)) / (4))\n end\n delete this clone\n else\n if <[12] = (イントロ制御1)> then\n set [brightness v] effect to (-20)\n switch costume to (拡大用 v)\n set size to (200) %\n switch costume to (社ッと v)\n go to x: (900) y: (-900)\n repeat until <[5] < (timer)>\n change y by (((100) - (y position)) / (5.5))\n change x by (((-90) - (x position)) / (5.5))\n end\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine F\ngo to x: (0) y: (0)\nrepeat (20)\n point in direction (pick random (-180) to (180))\n switch costume to (pick random (7) to (10))\n create clone of (_myself_ v)\nend\npoint in direction (90)\n\ndefine 丸配置\ngo to x: (274) y: (-214)\ncreate clone of (_myself_ v)\nwait (0) seconds\ngo to x: (274) y: (214)\ncreate clone of (_myself_ v)\nwait (0) seconds\ngo to x: (-274) y: (-214)\ncreate clone of (_myself_ v)\nwait (0) seconds\ngo to x: (-274) y: (214)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen flag clicked\nbroadcast (Team intro start v)\n\n@スプライト5\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (190)\nforever\n change y by (-1)\n turn right (pick random (1) to (10)) degrees\nend\n\nwhen I start as a clone\nset size to (pick random (100) to (30)) %\nset [ghost v] effect to (30)\nshow\nrepeat (pick random (50) to (400))\n change [ghost v] effect by (0.2)\nend\ndelete this clone\n\nwhen I receive [intro end v]\nhide\nforever\n create clone of (_myself_ v)\n next costume\n wait (0.1) seconds\nend\n\n@スプライト1\n\nwhen flag clicked\nforever\n hide\n set volume to (0) %\n wait (pick random (8) to (10)) seconds\n start sound [テレビの砂嵐.mp3 v]\n set volume to (100) %\n repeat (10)\n go to [front v] layer\n show\n next costume\n end\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@スクリーンショット 2021-03-31 111136\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
Space platformer  宇宙プラットフォーマー\n\n注意\n月から映像が届くため映像が乱れます。(という設定)\n重力軽めです!\n\n操作方法\n矢印キーで操作\n\nintro\n@AZITUKETAMAGO\n\nmusic \nElektronomia - Sky High
Dawn - A scrolling Platformer -
@Stage\n\nwhen flag clicked\nforever\n set volume to (150) %\n play sound [Vexento - Devotion v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n start sound [ぽちょっ v]\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n start sound [ぽちょっ v]\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@障害物\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4320] [0] [10]\nswitch costume to (none v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@スプライト1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset size to (100) %\ngo to [front v] layer\n\n
Dawn - A scrolling Platformer -\n▷How to play / 遊び方\nUse the arrow keys or tap to move the Player.\n矢印キーまたはタップでPlayerを動かします。\nENJOY :D
Dark platformer // 暗闇 【モバイル対応】
@Stage\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset size to (50) %\nset [ghost v] effect to (100)\nset rotation style [left-right v]\npoint in direction (90)\nshow\ngo to x: (-200) y: (-56)\nset [y v] to [0]\nset [x v] to [0]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<<mouse down?> or <key (right arrow v) pressed?>> and <(x position) < (mouse x)>> then\n point in direction (90)\n change [x v] by (1)\n end\n change x by (x)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 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 [-6]\n else\n set [x v] to [6]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n set [x v] to ((x) * (0.9))\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <touching (スプライト2 v)?> then\n start sound [High Whoosh v]\n set [y v] to [15]\n end\n end\n change y by (y)\n change [y v] by (-1)\n if <touching (スプライト2 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nset [ステージ v] to [0]\nforever\n if <[245] < (x position)> then\n go to x: (-248) y: (-22)\n change [ステージ v] by (1)\n end\nend\n\nmove (-10) steps\n\nwhen flag clicked\nforever\n if <touching (スプライト3 v)?> then\n go to x: (-200) y: (-56)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n play sound [Reasoning v] until done\nend\n\nwhen flag clicked\nforever\n if <<touching (スプライト2 v)?> and <key (up arrow v) pressed?>> then\nend\n\nplay sound [High Whoosh v] until done\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (36) y: (-18)\nforever\n if <(ステージ) = [0]> then\n switch costume to (コスチューム2 v)\n end\n if <(ステージ) = [1]> then\n switch costume to (コスチューム1-7 v)\n end\n if <(ステージ) = [2]> then\n switch costume to (コスチューム1-2 v)\n end\n if <(ステージ) = [3]> then\n switch costume to (コスチューム1-3 v)\n end\n if <(ステージ) = [4]> then\n switch costume to (コスチューム1-4 v)\n end\n if <(ステージ) = [5]> then\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [6]> then\n switch costume to (コスチューム1-5 v)\n end\n if <(ステージ) = [7]> then\n switch costume to (コスチューム1-6 v)\n end\n if <(ステージ) = [8]> then\n switch costume to (コスチューム1-8 v)\n end\nend\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (36) y: (-18)\nshow\nforever\n if <(ステージ) = [0]> then\n switch costume to (コスチューム2 v)\n end\n if <(ステージ) = [1]> then\n switch costume to (コスチューム1-7 v)\n end\n if <(ステージ) = [2]> then\n switch costume to (コスチューム1-2 v)\n end\n if <(ステージ) = [3]> then\n switch costume to (コスチューム1-3 v)\n end\n if <(ステージ) = [4]> then\n switch costume to (コスチューム1-4 v)\n end\n if <(ステージ) = [5]> then\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [6]> then\n switch costume to (コスチューム1-5 v)\n end\n if <(ステージ) = [7]> then\n switch costume to (コスチューム1-6 v)\n end\n if <(ステージ) = [8]> then\n switch costume to (コスチューム1-8 v)\n end\nend\n\n@スプライト4\n\nwhen flag clicked\nhide\n\n
矢印キーで操作            \nOperate with arrow keys\n難易度は普通です\nステージは少ないけど....\nモバイルだと鬼畜w
Discovery || A Scientific Platformer
@Stage\n\n@PlayerMain\n\nwhen flag clicked\nhide\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to x: (-202) y: (0)\nforever\n set drag mode [not draggable v]\nend\n\nwhen I start as a clone\nswitch costume to (playertrail v)\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [game v]\nshow\n\nwhen I receive [game v]\nforever\n change [yvel v] by (-1)\n change y by (yvel)\n if <touching (levels v)?> then\n change y by (() - (yvel))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <touching (levels v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yvel v] to [12]\n end\n end\n change y by (1)\nend\n\nwhen I receive [game v]\nforever\n change x by (xvel)\n set rotation style [left-right v]\n if <not <touching (levels v)?>> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvel v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvel v] by (-1)\n point in direction (-90)\n end\n end\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change x by (() - (xvel))\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 [10]\n else\n change x by (() - (xvel))\n if <(xvel) > [0]> then\n change x by (-1)\n end\n if <[0] > (xvel)> then\n change x by (1)\n end\n set [xvel v] to [0]\n end\n end\n end\n set [xvel v] to ((xvel) * (0.95))\nend\n\nwhen I receive [game v]\nforever\n if <(x position) > [235]> then\n set [xvel v] to [0]\n set [yvel v] to [0]\n go to x: (-202) y: (0)\n broadcast (Level v)\n end\n create clone of (_myself_ v)\nend\n\nwhen I receive [game v]\nforever\n if <not < ([costume name v] of [obstacles v]) contains [INFO]?>> then\n if <touching (obstacles v)?> then\n go to x: (-202) y: (0)\n end\n end\nend\n\nwhen [space v] key pressed\n\nif <touching color (#714700)?> then\n broadcast (NOTE v)\nend\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n set [yvel v] to [20]\n end\nend\n\nif <not <(username) = [cards104171]>> then\n change [☁ views v] by (1)\nend\n\n@Levels\n\nwhen I receive [level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen flag clicked\nset [level v] to [0]\nforever\n if <(Level) = [5]> then\n switch backdrop to (jungle v)\n end\n if <(Level) = [10]> then\n switch backdrop to (water v)\n end\nend\n\n@Text\n\ndefine Type (text)\nerase all\nset [letter? v] to [0]\ngo to x: (-225) y: (162)\nrepeat (length of (text))\n change [letter? v] by (1)\n switch costume to (letter (Letter?) of (text))\n move (10) steps\n if <(x position) > [205]> then\n set x to (-225)\n change y by (-15)\n end\n stamp\nend\n\nwhen I receive [level v]\nstop [other scripts in sprite v]\nerase all\nchange [level v] by (1)\nType (item (Level) of [dialogues v])\nif <(Level) = [14]> then\n broadcast (End of Game v)\n wait (3) seconds\n Type [GAME OVER! YOU WIN! UNTIL WE NEED YOU NEXT TIME...]\nend\nstop [this script v]\n\nwhen I receive [game v]\nset [space v] to [0]\nerase all\nset [level v] to [0]\nType [WELCOME TO DISCOVERY. <SPACE>]\n\nwhen flag clicked\nhide\nerase all\n\nwhen [space v] key pressed\nif <(Level) = [0]> then\n if <(Space) < (length of [dialogueintro v])> then\n change [space v] by (1)\n Type (item (Space) of [dialogueintro v])\n end\nend\n\n\n\nwhen I receive [info collected intro v]\nstop [other scripts in sprite v]\nType [YOU HAVE NOW COLLECTED INFO ABOUT THIS OBJECT, AS WELL AS A SAMPLE TO TAKE BACK TO YOUR PLANET. NICE JOB!]\nwait (2) seconds\nType [YOUR JOB NOW IS TO PASS THIS LEVEL.]\n\n@Effect\n\nwhen flag clicked\nhide\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if on edge, bounce\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to (random position v)\nshow\nforever\n glide (pick random (8) to (15)) secs to (random position v)\nend\n\nglide (1) secs to x: (pick random (1) to (100)) y: (pick random (1) to (100))\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (40)\n\n@Title\n\nwhen flag clicked\nshow\nswitch costume to (title v)\ngo to x: (3) y: (197)\nrepeat (90)\n change y by (((120) - (y position)) / (16))\nend\nwait (0.1) seconds\ncreate clone of (_myself_ v)\ngo to x: (3) y: (197)\nswitch costume to (subtitle v)\nrepeat (90)\n change y by (((68) - (y position)) / (16))\nend\nwait (0.5) seconds\nbroadcast (Start v)\n\nrepeat until <(y position) = [68]>\n\nrepeat until <(y position) = [120]>\n\ndefine fade out\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [game v]\nfade out\n\n@Start\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nfade in\n\ndefine fade in\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\ndefine fade out\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nswitch backdrop to (start v)\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (Game v)\nswitch backdrop to (main v)\nfade out\nhide\n\n@Tack Note\n\nwhen I receive [note v]\nshow\nswitch costume to (Level)\n\nwhen flag clicked\nhide\nswitch costume to (blank v)\n\nwhen this sprite clicked\nhide\n\nnext costume\n\n@Tack Board\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [level v]\nnext costume\n\nwhen [space v] key pressed\nif <touching (playermain v)?> then\n broadcast (NOTE v)\nend\n\n@Obstacles\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n glide (1) secs to x: (0) y: (5)\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen I receive [level v]\nnext costume\n\nwhen this sprite clicked\nadd (costume [name v]) to [items v]\nswitch costume to (join (Level) [-INFO])\n\nwhen [a v] key pressed\nif < (costume [name v]) contains [INFO]?> then\n switch costume to ((Level) + (1))\n broadcast (info collected intro v)\nend\n\n@Trampoline\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n show\n else\n hide\n end\nend\n\n@ End\n\nwhen I receive [end of game v]\nif <(length of [items v]) > [0]> then\n set [clonecount v] to [0]\n repeat (length of [items v])\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\ndelete all of [items v]\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-210)\nchange [clonecount v] by (1)\nswitch costume to (item (CloneCount) of [items v])\nshow\nglide (1) secs to x: (((-66.67) * (length of [items v])) + ((CloneCount) * (100))) y: (20)\nforever\n glide (1) secs to x: (x position) y: (25)\n glide (1) secs to x: (x position) y: (20)\nend\n\n@Thumb\n\nwhen flag clicked\nhide\n\n
Discovery || A Scientific Platformer\n\n===== Instructions =====\n- Right & left arrows to move (or A & D)\n- Up arrow to jump (W)\n- Left, right, A, or D + up or W keys to climb\n- Press space if touching a tack board to read the message\n- Press space to continue in the story line\n- Click on an obstacle/object to gather info about it, then press the A key to close/officially get a sample\n=======================================\n
Grass platformer 2
@Stage\n\n@Player\n\nwhen flag clicked\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n Y vel\n X vel\n if <touching color (#00d539)?> then\n broadcast (win v)\n end\n if <touching color (#009d2a)?> then\n broadcast (win v)\n end\nend\n\ndefine Y vel\nrepeat ([abs v] of (y vel) )\n change y by (([abs v] of (y vel) ) / (y vel))\n if <not <<touching (scroling v)?> or <touching (scroling4 v)?>>> then\n change [y v] by (([abs v] of (y vel) ) / (y vel))\n else\n set [y vel v] to [0]\n if <key (up arrow v) pressed?> then\n change y by (1)\n if <not <<touching (scroling v)?> or <touching (scroling4 v)?>>> then\n set [y vel v] to [12]\n end\n end\n end\nend\nset y to (0)\n\nwhen flag clicked\nforever\n if <(y vel) > [-10]> then\n change [y vel v] by (-1)\n end\n if <not <(x vel) = [0]>> then\n change [x vel v] by ((([abs v] of (x vel) ) / (x vel)) * (-1))\n end\n if <touching (scroling3 v)?> then\n set [x v] to [0]\n set [y v] to [0]\n set [x vel v] to [0]\n set [y vel v] to [0]\n end\n change y by (-2)\n if <touching (scroling4 v)?> then\n set [y vel v] to [17]\n end\n set y to (0)\n wait (0) seconds\nend\n\ndefine X vel\nif <key (right arrow v) pressed?> then\n if <[10] > (x vel)> then\n change [x vel v] by (1)\n end\nend\nif <key (left arrow v) pressed?> then\n if <(x vel) > [-10]> then\n change [x vel v] by (-1)\n end\nend\nrepeat ([abs v] of (x vel) )\n change x by (([abs v] of (x vel) ) / (x vel))\n if <not <<touching (scroling v)?> or <touching (scroling4 v)?>>> then\n change [x v] by (([abs v] of (x vel) ) / (x vel))\n else\n set [x vel v] to [0]\n end\nend\nset x to (0)\n\nwhen I receive [win v]\nhide\n\n@Scroling\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nhide\nFind\nforever\n broadcast (render v)\n Render\nend\n\ndefine Find\nswitch costume to (1 v)\nset [find v] to [0]\nrepeat until <(costume [name v]) = [X]>\n next costume\n change [find v] by (1)\nend\n\ndefine Render\nset [. v] to [0]\nrepeat (Find)\n switch costume to ((.) + (2))\n set [x2 v] to ((((letter (1) of (costume [name v])) - (1)) * (480)) + ((x) * (-1)))\n set [y2 v] to (((y) * (-1)) + ((letter (3) of (costume [name v])) * (360)))\n switch costume to (x v)\n go to x: (x2) y: (y2)\n switch costume to ((.) + (2))\n create clone of (_myself_ v)\n change [. v] by (1)\nend\n\nwhen I start as a clone\nshow\nwait (0) seconds\ndelete this clone\n\n@ise\n\nwhen flag clicked\nshow\nforever\n if <([abs v] of (y vel) ) = [1]> then\n glide (0.1) secs to x: ((((x vel) / ([abs v] of (x vel) )) * (3)) + ([x position v] of [player v])) y: (0)\n else\n glide (0.1) secs to x: ((((x vel) / ([abs v] of (x vel) )) * (3)) + ([x position v] of [player v])) y: ((((y vel) / ([abs v] of (y vel) )) * (3)) + ([y position v] of [player v]))\n end\nend\n\nwhen I receive [win v]\nhide\n\n@Scroling2\n\nwhen I receive [render v]\nhide\nFind\nRender\n\ndefine Find\nswitch costume to (1 v)\nset [find 2 v] to [0]\nrepeat until <(costume [name v]) = [X]>\n next costume\n change [find 2 v] by (1)\nend\n\ndefine Render\nset [.. v] to [0]\nrepeat (Find 2)\n switch costume to ((..) + (2))\n set [x3 v] to ((((letter (1) of (costume [name v])) - (1)) * (480)) + ((x) * (-1)))\n set [y3 v] to (((y) * (-1)) + ((letter (3) of (costume [name v])) * (360)))\n switch costume to (x v)\n go to x: (x3) y: (y3)\n switch costume to ((..) + (2))\n create clone of (_myself_ v)\n change [.. v] by (1)\nend\n\nwhen I start as a clone\nshow\nwait (0) seconds\ndelete this clone\n\n@Scroling3\n\nwhen I receive [render v]\nhide\nFind\nRender\n\ndefine Find\nswitch costume to (1 v)\nset [find 3 v] to [0]\nrepeat until <(costume [name v]) = [X]>\n next costume\n change [find 3 v] by (1)\nend\n\ndefine Render\nset [... v] to [0]\nrepeat (Find 3)\n switch costume to ((...) + (2))\n set [x4 v] to ((((letter (1) of (costume [name v])) - (1)) * (480)) + ((x) * (-1)))\n set [y4 v] to (((y) * (-1)) + ((letter (3) of (costume [name v])) * (360)))\n switch costume to (x v)\n go to x: (x4) y: (y4)\n switch costume to ((...) + (2))\n create clone of (_myself_ v)\n change [... v] by (1)\nend\n\nwhen I start as a clone\nshow\nwait (0) seconds\ndelete this clone\n\n@Scroling4\n\nwhen I receive [render v]\nhide\nFind\nforever\n Render\nend\n\ndefine Find\nswitch costume to (1 v)\nset [find 4 v] to [0]\nrepeat until <(costume [name v]) = [X]>\n next costume\n change [find 4 v] by (1)\nend\n\ndefine Render\nset [.... v] to [0]\nrepeat (Find 4)\n switch costume to ((....) + (2))\n set [x5 v] to ((((letter (1) of (costume [name v])) - (1)) * (480)) + ((x) * (-1)))\n set [y5 v] to (((y) * (-1)) + ((letter (3) of (costume [name v])) * (360)))\n switch costume to (x v)\n go to x: (x5) y: (y5)\n switch costume to ((....) + (2))\n create clone of (_myself_ v)\n change [.... v] by (1)\nend\n\nwhen I start as a clone\nshow\nwait (0) seconds\ndelete this clone\n\n@win\n\nwhen I receive [win v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nstamp\nhide\nbroadcast (text v)\nstop [all v]\n\nwhen flag clicked\nhide\n\n@text\n\ndefine render (string)\nset [currentletter v] to [0]\nrepeat (length of (string))\n change [currentletter v] by (1)\n if <[lowercaseletters v] contains (letter (currentLetter) of (string))?> then\n switch costume to (join (letter (currentLetter) of (string)) [2])\n end\n if <(letter (currentLetter) of (string)) = [ ]> then\n switch costume to (space v)\n else\n switch costume to (letter (currentLetter) of (string))\n end\n change x by (14)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nerase all\nhide\ngo to [front v] layer\nforever\n erase all\n go to x: (-235) y: (160)\n set [brightness v] effect to (100)\n render (timer)\nend\n\nwhen I start as a clone\nset size to (110) %\nshow\nwait (0) seconds\ndelete this clone\n\nwhen I receive [text v]\ngo to x: (70) y: (150)\nset [brightness v] effect to (100)\nrender 2 (timer)\n\ndefine render 2 (s)\nset [currentletter v] to [0]\nrepeat (length of (s))\n change [currentletter v] by (1)\n if <[lowercaseletters v] contains (letter (currentLetter) of (s))?> then\n switch costume to (join (letter (currentLetter) of (s)) [2])\n end\n if <(letter (currentLetter) of (s)) = [ ]> then\n switch costume to (space v)\n else\n switch costume to (letter (currentLetter) of (s))\n end\n change x by (17)\n stamp\nend\n\nwhen I receive [text v]\nstop [other scripts in sprite v]\n\nbroadcast (win v)\n\n@logo\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n
Arrow keys to move :D\nmy score is 20.393
~ PINK ~ The Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n if <(level) > [5]> then\n switch backdrop to (backdrop3 v)\n end\n if <(level) > [6]> then\n switch backdrop to (backdrop4 v)\n end\n if <(level) > [8]> then\n switch backdrop to (backdrop5 v)\n end\n if <(level) > [9]> then\n switch backdrop to (backdrop6 v)\n end\nend\n\n@Player\n\nwhen flag clicked\nshow\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-200) y: (-57)\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 (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (space 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 (stage v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n if <touching (stage v)?> then\n change [yv v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n change [level v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-200) y: (-57)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [brightness v] effect by (2.5)\n change [ghost v] effect by (-10)\nend\ndelete this clone\n\ndefine reset\ngo to x: (-200) y: (-57)\n\nwhen flag clicked\nrepeat until <(level) > [10]>\n if <<touching (lava v)?> or <key (r v) pressed?>> then\n reset\n end\nend\n\nwhen flag clicked\nforever\n play sound [Jnathyn - Dioma \[NCS Release\] v] until done\nend\n\n@Stage\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Effect\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (50) to (100)) %\ngo to x: (pick random (-230) to (230)) y: (-180)\ngo to [back v] layer\nshow\nrepeat until <(y position) > [170]>\n change y by (3)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait (pick random (0.1) to (0.3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (1 v)\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (2 v)\n\nif <(level) > [9]> then\n switch costume to (3 v)\nend\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (pick random (3) to (4))\n\n@Lava\n\nwhen flag clicked\nforever\n show\n go to [back v] layer\n switch costume to (level)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nwait (0.001) seconds\nhide\n\n@light\n\nwhen flag clicked\nforever\n if <<(level) < [7]> or <(level) > [9]>> then\n hide\n else\n show\n go to (player v)\n go to [back v] layer\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\n
WASD or ARROW KEYS to move. \n-----\nNew levels will be added within updates!\n-----\nPlease Heart and Favorite the game so I know you are liking it so far ;)\n-----\nPlease report any bugs\n-----\n*IMPORTANT* Please report any advertisements and don't click on the links. :)
Adventure-Mobile Friendly Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (sky v)\nset volume to (50) %\nforever\n play sound [TheFatRat & Anjulie - Close To The Sun v] until done\nend\n\nwhen I receive [next level v]\nif <(Level) = [4]> then\n switch backdrop to (half cave v)\nend\nif <(Level) = [5]> then\n switch backdrop to (cave v)\nend\nif <(Level) = [9]> then\n switch backdrop to (other half cave v)\nend\nif <(Level) = [10]> then\n switch backdrop to (sky v)\nend\n\nforever\n set volume to (0) %\nend\n\nwhen [m v] key pressed\nset volume to (50) %\n\nwhen [u v] key pressed\nset volume to (0) %\n\n@blank2\n\n@Player\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\nwait (1) seconds\ngo to x: (-220) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <not <<touching color (#4c86ff)?> or <touching color (#437de0)?>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to ((jump height) - (3.5))\n if <[0] < (Xvel)> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (ground v)?> then\n set [yvel v] to (jump height)\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-220) 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: (-220) 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: (-220) 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\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\nif <<(username) = [dadadanden]> or <(username) = [dadadanden_alt]>> then\n wait (1) seconds\n ask [thumbnail?] and wait\n if <(answer) = [y]> then\n broadcast (thumbnail v)\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (10) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Lava\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [backward v] (9) layers\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\n@Bouncy\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (8) layers\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat until <(costume [number v]) = [5]>\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go [backward v] (8) layers\nend\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (8) layers\nhide\nif <(Level) = [4]> then\n Clone at x: [-120] y: [-115]\nelse\n hide\n delete this clone\nend\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n Clone at x: [-120] y: [-115]\nelse\n hide\n delete this clone\nend\nif <(Level) = [6]> then\n Clone at x: [-120] y: [-115]\n Clone at x: [0] y: [-115]\n Clone at x: [120] y: [-115]\nelse\n hide\n delete this clone\nend\n\n@Water\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 Clone at x: [-65] y: [0]\n else\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (8) layers\nhide\nif <(Level) = [2]> then\n Clone at x: [150] y: [-125]\nelse\n if <(Level) = [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\ndelete this clone\n\n@blank3\n\n@Text\n\nwhen flag clicked\nhide variable [☁ world record v]\nhide variable [your journeys v]\nset [your journeys v] to [0]\nswitch costume to (costume1 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\nwhen I receive [next level v]\nif <(Level) = [10]> then\n show variable [☁ world record v]\n show variable [your journeys v]\n change [your journeys v] by (1)\n if <(your journeys) > (☁ World record)> then\n set [☁ world record v] to (your journeys)\n end\nelse\n hide variable [☁ world record v]\n hide variable [your journeys v]\nend\n\n@Tumbnail\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nshow\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [thumbnail v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nforever\n go to [front v] layer\nend\n\n@blank\n\n
New Game!\nhttps://scratch.mit.edu/projects/527784204\nSPAM THE GREEN FLAG FOR NO LAG!\nM to mute and U to Unmute.\n\nWelcome to Grasslands A Platformer!\nYou can use Mobile, WASD or arrow keys to move! For mobile players, touch the place where you want to go!\nThere is not much for me to explain because most of the instructions will be explained during your journey!\nHave fun!\n\nThis is probably my best project so far! So... enjoy! And don't forget to love and fav! And follow me for more!\n\n100 views in 5 days! Thanks guys!\nCREDITS\n\nSong:\nTheFatRat & Anjulie - Close To The Sun\n\nThanks to @Ziyu3 for the awesome platformer engine and most of the code! So thanks @Ziyu3!\nI also did alot!\nCooltext.com\n\n@dadadaden for inspiration!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nTags:\n#Platformer #adventure #mobile #mobile friendly #mobilefriendly #journey #Dadadanden #fun #all #games #Adventure #Ziyu3 #dadadanden
Winter world scroll platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [MUSIC v] until done\nend\n\n@Player\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (0)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n point in direction (90)\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n point in direction (-90)\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <touching (水 v)?> then\n 初期位置\nend\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [525] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [-30] [4]\nステージ配置 [1920] [-30] [5]\nステージ配置 [2200] [320] [5]\nステージ配置 [2300] [320] [5]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@障害物\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1795] [-40] [4]\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@水\n\ndefine (a) ずつ\nchange [mov v] by (a)\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\npoint in direction (90)\nset size to (80) %\ngo to [back v] layer\nhide\nswitch costume to (コスチューム v)\nset [タヒ v] to [0]\nset [mov v] to [0]\nforever\n switch costume to (コスチューム v)\n repeat (10)\n set [e_ppower v] to [2]\n (E_Ppower) ずつ\n end\n repeat (10)\n set [e_ppower v] to [-2]\n (E_Ppower) ずつ\n end\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\ndefine 移動 (x) (y)\ngo to [front v] layer\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\n\nwhen I receive [プログラム2 v]\nif <(Live?) = [0]> then\n 移動 ((My_x) - (Camera_x)) (((My_y) - (Camera _y)) + (Mov))\nelse\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n delete this clone\nend\n\nwhen I receive [start v]\nset [live? v] to [0]\nhide\nステージ配置 [0] [-30] [1]\n\nswitch costume to (none v)\n\n@スプライト1\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n wait (pick random (0.1) to (0.2)) seconds\n set [ghost v] effect to ((size) - (20))\n go to x: (pick random (-225) to (225)) y: (180)\n set size to (pick random (60) to (80)) %\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat until <<touching (ステージ v)?> or <<touching (ステージ v)?> or <<touching (水 v)?> or <<touching (障害物 v)?> or <(y position) < [-178]>>>>>\n turn right (pick random (-15) to (15)) degrees\n change y by (-10)\nend\ndelete this clone\n\n@ステージ2\n\nwhen flag clicked\ngo to [back v] layer\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [525] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nステージ配置 [1920] [0] [5]\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@チェックポイント\n\nwhen flag clicked\ngo to [back v] layer\nset size to (60) %\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((1000) - (Camera_x)) ((15) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (player v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [1000]\n set [復活y v] to [18]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\n@チェックポイント2\n\nwhen flag clicked\ngo to [back v] layer\nset size to (150) %\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((2302) - (Camera_x)) ((538) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (player v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [2302]\n set [復活y v] to [540]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
雪だるまがチェックポイント\n→↑←↓or click \nmobile=Tap\nIt ’s very easy\n\n\n→↑←↓またはクリック\nmobile = Tap\n超簡単です
Covid - 19 = a scrolling platformer
@Stage\n\nwhen I receive [intro v]\nforever\n wait (0.3) seconds\n play sound [Plugged v] until done\nend\n\n@Platforms\n\nclone at x [0] y [300]\nclone at x [360] y [0]\n\nclone at x [450] y [10]\nclone at x [450] y [20]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (level 1 1 v)\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\nelse\n if <(level) = [2]> then\n switch costume to (level 2 1 v)\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [10]\n clone at x [450] y [20]\n else\n if <(level) = [3]> then\n switch costume to (level 3 1 v)\n clone at x [450] y [30]\n clone at x [450] y [20]\n clone at x [450] y [30]\n clone at x [450] y [20]\n else\n switch costume to (end v)\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nshow\n\n@player\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (play game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(exit) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(exit) = [win]> then\n game - win\n else\n Game-die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y 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 player x by [-8]\nend\nif <key (right arrow v) pressed?> then\n change player x by [8]\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nchange player y by (sy)\ntest-die\nset [scroll x v] to (x)\nif <(scroll x) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (scroll y)) / (10)))\nif <(scroll y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platforms v)?> then\n if <touching color (#00fd63)?> then\n broadcast (egg v)\n end\n repeat until <not <touching (platforms v)?>>\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 <(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 (.5) seconds\n\ndefine test-die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine game - win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nset [scroll y v] to [0]\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Shockwave]> then\n clear graphic effects\n Frame Animation x (X) y (Y) sz [100] dir (Rotation) spd [1]\n Set effects: color [0] brightness [0] transparency [0]\n set [v v] to [1]\n go to [front v] layer\n switch costume to (checker shockwave 1 v)\n show\n repeat until <[21] < (V)>\n switch costume to (blank v)\n change size by (((500) - (size)) / (5))\n switch costume to (V)\n change [v v] by (((22) - (V)) / (5))\n end\n repeat (10)\n switch costume to (blank v)\n change [ghost v] effect by (10)\n change size by (((500) - (size)) / (5))\n switch costume to (V)\n change [v v] by (((22) - (V)) / (5))\n end\n delete this clone\nend\n\ndefine Shockwave\nset [rotation v] to [0]\nSet x [0] y [0]\nClone Sprite ID [Shockwave] # [1]\nset [rotation v] to [180]\nSet x [0] y [0]\nClone Sprite ID [Shockwave] # [1]\nwait (0.15) seconds\nset [rotation v] to [-90]\nSet x [0] y [0]\nClone Sprite ID [Shockwave] # [1]\nset [rotation v] to [90]\nSet x [0] y [0]\nClone Sprite ID [Shockwave] # [1]\n\ndefine Clone Sprite ID (id) # (#)\nset [clone v] to (id)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\ndefine Frame Animation x (x) y (y) sz (sz) dir (dir) spd (spd)\nchange x by (((round (x)) - (round (x position))) / (spd))\nchange y by (((round (y)) - (round (y position))) / (spd))\nchange size by (((round (sz)) - (round (size))) / (spd))\nturn right (((round (dir)) - (round (direction))) / (spd)) degrees\n\ndefine Set effects: color (color) brightness (brightness) transparency (transparency)\nset [color v] to (color)\nset [brightness v] to (brightness)\nset [transparency v] to (transparency)\nset [color v] effect to (Color)\nset [brightness v] effect to (Brightness)\nset [ghost v] effect to (Transparency)\n\ndefine Line Explode (degree) with start (start)\nset [rotation v] to (start)\nrepeat ((360) / (degree))\n Clone Sprite ID [Burst] # [1]\n change [rotation v] by (degree)\nend\n\ndefine Set x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I start as a clone\nif <(Clone) = [Burst]> then\n set [value 1 v] to [20]\n switch costume to (logo v)\n go to [front v] layer\n go [backward v] (2) layers\n show\n Set effects: color (Color) brightness (Brightness) transparency (pick random (0) to (10))\n Frame Animation x (X) y (Y) sz [0] dir (Rotation) spd [1]\n repeat until <(Value 1) < [2]>\n set [value 1 v] to ((Value 1) * (0.9))\n switch costume to (((Value 1) * (-0.5)) + (34))\n Frame size [100] spd [5]\n move ((Value 1) * (1.2)) steps\n end\n repeat (10)\n set [value 1 v] to ((Value 1) * (0.9))\n switch costume to (((Value 1) * (-0.5)) + (34))\n Frame size [100] spd [5]\n move ((Value 1) * (1.2)) steps\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Frame size (sz) spd (spd)\nchange size by (((round (sz)) - (round (size))) / (spd))\n\nwhen flag clicked\nhide\nwait (1) seconds\nstart sound [Fate v]\nset [keyframe v] to [0]\nrepeat (3)\n Clone Sprite ID [First] # [1]\n wait (0.1) seconds\nend\nwait (0.4) seconds\nClone Sprite ID [Logo] # [1]\nwait (0.1) seconds\nset [rotation v] to [0]\nbroadcast (Listen v)\nrepeat until <(Keyframe) = [1]>\n go to [front v] layer\n set [color v] to [120]\n set [brightness v] to [100]\n Line Explode [90] with start (Rotation)\n change [rotation v] by (25)\n wait (0) seconds\n set [color v] to [100]\n set [brightness v] to [-20]\n Line Explode [90] with start (Rotation)\n change [rotation v] by (25)\n wait (0.1) seconds\nend\n\ndefine Diminish Shake at x (x) y (y) spd (spd) shake size (size)\nset [v v] to ([abs v] of (size) )\nrepeat until <[0] = (round (V))>\n go to x: (pick random ((x) + (V)) to ((x) - (V))) y: (pick random ((y) + (V)) to ((y) - (V)))\n change [v v] by (((0) - (round (V))) / (spd))\nend\n\nwhen I start as a clone\nif <(Clone) = [First]> then\n Frame Animation x [0] y [0] sz [20] dir [90] spd [1]\n Set effects: color [0] brightness [0] transparency [0]\n show\n repeat until <[1200] = (round (size))>\n switch costume to (scaling dot v)\n Frame Animation x [0] y [0] sz [1200] dir [90] spd [4]\n switch costume to (first v)\n end\n repeat until <(Keyframe) = [1]>\n go to [back v] layer\n go [backward v] (52362626) layers\n end\n repeat until <[100] = (round (Brightness))>\n switch costume to (scaling dot v)\n change [brightness v] by (((100) - (round (Brightness))) / (10))\n change [transparency v] by (((100) - (round (Transparency))) / (10))\n change [brightness v] effect by (Brightness)\n change [ghost v] effect by (Transparency)\n switch costume to (first v)\n broadcast (intro v)\n end\nend\n\ndefine Bounce to size (size)\nset [bounce v] to [0]\nrepeat until <([abs v] of (((0.85) * (Bounce)) + (((size) - (size)) / (8))) ) < [0.05]>\n set [bounce v] to (((0.85) * (Bounce)) + (((size) - (size)) / (8)))\n change size by (Bounce)\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(Clone) = [Logo]> then\n Frame Animation x [0] y [0] sz [2] dir [90] spd [1]\n Set effects: color [0] brightness [0] transparency [0]\n show\n switch costume to (logo v)\n Bounce to size [100]\n repeat until <(Keyframe) = [1]>\n go to [front v] layer\n wait (0.4) seconds\n broadcast (Shock v)\n Diminish Shake at x [0] y [0] spd [4] shake size [5]\n end\n repeat until <[800] = (round (size))>\n switch costume to (scaling dot v)\n change [brightness v] by (((100) - (round (Brightness))) / (25))\n change [transparency v] by (((100) - (round (Transparency))) / (25))\n change size by (((800) - (round (size))) / (25))\n change [brightness v] effect by (Brightness)\n change [ghost v] effect by (Transparency)\n switch costume to (logo v)\n end\n delete this clone\nend\n\nwhen I receive [shock v]\nShockwave\n\nwhen I receive [listen v]\nwait (4) seconds\nset [keyframe v] to [1]\n\n@EXIT\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nset [exit v] to []\n\nset [x v] to [-999999]\n\nswitch costume to (open v)\nclone at x [689] y [-122]\n\nif <(level) = [4]> then\n\nset [x v] to [-999999]\n\nswitch costume to (open v)\n\nclone at x [5000000000000000000000000000000000000000000000000000000000000000] y [-122]\n\nhide\n\nif <(level) = [3]> then\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\nif <<(costume [name v]) = [OPEN]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nhide variable [mouse 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 [2550] y [84]\nelse\n if <(level) = [2]> then\n switch costume to (open v)\n clone at x [2179] y [-80]\n if <(level) = [2]> then\n switch costume to (open v)\n clone at x [2179] y [-80]\n end\n else\n switch costume to (open v)\n clone at x [2179] y [-92]\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\n\nshow\n\n@Sprite1\n\nwhen flag clicked\nhide\nset size to (30) %\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (random position v)\nset [color v] effect to (pick random (0) to (200))\nset size to (pick random (10) to (30)) %\nswitch costume to (pick random (1) to (2))\npoint in direction (pick random (0) to (360))\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n turn right (5) degrees\n move (2) steps\n change [ghost v] effect by (-2)\nend\nrepeat (50)\n turn right (5) degrees\n move (2) steps\n change [ghost v] effect by (2)\nend\ndelete this clone\n\n
The second part is here :) - https://scratch.mit.edu/projects/600790501/\n\n 30.04.2021. Wow! Top remixed! And 27+K views. Thank you very much guys <3\n\n02.04.2021\nWow! This is #4 on trending in all and 2# in games!\n\nPlease will propose, to be feature!\n\n\n\nBecause the pandemic is still (unfortunately!) Created for you a coronavirus platformer.\nUse the arrows and jump into the vaccine to get to the next level.
The Earth - Platformer
@Stage\n\nwhen flag clicked\nstart sound [neonpurple3 v]\nset volume to (100) %\nwait (5) seconds\nset [pitch v] effect to (0)\nforever\n start sound [MusMus-BGM-062 v]\n wait (110) seconds\nend\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nstop [all v]\n\nstop all sounds\nstop [all v]\n\nstart sound [Intro v]\n\n@Player\n\nwhen flag clicked\nhide\nwait (5) seconds\nbroadcast (Go v)\n\ndefine Reset\nset [x v] to [0]\nset [y v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\ngo to x: (-175) y: (-70)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [go v]\nshow\nswitch costume to (コスチューム2 v)\nset [x v] to [0]\nset [y v] to [0]\nshow\nset size to (100) %\ngo to x: (-165) y: (-70)\npoint in direction (90)\nforever\n set [x v] to ((X) * (0.9))\n if <key (any v) pressed?> then\n change [x v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n point in direction ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (90))\n else\n change [x v] by (<<mouse down?> and <(mouse x) > [0]>> - <<mouse down?> and <(mouse x) < [0]>>)\n point in direction ((<<mouse down?> and <(mouse x) > [0]>> - <<mouse down?> and <(mouse x) < [0]>>) * (90))\n end\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 <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> 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 [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [15]\n end\n end\n if <touching (jump v)?> then\n set [y v] to [10]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [20]\n end\n end\n if <touching (fast v)?> then\n set [x v] to [5]\n if <<key (right arrow v) pressed?> or <mouse down?>> then\n set [x v] to [10]\n end\n end\n if <touching (water v)?> then\n set [y v] to [-1]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [3]\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 <(x position) > [230]> then\n broadcast (メッセージ1 v)\n Reset\n end\n if <<(y position) < [-180]> or <touching (object v)?>> then\n Reset\n end\nend\n\nwhen I receive [1 v]\nswitch costume to (コスチューム1 v)\nshow\nforever\n if <not <(costume [number v]) = [7]>> then\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [2 v]\nswitch costume to (コスチューム3 v)\nshow\nforever\n if <not <(costume [number v]) = [7]>> then\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [3 v]\nswitch costume to (コスチューム4 v)\nshow\nforever\n if <not <(costume [number v]) = [7]>> then\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [4 v]\nswitch costume to (コスチューム5 v)\nshow\nforever\n if <not <(costume [number v]) = [7]>> then\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [5 v]\nswitch costume to (コスチューム6 v)\nshow\nforever\n if <not <(costume [number v]) = [7]>> then\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [6 v]\nswitch costume to (コスチューム7 v)\nshow\nforever\n if <(costume [number v]) = [7]> then\n forever\n change [color v] effect by (1)\n end\n end\nend\n\nwhen I receive [7 v]\nswitch costume to (コスチューム8 v)\nshow\nforever\n if <not <(costume [number v]) = [7]>> then\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [8 v]\nswitch costume to (コスチューム9 v)\nshow\nforever\n if <not <(costume [number v]) = [7]>> then\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [9 v]\nswitch costume to (コスチューム10 v)\nshow\nforever\n if <not <(costume [number v]) = [7]>> then\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [random v]\nbroadcast (pick random (1) to (9))\n\nReset\ndelete all of [player v]\nshow variable [☁ game clear v]\ncreate clone of (_myself_ v)\nbroadcast (1 v) and wait\nset pen size to (1)\nset drag mode [draggable v]\ngo to (random position v)\nswitch costume to (コスチューム10 v)\nstart sound [Big Boing v]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n forever\n change [color v] effect by (1)\n end\n end\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\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 [メッセージ1 v]\ngo to x: (-175) y: (-70)\n\n@Ground\n\nwhen flag clicked\nhide\nset [skip v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [メッセージ1 v]\nnext costume\nchange [skip v] by (1)\n\nwhen I receive [finish v]\nswitch costume to (コスチューム16 v)\n\nwhen I receive [go v]\nshow\n\n@Object\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nswitch costume to (コスチューム5 v)\nforever\n repeat (10)\n change y by (-1)\n end\n wait (0.5) seconds\n repeat (10)\n change y by (1)\n end\nend\n\nwhen I receive [メッセージ1 v]\nnext costume\n\nwhen I receive [go v]\nshow\n\n@Shop1\n\nwhen flag clicked\ngo to x: (-180) y: (130)\nset size to (40) %\n\nwhen this sprite clicked\nbroadcast (Shop v)\n\n@Shop2\n\nwhen I receive [shop v]\nchange [none v] by (1)\nif <((None) mod (2)) = [1]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to x: (0) y: (0)\nset [none v] to [0]\nset [ghost v] effect to (100)\n\n@スプライト2\n\nwhen I receive [shop v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nif <((None) mod (2)) = [0]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nset [none v] to [0]\ngo to x: (-100) y: (40)\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nbroadcast (1 v)\n\n@スプライト3\n\nwhen I receive [shop v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nif <((None) mod (2)) = [0]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nset [none v] to [0]\ngo to x: (0) y: (40)\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nbroadcast (2 v)\n\n@スプライト4\n\nwhen I receive [shop v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nif <((None) mod (2)) = [0]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nset [none v] to [0]\ngo to x: (100) y: (40)\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nbroadcast (3 v)\n\n@スプライト5\n\nwhen I receive [shop v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nif <((None) mod (2)) = [0]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nset [none v] to [0]\ngo to x: (-100) y: (-20)\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nbroadcast (4 v)\n\n@スプライト6\n\nwhen I receive [shop v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nif <((None) mod (2)) = [0]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nset [none v] to [0]\ngo to x: (0) y: (-20)\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nbroadcast (5 v)\n\n@スプライト7\n\nwhen I receive [shop v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nif <((None) mod (2)) = [0]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nset [none v] to [0]\ngo to x: (100) y: (-20)\nset [ghost v] effect to (100)\nforever\n change [color v] effect by (1)\nend\n\nwhen this sprite clicked\nbroadcast (6 v)\n\n@スプライト8\n\nwhen I receive [shop v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nif <((None) mod (2)) = [0]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nset [none v] to [0]\ngo to x: (-100) y: (-80)\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nbroadcast (7 v)\n\n@スプライト9\n\nwhen I receive [shop v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nif <((None) mod (2)) = [0]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nset [none v] to [0]\ngo to x: (0) y: (-80)\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nbroadcast (8 v)\n\n@スプライト10\n\nwhen I receive [shop v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nif <((None) mod (2)) = [0]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nset [none v] to [0]\ngo to x: (100) y: (-80)\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nbroadcast (9 v)\n\n@Thumbneil\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nshow\ngo to [front v] layer\n\n@The sun\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nshow\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [back v] layer\nshow\nforever\n repeat (10)\n change size by (2)\n end\n wait (1) seconds\n repeat (10)\n change size by (-2)\n end\n wait (1) seconds\nend\n\n@Fast\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\nhide\n\nwhen I receive [メッセージ1 v]\nnext costume\n\nwhen I receive [go v]\nshow\n\n@List\n\nwhen flag clicked\nhide variable [☁ game clear v]\nrepeat (1)\n change [☁ game start v] by (1)\nend\n\n@Leaves\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [color v] effect to (pick random (-10) to (10))\nset size to (pick random (15) to (30)) %\nset [ghost v] effect to (pick random (10) to (50))\npoint in direction (pick random (-90) to (90))\nrepeat (100)\n change x by (-5)\n change y by (-5)\nend\nif <<(x position) < [-250]> or <(y position) < [-180]>> then\n hide\n delete this clone\nend\n\nwhen I receive [go v]\nhide\ngo to x: (250) y: (180)\npoint in direction (90)\nforever\n go to x: (pick random (50) to (400)) y: (180)\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\n@Jump\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [メッセージ1 v]\nnext costume\n\nwhen I receive [go v]\nshow\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (450) y: (0)\nhide\n\nwhen I receive [メッセージ1 v]\ngo to [front v] layer\ngo to x: (450) y: (0)\nshow\nrepeat (20)\n change x by ((-1) * ((x position) / (2.5)))\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\n\n@スプライト11\n\nwhen I receive [shop v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nif <((None) mod (2)) = [0]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nset [none v] to [0]\ngo to x: (100) y: (-120)\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nbroadcast (Random v)\n\n@Key\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nnext costume\nshow\n\nstop [all v]\n\nwhen I receive [go v]\nshow\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n if <touching (player v)?> then\n broadcast (Key! v)\n set [pitch v] effect to (15)\n start sound [Doorbell v]\n hide\n end\nend\n\n@スプライト13\n\nwhen flag clicked\nhide\n\nwhen I receive [key! v]\nnext costume\n\nwhen I receive [finish v]\nif <(costume [number v]) = [4]> then\n broadcast (owari v)\n hide\nend\n\nwhen I receive [go v]\ngo to x: (36) y: (28)\nswitch costume to (コスチューム1 v)\nshow\n\n@スプライト14\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nnext costume\n\nwhen I receive [finish v]\nnext costume\n\nwhen I receive [clear v]\nset [☁ game clear v] to (timer)\n\nwhen I receive [go v]\nshow\nswitch costume to (コスチューム1 v)\nhide variable [☁ game clear v]\nshow list [player v]\nforever\n if <touching (player v)?> then\n broadcast (Finish v)\n end\n if <<(costume [number v]) = [16]> and <touching (player v)?>> then\n broadcast (clear v)\n end\nend\n\n@スプライト15\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [finish v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nset [whirl v] effect to (0)\nset [fisheye v] effect to (0)\nshow\nwait (1) seconds\nforever\n if <<mouse down?> or <key (any v) pressed?>> then\n repeat (10)\n change [ghost v] effect by (10)\n change [whirl v] effect by (10)\n change [fisheye v] effect by (10)\n end\n end\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nnext costume\nshow\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (40)\nswitch costume to (1 v)\nshow\nforever\n repeat (10)\n change y by (-0.5)\n end\n wait (0.5) seconds\n repeat (10)\n change y by (0.5)\n end\nend\n\n@Intro Logo of Me\n\ndefine Sweep\nshow\ngo to x: (0) y: (-150)\nrepeat until <(y position) > [-60]>\n change y by ((-1) * ((y position) / (6)))\nend\nwait (0.3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nreset timer\nhide\ngo to [front v] layer\nset size to (50) %\nwait (3) seconds\nSweep\n\n@Intro Logo9\n\ndefine Sweep\nset [ghost v] effect to (0)\ngo to x: (0) y: (-200)\nforever\n if <(timer) > [5]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n repeat (50)\n change y by (((150) - (y position)) / (8))\n end\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-300)\nset [ghost v] effect to (100)\nset size to (100) %\nwait (1.8) seconds\nSweep\nSweep\n\n@Intro Logo8\n\ndefine Sweep\nset [ghost v] effect to (0)\ngo to x: (0) y: (-200)\nforever\n if <(timer) > [3]> then\n hide\n else\n repeat (50)\n change y by (((150) - (y position)) / (8))\n end\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-300)\nset [ghost v] effect to (100)\nset size to (100) %\nwait (1.7) seconds\nSweep\nSweep\n\n@Intro Logo7\n\ndefine Sweep\nset [ghost v] effect to (0)\ngo to x: (0) y: (-200)\nforever\n if <(timer) > [3]> then\n hide\n else\n repeat (50)\n change y by (((150) - (y position)) / (8))\n end\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-300)\nset [ghost v] effect to (100)\nset size to (100) %\nwait (1.6) seconds\nSweep\nSweep\n\n@Intro Logo6\n\ndefine Sweep\nset [ghost v] effect to (0)\ngo to x: (0) y: (-200)\nforever\n if <(timer) > [3]> then\n hide\n else\n repeat (50)\n change y by (((150) - (y position)) / (8))\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-300)\nshow\nset [ghost v] effect to (100)\nset size to (100) %\nwait (1.5) seconds\nSweep\nSweep\n\n@Intro Logo5\n\ndefine Sweep\ngo to x: (0) y: (-200)\nforever\n if <(timer) > [3]> then\n hide\n else\n repeat (50)\n change y by (((150) - (y position)) / (8))\n end\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-300)\nset [ghost v] effect to (0)\nset size to (100) %\nwait (0.3) seconds\nSweep\nSweep\n\n@Intro Logo4\n\ndefine Sweep\ngo to x: (0) y: (-200)\nforever\n if <(timer) > [3]> then\n hide\n else\n repeat (50)\n change y by (((150) - (y position)) / (8))\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-300)\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nwait (0.2) seconds\nSweep\nSweep\n\n@Intro Logo3\n\ndefine Sweep\ngo to x: (0) y: (-200)\nforever\n if <(timer) > [3]> then\n hide\n else\n repeat (50)\n change y by (((150) - (y position)) / (8))\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-300)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nwait (0.1) seconds\nSweep\nSweep\n\nstop [all v]\n\n@Intro Logo2\n\ndefine Sweep\ngo to x: (0) y: (-200)\nforever\n if <(timer) > [3]> then\n hide\n else\n repeat (50)\n change y by (((150) - (y position)) / (8))\n end\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-300)\nset [ghost v] effect to (0)\nset size to (100) %\nSweep\nSweep\n\nstop [all v]\n\n@Intro Logo\n\ndefine Sweep\nshow\npoint in direction (90)\ngo to x: (0) y: (-200)\nrepeat until <(y position) > [0]>\n change y by (((5) - (y position)) / (6))\nend\n\ndefine Boing!!\nhide\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nreset timer\nhide\nset [ghost v] effect to (0)\ngo to [front v] layer\nset size to (60) %\nwait (1.75) seconds\nSweep\nBoing!!\n\nwhen I start as a clone\nshow\npoint in direction (90)\nset size to (0) %\nset [big and small v] to [0]\nrepeat (50)\n set [big and small v] to (((Big and Small) * (0.75)) + (((60) - (size)) * (0.2)))\n change size by (Big and Small)\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nshow\n\n@スプライト12\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nwait (4.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@壁キック\n\nif <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<<(mouse y) > (y position)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n start sound [Jump v]\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\n@Sheet\n\ngo to x: (0) y: (0)\n\n@Shop4\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <not <(Skip) = [18]>> then\n broadcast (メッセージ1 v)\nend\n\nwhen I receive [finish v]\nhide\n\nwhen I receive [go v]\nshow\ngo to x: (-180) y: (-135)\nforever\n if <<(Skip) > [18]> or <(Skip) = [18]>> then\n hide\n end\nend\n\n@スプライト17\n\n@雲\n\nwhen flag clicked\nhide\ngo to [back v] layer\nrepeat (2)\n go to x: (300) y: (pick random (80) to (150))\n set size to (pick random (50) to (100)) %\n set [ghost v] effect to (pick random (25) to (50))\n create clone of (_myself_ v)\n wait (5) seconds\nend\n\nwhen I start as a clone\nshow\nforever\n repeat until <(x position) < [-240]>\n change x by (-1)\n end\n set [ghost v] effect to (pick random (10) to (30))\n go to x: (300) y: (pick random (130) to (150))\n set size to (pick random (50) to (60)) %\nend\n\n@スプライト16\n\n@スプライト18\n\n
◆◆◆◆◆◆◆◆ゲーム実況大歓迎です!◆◆◆◆◆◆\n \nまともなプロジェクトが作れなくて、とりあえずプラフォ作ろ!と思い立ちできたのがこれです。ちなみにこの後しばらくもがいた末にベクターアートと出会います。初期のベクターアートはもう消してありますがね…。\n\nAncate\n\nWhat costume do you like the best?\nPlease comment.\n\nアンケート\n\nどのコスチュームが一番好きですか?\nコメントしてください。\n\n[ How to Play ]\n\nArrow keys to move.\nMobilefriendly.\n❤️ and ⭐️ if you like this game.\n\nMother Earth...we must protect it...\n\n[ 使い方 ]\n 矢印キーで操作\n モバイルです。\n\n 母なる地球…私たちが守るべきなのだ…。\n\nEasy version \n簡単バージョン\n\nhttps://scratch.mit.edu/projects/514309899\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#game #games #platfomer #mobile #earth
Save Earth: A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [rise-and-shine v] until done\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\n@Earth\n\nwhen flag clicked\nswitch costume to (3d1b3e23-f84f-42cd-a859-45dcf39dbc40 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\ngo to x: (-189) y: (-71)\nset y to (50)\nforever\n if <<key (right arrow v) pressed?> and <not <touching color (#000000)?>>> then\n point in direction (90)\n change x by (7)\n end\n if <<key (left arrow v) pressed?> and <not <touching color (#000000)?>>> then\n point in direction (-90)\n change x by (-7)\n end\nend\n\nwhen flag clicked\nset [y v] to [0]\nforever\n change [y v] by (-0.5)\n if <not <touching color (#b1b1b1)?>> then\n change y by (Y)\n end\n if <key (up arrow v) pressed?> then\n if <touching color (#b1b1b1)?> then\n broadcast (Jump v)\n set [y v] to [7]\n change y by (Y)\n end\n end\nend\n\nwhen I receive [next level v]\nset [y v] to [-1]\ngo to x: (-189) y: (0)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <touching (_edge_ v)?> then\n if on edge, bounce\n end\n if <touching color (#ff8080)?> then\n set [y v] to [0]\n go to x: (-189) y: (0)\n end\n if <touching color (#75a2ff)?> then\n broadcast (Next level v)\n change [level v] by (1)\n end\n if <touching color (#00b0ce)?> then\n set [y v] to [0]\n go to x: (-189) y: (0)\n end\n if <key (s v) pressed?> then\n if <(Skip) > [0]> then\n broadcast (Next level v)\n change [level v] by (1)\n change [skip v] by (-1)\n wait (1) seconds\n end\n end\n if <key (r v) pressed?> then\n set [y v] to [0]\n go to x: (-189) y: (0)\n end\n if <(y position) < [-145]> then\n set [y v] to [0]\n go to x: (-189) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n switch costume to (00d58c99-a306-419d-b820-160a11ce5ff6-removebg-preview v)\n end\nend\n\nwhen flag clicked\nshow variable [level v]\nset [skip v] to [3]\nhide variable [skip v]\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nrepeat (200)\n change [ghost v] effect by (5)\nend\n\n@Level\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\n\nwhen I receive [next level v]\nnext costume\n\n@BGClone\n\nwhen flag clicked\nhide\ngo to x: (pick random (-217) to (133)) y: (175)\nforever\n create clone of (_myself_ v)\n wait (pick random (0.3) to (0.5)) seconds\nend\n\nwhen I start as a clone\ngo to x: (pick random (-217) to (94)) y: (175)\nset size to (pick random (50) to (90)) %\ngo to [back v] layer\nswitch costume to (pick random (1) to (10))\nset [ghost v] effect to (10)\nshow\nrepeat until <touching (_edge_ v)?>\n show\n change y by (pick random (-3) to (-7))\n if <touching (earth v)?> then\n create clone of (_myself_ v)\n delete this clone\n end\nend\nif <touching (_edge_ v)?> then\n delete this clone\nend\n\nwhen I start as a clone\nif <(Level) = [17]> then\n set y to (263)\n set size to (200) %\n forever\n change [color v] effect by (3)\n end\nend\n\n@Icon\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\n show\nend\n\n
Earth is sick! Why? How can we help? Find out in this platformer! \n———\nArrow Keys = Move\nS = Skip\nR = Restart\n———\nEvery level is possible.\n———\n#GLOBAL #WARMING #GREENHOUSE #EFFECT #GASES #HOT #EARTH #CO2 #N2O #CH4
"the Nature" a platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nwait until <(プログラム管理) = [1]>\nforever\n switch backdrop to (プログラム管理)\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\nrepeat (50)\n set [プログラム管理 v] to [1]\n go to [front v] layer\nend\nrepeat (10)\n go to [front v] layer\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 go to [front v] layer\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)\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\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\nchange [プログラム管理 v] by (-1)\n\n@木\n\nwhen flag clicked\nhide\npoint in direction (90)\nwait (0.1) seconds\nwait until <not <(プログラム管理) = [オープニング]>>\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (プログラム管理)\nend\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
Street Fighter Platformer Online - Mobile friendly platformer!!
@Stage\n\nwhen flag clicked\n\nwhen I receive [begin v]\nbroadcast (M pressed v)\n\nstop all sounds\nstop [other scripts in sprite v]\nforever\n play sound [15 v] until done\n set [track? v] to [1]\n play sound [Ryu - stage quieter v] until done\n set [track? v] to [0]\nend\n\nwhen [m v] key pressed\nbroadcast (M pressed v)\n\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen I receive [m pressed v]\nstop [other scripts in sprite v]\nstop all sounds\nif <(Track?) > [0]> then\n set [track? v] to [0]\n forever\n play sound [15 v] until done\n wait (0.5) seconds\n end\nelse\n change [track? v] by (1)\n forever\n play sound [Ryu - stage quieter v] until done\n wait (0.5) seconds\n end\nend\n\nwhen I receive [#introover v]\nforever\n play sound [Select v] until done\nend\n\n@Player\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [respawn v]\nif <(Level) = [1]> then\n go to x: (680) y: (300)\nend\nif <(Level) = [2]> then\n go to x: (-675) y: (200)\nend\nif <(Level) = [3]> then\n go to x: (677) y: (0)\nend\nif <(Level) = [4]> then\n go to x: (-677) y: (-170)\nend\nif <(Level) = [5]> then\n go to x: (668) y: (-330)\nend\n\nwhen flag clicked\nhide\nset [level v] to [1]\nset [max players v] to [8]\nset [hero y velocity v] to [0]\nset [hero x velocity v] to [0]\nset [my player # v] to [0]\nset [max hero x velocity v] to [7]\nset [max hero y velocity v] to [10]\n\nbroadcast (Respawn v) and wait\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]\nshow\nforever\n Player Tick\n send cloud data\n OutOfBounds?\nend\n\ndefine set cloud # (player) (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nif <(MY PLAYER #) < [1]> then\n stop [this script v]\nend\nchange [cloud timer v] by (1)\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x position) to encoded\nwrite (y position) to encoded\nwrite ([costume # v] of [my costumes v]) to encoded\nwrite ([direction v] of [my costumes v]) to encoded\nset cloud # (MY PLAYER #) (encoded)\n\ndefine Player Tick\nchange [hero y velocity v] by (1)\nGravity\nJumpSensing\nLeft right sensing\n\nwrite [] to encoded\nwrite [] to encoded\nset cloud # (MY PLAYER #) (encoded)\n\ndefine Gravity\nif <(Hero y velocity) > (Max hero y velocity)> then\n set [hero y velocity v] to (Max hero y velocity)\nend\nif <(Hero y velocity) < ((0) - (Max hero y velocity))> then\n set [hero y velocity v] to ((0) - (Max hero y velocity))\nend\nif <(Hero y velocity) > [0]> then\n change y by (1)\n repeat (Hero y velocity)\n if <not <touching (herosensor v)?>> then\n change y by (1)\n end\n end\n if <touching (herosensor v)?> then\n change y by (-1)\n set [hero y velocity v] to [0]\n end\nend\nif <(Hero y velocity) < [0]> then\n change y by (-1)\n repeat ([abs v] of (Hero y velocity) )\n if <not <touching (herosensor v)?>> then\n change y by (-1)\n else\n set [hero y velocity v] to [1]\n end\n end\n change y by (1)\nend\n\n\n\nif <not <touching (herosensor v)?>> then\n\ndefine JumpSensing\nif <<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <<key (w v) pressed?> or <(JumpingYes_or_No) = [Yes]>>> then\n change y by (1)\n if <touching (herosensor v)?> then\n set [hero y velocity v] to ((0) - (Max hero y velocity))\n end\n change y by (-1)\nend\n\ndefine Left right sensing\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(LeftOrRightOrStill?) = [Right]>> then\n change [hero x velocity v] by (-1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(LeftOrRightOrStill?) = [Left]>> then\n change [hero x velocity v] by (1)\nend\nif <(Hero x velocity) < ((0) - (Max Hero x velocity))> then\n set [hero x velocity v] to ((0) - (Max Hero x velocity))\nend\nif <(Hero x velocity) > [11]> then\n set [hero x velocity v] to (Max Hero x velocity)\nend\nif <(Hero x velocity) > [0]> then\n repeat (Hero x velocity)\n if <not <touching (herosensor v)?>> then\n change x by (1)\n end\n end\n change [hero x velocity v] by (-0.5)\n if <touching (herosensor v)?> then\n change x by (-1)\n set [hero x velocity v] to [0]\n end\nend\nif <(Hero x velocity) < [0]> then\n repeat ([abs v] of (Hero x velocity) )\n if <not <touching (herosensor v)?>> then\n change x by (-1)\n end\n end\n change [hero x velocity v] by (0.5)\n if <touching (herosensor v)?> then\n change x by (1)\n set [hero x velocity v] to [0]\n end\nend\n\nset [☁ p1 v] to [0]\n\nsay [Hello!]\nstop [this script v]\n\nset size to (300) %\n\nset [#herox v] to (x position)\nset [#heroy v] to (y position)\n\nset [#herox v] to (x position)\n\nset [#heroy v] to (y position)\n\nset [#herox v] to (x position)\nset [#heroy v] to [0]\n\nset [#heroy v] to (y position)\n\nset [#heroy v] to (y position)\n\nwhen [i v] key pressed\n\nadd ((0) - (x position)) to [microbad_x v]\nadd ((-30) - (y position)) to [microbad_y v]\n\ndelete (3) of [microbad_x v]\ndelete (3) of [microbad_y v]\n\ndelete all of [microbad_x v]\ndelete all of [microbad_y v]\n\nsay (join (x position) (join [ ] (y position)))\n\ngo to x: (0) y: (0)\n\nset size to (1000) %\n\nreplace item (player #) of [player usernames v] with (value)\n\nswitch costume to (zoomer v)\nset size to (300) %\nswitch costume to (1 v)\n\nhide\n\ngo to x: (657) y: (70)\n\nbroadcast (begin v)\n\ndefine OutOfBounds?\nif <(y position) > [400]> then\n broadcast (Respawn v)\nend\n\nwhen I receive [##level up v]\nswitch costume to (Level)\nrepeat until <not <touching (herosensor v)?>>\n repeat (10)\n switch costume to (Level)\n if <touching (herosensor v)?> then\n switch costume to ((Level) - (1))\n wait (0.2) seconds\n end\n end\nend\n\nrepeat until <not <touching (herosensor v)?>>\n if <touching (herosensor v)?> then\n switch costume to ((Level) - (1))\n wait (0.2) seconds\n end\nend\n\nbroadcast (begin v)\n\nset [max hero x velocity v] to [6]\nset [max hero y velocity v] to [11]\n\nbroadcast (begin v)\n\nswitch costume to (Level)\n\nset [max players v] to [8]\nset [hero y velocity v] to [0]\nset [hero x velocity v] to [0]\nset [my player # v] to [0]\nset [max hero x velocity v] to [7]\nset [max hero y velocity v] to [10]\nwait until <(Level) > [1]>\nset [max hero x velocity v] to [9]\nset [max hero y velocity v] to [14]\n\nreplace item (MY PLAYER #) of [player x - for usernames v] with (x position)\nreplace item (MY PLAYER #) of [player y - for usernames v] with (y position)\nreplace item (MY PLAYER #) of [player usernames v] with (username)\n\nwhen I receive [#introover 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\nwait until <(Level) > [1]>\nset [max hero x velocity v] to [9]\nset [max hero y velocity v] to [14]\n\n@Saved!\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\n\nforever\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter# v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter#) of (encoded)) (letter ((letter#) + (1)) of (encoded)))\n change [letter# v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\ndelete all of [buffer v]\nhide\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [color v] effect by (25)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\n\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup - opponents v]\n\nsetup players\n\ndefine tick\nif <(join [a] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\n begin decode of (value)\n value = read from encoded\n say (value)\n value = read from encoded\n value = read from encoded\n set x to (([x position v] of [player v]) - (value))\n value = read from encoded\n set y to (([y position v] of [player v]) - ((value) - (-30)))\n if <<([abs v] of (x position) ) > [315]> or <([abs v] of (y position) ) > [235]>> then\n hide\n end\n value = read from encoded\n switch costume to (value)\n value = read from encoded\n point in direction (value)\n if <<([abs v] of (x position) ) > [319]> or <([abs v] of (y position) ) > [239]>> then\n hide\n end\nend\nvalue = cloud # (player #)\n\nsay (join (player #) (join [ ] [banana]))\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\nvalue = read from encoded\nvalue = read from encoded\nrepeat until <(value) = []>\n add (value) to [buffer v]\n value = read from encoded\nend\n\nerase all\n\nshow\nclear graphic effects\n\nadd [thing] to [buffer v]\n\nreplace item (player #) of [player usernames v] with (value)\nreplace item (player #) of [player x - for usernames v] with (item (1) of [buffer v])\nreplace item (player #) of [player y - for usernames v] with (item (1) of [buffer v])\n\nif <(length of [buffer v]) > [0]> then\n set x to (item (1) of [buffer v])\n replace item (player #) of [player x - for usernames v] with (item (1) of [buffer v])\n delete (1) of [buffer v]\n set y to (item (1) of [buffer v])\n replace item (player #) of [player y - for usernames v] with (item (1) of [buffer v])\n delete (1) of [buffer v]\nend\n\nrepeat until <(value) = []>\n add (value) to [buffer v]\n value = read from encoded\nend\n\nset x to (130)\n\nset [color v] effect to (90)\n\n@HeroSensor\n\nwhen I receive [begin v]\nset [ghost v] effect to (99)\nshow\ngo to x: (0) y: (-60)\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nset [ghost v] effect to (100)\nshow\nset y to (-127)\nwait (0.1) seconds\nif <(#MODE) = [Easy]> then\n Easy\nelse\n Other Difficulties\nend\n\nclear graphic effects\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\npoint in direction (90)\n\nsay (direction)\n\n\n\nhide\n\nwhen this sprite clicked\n\nsay (join ((mouse x) - (x position)) (join [ ] ((mouse y) - (y position)))) for (20) seconds\n\n\n\ndefine Easy\nforever\n if <mouse down?> then\n if <(mouse x) > [0]> then\n go to x: (173) y: (-127)\n else\n go to x: (-173) y: (-127)\n end\n go to [front v] layer\n set [ghost v] effect to (10)\n if <touching (mouse-pointer v)?> then\n if <((mouse y) - (y position)) < [0]> then\n set [jumpingyes_or_no v] to [No]\n if <((mouse x) - (x position)) > [20]> then\n switch costume to (right v)\n set [leftorrightorstill? v] to [Right]\n else\n if <((mouse x) - (x position)) < [-20]> then\n switch costume to (left v)\n set [leftorrightorstill? v] to [Left]\n else\n switch costume to (attack v)\n broadcast (Attack v)\n set [leftorrightorstill? v] to [Still]\n end\n end\n else\n set [jumpingyes_or_no v] to [Yes]\n if <((mouse x) - (x position)) > [20]> then\n switch costume to (upright v)\n set [leftorrightorstill? v] to [Right]\n else\n if <((mouse x) - (x position)) < [-20]> then\n switch costume to (upleft v)\n set [leftorrightorstill? v] to [Left]\n else\n switch costume to (up v)\n set [leftorrightorstill? v] to [Still]\n end\n end\n end\n end\n else\n change [ghost v] effect by (0.4)\n set [jumpingyes_or_no v] to [No]\n set [leftorrightorstill? v] to [Still]\n end\nend\n\ndefine Other Difficulties\nforever\n if <mouse down?> then\n if <(mouse x) > [0]> then\n go to x: (173) y: (-127)\n else\n go to x: (-173) y: (-127)\n end\n go to [front v] layer\n set [ghost v] effect to (10)\n if <touching (mouse-pointer v)?> then\n if <((mouse y) - (y position)) < [0]> then\n set [jumpingyes_or_no v] to [No]\n if <((mouse x) - (x position)) > [20]> then\n switch costume to (right2 v)\n set [leftorrightorstill? v] to [Right]\n else\n if <((mouse x) - (x position)) < [-20]> then\n switch costume to (left2 v)\n set [leftorrightorstill? v] to [Left]\n else\n switch costume to (attack2 v)\n broadcast (Attack v)\n set [leftorrightorstill? v] to [Still]\n end\n end\n else\n set [jumpingyes_or_no v] to [Yes]\n if <((mouse x) - (x position)) > [20]> then\n switch costume to (upright2 v)\n set [leftorrightorstill? v] to [Right]\n else\n if <((mouse x) - (x position)) < [-20]> then\n switch costume to (upleft2 v)\n set [leftorrightorstill? v] to [Left]\n else\n switch costume to (up2 v)\n set [leftorrightorstill? v] to [Still]\n end\n end\n end\n end\n else\n change [ghost v] effect by (0.4)\n set [jumpingyes_or_no v] to [No]\n set [leftorrightorstill? v] to [Still]\n end\nend\n\n@Parallax background\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nswitch costume to (sort v)\n\nwhen I start as a clone\nset size to (300) %\nswitch costume to (sort v)\nshow\nforever\n go to x: (([x position v] of [player v]) / (3)) y: (([y position v] of [player v]) / (3))\nend\n\nwhen I receive [begin v]\n\ncreate clone of (_myself_ v)\n\nwhen I receive [begin v]\ngo to [back v] layer\nswitch costume to (blank for stretching v)\nhide\nset size to (300) %\nshow\nswitch costume to (dojo ninja v)\ngo to [back v] layer\nforever\n go to x: (([x position v] of [player v]) / (5)) y: (([y position v] of [player v]) / (5))\nend\n\nwhen I receive [#introover v]\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (dojo ninja v)\ngo to [back v] layer\nshow\n\nforever\n go to x: (([x position v] of [player v]) / (5)) y: (([y position v] of [player v]) / (5))\nend\n\ngo to [back v] layer\nshow\n\n@My costumes\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\nwait (2) seconds\nFaster\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\nwait (2) seconds\nFaster\ndelete this clone\n\nwhen I receive [begin v]\nif <[1] = [1]> then\n delete this clone\nend\nshow\nset size to (75) %\npoint in direction (90)\ngo to x: (0) y: (-58)\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\nforever\n set [cloudcostume v] to (costume [number v])\nend\n\nwhen I receive [hit v]\nstop [other scripts in sprite v]\nset [costumelock v] to [Action]\nswitch costume to (minipunch v)\nrepeat (9)\n next costume\n wait (0.1) seconds\nend\nswitch costume to (ryu-gem-ready v)\nset [costumelock v] to [PlayerReadyStance]\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\nwhen I receive [highkick v]\nstop [other scripts in sprite v]\nset [costumelock v] to [Action]\nswitch costume to (ryu-sidekick2 v)\nrepeat (6)\n next costume\n wait (0.1) seconds\nend\nswitch costume to (ryu-gem-ready v)\nset [costumelock v] to [PlayerReadyStance]\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\nwhen I receive [lowhit v]\nstop [other scripts in sprite v]\nset [costumelock v] to [Action]\nswitch costume to (lowhit v)\nrepeat (6)\n next costume\n wait (0.1) seconds\nend\nswitch costume to (ryu-gem-ready v)\nset [costumelock v] to [PlayerReadyStance]\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\nwhen I receive [lowkick v]\nstop [other scripts in sprite v]\nset [costumelock v] to [Action]\nswitch costume to (lowkickstart v)\nrepeat (3)\n next costume\n wait (0.1) seconds\nend\nswitch costume to (lowkickstart v)\nwait (0.1) seconds\nswitch costume to (ryu-gem-ready v)\nset [costumelock v] to [PlayerReadyStance]\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\nwhen I receive [special v]\nstop [other scripts in sprite v]\nset [costumelock v] to [Action]\nswitch costume to (costume2 v)\nrepeat (20)\n next costume\n wait (0.05) seconds\nend\nswitch costume to (ryu-gem-ready v)\nset [costumelock v] to [PlayerReadyStance]\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\nwhen I receive [hit v]\nstop [other scripts in sprite v]\nset [costumelock v] to [Action]\nswitch costume to (minipunch v)\nrepeat (6)\n next costume\n wait (0.1) seconds\nend\nswitch costume to (ryu-gem-ready v)\nset [costumelock v] to [PlayerReadyStance]\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\nswitch costume to (walk! v)\n\nwhen I receive [costumecontrol v]\nforever\n if <<(Hero x velocity) > [0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n point in direction (-90)\n set [costumelock v] to [WalkCycle]\n else\n if <<(Hero x velocity) < [-0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n point in direction (90)\n set [costumelock v] to [WalkCycle]\n else\n set [costumelock v] to [PlayerReadyStance]\n end\n end\n if <<(#HeroVulnerable?) = [Yes]> and <touching color (#005fff)?>> then\n set [#herovulnerable? v] to [No]\n broadcast (HitDamage v)\n end\nend\n\nwhen I receive [cycles v]\nforever\n if <(COSTUMELOCK) = [WalkCycle]> then\n switch costume to (walk1 v)\n repeat until <<not <(COSTUMELOCK) = [WalkCycle]>> or <(COSTUMELOCK) = [Action]>>\n next costume\n if <(costume [number v]) > [79]> then\n switch costume to (walk1 v)\n end\n wait (0) seconds\n end\n end\n if <(COSTUMELOCK) = [PlayerReadyStance]> then\n switch costume to (ryu-gem-ready v)\n repeat until <<not <(COSTUMELOCK) = [PlayerReadyStance]>> or <(COSTUMELOCK) = [Action]>>\n next costume\n if <(costume [number v]) > [10]> then\n switch costume to (ryu-gem-ready v)\n end\n wait (0.1) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Faster\ngo to x: (-150) y: (-135)\npoint in direction (90)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-135)\npoint in direction (-90)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset size to (100) %\nforever\n wait (0.1) seconds\n next costume\n if <(letter (1) of (costume [name v])) = [b]> then\n next costume\n if <(letter (1) of (costume [name v])) = [b]> then\n next costume\n if <(letter (1) of (costume [name v])) = [b]> then\n next costume\n if <(letter (1) of (costume [name v])) = [b]> then\n next costume\n if <(letter (1) of (costume [name v])) = [b]> then\n next costume\n end\n end\n end\n end\n end\nend\n\nwhen I receive [#introover v]\nset [costumelock v] to [PlayerReadyStance]\nwait (2) seconds\nFaster\n\n@power bar\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nif <not <(#MODE) = [Easy]>> then\n hide\n stop [this script v]\nend\nshow\nswitch costume to (1 v)\nrepeat (10)\n go to [front v] layer\nend\nforever\n if <(costume [number v]) < [65]> then\n repeat (1)\n next costume\n if <<(Level) < [2]> and <(costume [number v]) > [38]>> then\n switch costume to (low12 v)\n else\n if <<(Level) < [3]> and <(costume [number v]) > [38]>> then\n switch costume to (low12 v)\n else\n if <<(Level) < [4]> and <(costume [number v]) > [51]>> then\n switch costume to (hit14 v)\n else\n if <<(Level) < [5]> and <(costume [number v]) > [64]>> then\n switch costume to (highkick13 v)\n end\n end\n end\n end\n end\nend\n\ndefine Attack\nif <not <(#MODE) = [Easy]>> then\n Stop This Script\n stop [this script v]\nend\nif <(costume [number v]) < [13]> then\n stop [this script v]\nend\nif <(costume [number v]) < [26]> then\n broadcast (LowHit v)\n Stop This Script\n stop [this script v]\nend\nif <(costume [number v]) < [39]> then\n broadcast (LowKick v)\n Stop This Script\n stop [this script v]\nend\nif <(costume [number v]) < [52]> then\n broadcast (Hit v)\n Stop This Script\n stop [this script v]\nend\nif <(costume [number v]) < [65]> then\n broadcast (Highkick v)\n Stop This Script\n stop [this script v]\nend\nbroadcast (SPECIAL v)\nStop This Script\n\nwhen [down arrow v] key pressed\nAttack\n\nwhen [s v] key pressed\nAttack\n\ndefine Stop This Script\nswitch costume to (1 v)\nstop [this script v]\n\nwhen I receive [attack v]\nAttack\n\nswitch costume to (low12 v)\n\nswitch costume to (13 v)\n\nstop [this script v]\n\nwait (12) seconds\n\nwhen flag clicked\nhide\n\n@AttackSensor\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nset [ghost v] effect to (99)\nswitch costume to (lowhit v)\nshow\ngo to x: (0) y: (-60)\nforever\n if <<(Hero x velocity) > [0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n point in direction (-90)\n else\n if <<(Hero x velocity) < [-0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n point in direction (90)\n end\n end\nend\n\nwhen flag clicked\nhide\n\npoint in direction (90)\n\nwhen I receive [hit v]\nstart sound [149898__animationisaac__hard-punch v]\nswitch costume to (hit v)\n\nwhen I receive [lowhit v]\nstart sound [LowHit v]\nswitch costume to (lowhit v)\n\nwhen I receive [special v]\nstart sound [Fireball v]\nswitch costume to (special v)\n\nwhen I receive [highkick v]\nstart sound [HighKick v]\nswitch costume to (highkick v)\n\nwhen I receive [lowkick v]\nstart sound [257233__javierzumer__metal-door-gate v]\nswitch costume to (lowkick v)\n\nbroadcast (SPECIAL v)\n\nswitch costume to (lowkick v)\n\nswitch costume to (highkick v)\n\nbroadcast (LowHit v)\n\nbroadcast (LowKick v)\n\nbroadcast (Hit v)\n\nbroadcast (Highkick v)\n\n@Heatlh\n\nsay [Hello!] for (2) seconds\n\nwhen flag clicked\nhide\nforever\n wait until <(#HeroVulnerable?) = [No]>\n if <(#MODE) = [Easy]> then\n wait (1) seconds\n end\n if <(#MODE) = [Normal]> then\n wait (0.75) seconds\n end\n if <(#MODE) = [Hardcore]> then\n wait (0.5) seconds\n end\n if <(#MODE) = [Insane]> then\n wait (0.35) seconds\n end\n set [#herovulnerable? v] to [Yes]\nend\n\nwhen I receive [begin v]\nset [#herovulnerable? v] to [Yes]\nset [#herohealth v] to [12]\nrepeat (10)\n go to [front v] layer\n show\n go to x: (182) y: (164)\n switch costume to (#HeroHealth)\nend\nforever\n if <(#HeroHealth) > [12]> then\n set [#herohealth v] to [12]\n end\n switch costume to (#HeroHealth)\n if <(#HeroHealth) < [1]> then\n switch costume to (dead v)\n broadcast (#HardcoreDeath v)\n forever\n go to [front v] layer\n end\n end\nend\n\nwhen I receive [damageme v]\nif <not <(COSTUMELOCK) = [Action]>> then\n change [#herohealth v] by (-1)\n set [#herovulnerable? v] to [No]\nend\n\nif <(#HeroVulnerable?) = [Yes]> then\nend\n\nwhen I receive [hitdamage v]\nif <(#HeroVulnerable?) = [Yes]> then\n set [#herovulnerable? v] to [No]\n change [#herohealth v] by (-1)\nend\n\nwhen I receive [redspikesdamage v]\nif <(#HeroVulnerable?) = [Yes]> then\n change [#herohealth v] by (-1)\n set [#herovulnerable? v] to [No]\nend\n\nif <(#HeroHealth) > [12]> then\n set [#herohealth v] to [12]\nend\n\nswitch costume to (#HeroHealth)\n\nstop [this script v]\n\nwhen I receive [respawn v]\nif <(Level) > [1]> then\n change [#herohealth v] by (-1)\nend\nif <(#MODE) = [Hardcore]> then\n set [#herohealth v] to [0]\nend\n\n\n\nchange [#herohealth v] by (-1)\n\nwait (1) seconds\n\nwait (0.5) seconds\nset [#herovulnerable? v] to [Yes]\n\nwait (1) seconds\n\n@Enemy Health\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nhide\nset [health bar local clone number v] to [1]\nrepeat (length of [microbad - enemy name v])\n set [local_clone_x v] to (item (Health Bar local clone number) of [microbad_x v])\n set [local_clone_y v] to ((item (Health Bar local clone number) of [microbad_y v]) + (30))\n if <not <(item (Health Bar local clone number) of [microbad - enemy name v]) = [Orb]>> then\n create clone of (_myself_ v)\n end\n change [health bar local clone number v] by (1)\n add [] to [microbad heath v]\nend\n\ndelete all of [microbad heath v]\n\nset [--temp hearts baddie v] to [10]\n\nwhen I receive [begin v]\n\nwhen I start as a clone\nshow\nif <(item (Health Bar local clone number) of [microbad - enemy name v]) = [Kenji]> then\n Kenji\n stop [this script v]\nend\nforever\n switch costume to (item (Health Bar local clone number) of [microbad heath v])\n if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n hide\n else\n show\n end\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (item (Health Bar local clone number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-60))\n if <(item (Health Bar local clone number) of [microbad heath v]) < [1]> then\n hide\n change [enemiesdefeated v] by (1)\n delete this clone\n end\nend\n\ndelete (1) of [code v]\n\ninsert [6] at (1) of [microbad heath v] \n\nwhen flag clicked\nHealthCleaning\n\ndefine HealthCleaning\ndelete all of [microbad heath v]\nrepeat (length of [microbad - enemy name v])\n add [0] to [microbad heath v]\nend\n\ndefine Kenji\nforever\n switch costume to (item (Health Bar local clone number) of [microbad heath v])\n if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n hide\n else\n show\n end\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (item (Health Bar local clone number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-20))\n if <(item (Health Bar local clone number) of [microbad heath v]) < [1]> then\n hide\n change [enemiesdefeated v] by (1)\n delete this clone\n end\nend\n\n@CloneX shift number controller\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset [enemiesdefeated v] to [0]\nset [baddie_clone_x_shift v] to [0]\nforever\n wait until <<(current [second v]) = [0]> or <<(current [second v]) = [20]> or <(current [second v]) = [40]>>>\n set [baddie_clone_x_shift v] to [0]\n set [baddiedirectionl/r? v] to [R]\n repeat until <<(current [second v]) = [10]> or <<(current [second v]) = [30]> or <(current [second v]) = [50]>>>\n change [baddie_clone_x_shift v] by (1)\n wait (0.1) seconds\n end\n set [baddiedirectionl/r? v] to [L]\n repeat until <<(current [second v]) = [0]> or <<(current [second v]) = [20]> or <(current [second v]) = [40]>>>\n change [baddie_clone_x_shift v] by (-1)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [begin v]\nset [enemiesdefeated v] to [0]\n\n@HitColourWeek of 5th July: Summer term reviews uploaded to CPOMs and all paper copies then passed on to new class teachers as part of handover.\n\n@Ken\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nhide\nset [microbad clone number v] to [1]\nrepeat (length of [microbad - enemy name v])\n set [local_clone_x v] to (item (MicroBad Clone Number) of [microbad_x v])\n set [local_clone_y v] to (item (MicroBad Clone Number) of [microbad_y v])\n if <(item (MicroBad Clone Number) of [microbad - enemy name v]) = [Ken]> then\n switch costume to (pick random (1) to (10))\n replace item (MicroBad Clone Number) of [microbad heath v] with [3]\n create clone of (_myself_ v)\n end\n change [microbad clone number v] by (1)\nend\nhide\n\nwhen I receive [lowkick v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (2))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (1))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I receive [hit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (3))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I receive [highkick v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I receive [special v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\ngo to x: (([x position v] of [player v]) + (80)) y: (([y position v] of [player v]) + (-75))\n\nwhen I start as a clone\nset [local_costume_loop_slower v] to [0]\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-71))\n if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n hide\n else\n show\n change [local_costume_loop_slower v] by (1)\n if <(local_costume_loop_slower) > [5]> then\n next costume\n set [local_costume_loop_slower v] to [0]\n end\n if <<(#HeroVulnerable?) = [Yes]> and <touching (herosensor v)?>> then\n set [#herovulnerable? v] to [No]\n broadcast (DamageMe v)\n end\n if <(BaddieDirectionL/R?) = [R]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n if <not <(COSTUMELOCK) = [Action]>> then\n end\nend\n\nreplace item (MicroBad Clone Number) of [code v] with [thing]\n\nreplace item (MicroBad Clone Number) of [code v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n\nwhen I receive [begin v]\n\ngo to x: (0) y: (0)\nshow\n\n@Pink\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\npoint in direction (-90)\nhide\nset [microbad clone number v] to [1]\nrepeat (length of [microbad - enemy name v])\n set [local_clone_x v] to (item (MicroBad Clone Number) of [microbad_x v])\n set [local_clone_y v] to (item (MicroBad Clone Number) of [microbad_y v])\n if <(item (MicroBad Clone Number) of [microbad - enemy name v]) = [Pink]> then\n replace item (MicroBad Clone Number) of [microbad heath v] with [5]\n create clone of (_myself_ v)\n switch costume to (pick random (1) to (10))\n end\n change [microbad clone number v] by (1)\nend\nhide\n\nwhen I receive [lowkick v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (2))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (1))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [hit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (3))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I receive [highkick v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I receive [special v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\ngo to x: (([x position v] of [player v]) + (80)) y: (([y position v] of [player v]) + (-75))\n\nwhen I start as a clone\npoint in direction (90)\nset [local_costume_loop_slower v] to [0]\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-66))\n if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n hide\n else\n show\n change [local_costume_loop_slower v] by (1)\n if <(local_costume_loop_slower) > [5]> then\n next costume\n set [local_costume_loop_slower v] to [0]\n end\n if <<(#HeroVulnerable?) = [Yes]> and <touching (herosensor v)?>> then\n set [#herovulnerable? v] to [No]\n broadcast (DamageMe v)\n end\n if <not <(COSTUMELOCK) = [Action]>> then\n point towards (herosensor v)\n end\nend\n\nif <(BaddieDirectionL/R?) = [R]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\n\nreplace item (MicroBad Clone Number) of [code v] with [thing]\n\nreplace item (MicroBad Clone Number) of [code v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n\nwhen I receive [begin v]\n\nstop [other scripts in sprite v]\nset [heartx v] to (x position)\nset [hearty v] to (y position)\ncreate clone of (heart v)\nhide\ndelete this clone\n\n@Green\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nstop [other scripts in sprite v]\nset [heartx v] to (x position)\nset [hearty v] to (y position)\ncreate clone of (heart v)\nhide\ndelete this clone\n\nwhen I receive [begin v]\npoint in direction (-90)\nhide\nset [microbad clone number v] to [1]\nrepeat (length of [microbad - enemy name v])\n set [local_clone_x v] to (item (MicroBad Clone Number) of [microbad_x v])\n set [local_clone_y v] to (item (MicroBad Clone Number) of [microbad_y v])\n if <(item (MicroBad Clone Number) of [microbad - enemy name v]) = [Green]> then\n create clone of (_myself_ v)\n replace item (MicroBad Clone Number) of [microbad heath v] with [7]\n switch costume to (pick random (1) to (10))\n end\n change [microbad clone number v] by (1)\n hide\nend\n\nset [--temp hearts baddie v] to [10]\n\nwhen I receive [lowkick v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (2))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (1))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I receive [hit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (3))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I receive [highkick v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [special v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ngo to x: (([x position v] of [player v]) + (80)) y: (([y position v] of [player v]) + (-75))\n\nwhen I start as a clone\nset [local_costume_loop_slower v] to [0]\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-66))\n if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n hide\n else\n show\n change [local_costume_loop_slower v] by (1)\n if <(local_costume_loop_slower) > [5]> then\n next costume\n set [local_costume_loop_slower v] to [0]\n end\n if <<(#HeroVulnerable?) = [Yes]> and <touching (herosensor v)?>> then\n set [#herovulnerable? v] to [No]\n broadcast (DamageMe v)\n end\n if <not <(COSTUMELOCK) = [Action]>> then\n point towards (herosensor v)\n end\nend\n\ngo to (herosensor v)\n\nif <(BaddieDirectionL/R?) = [R]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\n\nreplace item (MicroBad Clone Number) of [code v] with [thing]\n\nreplace item (MicroBad Clone Number) of [code v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n\nwhen I receive [begin v]\n\npoint in direction (90)\n\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Red\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nstop [other scripts in sprite v]\nset [heartx v] to (x position)\nset [hearty v] to (y position)\ncreate clone of (heart v)\nhide\ndelete this clone\n\nwhen I receive [begin v]\npoint in direction (90)\nhide\nset [microbad clone number v] to [1]\nrepeat (length of [microbad - enemy name v])\n set [local_clone_x v] to (item (MicroBad Clone Number) of [microbad_x v])\n set [local_clone_y v] to (item (MicroBad Clone Number) of [microbad_y v])\n if <(item (MicroBad Clone Number) of [microbad - enemy name v]) = [Red]> then\n replace item (MicroBad Clone Number) of [microbad heath v] with [9]\n create clone of (_myself_ v)\n switch costume to (pick random (1) to (10))\n end\n change [microbad clone number v] by (1)\nend\nhide\n\nset [--temp hearts baddie v] to [10]\n\nwhen I receive [lowkick v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (2))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (1))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I receive [hit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (3))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I receive [highkick v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I receive [special v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\ngo to x: (([x position v] of [player v]) + (80)) y: (([y position v] of [player v]) + (-75))\n\nwhen I start as a clone\nset [local_costume_loop_slower v] to [0]\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-60))\n if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n hide\n else\n show\n change [local_costume_loop_slower v] by (1)\n if <(local_costume_loop_slower) > [3]> then\n next costume\n set [local_costume_loop_slower v] to [0]\n end\n if <<(#HeroVulnerable?) = [Yes]> and <touching (herosensor v)?>> then\n set [#herovulnerable? v] to [No]\n broadcast (DamageMe v)\n end\n if <not <(COSTUMELOCK) = [Action]>> then\n point towards (herosensor v)\n end\nend\n\nreplace item (MicroBad Clone Number) of [code v] with [thing]\n\nreplace item (MicroBad Clone Number) of [code v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n\nwhen I receive [begin v]\n\npoint in direction (90)\n\n@Kenji\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\npoint in direction (-90)\nhide\nset [microbad clone number v] to [1]\nrepeat (length of [microbad - enemy name v])\n set [local_clone_x v] to (item (MicroBad Clone Number) of [microbad_x v])\n set [local_clone_y v] to (item (MicroBad Clone Number) of [microbad_y v])\n if <(item (MicroBad Clone Number) of [microbad - enemy name v]) = [Kenji]> then\n replace item (MicroBad Clone Number) of [microbad heath v] with [20]\n create clone of (_myself_ v)\n switch costume to (pick random (1) to (10))\n end\n change [microbad clone number v] by (1)\nend\nhide\n\nset [--temp hearts baddie v] to [10]\n\nwhen I receive [lowkick v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (2))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n hide\n broadcast (#GameOver v)\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (1))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n hide\n broadcast (#GameOver v)\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\nwhen I receive [hit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (3))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n hide\n broadcast (#GameOver v)\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\nwhen I receive [highkick v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n hide\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\nwhen I receive [special v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n hide\n broadcast (#GameOver v)\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\ngo to x: (([x position v] of [player v]) + (80)) y: (([y position v] of [player v]) + (-75))\n\nwhen I start as a clone\nset [local_costume_loop_slower v] to [0]\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-40))\n if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n hide\n else\n show\n change [local_costume_loop_slower v] by (1)\n if <(local_costume_loop_slower) > [3]> then\n next costume\n set [local_costume_loop_slower v] to [0]\n end\n if <<(#HeroVulnerable?) = [Yes]> and <touching (herosensor v)?>> then\n set [#herovulnerable? v] to [No]\n broadcast (DamageMe v)\n end\n if <not <(COSTUMELOCK) = [Action]>> then\n point towards (herosensor v)\n end\nend\n\nreplace item (MicroBad Clone Number) of [code v] with [thing]\n\nreplace item (MicroBad Clone Number) of [code v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n\nwhen I receive [begin v]\n\nbroadcast (#GameOver v)\n\n@Orb - Level Up\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nhide\nset [microbad clone number v] to [1]\nrepeat (length of [microbad - enemy name v])\n set [local_clone_x v] to (item (MicroBad Clone Number) of [microbad_x v])\n set [local_clone_y v] to (item (MicroBad Clone Number) of [microbad_y v])\n if <(item (MicroBad Clone Number) of [microbad - enemy name v]) = [Orb]> then\n switch costume to (pick random (1) to (10))\n replace item (MicroBad Clone Number) of [microbad heath v] with [ORB]\n create clone of (_myself_ v)\n end\n change [microbad clone number v] by (1)\nend\nhide\n\nwhen I receive [special v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\nend\nif <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n hide\n stop [other scripts in sprite v]\n delete this clone\nend\n\ngo to x: (([x position v] of [player v]) + (80)) y: (([y position v] of [player v]) + (-75))\n\nwhen I start as a clone\nif <(MicroBad Clone Number) = [3]> then\n wait until <(EnemiesDefeated) = [2]>\nend\nif <(MicroBad Clone Number) = [7]> then\n wait until <(EnemiesDefeated) = [5]>\nend\nif <(MicroBad Clone Number) = [12]> then\n wait until <(EnemiesDefeated) = [9]>\nend\nif <(MicroBad Clone Number) = [17]> then\n wait until <(EnemiesDefeated) = [13]>\nend\nset [local_costume_loop_slower v] to [0]\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + (8)) y: (((([y position v] of [player v]) + (local_clone_y)) + ((BADDIE_CLONE_X_SHIFT) * (0.5))) + (-71))\n if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n hide\n else\n show\n change [local_costume_loop_slower v] by (1)\n if <(local_costume_loop_slower) > [1]> then\n next costume\n set [local_costume_loop_slower v] to [0]\n end\n if <touching (herosensor v)?> then\n change [level v] by (1)\n start sound [35 - Stage Clear v]\n broadcast (##Level Up v)\n delete this clone\n end\n end\nend\n\nreplace item (MicroBad Clone Number) of [code v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n\ngo to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (1))) y: ((([y position v] of [player v]) + (local_clone_y)) + ())\n\nwhen I receive [begin v]\n\n\n \nend\n\n@LockedSkills\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nif <(#MODE) = [Easy]> then\n switch costume to (Level)\n show\n go to x: (-201) y: (110)\n forever\n switch costume to (Level)\n go to [front v] layer\n end\nend\n\nstop [this script v]\n\n@e\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nif <(#MODE) = [Easy]> then\n Easy\nelse\n if <(#MODE) = [Normal]> then\n Normal\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ndefine Easy\ngo to [front v] layer\nset [ghost v] effect to (20)\nshow\nswitch costume to (arrow keys or mobile v)\nwait (0.5) seconds\nwait until <([x position v] of [player v]) < [400]>\nswitch costume to (find enemy v)\nwait until <([x position v] of [player v]) < [270]>\nswitch costume to (s or down to attack! v)\nwait until <(EnemiesDefeated) > [0]>\nswitch costume to (beat enemies v)\nwait until <(EnemiesDefeated) > [1]>\nswitch costume to (grab power orb v)\nwait until <(Level) > [1]>\nswitch costume to (awesome! v)\nwait (2) seconds\nhide\n\ndefine Normal\ngo to [front v] layer\nset [ghost v] effect to (20)\nshow\nswitch costume to (normal tutorial - move v)\nwait (0.5) seconds\nwait until <([x position v] of [player v]) < [400]>\nswitch costume to (normal tutorial - attack v)\nwait until <(EnemiesDefeated) > [0]>\nhide\n\n@Heart\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (costume11 v)\ngo to x: (heartx) y: (hearty)\nset [localheartx v] to ((heartx) - ([x position v] of [player v]))\nset [localhearty v] to ((hearty) - ([y position v] of [player v]))\nforever\n repeat (11)\n go to x: (([x position v] of [player v]) + (localheartx)) y: (([y position v] of [player v]) + (localhearty))\n if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n hide\n else\n show\n change [localhearty v] by (1)\n next costume\n repeat (1)\n go to x: (([x position v] of [player v]) + (localheartx)) y: (([y position v] of [player v]) + (localhearty))\n if <touching (my costumes v)?> then\n BoostHeroHealth\n glide (0.6) secs to x: (220) y: (164)\n switch costume to (costume12 v)\n delete this clone\n end\n end\n end\n end\n repeat (11)\n if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n hide\n else\n show\n change [localhearty v] by (-1)\n next costume\n repeat (1)\n go to x: (([x position v] of [player v]) + (localheartx)) y: (([y position v] of [player v]) + (localhearty))\n if <touching (my costumes v)?> then\n BoostHeroHealth\n glide (0.6) secs to x: (220) y: (164)\n switch costume to (costume12 v)\n delete this clone\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nglide (1) secs to x: (220) y: (164)\n\ndefine BoostHeroHealth\nstart sound [task_Complete v]\nwait (0.6) seconds\nif <(#MODE) = [Easy]> then\n change [#herohealth v] by (8)\nend\nif <(#MODE) = [Normal]> then\n change [#herohealth v] by (6)\nend\nif <(#MODE) = [Hardcore]> then\n change [#herohealth v] by (3)\nend\nif <(#MODE) = [Insane]> then\n change [#herohealth v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n\n@RedSpikesSensor\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nset [ghost v] effect to (99)\nshow\ngo to x: (0) y: (-60)\nforever\n wait until <([y position v] of [player v]) > [330]>\n repeat until <not <([y position v] of [player v]) > [330]>>\n if <touching color (#ff0000)?> then\n broadcast (RedSpikesDamage v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nif <(#MODE) = [Easy]> then\n wait (0.5) seconds\nelse\n if <(#MODE) = [Normal]> then\n wait (0.4) seconds\n else\n if <(#MODE) = [Hardcore]> then\n wait (0.3) seconds\n else\n wait (0.1) seconds\n end\n end\nend\n\nwait (0.1) seconds\n\n@Dizzu\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nhide\ngo to [front v] layer\nforever\n if <(#HeroVulnerable?) = [No]> then\n switch costume to (1 v)\n start sound [splatter v]\n repeat until <not <(#HeroVulnerable?) = [No]>>\n show\n next costume\n repeat (2)\n end\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Timer\n\nwhen I receive [#gameover v]\nstop [other scripts in sprite v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [#gameover v]\nclear graphic effects\ngo to [front v] layer\nstop [other scripts in sprite v]\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (SecondsTaken)) - (Numeral)) of (SecondsTaken))\nend\n\nwhen flag clicked\nclear graphic effects\nif <[1] = [1]> then\n delete this clone\nend\nhide\nwait (0.5) seconds\nswitch costume to (0 v)\nset size to (70) %\ngo to x: (10) y: (170)\nset [numeral v] to [0]\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-14)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\nset [#mode v] to [0]\nswitch costume to (clock easy v)\nwait until <not <(#MODE) = [0]>>\nif <(#MODE) = [Easy]> then\n switch costume to (clock easy v)\nend\nif <(#MODE) = [Normal]> then\n switch costume to (clock normal v)\nend\nif <(#MODE) = [Hardcore]> then\n switch costume to (hardcore v)\nend\nif <(#MODE) = [Insane]> then\n switch costume to (insane v)\nend\n\nwhen I receive [begin v]\nshow\nset [secondstaken v] to [0]\nset [localsecondscounter v] to [0]\nwait (1) seconds\nif <<(costume [number v]) > [10]> and <(costume [number v]) < [15]>> then\n forever\n change [secondstaken v] by (1)\n change [localsecondscounter v] by (1)\n if <(LocalSecondsCounter) = [60]> then\n change [secondstaken v] by (40)\n set [localsecondscounter v] to [0]\n end\n wait (1) seconds\n end\nend\n\ngo to [front v] layer\n\nwhen I receive [#hardcoredeath v]\nstop [other scripts in sprite v]\n\nswitch costume to (clock easy v)\n\nwait until <(GamePaused?) = [No]>\n\nwhen I receive ['pausetimetokencollected v]\n\nrepeat (10)\n switch costume to (10 v)\n switch costume to (letter ((length of (SecondsTaken)) - (Numeral)) of (SecondsTaken))\nend\n\nwhen I receive [#hardcoredeath v]\nstop [other scripts in sprite v]\nforever\n go to [front v] layer\nend\n\n@Best!\n\nwhen I receive ['pausetimetokencollected v]\nset [ghost v] effect to (99)\nwait (1) seconds\nwait until <(GamePaused?) = [No]>\nclear graphic effects\n\nwhen I start as a clone\ngo to [front v] layer\nwait until <not <(#MODE) = [0]>>\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (TempBestTime)) - (Numeral)) of (TempBestTime))\n wait (1) seconds\nend\n\nwhen flag clicked\nif <[1] = [1]> then\n delete this clone\nend\nhide\nwait (0.5) seconds\nswitch costume to (0 v)\nset size to (70) %\ngo to x: (110) y: (170)\nset [numeral v] to [0]\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-14)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-15)\nchange [numeral v] by (1)\nswitch costume to (clock v)\n\nwhen I receive [begin v]\nshow\nif <(#MODE) = [Easy]> then\n set [tempbesttime v] to (round ([floor v] of (☁ Easy / Normal highscores) ))\nend\nif <(#MODE) = [Normal]> then\n set [tempbesttime v] to (round (((☁ Easy / Normal highscores) - ([floor v] of (☁ Easy / Normal highscores) )) * (1000)))\nend\nif <(#MODE) = [Hardcore]> then\n set [tempbesttime v] to (round ([floor v] of (☁ Hardcore / insane highscores) ))\nend\nif <(#MODE) = [Insane]> then\n set [tempbesttime v] to (round (((☁ Hardcore / insane highscores) - ([floor v] of (☁ Hardcore / insane highscores) )) * (1000)))\nend\n\ngo to [front v] layer\n\n\n\nwhen I receive [#gameover v]\nwait (1) seconds\nif <(costume [number v]) = [11]> then\n if <(SecondsTaken) < (TempBestTime)> then\n set [tempbesttime v] to (SecondsTaken)\n else\n stop [this script v]\n end\n if <(#MODE) = [Easy]> then\n set [☁ easy / normal highscores v] to (((☁ Easy / Normal highscores) + (SecondsTaken)) - (round ([floor v] of (☁ Easy / Normal highscores) )))\n end\n if <(#MODE) = [Normal]> then\n set [☁ easy / normal highscores v] to (([floor v] of (☁ Easy / Normal highscores) ) + ((TempBestTime) / (1000)))\n end\n if <(#MODE) = [Hardcore]> then\n set [☁ hardcore / insane highscores v] to (((☁ Hardcore / insane highscores) + (SecondsTaken)) - (round ([floor v] of (☁ Hardcore / insane highscores) )))\n end\n if <(#MODE) = [Insane]> then\n set [☁ hardcore / insane highscores v] to (([floor v] of (☁ Hardcore / insane highscores) ) + ((TempBestTime) / (1000)))\n end\nelse\n wait (1) seconds\n switch costume to (letter ((length of (TempBestTime)) - (Numeral)) of (TempBestTime))\nend\n\nwhen I receive [#gameover v]\nclear graphic effects\nforever\n go to [front v] layer\nend\n\nwhen I receive [#hardcoredeath v]\nclear graphic effects\nforever\n go to [front v] layer\nend\n\nstop [this script v]\n\nset [#mode v] to [Insane]\nset [tempbesttime v] to [103]\nset [secondstaken v] to [105]\nset [☁ easy / normal highscores v] to [888.888]\nset [☁ hardcore / insane highscores v] to [888.888]\n\nbroadcast (#GameOver v)\n\nset [tempbesttime v] to (round ((() - ([floor v] of (☁ Hardcore / insane highscores) )) * (1000)))\n\nset [☁ hardcore / insane highscores v] to [0]\n\nset [☁ hardcore / insane highscores v] to [340.354]\n\n@LowHit\n\nwhen flag clicked\nhide\ngo to x: (213) y: (-60)\n\nwhen I receive [begin v]\nif <(#MODE) = [Easy]> then\n stop [this script v]\nend\nrepeat (15)\n go to [front v] layer\n switch costume to (1 v)\n show\nend\nforever\n repeat (1)\n if <not <(costume [name v]) = [Full]>> then\n next costume\n end\nend\n\nwait (0.05) seconds\n\nwhen this sprite clicked\nif <not <(costume [name v]) = [Full]>> then\n stop [this script v]\nend\nbroadcast (LowHit v)\nswitch costume to (1 v)\n\nbroadcast (Attack v)\n\nwhen [1 v] key pressed\nif <not <(costume [name v]) = [Full]>> then\n stop [this script v]\nend\nbroadcast (LowHit v)\nswitch costume to (1 v)\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Hit\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to x: (213) y: (-15)\n\nwhen I receive [begin v]\nif <(#MODE) = [Easy]> then\n stop [this script v]\nend\nrepeat (15)\n go to [front v] layer\n switch costume to (1 v)\n show\nend\nforever\n wait (0.1) seconds\n if <not <(costume [name v]) = [Full]>> then\n next costume\n end\nend\n\nwhen this sprite clicked\nif <not <(costume [name v]) = [Full]>> then\n stop [this script v]\nend\nbroadcast (Hit v)\nswitch costume to (1 v)\n\nbroadcast (Attack v)\n\nset x to (213)\n\nwhen [2 v] key pressed\nif <not <(costume [name v]) = [Full]>> then\n stop [this script v]\nend\nbroadcast (Hit v)\nswitch costume to (1 v)\n\n@LowKick\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to x: (213) y: (30)\n\nwhen I receive [begin v]\nif <(#MODE) = [Easy]> then\n stop [this script v]\nend\nwait until <(Level) = [3]>\ngo to [front v] layer\nswitch costume to (1 v)\nshow\nforever\n wait (0.2) seconds\n if <not <(costume [name v]) = [Full]>> then\n next costume\n end\nend\n\nwhen this sprite clicked\nif <not <(costume [name v]) = [Full]>> then\n stop [this script v]\nend\nbroadcast (LowKick v)\nswitch costume to (1 v)\n\nset x to (213)\n\nset y to (32)\n\nglide (1) secs to x: (213) y: (35)\n\nwhen [3 v] key pressed\nif <not <(costume [name v]) = [Full]>> then\n stop [this script v]\nend\nbroadcast (LowKick v)\nswitch costume to (1 v)\n\n@High~Kick\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwait until <(Level) = [3]>\n\nwhen flag clicked\nhide\ngo to x: (213) y: (75)\n\nwhen I receive [begin v]\nif <(#MODE) = [Easy]> then\n stop [this script v]\nend\nwait until <(Level) = [4]>\ngo to [front v] layer\nswitch costume to (1 v)\nshow\nforever\n wait (0.3) seconds\n if <not <(costume [name v]) = [Full]>> then\n next costume\n end\nend\n\nwhen this sprite clicked\nif <not <(costume [name v]) = [Full]>> then\n stop [this script v]\nend\nbroadcast (Highkick v)\nswitch costume to (1 v)\n\nbroadcast (Attack v)\n\nset x to (213)\n\nwhen [4 v] key pressed\nif <not <(costume [name v]) = [Full]>> then\n stop [this script v]\nend\nbroadcast (Highkick v)\nswitch costume to (1 v)\n\n@SPECIAL\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to x: (213) y: (120)\n\nwhen I receive [begin v]\nif <(#MODE) = [Easy]> then\n stop [this script v]\nend\nwait until <(Level) = [5]>\ngo to [front v] layer\nswitch costume to (1 v)\nshow\nforever\n wait (0.4) seconds\n if <not <(costume [name v]) = [Full]>> then\n next costume\n end\nend\n\nwhen this sprite clicked\nif <not <(costume [name v]) = [Full]>> then\n stop [this script v]\nend\nbroadcast (SPECIAL v)\nswitch costume to (1 v)\n\nbroadcast (Attack v)\n\ngo to x: (213) y: (123)\n\nset x to (213)\n\nwhen [5 v] key pressed\nif <not <(costume [name v]) = [Full]>> then\n stop [this script v]\nend\nbroadcast (SPECIAL v)\nswitch costume to (1 v)\n\nif <(#MODE) = [Easy]> then\n stop [this script v]\nend\n\nif <(#MODE) = [Easy]> then\n stop [this script v]\nend\n\n@PAGES\n\nwhen I receive [begin v]\nhide\ndelete this clone\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (full v)\nwait (0.3) seconds\nhide\nbroadcast (#LaunchINTRO v) and wait\nswitch costume to (dojo v)\n\nrepeat (3)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\n\nswitch costume to (full v)\ngo to [front v] layer\n\nwait (0.5) seconds\n\nbroadcast ('PauseTimeTokenCollected v)\n\nwhen I receive [#hardcoredeath v]\nswitch costume to (dojo v)\nshow\ngo to [front v] layer\n\nwhen I receive [#gameover v]\nswitch costume to (dojo v)\nshow\ngo to [front v] layer\n\nrepeat (2)\n next costume\n create clone of (_myself_ v)\nend\n\ngo to [front v] layer\nwait (0.5) seconds\nif <(costume [name v]) = [Top Logo]> then\n repeat (20)\n change size by (-1)\n change y by (2)\n end\nend\nif <(costume [name v]) = [Fighters]> then\n repeat (48)\n change y by (-5)\n end\n hide\n delete this clone\nend\n\nswitch costume to (dojo v)\n\nglide (1) secs to x: (0) y: (36)\n\nbroadcast (#LaunchINTRO v)\n\nbroadcast ('PauseTimeTokenCollected v)\n\nbroadcast (#LaunchINTRO v)\n\nwhen I receive [#introover v]\nwait (1) seconds\ngo to x: (0) y: (-300)\nswitch costume to (logo v)\nshow\nglide (1) secs to x: (0) y: (0)\n\n@LevelSelect\n\nwhen flag clicked\nhide\nwait (2) seconds\n\ngo to x: (0) y: (0)\n\ndefine Faster\nhide\ngo to x: (0) y: (-300)\nswitch costume to (easy v)\ngo to [front v] layer\nrepeat (4)\n create clone of (_myself_ v)\n next costume\n change y by (-50)\nend\n\nwhen I start as a clone\nshow\nglide (1) secs to x: (0) y: ((-30) - (((costume [number v]) - (1)) * (40)))\nforever\n if <touching (mouse-pointer v)?> then\n repeat (10)\n change size by (2)\n end\n repeat (10)\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(timer) < [14.6]> then\n stop [this script v]\nend\nset [#mode v] to (costume [name v])\nbroadcast (Respawn v) and wait\nbroadcast (begin v)\n\nwhen I receive [begin v]\nhide\ndelete this clone\n\nbroadcast (Respawn v)\n\nbroadcast ('PauseTimeTokenCollected v)\n\nwhen I receive [#introover v]\nset size to (100) %\nFaster\n\n@Blag\n\nwhen I receive [#gameover v]\nswitch costume to (epic win v)\nforever\n Animate\n next costume\n if <(costume [number v]) = [2]> then\n next costume\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\nnext costume\n\nwhen I receive [#hardcoredeath v]\nswitch costume to (game over v)\nforever\n Animate\n next costume\n if <(costume [number v]) = [1]> then\n next costume\n end\n wait (1) seconds\nend\n\nrepeat until <touching (_edge_ v)?>\n change size by (2)\nend\nrepeat (5)\n turn right (-2) degrees\nend\nrepeat (2)\n repeat (10)\n turn right (2) degrees\n end\n repeat (10)\n turn right (-2) degrees\n end\nend\nrepeat (5)\n turn right (2) degrees\nend\nrepeat until <(size) < [101]>\n change size by (-2)\nend\n\ndefine Animate\nshow\ngo to [front v] layer\nset size to (100) %\ngo to x: (0) y: (-300)\nset [ystart v] to (y position)\npoint in direction (90)\nglide (1) secs to x: (0) y: (0)\nrepeat (20)\n change size by (2)\nend\nrepeat (5)\n turn right (-2) degrees\nend\nrepeat (2)\n repeat (10)\n turn right (2) degrees\n end\n repeat (10)\n turn right (-2) degrees\n end\nend\nrepeat (5)\n turn right (2) degrees\nend\nrepeat (20)\n change size by (-2)\nend\nglide (1) secs to x: (0) y: (Ystart)\nhide\n\n@Others\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 begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter# v] to [1]\n\ndefine tick\nif <(join [a] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\n begin decode of (value)\n value = read from encoded\n say (value)\n value = read from encoded\n value = read from encoded\n set x to (([x position v] of [player v]) - ((value) - (Hero x velocity)))\n value = read from encoded\n set y to (([y position v] of [player v]) - (((value) - (-60)) - (Hero y velocity)))\n if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n hide\n else\n show\n end\n value = read from encoded\n switch costume to (value)\n value = read from encoded\n point in direction (value)\nend\nvalue = cloud # (player #)\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine setup players\ndelete all of [buffer v]\nhide\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [color v] effect by (25)\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\nwhen I receive [setup - opponents v]\nsetup players\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nif <<([abs v] of (x position) ) > [319]> or <([abs v] of (y position) ) > [239]>> then\n hide\nend\n\nsay (value)\n\n@tickertape\n\nwhen I receive [##level up v]\ngo to x: (0) y: (-300)\ngo to [front v] layer\nswitch costume to (Level)\nshow\nglide (1) secs to x: (0) y: (0)\nwait (2) seconds\nglide (1) secs to x: (0) y: (-294)\nhide\n\nwhen flag clicked\nset [ghost v] effect to (10)\nhide\n\ngo to [front v] layer\nrepeat (20)\n next costume\nend\nhide\n\nswitch costume to (Level)\n\nglide (1) secs to x: (0) y: (-294)\nhide\n\n@@batemanb08\n\nwhen I receive [#stop all v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nset size to (120) %\nswitch costume to (cb464291-4caf-44b7-905d-fefe1b0e244b v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (20)\nset [brightness v] effect to (-30)\ngo to [front v] layer\nrepeat (10)\n wait (0.1) seconds\n change size by (2)\n change [ghost v] effect by (3)\nend\nwait (0.25) seconds\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nrepeat (20)\n wait (0.04) seconds\n change [ghost v] effect by (-5)\nend\nwait (0.1) seconds\nrepeat (20)\n wait (0.05) seconds\n change [ghost v] effect by (5)\nend\nwait (0.6) seconds\nrepeat (10)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\nend\nbroadcast (Fin with intro v)\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [fin with intro v]\nset [brightness v] effect to (-100)\n\nwhen I receive [@batemanb08 music v]\nset instrument to (1 v)\nplay note (64) for (2.4) beats\nplay note (67) for (0.2) beats\nplay note (72) for (0.2) beats\nplay note (79) for (0.2) beats\nplay note (84) for (5) beats\nplay note (60) for (3) beats\n\nwhen flag clicked\n\nwhen I receive [#launchintro v]\nbroadcast (@batemanb08 music v)\nswitch costume to (fc48c3fa-a163-4254-be5c-16a3e3eb260e v)\ngo to x: (0) y: (0)\nshow\nclear graphic effects\nset size to (102) %\nbroadcast (@epicm_pikachu v)\nwait (0.05) seconds\nnext costume\nwait (0.05) seconds\nnext costume\nwait (0.05) seconds\nnext costume\nwait (0.05) seconds\nnext costume\nwait (0.05) seconds\nnext costume\nwait (0.05) seconds\nnext costume\nwait (0.1) seconds\nnext costume\nwait (0.05) seconds\nnext costume\nwait (0.1) seconds\nnext costume\nwait (0.08) seconds\nnext costume\nwait (0.05) seconds\nnext costume\nwait (0.2) seconds\nnext costume\nwait (0.05) seconds\nnext costume\nrepeat (5)\n change x by (-2)\n change y by (-3)\n change size by (2)\n wait (0.05) seconds\nend\nwait (9.3) seconds\nbroadcast (Stop Intro Clones v)\nhide\nstop all sounds\nbroadcast (#INTROover v)\n\nwait (0.1) seconds\n\nwait (0.1) seconds\nrepeat (14)\n switch costume to ((costume [number v]) - (1))\n wait (0.07) seconds\nend\nwait (1) seconds\n\ngo to [back v] layer\n\nhide\n\n@@epicm_pikachu2\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\ndelete this clone\n\ndelete this clone\n\nhide\npoint in direction (90)\nswitch costume to (background v)\ngo to x: (0) y: (0)\nwait (8) seconds\nset size to (100) %\nset [fisheye v] effect to (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nset size to (100) %\nshow\nstop [this script v]\n\nwait (8) seconds\n\nwhen I receive [stop intro clones v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine smooth glide to x position: (x) y position: (y) size: (size) direction: (direction) smoothness: (speed)\nrepeat until <<(round (x position)) = (x)> and <<(round (y position)) = (y)> and <<(round (size)) = (size)> and <(round (direction)) = (direction)>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen I start as a clone\n\nset size to (Logo: my variable) %\nwait (0) seconds\nshow\nrepeat (300)\n go to x: (0) y: (100)\n go to [front v] layer\n set [logo: my variable v] to (((Logo: my variable) * (.8)) + (((100) - (size)) / (5)))\n change size by (Logo: my variable)\n point in direction ((90) + ((10) * ([cos v] of ((timer) * (300)) )))\n set y to ((60) * ([cos v] of (((timer) - (1)) * (200)) ))\nend\n\nwhen I start as a clone\nshow\nif <(clone id) = [25]> then\n hide\n point in direction (90)\n switch costume to (big v)\n go to x: (0) y: (0)\n wait (9.1) seconds\n set size to (0) %\n show\n go to [front v] layer\n go [forward v] (5) layers\n repeat (10)\n turn left (10) degrees\n change size by (17)\n end\n repeat (8)\n next costume\n turn left (1) degrees\n change size by (7)\n end\n delete this clone\nend\nif <(clone id) = [20]> then\n hide\n point in direction (90)\n switch costume to (love v)\n go to x: (150) y: (200)\n wait (8.5) seconds\n set size to (125) %\n show\n go to [front v] layer\n go [forward v] (5) layers\n smooth glide to x position: [150] y position: [0] size: [125] direction: [90] smoothness: [8]\n delete this clone\nend\nif <(clone id) = [30]> then\n hide\n point in direction (90)\n switch costume to (down v)\n go to x: (0) y: (-300)\n wait (10.35) seconds\n show\n go to [front v] layer\n go [forward v] (3) layers\n smooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [5]\n delete this clone\nend\nif <(clone id) = [29]> then\n hide\n point in direction (90)\n switch costume to (up v)\n go to x: (0) y: (300)\n wait (10.35) seconds\n show\n go to [front v] layer\n smooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [5]\n delete this clone\nend\nif <(clone id) = [28]> then\n hide\n point in direction (90)\n switch costume to (right v)\n go to x: (300) y: (0)\n wait (10) seconds\n show\n go to [front v] layer\n smooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [5]\n delete this clone\nend\nif <(clone id) = [27]> then\n hide\n point in direction (90)\n switch costume to (left v)\n go to x: (-300) y: (0)\n wait (10) seconds\n show\n go to [front v] layer\n smooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [5]\n delete this clone\nend\nif <(clone id) = [1000]> then\n show\n repeat (20)\n repeat (20)\n change y by (pick random (-5) to (5))\n end\n set y to (-200)\n end\n delete this clone\nend\nif <(clone id) = [23]> then\n hide\n point in direction (90)\n switch costume to (sound bars v)\n go to x: (-275) y: (-200)\n wait (8) seconds\n set size to (100) %\n go to [front v] layer\n go [forward v] (5) layers\n repeat (14)\n create clone of (_myself_ v)\n set [clone id v] to [1000]\n change x by (35)\n end\n delete this clone\nend\nif <(clone id) = [22]> then\n hide\n point in direction (90)\n switch costume to (follow v)\n go to x: (-150) y: (200)\n wait (8.5) seconds\n set size to (125) %\n show\n go to [front v] layer\n go [forward v] (5) layers\n smooth glide to x position: [-150] y position: [0] size: [125] direction: [90] smoothness: [8]\n delete this clone\nend\nif <(clone id) = [21]> then\n hide\n point in direction (90)\n switch costume to (fave v)\n go to x: (0) y: (200)\n wait (8.3) seconds\n set size to (125) %\n show\n go to [front v] layer\n go [forward v] (5) layers\n smooth glide to x position: [0] y position: [0] size: [125] direction: [90] smoothness: [8]\n delete this clone\nend\nif <(clone id) = [24]> then\n hide\n point in direction (90)\n switch costume to (big v)\n go to x: (0) y: (0)\n wait (8.8) seconds\n set size to (0) %\n show\n go to [front v] layer\n go [forward v] (5) layers\n repeat (10)\n turn left (10) degrees\n change size by (17)\n end\n repeat (8)\n next costume\n turn left (1) degrees\n change size by (7)\n end\n delete this clone\nend\nif <(clone id) = [19]> then\n hide\n point in direction (90)\n switch costume to (big v)\n go to x: (0) y: (0)\n wait (8.5) seconds\n set size to (0) %\n show\n go to [front v] layer\n go [forward v] (5) layers\n repeat (10)\n turn left (10) degrees\n change size by (17)\n end\n repeat (8)\n next costume\n turn left (1) degrees\n change size by (7)\n end\n delete this clone\nend\nif <(clone id) = [26]> then\n hide\n point in direction (90)\n switch costume to (big v)\n go to x: (0) y: (0)\n wait (9.4) seconds\n set size to (0) %\n show\n go to [front v] layer\n go [forward v] (5) layers\n repeat (10)\n turn left (10) degrees\n change size by (17)\n end\n repeat (8)\n next costume\n turn left (1) degrees\n change size by (7)\n end\n delete this clone\nend\nif <(clone id) = [18]> then\n hide\n point in direction (90)\n switch costume to (big v)\n go to x: (0) y: (0)\n wait (8.2) seconds\n set size to (0) %\n show\n go to [front v] layer\n go [forward v] (5) layers\n repeat (10)\n turn left (10) degrees\n change size by (17)\n end\n repeat (8)\n next costume\n turn left (1) degrees\n change size by (7)\n end\n delete this clone\nend\nif <(clone id) = [15]> then\n hide\n point in direction (90)\n switch costume to (background v)\n go to x: (0) y: (0)\n wait (8) seconds\n set size to (100) %\n set [fisheye v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n set size to (100) %\n show\n stop [this script v]\nend\nif <(clone id) = [17]> then\n hide\n point in direction (90)\n switch costume to (big v)\n go to x: (0) y: (0)\n wait (7.95) seconds\n set size to (0) %\n show\n go to [front v] layer\n go [forward v] (5) layers\n repeat (10)\n turn left (10) degrees\n change size by (17)\n end\n repeat (8)\n next costume\n turn left (1) degrees\n change size by (7)\n end\n delete this clone\nend\nif <(clone id) = [16]> then\n hide\n point in direction (90)\n switch costume to (circles v)\n go to x: (0) y: (0)\n wait (8) seconds\n set size to (65) %\n show\n go to [front v] layer\n go [backward v] (0) layers\n repeat (10)\n set size to (65) %\n smooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [5]\n end\n delete this clone\nend\nif <(clone id) = [13]> then\n hide\n point in direction (90)\n switch costume to (text2 v)\n go to x: (0) y: (0)\n wait (4.4) seconds\n set size to (100) %\n set [fisheye v] effect to (0)\n go to [front v] layer\n go [backward v] (8) layers\n set size to (100) %\n show\n repeat (50)\n repeat (6)\n set size to (100) %\n set x to (pick random (-5) to (5))\n wait (0) seconds\n set y to (pick random (-5) to (5))\n wait (0) seconds\n go to x: (0) y: (0)\n wait (0) seconds\n end\n set size to (140) %\n smooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [4]\n end\n delete this clone\nend\nif <(clone id) = [50]> then\n repeat (20)\n change size by (-5)\n end\n delete this clone\nend\nif <(clone id) = [12]> then\n hide\n point in direction (-90)\n switch costume to (spline v)\n go to x: (200) y: (100)\n wait (4.4) seconds\n set size to (100) %\n show\n go to [front v] layer\n go [backward v] (30) layers\n repeat (2)\n repeat (10)\n turn right (3) degrees\n move (6) steps\n set [clone id v] to [50]\n create clone of (_myself_ v)\n end\n repeat (20)\n turn left (3) degrees\n move (6) steps\n set [clone id v] to [50]\n create clone of (_myself_ v)\n end\n repeat (10)\n turn right (3) degrees\n move (6) steps\n create clone of (_myself_ v)\n set [clone id v] to [50]\n end\n end\n hide\n delete this clone\nend\nif <(clone id) = [11]> then\n hide\n point in direction (90)\n switch costume to (spline v)\n go to x: (-200) y: (50)\n wait (4.4) seconds\n set size to (100) %\n show\n go to [front v] layer\n go [backward v] (30) layers\n repeat (2)\n repeat (10)\n turn right (3) degrees\n move (6) steps\n set [clone id v] to [50]\n create clone of (_myself_ v)\n end\n repeat (20)\n turn left (3) degrees\n move (6) steps\n set [clone id v] to [50]\n create clone of (_myself_ v)\n end\n repeat (10)\n turn right (3) degrees\n move (6) steps\n set [clone id v] to [50]\n create clone of (_myself_ v)\n end\n end\n hide\n delete this clone\nend\nif <(clone id) = [14]> then\n hide\n point in direction (90)\n switch costume to (flash v)\n go to x: (0) y: (0)\n set [brightness v] effect to (100)\n wait (7.75) seconds\n go to [front v] layer\n go [forward v] (0) layers\n show\n wait (.25) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(clone id) = [10]> then\n hide\n point in direction (90)\n switch costume to (text v)\n go to x: (0) y: (0)\n wait (4.4) seconds\n set size to (100) %\n set [fisheye v] effect to (0)\n go to [front v] layer\n go [backward v] (2) layers\n set size to (100) %\n show\n repeat (50)\n repeat (6)\n set size to (100) %\n set x to (pick random (-5) to (5))\n wait (0) seconds\n set y to (pick random (-5) to (5))\n wait (0) seconds\n go to x: (0) y: (0)\n wait (0) seconds\n end\n set size to (140) %\n smooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [4]\n end\n delete this clone\nend\nif <(clone id) = [9]> then\n hide\n point in direction (90)\n switch costume to (dark v)\n go to x: (0) y: (0)\n wait (4.15) seconds\n go to [back v] layer\n go [forward v] (0) layers\n show\nend\nif <(clone id) = [100]> then\n show\n repeat (10)\n point in direction (pick random (1) to (359))\n repeat (3)\n turn right (1) degrees\n end\n end\n delete this clone\nend\nif <(clone id) = [8]> then\n hide\n point in direction (90)\n set [brightness v] effect to (50)\n switch costume to (fast v)\n go to x: (0) y: (0)\n wait (4.15) seconds\n repeat (50)\n set [clone id v] to [100]\n create clone of (_myself_ v)\n end\n delete this clone\nend\nif <(clone id) = [2]> then\n hide\n point in direction (90)\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n wait (3.25) seconds\n show\n switch costume to (costume3 v)\n repeat (6)\n next costume\n wait (.03) seconds\n end\n wait (.5) seconds\n delete this clone\nend\nif <(clone id) = [7]> then\n hide\n point in direction (90)\n switch costume to (rotate v)\n go to x: (0) y: (0)\n wait (4.15) seconds\n go to [front v] layer\n go [forward v] (0) layers\n show\n wait (0) seconds\n repeat (22)\n next costume\n wait (.03) seconds\n end\n repeat (25)\n switch costume to (rotate20 v)\n wait (.06) seconds\n switch costume to (rotate21 v)\n wait (.06) seconds\n switch costume to (rotate22 v)\n wait (.06) seconds\n switch costume to (rotate23 v)\n wait (.06) seconds\n end\n delete this clone\nend\nif <(clone id) = [4]> then\n hide\n point in direction (90)\n switch costume to (costume3 v)\n go to x: (-25) y: (-25)\n set [brightness v] effect to (100)\n set [ghost v] effect to (50)\n wait (3.25) seconds\n go to [front v] layer\n go [backward v] (29) layers\n show\n switch costume to (costume3 v)\n repeat (6)\n next costume\n change y by (4.1)\n wait (.03) seconds\n end\n wait (.5) seconds\n delete this clone\nend\nif <(clone id) = [5]> then\n hide\n point in direction (90)\n switch costume to (flash v)\n go to x: (0) y: (0)\n set [brightness v] effect to (100)\n wait (3.25) seconds\n go to [front v] layer\n go [forward v] (0) layers\n show\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(clone id) = [6]> then\n hide\n point in direction (90)\n switch costume to (flash v)\n go to x: (0) y: (0)\n set [brightness v] effect to (100)\n wait (4.05) seconds\n go to [front v] layer\n go [forward v] (0) layers\n show\n wait (.1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(clone id) = [3]> then\n hide\n point in direction (90)\n switch costume to (costume3 v)\n go to [back v] layer\n go to x: (0) y: (0)\n wait (3.25) seconds\n go to [back v] layer\n show\n switch costume to (background moving v)\n repeat (2)\n go to x: (0) y: (0)\n glide (.48) secs to x: (-120) y: (0)\n end\n delete this clone\nend\nif <(clone id) = [1]> then\n delete this clone\nend\ndelete this clone\n\nwhen I receive [stop intro clones v]\nhide\ndelete this clone\n\ndefine BuildClones\nset [clone id v] to [0]\nrepeat (31)\n create clone of (_myself_ v)\n change [clone id v] by (1)\nend\n\nwhen I receive [@epicm_pikachu v]\nBuildClones\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nclear graphic effects\nset volume to (100) %\nset [pitch v] effect to (0)\nforever\n play sound [Post Malone, Swae Lee - Sunflower \(Not Your Remix\) v] until done\nend\n\nwait (12) seconds\ndelete this clone\n\nstop [other scripts in sprite v]\n\n
Instructions\n\n❶ WASD, arrow keys or mobile \n❷ DEFEAT BADDIES \n❸ EARN new ATTACKS\n❹ BEAT the BOSS!\n\n✪ Easy attack S or ↓ \n✪ Other modes - press 1,2,3,4,5 to attack\n
Iced Out-Mobile Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Xenogenesis v] until done\nend\n\n@Sprite2\n\nset [y v] to [10]\n\nforever\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [fails v] to [0]\n\nwhen flag clicked\n\nset [y v] to [20]\n\nchange [fails v] by (1)\n\nchange y by (y)\n\nforever\n show\n go to [front v] layer\n forever\n if <touching (water v)?> then\n repeat (100)\n change y by (1)\n end\n end\n end\nend\n\nrepeat (10)\n change y by (-1)\nend\nrepeat (10)\n change y by (1)\nend\n\nchange y by (-5)\n\nwhen flag clicked\nforever\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch backdrop to (backdrop2 v)\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (-58)\nswitch costume to (costume3 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 else\n change [y v] by (-1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n if <touching (sprite3 v)?> then\n change [x v] by (-2)\n else\n change [x v] by (-1)\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <touching (sprite3 v)?> then\n change [x v] by (2)\n else\n change [x v] by (1)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 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 (sprite1 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)>>> or <key (w v) pressed?>> and <touching (sprite1 v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (sprite4 v)?> then\n go to x: (-177) y: (12)\n end\n if <(x position) > [223]> then\n go to x: (-177) y: (12)\n broadcast (Trans v)\n set [x v] to [0]\n change [level v] by (1)\n end\n if <(y position) < [-180]> then\n go to x: (-177) y: (12)\n end\n if <touching (water v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (1)\n set [y v] to ((y) * (0.9))\n end\n end\n if then\n set [y v] to <touching (snow v)?>\n end\nend\n\nchange [x v] by (1)\n\nwhen I receive [trans v]\nset [trans v] to [0]\nrepeat until <(trans) = [1]>\n wait (0.001) seconds\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to [front v] layer\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 switch costume to (costume8 v)\n end\n if <(level) = [9]> then\n switch costume to (costume9 v)\n end\n if <(level) = [10]> then\n switch costume to (costume10 v)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (4) layers\nforever\n if <(level) = [1]> then\n switch costume to (costume1 v)\n end\n if <(level) = [2]> then\n switch costume to (costume3 v)\n end\n if <(level) = [3]> then\n switch costume to (costume2 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 switch costume to (costume8 v)\n end\n if <(level) = [9]> then\n switch costume to (costume9 v)\n end\n if <(level) = [10]> then\n switch costume to (costume10 v)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to [back v] layer\nset [level v] to [1]\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n if <(level) = [1]> then\n switch costume to (costume1 v)\n end\n if <(level) = [2]> then\n switch costume to (costume5 v)\n end\n if <(level) = [3]> then\n switch costume to (costume15 v)\n end\n if <(level) = [4]> then\n switch costume to (costume3 v)\n end\n if <(level) = [5]> then\n switch costume to (costume16 v)\n end\n if <(level) = [6]> then\n switch costume to (costume2 v)\n end\n if <(level) = [7]> then\n switch costume to (costume4 v)\n end\n if <(level) = [8]> then\n switch costume to (costume6 v)\n end\n if <(level) = [9]> then\n switch costume to (costume7 v)\n end\n if <(level) = [10]> then\n switch costume to (costume8 v)\n end\nend\n\ngo to [back v] layer\n\ngo [forward v] (1) layers\n\n@snow\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (pick random (0) to (10)) layers\ngo to x: (pick random (-130) to (341)) y: (153)\nshow\nglide (2) secs to x: (pick random (-130) to (341)) y: (-153)\ndelete this clone\n\ngo to x: (36) y: (28)\n\nrepeat until <(y position) = [-153]>\n change y by (-1)\nend\n\nhide\n\nwait (0.2) seconds\n\n\n\nrepeat until <(snow) = [1]>\n\nwhen I start as a clone\nforever\n if <(snow) = [1]> then\n delete this clone\n end\nend\n\ngo [forward v] (1) layers\n\ngo to [front v] layer\n\n@Shadows\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (75)\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@Sprite5\n\nwhen flag clicked\nshow\nset [ghost v] effect to (75)\ngo to [back v] layer\nwait until <(level) = [2]>\nhide\n\nwhen I receive [trans v]\n\nwhen I receive [no v]\nhide\n\ngo to [back v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\n\n@Sprite7\n\nwhen I receive [trans v]\ngo to [front v] layer\nset [trans v] to [0]\nset [ghost v] effect to (0)\nshow\ngo to x: (-450) y: (0)\nset [speed v] to [15]\nrepeat until <(x position) > [225]>\n change x by (speed)\n change [speed v] by (-0.1)\nend\nbroadcast (Show v)\nset [speed v] to [17]\nset [trans v] to [1]\nrepeat (25)\n change y by (speed)\n change [speed v] by (-0.07)\n change [ghost v] effect by (5)\nend\nset [trans v] to [1]\nhide\n\nwhen flag clicked\nset [trans v] to [1]\nhide\n\nchange [speed v] by (-0.1)\n\nwait (0.003) seconds\n\nbroadcast (Yo wait up v)\n\n@Sprite8\n\nwhen I receive [trans v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [show v]\nhide\n\nwhen flag clicked\nhide\n\nshow\n\n@Sprite6\n\nwhen flag clicked\nset [level v] to [0]\nhide\nforever\n if <(level) = [11]> then\n go to [front v] layer\n show\n end\nend\n\n@UT\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
Iced Out-A Mobile Platformer\n-----------------------------------------------------------\nInstructions.\nUse Arrow Keys, WASD or Mobile\nThe ground is ice, so it is slippery.\nGo to the right to progress.\nAvoid spikes.\nHave fun!
1.1k Platformer Engine!! #All #Games #Art #Music #Animations
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [-intro done v]\nforever\n play sound (pick random (1) to (5)) until done\nend\n\n@Blank\n\n@Intro\n\ndefine Icon Code\ngo to x: (([sin v] of (((timer) * (50)) + (((60) * ((2) - (1))) + (120))) ) * (75)) y: (([cos v] of (((timer) * (50)) + (((60) * ((2) - (1))) + (120))) ) * (50))\nset size to ((100) + (([cos v] of (((timer) * (50)) + (((60) * ((2) - (1))) + (120))) ) * (-25))) %\n\ndefine Smooth Glide: (x) (y) (smoothness)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (smoothness))\n change y by (((y) - (y position)) / (smoothness))\nend\n\nwhen flag clicked\nhide\n\ndefine Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\nwait (0.01) seconds\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to [front v] layer\npoint in direction (90)\n\nwhen I start as a clone\nif <(clone ID) = [1]> then\n switch costume to (costume1 v)\n go to x: (0) y: (-400)\n wait (.1) seconds\n Smooth Glide: [0] [0] [7]\n wait (4) seconds\n Clone [Press Start]\n forever\n go to [back v] layer\n end\nend\n\nwhen I start as a clone\nif <(clone ID) = [Press Start]> then\n forever\n change y by (yv)\n end\nend\n\nwhen I start as a clone\nif <(clone ID) = [Press Start]> then\n set size to (100) %\n go to x: (0) y: (-400)\n switch costume to (press start v)\n set [yv v] to [40]\n broadcast (Intro time v)\n repeat ((yv) + (5))\n change [yv v] by (-2)\n end\n \nend\n\ndefine Wait Until (beat)\nwait until <(beat) < (timer)>\n\nwhen I start as a clone\nif <(clone ID) = [Chevron]> then\n if <(a) = [.]> then\n go to x: (0) y: (0)\n switch costume to (chevron v)\n set size to (100) %\n show\n repeat (5)\n switch costume to (size hack v)\n change size by (10)\n switch costume to (chevron v)\n end\n wait (0) seconds\n repeat (45)\n switch costume to (size hack v)\n change size by (10)\n switch costume to (chevron v)\n end\n else\n go to [back v] layer\n end\nend\n\nwhen I receive [intro time v]\nwait (1) seconds\nforever\n if <(a) = [.]> then\n Clone [Chevron]\n wait (.7) seconds\n end\nend\n\ndefine Shake (effect) (power)\nset size to (effect) %\ngo to x: (0) y: (-100)\nrepeat (26)\n change size by (((100) - (size)) / (10))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (power)))\n if <(a) = [.]> then\n go to [front v] layer\n else\n go to [back v] layer\n end\nend\n\nwhen I receive [intro time v]\nwait (1.5) seconds\nClone [Name]\nClone [Logo]\nwait (.356) seconds\nClone [Lineshock1]\nClone [Lineshock2]\n\nwhen I start as a clone\nif <(clone ID) = [Name]> then\n go to x: (0) y: (-100)\n switch costume to (name v)\n set size to (100) %\n show\n forever\n Shake [200] [1.5]\n end\nend\n\ndefine Dance (basedirection) (smoothnessvariant) (speed) (multiplier) (calculatingbase) (momentum) (costume)\nswitch costume to (costume)\npoint in direction ((([sin v] of (((calculatingbase) + (smoothnessvariant)) * (speed)) ) * (multiplier)) + (basedirection))\nset x to (([sin v] of ((calculatingbase) * (speed)) ) * (momentum))\n\nwhen I start as a clone\nif <(clone ID) = [Logo]> then\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n set size to (100) %\n forever\n Shake [50] [2]\n end\nend\n\nwhen I start as a clone\nif <(clone ID) = [Logo]> then\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n set size to (100) %\n forever\n Dance [90] [-20] [300] [15] (timer) [40] []\n end\nend\n\nwhen I start as a clone\nif <(clone ID) = [Lineshock1]> then\n hide\n wait (0.01) seconds\n show\n go to x: (120) y: (0)\n set size to (50) %\n repeat (10)\n broadcast (Sparkle v)\n switch costume to (lineshock1 v)\n repeat (18)\n next costume\n end\n switch costume to (lineshock19 v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nif <(clone ID) = [Lineshock2]> then\n show\n go to x: (-120) y: (0)\n set size to (50) %\n repeat (10)\n broadcast (Sparkle v)\n switch costume to (lineshock1 v)\n repeat (18)\n next costume\n end\n switch costume to (lineshock19 v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nif <(clone ID) = [Sparkle]> then\n set size to (pick random (30) to (50)) %\n go to (random position v)\n switch costume to (sparkle v)\n set [brightness v] effect to (100)\n repeat (4)\n change size by (25)\n end\n wait (.1) seconds\n repeat (4)\n change size by (-25)\n end\n delete this clone\nend\n\nwhen I receive [sparkle v]\nClone [Sparkle]\n\nwhen I start as a clone\nif <(clone ID) = [Bar1]> then\n go to x: (-400) y: (120)\n set size to (100) %\n switch costume to (costume3 v)\n Smooth Glide: [0] [120] [8.5]\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(clone ID) = [Bar2]> then\n go to x: (-400) y: (0)\n set size to (100) %\n switch costume to (costume3 v)\n Smooth Glide: [0] [0] [8.5]\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(clone ID) = [Bar3]> then\n go to x: (-400) y: (-120)\n set size to (100) %\n switch costume to (costume3 v)\n Smooth Glide: [0] [-120] [8.5]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (-intro done v)\nend\n\nwhen I start as a clone\nif <(clone ID) = [Bar1]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(clone ID) = [Bar2]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(clone ID) = [Bar3]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I receive [-intro done v]\nhide\nstop all sounds\nclear sound effects\ndelete this clone\n\nwhen I receive [b v]\nhide\nClone [1]\nset [yv v] to [0]\nset [a v] to [.]\nplay sound [MDK- Press Start v] until done\nset [a v] to [.-.]\nClone [Bar1]\nwait (.5) seconds\nClone [Bar2]\nwait (.5) seconds\nClone [Bar3]\n\nwhen I receive [start v]\nbroadcast (b v)\n\nset [color v] effect to (70)\n\nchange [color v] effect by (25)\n\nchange [color v] effect by (25)\n\nset [color v] effect to (70)\n\n@Player\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait until <not <key (r v) pressed?>>\n go to x: (-190) y: (0)\n set [playerx v] to [0]\n set [playery v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n wait until <not <key (s v) pressed?>>\n change [level v] by (1)\n go to x: (-190) y: (0)\n set [playerx v] to [0]\n set [playery v] to [0]\n end\n if <(Level) = [7]> then\n stop [this script v]\n end\nend\n\ndefine Player Physics\ngo to [front v] layer\ngo [backward v] (9) layers\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [playerx v] by (1.5)\n switch costume to (player - right v)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [playerx v] by (-1.5)\n switch costume to (player - left v)\nend\nif <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (player - upright v)\nend\nif <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (player - upleft v)\nend\nif <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>>>>>>>> then\n switch costume to (player - normal v)\nend\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (player - bent v)\nend\nif <touching (water v)?> then\n change [playery v] by (-0.5)\nend\nchange x by (PlayerX)\nif <touching (platforms v)?> then\n change x by ((PlayerX) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(PlayerX) > [0]> then\n set [playerx v] to [-15]\n set [playery v] to [10]\n else\n set [playerx v] to [15]\n set [playery v] to [10]\n end\n else\n set [playerx v] to [0]\n end\nelse\n set [playerx v] to ((PlayerX) * (0.8))\nend\nchange y by (PlayerY)\nif <touching (platforms v)?> then\n change y by ((PlayerY) * (-1))\n set [playery v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (player - up v)\n if <(Jumping?) = [yes]> then\n set [playery v] to [12]\n set [jumping? v] to [no]\n end\n end\nelse\n change [playery v] by (-1)\n set [jumping? v] to [yes]\nend\nif <(x position) > [239]> then\n change [level v] by (1)\n go to x: (-190) y: (20)\n set [playerx v] to [0]\n set [playery v] to [0]\nend\nif <touching (bouncy v)?> then\n if <(Jumping?) = [yes]> then\n set [playery v] to [16]\n set [jumping? v] to [no]\n end\nend\nif <<<touching (danger v)?> or <(y position) < [-178]>> or <<touching (saws v)?> or <touching (lava v)?>>> then\n go to x: (-190) y: (50)\n set [playerx v] to [0]\n set [playery v] to [0]\n change [death v] by (1)\nend\n\nwhen I receive [-intro done v]\nshow\npoint in direction (90)\ngo to x: (-190) y: (20)\nset [playerx v] to [0]\nset [playery v] to [0]\nforever\n Player Physics\nend\n\nwhen flag clicked\nhide\nset [level v] to [1]\nset [death v] to [0]\nset [signal v] to [disactivated]\nhide variable [death v]\n\n@Platforms\n\nwhen I receive [-intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro time v]\nhide\n\n@Danger\n\nwhen I receive [-intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Saws\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n if <(Level) = [4]> then\n show\n go to [back v] layer\n end\n if <(Level) = [5]> then\n hide\n end\n turn right (5) degrees\nend\n\nwhen I receive [end v]\nhide\n\n@Bouncy\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nforever\n if <(Level) = [6]> then\n show\n set [ghost v] effect to (0)\n go to x: (-130) y: (-50)\n else\n hide\n set [ghost v] effect to (100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (7)\n next costume\n end\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (3) seconds\nrepeat (30)\n change [ghost v] effect by (5)\nend\nbroadcast (Start v)\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\n\nwhen I receive [-intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\ngo to x: (87) y: (-50)\nforever\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\nend\n\n@Water\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nhide\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (60)\ngo to x: (-240) y: (pick random (180) to (0))\nrepeat until <(x position) = [362]>\n change x by (2)\nend\ndelete this clone\n\nwhen I receive [-intro done v]\ngo to [back v] layer\nforever\n switch costume to (pick random (1) to (3))\n wait (pick random (3) to (5)) seconds\n create clone of (_myself_ v)\nend\n\n@Textboards\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n show\n go to x: (70) y: (48)\n switch costume to (costume1 v)\n if <touching (player v)?> then\n switch costume to (costume2 v)\n end\n else\n hide\n end\nend\n\n@Assests\n\nwhen flag clicked\nhide\n\n
-----------------------1.1k platformer engine--------------------\n\nHello and welcome to this platformer engine!!\n\n11k views, 600+ loves and 500+ favs and 50+ remixes?! THANKS A LOT!!!\n\nREAD EVERYTHING:\n❗❗❗ YOU CAN ADVERTISE THE PROJECTS MADE BY YOU USING THIS ENGINE IN THE COMMENTS. BUT OTHER ADS WILL BE REPORTED OR DELETED!!! ❗❗❗\n\n★ About this engine ★\nSo, I spent about 2 weeks in total and over 65+ hours in making this! I made this for my 1.1k followers :)\nFeatures:\n✔ Player\n✔ Platform\n✔ Spikes\n✔ Saws\n✔ Lava\n✔ Water\n✔ Trampoline\n✔ Clouds\n✔ Textboards\n✔ Crouch\n✔ Skip\n✔ Restart\n\n★ Why I made this ★\nWell, so I hear that many people want to make platformers but don't know the code, on how to make it. Also, a lot of people asked me to make a platformer engine.\nControls:\n<^>, WASD or mobile to move\nS to skip a level\nR to restart a level\nDown arrow to crouch\n\n★ How do I use it? ★\nWell, there are 2 ways: 1) By remixing this project and making you're own game. 2) Go to File > Save to your computer > Open a new Scratch Editor > File > Load from your computer > Select\n\nPlease propose it to be featured:\nhttps://scratch.mit.edu/studios/28715018/\n\n\nScrolling platformer engine coming soon =)\n\nQ & A:\n\nQ: Where did you get the font from?\nA: Search up 'Google Drawings' and click on the first link. And then select your own font! I usually use 'Fredoka One', 'Righteous' or 'Rubik Mono One' fonts!\nQ: What about the font of the title?!\nA: I got it from maketext.io, and the font is 'BalooBhaiaan'\n___________________________________________\n\nWell, so I added a free tutorial and an assets sprite inside! You can change the art from the assets sprite :D\nCan we please get it on trending? I'd be very happy if you all do! Also, I want lots of people to see this, so that they can make their own platformers!\n--------------------------------Credits-------------------------------\n@theCharpy for the amazing intro ( Recolored by me )\n@-xaf, @InfinityCloud and @pranavhaha for the music.\n100% art by me\n100% code by me\n------------------------Famous ❤️ and ⭐----------------------\n@Indian-Programmer ❤️!!\n@cesa23 ❤️!!\n@jas6kaur6 ❤️!!\n@FinityCode ❤️!!
AMONG US PLATFORMER
@Stage\n\nwhen flag clicked\n\nset volume to (100) %\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [fineshed v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start the game v]\nshow\n\nwhen I receive [restart all levels v]\nswitch costume to (costume1 v)\n\n@Goal\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start the game v]\nshow\n\n@D A N G E R\n\nwhen flag clicked\nforever\n if <<key (q v) pressed?> and <key (p v) pressed?>> then\n broadcast (RESTART ALL LEVELS v)\n switch costume to (level 1 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen I receive [fineshed v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start the game v]\nshow\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (level 1 v)\n\nwhen I receive [fineshed v]\nnext costume\n\nwhen flag clicked\ngo to x: (3) y: (-174)\nhide\n\nwhen flag clicked\n\nstop [all v]\n\nwhen flag clicked\nforever\n if <<key (q v) pressed?> and <key (p v) pressed?>> then\n broadcast (RESTART ALL LEVELS v)\n switch costume to (level 1 v)\n end\nend\n\nforever\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (finished v)\nbroadcast (Game over v)\n\nwhen I receive [start the game v]\nshow\n\nwhen I receive [start the game v]\nreset timer\n\nwhen I receive [fineshed v]\nchange [tt v] by (1)\nwait until <(TT) = [10]>\nswitch backdrop to (among_us_cafeteria_scenario_lowpoly_3d_model_c4d_max_obj_fbx_ma_lwo_3ds_3dm_stl_3343607_o v)\n\nwhen flag clicked\nset [tt v] to [0]\nswitch backdrop to (backdrop1 v)\n\[email protected]\n\nwhen flag clicked\nforever\n if <<key (q v) pressed?> and <key (p v) pressed?>> then\n broadcast (RESTART ALL LEVELS v)\n switch costume to (level 1 v)\n switch costume to (idle \(1\) v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (q v) pressed?> and <key (p v) pressed?>> then\n broadcast (RESTART ALL LEVELS v)\n switch costume to (level 1 v)\n switch costume to (idle \(1\) v)\n end\nend\n\nwhen flag clicked\nset [y-velocity v] to [0]\nset [x-velocity v] to [0]\nforever\n Platform [11.5] [-2] [0.7] [3]\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x-velocity v] by (running speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x-velocity v] by ((running speed) * (-1))\nend\nset [x-velocity v] to ((X-velocity) * (friction))\nchange x by (X-velocity)\nif <touching (ground v)?> then\n set [sprite2: slope v] to [0]\n repeat until <<(Sprite2: Slope) = [8]> or <not <touching (ground v)?>>>\n change [sprite2: slope v] by (1)\n change y by (1)\n end\nend\nif <touching (ground v)?> then\n change y by ((Sprite2: Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X-velocity) ) )\n if <touching (ground v)?> then\n change x by ((([abs v] of (X-velocity) ) / (X-velocity)) * (-1))\n end\n end\n set [x-velocity v] to [0]\nend\nchange y by (Y-velocity)\nif <touching (ground v)?> then\n repeat ([ceiling v] of ([abs v] of (Y-velocity) ) )\n if <touching (ground v)?> then\n change y by ((([abs v] of (Y-velocity) ) / (Y-velocity)) * (-1))\n end\n end\n if <<(([abs v] of (Y-velocity) ) / (Y-velocity)) = [-1]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (up left v)\n set [y-velocity v] to (jump height)\n else\n set [y-velocity v] to [0]\n end\nelse\n if <touching (trampoline v)?> then\n set [y-velocity v] to [20]\n end\n change [y-velocity v] by (-1)\nend\n\nswitch costume to (right v)\n\nwhen flag clicked\ngo to x: (-208) y: (-79)\nswitch costume to (idle \(1\) v)\n\nwhen flag clicked\nforever\n if <touching (d a n g e r v)?> then\n repeat (10)\n switch costume to (dead v)\n end\n change x by (-5)\n go to x: (-208) y: (-79)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (goal v)?> then\n go to x: (-208) y: (-79)\n broadcast (Fineshed v)\n switch costume to (idle \(1\) v)\n end\nend\n\nwhen [space v] key pressed\nswitch costume to (red v)\nforever\n wait (0.5) seconds\n change [color v] effect by (25)\nend\n\nwhen [r v] key pressed\ngo to x: (-200) y: (-79)\n\nwhen I receive [fineshed v]\nset [x-velocity v] to [0]\nset [y-velocity v] to [0]\n\nwhen flag clicked\nset size to (50) %\n\nwhen flag clicked\nwait (2) seconds\nset volume to (100) %\nrepeat (99)\n play sound [The Among Us Soundtrack #1 \(Menu Music\) \(320 kbps\) v] until done\nend\n\nwhen I receive [start the game v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [restart all levels v]\ngo to x: (-208) y: (-79)\n\nwhen I receive [start the game v]\nswitch costume to (idle \(1\) v)\n\nswitch costume to (left v)\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (walk \(1\) v)\n wait (.1) seconds\n switch costume to (walk2 \(1\) v)\n wait (.1) seconds\n switch costume to (walk3 \(1\) v)\n wait (.1) seconds\n switch costume to (walk4 \(1\) v)\n wait (.1) seconds\n switch costume to (walk5 \(1\) v)\n wait (.1) seconds\n switch costume to (walk6 v)\n wait (.1) seconds\n switch costume to (walk7 v)\n wait (.1) seconds\n switch costume to (walk8 \(1\) v)\n wait (.1) seconds\n switch costume to (walk9 \(1\) v)\n wait (.1) seconds\n if <touching (d a n g e r v)?> then\n switch costume to (dead v)\n end\n else\n switch costume to (idle \(1\) v)\n end\nend\n\nwait (1) seconds\n\n\n\nwhen [2 v] key pressed\nforever\n change [color v] effect by (2)\nend\n\nwhen [1 v] key pressed\nchange [color v] effect by (20)\n\nwhen flag clicked\nforever\n repeat until <not <touching (d a n g e r v)?>>\n if <touching (d a n g e r v)?> then\n switch costume to (dead v)\n end\n end\nend\n\nwhen flag clicked\nforever\n repeat until <not <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>>\n if <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n play sound [The among us walking sound effect2 v] until done\n end\n end\nend\n\nchange volume by (60)\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Sprite2\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nwait (2) seconds\nswitch costume to (costume2 v)\n\nwhen I receive [done loading v]\nhide\nbroadcast (Show Menu v)\n\nwhen I receive [loading screen v]\nshow\n\nwhen I receive [done loading 2 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (29) y: (35)\nswitch costume to (costume1 v)\nhide\nwait (2) seconds\nbroadcast (Start loading v)\nshow\nforever\n wait (.5) seconds\n switch costume to (costume2 v)\n wait (.5) seconds\n switch costume to (costume3 v)\n wait (.5) seconds\n switch costume to (costume1 v)\nend\n\nwhen I receive [done loading v]\nchange [bpggi v] by (5)\nhide\n\nwhen I receive [start loading v]\nwait (pick random (8) to (15)) seconds\nbroadcast (done loading v)\nshow\n\nwhen I receive [loading screen v]\nwait (.2) seconds\nshow\nwait (pick random (8) to (15)) seconds\nbroadcast (done loading 2 v)\n\nwhen I receive [done loading 2 v]\nhide\n\nwhen flag clicked\nset [bpggi v] to [0]\n\n@Sprite4\n\nwhen I receive [start loading v]\nset [color v] effect to (0)\nshow\nforever\n go to x: (-257) y: (-41)\n glide (2) secs to x: (284) y: (-41)\n set [color v] effect to ((pick random (1) to (7)) * (25))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [done loading v]\nhide\n\nwhen I receive [loading screen v]\nset [color v] effect to (0)\nwait (.2) seconds\nshow\nforever\n go to x: (-258) y: (-41)\n glide (2) secs to x: (283) y: (-41)\nend\n\nwhen I receive [done loading 2 v]\nhide\nbroadcast (Start the game v)\n\nwhen I receive [start loading v]\nswitch costume to (walk v)\nforever\n wait (.1) seconds\n next costume\nend\n\nwhen I receive [loading screen v]\nswitch costume to (walk v)\nforever\n wait (.1) seconds\n next costume\nend\n\ndelete this clone\n\nswitch costume to (walk v)\n\nwhen I start as a clone\ndelete this clone\n\n@Thanks\n\nwhen I receive [thanks v]\nbroadcast (cool look v)\nbroadcast (Change fit v)\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\nbroadcast (begin v)\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Menu\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [show menu v]\nshow\n\nwhen I receive [loading screen v]\nwait (.2) seconds\nhide\n\nforever\n wait (.) seconds\n next costume\nend\n\n@Sprite5\n\nwhen I receive [show menu v]\nforever\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (normal v)\n end\nend\n\nset size to (60) %\n\nwhen I receive [show menu v]\nshow\n\nwhen I receive [show menu v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (hovered over v)\n else\n switch costume to (normal v)\n set size to (60) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Loading screen v)\n\nwhen I receive [loading screen v]\nwait (.2) seconds\nhide\n\nwhen this sprite clicked\nchange [color v] effect by (25)\nswitch costume to (clicked v)\nwait (.2) seconds\nswitch costume to (clicked2 v)\nhide\n\nset size to (60) %\n\nset size to (70) %\n\nwait (.2) seconds\n\nwhen flag clicked\nhide\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (20) y: (68)\n\n@Sprite6\n\nwhen I receive [show menu v]\nshow\nforever\n glide (3) secs to x: (-111) y: (28)\n go to x: (36) y: (28)\n glide (3) secs to x: (-111) y: (28)\n go to x: (36) y: (28)\nend\n\nwhen flag clicked\nforever\n wait (3) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I start as a clone\nforever\n glide (3) secs to x: (-120) y: (28)\n go to x: (36) y: (28)\n glide (3) secs to x: (-120) y: (28)\n go to x: (36) y: (28)\n delete this clone\nend\n\nglide (3) secs to x: (-111) y: (28)\n\nwhen I receive [loading screen v]\nhide\n\n@Sprite1\n\nwhen I receive [show menu v]\nshow\nrepeat (4)\n glide (3) secs to x: (100) y: (28)\n glide (3) secs to x: (-10) y: (28)\nend\nglide (3) secs to x: (27) y: (28)\n\nwhen I receive [loading screen v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (27) y: (28)\n\n@Floaters\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I start as a clone\nclear graphic effects\ngo to x: (-254) y: (pick random (-150) to (150))\nset [rotation v] to ((pick random (-3) to (3)) + (0.5))\nset [costumecounter v] to [1]\nset [costumestartnumber v] to (((pick random (1) to (3)) * (8)) - (7))\nset [color v] effect to ((pick random (1) to (7)) * (25))\nswitch costume to (costumestartnumber)\nshow\nrepeat until <(x position) > [-230]>\n change [costumecounter v] by (1)\n if <(costumecounter) = [8]> then\n switch costume to (costumestartnumber)\n set [costumecounter v] to [0]\n else\n next costume\n end\n turn right (rotation) degrees\n change x by (3)\n change y by (0.35)\nend\nif <<(y position) > [-50]> and <(y position) < [50]>> then\n if <(pick random (1) to (4)) = [1]> then\n say (item (pick random (1) to (length of [end credits v])) of [end credits v])\n repeat until <(x position) > [75]>\n change x by (2)\n end\n end\nend\nsay []\nrepeat until <(x position) > [236]>\n change [costumecounter v] by (1)\n if <(costumecounter) = [8]> then\n switch costume to (costumestartnumber)\n set [costumecounter v] to [0]\n else\n next costume\n end\n turn right (rotation) degrees\n change x by (2)\n change y by (0.35)\nend\ndelete this clone\n\ngo [backward v] (20) layers\n\nbroadcast (begin v)\n\nwhen I receive [loading screen v]\nhide\ndelete this clone\n\nwait (1) seconds\n\n\n wait (0.7) seconds\nend\n\nthink [Hmm...] for (2) seconds\n\nchange [costumecounter v] by (1)\nif <(costumecounter) = [8]> then\n switch costume to (costumestartnumber)\n set [costumecounter v] to [0]\nelse\n next costume\nend\n\nturn right (rotation) degrees\n\nchange y by (0.5)\n\ndelete this clone\n\nwhen I receive [start loading v]\nhide\ndelete this clone\n\nwhen I receive [show menu v]\nwait (.) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (2) seconds\ncreate clone of (_myself_ v)\nwait (2) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (2) seconds\ncreate clone of (_myself_ v)\nwait (2) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\n\nend\n\nwhen I receive [start loading v]\nhide\n\nwhen I receive [loading screen v]\nhide\n\nwhen I receive [loading screen v]\nstop [other scripts in sprite v]\n\nset [color v] effect to ((pick random (1) to (7)) * (25))\n\n
W A S D or < ^ >\nAvoid IMPOSTER SPIKES and try to get to the cafeteria\nto get in the safe zone\nIf you get stuck press r to restart the level \nPress q and p at the same time to restart the whole game\n❤️ & ⭐ please! A lot of time spent on this game✨
Floppy Bird - An Action Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [BackOnTrack v] until done\n play sound [TheoryOfEverything v] until done\n play sound [Cycles v] until done\n play sound [Jumper v] until done\nend\n\n@floppy\n\ndefine getAngle (x) (y) from (x2) (y2)\nif <not <(y) < (y2)>> then\n set [calc_angle v] to ([atan v] of (((x) - (x2)) / ((y) - (y2))) )\nelse\n set [calc_angle v] to ((180) + ([atan v] of (((x) - (x2)) / ((y) - (y2))) ))\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nintro []\nerase all\ngameIntro\nswitch backdrop to (backdrop1 v)\ninitGame\nhide\nset [playerx v] to [0]\nset [playery v] to [100]\nset [playerxv v] to [0]\nset [playeryv v] to [0]\nset [pickedgun v] to [-1]\nset [qpressed v] to [0]\nset [playerwalkindex v] to [1]\nset [playerdirection v] to [90]\nset [gunype_length v] to [16]\nset [level v] to [1]\nset [#levelcount v] to [14]\nset [explosive_impact v] to [25]\nset [explosive_radius v] to [200]\nset [explosive_damage v] to [10]\ndelete all of [leveltimes v]\nrepeat (#levelCount)\n add [--] to [leveltimes v]\nend\nmain menu [1]\ninitGame\nsetLevels (level)\nset [playerdeathanimaion v] to [0]\nforever\n erase all\n if <(playerhealth) < [0.1]> then\n if <(playerDeathAnimaion) = [0]> then\n set [playerdeathanimaion v] to [1]\n playerExplosion\n set [pickedgun v] to [-1]\n set [screenshake v] to [6]\n end\n if <[0] < (playerDeathAnimaion)> then\n change [playerdeathanimaion v] by (1)\n end\n if <[100] < (playerDeathAnimaion)> then\n set [playerdeathanimaion v] to [0]\n main menu (level)\n setLevels (level)\n set [playerdeathanimaion v] to [0]\n end\n end\n set [truescrollx v] to ((truescrollx) + (((() - (playerx)) - (truescrollx)) / (3)))\n set [truescrolly v] to ((truescrolly) + (((() - (playery)) - (truescrolly)) / (3)))\n set [scrollx v] to ((truescrollx) + (pick random (() - (screenShake)) to (screenShake)))\n set [scrolly v] to ((truescrolly) + (pick random (() - (screenShake)) to (screenShake)))\n point in direction (90)\n updateBlocks\n updateProps\n if <(playerDeathAnimaion) = [0]> then\n playerphysics\n end\n update_explosives\n updateParticles\n update_enemies\n update_bullets\n if <(playerDeathAnimaion) = [0]> then\n set rotation style [left-right v]\n clear graphic effects\n go to x: (((playerx) + (scrollx)) * (zoom)) y: (((playery) + (scrolly)) * (zoom))\n switch costume to (join [player] (playerwalkindex))\n set size to ((zoom) * (100)) %\n point in direction (playerDirection)\n stamp\n set rotation style [all around v]\n end\n update_guns\n sense_keys\n if <not <(pickedGun) = [-1]>> then\n text: (item ((2) + ((gunype_length) * (item ((pickedGun) + (3)) of [guns v]))) of [guntypes v]) x,y [-200] [-170] size: [3] colorRGB: [0] [0] [0] thickness: [3] spacing [0] ww [250]\n end\n if <[sniper] = (item ((2) + ((gunype_length) * (item ((pickedGun) + (3)) of [guns v]))) of [guntypes v])> then\n set [zoom v] to [0.7]\n else\n set [zoom v] to [1]\n end\n if <(playerDeathAnimaion) = [0]> then\n set [levelruntimer v] to ((timer) - (levelTime))\n go to x: (-100) y: (150)\n set pen size to (11)\n set pen color to (#929292)\n pen down\n go to x: (100) y: (150)\n pen up\n go to x: (-100) y: (150)\n set pen size to (6)\n set pen color to (#57d613)\n pen down\n go to x: ((-100) + (((playerhealth) / (playerhealth_ref)) * (200))) y: (150)\n pen up\n end\n text: (join (join (letter (1) of (levelRunTimer)) (join (letter (2) of (levelRunTimer)) (join (letter (3) of (levelRunTimer)) (letter (4) of (levelRunTimer))))) (letter (5) of (levelRunTimer))) x,y [-100] [160] size: [2] colorRGB: [0] [0] [0] thickness: [2] spacing [0] ww [250]\n go to x: (-190) y: (150)\n set size to (80) %\n clear graphic effects\n switch costume to (exit_button v)\n if <not <touching (mouse-pointer v)?>> then\n if <mouse down?> then\n set [exitpressed v] to [1]\n end\n end\n if <not <mouse down?>> then\n set [exitpressed v] to [0]\n end\n if <touching (mouse-pointer v)?> then\n if <(exitPressed) = [0]> then\n set size to (90) %\n if <mouse down?> then\n main menu (level)\n setLevels (level)\n end\n end\n end\n stamp\n if <(screenShake) > [0]> then\n change [screenshake v] by (-0.5)\n end\nend\n\ndefine addLvlBlock (x) (y) - (type) - (destructive?)\nadd (x) to [lvl_blocks v]\nadd (y) to [lvl_blocks v]\nadd (type) to [lvl_blocks v]\nadd (destructive?) to [lvl_blocks v]\n\ndefine updateBlocks\nset [i0 v] to [0]\nrepeat ((length of [lvl_blocks v]) / (length of [lvl_blocks_ref v]))\n go to x: ((((item ((i0) + (1)) of [lvl_blocks v]) * (blocksize)) + (scrollx)) * (zoom)) y: ((((item ((i0) + (2)) of [lvl_blocks v]) * (blocksize)) + (scrolly)) * (zoom))\n switch costume to (item ((i0) + (3)) of [lvl_blocks v])\n set size to ((zoom) * (100)) %\n if <((-240) - ((blocksize) * (1))) < ((((blocksize) * (item ((i0) + (1)) of [lvl_blocks v])) + (scrollx)) * (zoom))> then\n if <((((blocksize) * (item ((i0) + (1)) of [lvl_blocks v])) + (scrollx)) * (zoom)) < ((240) + ((blocksize) * (1)))> then\n if <((-180) - ((blocksize) * (1))) < ((((blocksize) * (item ((i0) + (2)) of [lvl_blocks v])) + (scrolly)) * (zoom))> then\n if <((((blocksize) * (item ((i0) + (2)) of [lvl_blocks v])) + (scrolly)) * (zoom)) < ((180) + ((blocksize) * (1)))> then\n stamp\n end\n end\n end\n end\n change [i0 v] by (length of [lvl_blocks_ref v])\nend\n\ndefine initGame\nset [levelruntimer v] to [0]\nset [truescrollx v] to [0]\nset [truescrolly v] to [0]\nset [screenshake v] to [0]\ndelete all of [lvl_blocks v]\ndelete all of [lvl_blocks_ref v]\nadd [x] to [lvl_blocks_ref v]\nadd [y] to [lvl_blocks_ref v]\nadd [type] to [lvl_blocks_ref v]\nadd [destructive] to [lvl_blocks_ref v]\ndelete all of [exp v]\ndelete all of [exp_ref v]\nadd [x] to [exp_ref v]\nadd [y] to [exp_ref v]\ndelete all of [guns v]\ndelete all of [guns_ref v]\ndelete all of [guntypes v]\nadd [x] to [guns_ref v]\nadd [y] to [guns_ref v]\nadd [type] to [guns_ref v]\nadd [rel] to [guns_ref v]\nadd [rel_ref] to [guns_ref v]\nadd [targetx] to [guns_ref v]\nadd [targety] to [guns_ref v]\nadd [state] to [guns_ref v]\nadd [xv] to [guns_ref v]\nadd [yv] to [guns_ref v]\nadd [rot] to [guns_ref v]\nsetGuntypes\ndelete all of [props v]\ndelete all of [props_ref v]\nadd [x] to [props_ref v]\nadd [y] to [props_ref v]\nadd [costume] to [props_ref v]\nadd [destructive?] to [props_ref v]\nadd [sx] to [props_ref v]\nadd [sy] to [props_ref v]\ndelete all of [bullets v]\ndelete all of [bullets_ref v]\nadd [x] to [bullets_ref v]\nadd [y] to [bullets_ref v]\nadd [xv] to [bullets_ref v]\nadd [yv] to [bullets_ref v]\nadd [size] to [bullets_ref v]\nadd [gravity] to [bullets_ref v]\nadd [exp] to [bullets_ref v]\nadd [imact] to [bullets_ref v]\nadd [dmg] to [bullets_ref v]\nadd [type] to [bullets_ref v]\ndelete all of [enemies_ref v]\ndelete all of [enemies v]\nadd [x] to [enemies_ref v]\nadd [y] to [enemies_ref v]\nadd [xv] to [enemies_ref v]\nadd [yv] to [enemies_ref v]\nadd [gun] to [enemies_ref v]\nadd [rel] to [enemies_ref v]\nadd [rel_ref] to [enemies_ref v]\nadd [spd] to [enemies_ref v]\nadd [state] to [enemies_ref v]\nadd [helth] to [enemies_ref v]\nadd [helth_ref] to [enemies_ref v]\ndelete all of [particles_ref v]\ndelete all of [particles v]\nadd [costume] to [particles_ref v]\nadd [x] to [particles_ref v]\nadd [y] to [particles_ref v]\nadd [xv] to [particles_ref v]\nadd [yv] to [particles_ref v]\nadd [speed_multiplier] to [particles_ref v]\nadd [size] to [particles_ref v]\nadd [initial_size] to [particles_ref v]\nadd [final_size] to [particles_ref v]\nadd [life] to [particles_ref v]\nadd [life_ref] to [particles_ref v]\nadd [rot] to [particles_ref v]\nadd [rot_vel] to [particles_ref v]\nadd [col] to [particles_ref v]\nadd [brightness] to [particles_ref v]\nset [leveltime v] to (timer)\n\ndefine playerphysics\nswitch costume to (playercollider v)\nif <(playerwalkindex) = [9]> then\n next costume\nend\nif <<(playerwalkindex) = [9]> and <not <<key (s v) pressed?> or <key (down arrow v) pressed?>>>> then\n change [playery v] by (5)\nend\ngo to x: (((playerx) + (scrollx)) * (zoom)) y: (((playery) + (scrolly)) * (zoom))\nset [playerxchange v] to (x position)\nset [playerychange v] to (y position)\nchange [playeryv v] by (-0.6)\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [playerdirection v] to [-90]\n if <not <(playerwalkindex) = [9]>> then\n change [playerxv v] by (-2)\n change [playerwalkindex v] by (-1)\n if <(playerwalkindex) < [1]> then\n set [playerwalkindex v] to [4]\n end\n end\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [playerdirection v] to [90]\n if <not <(playerwalkindex) = [9]>> then\n change [playerxv v] by (2)\n change [playerwalkindex v] by (1)\n if <[4] < (playerwalkindex)> then\n set [playerwalkindex v] to [1]\n end\n end\nend\nif <(playerwalkindex) < [1]> then\n set [playerwalkindex v] to [8]\nend\nif <[4] < (playerwalkindex)> then\n set [playerwalkindex v] to [1]\nend\nif <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [playerxv v] to ((playerxv) * (0.99))\n set [playerwalkindex v] to [9]\nelse\n set [playerxv v] to ((playerxv) * (0.9))\nend\nchange x by (playerxv)\nif <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n change y by (1)\n if <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n change y by (1)\n if <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n change y by (1)\n if <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n change y by (1)\n if <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n change y by (1)\n if <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n change y by (1)\n if <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n \n set [playeryv v] to [10]\n if <(playerxv) > [0]> then\n set [playerxv v] to [-10]\n else\n set [playerxv v] to [10]\n end\n else\n change y by (-6)\n change x by ((playerxv) * (-1))\n set [playerxv v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (playeryv)\nif <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n change y by ((playeryv) * (-1))\n set [playeryv v] to ((playeryv) * (-0.1))\nend\nchange y by (-0.5)\nif <<<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [playeryv v] to [12]\nend\nif <<touching color (#616161)?> or <touching color (#4d4c4d)?>> then\n change [playerhealth v] by (-1)\nend\nif then\n if <(item (level) of [leveltimes v]) = [--]> then\n replace item (level) of [leveltimes v] with (levelRunTimer)\n else\n if <(levelRunTimer) < (item (level) of [leveltimes v])> then\n replace item (level) of [leveltimes v] with (levelRunTimer)\n end\n end\n if <(level) = (#levelCount)> then\n main menu [-1]\n else\n main menu ((level) + (1))\n end\n initGame\n setLevels (level)\n stop [this script v]\nend\nchange y by (0.5)\nchange [playerx v] by ((x position) - (playerxchange))\nchange [playery v] by ((y position) - (playerychange))\nif <key (r v) pressed?> then\n initGame\n setLevels (level)\nend\nif <(playery) < [-500]> then\n initGame\n setLevels (level)\nend\n\ndefine setGuntypes\naddGunType [pistol] [1] [3] [25] exp: [1] offset: [20] [20] rel: [25] bspd: [15] btoffset: [15] [30] -g [0] -rec [2] dmg [5] -im [1]\naddThowabletype [axe] [-10] [10] - [1] - [20] [20] -rec [5] dmg [1] im [8]\naddGunType [sniper] [1] [1] [15] exp: [1] offset: [40] [40] rel: [30] bspd: [30] btoffset: [30] [50] -g [0] -rec [1] dmg [10] -im [1]\naddGunType [shotgun] [5] [12] [10] exp: [1] offset: [20] [20] rel: [50] bspd: [10] btoffset: [30] [30] -g [0] -rec [1.5] dmg [4] -im [1]\naddGunType [machine-gun] [1] [12] [12] exp: [1] offset: [20] [20] rel: [4] bspd: [15] btoffset: [10] [10] -g [0] -rec [1] dmg [2] -im [0]\naddGunType [grenade-launcher] [1] [0] [100] exp: [160] offset: [20] [20] rel: [30] bspd: [15] btoffset: [10] [10] -g [-0.5] -rec [3] dmg [15] -im [16]\naddThowabletype [hammer] [0] [10] - [1] - [20] [20] -rec [5] dmg [1.2] im [12]\naddGunType [grenade-launcher mini] [1] [0] [100] exp: [50] offset: [20] [20] rel: [25] bspd: [16] btoffset: [10] [10] -g [-0.5] -rec [0] dmg [8] -im [1]\n\ndefine addGunType (costume) (buletnumber) (randomness) (btsize) exp: (exp) offset: (x) (y) rel: (rel) bspd: (bspd) btoffset: (btx) (bty) -g (g) -rec (recoil) dmg (dmg) -im (impact)\nadd [shoot] to [guntypes v]\nadd (costume) to [guntypes v]\nadd (buletnumber) to [guntypes v]\nadd (randomness) to [guntypes v]\nadd (btsize) to [guntypes v]\nadd (exp) to [guntypes v]\nadd (x) to [guntypes v]\nadd (y) to [guntypes v]\nadd (rel) to [guntypes v]\nadd (bspd) to [guntypes v]\nadd (btx) to [guntypes v]\nadd (bty) to [guntypes v]\nadd (g) to [guntypes v]\nadd (recoil) to [guntypes v]\nadd (dmg) to [guntypes v]\nadd (impact) to [guntypes v]\n\ndefine addThowabletype (costume) (speed) (rotspeed) - (exp) - (x) (y) -rec (recoil) dmg (dmg) im (impact)\nadd [throw] to [guntypes v]\nadd (costume) to [guntypes v]\nadd (speed) to [guntypes v]\nadd (rotspeed) to [guntypes v]\nadd (exp) to [guntypes v]\nadd [null] to [guntypes v]\nadd (x) to [guntypes v]\nadd (y) to [guntypes v]\nadd [null] to [guntypes v]\nadd [null] to [guntypes v]\nadd [null] to [guntypes v]\nadd [null] to [guntypes v]\nadd [null] to [guntypes v]\nadd (recoil) to [guntypes v]\nadd (dmg) to [guntypes v]\nadd (impact) to [guntypes v]\n\ndefine addSceneGun (type) (x) (y)\nadd (x) to [guns v]\nadd (y) to [guns v]\nadd (type) to [guns v]\nadd [0] to [guns v]\nadd [rel_ref] to [guns v]\nadd [0] to [guns v]\nadd [0] to [guns v]\nadd [0] to [guns v]\nadd [0] to [guns v]\nadd [0] to [guns v]\nadd [90] to [guns v]\n\ndefine update_guns\nset [i0 v] to [0]\nset [nearestgun v] to [-1]\nset [nearestgundist v] to [9999]\nrepeat ((length of [guns v]) / (length of [guns_ref v]))\n set [typeindex v] to ((item ((i0) + (3)) of [guns v]) * (gunype_length))\n go to x: ((((item ((i0) + (1)) of [guns v]) * (1)) + (scrollx)) * (zoom)) y: ((((item ((i0) + (2)) of [guns v]) * (1)) + (scrolly)) * (zoom))\n switch costume to (item ((typeindex) + (2)) of [guntypes v])\n set size to ((zoom) * (60)) %\n if <(i0) = (pickedGun)> then\n getAngle (mouse x) (mouse y) from ((((playerx) * (1)) + (scrollx)) * (zoom)) ((((playery) * (1)) + (scrolly)) * (zoom))\n if <<<(item ((i0) + (8)) of [guns v]) = [0]> and <[throw] = (item ((typeindex) + (1)) of [guntypes v])>> or <[shoot] = (item ((typeindex) + (1)) of [guntypes v])>> then\n replace item ((i0) + (1)) of [guns v] with ((((playerx) - (item ((i0) + (1)) of [guns v])) / (1)) + (item ((i0) + (1)) of [guns v]))\n replace item ((i0) + (2)) of [guns v] with ((((playery) - (item ((i0) + (2)) of [guns v])) / (1)) + (item ((i0) + (2)) of [guns v]))\n replace item ((i0) + (1)) of [guns v] with ((([sin v] of (calc_angle) ) * (item ((typeindex) + (7)) of [guntypes v])) + (item ((i0) + (1)) of [guns v]))\n replace item ((i0) + (2)) of [guns v] with ((([cos v] of (calc_angle) ) * (item ((typeindex) + (8)) of [guntypes v])) + (item ((i0) + (2)) of [guns v]))\n replace item ((i0) + (11)) of [guns v] with (calc_angle)\n if <[throw] = (item ((typeindex) + (1)) of [guntypes v])> then\n if <mouse down?> then\n replace item ((i0) + (6)) of [guns v] with ((() - (scrollx)) + ((mouse x) / (zoom)))\n replace item ((i0) + (7)) of [guns v] with ((() - (scrolly)) + ((mouse y) / (zoom)))\n replace item ((i0) + (9)) of [guns v] with (((item ((i0) + (6)) of [guns v]) - (item ((i0) + (1)) of [guns v])) / ((10) - (item ((typeindex) + (3)) of [guntypes v])))\n replace item ((i0) + (10)) of [guns v] with (((item ((i0) + (7)) of [guns v]) - (item ((i0) + (2)) of [guns v])) / ((10) - (item ((typeindex) + (3)) of [guntypes v])))\n replace item ((i0) + (8)) of [guns v] with [1]\n getAngle (mouse x) (mouse y) from ((((playerx) * (1)) + (scrollx)) * (zoom)) ((((playery) * (1)) + (scrolly)) * (zoom))\n change [playerxv v] by (([sin v] of ((calc_angle) + (180)) ) * (item ((typeindex) + (14)) of [guntypes v]))\n change [playeryv v] by (([cos v] of ((calc_angle) + (180)) ) * (item ((typeindex) + (14)) of [guntypes v]))\n end\n end\n if <[shoot] = (item ((typeindex) + (1)) of [guntypes v])> then\n replace item ((i0) + (5)) of [guns v] with (item ((typeindex) + (9)) of [guntypes v])\n if <mouse down?> then\n if <[0] = (item ((i0) + (4)) of [guns v])> then\n replace item ((i0) + (4)) of [guns v] with (item ((i0) + (5)) of [guns v])\n repeat (item ((typeindex) + (3)) of [guntypes v])\n getAngle (mouse x) (mouse y) from ((((playerx) * (1)) + (scrollx)) * (zoom)) ((((playery) * (1)) + (scrolly)) * (zoom))\n change [playerxv v] by (([sin v] of ((calc_angle) + (180)) ) * (item ((typeindex) + (14)) of [guntypes v]))\n change [playeryv v] by (([cos v] of ((calc_angle) + (180)) ) * (item ((typeindex) + (14)) of [guntypes v]))\n addBullet ((item ((i0) + (1)) of [guns v]) + ((item ((typeindex) + (11)) of [guntypes v]) * ([sin v] of (calc_angle) ))) ((item ((i0) + (2)) of [guns v]) + ((item ((typeindex) + (12)) of [guntypes v]) * ([cos v] of (calc_angle) ))) (() + ((item ((typeindex) + (10)) of [guntypes v]) * ([sin v] of ((calc_angle) + ((pick random (-1) to (1)) * (item ((typeindex) + (4)) of [guntypes v]))) ))) (() + ((item ((typeindex) + (10)) of [guntypes v]) * ([cos v] of ((calc_angle) + ((pick random (-1) to (1)) * (item ((typeindex) + (4)) of [guntypes v]))) ))) - (item ((typeindex) + (5)) of [guntypes v]) - (item ((typeindex) + (13)) of [guntypes v]) - (item ((typeindex) + (6)) of [guntypes v]) im (item ((typeindex) + (16)) of [guntypes v]) d (item ((typeindex) + (15)) of [guntypes v]) ty [p]\n end\n end\n end\n if <not <[0] = (item ((i0) + (4)) of [guns v])>> then\n replace item ((i0) + (4)) of [guns v] with ((item ((i0) + (4)) of [guns v]) - (1))\n end\n if <(item ((i0) + (4)) of [guns v]) < [0]> then\n replace item ((i0) + (4)) of [guns v] with [0]\n end\n end\n else\n if <<(item ((i0) + (8)) of [guns v]) = [1]> and <[throw] = (item ((typeindex) + (1)) of [guntypes v])>> then\n replace item ((i0) + (1)) of [guns v] with ((item ((i0) + (9)) of [guns v]) + (item ((i0) + (1)) of [guns v]))\n replace item ((i0) + (2)) of [guns v] with ((item ((i0) + (10)) of [guns v]) + (item ((i0) + (2)) of [guns v]))\n setDist (item ((i0) + (6)) of [guns v]) (item ((i0) + (7)) of [guns v]) (item ((i0) + (1)) of [guns v]) (item ((i0) + (2)) of [guns v])\n replace item ((i0) + (11)) of [guns v] with ((25) + (item ((i0) + (11)) of [guns v]))\n if <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n replace item ((i0) + (8)) of [guns v] with [2]\n end\n if <(dist) < [1]> then\n replace item ((i0) + (8)) of [guns v] with [2]\n end\n set [i1 v] to [0]\n repeat ((length of [enemies v]) / (length of [enemies_ref v]))\n setDist (item ((i0) + (1)) of [guns v]) (item ((i0) + (2)) of [guns v]) (item ((i1) + (1)) of [enemies v]) (item ((i1) + (2)) of [enemies v])\n if <(dist) < [50]> then\n replace item ((i1) + (10)) of [enemies v] with ((item ((i1) + (10)) of [enemies v]) - (item ((typeindex) + (15)) of [guntypes v]))\n end\n change [i1 v] by (length of [enemies_ref v])\n end\n else\n if <<(item ((i0) + (8)) of [guns v]) = [2]> and <[throw] = (item ((typeindex) + (1)) of [guntypes v])>> then\n replace item ((i0) + (9)) of [guns v] with (((playerx) - (item ((i0) + (1)) of [guns v])) / ((10) - (item ((typeindex) + (3)) of [guntypes v])))\n replace item ((i0) + (10)) of [guns v] with (((playery) - (item ((i0) + (2)) of [guns v])) / ((10) - (item ((typeindex) + (3)) of [guntypes v])))\n replace item ((i0) + (1)) of [guns v] with ((item ((i0) + (9)) of [guns v]) + (item ((i0) + (1)) of [guns v]))\n replace item ((i0) + (2)) of [guns v] with ((item ((i0) + (10)) of [guns v]) + (item ((i0) + (2)) of [guns v]))\n setDist (playerx) (playery) (item ((i0) + (1)) of [guns v]) (item ((i0) + (2)) of [guns v])\n replace item ((i0) + (11)) of [guns v] with ((25) + (item ((i0) + (11)) of [guns v]))\n if <(dist) < [20]> then\n replace item ((i0) + (8)) of [guns v] with [0]\n end\n set [i1 v] to [0]\n repeat ((length of [enemies v]) / (length of [enemies_ref v]))\n setDist (item ((i0) + (1)) of [guns v]) (item ((i0) + (2)) of [guns v]) (item ((i1) + (1)) of [enemies v]) (item ((i1) + (2)) of [enemies v])\n if <(dist) < [50]> then\n replace item ((i1) + (10)) of [enemies v] with ((item ((i1) + (10)) of [enemies v]) - (item ((typeindex) + (15)) of [guntypes v]))\n end\n change [i1 v] by (length of [enemies_ref v])\n end\n end\n end\n end\n if <[1] = (QPressed)> then\n set [pickedgun v] to [-1]\n replace item ((i0) + (4)) of [guns v] with [0]\n replace item ((i0) + (8)) of [guns v] with [0]\n replace item ((i0) + (7)) of [guns v] with [0]\n replace item ((i0) + (6)) of [guns v] with [0]\n if <[throw] = (item ((typeindex) + (1)) of [guntypes v])> then\n end\n else\n if <not <(i0) = (pickedGun)>> then\n replace item ((i0) + (1)) of [guns v] with ((item ((i0) + (9)) of [guns v]) + (item ((i0) + (1)) of [guns v]))\n replace item ((i0) + (2)) of [guns v] with ((item ((i0) + (10)) of [guns v]) + (item ((i0) + (2)) of [guns v]))\n replace item ((i0) + (10)) of [guns v] with ((-0.5) + (item ((i0) + (10)) of [guns v]))\n replace item ((i0) + (9)) of [guns v] with ((0.9) * (item ((i0) + (9)) of [guns v]))\n if <touching (_edge_ v)?> then\n replace item ((i0) + (9)) of [guns v] with [0]\n replace item ((i0) + (10)) of [guns v] with [0]\n end\n if <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n replace item ((i0) + (9)) of [guns v] with [0]\n replace item ((i0) + (10)) of [guns v] with [0]\n else\n if <[throw] = (item ((typeindex) + (1)) of [guntypes v])> then\n replace item ((i0) + (11)) of [guns v] with ((3) + (item ((i0) + (11)) of [guns v]))\n end\n end\n setDist (playerx) (playery) (item ((i0) + (1)) of [guns v]) (item ((i0) + (2)) of [guns v])\n if <(dist) < [50]> then\n if <(dist) < (nearestGunDist)> then\n set [nearestgun v] to (i0)\n set [nearestgundist v] to (dist)\n end\n end\n end\n end\n point in direction (item ((i0) + (11)) of [guns v])\n if <(direction) < [0]> then\n if <[0] = (item ((i0) + (8)) of [guns v])> then\n next costume\n end\n end\n if <<((((item ((i0) + (1)) of [guns v]) * (1)) + (scrollx)) * (zoom)) < [250]> and <[-250] < ((((item ((i0) + (1)) of [guns v]) * (1)) + (scrollx)) * (zoom))>> then\n if <<((((item ((i0) + (2)) of [guns v]) * (1)) + (scrolly)) * (zoom)) < [190]> and <[-190] < ((((item ((i0) + (2)) of [guns v]) * (1)) + (scrolly)) * (zoom))>> then\n stamp\n end\n end\n change [i0 v] by (length of [guns_ref v])\nend\npoint in direction (90)\nif <not <(nearestGun) = [-1]>> then\n if <[1] = (QPressed)> then\n set [pickedgun v] to (nearestGun)\n set [qpressed v] to [0]\n end\nend\n\ndefine setDist (x1) (y1) (x2) (y2)\nset [dist v] to ([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) )\n\ndefine sense_keys\nif <not <key (q v) pressed?>> then\n if <(QPressed) = [1]> then\n set [qpressed v] to [0]\n end\nend\nif <key (q v) pressed?> then\n set [qpressed v] to [-1]\nend\nif <(QPressed) = [-1]> then\n if <not <key (q v) pressed?>> then\n set [qpressed v] to [1]\n end\nend\n\ndefine addBullet (x) (y) (xv) (yv) - (size) - (gravity) - (exp) im (impact) d (dmg) ty (type)\nadd (x) to [bullets v]\nadd (y) to [bullets v]\nadd (xv) to [bullets v]\nadd (yv) to [bullets v]\nadd (size) to [bullets v]\nadd (gravity) to [bullets v]\nadd (exp) to [bullets v]\nadd (impact) to [bullets v]\nadd (dmg) to [bullets v]\nadd (type) to [bullets v]\n\ndefine update_bullets\nset [i0 v] to [0]\nset rotation style [all around v]\nrepeat ((length of [bullets v]) / (length of [bullets_ref v]))\n go to x: ((((item ((i0) + (1)) of [bullets v]) * (1)) + (scrollx)) * (zoom)) y: ((((item ((i0) + (2)) of [bullets v]) * (1)) + (scrolly)) * (zoom))\n switch costume to (bullet v)\n set size to ((zoom) * (item ((i0) + (5)) of [bullets v])) %\n getAngle (item ((i0) + (3)) of [bullets v]) (item ((i0) + (4)) of [bullets v]) from [0] [0]\n point in direction (calc_angle)\n stamp\n if <(item ((i0) + (10)) of [bullets v]) = [p]> then\n set [i2 v] to [0]\n repeat ((length of [props v]) / (length of [props_ref v]))\n if <[d] = (item ((i2) + (4)) of [props v])> then\n setDist (item ((i2) + (1)) of [props v]) (item ((i2) + (2)) of [props v]) (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v])\n if <(item ((i0) + (1)) of [bullets v]) < ((item ((i2) + (1)) of [props v]) + (((blocksize) * (1.5)) / (2)))> then\n if <((item ((i2) + (1)) of [props v]) - (((blocksize) * (1.5)) / (2))) < (item ((i0) + (1)) of [bullets v])> then\n if <(item ((i0) + (2)) of [bullets v]) < ((item ((i2) + (2)) of [props v]) + (((blocksize) * (1.5)) / (2)))> then\n if <((item ((i2) + (2)) of [props v]) - (((blocksize) * (1.5)) / (2))) < (item ((i0) + (2)) of [bullets v])> then\n set [l v] to (i2)\n repeat (10)\n addParticle c: (item ((i2) + (3)) of [props v]) (item ((i2) + (1)) of [props v]) (item ((i2) + (2)) of [props v]) - (pick random (-3) to (3)) (pick random (-3) to (3)) -spdm [0.9] -s [40] [0] -l [15] r (pick random (0) to (360)) (pick random (-5) to (5)) eff [0] [0]\n end\n repeat (10)\n addParticle c: (item ((i2) + (3)) of [props v]) (item ((i2) + (1)) of [props v]) (item ((i2) + (2)) of [props v]) - (pick random (-3) to (3)) (pick random (-3) to (3)) -spdm [0.9] -s [40] [0] -l [15] r (pick random (0) to (360)) (pick random (-5) to (5)) eff [0] [0]\n end\n repeat (length of [props_ref v])\n delete ((i2) + (1)) of [props v]\n end\n repeat ((item ((i0) + (7)) of [bullets v]) / (50))\n addParticle c: [exp2] (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v]) - (pick random (-7) to (7)) (pick random (-7) to (7)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\n end\n repeat ((item ((i0) + (7)) of [bullets v]) / (20))\n addParticle c: [exp1] (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v]) - (pick random (-5) to (5)) (pick random (-5) to (5)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\n end\n set [i1 v] to [0]\n repeat ((length of [exp v]) / (length of [exp_ref v]))\n setDist ((blocksize) * (item ((i1) + (1)) of [exp v])) ((blocksize) * (item ((i1) + (2)) of [exp v])) (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v])\n if <(dist) < (item ((i0) + (7)) of [bullets v])> then\n repeat (25)\n addParticle c: [exp2] ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize)) - (pick random (-10) to (10)) (pick random (-10) to (10)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\n end\n repeat (7)\n addParticle c: [exp1] ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize)) - (pick random (-7) to (7)) (pick random (-7) to (7)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\n end\n set [i2 v] to [0]\n repeat ((length of [props v]) / (length of [props_ref v]))\n if <(item ((i2) + (4)) of [props v]) = [d]> then\n setDist (item ((i2) + (1)) of [props v]) (item ((i2) + (2)) of [props v]) ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize))\n if <(dist) < (explosive_radius)> then\n repeat (10)\n addParticle c: (item ((i2) + (3)) of [props v]) (item ((i2) + (1)) of [props v]) (item ((i2) + (2)) of [props v]) - (pick random (-3) to (3)) (pick random (-3) to (3)) -spdm [0.9] -s [40] [0] -l [15] r (pick random (0) to (360)) (pick random (-5) to (5)) eff [0] [0]\n end\n repeat (length of [props_ref v])\n delete ((i2) + (1)) of [props v]\n end\n end\n end\n change [i2 v] by (1)\n end\n set [i2 v] to [0]\n repeat ((length of [enemies v]) / (length of [enemies_ref v]))\n setDist (item ((i2) + (1)) of [enemies v]) (item ((i2) + (2)) of [enemies v]) ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize))\n if <(dist) < (explosive_radius)> then\n replace item ((i2) + (10)) of [enemies v] with ((((0) - (explosive_damage)) * (((explosive_radius) - (dist)) / (explosive_radius))) + (item ((i2) + (10)) of [enemies v]))\n end\n end\n setDist (playerx) (playery) ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize))\n if <(dist) < [100]> then\n getAngle (playerx) (playery) from ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize))\n change [playerxv v] by (((((explosive_radius) - (dist)) / (explosive_radius)) * (explosive_impact)) * ([sin v] of (calc_angle) ))\n change [playeryv v] by (((((explosive_radius) - (dist)) / (explosive_radius)) * (explosive_impact)) * ([cos v] of (calc_angle) ))\n change [playerhealth v] by (((0) - (explosive_damage)) * (((explosive_radius) - (dist)) / (explosive_radius)))\n set [screenshake v] to [4]\n end\n repeat (length of [exp_ref v])\n delete ((i1) + (1)) of [exp v]\n end\n end\n change [i1 v] by (length of [exp_ref v])\n end\n repeat (length of [bullets_ref v])\n delete ((i0) + (1)) of [bullets v]\n end\n change [i0 v] by (() - (length of [bullets_ref v]))\n set [i2 v] to (l)\n end\n end\n end\n end\n end\n change [i2 v] by (length of [props_ref v])\n end\n set [i1 v] to [0]\n repeat ((length of [exp v]) / (length of [exp_ref v]))\n if <(item ((i0) + (1)) of [bullets v]) < ((((blocksize) * (item ((i1) + (1)) of [exp v])) + ((blocksize) / (2))) * (1))> then\n if <((((blocksize) * (item ((i1) + (1)) of [exp v])) + ((blocksize) / (-2))) * (1)) < (item ((i0) + (1)) of [bullets v])> then\n if <(item ((i0) + (2)) of [bullets v]) < ((((blocksize) * (item ((i1) + (2)) of [exp v])) + ((blocksize) / (2))) * (1))> then\n if <((((blocksize) * (item ((i1) + (2)) of [exp v])) + ((blocksize) / (-2))) * (1)) < (item ((i0) + (2)) of [bullets v])> then\n repeat ((item ((i0) + (7)) of [bullets v]) / (50))\n addParticle c: [exp2] (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v]) - (pick random (-7) to (7)) (pick random (-7) to (7)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\n end\n repeat ((item ((i0) + (7)) of [bullets v]) / (20))\n addParticle c: [exp1] (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v]) - (pick random (-5) to (5)) (pick random (-5) to (5)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\n end\n repeat (25)\n addParticle c: [exp2] ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize)) - (pick random (-10) to (10)) (pick random (-10) to (10)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\n end\n repeat (7)\n addParticle c: [exp1] ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize)) - (pick random (-7) to (7)) (pick random (-7) to (7)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\n end\n set [i2 v] to [0]\n repeat ((length of [props v]) / (length of [props_ref v]))\n if <(item ((i2) + (4)) of [props v]) = [d]> then\n setDist (item ((i2) + (1)) of [props v]) (item ((i2) + (2)) of [props v]) ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize))\n if <(dist) < (explosive_radius)> then\n repeat (10)\n addParticle c: (item ((i2) + (3)) of [props v]) (item ((i2) + (1)) of [props v]) (item ((i2) + (2)) of [props v]) - (pick random (-3) to (3)) (pick random (-3) to (3)) -spdm [0.9] -s [40] [0] -l [15] r (pick random (0) to (360)) (pick random (-5) to (5)) eff [0] [0]\n end\n repeat (length of [props_ref v])\n delete ((i2) + (1)) of [props v]\n end\n end\n end\n change [i2 v] by (1)\n end\n set [i2 v] to [0]\n repeat ((length of [enemies v]) / (length of [enemies_ref v]))\n setDist (item ((i2) + (1)) of [enemies v]) (item ((i2) + (2)) of [enemies v]) ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize))\n if <(dist) < (explosive_radius)> then\n replace item ((i2) + (10)) of [enemies v] with ((((0) - (explosive_damage)) * (((explosive_radius) - (dist)) / (explosive_radius))) + (item ((i2) + (10)) of [enemies v]))\n end\n end\n setDist (playerx) (playery) ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize))\n if <(dist) < [100]> then\n getAngle (playerx) (playery) from ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize))\n change [playerxv v] by (((((explosive_radius) - (dist)) / (explosive_radius)) * (explosive_impact)) * ([sin v] of (calc_angle) ))\n change [playeryv v] by (((((explosive_radius) - (dist)) / (explosive_radius)) * (explosive_impact)) * ([cos v] of (calc_angle) ))\n change [playerhealth v] by (((0) - (explosive_damage)) * (((explosive_radius) - (dist)) / (explosive_radius)))\n set [screenshake v] to [4]\n end\n repeat (length of [exp_ref v])\n delete ((i1) + (1)) of [exp v]\n end\n end\n repeat (length of [bullets_ref v])\n delete ((i0) + (1)) of [bullets v]\n end\n end\n end\n end\n change [i1 v] by (length of [exp_ref v])\n end\n end\n setDist (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v]) (playerx) (playery)\n if <<(item ((i0) + (10)) of [bullets v]) = [e]> and <(dist) < [25]>> then\n getAngle (playerx) (playery) from (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v])\n change [playerxv v] by ((item ((i0) + (8)) of [bullets v]) * ([sin v] of (calc_angle) ))\n change [playeryv v] by ((item ((i0) + (8)) of [bullets v]) * ([cos v] of (calc_angle) ))\n change [playerhealth v] by (() - (item ((i0) + (9)) of [bullets v]))\n set [screenshake v] to [4]\n repeat (3)\n addParticle c: [feather1] (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v]) - (pick random (-5) to (5)) (pick random (-5) to (5)) -spdm [0.9] -s (pick random (60) to (120)) [0] -l [25] r (pick random (1) to (350)) (pick random (-5) to (5)) eff [0] [0]\n end\n set [i2 v] to [0]\n repeat ((length of [props v]) / (length of [props_ref v]))\n if <(item ((i2) + (4)) of [props v]) = [d]> then\n setDist (item ((i2) + (1)) of [props v]) (item ((i2) + (2)) of [props v]) (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v])\n if <(dist) < (item ((i0) + (7)) of [bullets v])> then\n repeat (10)\n addParticle c: (item ((i2) + (3)) of [props v]) (item ((i2) + (1)) of [props v]) (item ((i2) + (2)) of [props v]) - (pick random (-3) to (3)) (pick random (-3) to (3)) -spdm [0.9] -s [40] [0] -l [15] r (pick random (0) to (360)) (pick random (-5) to (5)) eff [0] [0]\n end\n repeat (length of [props_ref v])\n delete ((i2) + (1)) of [props v]\n end\n change [i2 v] by (() - (length of [props_ref v]))\n end\n end\n change [i2 v] by (length of [props_ref v])\n end\n set [i1 v] to [0]\n repeat ((length of [exp v]) / (length of [exp_ref v]))\n setDist (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v]) ((blocksize) * (item ((i1) + (1)) of [exp v])) ((blocksize) * (item ((i1) + (2)) of [exp v]))\n if <(dist) < (item ((i0) + (7)) of [bullets v])> then\n repeat (25)\n addParticle c: [exp2] ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize)) - (pick random (-10) to (10)) (pick random (-10) to (10)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\n end\n repeat (7)\n addParticle c: [exp1] ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize)) - (pick random (-7) to (7)) (pick random (-7) to (7)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\n end\n set [i2 v] to [0]\n repeat ((length of [props v]) / (length of [props_ref v]))\n if <(item ((i2) + (4)) of [props v]) = [d]> then\n setDist (item ((i2) + (1)) of [props v]) (item ((i2) + (2)) of [props v]) ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize))\n if <(dist) < (explosive_radius)> then\n repeat (10)\n addParticle c: (item ((i2) + (3)) of [props v]) (item ((i2) + (1)) of [props v]) (item ((i2) + (2)) of [props v]) - (pick random (-3) to (3)) (pick random (-3) to (3)) -spdm [0.9] -s [40] [0] -l [15] r (pick random (0) to (360)) (pick random (-5) to (5)) eff [0] [0]\n end\n repeat (length of [props_ref v])\n delete ((i2) + (1)) of [props v]\n end\n end\n end\n change [i2 v] by (1)\n end\n set [i2 v] to [0]\n repeat ((length of [enemies v]) / (length of [enemies_ref v]))\n setDist (item ((i2) + (1)) of [enemies v]) (item ((i2) + (2)) of [enemies v]) ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize))\n if <(dist) < (explosive_radius)> then\n replace item ((i2) + (10)) of [enemies v] with ((((0) - (explosive_damage)) * (((explosive_radius) - (dist)) / (explosive_radius))) + (item ((i2) + (10)) of [enemies v]))\n end\n end\n setDist (playerx) (playery) ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize))\n if <(dist) < [100]> then\n getAngle (playerx) (playery) from ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize))\n change [playerxv v] by (((((explosive_radius) - (dist)) / (explosive_radius)) * (explosive_impact)) * ([sin v] of (calc_angle) ))\n change [playeryv v] by (((((explosive_radius) - (dist)) / (explosive_radius)) * (explosive_impact)) * ([cos v] of (calc_angle) ))\n change [playerhealth v] by (((0) - (explosive_damage)) * (((explosive_radius) - (dist)) / (explosive_radius)))\n set [screenshake v] to [4]\n end\n repeat (length of [exp_ref v])\n delete ((i1) + (1)) of [exp v]\n end\n change [i1 v] by (() - (length of [exp_ref v]))\n end\n change [i1 v] by (length of [exp_ref v])\n end\n if <(item ((i0) + (10)) of [bullets v]) = [p]> then\n set [i1 v] to [0]\n repeat ((length of [enemies v]) / (length of [enemies_ref v]))\n setDist (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v]) (item ((i1) + (1)) of [enemies v]) (item ((i1) + (2)) of [enemies v])\n if <(dist) < (item ((i0) + (7)) of [bullets v])> then\n replace item ((i1) + (10)) of [enemies v] with ((item ((i1) + (10)) of [enemies v]) - (((dist) / (item ((i0) + (7)) of [bullets v])) * (item ((i0) + (9)) of [bullets v])))\n end\n change [i1 v] by (length of [enemies_ref v])\n end\n end\n repeat ((item ((i0) + (7)) of [bullets v]) / (50))\n addParticle c: [exp2] (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v]) - (pick random (-7) to (7)) (pick random (-7) to (7)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\n end\n repeat ((item ((i0) + (7)) of [bullets v]) / (20))\n addParticle c: [exp1] (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v]) - (pick random (-5) to (5)) (pick random (-5) to (5)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\n end\n repeat (length of [bullets_ref v])\n delete ((i0) + (1)) of [bullets v]\n end\n change [i0 v] by ((0) - (length of [bullets_ref v]))\n end\n if <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n setDist (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v]) (playerx) (playery)\n if <(dist) < (item ((i0) + (7)) of [bullets v])> then\n getAngle (playerx) (playery) from (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v])\n change [playerxv v] by (((((item ((i0) + (7)) of [bullets v]) - (dist)) / (item ((i0) + (7)) of [bullets v])) * (item ((i0) + (8)) of [bullets v])) * ([sin v] of (calc_angle) ))\n change [playeryv v] by (((((item ((i0) + (7)) of [bullets v]) - (dist)) / (item ((i0) + (7)) of [bullets v])) * (item ((i0) + (8)) of [bullets v])) * ([cos v] of (calc_angle) ))\n end\n set [i2 v] to [0]\n repeat ((length of [props v]) / (length of [props_ref v]))\n if <(item ((i2) + (4)) of [props v]) = [d]> then\n setDist (item ((i2) + (1)) of [props v]) (item ((i2) + (2)) of [props v]) (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v])\n if <(dist) < (item ((i0) + (7)) of [bullets v])> then\n repeat (10)\n addParticle c: (item ((i2) + (3)) of [props v]) (item ((i2) + (1)) of [props v]) (item ((i2) + (2)) of [props v]) - (pick random (-3) to (3)) (pick random (-3) to (3)) -spdm [0.9] -s [40] [0] -l [15] r (pick random (0) to (360)) (pick random (-5) to (5)) eff [0] [0]\n end\n repeat (length of [props_ref v])\n delete ((i2) + (1)) of [props v]\n end\n change [i2 v] by (() - (length of [props_ref v]))\n end\n end\n change [i2 v] by (length of [props_ref v])\n end\n set [i1 v] to [0]\n repeat ((length of [exp v]) / (length of [exp_ref v]))\n setDist (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v]) ((blocksize) * (item ((i1) + (1)) of [exp v])) ((blocksize) * (item ((i1) + (2)) of [exp v]))\n if <(dist) < (item ((i0) + (7)) of [bullets v])> then\n repeat (25)\n addParticle c: [exp2] ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize)) - (pick random (-10) to (10)) (pick random (-10) to (10)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\n end\n repeat (7)\n addParticle c: [exp1] ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize)) - (pick random (-7) to (7)) (pick random (-7) to (7)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\n end\n set [i2 v] to [0]\n repeat ((length of [props v]) / (length of [props_ref v]))\n if <(item ((i2) + (4)) of [props v]) = [d]> then\n setDist (item ((i2) + (1)) of [props v]) (item ((i2) + (2)) of [props v]) ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize))\n if <(dist) < (explosive_radius)> then\n repeat (10)\n addParticle c: (item ((i2) + (3)) of [props v]) (item ((i2) + (1)) of [props v]) (item ((i2) + (2)) of [props v]) - (pick random (-3) to (3)) (pick random (-3) to (3)) -spdm [0.9] -s [40] [0] -l [15] r (pick random (0) to (360)) (pick random (-5) to (5)) eff [0] [0]\n end\n repeat (length of [props_ref v])\n delete ((i2) + (1)) of [props v]\n end\n end\n end\n change [i2 v] by (1)\n end\n set [i2 v] to [0]\n repeat ((length of [enemies v]) / (length of [enemies_ref v]))\n setDist (item ((i2) + (1)) of [enemies v]) (item ((i2) + (2)) of [enemies v]) ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize))\n if <(dist) < (explosive_radius)> then\n replace item ((i2) + (10)) of [enemies v] with ((((0) - (explosive_damage)) * (((explosive_radius) - (dist)) / (explosive_radius))) + (item ((i2) + (10)) of [enemies v]))\n end\n end\n setDist (playerx) (playery) ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize))\n if <(dist) < [100]> then\n getAngle (playerx) (playery) from ((item ((i1) + (1)) of [exp v]) * (blocksize)) ((item ((i1) + (2)) of [exp v]) * (blocksize))\n change [playerxv v] by (((((explosive_radius) - (dist)) / (explosive_radius)) * (explosive_impact)) * ([sin v] of (calc_angle) ))\n change [playeryv v] by (((((explosive_radius) - (dist)) / (explosive_radius)) * (explosive_impact)) * ([cos v] of (calc_angle) ))\n change [playerhealth v] by (((0) - (explosive_damage)) * (((explosive_radius) - (dist)) / (explosive_radius)))\n set [screenshake v] to [4]\n end\n repeat (length of [exp_ref v])\n delete ((i1) + (1)) of [exp v]\n end\n change [i1 v] by (() - (length of [exp_ref v]))\n end\n change [i1 v] by (length of [exp_ref v])\n end\n if <(item ((i0) + (10)) of [bullets v]) = [p]> then\n set [i1 v] to [0]\n repeat ((length of [enemies v]) / (length of [enemies_ref v]))\n setDist (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v]) (item ((i1) + (1)) of [enemies v]) (item ((i1) + (2)) of [enemies v])\n if <(dist) < (item ((i0) + (7)) of [bullets v])> then\n replace item ((i1) + (10)) of [enemies v] with ((item ((i1) + (10)) of [enemies v]) - (((dist) / (item ((i0) + (7)) of [bullets v])) * (item ((i0) + (9)) of [bullets v])))\n end\n change [i1 v] by (length of [enemies_ref v])\n end\n end\n repeat ((item ((i0) + (7)) of [bullets v]) / (50))\n addParticle c: [exp2] (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v]) - (pick random (-7) to (7)) (pick random (-7) to (7)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\n end\n repeat ((item ((i0) + (7)) of [bullets v]) / (20))\n addParticle c: [exp1] (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v]) - (pick random (-5) to (5)) (pick random (-5) to (5)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\n end\n repeat (length of [bullets_ref v])\n delete ((i0) + (1)) of [bullets v]\n end\n change [i0 v] by ((0) - (length of [bullets_ref v]))\n end\n setDist (item ((i0) + (1)) of [bullets v]) (item ((i0) + (2)) of [bullets v]) (playerx) (playery)\n if <(dist) > [1000]> then\n repeat (length of [bullets_ref v])\n delete ((i0) + (1)) of [bullets v]\n end\n change [i0 v] by ((0) - (length of [bullets_ref v]))\n end\n replace item ((i0) + (1)) of [bullets v] with ((item ((i0) + (3)) of [bullets v]) + (item ((i0) + (1)) of [bullets v]))\n replace item ((i0) + (2)) of [bullets v] with ((item ((i0) + (4)) of [bullets v]) + (item ((i0) + (2)) of [bullets v]))\n replace item ((i0) + (4)) of [bullets v] with ((item ((i0) + (4)) of [bullets v]) + (item ((i0) + (6)) of [bullets v]))\n change [i0 v] by (length of [bullets_ref v])\nend\npoint in direction (90)\n\nrepeat (length of [bullets_ref v])\n delete ((i0) + (1)) of [bullets v]\nend\nchange [i0 v] by ((0) - (length of [bullets_ref v]))\n\ndefine setLevels (lvl)\ninitGame\nset [exitpressed v] to [0]\nset [playerx v] to [-10]\nset [playery v] to [100]\nset [playerxv v] to [0]\nset [playeryv v] to [0]\nset [pickedgun v] to [-1]\nset [qpressed v] to [0]\nset [playerwalkindex v] to [1]\nset [playerdirection v] to [90]\nset [playerhealth_ref v] to [33]\nset [playerhealth v] to (playerhealth_ref)\nif <(lvl) = [1]> then\n set [1 v] to [-5]\n repeat (70)\n addLvlBlock (1) [0] - [1] - [1]\n change [1 v] by (1)\n end\n set [1 v] to [0]\n repeat (10)\n addLvlBlock [-5] (1) - [4] - [1]\n change [1 v] by (1)\n end\n set [1 v] to [0]\n repeat (10)\n addLvlBlock [65] (1) - [4] - [1]\n change [1 v] by (1)\n end\n addLvlBlock [55] [1] - [3] - [1]\n addLvlBlock [6] [1] - [1] - [1]\n addLvlBlock [13] [1] - [8] - [1]\n addprop [-1] [3] c [text1] des [0] size [2] [0]\n addprop [6] [3] c [text2] des [0] size [2] [0]\n addprop [13] [3] c [text3] des [0] size [2] [0]\n addprop [20] [3] c [text4] des [0] size [2] [0]\n addprop [28] [3] c [text5] des [0] size [2] [0]\n addprop [36] [4] c [text6] des [0] size [2] [0]\n addprop [37] [3] c [text7] des [0] size [2] [0]\n addprop [56] [3] c [text8] des [0] size [2] [0]\n addEnemy [800] [50] -g [-1] [10] -spd [0] h [1]\n addSceneGun [0] [1100] [50]\n addprop [36] [2] c [5] des [d] size [1] [1]\n addprop [39] [2] c [5] des [d] size [1] [1]\n addprop [42] [2] c [5] des [d] size [1] [1]\n addprop [50] [1] c [9] des [d] size [1] [1]\n addprop [50] [2] c [9] des [d] size [1] [1]\n addprop [50] [3] c [9] des [d] size [1] [1]\n addprop [50] [4] c [9] des [d] size [1] [1]\n addprop [47] [3] c [text10] des [0] size [2] [0]\nend\nif <(lvl) = [2]> then\n set [1 v] to [-5]\n repeat (70)\n addLvlBlock (1) [0] - [1] - [1]\n change [1 v] by (1)\n end\n set [1 v] to [0]\n repeat (10)\n addLvlBlock [-5] (1) - [4] - [1]\n change [1 v] by (1)\n end\n addEnemy [800] [50] -g [0] [20] -spd [0.5] h [5]\n addSceneGun [3] [0] [50]\n addLvlBlock [6] [1] - [6] - [1]\n addLvlBlock [7] [1] - [6] - [1]\n addLvlBlock [8] [1] - [6] - [1]\n addLvlBlock [9] [1] - [6] - [1]\n addLvlBlock [10] [1] - [6] - [1]\n addLvlBlock [11] [1] - [6] - [1]\n set [1 v] to [2]\n repeat (10)\n addprop [22] (1) c [7] des [2] size [1] [1]\n change [1 v] by (1)\n end\n addLvlBlock [22] [1] - [1] - [1]\n addprop [18] [3] c [text9] des [0] size [1] [1]\n addLvlBlock [12] [2] - [1] - [1]\n addLvlBlock [13] [2] - [1] - [1]\n addLvlBlock [14] [2] - [1] - [1]\n addLvlBlock [14] [3] - [6] - [1]\n addLvlBlock [26] [4] - [1] - [1]\n addLvlBlock [27] [4] - [1] - [1]\n addLvlBlock [28] [4] - [1] - [1]\n addLvlBlock [29] [4] - [1] - [1]\n addLvlBlock [30] [4] - [1] - [1]\n addLvlBlock [31] [4] - [1] - [1]\n addLvlBlock [32] [4] - [1] - [1]\n addLvlBlock [33] [7] - [1] - [1]\n addLvlBlock [34] [7] - [1] - [1]\n addLvlBlock [35] [7] - [1] - [1]\n addEnemy ((27) * (blocksize)) ((6) * (blocksize)) -g [0] [60] -spd [0.5] h [5]\n addLvlBlock [34] [8] - [3] - [1]\n addprop [33] [8] c [7] des [1] size [1] [1]\n addprop [33] [9] c [7] des [1] size [1] [1]\n addprop [33] [10] c [7] des [1] size [1] [1]\n addprop [34] [10] c [7] des [1] size [1] [1]\n addprop [35] [10] c [7] des [1] size [1] [1]\n addprop [35] [9] c [7] des [1] size [1] [1]\n addprop [35] [8] c [7] des [1] size [1] [1]\nend\nif <(lvl) = [3]> then\n set [1 v] to [-5]\n repeat (70)\n addLvlBlock (1) [0] - [1] - [1]\n change [1 v] by (1)\n end\n set [1 v] to [0]\n repeat (10)\n addLvlBlock [-5] (1) - [4] - [1]\n change [1 v] by (1)\n end\n set [1 v] to [0]\n repeat (10)\n addLvlBlock [65] (1) - [4] - [1]\n change [1 v] by (1)\n end\n addSceneGun [7] [0] [50]\n set [1 v] to [2]\n repeat (3)\n addLvlBlock [5] (1) - [4] - [1]\n addLvlBlock [4] (1) - [4] - [1]\n change [1 v] by (1)\n end\n addEnemy [300] [50] -g [0] [40] -spd [0] h [5]\n addLvlBlock [15] [1] - [1] - [1]\n addLvlBlock [16] [1] - [1] - [1]\n addLvlBlock [17] [1] - [1] - [1]\n addLvlBlock [18] [1] - [1] - [1]\n addLvlBlock [12] [1] - [6] - [1]\n addLvlBlock [13] [1] - [6] - [1]\n addLvlBlock [14] [1] - [6] - [1]\n addprop [4] [1] c [9] des [d] size [1] [1]\n addExplosive [5] [1]\n set [1 v] to [1]\n repeat (10)\n addprop [21] (1) c [7] des [2] size [1] [1]\n addprop [22] (1) c [7] des [2] size [1] [1]\n change [1 v] by (1)\n end\n addEnemy [600] [100] -g [4] [25] -spd [0] h [5]\n addLvlBlock [26] [5] - [1] - [1]\n addLvlBlock [27] [5] - [1] - [1]\n addLvlBlock [28] [5] - [1] - [1]\n addLvlBlock [27] [6] - [3] - [1]\n addEnemy [1400] [150] -g [5] [40] -spd [0.5] h [20]\n addLvlBlock [32] [1] - [1] - [1]\n addLvlBlock [32] [2] - [6] - [1]\nend\nif <(lvl) = [4]> then\n set [1 v] to [-5]\n repeat (70)\n addLvlBlock (1) [0] - [1] - [1]\n change [1 v] by (1)\n end\n set [1 v] to [0]\n repeat (10)\n addLvlBlock [-5] (1) - [4] - [1]\n change [1 v] by (1)\n end\n set [1 v] to [0]\n repeat (10)\n addLvlBlock [65] (1) - [4] - [1]\n change [1 v] by (1)\n end\n addSceneGun [7] [0] [50]\n set [1 v] to [2]\n repeat (3)\n addLvlBlock [5] (1) - [4] - [1]\n addLvlBlock [4] (1) - [4] - [1]\n change [1 v] by (1)\n end\n addLvlBlock [15] [1] - [1] - [1]\n addLvlBlock [16] [1] - [1] - [1]\n addLvlBlock [17] [1] - [1] - [1]\n addLvlBlock [18] [1] - [1] - [1]\n addLvlBlock [12] [1] - [6] - [1]\n addLvlBlock [13] [1] - [6] - [1]\n addLvlBlock [14] [1] - [6] - [1]\n addLvlBlock [18] [2] - [6] - [1]\n addLvlBlock [20] [4] - [1] - [1]\n addLvlBlock [22] [6] - [1] - [1]\n addLvlBlock [20] [8] - [1] - [1]\n addLvlBlock [19] [8] - [1] - [1]\n addLvlBlock [18] [8] - [1] - [1]\n addLvlBlock [17] [8] - [1] - [1]\n set [1 v] to [19]\n repeat (10)\n addLvlBlock (1) [1] - [6] - [1]\n change [1 v] by (1)\n end\n addprop [4] [1] c [7] des [5] size [1] [1]\n addprop [5] [1] c [7] des [5] size [1] [1]\n addExplosive [6] [1]\n addEnemy [300] [50] -g [0] [40] -spd [0] h [5]\n addEnemy ((18) * (blocksize)) ((9) * (blocksize)) -g [0] [25] -spd [0] h [10]\n set [1 v] to [19]\n repeat (10)\n addLvlBlock (1) [8] - [1] - [1]\n change [1 v] by (-1)\n end\n addEnemy ((11) * (blocksize)) ((9) * (blocksize)) -g [2] [40] -spd [0] h [10]\n addLvlBlock [5] [10] - [1] - [1]\n addEnemy ((5) * (blocksize)) ((12) * (blocksize)) -g [2] [40] -spd [0] h [10]\n set [1 v] to [21]\n repeat (15)\n addLvlBlock (1) [10] - [1] - [1]\n change [1 v] by (1)\n end\n addLvlBlock [32] [11] - [3] - [1]\n addprop [31] [11] c [7] des [1] size [1] [1]\n addprop [31] [12] c [7] des [1] size [1] [1]\n addprop [32] [12] c [7] des [1] size [1] [1]\n addprop [33] [12] c [7] des [1] size [1] [1]\n addprop [33] [11] c [7] des [1] size [1] [1]\n addEnemy ((25) * (blocksize)) ((12) * (blocksize)) -g [2] [40] -spd [0] h [10]\nend\nif <(lvl) = [5]> then\n set [1 v] to [-5]\n repeat (70)\n addLvlBlock (1) [0] - [1] - [1]\n change [1 v] by (1)\n end\n set [1 v] to [0]\n repeat (10)\n addLvlBlock [-5] (1) - [4] - [1]\n change [1 v] by (1)\n end\n set [1 v] to [0]\n repeat (10)\n addLvlBlock [65] (1) - [4] - [1]\n change [1 v] by (1)\n end\n set [1 v] to [3]\n repeat (5)\n addLvlBlock (1) [6] - [1] - [1]\n change [1 v] by (1)\n end\n set [1 v] to [6]\n repeat (5)\n addLvlBlock [7] (1) - [4] - [1]\n change [1 v] by (1)\n end\n addEnemy ((10) * (blocksize)) ((1) * (blocksize)) -g [0] [50] -spd [0] h [3]\n set [1 v] to [1]\n repeat (6)\n addprop [13] (1) c [7] des [3] size [1] [1]\n change [1 v] by (1)\n end\n set [1 v] to [17]\n repeat (5)\n addLvlBlock (1) [3] - [1] - [1]\n change [1 v] by (1)\n end\n addEnemy ((20) * (blocksize)) ((4) * (blocksize)) -g [2] [70] -spd [0] h [10]\n addLvlBlock [21] [4] - [6] - [1]\n set [1 v] to [24]\n repeat (5)\n addLvlBlock (1) [6] - [1] - [1]\n change [1 v] by (1)\n end\n addLvlBlock [26] [7] - [6] - [1]\n addLvlBlock [30] [7] - [1] - [1]\n addLvlBlock [33] [9] - [1] - [1]\n addLvlBlock [30] [11] - [1] - [1]\n addLvlBlock [33] [13] - [1] - [1]\n set [1 v] to [35]\n repeat (5)\n addLvlBlock (1) [15] - [1] - [1]\n change [1 v] by (1)\n end\n set [1 v] to [33]\n repeat (5)\n addLvlBlock (1) [17] - [1] - [1]\n change [1 v] by (-1)\n end\n addLvlBlock [37] [16] - [6] - [1]\n set [1 v] to [17]\n repeat (5)\n addLvlBlock (1) [17] - [1] - [1]\n change [1 v] by (-1)\n end\n set [1 v] to [26]\n repeat (5)\n addLvlBlock (1) [15] - [1] - [1]\n change [1 v] by (-1)\n end\n addLvlBlock [4] [7] - [3] - [1]\n addEnemy ((30) * (blocksize)) ((19) * (blocksize)) -g [0] [40] -spd [0] h [10]\nend\nif <(lvl) = [6]> then\n set [1 v] to [-5]\n repeat (70)\n addLvlBlock (1) [0] - [1] - [1]\n change [1 v] by (1)\n end\n set [1 v] to [0]\n repeat (10)\n addLvlBlock [-5] (1) - [4] - [1]\n change [1 v] by (1)\n end\n set [1 v] to [0]\n repeat (10)\n addLvlBlock [65] (1) - [4] - [1]\n change [1 v] by (1)\n end\n addLvlBlock [4] [7] - [3] - [1]\n set [1 v] to [3]\n repeat (5)\n addLvlBlock (1) [6] - [1] - [1]\n change [1 v] by (1)\n end\n set [1 v] to [6]\n repeat (5)\n addLvlBlock [7] (1) - [4] - [1]\n change [1 v] by (1)\n end\n addEnemy ((10) * (blocksize)) ((1) * (blocksize)) -g [0] [50] -spd [0] h [3]\n set [1 v] to [1]\n repeat (6)\n addprop [13] (1) c [7] des [4] size [1] [1]\n change [1 v] by (1)\n end\n set [1 v] to [17]\n repeat (5)\n addLvlBlock (1) [3] - [1] - [1]\n change [1 v] by (1)\n end\n addEnemy ((20) * (blocksize)) ((4) * (blocksize)) -g [0] [40] -spd [0] h [10]\n addLvlBlock [21] [4] - [6] - [1]\n set [1 v] to [24]\n repeat (5)\n addLvlBlock (1) [6] - [1] - [1]\n change [1 v] by (1)\n end\n addLvlBlock [26] [7] - [6] - [1]\n addLvlBlock [30] [7] - [1] - [1]\n addLvlBlock [33] [9] - [1] - [1]\n addLvlBlock [36] [11] - [1] - [1]\n addLvlBlock [37] [13] - [1] - [1]\n set [1 v] to [37]\n repeat (20)\n addLvlBlock (1) [13] - [1] - [1]\n change [1 v] by (1)\n end\n addSceneGun [1] ((36) * (blocksize)) ((12) * (blocksize))\n addEnemy ((39) * (blocksize)) ((14) * (blocksize)) -g [7] [40] -spd [0] h [10]\n set [1 v] to [13]\n repeat (10)\n addprop [46] (1) c [7] des [2] size [1] [1]\n change [1 v] by (1)\n end\n addEnemy ((48) * (blocksize)) ((14) * (blocksize)) -g [3] [40] -spd [0] h [15]\nend\nif <(lvl) = [7]> then\n set [1 v] to [-5]\n repeat (10)\n addLvlBlock (1) [0] - [1] - []\n change [1 v] by (1)\n end\n addSceneGun [3] ((0) * (blocksize)) ((2) * (blocksize))\n set [1 v] to [-5]\n repeat (4)\n addLvlBlock (1) [6] - [1] - []\n change [1 v] by (1)\n end\n set [1 v] to [1]\n repeat (4)\n addLvlBlock (1) [12] - [1] - []\n change [1 v] by (1)\n end\n set [1 v] to [-5]\n repeat (15)\n addprop (1) [16] c [7] des [3] size [1] [1]\n change [1 v] by (1)\n end\n addEnemy ((3) * (blocksize)) ((13) * (blocksize)) -g [4] [16] -spd [0] h [15]\n set [1 v] to [7]\n repeat (4)\n addLvlBlock (1) [18] - [1] - []\n change [1 v] by (1)\n end\n addLvlBlock [10] [19] - [6] - []\n addLvlBlock [6] [24] - [1] - []\n addLvlBlock [5] [24] - [1] - []\n addLvlBlock [5] [25] - [6] - []\n addLvlBlock [7] [30] - [1] - []\n addLvlBlock [2] [30] - [1] - []\n addEnemy ((2) * (blocksize)) ((31) * (blocksize)) -g [0] [40] -spd [1] h [15]\n addLvlBlock [6] [36] - [1] - []\n addLvlBlock [6] [37] - [6] - []\n addLvlBlock [8] [36] - [1] - []\n set [1 v] to [10]\n repeat (15)\n addLvlBlock (1) [36] - [1] - []\n change [1 v] by (1)\n end\n set [1 v] to [12]\n repeat (3)\n addLvlBlock (1) [37] - [6] - []\n change [1 v] by (1)\n end\n addprop [24] [37] c [7] des [1] size [1] [1]\n addprop [24] [38] c [7] des [1] size [1] [1]\n addprop [23] [38] c [7] des [1] size [1] [1]\n addprop [22] [38] c [7] des [1] size [1] [1]\n addprop [22] [37] c [7] des [1] size [1] [1]\n addLvlBlock [23] [37] - [3] - []\n set [1 v] to [-7]\n repeat (10)\n addLvlBlock (1) [-10] - [1] - []\n change [1 v] by (1)\n end\n addLvlBlock [-7] [-9] - [6] - []\n addEnemy ((2) * (blocksize)) ((-9) * (blocksize)) -g [0] [35] -spd [1] h [30]\n addLvlBlock [-9] [-7] - [1] - []\nend\nif <(lvl) = [8]> then\n set [1 v] to [-5]\n repeat (10)\n addLvlBlock (1) [0] - [1] - []\n change [1 v] by (1)\n end\n addLvlBlock [3] [3] - [3] - []\n addLvlBlock [3] [2] - [1] - []\n addprop [2] [2] c [7] des [1] size [1] [1]\n addprop [2] [3] c [7] des [1] size [1] [1]\n addprop [2] [4] c [7] des [1] size [1] [1]\n addprop [3] [4] c [7] des [1] size [1] [1]\n addprop [4] [4] c [7] des [1] size [1] [1]\n addprop [4] [3] c [7] des [1] size [1] [1]\n addprop [4] [2] c [7] des [1] size [1] [1]\n addEnemy ((3) * (blocksize)) ((1) * (blocksize)) -g [4] [16] -spd [0] h [8]\n addLvlBlock [4] [1] - [1] - []\n addLvlBlock [-8] [0] - [1] - []\n set [1 v] to [-11]\n repeat (10)\n addLvlBlock (1) [0] - [1] - []\n change [1 v] by (-1)\n end\n addEnemy ((-20) * (blocksize)) ((1) * (blocksize)) -g [5] [60] -spd [0] h [45]\n addEnemy ((-15) * (blocksize)) ((1) * (blocksize)) -g [7] [50] -spd [0] h [8]\n addExplosive [-19] [1]\n set [1 v] to [-42]\n repeat (20)\n addLvlBlock (1) [4] - [1] - []\n change [1 v] by (1)\n end\n addEnemy ((-35) * (blocksize)) ((5) * (blocksize)) -g [0] [35] -spd [1] h [12]\n addEnemy ((-40) * (blocksize)) ((5) * (blocksize)) -g [0] [35] -spd [1] h [12]\n addEnemy ((-42) * (blocksize)) ((5) * (blocksize)) -g [0] [35] -spd [1] h [30]\n addEnemy ((-38) * (blocksize)) ((5) * (blocksize)) -g [7] [45] -spd [1] h [50]\n addExplosive [-41] [5]\nend\nif <(lvl) = [9]> then\n set [1 v] to [-10]\n repeat (20)\n addLvlBlock (1) [-5] - [1] - []\n change [1 v] by (1)\n end\n addLvlBlock [0] [-3] - [3] - []\n addLvlBlock [0] [-4] - [1] - []\n addprop [-1] [-4] c [7] des [1] size [1] [1]\n addprop [-1] [-3] c [7] des [1] size [1] [1]\n addprop [-1] [-2] c [7] des [1] size [1] [1]\n addprop [0] [-2] c [7] des [1] size [1] [1]\n addprop [1] [-2] c [7] des [1] size [1] [1]\n addprop [1] [-3] c [7] des [1] size [1] [1]\n addprop [1] [-4] c [7] des [1] size [1] [1]\n addEnemy ((-3) * (blocksize)) ((-3) * (blocksize)) -g [4] [7] -spd [1] h [25]\n addSceneGun [6] ((0) * (blocksize)) ((0) * (blocksize))\n set [1 v] to [-11]\n repeat (10)\n addLvlBlock (1) [-4] - [1] - []\n change [1 v] by (-1)\n end\n addEnemy ((-15) * (blocksize)) ((-3) * (blocksize)) -g [4] [16] -spd [0] h [30]\n addLvlBlock [-11] [-3] - [6] - []\n addLvlBlock [-20] [-3] - [6] - []\n set [1 v] to [-22]\n repeat (10)\n addLvlBlock (1) [-2] - [1] - []\n change [1 v] by (-1)\n end\n addExplosive [-22] [-1]\n addExplosive [-31] [-1]\n addExplosive [-26] [-1]\n addEnemy ((-27) * (blocksize)) ((0) * (blocksize)) -g [0] [30] -spd [0] h [30]\n set [1 v] to [-2]\n repeat (10)\n addprop [-21] (1) c [7] des [2] size [] []\n change [1 v] by (1)\n end\nend\nif <(lvl) = [10]> then\n set [1 v] to [-10]\n repeat (20)\n addLvlBlock (1) [0] - [1] - []\n change [1 v] by (1)\n end\n set [1 v] to [-10]\n repeat (5)\n addExplosive (1) [1]\n change [1 v] by (4)\n end\n addSceneGun [2] ((0) * (blocksize)) ((1) * (blocksize))\n addEnemy ((3) * (blocksize)) ((1) * (blocksize)) -g [4] [10] -spd [1] h [30]\n set [1 v] to [1]\n repeat (10)\n addprop [10] (1) c [9] des [d] size [] []\n change [1 v] by (1)\n end\n set [1 v] to [11]\n repeat (20)\n addprop (1) [1] c [9] des [d] size [1] [1]\n change [1 v] by (1)\n end\n addLvlBlock [21] [1] - [1] - []\n addLvlBlock [30] [1] - [1] - []\n addEnemy ((21) * (blocksize)) ((2) * (blocksize)) -g [0] [40] -spd [0] h [35]\n addEnemy ((30) * (blocksize)) ((2) * (blocksize)) -g [7] [40] -spd [0] h [35]\n addLvlBlock [32] [3] - [1] - []\n addLvlBlock [33] [3] - [1] - []\n addLvlBlock [33] [4] - [6] - []\n addLvlBlock [35] [4] - [1] - []\n addLvlBlock [36] [4] - [1] - []\n addEnemy ((36) * (blocksize)) ((5) * (blocksize)) -g [0] [40] -spd [0] h [15]\n set [1 v] to [38]\n repeat (15)\n addLvlBlock (1) [5] - [1] - []\n change [1 v] by (1)\n end\n set [1 v] to [6]\n repeat (4)\n addprop [45] (1) c [7] des [1] size [1] [1]\n change [1 v] by (1)\n end\n addEnemy ((47) * (blocksize)) ((6) * (blocksize)) -g [0] [40] -spd [0] h [15]\n addLvlBlock [48] [6] - [3] - []\nend\nif <(lvl) = [11]> then\n addSceneGun [3] ((0) * (blocksize)) ((1) * (blocksize))\n set [1 v] to [-2]\n repeat (5)\n addprop (1) [0] c [9] des [d] size [1] [1]\n change [1 v] by (1)\n end\n set [1 v] to [-2]\n repeat (5)\n addprop (1) [6] c [9] des [d] size [1] [1]\n change [1 v] by (1)\n end\n addLvlBlock [-3] [6] - [1] - []\n addEnemy ((-3) * (blocksize)) ((7) * (blocksize)) -g [0] [30] -spd [0] h [30]\n set [1 v] to [5]\n repeat (5)\n addprop (1) [11] c [9] des [d] size [1] [1]\n change [1 v] by (1)\n end\n set [1 v] to [11]\n repeat (15)\n addLvlBlock (1) [11] - [1] - []\n change [1 v] by (1)\n end\n set [1 v] to [13]\n repeat (6)\n addLvlBlock (1) [12] - [6] - []\n change [1 v] by (1)\n end\n set [1 v] to [20]\n repeat (3)\n addLvlBlock (1) [12] - [6] - []\n change [1 v] by (1)\n end\n set [1 v] to [27]\n repeat (10)\n addprop (1) [12] c [9] des [d] size [1] [1]\n change [1 v] by (1)\n end\n addLvlBlock [29] [12] - [1] - []\n addEnemy ((29) * (blocksize)) ((13) * (blocksize)) -g [5] [60] -spd [0] h [35]\n set [1 v] to [30]\n repeat (5)\n addprop (1) [17] c [9] des [d] size [1] [1]\n change [1 v] by (1)\n end\n addprop [36] [23] c [9] des [d] size [1] [1]\n addprop [39] [29] c [9] des [d] size [1] [1]\n addprop [42] [35] c [9] des [d] size [1] [1]\n addprop [43] [35] c [9] des [d] size [1] [1]\n set [1 v] to [45]\n repeat (10)\n addprop (1) [41] c [9] des [d] size [1] [1]\n change [1 v] by (1)\n end\n set [1 v] to [35]\n repeat (20)\n addprop (1) [39] c [7] des [1] size [1] [1]\n change [1 v] by (1)\n end\n addLvlBlock [48] [42] - [3] - []\nend\nif <(lvl) = [12]> then\n set [1 v] to [-10]\n repeat (20)\n addLvlBlock (1) [-5] - [1] - []\n change [1 v] by (1)\n end\n addLvlBlock [0] [-4] - [3] - []\n addprop [0] [-3] c [7] des [1] size [1] [1]\n addprop [1] [-3] c [7] des [1] size [1] [1]\n addprop [1] [-4] c [7] des [1] size [1] [1]\n addprop [-1] [-3] c [7] des [1] size [1] [1]\n addprop [-1] [-4] c [7] des [1] size [1] [1]\n addSceneGun [7] ((0) * (blocksize)) ((-2) * (blocksize))\n addEnemy ((-3) * (blocksize)) ((-4) * (blocksize)) -g [0] [30] -spd [1] h [30]\n set [1 v] to [12]\n repeat (10)\n addLvlBlock (1) [-4] - [1] - []\n change [1 v] by (1)\n end\n set [1 v] to [-21]\n repeat (10)\n addLvlBlock (1) [-3] - [1] - []\n change [1 v] by (1)\n end\n addEnemy ((-15) * (blocksize)) ((-2) * (blocksize)) -g [3] [60] -spd [1] h [25]\n addEnemy ((-18) * (blocksize)) ((-2) * (blocksize)) -g [3] [60] -spd [1] h [25]\n addEnemy ((-25) * (blocksize)) ((4) * (blocksize)) -g [0] [30] -spd [0.5] h [15]\n set [1 v] to [-33]\n repeat (10)\n addLvlBlock (1) [3] - [1] - []\n change [1 v] by (1)\n end\n addEnemy ((15) * (blocksize)) ((-1) * (blocksize)) -g [0] [30] -spd [0.5] h [15]\n addEnemy ((17) * (blocksize)) ((-1) * (blocksize)) -g [7] [50] -spd [0.5] h [15]\nend\nif <(lvl) = [13]> then\n levl13\nend\nif <(lvl) = [14]> then\n lvl14\nend\nif <(lvl) = [15]> then\n lvl15\nend\n\naddprop [3] [1] c [9] des [d] size [1] [1]\n\nset [1 v] to [33]\nrepeat (5)\n addLvlBlock (1) [17] - [1] - [1]\n change [1 v] by (-1)\nend\naddLvlBlock [37] [16] - [6] - [1]\nset [1 v] to [17]\nrepeat (5)\n addLvlBlock (1) [17] - [1] - [1]\n change [1 v] by (-1)\nend\nset [1 v] to [26]\nrepeat (5)\n addLvlBlock (1) [15] - [1] - [1]\n change [1 v] by (-1)\nend\naddEnemy ((30) * (blocksize)) ((19) * (blocksize)) -g [0] [40] -spd [0] h [10]\n\ndefine addEnemy (x) (y) -g (gun) (rel) -spd (speed) h (helth)\nadd (x) to [enemies v]\nadd (y) to [enemies v]\nadd [1] to [enemies v]\nadd [0] to [enemies v]\nset [typeindex v] to ((gun) * (gunype_length))\nadd (gun) to [enemies v]\nadd (rel) to [enemies v]\nadd (rel) to [enemies v]\nadd (speed) to [enemies v]\nadd [0] to [enemies v]\nadd (helth) to [enemies v]\nadd (helth) to [enemies v]\n\ndefine update_enemies\nset [i0 v] to [0]\nset [color v] effect to (150)\nrepeat ((length of [enemies v]) / (length of [enemies_ref v]))\n set rotation style [left-right v]\n set [typeindex v] to ((item ((i0) + (5)) of [enemies v]) * (gunype_length))\n switch costume to (playercollider2 v)\n go to x: (((item ((i0) + (1)) of [enemies v]) + (scrollx)) * (zoom)) y: (((item ((i0) + (2)) of [enemies v]) + (scrolly)) * (zoom))\n set [playerxchange v] to (x position)\n set [playerychange v] to (y position)\n replace item ((i0) + (4)) of [enemies v] with ((-0.6) + (item ((i0) + (4)) of [enemies v]))\n setDist (item ((i0) + (1)) of [enemies v]) (item ((i0) + (2)) of [enemies v]) (playerx) (playery)\n if <(dist) < [25]> then\n if <(playerwalkindex) = [9]> then\n set [playerxv v] to (() - (playerxv))\n set [playeryv v] to (() - (playeryv))\n replace item ((i0) + (10)) of [enemies v] with ((-2) + (item ((i0) + (10)) of [enemies v]))\n end\n end\n if <<<not <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>>> or <[250] > ([abs v] of ((playery) - (item ((i0) + (2)) of [enemies v])) )>> and <(dist) < [480]>> then\n if <not <(item ((i0) + (8)) of [enemies v]) = [0]>> then\n if <not <touching (_edge_ v)?>> then\n if <[200] < (dist)> then\n if <(item ((i0) + (1)) of [enemies v]) < (playerx)> then\n replace item ((i0) + (3)) of [enemies v] with ((item ((i0) + (8)) of [enemies v]) + (item ((i0) + (3)) of [enemies v]))\n point in direction (90)\n change y by ((blocksize) / (-2))\n if <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n change x by (blocksize)\n if <not <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>>> then\n change x by (blocksize)\n if <not <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>>> then\n replace item ((i0) + (3)) of [enemies v] with [0]\n replace item ((i0) + (4)) of [enemies v] with [0]\n change x by (blocksize)\n if <not <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>>> then\n replace item ((i0) + (3)) of [enemies v] with [0]\n replace item ((i0) + (4)) of [enemies v] with [0]\n else\n replace item ((i0) + (4)) of [enemies v] with [11]\n replace item ((i0) + (3)) of [enemies v] with ((5) * (item ((i0) + (8)) of [enemies v]))\n end\n change x by (() - (blocksize))\n else\n replace item ((i0) + (4)) of [enemies v] with [11]\n replace item ((i0) + (3)) of [enemies v] with ((5) * (item ((i0) + (8)) of [enemies v]))\n end\n change x by (() - (blocksize))\n end\n change x by (() - (blocksize))\n end\n change y by ((blocksize) / (2))\n else\n replace item ((i0) + (3)) of [enemies v] with (((0) - (item ((i0) + (8)) of [enemies v])) + (item ((i0) + (3)) of [enemies v]))\n point in direction (-90)\n change y by ((blocksize) / (-2))\n if <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n change x by (() - (blocksize))\n if <not <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>>> then\n change x by (() - (blocksize))\n if <not <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>>> then\n change x by (() - (blocksize))\n if <not <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>>> then\n replace item ((i0) + (3)) of [enemies v] with [0]\n replace item ((i0) + (4)) of [enemies v] with [0]\n else\n replace item ((i0) + (4)) of [enemies v] with [11]\n replace item ((i0) + (3)) of [enemies v] with ((-5) * (item ((i0) + (8)) of [enemies v]))\n end\n change x by (blocksize)\n else\n replace item ((i0) + (4)) of [enemies v] with [11]\n replace item ((i0) + (3)) of [enemies v] with ((-5) * (item ((i0) + (8)) of [enemies v]))\n end\n change x by (blocksize)\n end\n change x by (blocksize)\n end\n change y by ((blocksize) / (2))\n end\n end\n end\n end\n end\n set [i1 v] to [0]\n repeat ((length of [enemies v]) / (length of [enemies_ref v]))\n if <not <(i0) = (i1)>> then\n setDist (item ((i0) + (1)) of [enemies v]) (item ((i0) + (2)) of [enemies v]) (item ((i1) + (1)) of [enemies v]) (item ((i1) + (2)) of [enemies v])\n if <(dist) < [50]> then\n if <(item ((i1) + (1)) of [enemies v]) < (item ((i0) + (1)) of [enemies v])> then\n replace item ((i0) + (3)) of [enemies v] with ((1) + (item ((i0) + (3)) of [enemies v]))\n point in direction (90)\n else\n replace item ((i0) + (3)) of [enemies v] with ((-1) + (item ((i0) + (3)) of [enemies v]))\n point in direction (-90)\n end\n end\n end\n change [i1 v] by (1)\n end\n replace item ((i0) + (3)) of [enemies v] with ((0.9) * (item ((i0) + (3)) of [enemies v]))\n if <not <touching (_edge_ v)?>> then\n change x by (item ((i0) + (3)) of [enemies v])\n end\n if <not <touching (_edge_ v)?>> then\n if <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n change y by (1)\n if <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n change y by (1)\n if <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n replace item ((i0) + (4)) of [enemies v] with [11]\n change y by (1)\n if <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n change y by (1)\n if <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n change y by (1)\n if <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n change y by (1)\n if <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n change y by (-6)\n change x by ((item ((i0) + (3)) of [enemies v]) * (-1))\n change y by ((blocksize) / (2))\n if <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n replace item ((i0) + (3)) of [enemies v] with [0]\n if <not <(item ((i0) + (8)) of [enemies v]) = [0]>> then\n replace item ((i0) + (4)) of [enemies v] with [11]\n end\n end\n change y by (() - ((blocksize) / (2)))\n end\n end\n end\n end\n end\n end\n end\n change y by (item ((i0) + (4)) of [enemies v])\n if <<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> then\n change y by ((item ((i0) + (4)) of [enemies v]) * (-1))\n replace item ((i0) + (4)) of [enemies v] with [0]\n end\n change y by (-0.5)\n if <<<touching color (#3e2723)?> or <<touching color (#33691e)?> or <<touching color (#64dd17)?> or <touching color (#5d4037)?>>>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <<touching color (#ff0000)?> or <touching color (#990000)?>> then\n if <<touching color (#00cccc)?> or <touching color (#02ffff)?>> then\n change y by (0.5)\n end\n if <not <touching (_edge_ v)?>> then\n replace item ((i0) + (1)) of [enemies v] with (((x position) - (playerxchange)) + (item ((i0) + (1)) of [enemies v]))\n replace item ((i0) + (2)) of [enemies v] with (((y position) - (playerychange)) + (item ((i0) + (2)) of [enemies v]))\n end\n if <touching (_edge_ v)?> then\n replace item ((i0) + (3)) of [enemies v] with [0]\n replace item ((i0) + (4)) of [enemies v] with [0]\n end\n set size to ((zoom) * (100)) %\n go to x: ((((item ((i0) + (1)) of [enemies v]) * (1)) + (scrollx)) * (zoom)) y: ((((item ((i0) + (2)) of [enemies v]) * (1)) + (scrolly)) * (zoom))\n switch costume to (join [player] ((1) + (round ((item ((i0) + (1)) of [enemies v]) mod (7)))))\n set size to ((zoom) * (90)) %\n if <not <touching (_edge_ v)?>> then\n stamp\n end\n set size to ((zoom) * (60)) %\n if <not <(item ((i0) + (5)) of [enemies v]) = [-1]>> then\n getAngle (playerx) (playery) from (item ((i0) + (1)) of [enemies v]) (item ((i0) + (2)) of [enemies v])\n go to x: ((((([sin v] of (calc_angle) ) * (item ((typeindex) + (7)) of [guntypes v])) + (item ((i0) + (1)) of [enemies v])) + (scrollx)) * (zoom)) y: ((((([cos v] of (calc_angle) ) * (item ((typeindex) + (8)) of [guntypes v])) + (item ((i0) + (2)) of [enemies v])) + (scrolly)) * (zoom))\n switch costume to (item ((typeindex) + (2)) of [guntypes v])\n set rotation style [all around v]\n point in direction (calc_angle)\n if <(direction) < [0]> then\n next costume\n end\n if <not <touching (_edge_ v)?>> then\n stamp\n end\n end\n go to x: (((((15) + (item ((i0) + (1)) of [enemies v])) * (1)) + (scrollx)) * (zoom)) y: (((((25) + (item ((i0) + (2)) of [enemies v])) * (1)) + (scrolly)) * (zoom))\n set pen color to (#bdbdbd)\n set pen size to ((zoom) * (10))\n pen down\n go to x: (((((-15) + (item ((i0) + (1)) of [enemies v])) * (1)) + (scrollx)) * (zoom)) y: (((((25) + (item ((i0) + (2)) of [enemies v])) * (1)) + (scrolly)) * (zoom))\n pen up\n go to x: (((((15) + (item ((i0) + (1)) of [enemies v])) * (1)) + (scrollx)) * (zoom)) y: (((((25) + (item ((i0) + (2)) of [enemies v])) * (1)) + (scrolly)) * (zoom))\n if <[0] < (item ((i0) + (10)) of [enemies v])> then\n set pen color to (#a70000)\n set pen size to ((zoom) * (5))\n go to x: (((((-15) + (item ((i0) + (1)) of [enemies v])) * (1)) + (scrollx)) * (zoom)) y: (((((25) + (item ((i0) + (2)) of [enemies v])) * (1)) + (scrolly)) * (zoom))\n pen down\n go to x: ((((((-15) + (((item ((i0) + (10)) of [enemies v]) / (item ((i0) + (11)) of [enemies v])) * (30))) + (item ((i0) + (1)) of [enemies v])) * (1)) + (scrollx)) * (zoom)) y: (((((25) + (item ((i0) + (2)) of [enemies v])) * (1)) + (scrolly)) * (zoom))\n pen up\n end\n set [i1 v] to [0]\n repeat ((length of [bullets v]) / (length of [bullets_ref v]))\n if <[p] = (item ((i1) + (10)) of [bullets v])> then\n setDist (item ((i0) + (1)) of [enemies v]) (item ((i0) + (2)) of [enemies v]) (item ((i1) + (1)) of [bullets v]) (item ((i1) + (2)) of [bullets v])\n if <(dist) < [25]> then\n replace item ((i0) + (10)) of [enemies v] with ((item ((i0) + (10)) of [enemies v]) - (item ((i1) + (9)) of [bullets v]))\n repeat (3)\n addParticle c: [feather1] (item ((i0) + (1)) of [enemies v]) (item ((i0) + (2)) of [enemies v]) - (pick random (-5) to (5)) (pick random (-5) to (5)) -spdm [0.9] -s (pick random (60) to (120)) [0] -l [25] r (pick random (1) to (350)) (pick random (-5) to (5)) eff [150] [0]\n end\n setDist (item ((i1) + (1)) of [bullets v]) (item ((i1) + (2)) of [bullets v]) (playerx) (playery)\n if <(dist) < (item ((i1) + (7)) of [bullets v])> then\n getAngle (playerx) (playery) from (item ((i1) + (1)) of [bullets v]) (item ((i1) + (2)) of [bullets v])\n change [playerxv v] by (((((item ((i1) + (7)) of [bullets v]) - (dist)) / (item ((i1) + (7)) of [bullets v])) * (item ((i1) + (8)) of [bullets v])) * ([sin v] of (calc_angle) ))\n change [playeryv v] by (((((item ((i1) + (7)) of [bullets v]) - (dist)) / (item ((i1) + (7)) of [bullets v])) * (item ((i1) + (8)) of [bullets v])) * ([cos v] of (calc_angle) ))\n end\n set [i2 v] to [0]\n repeat ((length of [props v]) / (length of [props_ref v]))\n if <(item ((i2) + (4)) of [props v]) = [d]> then\n setDist (item ((i2) + (1)) of [props v]) (item ((i2) + (2)) of [props v]) (item ((i1) + (1)) of [bullets v]) (item ((i1) + (2)) of [bullets v])\n if <(dist) < (item ((i1) + (7)) of [bullets v])> then\n repeat (10)\n addParticle c: (item ((i2) + (3)) of [props v]) (item ((i2) + (1)) of [props v]) (item ((i2) + (2)) of [props v]) - (pick random (-3) to (3)) (pick random (-3) to (3)) -spdm [0.9] -s [40] [0] -l [15] r (pick random (0) to (360)) (pick random (-5) to (5)) eff [0] [0]\n end\n repeat (length of [props_ref v])\n delete ((i2) + (1)) of [props v]\n end\n change [i2 v] by (() - (length of [props_ref v]))\n end\n end\n change [i2 v] by (length of [props_ref v])\n end\n set [i3 v] to [0]\n repeat ((length of [exp v]) / (length of [exp_ref v]))\n setDist (item ((i1) + (1)) of [bullets v]) (item ((i1) + (2)) of [bullets v]) ((blocksize) * (item ((i3) + (1)) of [exp v])) ((blocksize) * (item ((i3) + (2)) of [exp v]))\n if <(dist) < (item ((i1) + (7)) of [bullets v])> then\n repeat (25)\n addParticle c: [exp2] ((item ((i3) + (1)) of [exp v]) * (blocksize)) ((item ((i3) + (2)) of [exp v]) * (blocksize)) - (pick random (-10) to (10)) (pick random (-10) to (10)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\n end\n repeat (7)\n addParticle c: [exp1] ((item ((i3) + (1)) of [exp v]) * (blocksize)) ((item ((i3) + (2)) of [exp v]) * (blocksize)) - (pick random (-7) to (7)) (pick random (-7) to (7)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\n end\n set [i2 v] to [0]\n repeat ((length of [props v]) / (length of [props_ref v]))\n if <(item ((i2) + (4)) of [props v]) = [d]> then\n setDist (item ((i2) + (1)) of [props v]) (item ((i2) + (2)) of [props v]) ((item ((i3) + (1)) of [exp v]) * (blocksize)) ((item ((i3) + (2)) of [exp v]) * (blocksize))\n if <(dist) < (explosive_radius)> then\n repeat (10)\n addParticle c: (item ((i2) + (3)) of [props v]) (item ((i2) + (1)) of [props v]) (item ((i2) + (2)) of [props v]) - (pick random (-3) to (3)) (pick random (-3) to (3)) -spdm [0.9] -s [40] [0] -l [15] r (pick random (0) to (360)) (pick random (-5) to (5)) eff [0] [0]\n end\n repeat (length of [props_ref v])\n delete ((i2) + (1)) of [props v]\n end\n end\n end\n change [i2 v] by (1)\n end\n set [i2 v] to [0]\n repeat ((length of [enemies v]) / (length of [enemies_ref v]))\n setDist (item ((i2) + (1)) of [enemies v]) (item ((i2) + (2)) of [enemies v]) ((item ((i3) + (1)) of [exp v]) * (blocksize)) ((item ((i3) + (2)) of [exp v]) * (blocksize))\n if <(dist) < (explosive_radius)> then\n replace item ((i2) + (10)) of [enemies v] with ((((0) - (explosive_damage)) * (((explosive_radius) - (dist)) / (explosive_radius))) + (item ((i2) + (10)) of [enemies v]))\n end\n end\n setDist (playerx) (playery) ((item ((i3) + (1)) of [exp v]) * (blocksize)) ((item ((i3) + (2)) of [exp v]) * (blocksize))\n if <(dist) < [100]> then\n getAngle (playerx) (playery) from ((item ((i3) + (1)) of [exp v]) * (blocksize)) ((item ((i3) + (2)) of [exp v]) * (blocksize))\n change [playerxv v] by (((((explosive_radius) - (dist)) / (explosive_radius)) * (explosive_impact)) * ([sin v] of (calc_angle) ))\n change [playeryv v] by (((((explosive_radius) - (dist)) / (explosive_radius)) * (explosive_impact)) * ([cos v] of (calc_angle) ))\n change [playerhealth v] by (((0) - (explosive_damage)) * (((explosive_radius) - (dist)) / (explosive_radius)))\n end\n repeat (length of [exp_ref v])\n delete ((i3) + (1)) of [exp v]\n end\n change [i3 v] by (() - (length of [exp_ref v]))\n end\n change [i3 v] by (length of [exp_ref v])\n end\n if <(item ((i0) + (10)) of [bullets v]) = [p]> then\n set [i3 v] to [0]\n repeat ((length of [enemies v]) / (length of [enemies_ref v]))\n if <not <(i0) = (i3)>> then\n setDist (item ((i1) + (1)) of [bullets v]) (item ((i1) + (2)) of [bullets v]) (item ((i3) + (1)) of [enemies v]) (item ((i3) + (2)) of [enemies v])\n if <(dist) < (item ((i0) + (7)) of [bullets v])> then\n replace item ((i3) + (10)) of [enemies v] with ((item ((i3) + (10)) of [enemies v]) - (((dist) / (item ((i1) + (7)) of [bullets v])) * (item ((i1) + (9)) of [bullets v])))\n end\n end\n change [i3 v] by (length of [enemies_ref v])\n end\n end\n repeat ((item ((i1) + (7)) of [bullets v]) / (50))\n addParticle c: [exp2] (item ((i1) + (1)) of [bullets v]) (item ((i1) + (2)) of [bullets v]) - (pick random (-7) to (7)) (pick random (-7) to (7)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\n end\n repeat ((item ((i1) + (7)) of [bullets v]) / (20))\n addParticle c: [exp1] (item ((i1) + (1)) of [bullets v]) (item ((i1) + (2)) of [bullets v]) - (pick random (-5) to (5)) (pick random (-5) to (5)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\n end\n repeat (length of [bullets_ref v])\n delete ((i1) + (1)) of [bullets v]\n end\n change [i1 v] by (() - (length of [bullets_ref v]))\n end\n end\n change [i1 v] by (length of [bullets_ref v])\n end\n if <not <(item ((i0) + (5)) of [enemies v]) = [-1]>> then\n if <(item ((i0) + (6)) of [enemies v]) = [0]> then\n setDist (item ((i0) + (1)) of [enemies v]) (item ((i0) + (2)) of [enemies v]) (playerx) (playery)\n if <(dist) < [245]> then\n getAngle (playerx) (playery) from (item ((i0) + (1)) of [enemies v]) (item ((i0) + (2)) of [enemies v])\n repeat (item ((typeindex) + (3)) of [guntypes v])\n addBullet ((item ((i0) + (1)) of [enemies v]) + ((item ((typeindex) + (11)) of [guntypes v]) * ([sin v] of (calc_angle) ))) ((item ((i0) + (2)) of [enemies v]) + ((item ((typeindex) + (12)) of [guntypes v]) * ([cos v] of (calc_angle) ))) (() + ((item ((typeindex) + (10)) of [guntypes v]) * ([sin v] of ((calc_angle) + ((pick random (-1) to (1)) * (item ((typeindex) + (4)) of [guntypes v]))) ))) (() + ((item ((typeindex) + (10)) of [guntypes v]) * ([cos v] of ((calc_angle) + ((pick random (-1) to (1)) * (item ((typeindex) + (4)) of [guntypes v]))) ))) - (item ((typeindex) + (5)) of [guntypes v]) - (item ((typeindex) + (13)) of [guntypes v]) - (item ((typeindex) + (6)) of [guntypes v]) im (item ((typeindex) + (16)) of [guntypes v]) d ((item ((typeindex) + (15)) of [guntypes v]) / (1.5)) ty [e]\n end\n replace item ((i0) + (6)) of [enemies v] with (item ((i0) + (7)) of [enemies v])\n end\n end\n if <not <(item ((i0) + (6)) of [enemies v]) = [0]>> then\n replace item ((i0) + (6)) of [enemies v] with ((item ((i0) + (6)) of [enemies v]) - (1))\n end\n end\n if <(item ((i0) + (10)) of [enemies v]) < [0]> then\n repeat (10)\n addParticle c: [feather1] (item ((i0) + (1)) of [enemies v]) (item ((i0) + (2)) of [enemies v]) - (pick random (-5) to (5)) (pick random (-5) to (5)) -spdm [0.9] -s (pick random (70) to (120)) [0] -l [25] r (pick random (1) to (350)) (pick random (-5) to (5)) eff [150] [0]\n end\n if <not <(item ((i0) + (5)) of [enemies v]) = [-1]>> then\n addSceneGun ((typeindex) / (gunype_length)) (item ((i0) + (1)) of [enemies v]) (item ((i0) + (2)) of [enemies v])\n end\n repeat (length of [enemies_ref v])\n delete ((i0) + (1)) of [enemies v]\n end\n set [screenshake v] to [4]\n change [i0 v] by (() - (length of [enemies_ref v]))\n end\n \n repeat (length of [enemies_ref v])\n delete ((i0) + (1)) of [enemies v]\n end\n change [i0 v] by (() - (length of [enemies_ref v]))\n end\n change [i0 v] by (length of [enemies_ref v])\nend\npoint in direction (90)\nclear graphic effects\n\nreplace item ((i0) + (3)) of [enemies v] with ((10) + (item ((i0) + (3)) of [enemies v]))\n\nwhen flag clicked\nset [letters v] to [abcdefghijklmnopqrstuvwxyz/\[\]+-1234567890_=| ^,?\><.!{}'":;#\)\(@*]\ninitCharacters\n\ndefine initCharacters\ndelete (all) of [characters v]\nadd [a0b4b4c4c4d4d4e0b2d2] to [characters v]\nadd [a0a4d4a4d4e3e3e2e2a2e2e1e1d0d0a0] to [characters v]\nadd [e0b0b0a1a1a3a3b4b4e4] to [characters v]\nadd [a0a4a4d4d4e3e3e1e1d0d0a0] to [characters v]\nadd [a0a4a4e4a2e2a0e0] to [characters v]\nadd [a0a4a4e4a2e2] to [characters v]\nadd [e4b4b4a3a3a1a1b0b0e0e0e2e2c2] to [characters v]\nadd [a0a4e0e4a2e2] to [characters v]\nadd [b0d0c0c4b4d4] to [characters v]\nadd [a4e4c4c1c1b0b0a0] to [characters v]\nadd [a0a4a2d4a2d0] to [characters v]\nadd [a4a0a0d0] to [characters v]\nadd [a0a4a4c2c2e4e4e0] to [characters v]\nadd [a0a4a4e0e0e4] to [characters v]\nadd [b0a1a1a3a3b4b4d4d4e3e3e1e1d0d0b0] to [characters v]\nadd [a0a4a4d4d4e3e3e2e2a2] to [characters v]\nadd [b0a1a1a3a3b4b4d4d4e3e3e1e1d0d0b0e0c2] to [characters v]\nadd [a0a4a4d4d4e3e3e2e2a2a2e0] to [characters v]\nadd [e4b4b4a3a3a2a2d2d2e1e1d0d0a0] to [characters v]\nadd [c0c4a4e4] to [characters v]\nadd [a4a1a1b0b0d0d0e1e1e4] to [characters v]\nadd [a4c0c0e4] to [characters v]\nadd [a4b0b0c2c2d0d0e4] to [characters v]\nadd [a4e0e4a0] to [characters v]\nadd [a4c2c2e4c2c0] to [characters v]\nadd [a4e4e4a0a0e0] to [characters v]\ncomment [alphabets over]\nadd [b0e4] to [characters v]\nadd [c4a4a4a0a0c0] to [characters v]\nadd [c4e4e4e0e0c0] to [characters v]\nadd [b2d2c3c1] to [characters v]\nadd [b2d2] to [characters v]\ncomment [numbers]\nadd [b3c4c4c0b0d0] to [characters v]\nadd [a4e4e4e2e2a2a2a0a0e0] to [characters v]\nadd [a4e4e4e2e2a2e2e0e0a0] to [characters v]\nadd [a4a2a2e2e2e4e2e0] to [characters v]\nadd [e4a4a4a2a2e2e2e0e0a0] to [characters v]\nadd [e4a4a4a0a0e0e0e2e2a2] to [characters v]\nadd [a4e4e4c0] to [characters v]\nadd [a4e4e4e0e0a0a0a4a2e2] to [characters v]\nadd [a2a4a4e4e4e2e2a2e2e0e0a0] to [characters v]\nadd [a0a4a4e4e4e0e0a0] to [characters v]\ncomment [more symbols]\nadd [a0e0] to [characters v]\nadd [a1e1a3e3] to [characters v]\nadd [c0c4] to [characters v]\nadd [] to [characters v]\nadd [b3c4c4d3] to [characters v]\nadd [b1a0] to [characters v]\nadd [a3b4b4d4d4e3e3c1c0c0] to [characters v]\nadd [b4d0] to [characters v]\nadd [a3c2c2a1] to [characters v]\nadd [e3c2c2e1] to [characters v]\nadd [a0a0] to [characters v]\nadd [c4c1c0c0] to [characters v]\nadd [c4b4b4b2b2a2b2b0b0c0] to [characters v]\nadd [c4d4d4d2d2e2d2d0d0c0] to [characters v]\nadd [b4b3] to [characters v]\nadd [b4b3c4c3] to [characters v]\nadd [c3c3c1c1] to [characters v]\nadd [c3c3c1c0] to [characters v]\nadd [b4b0d4d0a3e3a1e1] to [characters v]\nadd [d4e3e3e1e1d0] to [characters v]\nadd [b4a3a3a1a1b0] to [characters v]\nadd [e1d0d0b0b0a1a1a3a3b4b4d4d4e3e3e2e2d1d1d3d1b1b1b3b3d3d3d4] to [characters v]\nadd [e4d3d4e3] to [characters v]\n\ndefine go to (textEngine) (letter) (number) (size)\nif <(letter) = [a]> then\n set [1 v] to (xpos)\nend\nif <(letter) = [b]> then\n set [1 v] to ((xpos) + ((size) * (1)))\nend\nif <(letter) = [c]> then\n set [1 v] to ((xpos) + ((size) * (2)))\nend\nif <(letter) = [d]> then\n set [1 v] to ((xpos) + ((size) * (3)))\nend\nif <(letter) = [e]> then\n set [1 v] to ((xpos) + ((size) * (4)))\nend\ngo to x: (1) y: ((ypos) + ((number) * (size)))\n\ndefine Print (l)\nset [pi v] to [0]\nset [pl v] to [0]\nset [pb v] to [0]\nrepeat until <(l) = (letter (Pi) of (letters))>\n change [pi v] by (1)\nend\npen up\nrepeat ((length of (item (Pi) of [characters v])) / (4))\n go to (textEngine) (letter ((Pb) + (1)) of (item (Pi) of [characters v])) (letter ((Pb) + (2)) of (item (Pi) of [characters v])) (size)\n pen down\n go to (textEngine) (letter ((Pb) + (3)) of (item (Pi) of [characters v])) (letter ((Pb) + (4)) of (item (Pi) of [characters v])) (size)\n change [pb v] by (4)\n pen up\nend\npen up\n\ndefine text: (txt) x,y (x) (y) size: (s) colorRGB: (r) (g) (b) thickness: (th) spacing (sp) ww (wx)\npen up\ncomment [init variables]\nset [b v] to [0]\nset [a v] to [0]\nset [size v] to (s)\nset [xpos v] to (x)\nset [ypos v] to (y)\nset pen size to (th)\ncomment [RGB colors]\nset pen color to ((((65536) * (r)) + ((256) * (g))) + (b))\nrepeat (length of (txt))\n comment [identify the choosen alphabet]\n set [a v] to [0]\n change [b v] by (1)\n repeat (length of (letters))\n change [a v] by (1)\n if <(letter (b) of (txt)) = (letter (a) of (letters))> then\n set [l v] to (letter (a) of (letters))\n end\n end\n go to x: (xpos) y: (ypos)\n set [xpos v] to (x position)\n set [ypos v] to (y position)\n if <<(xpos) > (wx)> or <(xpos) = (wx)>> then\n set [xpos v] to (x)\n set [ypos v] to ((ypos) - ((((s) * (5)) + (2)) + (sp)))\n go to x: (xpos) y: (ypos)\n end\n Print (l)\n comment [get ready to print the next alphabet]\n go to x: (xpos) y: (ypos)\n change x by ((((s) * (5)) + (2)) + (sp))\n set [xpos v] to (x position)\n set [ypos v] to (y position)\nend\n\ndefine addParticle c: (costime) (x) (y) - (xv) (yv) -spdm (spdmultiplier) -s (is) (fs) -l (life) r (r) (rv) eff (color) (br)\nadd (costime) to [particles v]\nadd (x) to [particles v]\nadd (y) to [particles v]\nadd (xv) to [particles v]\nadd (yv) to [particles v]\nadd (spdmultiplier) to [particles v]\nadd [uselessssssssssssss] to [particles v]\nadd (fs) to [particles v]\nadd (is) to [particles v]\nadd (life) to [particles v]\nadd (life) to [particles v]\nadd (r) to [particles v]\nadd (rv) to [particles v]\nadd (color) to [particles v]\nadd (br) to [particles v]\n\ndefine updateParticles\nset rotation style [all around v]\nset [i0 v] to [0]\nclear graphic effects\nrepeat ((length of [particles v]) / (length of [particles_ref v]))\n go to x: (((item ((i0) + (2)) of [particles v]) + (scrollx)) * (zoom)) y: (((item ((i0) + (3)) of [particles v]) + (scrolly)) * (zoom))\n set size to ((zoom) * ((item ((i0) + (8)) of [particles v]) + (((item ((i0) + (9)) of [particles v]) - (item ((i0) + (8)) of [particles v])) * ((item ((i0) + (10)) of [particles v]) / (item ((i0) + (11)) of [particles v]))))) %\n switch costume to (item ((i0) + (1)) of [particles v])\n point in direction (item ((i0) + (12)) of [particles v])\n set [color v] effect to (item ((i0) + (14)) of [particles v])\n set [brightness v] effect to (item ((i0) + (15)) of [particles v])\n if <not <touching (_edge_ v)?>> then\n stamp\n end\n replace item ((i0) + (12)) of [particles v] with ((item ((i0) + (12)) of [particles v]) + (item ((i0) + (13)) of [particles v]))\n replace item ((i0) + (2)) of [particles v] with ((item ((i0) + (2)) of [particles v]) + (item ((i0) + (4)) of [particles v]))\n replace item ((i0) + (3)) of [particles v] with ((item ((i0) + (3)) of [particles v]) + (item ((i0) + (5)) of [particles v]))\n replace item ((i0) + (4)) of [particles v] with ((item ((i0) + (6)) of [particles v]) * (item ((i0) + (4)) of [particles v]))\n replace item ((i0) + (5)) of [particles v] with ((item ((i0) + (6)) of [particles v]) * (item ((i0) + (5)) of [particles v]))\n replace item ((i0) + (10)) of [particles v] with ((item ((i0) + (10)) of [particles v]) + (-1))\n if <(item ((i0) + (10)) of [particles v]) < [1]> then\n repeat (length of [particles_ref v])\n delete ((i0) + (1)) of [particles v]\n end\n change [i0 v] by (() - (length of [particles_ref v]))\n end\n change [i0 v] by (length of [particles_ref v])\nend\npoint in direction (90)\n\ndefine addprop (x) (y) c (costume) des (des) size (sx) (sy)\nadd ((x) * (blocksize)) to [props v]\nadd ((y) * (blocksize)) to [props v]\nadd (costume) to [props v]\nadd (des) to [props v]\nadd (sx) to [props v]\nadd (sy) to [props v]\n\ndefine updateProps\nset [i0 v] to [0]\nclear graphic effects\npoint in direction (90)\nrepeat ((length of [props v]) / (length of [props_ref v]))\n go to x: ((((1) * (item ((i0) + (1)) of [props v])) + (scrollx)) * (zoom)) y: ((((1) * (item ((i0) + (2)) of [props v])) + (scrolly)) * (zoom))\n set size to ((100) * (zoom)) %\n switch costume to (item ((i0) + (3)) of [props v])\n if <((-240) - ((blocksize) * (item ((i0) + (5)) of [props v]))) < ((((1) * (item ((i0) + (1)) of [props v])) + (scrollx)) * (zoom))> then\n if <((((1) * (item ((i0) + (1)) of [props v])) + (scrollx)) * (zoom)) < ((240) + ((blocksize) * (item ((i0) + (5)) of [props v])))> then\n if <((-180) - ((blocksize) * (item ((i0) + (6)) of [props v]))) < ((((1) * (item ((i0) + (2)) of [props v])) + (scrolly)) * (zoom))> then\n if <((((1) * (item ((i0) + (2)) of [props v])) + (scrolly)) * (zoom)) < ((180) + ((blocksize) * (item ((i0) + (6)) of [props v])))> then\n stamp\n end\n end\n end\n end\n if <(item ((i0) + (4)) of [props v]) = [d]> then\n set [i1 v] to [0]\n repeat ((length of [bullets v]) / (length of [bullets_ref v]))\n if <[p] = (item ((i1) + (10)) of [bullets v])> then\n if <(item ((i1) + (1)) of [bullets v]) > ((item ((i0) + (1)) of [props v]) - (blocksize))> then\n if <(item ((i1) + (2)) of [bullets v]) > ((item ((i0) + (2)) of [props v]) - (blocksize))> then\n if <((item ((i0) + (1)) of [props v]) + ((blocksize) * (item ((i0) + (5)) of [props v]))) > (item ((i1) + (1)) of [bullets v])> then\n if <((item ((i0) + (2)) of [props v]) + ((blocksize) * (item ((i0) + (6)) of [props v]))) > (item ((i1) + (2)) of [bullets v])> then\n end\n end\n end\n end\n change [i1 v] by (length of [bullets_ref v])\n end\n end\n if <<not <(item ((i0) + (4)) of [props v]) = [0]>> and <not <(item ((i0) + (4)) of [props v]) = [d]>>> then\n if <((length of [enemies v]) / (length of [enemies_ref v])) < (item ((i0) + (4)) of [props v])> then\n repeat (10)\n addParticle c: (item ((i0) + (3)) of [props v]) (item ((i0) + (1)) of [props v]) (item ((i0) + (2)) of [props v]) - (pick random (-3) to (3)) (pick random (-3) to (3)) -spdm [0.9] -s [40] [0] -l [15] r (pick random (0) to (360)) (pick random (-5) to (5)) eff [0] [0]\n end\n repeat (length of [props_ref v])\n delete ((i0) + (1)) of [props v]\n end\n change [i0 v] by (() - (length of [props_ref v]))\n end\n end\n change [i0 v] by (length of [props_ref v])\nend\npoint in direction (90)\n\nstamp\n\nsetLevels (level)\n\ndefine addExplosive (x) (y)\nadd (x) to [exp v]\nadd (y) to [exp v]\n\ndefine update_explosives\nset [i0 v] to [0]\nrepeat ((length of [exp v]) / (length of [exp_ref v]))\n go to x: ((((blocksize) * (item ((i0) + (1)) of [exp v])) + (scrollx)) * (zoom)) y: ((((blocksize) * (item ((i0) + (2)) of [exp v])) + (scrolly)) * (zoom))\n switch costume to (tnt1 v)\n set size to ((100) * (zoom)) %\n if <((-240) - ((blocksize) * (1))) < ((((blocksize) * (item ((i0) + (1)) of [exp v])) + (scrollx)) * (zoom))> then\n if <((((blocksize) * (item ((i0) + (1)) of [exp v])) + (scrollx)) * (zoom)) < ((240) + ((blocksize) * (1)))> then\n if <((-180) - ((blocksize) * (1))) < ((((blocksize) * (item ((i0) + (2)) of [exp v])) + (scrolly)) * (zoom))> then\n if <((((blocksize) * (item ((i0) + (2)) of [exp v])) + (scrolly)) * (zoom)) < ((180) + ((blocksize) * (1)))> then\n stamp\n end\n end\n end\n end\n change [i0 v] by (length of [exp_ref v])\nend\n\nrepeat (length of [bullets_ref v])\n delete ((i1) + (1)) of [bullets v]\nend\nrepeat (length of [props_ref v])\n delete ((i0) + (1)) of [props v]\nend\nchange [i0 v] by (() - (length of [props_ref v]))\n\nrepeat (length of [props_ref v])\n delete ((i0) + (1)) of [props v]\nend\nchange [i0 v] by (() - (length of [props_ref v]))\n\ngetAngle (item ((i0) + (1)) of [enemies v]) (item ((i0) + (2)) of [enemies v]) from (item ((i1) + (1)) of [bullets v]) (item ((i1) + (2)) of [bullets v])\nrepeat ((item ((i1) + (7)) of [bullets v]) / (20))\n addParticle c: [exp2] (item ((i1) + (1)) of [bullets v]) (item ((i1) + (2)) of [bullets v]) - (pick random (-7) to (7)) (pick random (-7) to (7)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\nend\nrepeat ((item ((i1) + (7)) of [bullets v]) / (20))\n addParticle c: [exp1] (item ((i1) + (1)) of [bullets v]) (item ((i1) + (2)) of [bullets v]) - (pick random (-5) to (5)) (pick random (-5) to (5)) -spdm [0.9] -s [100] [0] -l [25] r [0] [5] eff (pick random (1) to (10)) [0]\nend\nrepeat (length of [bullets_ref v])\n delete ((i1) + (1)) of [bullets v]\nend\n\ndefine main menu (slectedlevel)\nset [selectedlevel v] to (slectedlevel)\nset [menupage v] to [0]\nset [menubuttonpressed v] to [-1]\nset [exitmenu v] to [0]\nrepeat until <(exitMenu) = [1]>\n erase all\n text: [floppy bird] x,y [-200] [140] size: [4] colorRGB: [0] [0] [0] thickness: [3] spacing [0] ww [250]\n set size to (100) %\n go to x: (215) y: (0)\n switch costume to (nextpage v)\n if <(i2) < ((1) + (#levelCount))> then\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n set [menubuttonpressed v] to [2]\n end\n if <not <mouse down?>> then\n if <(menuButtonPressed) = [2]> then\n set [menubuttonpressed v] to [0]\n change [menupage v] by (1)\n end\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n if <(menuButtonPressed) = [2]> then\n set [menubuttonpressed v] to [0]\n end\n end\n stamp\n end\n go to x: (-215) y: (0)\n switch costume to (previouspage v)\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n set [menubuttonpressed v] to [1]\n end\n if <not <mouse down?>> then\n if <(menuButtonPressed) = [1]> then\n set [menubuttonpressed v] to [0]\n if <not <(menuPage) = [0]>> then\n change [menupage v] by (-1)\n end\n end\n end\n end\n if <not <(menuPage) = [0]>> then\n stamp\n end\n if <not <touching (mouse-pointer v)?>> then\n if <(menuButtonPressed) = [1]> then\n set [menubuttonpressed v] to [0]\n end\n end\n if <not <(selectedLevel) = [-1]>> then\n go to x: (150) y: (-150)\n switch costume to (nextpage v)\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n set [level v] to (selectedLevel)\n set [exitmenu v] to [1]\n end\n end\n stamp\n end\n displayLevelNames\n if <not <(selectedLevel) = [-1]>> then\n text: (join [level ] (selectedLevel)) x,y [-200] [-145] size: [2.8] colorRGB: [0] [0] [0] thickness: [2] spacing [0] ww [250]\n text: (item (selectedLevel) of [leveltimes v]) x,y [-200] [-170] size: [2.8] colorRGB: [0] [0] [0] thickness: [2] spacing [0] ww [250]\n end\n levelTimeCounter\nend\nset [leveltime v] to (timer)\n\ndefine displayLevelNames\nset [i0 v] to [-130]\ngo to x: (0) y: (0)\nclear graphic effects\nset size to (100) %\nswitch costume to (button1 v)\ngo to x: (-160) y: (10)\nset [i1 v] to [25]\nset [i2 v] to (((menuPage) * (8)) + (1))\nset [touchingbutton v] to [-1]\nrepeat (8)\n if <(i2) < ((#levelCount) + (1))> then\n go to x: (i0) y: (i1)\n set [color v] effect to (0)\n if <touching (mouse-pointer v)?> then\n set [color v] effect to (-10)\n set [touchingbutton v] to (i2)\n if <mouse down?> then\n set [selectedlevel v] to (i2)\n end\n end\n if <(selectedLevel) = (i2)> then\n change [color v] effect by (25)\n end\n stamp\n text: (i2) x,y ((i0) - ((0) + ((5) * (length of (i2))))) ((i1) - (5)) size: [2] colorRGB: [0] [0] [0] thickness: [1] spacing [0] ww [250]\n change x by (70)\n change [i0 v] by (88)\n if <(i0) > [180]> then\n set [i0 v] to [-130]\n change [i1 v] by (-70)\n end\n end\n change [i2 v] by (1)\nend\nif <mouse down?> then\n if <(menuButtonPressed) = [-1]> then\n if <(touchingButton) = [-1]> then\n set [selectedlevel v] to [-1]\n end\n end\nend\n\ndefine playerExplosion\nrepeat (5)\n addParticle c: [feather1] (playerx) (playery) - (pick random (-5) to (5)) (pick random (-5) to (5)) -spdm [0.9] -s [100] [0] -l [25] r (pick random (0) to (360)) (pick random (-10) to (10)) eff [0] [0]\nend\n\nreplace item ((i0) + (3)) of [enemies v] with [0]\nreplace item ((i0) + (4)) of [enemies v] with [0]\n\naddSceneGun [3] ((0) * (blocksize)) ((2) * (blocksize))\n\ndefine level editor\nset [exitmenu v] to [0]\ninitGame\nset [scrollx v] to [0]\nset [scrolly v] to [100]\nset [level_editor_mode v] to [0]\nset [level_editor_type v] to [1]\nset [buttonpressed v] to [0]\nrepeat until <(exitMenu) = [1]>\n erase all\n set [scrollx v] to (truescrollx)\n set [scrollx v] to (truescrolly)\n drawLevelEditorGrid\n updateBlocks\n updateProps\n update_guns\n update_explosives\n set pen color to (#00ffa8)\n set [my v] to (((mouse y) / (zoom)) + ((0) - (truescrolly)))\n set [mx v] to (((mouse x) / (zoom)) + ((0) - (truescrollx)))\n set size to ((100) * (zoom)) %\n switch costume to (level_editor_type)\n go to x: ((zoom) * ((truescrollx) + ((blocksize) * (round ((mx) / (blocksize)))))) y: ((zoom) * ((truescrolly) + ((blocksize) * (round ((my) / (blocksize))))))\n stamp\n if <mouse down?> then\n if <[-100] < (mouse y)> then\n set [buttonpressed v] to [1]\n end\n end\n if <not <mouse down?>> then\n if <(buttonPressed) = [1]> then\n addLvlBlock (round ((mx) / (blocksize))) (round ((my) / (blocksize))) - (level_editor_type) - []\n set [buttonpressed v] to [0]\n end\n end\nend\n\ndefine drawLevelEditorGrid\n\nset [i0 v] to ((-240) + ((((truescrollx) mod (blocksize)) * (zoom)) / (1)))\nset pen size to (2)\nset pen color to (#848484)\nrepeat ((500) / ((blocksize) * (zoom)))\n go to x: (i0) y: (-190)\n pen down\n go to x: (i0) y: (190)\n pen up\n change [i0 v] by ((blocksize) * (zoom))\nend\nset [i0 v] to (((-180) - ()) + ((((truescrolly) mod (blocksize)) * (zoom)) / (1)))\nrepeat ((400) / ((blocksize) * (zoom)))\n go to x: (-240) y: (i0)\n pen down\n go to x: (240) y: (i0)\n pen up\n change [i0 v] by ((blocksize) * (zoom))\nend\n\ndefine square (x) (y) (w) (h)\ngo to x: ((x) - ((w) / (2))) y: ((y) - ((h) / (2)))\npen down\ngo to x: ((x) - ((w) / (2))) y: ((y) - ((h) / (-2)))\ngo to x: ((x) - ((w) / (-2))) y: ((y) - ((h) / (-2)))\ngo to x: ((x) - ((w) / (-2))) y: ((y) - ((h) / (2)))\ngo to x: ((x) - ((w) / (2))) y: ((y) - ((h) / (2)))\npen up\n\nsquare [0] [0] ((blocksize) * (zoom)) ((blocksize) * (zoom))\n\naddLvlBlock (1) [0] - [1] - []\n\ndefine __ref__\n\ndefine intro (u)\nif <not <(u) = [josephjustin]>> then\n set [my variable v] to [200]\n set [extravar v] to [200]\n repeat (7)\n erase all\n set pen color to (#c347e3)\n drawLogo [0] [0] size: [25] rad: (((my variable) / (2)) + (100)) angle_change [0] [0] [0] com: [360] [360] [360] tpy [] br ((100) - ((my variable) / (2)))\n change [my variable v] by (-15)\n end\n repeat (5)\n erase all\n go to x: (0) y: (0)\n set pen color to (#5f5f5f)\n set pen size to (extraVar)\n set pen (transparency v) to ((300) - (extraVar))\n pen down\n pen up\n set pen color to (#ff0000)\n drawLogo [0] [0] size: [25] rad: (((my variable) / (2)) + (100)) angle_change [0] [0] [0] com: [360] [360] [360] tpy [] br ((100) - ((my variable) / (2)))\n change [extravar v] by (((300) - (extraVar)) / (3))\n change [my variable v] by (-20)\n end\n set [my variable v] to (extraVar)\n repeat (10)\n erase all\n go to x: (0) y: (0)\n set pen color to (#5f5f5f)\n set pen size to (my variable)\n set pen (transparency v) to ((300) - (my variable))\n pen down\n pen up\n set pen color to (#ff0000)\n drawLogo [0] [0] size: [25] rad: [100] angle_change [0] [0] [0] com: [360] [360] [360] tpy [] br [100]\n change [my variable v] by (((300) - (my variable)) / (3))\n end\n repeat (10)\n erase all\n go to x: (0) y: (0)\n set pen color to (#5f5f5f)\n set pen size to (my variable)\n pen down\n pen up\n set pen color to (#ff0000)\n drawLogo [0] [0] size: [25] rad: [100] angle_change [0] [0] [0] com: [360] [360] [360] tpy [] br [100]\n end\n set [my variable v] to [0]\n repeat (30)\n erase all\n go to x: (0) y: (0)\n set pen color to (#5f5f5f)\n set pen size to (300)\n pen down\n pen up\n set pen color to (#ff0000)\n drawLogo [0] [0] size: [25] rad: [100] angle_change [0] [0] [0] com: [360] [360] [360] tpy [] br [100]\n set pen size to (3)\n circle [0] [0] - [150] - ((-90) - ((my variable) / (2))) (my variable)\n change [my variable v] by (12)\n end\n set [extravar v] to [100]\n repeat (10)\n erase all\n go to x: (0) y: (0)\n set pen color to (#5f5f5f)\n set pen size to ((300) + ((100) - (extraVar)))\n set pen (brightness v) to ((extraVar) / (2.7))\n pen down\n pen up\n set pen color to (#ff0000)\n drawLogo [0] [0] size: [25] rad: [100] angle_change [0] [0] [0] com: [360] [360] [360] tpy [] br (extraVar)\n set pen size to (3)\n set pen (brightness v) to (extraVar)\n circle [0] [0] - [150] - [] [360]\n change [extravar v] by (-11)\n end\n set [##play v] to [1]\nend\n\ndefine drawLogo (x) (y) size: (s) rad: (r) angle_change (1) (2) (3) com: (1) (2) (3) tpy (tpy) br (br)\npen up\nset pen size to (s)\nset pen (color v) to (56)\nset [angle v] to (1)\ngo to x: (((r) * ([sin v] of (angle) )) + (x)) y: (((r) * ([cos v] of (angle) )) + (y))\nset pen (transparency v) to (tpy)\nset pen (brightness v) to (br)\npen down\nrepeat (((320) / (360)) * (1))\n go to x: (((r) * ([sin v] of (angle) )) + (x)) y: (((r) * ([cos v] of (angle) )) + (y))\n change [angle v] by (1)\nend\nset [angle v] to [320]\npen up\nchange [angle v] by (2)\ngo to x: ((((r) * (0.6)) * ([sin v] of (angle) )) + (x)) y: ((((r) * (0.6)) * ([cos v] of (angle) )) + (y))\nset pen (transparency v) to (tpy)\nset pen (brightness v) to (br)\npen down\nrepeat (((250) / (360)) * (2))\n go to x: ((((r) * (0.6)) * ([sin v] of (angle) )) + (x)) y: ((((r) * (0.6)) * ([cos v] of (angle) )) + (y))\n change [angle v] by (1)\nend\nset [angle v] to [570]\npen up\nchange [angle v] by (3)\ngo to x: ((((r) * (0.2)) * ([sin v] of (angle) )) + (x)) y: ((((r) * (0.2)) * ([cos v] of (angle) )) + (y))\nset pen (transparency v) to (tpy)\nset pen (brightness v) to (br)\npen down\nrepeat (((150) / (360)) * (3))\n go to x: ((((r) * (0.2)) * ([sin v] of (angle) )) + (x)) y: ((((r) * (0.2)) * ([cos v] of (angle) )) + (y))\n change [angle v] by (1)\nend\npen up\n\ndefine circle (x) (y) - (rad) - (an) (com)\nset [angle v] to (an)\ngo to x: (((rad) * ([cos v] of (angle) )) + (x)) y: (((rad) * ([sin v] of (angle) )) + (y))\npen down\nrepeat ((com) / (2))\n go to x: ((((rad) * (1)) * ([cos v] of (angle) )) + (x)) y: ((((rad) * (1)) * ([sin v] of (angle) )) + (y))\n change [angle v] by (2)\nend\npen up\n\ndefine levelTimeCounter\nset [totaltime v] to [0]\nset [i3 v] to [0]\nif <not <[leveltimes v] contains [--]?>> then\n repeat (length of [leveltimes v])\n change [i3 v] by (1)\n change [totaltime v] by (item (i3) of [leveltimes v])\n end\n text: (join [total time:] (totalTime)) x,y [-200] [110] size: [2] colorRGB: [0] [0] [0] thickness: [2] spacing [0] ww [250]\n if <(totalTime) < (☁ FloppyBird:World_Record)> then\n set [☁ floppybird:world_record v] to (totalTime)\n end\n if <(totalTime) = (☁ FloppyBird:World_Record)> then\n text: [world record!] x,y [-200] [93] size: [1.8] colorRGB: [0] [0] [0] thickness: [1.7] spacing [0] ww [250]\n else\n text: (join [world record:] (☁ FloppyBird:World_Record)) x,y [-200] [93] size: [1.8] colorRGB: [0] [0] [0] thickness: [1.7] spacing [0] ww [250]\n end\nelse\n text: (join [world record:] (☁ FloppyBird:World_Record)) x,y [-200] [110] size: [1.8] colorRGB: [0] [0] [0] thickness: [1.7] spacing [0] ww [250]\n text: [you can set world record only if you] x,y [-200] [93] size: [1.8] colorRGB: [0] [0] [0] thickness: [1.7] spacing [0] ww [250]\n text: [complete all levels] x,y [-200] [80] size: [1.8] colorRGB: [0] [0] [0] thickness: [1.7] spacing [0] ww [250]\nend\n\nset [1 v] to [-2]\nrepeat (5)\n addprop (1) [0] c [9] des [d] size [1] [1]\n change [1 v] by (1)\nend\nset [1 v] to [-2]\nrepeat (5)\n addprop (1) [6] c [9] des [d] size [1] [1]\n change [1 v] by (1)\nend\n\nrepeat (5)\n addprop (1) [11] c [9] des [d] size [1] [1]\n change [1 v] by (1)\nend\n\nset [1 v] to [13]\nrepeat (6)\n addLvlBlock (1) [12] - [6] - []\n change [1 v] by (1)\nend\nset [1 v] to [20]\nrepeat (3)\n addLvlBlock (1) [12] - [6] - []\n change [1 v] by (1)\nend\nset [1 v] to [27]\nrepeat (10)\n addprop (1) [12] c [9] des [d] size [1] [1]\n change [1 v] by (1)\nend\naddLvlBlock [29] [12] - [1] - []\naddEnemy ((29) * (blocksize)) ((13) * (blocksize)) -g [5] [60] -spd [0] h [35]\nset [1 v] to [30]\nrepeat (5)\n addprop (1) [17] c [9] des [d] size [1] [1]\n change [1 v] by (1)\nend\naddprop [36] [23] c [9] des [d] size [1] [1]\naddprop [39] [29] c [9] des [d] size [1] [1]\naddprop [42] [35] c [9] des [d] size [1] [1]\naddprop [43] [35] c [9] des [d] size [1] [1]\n\nset [1 v] to [12]\n\ndefine levl13\nset [1 v] to [-5]\nrepeat (10)\n addLvlBlock (1) [0] - [1] - []\n change [1 v] by (1)\nend\nset [1 v] to [1]\nrepeat (10)\n addprop [-4] (1) c [7] des [1] size [1] [1]\n change [1 v] by (1)\nend\naddLvlBlock [8] [1] - [1] - []\naddSceneGun [5] ((8) * (blocksize)) ((2) * (blocksize))\naddEnemy ((-2.5) * (blocksize)) ((2) * (blocksize)) -g [5] [60] -spd [0] h [100]\naddLvlBlock [11] [3] - [1] - []\naddLvlBlock [-5] [1] - [3] - []\n\ndefine lvl14\naddLvlBlock [0] [-1] - [1] - []\naddLvlBlock [3] [1] - [1] - []\naddLvlBlock [5] [1] - [1] - []\naddLvlBlock [5] [2] - [6] - []\naddLvlBlock [8] [1] - [1] - []\naddLvlBlock [9] [1] - [1] - []\naddLvlBlock [9] [2] - [6] - []\naddLvlBlock [7] [1] - [1] - []\naddLvlBlock [7] [2] - [6] - []\naddLvlBlock [12] [2] - [1] - []\naddLvlBlock [12] [3] - [6] - []\naddLvlBlock [13] [2] - [1] - []\naddSceneGun [3] ((15) * (blocksize)) ((5) * (blocksize))\naddprop [15] [4] c [9] des [d] size [1] [1]\naddprop [16] [10] c [9] des [d] size [1] [1]\naddLvlBlock [18] [10] - [1] - []\naddEnemy ((18) * (blocksize)) ((11) * (blocksize)) -g [4] [15] -spd [0] h [40]\naddprop [20] [17] c [9] des [d] size [1] [1]\naddLvlBlock [21] [17] - [1] - []\naddLvlBlock [21] [18] - [6] - []\naddLvlBlock [23] [17] - [1] - []\naddLvlBlock [23] [18] - [6] - []\naddLvlBlock [22] [17] - [1] - []\naddLvlBlock [25] [18] - [1] - []\naddLvlBlock [28] [24] - [1] - []\naddLvlBlock [29] [24] - [1] - []\naddLvlBlock [29] [25] - [6] - []\naddLvlBlock [35] [25] - [1] - []\naddLvlBlock [37] [31] - [1] - []\naddLvlBlock [38] [31] - [1] - []\naddLvlBlock [39] [31] - [1] - []\naddLvlBlock [40] [31] - [1] - []\naddLvlBlock [38] [32] - [6] - []\naddLvlBlock [39] [32] - [6] - []\nset [1 v] to [41]\nrepeat (10)\n addLvlBlock (1) [33] - [1] - []\n change [1 v] by (1)\nend\nset [1 v] to [43]\nrepeat (5)\n addLvlBlock (1) [34] - [6] - []\n change [1 v] by (1)\nend\naddLvlBlock [49] [34] - [6] - []\naddLvlBlock [52] [39] - [1] - []\naddLvlBlock [53] [39] - [1] - []\naddLvlBlock [53] [40] - [6] - []\naddLvlBlock [51] [39] - [1] - []\naddLvlBlock [47] [41] - [1] - []\naddEnemy ((47) * (blocksize)) ((42) * (blocksize)) -g [4] [10] -spd [0] h [5]\nset [1 v] to [39]\nrepeat (20)\n addprop (1) [44] c [7] des [1] size [1] [1]\n change [1 v] by (1)\nend\naddLvlBlock [50] [46] - [1] - []\naddLvlBlock [50] [47] - [3] - []\n\ndefine lvl15\n\ndefine gameIntro\nshow\nset size to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (intro2 v)\nrepeat (30)\n change [ghost v] effect by (-3.33)\nend\nhide\nrepeat until <mouse down?>\n erase all\n go to x: (0) y: (0)\n stamp\n text: [one day, when floppy was ] x,y [-220] [-120] size: [3] colorRGB: [0] [0] [0] thickness: [3] spacing [0] ww [250]\n text: [chilling on the sofa,] x,y [-220] [-145] size: [3] colorRGB: [0] [0] [0] thickness: [3] spacing [0] ww [250]\n text: [click] x,y [-35] [-170] size: [2] colorRGB: [0] [0] [0] thickness: [2] spacing [0] ww [250]\nend\nwait until <not <mouse down?>>\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (intro2 v)\nrepeat (30)\n change [ghost v] effect by (-3.33)\nend\nhide\nrepeat until <mouse down?>\n erase all\n go to x: (0) y: (0)\n stamp\n text: [he realised that he was all] x,y [-220] [-120] size: [3] colorRGB: [0] [0] [0] thickness: [3] spacing [0] ww [250]\n text: [out of candy] x,y [-220] [-145] size: [3] colorRGB: [0] [0] [0] thickness: [3] spacing [0] ww [250]\n text: [click] x,y [-35] [-170] size: [2] colorRGB: [0] [0] [0] thickness: [2] spacing [0] ww [250]\nend\nwait until <not <mouse down?>>\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (intro3 v)\nrepeat (30)\n change [ghost v] effect by (-3.33)\nend\nhide\nrepeat until <mouse down?>\n erase all\n go to x: (0) y: (0)\n stamp\n text: [so he loaded his gun and] x,y [-220] [-120] size: [3] colorRGB: [0] [0] [0] thickness: [3] spacing [0] ww [250]\n text: [got ready for action] x,y [-220] [-145] size: [3] colorRGB: [0] [0] [0] thickness: [3] spacing [0] ww [250]\n text: [click] x,y [-35] [-170] size: [2] colorRGB: [0] [0] [0] thickness: [2] spacing [0] ww [250]\nend\nwait until <not <mouse down?>>\n\nshow\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (thumb v)\nwait (1) seconds\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nset [ghost v] effect to (100)\n\n
One day, floppy was chiling on the sofa. That's when he realized he was all out of candy.\nSo he loads his gun and decides to go on an adventure to find candy.\nClick to progress through the game intro.\nInstructions in level 1\n\nHappy speedrunning!\n\n\n\n\n
Not so dark platformer| #games #all
@Stage\n\n@Platformer\n\nwhen flag clicked\nbroadcast (Green Flag v)\n\nwhen I receive [green flag v]\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-215) y: (-72)\nset rotation style [left-right v]\nforever\n Run game\nend\n\ndefine Run game\nchange [speed y v] by (-1)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (3.4)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-3.4)\nend\nset [speed x v] to ((Speed x) * (0.7))\nchange x by (Speed x)\nif <touching (plat v)?> then\n change y by (1)\n if <touching (plat v)?> then\n change y by (1)\n if <touching (plat v)?> then\n change y by (1)\n if <touching (plat v)?> then\n change y by (1)\n if <touching (plat v)?> then\n change y by (1)\n if <touching (plat v)?> then\n change y by (1)\n if <touching (plat v)?> then\n change y by (1)\n if <touching (plat v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\nend\nif <touching (plat v)?> then\n change y by (10)\n repeat until <not <touching (plat v)?>>\n change x by ((Speed x) * (-1))\n end\n if <<<key (space v) pressed?> or <key (space v) pressed?>> and <touching (plat v)?>> 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 [0]\n end\n else\n set [speed x v] to [0]\n end\nend\nchange y by (Speed Y)\nif <touching (plat v)?> then\n repeat until <not <touching (plat v)?>>\n change y by ((Speed Y) * (-1))\n end\n set [speed y v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (plat v)?>> then\n change [speed y v] by (15)\nend\nchange y by (1)\nif <(x position) > [238]> then\n change [level v] by (1)\n Reset\nend\nif <touching (dieeeeeeee v)?> then\n Reset\nend\n\nwhen I receive [green flag v]\nReset\nforever\n Run game\nend\n\ndefine Reset\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-215) y: (-72)\nset rotation style [left-right v]\n\n@Plat\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Unity\n\nwhen flag clicked\nhide\ngo to x: (-126) y: (-74)\nstop all sounds\nforever\n play sound [TheFatRat - Unity v] until done\nend\n\n@DIEEEEEEEE\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n
Join my 50 followers game contest https://scratch.mit.edu/projects/521790819/\n------------------------------Important-------------------------------\nHi, sorry i wasn't posting for a while because of school work. \nClick the green flag and then use wasd or arrows to play.\nNo advertisement or hate (they will be deleted)\nI called it not so dark because you dont see any darkness.\nI made it speedy to make it hard.\nI was too lazy to make a thumbnail ok? :)\n\n\n\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 WhY NoT sO DaRK???
|| Colorless || A Platformer ||
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n if <(LEVEL) = [8]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [m u s i c v] until done\nend\n\n@Player\n\nwhen flag clicked\nReset\nforever\n Run Game\nend\n\ndefine Run Game\nchange [speed y v] by (-1)\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\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)\n point in direction (90)\nend\nset [speed x v] to ((Speed X) * (0.8))\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) * (-1.1))\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [speed y v] to [11]\n if <(Speed X) < [0]> then\n set [speed x v] to [16]\n else\n set [speed x v] to [-16]\n end\n else\n set [speed x v] to [0]\n end\nend\nchange y by (Speed Y)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((Speed Y) * (-1))\n end\n set [speed y v] to [0]\nend\nchange y by (-1)\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <touching (ground v)?>> then\n set [speed y v] to [14]\nend\nchange y by (1)\nif <(x position) > [238]> then\n Reset\n change [level v] by (1)\nend\n\ndefine Reset\nset [speed x v] to [0]\nset [speed y v] to [0]\ngo to x: (-200) y: (-100)\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n Reset\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(LEVEL) = [8]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [level skip v]\nReset\n\n@Love and Favorite Detector\n\nwhen flag clicked\nbroadcast (Start v)\nset [love v] to [0]\nset [loved v] to [0]\nset [favorite v] to [0]\nset [favorited v] to [0]\nset [ghost v] effect to (0)\nhide\nswitch costume to (love detector v)\ncreate clone of (_myself_ v)\nswitch costume to (favorite detector v)\ncreate clone of (_myself_ v)\nforever\n if <<(LOVE) = [0]> and <(FAVORITE) = [0]>> then\n switch costume to (you did not love or favorite this project v)\n go to x: (0) y: (0)\n show\n end\n if <(LOVED) = [0]> then\n if <(LOVE) = [1]> then\n switch costume to (love button v)\n set [ghost v] effect to (0)\n go to x: (-250) y: (0)\n show\n repeat (50)\n change x by (5)\n end\n repeat (20)\n change x by (12)\n change [ghost v] effect by (5)\n end\n hide\n set [loved v] to [1]\n end\n end\n if <(FAVORITE) = [1]> then\n if <(FAVORITED) = [0]> then\n switch costume to (favorite button v)\n set [ghost v] effect to (0)\n go to x: (0) y: (-200)\n show\n repeat (100)\n change y by (3)\n change [ghost v] effect by (1)\n end\n set [favorited v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [Love Detector]> then\n show\n Go To [-233] [-205]\n if <touching (mouse-pointer v)?> then\n wait (0.1) seconds\n if <touching (mouse-pointer v)?> then\n set [love v] to [1]\n end\n end\n else\n if <(costume [name v]) = [Favorite Detector]> then\n show\n Go To [-133] [-213]\n if <touching (mouse-pointer v)?> then\n wait (0.1) seconds\n if <touching (mouse-pointer v)?> then\n set [favorite v] to [1]\n end\n end\n end\n end\nend\n\ndefine Go To (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@Orb\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nforever\n if <(LEVEL) = [7]> then\n change [color v] effect by (1)\n show\n if <touching (player v)?> then\n forever\n broadcast (open lv v)\n hide\n end\n end\n end\nend\n\n@Danger\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (4) y: (-6)\n switch costume to (LEVEL)\nend\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (4) y: (-6)\n switch costume to (LEVEL)\nend\n\nwhen I receive [open lv v]\nnext costume\n\n@Sprite1\n\nwhen this sprite clicked\nbroadcast (Level skip v) and wait\nchange [level v] by (1)\n\n@Sprite2\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n switch costume to (costume2 v)\n repeat (50)\n change volume by (-2)\n end\nelse\n switch costume to (costume1 v)\n repeat (50)\n change volume by (2)\n end\nend\n\nwhen flag clicked\nforever\n play sound [m u s i c v] until done\nend\n\n
FULLSCREEN RECOMENDED PLEASE. WASD KEYS AND ARROW KEYS ALSO WORK.\n\nBugs seen? Suggestions? Please report it to this studio.\nhttps://scratch.mit.edu/studios/28883943\n\nThis has lots of code so the love and fave detector might lag.\n\nBest used on Turbowarp.\n\nMusic is being added SOON\n\nWHOAH 170 MESSAGES\n\n2,000 VIEWS THX ;D\n\nI'm deleting ads now. They are VERY annoying.\n\nI added comments so you understand the phyisics of the game
The Journey - MMO Platformer
@Stage\n\n@Manager\n\nwhen flag clicked\nhide\nbroadcast (start v)\nforever\n broadcast (tick v)\n broadcast (cloud tick v)\nend\n\n@Cloud\n\ndefine read string\nset [read v] to []\nforever\n set [letter v] to (join (letter (i) of (encoded)) (letter ((i) + (1)) of (encoded)))\n change [i v] by (2)\n if <(letter) = [00]> then\n stop [this script v]\n end\n set [read v] to (join (read) (item (letter) of [code v]))\nend\n\ndefine begin decoding (str)\nset [encoded v] to (str)\nset [i v] to [1]\n\ndefine read number\nif <(letter ((i) + (1)) of (encoded)) = [0]> then\n set [read v] to [-]\nelse\n set [read v] to (letter ((i) + (1)) of (encoded))\nend\nrepeat ((letter (i) of (encoded)) - (1))\n set [read v] to (join (read) (letter ((i) + (2)) of (encoded)))\n change [i v] by (1)\nend\nchange [i v] by (2)\n\ndefine encode string (str)\nset [i v] to [1]\nrepeat (length of (str))\n set [encoded v] to (join (encoded) (item # of (letter (i) of (str)) in [code v]))\n change [i v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine encode number (num)\nif <(num) < [0]> then\n set [encoded v] to (join (encoded) (join (length of (num)) (join [0] ([abs v] of (num) ))))\nelse\n set [encoded v] to (join (encoded) (join (length of (num)) (num)))\nend\n\ndefine initialize cloud data\nset [tick v] to [0]\ndelete all of [buffer v]\ndelete all of [active players v]\ndelete all of [cloud data v]\ndelete all of [pdata v]\nadd (☁ CLOUD1) to [cloud data v]\nadd (☁ CLOUD2) to [cloud data v]\nadd (☁ CLOUD3) to [cloud data v]\nadd (☁ CLOUD4) to [cloud data v]\nadd (☁ CLOUD5) to [cloud data v]\nadd (☁ CLOUD6) to [cloud data v]\nadd (☁ CLOUD7) to [cloud data v]\nadd (☁ CLOUD8) to [cloud data v]\nadd (☁ CLOUD9) to [cloud data v]\n\nwhen I receive [cloud tick v]\ncloud data\n\ndefine cloud data\nchange [tick v] by (1)\nif <((TICK) mod (20)) = [0]> then\n set [encoded v] to []\n encode string (username)\n set [c v] to [1]\n repeat (40)\n encode number (item (c) of [buffer v])\n change [c v] by (1)\n end\n encode number (pick random (1) to (99))\n delete all of [buffer v]\n set [my var v] to (pick random (1) to (9))\n if <(my var) = [1]> then\n set [☁ cloud1 v] to (encoded)\n else\n if <(my var) = [2]> then\n set [☁ cloud2 v] to (encoded)\n else\n if <(my var) = [3]> then\n set [☁ cloud3 v] to (encoded)\n else\n if <(my var) = [4]> then\n set [☁ cloud4 v] to (encoded)\n else\n if <(my var) = [5]> then\n set [☁ cloud5 v] to (encoded)\n else\n if <(my var) = [6]> then\n set [☁ cloud6 v] to (encoded)\n else\n if <(my var) = [7]> then\n set [☁ cloud7 v] to (encoded)\n else\n if <(my var) = [8]> then\n set [☁ cloud8 v] to (encoded)\n else\n set [☁ cloud9 v] to (encoded)\n end\n end\n end\n end\n end\n end\n end\n end\nend\nprocess cloud (☁ CLOUD1) [1]\nprocess cloud (☁ CLOUD2) [2]\nprocess cloud (☁ CLOUD3) [3]\nprocess cloud (☁ CLOUD4) [4]\nprocess cloud (☁ CLOUD5) [5]\nprocess cloud (☁ CLOUD6) [6]\nprocess cloud (☁ CLOUD7) [7]\nprocess cloud (☁ CLOUD8) [8]\nprocess cloud (☁ CLOUD9) [9]\n\ndefine process cloud (var) (id)\nif <(join [A] (var)) = (join [A] (item (id) of [cloud data v]))> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nbegin decoding (var)\nread string\nset [new clone? v] to [0]\nif <(username) = (read)> then\n stop [this script v]\nend\nif <not <[active players v] contains (read)?>> then\n if <[active players v] contains []?> then\n replace item (item # of [] in [active players v]) of [active players v] with (read)\n else\n add (read) to [active players v]\n set [new clone? v] to [1]\n end\nend\nset [update v] to [1]\nset [pid v] to (item # of (read) in [active players v])\nupdate list\nrepeat (41)\n read number\n update list\nend\nif <(new clone?) = [1]> then\n create clone of (cloud players v)\nend\n\ndefine update list\nif <(new clone?) = [1]> then\n add (read) to [pdata v]\nelse\n replace item ((((pid) - (1)) * (42)) + (update)) of [pdata v] with (read)\nend\nchange [update v] by (1)\n\nwhen I receive [start v]\ninitialize cloud data\n\n@Cloud Players\n\nwhen I start as a clone\nshow\ndelete all of [buffer v]\nset [data v] to (length of [active players v])\nset [b v] to [1]\nset [timeout v] to [0]\nmove data starting at ((((data) - (1)) * (42)) + (2)) to my buffer\n\nwhen I receive [tick v]\ntick\n\ndefine move data starting at (num) to my buffer\nset [last buffer v] to (buffer)\ndelete all of [buffer v]\nset [i v] to (num)\nrepeat (41)\n add (item (i) of [pdata v]) to [buffer v]\n change [i v] by (1)\nend\n\ndefine tick\ngo to x: ((item (b) of [buffer v]) - (CAM X)) y: ((item ((b) + (1)) of [buffer v]) - (CAM Y))\nchange [b v] by (2)\nif <(b) > [40]> then\n set [b v] to [1]\n move data starting at ((((data) - (1)) * (42)) + (2)) to my buffer\nend\nif <(last buffer) = (buffer)> then\n change [timeout v] by (1)\nelse\n set [timeout v] to [0]\nend\nif <(timeout) > [50]> then\n set [i v] to [1]\n repeat (42)\n replace item ((((data) - (1)) * (42)) + (i)) of [pdata v] with []\n change [i v] by (1)\n end\n replace item (data) of [active players v] with []\n set [timeout v] to [0]\nelse\n say (item (data) of [active players v])\nend\nif <(item (data) of [active players v]) = []> then\n hide\nelse\n show\n if <<(item (data) of [active players v]) = [homewins]> or <(item (data) of [active players v]) = [homewins_test]>> then\n switch costume to (costume2 v)\n else\n if <(item (data) of [active players v]) = [epic_dude_34]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\n\n@Thumbnail\n\nwhen I receive [tick v]\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Player\n\ndefine tick\nchange [yv v] by (-1)\nchange y by (yv)\nif <touching (level v)?> then\n if <(yv) < [0]> then\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\n else\n repeat until <not <touching (level v)?>>\n change y by (-1)\n end\n end\n set [yv v] to [0]\nend\nset [xv v] to ((xv) * (0.88))\nchange x by (xv)\nchange y by (-1)\nif <touching color (#3142ff)?> then\n broadcast (show v)\n set [cx v] to (PX)\n set [cy v] to (PY)\nend\nif <touching color (#de00ff)?> then\n set [yv v] to [20]\nend\nif <<key (up arrow v) pressed?> and <touching (level v)?>> then\n set [yv v] to [14]\nend\nchange y by (1)\nif <not <touching (level v)?>> then\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-0.7)\n end\nend\nrepeat until <not <touching (level v)?>>\n change x by ((xv) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [14]\n set [xv v] to ((direction) * ((7) / (-90)))\n end\nend\nchange y by (-1)\nif <<<touching (spikes v)?> or <(PY) < [-200]>> or <touching (saw v)?>> then\n if <(CX) > [-100]> then\n set [cam x v] to (CX)\n set [cam y v] to (CY)\n set [px v] to (CX)\n set [py v] to (CY)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (0) y: (0)\n else\n start me\n end\nend\nadd (round (PX)) to [buffer v]\nadd (round (PY)) to [buffer v]\nscroll\n\nwhen I receive [tick v]\ntick\n\ndefine start me\nset [cx v] to [-200]\nset [cy v] to [0]\nset [cam x v] to [0]\nset [cam y v] to [0]\nset [px v] to [0]\nset [py v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\npoint in direction (90)\nif <(username) = [epic_dude_34]> then\n switch costume to (2 v)\n if <<(username) = [homewins]> or <(username) = [homewins_test]>> then\n switch costume to (3 v)\n else\n switch costume to (1 v)\n end\nend\nscroll\n\ndefine scroll\nchange [px v] by (round ((x position) - ((PX) - (CAM X))))\nchange [py v] by (round ((y position) - ((PY) - (CAM Y))))\nif <<(PX) > [0]> and <[4850] > (PX)>> then\n change [cam x v] by (round (((PX) - (CAM X)) / (10)))\nend\nchange [cam y v] by (round (((PY) - (CAM Y)) / (10)))\ngo to x: ((PX) - (CAM X)) y: ((PY) - (CAM Y))\nbroadcast (position v)\n\nwhen flag clicked\nstart me\n\n@Level\n\nwhen I receive [position v]\nswitch costume to (big v)\ngo to x: ((sx) - (CAM X)) y: ((sy) - (CAM Y))\nswitch costume to (cost)\n\ndefine clone (sx) (sy) (cost)\nshow\nset [cost v] to (cost)\nset [sx v] to (sx)\nset [sy v] to (sy)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [start v]\nclone [0] [0] [1]\nclone [480] [0] [2]\nclone [960] [0] [3]\nclone [1440] [0] [4]\nclone [1920] [0] [5]\nclone [2400] [0] [6]\nclone [2880] [0] [7]\nclone [3360] [0] [8]\nclone [3840] [0] [9]\nclone [4320] [0] [10]\nclone [4800] [0] [11]\n\n@Spikes\n\nwhen I receive [start v]\nclone [0] [0] [1]\nclone [480] [0] [2]\nclone [960] [0] [3]\nclone [1440] [0] [4]\nclone [1920] [0] [5]\nclone [2400] [0] [6]\nclone [3360] [0] [8]\nclone [3840] [0] [9]\nclone [4320] [0] [10]\n\ndefine clone (sx) (sy) (cost)\nshow\nset [cost v] to (cost)\nset [sx v] to (sx)\nset [sy v] to (sy)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [position v]\nswitch costume to (big v)\ngo to x: ((sx) - (CAM X)) y: ((sy) - (CAM Y))\nswitch costume to (cost)\n\n@Scenery\n\nwhen I receive [start v]\nclone [0] [0] [1]\nclone [480] [0] [2]\nclone [960] [0] [3]\nclone [1440] [0] [4]\nclone [1920] [0] [5]\nclone [2400] [0] [6]\nclone [2880] [0] [7]\nclone [3360] [0] [8]\nclone [3840] [0] [9]\nclone [4320] [0] [10]\nclone [4800] [0] [11]\n\ndefine clone (sx) (sy) (cost)\nshow\nset [cost v] to (cost)\nset [sx v] to (sx)\nset [sy v] to (sy)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [position v]\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (big v)\ngo to x: (((sx) - (CAM X)) * (1)) y: (((sy) - (CAM Y)) * (1))\nswitch costume to (cost)\n\n@BG\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo to x: (0) y: ((PY) / (-10))\n\n@Flag indicator\n\nwhen I receive [position v]\ngo to x: ((PX) - (CAM X)) y: ((((PY) - (CAM Y)) + (([sin v] of ((timer) * (500)) ) * (5))) + (30))\n\nwhen I receive [show v]\nshow\nwait (1) seconds\nhide\n\nwhen I receive [start v]\nhide\n\n@Trampoline\n\nwhen I receive [start v]\nclone [1440] [0] [1]\n\ndefine clone (sx) (sy) (cost)\nshow\nset [cost v] to (cost)\nset [sx v] to (sx)\nset [sy v] to (sy)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [position v]\ngo [forward v] (12) layers\nswitch costume to (big v)\ngo to x: (((sx) - (CAM X)) * (1)) y: (((sy) - (CAM Y)) * (1))\nswitch costume to (cost)\n\n@Saw\n\nwhen I receive [start v]\nhide\nclone [920] [-140] [0.6] [1000]\nclone [2800] [-140] [3] [2900]\nclone [2950] [-140] [2] [3000]\n\ndefine clone (x1) (y1) (speed) (x2)\nset [x v] to (x1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [speed v] to (speed)\nset [x2 v] to (x2)\nshow\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [position v]\ngo to [back v] layer\ngo [forward v] (10) layers\ngo to x: ((x) - (CAM X)) y: ((y1) - (CAM Y))\nchange [x v] by (speed)\nif <<(x) > (x2)> or <(x1) > (x)>> then\n set [speed v] to ((speed) * (-1))\nend\nturn right ((speed) * (3)) degrees\n\n
------------------The Journey - MMO Platformer--------------\nTravel across the plains with the ARROW KEYS, with an infinite number of players! Please leave feedback.\nInspiration: @KIKOKO_ , @griffpatch .\n@Dexterific17 loved! @Lucasliu9595 loved and faved!\n1.5k views!
Colors (A Scrolling Platformer)
@Stage\n\n@player\n\nwhen flag clicked\nhide\nset volume to (100) %\nbroadcast (green flag v) and wait\nbroadcast (start! v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\ndefine game on!\nset [scroll x v] to ((SCROLL X) / (5))\nset [scroll y v] to ((SCROLL Y) / (5))\nset [scroll x v] to (round (SCROLL X))\nset [scroll y v] to (round (SCROLL Y))\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 []\nbroadcast (close space v)\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (base v)\nset [ghost v] effect to (0)\nclear graphic effects\nset size to (75) %\nshow\n\ndefine Tick\nif <touching (bounce v)?> then\n set [sy v] to [30]\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> then\n change player x by [8]\nelse\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>> then\n change player x by [-8]\n end\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <touching (platforms v)?> then\nchange [sy v] by (-2)\nchange player y by (sy)\ntest die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platforms v)?> then\n repeat (10)\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 (-10)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine game-die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine test die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine game - win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.5)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\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 broadcast (attack? v)\n end\n if <(EXIT) = [win]> then\n game - win\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n else\n game-die\n end\nend\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\n@THUMBNAIL\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\nshow\n\n@stages\n\nwhen I receive [tick v]\ngo to [front v] layer\nswitch costume to (LEVEL)\n\n@bounce\n\nwhen I receive [green flag v]\nswitch costume to (level 1 1 v)\nset size to (100) %\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\npoint in direction ((([sin v] of ((timer) * (300)) ) * (turn?)) + (90))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [turn? v] to [0]\nswitch costume to (level 1 1 v)\nif <(LEVEL) = [1]> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [back v] layer\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) with rotation (turn)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nset [turn? v] to (turn)\nnext costume\n\n@Exit\n\nwhen I receive [green flag v]\nhide\nswitch costume to (open v)\nset [ghost v] effect to (0)\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (([sin v] of ((timer) * (300)) ) * (-5)))\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [2359] y: [119]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [2952] y: [375]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [2705] y: [-64]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [2689] y: [-75]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [225] y: [144]\n else\n if <(LEVEL) = [6]> then\n Clone at x: [10000] y: [144]\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\n@Danger\n\nwhen I receive [green flag v]\nset [ghost v] effect to (10)\nswitch costume to (level 1 1 v)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nif <(my variable) = [1]> then\n Clone at x: [1554] y: [-28]\n Clone at x: [360] y: []\nelse\n if <(my variable) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [486] y: [-85]\n Clone at x: [900] y: [200]\n Clone at x: [1200] y: [200]\n else\n if <(my variable) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [600] y: []\n Clone at x: [1200] y: [303]\n Clone at x: [400] y: [-303]\n else\n if <(my variable) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [720] y: []\n Clone at x: [360] y: []\n Clone at x: [360] y: []\n Clone at x: [800] y: []\n Clone at x: [360] y: []\n else\n if <(my variable) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: []\n Clone at x: [180] y: []\n Clone at x: [360] y: []\n Clone at x: [] y: [100]\n else\n if <(my variable) = [6]> then\n switch costume to (level 6 1 v)\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\ngo to [back v] layer\ngo [forward v] (1) layers\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@platforms\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nif <(my variable) = [1]> then\n Clone at x: [480] y: [0]\n Clone at x: [340] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\nelse\n if <(my variable) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n else\n if <(my variable) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [480] y: []\n Clone at x: [480] y: []\n Clone at x: [615] y: []\n Clone at x: [480] y: []\n Clone at x: [480] y: []\n Clone at x: [480] y: []\n else\n if <(my variable) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [480] y: []\n Clone at x: [480] y: []\n Clone at x: [450] y: []\n Clone at x: [450] y: []\n Clone at x: [800] y: []\n else\n if <(my variable) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [480] y: []\n Clone at x: [480] y: []\n Clone at x: [-1200] y: [200]\n else\n if <(my variable) = [6]> then\n switch costume to (level 6 1 v)\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [480] y: []\nClone at x: [450] y: []\nClone at x: [450] y: []\nClone at x: [800] y: []\n\n
Use the arrow keys or the mouse to move.\n\nComment if you won!\n\nMake a nice comment or win and you might get on the credit crew.
Rock Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [africa v] until done\nend\n\n@スプライト1\n\ndefine 着地\nif <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 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 (-8)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine リセット\ngo to x: (-190) y: (125)\nset rotation style [all around v]\npoint in direction (90)\nshow\nset size to (100) %\ngo to [front v] layer\nset [ジャンプ v] to [0]\nset [x v] to [0]\nset [リセットok? v] to [0]\nset [岩サイズ v] to [100]\n\ndefine プログラム\nchange y by ((size) / (50))\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n if <not <(x) > [16]>> then\n change [x v] by (1)\n end\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <[0] > (mouse x)>>> then\n if <not <[-16] > (x)>> then\n change [x v] by (-1)\n end\nend\nset [x v] to ((x) * (0.9))\nif <(リセットOK?) = [0]> then\n change x by (x)\n turn right (x) degrees\n change y by (-5)\n if <touching (ステージ v)?> then\n if <<(x) > [2]> or <[-2] > (x)>> then\n if <(足音) = [1]> then\n change size by (-2)\n change [岩サイズ v] by (-1)\n create clone of (スプライト3 v)\n end\n change [足音 v] by (1)\n if <(足音) = [5]> then\n set [足音 v] to [1]\n end\n end\n end\n change y by (5)\nend\nif <touching (トゲ v)?> then\n set volume to (100) %\n start sound [Crunch v]\n リセット\nend\n着地\nif <touching (ステージ v)?> then\n change x by ((x) * (-1.1))\n set [x v] to [0]\nend\nchange y by (ジャンプ)\nchange [ジャンプ v] by (-1)\nif <touching (トゲ v)?> then\n set volume to (100) %\n start sound [Crunch v]\n リセット\nend\nif <touching (ステージ v)?> then\n change y by ((ジャンプ) * (-1))\n set [ジャンプ v] to [0]\nend\nchange y by (-3)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [-10]>>> and <touching (ステージ v)?>> then\n start sound [Jump v]\n set [ジャンプ v] to [15]\nend\nchange y by (2)\nif <(x position) > [239]> then\n hide\n broadcast (next stage v)\n set [リセットok? v] to [1]\n go to x: (0) y: (0)\nend\nif <(y position) < [-170]> then\n if <(リセットOK?) = [0]> then\n set volume to (100) %\n start sound [Crunch v]\n リセット\n end\nend\nif <(size) < [25]> then\n if <(リセットOK?) = [0]> then\n set volume to (100) %\n start sound [Crunch v]\n リセット\n end\nend\nif <(ジャンプ) = [0]> then\n set [ジャンプ v] to [-2]\nend\nset [岩x v] to (x position)\nset [岩y v] to (y position)\nchange y by ((size) / (-50))\n\nstart sound [岩が真っ二つに割れる v]\n\nwhen flag clicked\nリセット\nforever\n プログラム\nend\n\nwhen I receive [リセット v]\nリセット\n\n@ステージ\n\nwhen I receive [次のステージ v]\nnext costume\nif <(costume [name v]) = [ラスト]> then\n broadcast (タイム v)\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\nswitch costume to (コスチューム8 v)\nset [タイム v] to [0]\nrepeat until <(costume [name v]) = [ラスト]>\n wait (1) seconds\n change [タイム v] by (1)\nend\n\n@スプライト2\n\nwhen I start as a clone\nshow\nset [パワー v] to [-50]\ngo to [front v] layer\ngo to x: (600) y: (0)\nrepeat (25)\n change x by ((パワー) * (0.9))\n change [パワー v] by (2)\nend\nrepeat (20)\n change x by (-0.5)\nend\nbroadcast (次のステージ v)\nrepeat (22)\n change x by ((パワー) * (0.9))\n change [パワー v] by (-2)\nend\nbroadcast (リセット v)\nrepeat (3)\n change x by ((パワー) * (0.9))\n change [パワー v] by (-2)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [next stage v]\ncreate clone of (_myself_ v)\nchange [ステージ v] by (1)\n\n@トゲ\n\nwhen flag clicked\nhide\nwait (1) seconds\nif <(ステージ) = [3]> then\n switch costume to (コスチューム1 v)\n show\nend\nif <(ステージ) = [7]> then\n switch costume to (コスチューム2 v)\n show\nend\nif <(ステージ) = [9]> then\n switch costume to (コスチューム3 v)\n show\nend\nif <(ステージ) = [8]> then\n switch costume to (コスチューム4 v)\n show\nend\n\nwhen I receive [次のステージ v]\nhide\nif <(ステージ) = [3]> then\n switch costume to (コスチューム1 v)\n show\nend\nif <(ステージ) = [7]> then\n switch costume to (コスチューム2 v)\n show\nend\nif <(ステージ) = [9]> then\n switch costume to (コスチューム3 v)\n show\nend\nif <(ステージ) = [8]> then\n switch costume to (コスチューム4 v)\n show\nend\n\nshow\n\n@スプライト3\n\ndefine 跳ねる (x) (y) (回転)\nset volume to (pick random (50) to (100)) %\nif <(岩ジャンプ) = [0]> then\n set [岩ジャンプ v] to (y)\n start sound [岩が真っ二つに割れる2 v]\n repeat until <<touching (ステージ v)?> or <touching (_edge_ v)?>>\n change x by (x)\n turn right (回転) degrees\n change y by (岩ジャンプ)\n change [岩ジャンプ v] by (-1)\n if <(岩ジャンプ) = [0]> then\n change [岩ジャンプ v] by (-1)\n end\n end\n set [岩ジャンプ v] to [0]\n delete this clone\nelse\n if <(岩ジャンプ2) = [0]> then\n start sound [岩が真っ二つに割れる2 v]\n set [岩ジャンプ2 v] to (y)\n repeat until <<touching (ステージ v)?> or <touching (_edge_ v)?>>\n change x by (x)\n turn right (回転) degrees\n change y by (岩ジャンプ2)\n change [岩ジャンプ2 v] by (-1)\n if <(岩ジャンプ2) = [0]> then\n change [岩ジャンプ2 v] by (-1)\n end\n end\n set [岩ジャンプ2 v] to [0]\n delete this clone\n else\n if <(岩ジャンプ3) = [0]> then\n start sound [岩が真っ二つに割れる2 v]\n set [岩ジャンプ3 v] to (y)\n repeat until <<touching (ステージ v)?> or <touching (_edge_ v)?>>\n change x by (x)\n turn right (回転) degrees\n change y by (岩ジャンプ3)\n change [岩ジャンプ3 v] by (-1)\n if <(岩ジャンプ3) = [0]> then\n change [岩ジャンプ3 v] by (-1)\n end\n end\n set [岩ジャンプ3 v] to [0]\n delete this clone\n else\n if <(岩ジャンプ4) = [0]> then\n start sound [岩が真っ二つに割れる2 v]\n set [岩ジャンプ4 v] to (y)\n repeat until <<touching (ステージ v)?> or <touching (_edge_ v)?>>\n change x by (x)\n turn right (回転) degrees\n change y by (岩ジャンプ4)\n change [岩ジャンプ4 v] by (-1)\n if <(岩ジャンプ4) = [0]> then\n change [岩ジャンプ4 v] by (-1)\n end\n end\n set [岩ジャンプ4 v] to [0]\n delete this clone\n end\n end\n end\nend\nif <(回転) = [0]> then\ndelete this clone\n\nwhen I start as a clone\ngo to x: (岩x) y: (岩y)\nshow\ngo to [back v] layer\nset size to ((岩サイズ) + (pick random (0) to (20))) %\n跳ねる (((岩サイズ) * (0.05)) + (pick random (-3) to (3))) (((岩サイズ) * (0.1)) + (pick random (-3) to (3))) (pick random (-15) to (15))\n\nwhen flag clicked\nhide\nset [岩ジャンプ v] to [0]\nset [岩ジャンプ2 v] to [0]\nset [岩ジャンプ2 v] to [0]\nset [岩ジャンプ4 v] to [0]\nforever\n go to x: (岩x) y: (岩y)\nend\n\nwait ((pick random (1) to (100)) / (100)) seconds\n\n@スプライト4\n\nwhen I receive [タイム v]\nset [分 v] to [0]\nset [秒の1の位 v] to [0]\nset [秒の10の位 v] to [0]\nset [分の1の位 v] to [0]\nset [分の10の位 v] to [0]\nrepeat ([floor v] of ((タイム) / (60)) )\n change [タイム v] by (-60)\n change [分 v] by (1)\nend\nset [計算の分 v] to (分)\nset [秒 v] to (タイム)\nrepeat ([floor v] of ((タイム) / (10)) )\n change [タイム v] by (-10)\n change [秒の10の位 v] by (1)\nend\nset [秒の1の位 v] to (タイム)\nrepeat ([floor v] of ((計算の分) / (10)) )\n change [計算の分 v] by (-10)\n change [分の10の位 v] by (1)\nend\nset [分の1の位 v] to (計算の分)\ngo to x: (-70) y: (-20)\nshow\nswitch costume to ((分の10の位) + (1))\ncreate clone of (_myself_ v)\nchange x by (35)\nswitch costume to ((分の1の位) + (1))\ncreate clone of (_myself_ v)\nchange x by (25)\nswitch costume to (コスチューム11 v)\nchange y by (4)\ncreate clone of (_myself_ v)\nchange y by (-4)\nchange x by (30)\nswitch costume to ((秒の10の位) + (1))\ncreate clone of (_myself_ v)\nchange x by (35)\nswitch costume to ((秒の1の位) + (1))\ncreate clone of (_myself_ v)\nchange x by (-65)\nset [ghost v] effect to (85)\nswitch costume to (コスチューム12 v)\nchange y by (3)\n\nwhen flag clicked\nerase all\nhide\n\n@スプライト5\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
English sentences are written below.\nI'm using Google Translate, so the text may bestrange.\n-------------------------------------------------------------------------\nこのプラットフォーマー岩を動かしてゴールを目指します。岩なので動けば動くほど小さくなってしまい、いつかは消えてしまいます。この性質を生かしてゴールを目指しましょう!\n<操作方法>\n 右     Aキー、→キー\n 左     Dキー、←キー\nジャンプ   Wキー、↑キー\nタップ、クリックでも動きます\n\nMove this platformer rock to reach the goal. Since it is a rock, the more it moves, the smaller it becomes, and someday it disappears.Let's take advantage of this property and aim for the goal! \n<Operation method>\nRight A key, → key\nLeft D key, ← key\nJump W key, ↑ key\nIt also works by tapping and clicking
Speed run platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nwait (2) seconds\nstart sound [TheFatRat - Windfall v]\n\nwhen I receive [outro v]\nwait (1.5) seconds\nswitch backdrop to (背景2 v)\n\nbroadcast (outro v)\n\n@Player\n\ndefine 動作\ngo to [back v] layer\nchange [yp v] by (-1)\nif <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>>> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xp v] by (1)\n switch costume to (player2 v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [xp v] by (-1)\n switch costume to (player3 v)\n end\nelse\n switch costume to (player v)\nend\nset [xp v] to ((xp) * (0.88))\nchange x by (xp)\nrepeat (6)\n if <touching (stage v)?> then\n change y by (1)\n end\nend\nif <<touching (stage v)?> or <touching (stage3 v)?>> then\n if <touching (stage v)?> then\n change y by (-6)\n 位置補正x (() - ((xp) / ([abs v] of (xp) ))) ([ceiling v] of ([abs v] of (xp) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yp v] to [12]\n set [xp v] to ((7) - (<(xp) > [0]> * (14)))\n else\n set [xp v] to [0]\n end\n else\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n if <touching (stage3 v)?> then\n change [yp v] by (0.7)\n else\n set [yp v] to [12]\n end\n else\n set [xp v] to ((xp) * (0.8))\n end\n end\nend\nif <touching (stage3 v)?> then\n change y by ((yp) * (0.3))\nelse\n change y by (yp)\nend\nif <<touching (stage v)?> or <touching (雫 v)?>> then\n 位置補正y (() - ((yp) / ([abs v] of (yp) ))) ([ceiling v] of ([abs v] of (yp) ) )\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 [yp v] to [15]\nend\nchange y by (1.1)\nif <(Y) < [-500]> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xp) = [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 <(yp) = [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 [yp v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xp v] to [0]\nset [yp 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\nif <touching (stage3 v)?> then\n set [yp v] to [0]\nend\n\nwhen I receive [ys v]\n初期位置\n\nwhen I receive [outro v]\nwait (1.5) seconds\nhide\n\nwhen I receive [start v]\nshow\npoint in direction (90)\nset size to (60) %\ngo to [back v] layer\ngo to x: (0) y: (-20)\nset [xp v] to [0]\nset [yp v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\n@Stage\n\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\n go to [back v] layer\n go [forward v] (3) layers\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [outro v]\nwait (1.5) seconds\ndelete this clone\n\nwhen I receive [start v]\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 (基準値) [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)) [50] [4]\nステージ配置 ((基準値) * (4.5)) [0] [5]\nステージ配置 ((基準値) * (6)) [0] [6]\nステージ配置 ((基準値) * (7)) [0] [7]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@Stage2\n\nwhen flag clicked\nset [c v] to [0]\nhide\nステージ配置 ((基準値) * (7)) [0] [1]\nswitch costume to (none v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n go to [back v] layer\n go [forward v] (3) layers\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))\n go to [back v] layer\nend\n\nwhen I start as a clone\nshow\nforever\n if <(end) = [0]> then\n if <touching (player v)?> then\n reset timer\n set [c v] to [1]\n start sound [SNES-Action01-22\(Select\) v]\n switch costume to (2 v)\n broadcast (c v)\n repeat (20)\n change size by (0.5)\n change [ghost v] effect by (5)\n go to [front v] layer\n end\n wait (1) seconds\n broadcast (outro v)\n forever\n reset timer\n end\n end\n end\nend\n\nwhen I receive [end v]\nif <(c) = [0]> then\n stop [all v]\nend\n\n@outro2\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n set size to (100) %\n point in direction (80)\n go to [front v] layer\n go [backward v] (1) layers\n forever\n change y by (([cos v] of (y) ) * (2))\n change [y v] by (7)\n end\nelse\n if <(costume [number v]) = [3]> then\n point in direction (90)\n set size to (50) %\n go to [back v] layer\n go [forward v] (1) layers\n forever\n change y by (([cos v] of (y) ) * (2))\n change [y v] by (10)\n end\n else\n if <<<(costume [number v]) = [4]> or <(costume [number v]) = [5]>> or <(costume [number v]) = [6]>> then\n point in direction (pick random (0) to (360))\n go to x: (pick random (-250) to (250)) y: (-185)\n set size to (100) %\n go to [back v] layer\n set [ghost v] effect to (20)\n repeat until <[201] < (y position)>\n change y by (7)\n end\n delete this clone\n else\n if <(costume [number v]) = [1]> then\n forever\n set size to (70) %\n change [outro2: s v] by (3)\n change x by ([cos v] of (outro2: s) )\n change y by ([sin v] of (outro2: s) )\n point in direction ((([tan v] of (outro2: s) ) * (8)) + (90))\n end\n else\n if <(costume [number v]) = [7]> then\n forever\n go to x: (0) y: (0)\n go to [back v] layer\n turn right (5) degrees\n end\n else\n if <(costume [number v]) = [8]> then\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\n repeat (40)\n change [ghost v] effect by (-2.5)\n go to [front v] layer\n end\n switch backdrop to (背景2 v)\n else\n go to [back v] layer\n go [forward v] (5) layers\n go to x: (0) y: (0)\n end\n end\n end\n end\n end\nend\n\nwait (0.2) seconds\nrepeat (40)\n change [ghost v] effect by (2.5)\n go to [front v] layer\nend\nhide\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [outro v]\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nforever\n reset timer\nend\n\nwait (1.5) seconds\nwait (0.1) seconds\n\nwait (0.2) seconds\nswitch costume to (pick random (4) to (6))\ncreate clone of (_myself_ v)\n\nwhen I receive [outro v]\n\nhide\nswitch backdrop to (背景1 v)\nwait (1.6) seconds\nswitch backdrop to (背景2 v)\ngo to x: (-94) y: (-87)\nswitch costume to (ten v)\ncreate clone of (_myself_ v)\ngo to x: (108) y: (72)\nswitch costume to (ダウンロード - 2021-03-19t175307 v)\ncreate clone of (_myself_ v)\ngo to x: (112) y: (-102)\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nswitch costume to (back v)\ncreate clone of (_myself_ v)\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nwait (1) seconds\nrepeat (4)\n next costume\n wait (0.4) seconds\nend\nbroadcast (start v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [game over v]\nset [end v] to [1]\nshow\nswitch costume to (コスチューム2 v)\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\nend\nstop [all v]\n\nwhen I start as a clone\ngo to x: (0) y: (500)\n\n@スプライト3\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nwait (0.03) seconds\ndelete this clone\n\ndefine 数字\nset [time v] to ((25) - (timer))\nshow\ngo to x: (-240) y: (150)\nset [temp3 v] to [0]\nset size to (150) %\nrepeat (length of ((round ((time) * (100))) / (100)))\n change [temp3 v] by (1)\n if <(letter (temp3) of ((round ((time) * (100))) / (100))) = [.]> then\n switch costume to (コスチューム11 v)\n else\n switch costume to ((letter (temp3) of ((round ((time) * (100))) / (100))) + (1))\n end\n change x by (15)\n create clone of (_myself_ v)\nend\ngo to x: (-230) y: (150)\nhide\n\nwhen flag clicked\nset [end v] to [0]\nhide\n\nwhen I receive [start v]\nforever\n if <(end) = [1]> then\n go to [back v] layer\n end\nend\n\nwhen I receive [start v]\nreset timer\nhide\ngo to x: (-230) y: (150)\nforever\n if <(end) = [0]> then\n show\n 数字\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <[25] < (timer)> then\n set [end v] to [1]\n broadcast (Game over v)\n stop [this script v]\n end\nend\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [c v]\nset [end v] to [1]\n\nwhen I receive [start v]\nwait (0.1) seconds\nreset timer\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
English:英語\n▶Press the flag twice\n▶arrow key operation\n▶Aim for the goal in time\n-------------------------------------------------------------------------\nJapanese:日本語\n▶旗は2回押してください\n▶矢印キー操作\n▶時間内にゴールを目指します
Platformer Engine
@Stage\n\nwhen flag clicked\nforever\n play sound [tobu-higher v] until done\nend\n\n@Player\n\ndefine Physics Jump height: (height) velocity x: (velocity) gravity: (gravity) friction: (friction)\nif <not <touching (platform v)?>> then\n change [yv v] by (gravity)\nend\nchange y by (YV)\ndie\nif <<touching (platform v)?> and <(YV) < [2]>> then\n repeat until <not <touching (platform v)?>>\n change y by (1)\n end\n set [yv v] to [0]\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to (height)\n end\nelse\n if <<touching (platform v)?> and <(YV) > [2]>> then\n repeat until <not <touching (platform v)?>>\n change y by (-1)\n end\n set [yv v] to [0]\n end\nend\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [xv v] by ((0) - (velocity))\n point in direction (-90)\nelse\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [xv v] by (velocity)\n point in direction (90)\n end\nend\nset [xv v] to ((XV) * (friction))\nchange x by (XV)\ndie\nif <touching (platform v)?> then\n change x by ((XV) * (-1))\n if <(direction) = [-90]> then\n set [xv v] to [-1]\n end\n if <(direction) = [90]> then\n set [xv v] to [1]\n end\nend\n\nwhen flag clicked\ngo to x: (-189) y: (-10)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n Physics Jump height: [15] velocity x: [1] gravity: [-1] friction: [.9]\n if <(x position) > [230]> then\n go to x: (-189) y: (-10)\n broadcast (next level v)\n end\nend\n\ndefine die\nif <touching color (#ff4c4c)?> then\n go to x: (-189) y: (-10)\nend\n\n@platform\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@thumbnail\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (100)\nend\n\n
Hi there! \nThis is my new Platformer-engine!\nYou dont need to give credits!\n\nInformation\nthis has wall detection, celling detction and ground detection, slope detection\nfriction\nmobile friendly\nlol\n\n100% by me
VOICE 360 PLATFORMER
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (level)\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen I receive [play v]\nhide\n\n@vignette\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n change [ghost v] effect by (25)\n go [forward v] ((1000000) * (1000000)) layers\n go to x: (0) y: (0)\nend\n\nwhen I receive [animation v]\nhide\n\ngo to x: (0) y: (0)\n\n@planet 3\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nshow\nset [animation v] to [onp]\ngo to x: (118) y: (82)\nswitch costume to (level 3 v)\ngo to [front v] layer\nrepeat until <(animation) = [finish]>\n set size to (170) %\n if <touching (mouse-pointer v)?> then\n set size to (200) %\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (level 3 v)\n set [animation v] to [finish]\n end\n end\nend\n\nwhen I receive [level v]\nhide\n\nwhen I receive [level 3 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\n@planet 2\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nshow\nset [animation v] to [onp]\ngo to x: (-14) y: (-82)\nswitch costume to (level 2 v)\ngo to [front v] layer\nrepeat until <(animation) = [finish]>\n set size to (170) %\n if <touching (mouse-pointer v)?> then\n set size to (200) %\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (level 2 v)\n set [animation v] to [finish]\n end\n end\nend\n\nwhen I receive [level v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\nwhen I receive [level 3 v]\nhide\n\n@planet 1\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nshow\ngo to x: (-144) y: (61)\nswitch costume to (level 1 v)\ngo to [front v] layer\nrepeat until <(animation) = [finish]>\n set size to (170) %\n if <touching (mouse-pointer v)?> then\n set size to (200) %\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (level v)\n set [animation v] to [finish]\n end\n end\nend\n\nwhen I receive [level v]\nhide\n\nwhen I receive [level 3 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\n@anime 4\n\nwhen flag clicked\nhide\n\nwhen I receive [com début v]\nwait (1) seconds\nrepeat until <(animation) = [menu]>\n set [cloneid v] to [1]\n create clone of (_myself_ v)\n set [cloneid v] to [2]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(cloneID) = [1]> then\n clear graphic effects\n go to [front v] layer\n switch costume to (pick random (1) to (3))\n go to x: (pick random (-148) to (-223)) y: (0)\n repeat (20)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nshow\nif <(cloneID) = [2]> then\n clear graphic effects\n go to [front v] layer\n switch costume to (pick random (1) to (3))\n go to x: (pick random (148) to (223)) y: (0)\n repeat (20)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\n@anime 3\n\nwhen flag clicked\nhide\n\nwhen I receive [com début v]\nshow\ngo to x: (0) y: (0)\nwait (1) seconds\nshow\ngo to [front v] layer\nwait (5) seconds\nglide (0.5) secs to x: (0) y: (269)\nset [animation v] to [menu]\nbroadcast (menu v)\nhide\n\nchange [level v] by (1)\n\n@anime 2\n\nwhen flag clicked\nhide\n\nwhen I receive [com début v]\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (-581)\nglide (0.5) secs to x: (0) y: (0)\nwait (1) seconds\nrepeat until <(animation) = [menu]>\n set [cloneid v] to [1]\n create clone of (_myself_ v)\nend\nset [animation v] to [menu]\nrepeat (100)\n set [cloneid v] to [2]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(cloneID) = [1]> then\n switch costume to (pick random (2) to (4))\n point in direction (pick random (0) to (180))\n set size to (pick random (100) to (200)) %\n go to [front v] layer\n go to x: (pick random (240) to (-240)) y: (180)\n glide (0.5) secs to x: (x position) y: (-191)\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [2]> then\n switch costume to (pick random (2) to (3))\n point in direction (pick random (0) to (180))\n set size to (pick random (100) to (200)) %\n go to [front v] layer\n go to (random position v)\n wait until <(animation) = [finish]>\n delete this clone\nend\n\nwhen I receive [level v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [level 2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [level 3 v]\nhide\nstop [other scripts in sprite v]\n\n@anime\n\nwhen flag clicked\nhide\n\nwhen I receive [animation v]\nshow\nhack de la taille [200] [1]\nif <(level) = [1]> then\n repeat (10)\n go to [front v] layer\n end\n switch costume to (costume1 v)\n repeat (10)\n change x by (5)\n wait (0) seconds\n change y by (5)\n wait (0) seconds\n change x by (-5)\n wait (0) seconds\n change y by (-5)\n wait (0) seconds\n end\n repeat (7)\n next costume\n end\n broadcast (com début v)\n hide\nend\nif <(level) = [2]> then\n repeat (10)\n go to [front v] layer\n end\n switch costume to (costume9 v)\n repeat (10)\n change x by (5)\n wait (0) seconds\n change y by (5)\n wait (0) seconds\n change x by (-5)\n wait (0) seconds\n change y by (-5)\n wait (0) seconds\n end\n repeat (7)\n next costume\n end\n broadcast (com début v)\n hide\nend\nif <(level) = [3]> then\n repeat (10)\n go to [front v] layer\n end\n switch costume to (costume16 v)\n repeat (10)\n change x by (5)\n wait (0) seconds\n change y by (5)\n wait (0) seconds\n change x by (-5)\n wait (0) seconds\n change y by (-5)\n wait (0) seconds\n end\n repeat (8)\n next costume\n end\n broadcast (com début v)\n hide\nend\n\ndefine hack de la taille (taille) (costume)\nswitch costume to (size hack v)\nset size to (taille) %\nswitch costume to (costume)\n\n@fusée\n\nwhen I receive [play v]\nshow\nhack de la taille [200] [1]\nforever\n go to (terrain v)\n point in direction ([direction v] of [terrain v])\nend\n\nwhen flag clicked\nhide\n\ndefine hack de la taille (taille) (costume)\nswitch costume to (size hack v)\nset size to (taille) %\nswitch costume to (costume)\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@dégat\n\ndefine hack de la taille (taille) (costume)\nswitch costume to (size hack v)\nset size to (taille) %\nswitch costume to (costume)\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nhack de la taille [200] [1]\nforever\n go to (terrain v)\n point in direction ([direction v] of [terrain v])\nend\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Terrain\n\nwhen I receive [play v]\nif <(username) = [Tixeo]> then\n broadcast (level v)\nend\nshow\nhack de la taille [200] [1]\npoint in direction (90)\ngo to x: (0) y: (-360)\nset [d vel v] to [0]\nset [y vel v] to [0]\nforever\n change [y vel v] by (1)\n if <(loudness) > [10]> then\n change [d vel v] by (-0.4)\n end\n set [d vel v] to ((d vel) * (0.8))\n turn right (d vel) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (4)\n turn right ((d vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (player v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <(loudness) > [17]> then\n set [y vel v] to [-15]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nhide\n\ndefine hack de la taille (taille) (costume)\nswitch costume to (size hack v)\nset size to (taille) %\nswitch costume to (costume)\n\nwhen I receive [respawn v]\ngo to x: (0) y: (-360)\npoint in direction (90)\nset [d vel v] to [0]\nset [y vel v] to [0]\nshow\n\nwhen I receive [animation v]\nhide\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen I receive [level 2 v]\nset [level v] to [2]\ngo to x: (0) y: (-360)\npoint in direction (90)\nset [level v] to [2]\nset [d vel v] to [0]\nset [y vel v] to [0]\nshow\n\nwhen I receive [level 3 v]\nset [level v] to [3]\ngo to x: (0) y: (-360)\npoint in direction (90)\nset [level v] to [3]\nset [d vel v] to [0]\nset [y vel v] to [0]\nshow\n\nwhen I receive [level v]\nset [level v] to [1]\ngo to x: (0) y: (-360)\npoint in direction (90)\nset [level v] to [1]\nset [d vel v] to [0]\nset [y vel v] to [0]\nshow\n\nwhen flag clicked\nset [level v] to [1]\n\n@Player\n\nwhen I receive [play v]\nset [animation v] to [nop]\nshow\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\n set size to (100) %\n if <<touching (dégat v)?> or <touching (énemie v)?>> then\n broadcast (respawn v)\n end\n if <not <(loudness) > [10]>> then\n switch costume to (normal v)\n end\n if <(loudness) > [10]> then\n switch costume to (right up v)\n end\n if <touching (fusée v)?> then\n broadcast (animation v)\n hide\n wait until <(animation) = [finish]>\n end\n if <touching (trampoline v)?> then\n change [y vel v] by (-35)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level v]\nshow\nset [level v] to [1]\n\nwhen I receive [level 2 v]\nshow\nset [level v] to [2]\n\nwhen I receive [level 3 v]\nshow\nset [level v] to [3]\n\n@attente\n\nwhen flag clicked\ngo to [back v] layer\nshow\nhack de la taille [150] [1]\nforever\n go to x: ((mouse x) / (3)) y: ((mouse y) / (3))\nend\n\ndefine hack de la taille (taille) (costume)\nswitch costume to (size hack v)\nset size to (taille) %\nswitch costume to (costume)\n\nwhen I receive [play v]\nhide\n\n@Loading\n\nwhen I receive [play v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nrepeat (5)\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\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\nwait (6) seconds\nbroadcast (Play v)\nstart sound [Connect v]\n\nif <(username) = [TIXEO]> then\n broadcast (Play v)\n start sound [Connect v]\nelse\nend\n\n
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