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Sketch 2 || A Mobile Friendly Platformer #games #all #fun
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [TheFatRat - Unity v] until done\nend\n\n@Platformer Engine\n\nwhen flag clicked\nset size to (45) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (player v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (-59)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n 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 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?>> 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 (#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?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [16]\n end\n end\n if <touching color (#ff0000)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <touching color (#fff700)?> then\n set [yv v] to [21]\n end\n if <<(x position) > [-250]> and <(y position) < [-175]>> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <(x position) = [247]> then\n next backdrop\n go to x: (-197) y: (-63)\n end\nend\n\nwhen I receive [up v]\ngo to x: (-201) y: (-59)\n\n@Skip\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (80) %\n else\n set size to (70) %\n end\nend\n\nwhen this sprite clicked\nnext backdrop\nbroadcast (Up v)\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\n
✿ Sketch 2 ✿ \n ✿ A Mobile Friendly Platformer ✿\n\nOK, so remember the first Sketch? If not then here's the link: https://scratch.mit.edu/projects/465076493\n\nI made the sequel! I know you human beings have been waiting for this, so enjoy! :D \n\nLet's get this on trending and make it have as many likes and favs as the original! (Or more!)\n\nFollow for more fun games!!! :)\n\n ✦✦ How to play ✦✦\n\n➜ Press the left and right arrow keys to move and up to jump. A and D or tapping in the direction where you want to go works, too.\n➜ Jump over spikes using the up arrow key. W or tapping above the player works as well.\n➜ Jumping onto trampolines give you a higher jump boost.\n➜ Advance to the next level by touching the edge.\n\n ✦✦ Credits ✦✦\n \n➜100% ART all by @TrentonTNT\n➜ Ideas by @JC_ProGold\n\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\nJust cause this is a part 2 doesn't mean you still have to be nosy...\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nJust...\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nstop.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nLol comment "Secret 2" :D
April fools platformer!
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nset [color v] effect to (pick random (1) to (200))\nforever\n play sound [bgm狂ってる時 v] until done\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nswitch backdrop to (untitled ユナイテッドとは違うよ  v)\n\n@April scratch blocks (hat)\n\nwhen flag clicked\ngo to x: (-200) y: (-50)\nswitch costume to (スクリーンショット 2021-04-01 6 v)\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [timer v] to [0]\nset [stage v] to [1]\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 <(mouse x) < [0]>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.89))\n change x by (x)\n if <touching color (#ffbf00)?> then\n change y by (1)\n if <touching color (#ffbf00)?> then\n change y by (1)\n if <touching color (#ffbf00)?> then\n change y by (1)\n if <touching color (#ffbf00)?> then\n change y by (1)\n if <touching color (#ffbf00)?> then\n change y by (1)\n if <touching color (#ffbf00)?> 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) > [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 [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#ffbf00)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n start sound [可愛いジャンプ v]\n else\n set [y v] to [15]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching color (#ffbf00)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [220]> then\n hide\n broadcast (next v) and wait\n show\n if < (stage) contains [-]?> then\n set [stage v] to [7]\n set [timer v] to [60]\n else\n change [stage v] by (1)\n end\n go to x: (-200) y: (50)\n end\n if <[-170] > (y position)> then\n hide\n broadcast (miss v) and wait\n show\n go to x: (-200) y: (50)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching color (#ff6300)?> then\n wait (0.4) seconds\n change y by (-20)\n wait (0.4) seconds\n change y by (-30)\n wait (0.4) seconds\n change y by (-50)\n wait (0.3) seconds\n hide\n broadcast (miss v) and wait\n show\n go to x: (-200) y: (50)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching color (#ff0000)?> then\n ask [password?] and wait\n if <(answer) = [634720]> then\n set [stage v] to [6-2]\n else\n hide\n broadcast (miss v) and wait\n show\n go to x: (-200) y: (50)\n set [x v] to [0]\n set [y v] to [0]\n end\n end\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nforever\n if <(stage) = [7]> then\n switch costume to (コスチューム1 v)\n end\n if <(stage) = [14]> then\n switch costume to (コスチューム2 v)\n end\nend\n\ngo to (random position v)\n\n@stage\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\nforever\n switch costume to (stage)\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nhide variable [timer v]\nwait until <(timer) = [60]>\nshow variable [timer v]\nforever\n wait (0.05) seconds\n change [timer v] by (-0.1)\n if <(timer) < [1]> then\n broadcast (miss v) and wait\n stop [all v]\n end\n if <[13] < (stage)> then\n hide variable [timer v]\n stop [this script v]\n end\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (miss v)\n大きさ [Infinity]\ngo to [front v] layer\nhide\n\ndefine 大きさ ()\nset size to () %\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [miss v]\nswitch costume to (miss v)\nshow\nrepeat (50)\n change size by (-10)\nend\nset size to (0) %\nrepeat (10)\n change size by (10)\nend\nset size to (100) %\nwait (2) seconds\nglide (0.2) secs to x: (0) y: (500)\nhide\n大きさ [Infinity]\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\n大きさ [0]\nswitch costume to (next v)\nshow\nrepeat (10)\n change size by (10)\nend\nset size to (100) %\nwait (2) seconds\nglide (0.2) secs to x: (500) y: (-500)\nhide\ngo to x: (0) y: (0)\n大きさ [Infinity]\n\nwhen flag clicked\nforever\n if <(stage) = [15]> then\n 大きさ [100]\n switch costume to (next2 v)\n show\n stop [all v]\n end\nend\n\n
日本語は下です!\n English \nhello! welcome to April fools platformer! \nenjoy this fantastic April fools day!\n right key or left key or tup to run\nup key to jump!\npassword =memo to stage \nthank you for play!\n日本語\nplatformer です。\nキャラクターを動かしてゴールしましょう!\nパスワードはステージに書いてあります。\n15stage です。\n左右キーかタップで移動して、上キーでジャンプです。
Rainbow Platformer
@Stage\n\nwhen I receive [世界の始まり v]\nforever\n play sound [audio_b9ebbc3044 v] until done\nend\n\n@Player\n\ndefine Spin off screen\nset rotation style [all around v]\nset [player death v] to [1]\nstart sound [crashed oof v]\nset [y v v] to [15]\nrepeat until <(y position) < [-178]>\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset [player death v] to [0]\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-199) y: (-60)\ngo [forward v] (3) layers\n\nwhen I start as a clone\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [世界の始まり v]\nforever\n change [color v] effect by (2)\nend\n\nwhen I receive [世界の始まり v]\ngo [forward v] (3) layers\ngo to x: (-199) y: (-60)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nwhen I receive [世界の始まり v]\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nhide\n\nwhen I receive [世界の始まり v]\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nreset timer\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\nforever\n change y by (1)\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > [1]> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [y v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (ground v)?>> or <<mouse down?> and <<touching (ground v)?> and <(mouse y) > [50]>>>> then\n start sound [suck1 v]\n set [y v] to [15]\n create clone of (_myself_ v)\n end\n if <touching (magma v)?> then\n Spin off screen\n end\n if <touching (spike v)?> then\n Spin off screen\n else\n if <[-166] > (y position)> then\n go to x: (-199) y: (-60)\n end\n end\n \n start sound [smw_spring_jump @ToadfanSchool v]\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\n if <<key (down arrow v) pressed?> or <<[-50] > (mouse y)> and <mouse down?>>> then\n broadcast (Crouch v)\n switch costume to (4 v)\n if <[-166] > (y position)> then\n go to x: (-199) y: (-60)\n end\n else\n switch costume to (3 v)\n end\n if <(Stage) = [11]> then\nend\n\nwhen flag clicked\nhide\nclear graphic effects\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [stage v] to [1]\n\nwhen I receive [goal v]\nchange [stage v] by (1)\n\nwhen I receive [世界の始まり v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (5) layers\nforever\n switch costume to (Stage)\nend\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [世界の始まり v]\nforever\n change [color v] effect by (2)\nend\n\n@Spike\n\nwhen I receive [goal v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [世界の始まり v]\nswitch costume to (コスチューム2 v)\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nhide\n\nwhen I receive [世界の始まり v]\nshow\nswitch costume to (コスチューム1 v)\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nset [trans on or off v] to [On]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nset [trans on or off v] to [Off]\nrepeat (5)\n change x by (-80)\nend\nhide\n\n@スプライト1\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@Love fave\n\nwhen flag clicked\n\nwhen I receive [世界の始まり v]\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (15) to (30)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\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\nwhen I receive [世界の始まり v]\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen 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\nwhen I receive [世界の始まり v]\nhide\nset [costume v] to [0.9]\n\n@イントロ2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (60)\ngo to [front v] layer\nset [ghost v] effect to (100)\nwait (4) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [世界の始まり v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nstop [this script v]\n\n@inntoro\n\nwhen flag clicked\nwait (1.2) seconds\nstart sound [イントロ v]\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nswitch costume to (inntoro v)\nshow\nforever\n if <not <(costume [number v]) = [320]>> then\n next costume\n else\n broadcast (世界の始まり v)\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n stop [this script v]\n end\nend\n\n
Use arrow keys to control.\nIf you hit black, you die.\n(Also white, but only in the last stage).\nDifficulty ★★★☆☆\n≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋\n矢印キーで操作。\n黒色に当たると死にます\n(白色もだけど最後のステージだけです)。\n難易度 ★★★☆☆\n≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋\n使用方向键来控制。\n如果你打到黑色,你就会死。\n(也有白色的,但只在最后阶段)。\n难度★★★☆☆
Scratch || A Scroll Platformer
@Stage\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (stage v)?> then\n change y by (1)\n end\nend\nif <touching (stage v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (stage v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (stage v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-550]> or <touching (spike v)?>> then\n 初期位置\n start sound [crashed oof v]\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (stage v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (stage v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (stage v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (stage v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-50]\nset [camera _y v] to [0]\nset [x v] to [-200]\nset [y v] to [0]\n\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nforever\n play sound [Unlimited v] until done\nend\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\npoint in direction (90)\nset size to (55) %\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-50]\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\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\ngo to [front v] layer\nshow\n\nステージ配置 [3680] [250] [9]\nステージ配置 [3680] [350] [10]\n\nwhen I receive [start 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 [0] [-450] [10]\nステージ配置 [480] [-450] [11]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen flag clicked\nhide\n\n@Spike\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\ngo to [back v] layer\nshow\n\nステージ配置 [960] [0] [3]\n\nステージ配置 [-480] [0] [0]\n\nwhen I receive [start 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\nwhen flag clicked\nhide\n\n@Intro\n\nwhen flag clicked\nhide\nset volume to (100) %\nstart sound [Elektronomia - Sky High \[NCS Release\] v]\nreset timer\npen up\nerase all\nset pen color to (#000000)\nset pen size to (100000)\npen down\npen up\ngo to x: (-144) y: (180)\nset [i v] to [0]\nrepeat (18)\n change [i v] by (1)\n switch costume to (letter (i) of [Arcade_Creator0123])\n create clone of (_myself_ v)\n change x by (16)\n wait (0.05) seconds\nend\nwait (1) seconds\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (プロフィール v)\nshow\nrepeat (20)\n next costume\nend\nrepeat (3)\n switch costume to (プロフィール33 v)\n repeat (12)\n next costume\n end\nend\nrepeat (10)\n change size by (-10)\nend\nswitch costume to (プロフィール13 v)\nwait () seconds\nswitch costume to (プロフィール11 v)\nwait () seconds\nswitch costume to (プロフィール9 v)\nwait () seconds\nswitch costume to (プロフィール8 v)\nwait () seconds\nhide\nrepeat (100)\n change volume by (-1)\nend\nerase all\nbroadcast (start v)\n\nwhen I start as a clone\nset [i v] to [3]\nset size to (100) %\nshow\ngo to [front v] layer\nrepeat (13)\n set [i v] to ((i) * (1.2))\n change y by (join [-] (i))\nend\nwait until <[3.3] < (timer)>\nturn right (x position) degrees\nrepeat (5)\n change size by (-5)\nend\n\nwhen I start as a clone\nwait until <[3.3] < (timer)>\nglide (0.1) secs to x: (0) y: (0)\ndelete this clone\n\n@Front\n\nwhen [timer v] > (0)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nswitch costume to (costume2 v)\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nswitch costume to (costume2 v)\nshow\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.\nThis time I made a scroll platformer with the theme of Scratch.\nI think anyone who is doing Scratch knows the stage \n\n----------------------ここから日本語----------------------------\n\n難易度:Easy~Normal\nモバイル対応\n☆遊び方☆\n ・WASDキー\n 移動 ・矢印キー\n ・スワイプ\n\n☆ハロー!☆\nどうもArcade_Creator0123です。\n今回はScratchをテーマにした\nスクロールプラットフォーマーを作ってみました。\nステージはScratchやってる人なら見おぼえあるハズ\n
minecraft a multiplayer scrolling platformer
@Stage\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nforever\n play sound [04 - Overworld Day v] until done\nend\n\nplay sound [Alan Walker - Force v] until done\n\n@Player 1\n\nwhen I receive [begin v]\nshow\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\n \n if <(Chat) = <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>>> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\npoint in direction (90)\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nif <not <touching (water v)?>> then\n change [y v] by (sy)\n change [in air v] by (1)\nelse\n change [y v] by ((sy) / (2))\n set [in air v] to [0]\nend\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\n Position Player\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\n Position Player\nend\n\ndefine Game - Die\nset [exit v] to []\nPosition Player\nstart sound [Hurt v]\npoint in direction (90)\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nshow\nif <not <key (any v) pressed?>> then\n switch costume to (normal3 v)\nend\nif <<<(mouse x) < ((x position) + (-10))> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<((x position) + (10)) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\nchange [in air v] by (1)\n\nchange [in air v] by (1)\n\ndefine Position Player\nset [x v] to (CHECKPOINT X)\nset [y v] to (CHECKPOINT Y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [scroll x v] to (CHECKPOINT X)\nset [scroll y v] to (CHECKPOINT Y)\nset [in air v] to [0]\nset [exit v] to []\n\nwhen flag clicked\nset [checkpoint x v] to [-21]\nset [checkpoint y v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\nmove (10) steps\n\nset [ghost v] effect to (0)\nset size to (100) %\n\nwhen flag clicked\n\nforever\n\nif <(LEVEL) = [2]> then\n set [checkpoint x v] to [-21]\n set [checkpoint y v] to [0]\n set [y v] to [0]\n set [x v] to [0]\n set [sx v] to [0]\n set [sy v] to [0]\n set [in air v] to [0]\n set [exit v] to []\n set [ghost v] effect to (0)\n set size to (100) %\nend\n\nwhen flag clicked\nforever\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>>> then\n switch costume to (normal3 v)\n end\nend\n\nhide\n\nwhen I receive [connected v]\nforever\n if <touching (landscape3 v)?> then\n stop [this script v]\n else\n change [timer v] by (1)\n wait (1) seconds\n end\nend\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n show\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [560] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 2 v)\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [back 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 [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player 1 v)?> then\n start sound [Collect 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]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\nchange [collected_max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [coins v] to [0]\nset [collected v] to [0]\nset [collected_max v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [90] y: [70]\n Clone at x: [345] y: [132]\n Clone at x: [498] y: [213]\n Clone at x: [985] y: [203]\n Clone at x: [1193] y: [180]\n Clone at x: [1760] y: [-70]\nend\nset [collectables: x v] to [-9999999999]\n\ndelete this clone\n\n@Chat\n\nwhen I start as a clone\nshow\nswitch costume to (effet v)\nset [ghost v] effect to (20)\nset size to (12) %\nrepeat (20)\n change size by (-0.7)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nstart sound [Disconnect v]\nswitch costume to (full v)\nshow\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@TB\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@Asset\n\nwhen flag clicked\nhide\n\n@Water\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 2 v)\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [you win!!! v]\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nstop [this script v]\n\n@Sprite2\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: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n end\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]\n\ndefine Position (x) (y)\ngo to [front v] layer\ngo [backward v] (1) 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)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nClone at x: [560] y: [0]\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]\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]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Landscape3\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]\ngo to [back v] layer\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 2 v)\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [back 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 [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\nwhen flag clicked\nforever\n\nbroadcast (You win!!! v)\n\nif <touching (player 1 v)?> then\n forever\nend\n\nwhen I receive [tick v]\nforever\n if <touching (player 1 v)?> then\n broadcast (You win!!! v)\n hide\n set [exit: x v] to [999999999999999]\n set [exit: y v] to [999999999999999]\n end\nend\n\nPosition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\n\nwhen flag clicked\nset [timer v] to [0]\n\n
go check out this awesome game! https://scratch.mit.edu/projects/499307852/\n----------------------instructions------------------------------\nUse arrow keys or wasd to move your guy press the chat button on the bottom left to chat to other online players! \ncomment your time in the comments!\nGet to the goal and misson complete! \nPlease follow @radscience if you have kindness! \n--------------------------credits-------------------------------\n@JTHEJET engine!\nl have made this platformer because l like minecraft! \nart is from griffpatchs paper minecraft! l hope this gets popular! please follow @radscience\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nl am sorry about the terarria music! l dont know where to get minecraft music!
Savage||A mobile friendly platformer
@Stage\n\n@Everything\n\nwhen flag clicked\nReset Objects\nset [rot-x v] to [0]\nset [rot-y v] to [0]\nset [x-rot plus v] to [0]\nset [y-rot plus v] to [0]\nset [x-pos v] to [0]\nset [y-pos v] to [0]\nset [z-pos v] to [0]\nset [left/right velocity v] to [0]\nset [forward/back velocity v] to [0]\nset [y-vel v] to [0]\nforever\n refresh\n change [rot-x v] by (1)\n if <mouse down?> then\n change [mouse down for v] by (0.01)\n else\n set [mouse down for v] to [0]\n end\n change [x-rot plus v] by ((([sqrt v] of (mouse down for) ) / (0.2)) * ((mouse x) / ([abs v] of (mouse x) )))\n set [rot-x v] to (((mouse x) * (1)) + (x-rot plus))\n set [rot-y v] to ((mouse y) * (1))\n if <([abs v] of (rot-Y) ) > [45]> then\n set [rot-y v] to ((([abs v] of (rot-Y) ) / (rot-Y)) * (45))\n end\n change [y-pos v] by (Y-vel)\n if <[0] < (y-pos)> then\n change [y-vel v] by (-1)\n else\n set [y-vel v] to [0]\n set [y-pos v] to [0]\n if <<(y-pos) < [1]> and <key (space v) pressed?>> then\n set [y-vel v] to [8]\n end\n end\n set [forward/back velocity v] to ((((Forward/back velocity) * (1)) + ((<key (w v) pressed?> - <key (s v) pressed?>) * (1))) / (2))\n set [left/right velocity v] to ((((Left/right velocity) * (1)) + ((<key (d v) pressed?> - <key (a v) pressed?>) * (1))) / (2))\n change [x-pos v] by (((Left/right velocity) * (([cos v] of (rot-X) ) * (5))) + ((Forward/back velocity) * (([sin v] of (() - (rot-X)) ) * (-5))))\n change [z-pos v] by (((Left/right velocity) * (([sin v] of (rot-X) ) * (5))) + ((Forward/back velocity) * (([cos v] of (() - (rot-X)) ) * (-5))))\n if <([abs v] of (rot-Y) ) > [90]> then\n set [rot-y v] to ((([abs v] of (rot-Y) ) / (rot-Y)) * (90))\n end\nend\n\ndefine refresh\nset pen color to (#000000)\nset pen size to (4)\npen up\nerase all\nswitch costume to (costume1 v)\nset size to (800) %\nswitch costume to (costume2 v)\nshow\nSort distance and calculate order\nDraw backdrop\nrepeat until <(length of [object number v]) = [0]>\n Draw Object no. (item (length of [object number v]) of [object number v])\n delete (length of [object number v]) of [object number v]\nend\nhide\nSort distance and calculate order\n\ndefine Draw Object at X: (xp) Y: (yp) Z: (zp) Costume: (costume) Size: (size)\nset [t-x v] to ((xp) - (x-pos))\nset [t-y v] to ((yp) - (y-pos))\nset [t-z v] to ((zp) - (z-pos))\nset [abs distance v] to ((((((t-X) * ([sin v] of ((rot-X) / (-1)) )) + ((t-Z) * ([cos v] of ((rot-X) / (1)) ))) * ([cos v] of (rot-Y) )) + ((t-Y) * ([sin v] of ((rot-Y) / (-1)) ))) / (200))\nset [distance 2 v] to ([sqrt v] of (((t-X) * (t-X)) + (((t-Y) * (t-Y)) + ((t-Z) * (t-Z)))) )\nset [distance v] to ([abs v] of (abs distance) )\nif <(distance) < [1]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\nset size to ((size) / (distance)) %\nswitch costume to (costume2 v)\ngo to x: ((((t-X) * ([cos v] of (rot-X) )) + ((t-Z) * ([sin v] of (rot-X) ))) / (distance)) y: ((((t-Y) * ([cos v] of (rot-Y) )) + ((((t-X) * ([sin v] of ((rot-X) / (-1)) )) + ((t-Z) * ([cos v] of (rot-X) ))) * ([sin v] of (rot-Y) ))) / (distance))\npoint in direction ((((x position) / (-2000)) * (rot-Y)) + (90))\nswitch costume to (costume)\nset [brightness v] effect to (0)\nif <(abs distance) < [-4.5]> then\n set [brightness v] effect to (((distance) - (4.5)) * (200))\nend\nif <(abs distance) < [-0.05]> then\n stamp\nend\npoint in direction (90)\nif <(costume) = [6]> then\n set [music distance v] to (Distance 2)\n set [music sine v] to (() - ((((t-X) * ([cos v] of ((rot-X) / (-1)) )) + ((t-Z) * ([sin v] of ((rot-X) / (1)) ))) / (Music Distance)))\n set [music cos v] to (() - ((((t-X) * ([sin v] of ((rot-X) / (-1)) )) + ((t-Z) * ([cos v] of ((rot-X) / (1)) ))) / (Music Distance)))\n if <(Music Distance) > [50]> then\n Add/edit object number [301] to X: ((xp) - (((t-X) / ([sqrt v] of (((t-X) * (t-X)) + ((t-Z) * (t-Z))) )) * ((2) + ((Distance 2) / (200))))) Y: (yp) Z: ((zp) - (((t-Z) / ([sqrt v] of (((t-X) * (t-X)) + ((t-Z) * (t-Z))) )) * ((2) + ((Distance 2) / (200))))) Costume: [6] Size: (size)\n end\nend\nif <(costume) = [7]> then\n if <(Distance 2) > [300]> then\n Add/edit object number [302] to X: (xp) Y: (yp) Z: (zp) Costume: [8] Size: (size)\n end\nend\n\ndefine Draw Object no. (object number)\nDraw Object at X: (item (object number) of [object x v]) Y: (item (object number) of [object y v]) Z: (item (object number) of [object z v]) Costume: (item (object number) of [object costume v]) Size: (item (object number) of [object size v])\n\ndefine Reset Objects\ndelete all of [object x v]\ndelete all of [object y v]\ndelete all of [object z v]\ndelete all of [object size v]\ndelete all of [object distance v]\ndelete all of [object number v]\ndelete all of [object costume v]\nrepeat (300)\n Add/edit object number [0] to X: (pick random (-2000) to (2000)) Y: [0] Z: (pick random (-2000) to (2000)) Costume: (pick random (3) to (5)) Size: [100]\nend\nAdd/edit object number [0] to X: [0] Y: [0] Z: [-1000] Costume: [6] Size: [100]\nAdd/edit object number [0] to X: [40] Y: [100] Z: [40] Costume: [7] Size: [100]\n\nAdd/edit object number [0] to X: [-100] Y: [0] Z: [100] Costume: [Abby] Size: [100]\nAdd/edit object number [0] to X: [-100] Y: [0] Z: [-100] Costume: [Abby] Size: [100]\nAdd/edit object number [0] to X: [100] Y: [0] Z: [-100] Costume: [Abby] Size: [100]\nAdd/edit object number [0] to X: [100] Y: [0] Z: [100] Costume: [Abby] Size: [100]\n\ndefine Add/edit object number (no.) to X: (x) Y: (y) Z: (z) Costume: (costume) Size: (size)\nif <[0] < (no.)> then\n replace item (no.) of [object x v] with (x)\n replace item (no.) of [object y v] with (y)\n replace item (no.) of [object z v] with (z)\n replace item (no.) of [object costume v] with (costume)\n replace item (no.) of [object size v] with (size)\nelse\n add (size) to [object size v]\n add (costume) to [object costume v]\n add (x) to [object x v]\n add (y) to [object y v]\n add (z) to [object z v]\nend\n\ndefine Sort distance and calculate order\ndelete all of [object distance v]\ndelete all of [object number v]\nset [i1 v] to [0]\nrepeat (length of [object costume v])\n change [i1 v] by (1)\n set [t-x v] to ((item (i1) of [object x v]) - (x-pos))\n set [t-y v] to ((item (i1) of [object y v]) - (y-pos))\n set [t-z v] to ((item (i1) of [object z v]) - (z-pos))\n if <<<not <([abs v] of (t-X) ) > [1000]>> and <not <([abs v] of (t-Z) ) > [1000]>>> or <(item (i1) of [object costume v]) = [6]>> then\n set [abs distance v] to ((((((t-X) * ([sin v] of ((rot-X) / (-1)) )) + ((t-Z) * ([cos v] of ((rot-X) / (1)) ))) * ([cos v] of (rot-Y) )) + ((t-Y) * ([sin v] of ((rot-Y) / (-1)) ))) / (-200))\n if <<<[0.05] < (abs distance)> and <(abs distance) < [5]>> or <(item (i1) of [object costume v]) = [6]>> then\n Insert distance (abs distance) by numerical order\n end\n end\nend\n\ndefine Insert distance (distance) by numerical order\nset [i2 v] to ((length of [object distance v]) + (1))\nrepeat until <<(distance) > (item ((i2) - (1)) of [object distance v])> or <(i2) = [1]>>\n change [i2 v] by (-1)\nend\ninsert (distance) at (i2) of [object distance v] \ninsert (i1) at (i2) of [object number v] \n\ndefine Draw backdrop\nswitch costume to (costume1 v)\nset size to (220) %\nswitch costume to (sky v)\ngo to x: (0) y: ((rot-Y) * (-4))\nstamp\n\nwhen flag clicked\nforever\n wait (1) seconds\n switch costume to (boy v)\n wait (1) seconds\n switch costume to (boy2 v)\nend\n\nwhen flag clicked\nforever\n play sound [Dynimite v] until done\nend\n\nwhen flag clicked\nforever\n play sound [Dynimite v] until done\nend\n\nwhen flag clicked\nforever\n play sound [corn full \(1\) v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n set [pan left/right v] effect to ((Music sine) * (-100))\n set volume to (((100) / ((Music Distance) / (100))) * ((0.8) + ((Music cos) / (5)))) %\nend\n\nwhen flag clicked\nif <key (n v) pressed?> then\n stop all sounds\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n set [pan left/right v] effect to ((Music sine) * (100))\n set volume to (((500) / ((Music Distance) / (100))) * ((0.8) + ((Music cos) / (5)))) %\nend\n\nwhen flag clicked\nforever\n play sound [Dynimite v] until done\nend\n\n@maxresdefault (1)\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (cover v)\n\nwhen flag clicked\n\nswitch costume to (ending v)\n\n
WASD to move\n\nFor more fun do this:\nhttps://scratch.mit.edu/projects/359946552/\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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: >:(\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 COOL\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 Scream!\n\n\n\n\n\n\n\n
Minecraft Platformer Ver. 3.3
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop v)\n\nwhen flag clicked\nforever\n play sound [Alan Walker is a banana v] until done\nend\n\n@blank\n\n@circle thing\n\nwhen flag clicked\nset [level v] to [1]\nuser [300]\nforever\n program\nend\n\ndefine user (size)\nswitch costume to (banana 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 (.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) * (.8))\nturn left (Angle) degrees\nrepeat (8)\n if <touching (the guy you play with v)?> then\n change y by (-1)\n end\nend\nif <touching (the guy you play with 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 (the guy you play with v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (1)\nif <touching (the guy you play with 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 [rotation v] to (round (direction))\n\nwhen I receive [reset v]\nuser [320]\n\n@bad stuff\n\ndefine banana (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)\nbanana (size)\nforever\n switch costume to ((level) + (1))\n go to (circle thing v)\n point in direction ([direction v] of [circle thing v])\nend\n\nwhen I receive [reset v]\nbanana (size)\n\n@text\n\ndefine size (size)\nswitch costume to (blank 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)\nsize (size)\nforever\n switch costume to ((level) + (1))\n go to (circle thing v)\n point in direction ([direction v] of [circle thing v])\nend\n\nwhen I receive [reset v]\nsize (size)\n\n@the guy you play with\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (right2 v)\nset rotation style [left-right v]\nset [banana 🍌 v] to [0]\nset drag mode [not draggable v]\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 (bad stuff v)?> then\n broadcast (Reset v)\n end\n if <touching (trampoline v)?> then\n start sound [smw_spring_jump @ToadfanSchool v]\n set [y v] to [-18]\n wait until <not <touching (trampoline v)?>>\n end\n if <touching (end v)?> then\n if <<(banana 🍌) = [0]> or <(banana 🍌) = [1]>> then\n start sound [High Whoosh v]\n set [banana 🍌 v] to [1]\n broadcast (Reset v)\n change [level v] by (1)\n wait (0.2) seconds\n end\n end\nend\n\nwhen I receive [reset v]\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <key (any v) pressed?> then\n wait (.1) seconds\n move (0) steps\n switch costume to (right2 \(1\) v)\n wait (.1) seconds\n move (0) steps\n switch costume to (right2 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (right2 v)\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <key (a v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <key (d v) pressed?> then\n point in direction (90)\n end\nend\n\n@TB\n\nwhen flag clicked\nhide\n\n@ black flash\n\nwhen I receive [reset v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (3)\nend\nhide\n\nwhen flag clicked\nhide\n\n@End\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\ngo to [back v] layer\nsize (size)\nforever\n go to (circle thing v)\n switch costume to ((level) + (1))\n point in direction ([direction v] of [circle thing v])\nend\n\ndefine size (size)\nswitch costume to (blank v)\nset size to (size) %\nswitch costume to ((level) + (1))\n\nwhen I receive [reset v]\nsize (size)\nplay sound [Boom Cloud v] until done\n\n@Sprite5\n\ndefine findCurrentComma\nrepeat until <(letter (Comma#) of (☁ animator)) = [,]>\n if <(letter (Comma#) of (☁ animator)) = [,]> 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 create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nEncode username\n\ndefine addList\nset [comma-- v] to ((Comma#) - (1))\nset [splitnew v] to []\nrepeat until <<(letter (Comma--) of (☁ animator)) = [,]> or <(Comma--) = [0]>>\n set [currentcomma-- v] to (letter (Comma--) of (☁ animator))\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 (☁ animator))> 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@circle thing2\n\nwhen flag clicked\nswitch costume to (sun v)\ngo to x: (71) y: (20)\n\nwhen flag clicked\nforever\n go to x: (71) y: (20)\n show\n switch backdrop to (backdrop v)\n switch backdrop to (backdrop v)\n glide (30) secs to x: (350) y: (200)\n switch backdrop to (backdrop v)\n glide (4) secs to x: (370) y: (200)\n switch backdrop to (backdrop v)\n glide (30) secs to x: (649) y: (41)\n switch backdrop to (backdrop v)\n next costume\n switch backdrop to (backdrop1 v)\n wait (.1) seconds\n switch backdrop to (backdrop2 v)\n wait (.1) seconds\n switch backdrop to (backdrop3 v)\n wait (.1) seconds\n switch backdrop to (backdrop4 v)\n wait (.1) seconds\n switch backdrop to (backdrop5 v)\n wait (.1) seconds\n switch backdrop to (backdrop6 v)\n wait (.1) seconds\n switch backdrop to (backdrop6 v)\n wait (.1) seconds\n switch backdrop to (backdrop7 v)\n wait (.1) seconds\n switch backdrop to (backdrop9 v)\n wait (.1) seconds\n switch backdrop to (backdrop10 v)\n wait (.1) seconds\n switch backdrop to (backdrop11 v)\n wait (.1) seconds\n switch backdrop to (backdrop12 v)\n wait (.1) seconds\n switch backdrop to (backdrop13 v)\n wait (.1) seconds\n switch backdrop to (backdrop14 v)\n wait (.1) seconds\n switch backdrop to (backdrop15 v)\n wait (.1) seconds\n switch backdrop to (backdrop16 v)\n wait (.1) seconds\n switch backdrop to (backdrop17 v)\n wait (.1) seconds\n switch backdrop to (backdrop18 v)\n wait (.1) seconds\n switch backdrop to (backdrop19 v)\n wait (.1) seconds\n switch backdrop to (backdrop20 v)\n wait (.1) seconds\n switch backdrop to (backdrop21 v)\n wait (.1) seconds\n switch backdrop to (backdrop22 v)\n wait (.1) seconds\n switch backdrop to (backdrop23 v)\n wait (.1) seconds\n switch backdrop to (backdrop24 v)\n wait (.1) seconds\n switch backdrop to (backdrop26 v)\n wait (.1) seconds\n switch backdrop to (backdrop27 v)\n wait (.1) seconds\n switch backdrop to (backdrop28 v)\n wait (.1) seconds\n switch backdrop to (backdrop29 v)\n wait (.1) seconds\n switch backdrop to (backdrop30 v)\n wait (.1) seconds\n switch backdrop to (backdrop31 v)\n wait (.1) seconds\n switch backdrop to (backdrop32 v)\n wait (.1) seconds\n switch backdrop to (backdrop33 v)\n wait (.1) seconds\n switch backdrop to (backdrop34 v)\n wait (.1) seconds\n switch backdrop to (backdrop35 v)\n wait (.1) seconds\n switch backdrop to (backdrop36 v)\n wait (.1) seconds\n switch backdrop to (backdrop37 v)\n wait (.1) seconds\n switch backdrop to (backdrop38 v)\n wait (.1) seconds\n switch backdrop to (backdrop39 v)\n wait (.1) seconds\n switch backdrop to (backdrop40 v)\n wait (.1) seconds\n switch backdrop to (backdrop41 v)\n wait (.1) seconds\n switch backdrop to (backdrop42 v)\n wait (.1) seconds\n switch backdrop to (backdrop43 v)\n wait (.1) seconds\n switch backdrop to (backdrop44 v)\n wait (.1) seconds\n switch backdrop to (backdrop45 v)\n go to [back v] layer\n go to x: (71) y: (20)\n switch backdrop to (backdrop45 v)\n glide (30) secs to x: (350) y: (200)\n switch backdrop to (backdrop45 v)\n glide (4) secs to x: (370) y: (200)\n switch backdrop to (backdrop45 v)\n glide (30) secs to x: (649) y: (41)\n switch backdrop to (backdrop45 v)\n next costume\n switch backdrop to (backdrop44 v)\n wait (.1) seconds\n switch backdrop to (backdrop43 v)\n wait (.1) seconds\n switch backdrop to (backdrop42 v)\n wait (.1) seconds\n switch backdrop to (backdrop41 v)\n wait (.1) seconds\n switch backdrop to (backdrop40 v)\n wait (.1) seconds\n switch backdrop to (backdrop39 v)\n wait (.1) seconds\n switch backdrop to (backdrop38 v)\n wait (.1) seconds\n switch backdrop to (backdrop37 v)\n wait (.1) seconds\n switch backdrop to (backdrop36 v)\n wait (.1) seconds\n switch backdrop to (backdrop35 v)\n wait (.1) seconds\n switch backdrop to (backdrop34 v)\n wait (.1) seconds\n switch backdrop to (backdrop33 v)\n wait (.1) seconds\n switch backdrop to (backdrop32 v)\n wait (.1) seconds\n switch backdrop to (backdrop31 v)\n wait (.1) seconds\n switch backdrop to (backdrop30 v)\n wait (.1) seconds\n switch backdrop to (backdrop29 v)\n wait (.1) seconds\n switch backdrop to (backdrop28 v)\n wait (.1) seconds\n switch backdrop to (backdrop27 v)\n wait (.1) seconds\n switch backdrop to (backdrop26 v)\n wait (.1) seconds\n switch backdrop to (backdrop24 v)\n wait (.1) seconds\n switch backdrop to (backdrop23 v)\n wait (.1) seconds\n switch backdrop to (backdrop22 v)\n wait (.1) seconds\n switch backdrop to (backdrop21 v)\n wait (.1) seconds\n switch backdrop to (backdrop20 v)\n wait (.1) seconds\n switch backdrop to (backdrop19 v)\n wait (.1) seconds\n switch backdrop to (backdrop18 v)\n wait (.1) seconds\n switch backdrop to (backdrop17 v)\n wait (.1) seconds\n switch backdrop to (backdrop16 v)\n wait (.1) seconds\n switch backdrop to (backdrop15 v)\n wait (.1) seconds\n switch backdrop to (backdrop14 v)\n wait (.1) seconds\n switch backdrop to (backdrop13 v)\n wait (.1) seconds\n switch backdrop to (backdrop12 v)\n wait (.1) seconds\n switch backdrop to (backdrop11 v)\n wait (.1) seconds\n switch backdrop to (backdrop10 v)\n wait (.1) seconds\n switch backdrop to (backdrop9 v)\n wait (.1) seconds\n switch backdrop to (backdrop8 v)\n wait (.1) seconds\n switch backdrop to (backdrop7 v)\n wait (.1) seconds\n switch backdrop to (backdrop6 v)\n wait (.1) seconds\n switch backdrop to (backdrop5 v)\n wait (.1) seconds\n switch backdrop to (backdrop4 v)\n wait (.1) seconds\n switch backdrop to (backdrop3 v)\n wait (.1) seconds\n switch backdrop to (backdrop2 v)\n wait (.1) seconds\n switch backdrop to (backdrop v)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [circle thing v]) = [Level 2]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <([costume name v] of [circle thing v]) = [Level 2]>> then\n show\n end\nend\n\n@backdrop25\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <<<not <([costume # v] of [circle thing v]) = [7]>> or <not <([costume # v] of [circle thing v]) = [3]>>> or <not <([costume # v] of [circle thing v]) = [5]>>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<([costume # v] of [circle thing v]) = [5]> or <<([costume # v] of [circle thing v]) = [3]> or <([costume # v] of [circle thing v]) = [7]>>> then\n show\n if <([costume # v] of [circle thing v]) = [3]> then\n switch costume to (backdrop25 v)\n end\n if <([costume # v] of [circle thing v]) = [5]> then\n switch costume to (backdrop2 v)\n end\n if <([costume # v] of [circle thing v]) = [7]> then\n switch costume to (backdrop3 v)\n end\n end\nend\n\n@snow\n\nwhen flag clicked\nforever\n hide\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [circle thing v]) = [4]> then\n forever\n create clone of (_myself_ v)\n wait (.1) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\n show\n go to x: (pick random (-230) to (230)) y: (200)\n point in direction (180)\n repeat until <touching (something v)?>\n move (1) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <not <([costume # v] of [circle thing v]) = [4]>> then\n delete this clone\n end\nend\n\n@trampoline\n\nwhen flag clicked\ngo to [back v] layer\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nsize (size)\nforever\n go to (circle thing v)\n point in direction ([direction v] of [circle thing v])\n switch costume to ((level) + (1))\nend\n\ndefine size (size)\nswitch costume to (blank v)\nset size to (size) %\nswitch costume to ((level) + (1))\n\nwhen I receive [reset v]\nsize (size)\n\nset [angle v] to [0]\n\n@something\n\n@crimson particals\n\nwhen flag clicked\nforever\n hide\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [circle thing v]) = [5]> then\n create clone of (_myself_ v)\n wait (2) seconds\n end\nend\n\nwhen I start as a clone\nforever\n set size to (pick random (50) to (75)) %\n set [ghost v] effect to (pick random (5) to (50))\n go to [back v] layer\n show\n go to (random position v)\n point in direction (-110)\n repeat until <touching (something v)?>\n move (.1) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <not <([costume # v] of [circle thing v]) = [5]>> then\n delete this clone\n end\nend\n\n@basalt particals\n\nwhen flag clicked\nforever\n hide\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [circle thing v]) = [7]> then\n create clone of (_myself_ v)\n wait (.5) seconds\n end\nend\n\nwhen I start as a clone\nforever\n set size to (pick random (50) to (75)) %\n set [ghost v] effect to (pick random (5) to (50))\n go to [back v] layer\n show\n go to (random position v)\n point in direction (-110)\n repeat until <touching (something v)?>\n move (.1) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <not <([costume # v] of [circle thing v]) = [7]>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nwait (15) seconds\ndelete this clone\n\n
Use arrow keys to move. For every 10 favorites or \nloves I will add another level. You can suggest \na biome from Minecraft to put in comments. This is 100% possible. PLEASE DON'T REMIX THIS!
Rainbow Platformer 2
@Stage\n\nwhen I receive [世界の始まり v]\nforever\n play sound [audio_b9ebbc3044 v] until done\nend\n\n@Player\n\nwhen flag clicked\nclear graphic effects\nhide\n\ndefine Spin off screen\nset rotation style [all around v]\nset [player death v] to [1]\nstart sound [crashed oof v]\nset [y v v] to [15]\nrepeat until <(y position) < [-178]>\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset [player death v] to [0]\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-199) y: (-60)\ngo [forward v] (3) layers\n\nwhen I start as a clone\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [世界の始まり v]\nforever\n change [color v] effect by (2)\nend\n\nwhen I receive [世界の始まり v]\ngo [forward v] (3) layers\ngo to x: (-199) y: (-60)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nwhen I receive [世界の始まり v]\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nreset timer\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\nforever\n change y by (1)\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > [1]> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [y v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (ground v)?>> or <<mouse down?> and <<touching (ground v)?> and <(mouse y) > [50]>>>> then\n start sound [suck1 v]\n set [y v] to [15]\n create clone of (_myself_ v)\n end\n if <touching (magma v)?> then\n Spin off screen\n end\n if <touching (spike v)?> then\n Spin off screen\n else\n if <[-166] > (y position)> then\n go to x: (-199) y: (-60)\n end\n end\n \n start sound [smw_spring_jump @ToadfanSchool v]\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\n if <<key (down arrow v) pressed?> or <<[-50] > (mouse y)> and <mouse down?>>> then\n broadcast (Crouch v)\n switch costume to (4 v)\n if <[-166] > (y position)> then\n go to x: (-199) y: (-60)\n end\n else\n switch costume to (3 v)\n end\n if <(Stage) = [11]> then\nend\n\nwhen I receive [世界の始まり v]\nshow\n\n@Ground\n\nwhen I receive [goal v]\nchange [stage v] by (1)\n\nwhen flag clicked\nhide\n\nwhen I receive [世界の始まり v]\nforever\n change [color v] effect by (2)\nend\n\nwhen I receive [世界の始まり v]\nset [stage v] to [1]\n\nwhen I receive [世界の始まり v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (5) layers\nforever\n switch costume to (Stage)\nend\n\n@Spike\n\nwhen I receive [goal v]\nwait (0.5) seconds\nset size to (100) %\ngo to x: (0) y: (0)\nnext costume\n\nwhen I receive [世界の始まり v]\nset rotation style [left-right v]\nforever\n if <(costume [number v]) = [2]> then\n set size to (80) %\n repeat (10)\n change x by (-5)\n point in direction (-90)\n end\n repeat (10)\n change x by (5)\n point in direction (90)\n end\n end\nend\n\nwhen I receive [世界の始まり v]\nforever\n if <(costume [number v]) = [7]> then\n set rotation style [all around v]\n turn right (0.9) degrees\n end\nend\n\nwhen I receive [世界の始まり v]\nforever\n if <(costume [number v]) = [8]> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nhide\n\nwhen I receive [世界の始まり v]\nshow\nswitch costume to (コスチューム1 v)\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nset [trans on or off v] to [On]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nset [trans on or off v] to [Off]\nrepeat (5)\n change x by (-80)\nend\nhide\n\n@スプライト1\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@Love fave\n\nwhen I receive [世界の始まり v]\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (15) to (30)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Detector\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\nwhen I receive [世界の始まり v]\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\n@イントロ2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (60)\ngo to [front v] layer\nset [ghost v] effect to (100)\nwait (4) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [世界の始まり v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nstop [this script v]\n\n@inntoro\n\nwhen flag clicked\nwait (1.3) seconds\nstart sound [イントロ v]\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nswitch costume to (inntoro v)\nshow\nforever\n if <not <(costume [number v]) = [320]>> then\n next costume\n else\n broadcast (世界の始まり v)\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n stop [this script v]\n end\nend\n\n
Use arrow keys to control.\nIf you hit black, you die.\n(Also white, but only in the last stage).\nDifficulty ★★☆☆☆\n≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋\n矢印キーで操作。\n黒色に当たると死にます\n(白色もだけど最後のステージだけです)。\n難易度 ★★☆☆☆\n≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋\n使用方向键来控制。\n如果你打到黑色,你就会死。\n(也有白色的,但只在最后阶段)。\n难度★★☆☆☆
Jungle || -A scrolling platformer-
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\n@キャラクター\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nset rotation style [all around v]\ngo to [front v] layer\nset size to (60) %\npoint in direction (90)\nshow\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [x v] to [-200]\nset [y v] to [-20]\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (1)\n point in direction (90)\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)\n point in direction (-90)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <<touching color (#07dc00)?> or <touching color (#985900)?>> then\n change y by (1)\n end\nend\nif <<touching color (#07dc00)?> or <touching color (#985900)?>> 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 color (#07dc00)?> or <touching color (#985900)?>> 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 color (#07dc00)?> or <touching color (#985900)?>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n start sound [suck1 v]\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<<(Y) < [-430]> or <<touching color (#ff0000)?> or <touching color (#ff98cf)?>>> or <touching color (#647900)?>> then\n 初期位置に戻す\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 color (#07dc00)?> or <touching color (#985900)?>>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <<touching color (#07dc00)?> or <touching color (#985900)?>>>)))\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 color (#07dc00)?> or <touching color (#985900)?>>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <<touching color (#07dc00)?> or <touching color (#985900)?>>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置に戻す\ngo to x: (0) y: (-20)\nset rotation style [left-right v]\ngo to [front v] layer\nset size to (60) %\npoint in direction (90)\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [x v] to (復活x)\nset [y v] to (復活y)\n\nwhen flag clicked\nset volume to (60) %\nforever\n play sound [BGM v] until done\nend\n\nwhen flag clicked\nforever\n if <<<touching color (#c10000)?> or <touching color (#e2b700)?>> or <touching color (#fcf700)?>> then\n hide\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@ステージ\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 flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\n@サムネ用\n\nwhen flag clicked\nhide\n\n
※日本語は下※\n<English>\nIt is a platformer made with the image of "jungle".\nIf you touch a needle or other obstacle, it will be returned first.\nPlease do your best to reach the goal!\n\n<日本語>\nしよいかう初のスクロールプラットフォーマ―です。今回は「ジャングル」をイメージして作りました!\n針やその他の障害物に触れると、最初に戻されます。\nそこそこ難しいので、頑張って下さい!\n\nちなみにキャラクター・ステージ・木・針などの障害物は自分で描きました!
Sunny Platformer 2 (ver.1.1.)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\n@Player\n\nwhen flag clicked\nset [yg v] to [0]\nshow\ngo to [front v] layer\ngo to x: (-200) y: (-40)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xg v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xg v] by (-1)\n end\n set [xg v] to ((Xg) * (0.9))\n change x by (Xg)\n if <<touching color (#00b921)?> or <touching color (#9b6300)?>> then\n change y by (1)\n if <<touching color (#00b921)?> or <touching color (#9b6300)?>> then\n change y by (1)\n if <<touching color (#00b921)?> or <touching color (#9b6300)?>> then\n change y by (1)\n if <<touching color (#00b921)?> or <touching color (#9b6300)?>> then\n change y by (1)\n if <<touching color (#00b921)?> or <touching color (#9b6300)?>> then\n change y by (1)\n if <<touching color (#00b921)?> or <touching color (#9b6300)?>> then\n change x by ((-1) * (Xg))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xg) > [0]> then\n set [xg v] to [-7]\n else\n set [xg v] to [7]\n end\n set [yg v] to [10]\n else\n set [my variable v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yg v] by (-1)\n change y by (Yg)\n if <<touching color (#00b921)?> or <touching color (#9b6300)?>> then\n change y by ((Yg) * (-1))\n set [yg v] to [0]\n end\n change y by (-1)\n if <<touching color (#00b921)?> or <touching color (#9b6300)?>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yg v] to [15]\n end\n end\n change y by (1)\n if <<touching color (#8a8a8a)?> or <<touching color (#565656)?> or <<touching (zahnrad v)?> or <<touching color (#c44075)?> or <[-180] > (y position)>>>>> then\n go to x: (-200) y: (-40)\n end\n if <(x position) > [230]> then\n go to x: (-200) y: (-40)\n broadcast (Level up v)\n end\n if <<touching (trampolin2 v)?> or <touching (trampolin v)?>> then\n set [yg v] to [20]\n end\nend\n\nwhen [s v] key pressed\nbroadcast (Level up v)\ngo to x: (-200) y: (-40)\n\nwhen [r v] key pressed\ngo to x: (-200) y: (-40)\n\nwhen flag clicked\nforever\n play sound [Alan_Walker_-_Spectre_NCS_Release \(1\) v] until done\nend\n\n@Plattformer \n\nwhen I receive [level up v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (kostüm1 3 v)\n\n@Trampolin\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <<([costume # v] of [plattformer v]) = [4]> or <([costume # v] of [plattformer v]) = [3]>> then\n go to x: (-72) y: (-112)\n show\n if <touching (player v)?> then\n next costume\n wait (0.1) seconds\n next costume\n end\n else\n if <not <([costume # v] of [plattformer v]) = [6]>> then\n hide\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <([costume # v] of [plattformer v]) = [6]> then\n go to x: (64) y: (-145)\n show\n if <touching (player v)?> then\n next costume\n wait (0.1) seconds\n next costume\n end\n else\n if <not <<([costume # v] of [plattformer v]) = [4]> or <([costume # v] of [plattformer v]) = [3]>>> then\n hide\n end\n end\nend\n\n@Zahnrad\n\nwhen flag clicked\nswitch costume to (costume1 3 v)\ngo to x: (-72) y: (-112)\nforever\n if <([costume # v] of [plattformer v]) = [4]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset rotation style [all around v]\nforever\n go to x: (140) y: (-20)\n set [xv anemy v] to [-15]\n repeat (20)\n change x by (Xv anemy)\n change [xv anemy v] by (1)\n end\n set [xv anemy v] to [15]\n repeat (20)\n change x by (Xv anemy)\n change [xv anemy v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n turn right (Xv anemy) degrees\nend\n\n@Lava Asets\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(Level) = [5]> then\n clear graphic effects\n set y to (-180)\n set x to (pick random (-110) to (200))\n go to [front v] layer\n show\n repeat (15)\n change y by (2)\n change [ghost v] effect by (5)\n end\n hide\nend\ndelete this clone\n\n@Zahnrad2\n\nwhen flag clicked\nswitch costume to (costume1 3 v)\ngo to x: (-72) y: (-112)\nforever\n if <([costume # v] of [plattformer v]) = [7]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset rotation style [all around v]\nforever\n go to x: (0) y: (-125)\n set [xv amemy2 v] to [-15]\n repeat (20)\n change x by (Xv amemy2)\n change [xv amemy2 v] by (1)\n end\n set [xv amemy2 v] to [15]\n repeat (20)\n change x by (Xv amemy2)\n change [xv amemy2 v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n turn right (Xv amemy2) degrees\nend\n\n@Trampolin2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <([costume # v] of [plattformer v]) = [6]> then\n go to x: (-214) y: (62)\n show\n if <touching (player v)?> then\n next costume\n wait (0.1) seconds\n next costume\n end\n else\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [level up v]\nnext costume\n\n
Sunny Plattformer 2 is here!!\nThx for 10 likes and 10 favourites by the Sunny Plattformer (https://scratch.mit.edu/projects/477033127)\n\nInstruction:\nArrow keys to move\nS to skip\nR to reset\n\nNew:\nTrampolin\nGear (danger)\n\nEnjoy
|| Green Pea Apocalypse World 3 || (⭑scrolling platformer⭑)
@Stage\n\nwhen flag clicked\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [play game v]\nswitch backdrop to (lv.1-3 v)\n\nwhen I receive [lv.2 v]\n\nwhen I receive [lv.3 v]\n\nbroadcast (splim v)\n\nclear sound effects\n\nswitch backdrop to (lv.1-3 v)\n\nwhen I receive [play game v]\nforever\n if <(biome music) = [1]> then\n stop all sounds\n play sound [Music-Ice v] until done\n end\nend\n\nwhen flag clicked\nset [biome music v] to [1]\n\nwhen I receive [play game v]\nforever\n if <(biome music) = [2]> then\n stop all sounds\n play sound [Music-Desert v] until done\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(biome music) = [3]> then\n stop all sounds\n play sound [07 Jungle v] until done\n end\nend\n\n@player\n\nwhen I receive [home screen v]\nstop [other scripts in sprite v]\n\nwhen I receive [flag v]\nset size to (100) %\nhide\ngo to [front v] layer\ngo [backward v] (20) layers\n\nwhen I receive [play game v]\nset [level v] to (world)\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n broadcast (Tick v)\n Tick\n end\n if <(EXIT) = [win]> then\n broadcast (win 2 v)\n Game - win\n else\n Game - Die\n end\nend\n\ndefine Game on\nset size to (90) %\nset [sx v] to [0]\nset [x v] to [0]\nset [fall damage > 40 = death v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nclear graphic effects\nshow\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> and <(movable) = [yes]>> then\n change [travel distence v] by (0.05)\n Change Player x by [-6]\nend\nif <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> and <(movable) = [yes]>> then\n change [travel distence v] by (0.05)\n Change Player x by [6]\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <(sy) < [1]>> and <(movable) = [yes]>> then\n if <(Fall Damage > 40 = death) < [4]> then\n set [sy v] to ((20) + (jj boost))\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange player y by (sy)\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\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 [restart]\nend\nchange [x v] by (8)\nchange [x v] by (-8)\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [fall damage > 40 = death v] by (1)\nPosition\nTest Die\nif <(fall) = [false]> then\n repeat until <not <<touching (ground v)?> or <<touching (moving block 1 v)?> or <touching (ground 2 v)?>>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n if <<touching (launch pad v)?> or <<touching (launch pad3 v)?> or <touching (launch pad2 v)?>>> then\n set [fall damage > 40 = death v] to [0]\n end\n if <<(Fall Damage > 40 = death) > [40]> and <<touching (ground v)?> or <touching (ground 2 v)?>>> then\n broadcast (reset v)\n end\n set [fall damage > 40 = death v] to [0]\n change [y v] by (1)\n end\n Position\n set [sy v] to [0]\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nTest Die\nif <<touching (ground v)?> or <touching (ground 2 v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (ground v)?> or <touching (ground 2 v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [fall damage > 40 = death v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (ground v)?> or <touching (ground 2 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\nstart sound [Disconnect v]\nset [exit v] to []\nrepeat (20)\n set [ghost v] effect to (100)\nend\nbroadcast (die v)\n\nwait (0.5) seconds\n\nshow\n\ndefine Test Die\nif <(dragon stone) = [false]> then\n if <<<touching (traps v)?> or <<key (r v) pressed?> or <<<touching color (#495569)?> and <touching color (#dad9d4)?>> and <touching (death sway v)?>>>> or <<touching (spike ball v)?> or <<<touching color (#f9f9f9)?> and <touching color (#d6d2ce)?>> and <<<<touching (moving enemy2 v)?> or <touching (moving enemy v)?>> or <touching (moving enemy3 v)?>> or <<touching (moving enemy4 v)?> or <touching (moving enemy5 v)?>>>>>> then\n if <(can get hurt) = [true]> then\n set [exit v] to [restart]\n broadcast (death clone v)\n end\n end\nelse\n if <key (r v) pressed?> then\n set [exit v] to [restart]\n broadcast (death clone v)\n end\nend\n\nchange size by (-)\n\ndefine Game - win\nrepeat (50)\n point towards (front layer deco v)\n turn right (65) degrees\n move ((distance to [front layer deco v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (1)\nend\nbroadcast (home screen v)\nhide\nchange [level v] by (1)\n\ndefine tick 2\n\nTick\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(x position) > (mouse x)>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n if <not <<<(costume [number v]) = [9]> or <(costume [number v]) = [10]>> or <(costume [number v]) = [13]>>> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n end\n end\n end\nend\n\nwhen I receive [hide home screen v]\nbroadcast (Flag v) and wait\nbroadcast (Play game v) and wait\n\nbroadcast (Tick v) and wait\nTick\n\ndefine win\nrepeat (10)\n change size by (10)\nend\nset size to (90) %\nbroadcast (reset v)\n\nwhen I receive [win 2 v]\nset volume to (100) %\nif <(EXIT) = [win]> then\n\nwhen I receive [jump v]\nset [sy v] to [34]\n\nwhen flag clicked\nswitch costume to (default v)\n\nwhen flag clicked\nswitch costume to (default v)\nset [touching moon v] to [false]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n if <key (space v) pressed?> then\n set [ghost v] effect to (80)\n set [can get hurt v] to [false]\n else\n clear graphic effects\n set [can get hurt v] to [true]\n end\n end\n if <<<touching color (#664900)?> or <touching color (#3d3102)?>> and <key (down arrow v) pressed?>> then\n set [fall v] to [true]\n wait (0.5) seconds\n set [fall v] to [false]\n end\nend\n\nwhen I receive [jump 2 v]\nset [sy v] to [25]\n\nwhen flag clicked\nset [jumps v] to [0]\nforever\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n change [jump times v] by (1)\n change [jumps v] by (1)\n wait (0.65) seconds\n end\nend\n\nwhen I receive [home screen v]\nhide\n\nwhen I receive [splim v]\nbroadcast (Flag v) and wait\n\nset [check point v] to [0]\nset [check point v] to [3]\n\nwhen flag clicked\nhide\nset [player's skin v] to [default]\nswitch costume to (default v)\nset [check point v] to [0]\nforever\n if <touching (checkpoint v)?> then\n broadcast (checkpoint one v)\n set [check point v] to [1]\n end\n if <touching (checkpoint2 v)?> then\n set [check point v] to [2]\n end\n if <touching (checkpoint3 v)?> then\n broadcast (checkpoint 3 v)\n set [check point v] to [3]\n end\n if <touching (checkpoint4 v)?> then\n broadcast (checkpoint4 v)\n set [check point v] to [4]\n end\n if <touching (checkpoint5 v)?> then\n broadcast (checkpoint 5 v)\n set [check point v] to [5]\n end\n if <touching (checkpoint6 v)?> then\n set [check point v] to [6]\n end\n if <touching (checkpoint7 v)?> then\n set [check point v] to [7]\n end\n if <touching (checkpoint8 v)?> then\n set [check point v] to [8]\n end\n if <(x) < [2905]> then\n set [biome music v] to [1]\n end\n if <<(x) > [2905]> and <(x) < [4450]>> then\n set [biome music v] to [2]\n end\n if <(x) > [4450]> then\n set [biome music v] to [3]\n end\n if <<touching color (#00ff27)?> and <touching color (#00bb1a)?>> then\n set [jp power v] to ((50) + (@?/Jp skin effect))\n set [jp v] to [true]\n end\n if <<<<touching color (#a80000)?> and <touching color (#c90000)?>> and <<touching color (#b2b2b2)?> and <touching color (#c8ffff)?>>> and <touching color (#1c5823)?>> then\n set [jj time v] to [10]\n set [jj v] to [true]\n end\n if <<touching color (#99ad62)?> and <<touching color (#95a65c)?> and <<touching color (#8d9260)?> and <(SCROLL Y) > [3700]>>>> then\n set [touching moon v] to [true]\n else\n set [touching moon v] to [false]\n end\nend\n\nwhen flag clicked\nset [check point v] to [0]\nset [jump times v] to [0]\n\nwhen flag clicked\nset [fall v] to [false]\n\nwhen I receive [splim v]\nbroadcast (rain place v)\nset [rain level v] to [2]\n\nhide variable [rain level v]\n\nwhen I receive [jump v]\nset [fall damage > 40 = death v] to [0]\n\nwhen flag clicked\nset [jp v] to [false]\nset [jp power v] to [0]\nset [jp power spended v] to [0]\nforever\n if <<<key (space v) pressed?> and <(jp) = [true]>> and <(jp power) > [0]>> then\n broadcast (fall reset v)\n broadcast (jp show v)\n start sound [thunder_strike_1-Mike_Koenig-739781745.mp3 v]\n create clone of (jp effect v)\n change [sy v] by (3)\n change [jp power v] by (-1)\n change [jp power spended v] by (1)\n if <(sy) > [15]> then\n set [sy v] to [15]\n end\n else\n if <(jp power) < [1]> then\n broadcast (jp hide v)\n else\n broadcast (jp show v)\n end\n end\nend\n\nwhen flag clicked\nset [jj time v] to [0]\nset [jp v] to [false]\nforever\n if <(jj) = [true]> then\n broadcast (jj show v)\n set [jj boost v] to [8]\n repeat until <(jj time) = [0]>\n change [jj time v] by (-1)\n wait (1) seconds\n end\n set [jj boost v] to [0]\n set [jj v] to [false]\n else\n if <(jj time) < [1]> then\n broadcast (jj hide v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(direction) = [90]> then\n set [grass effect by player v] to (pick random (3) to (6))\n else\n set [grass effect by player v] to (pick random (-3) to (-6))\n end\nend\n\nwhen I receive [wants some help v]\n\ndefine talk (0)\nset [what to say v] to []\nset [number v] to [0]\nrepeat (length of (0))\n change [number v] by (1)\n set [what to say v] to (join (what to say) (letter (number) of (0)))\n say (what to say)\nend\n\nwhen flag clicked\nset [dragon stone v] to [false]\n\nwhen flag clicked\nforever\n if <<touching (totem code v)?> and <(totem number :) = [0]>> then\n forever\n if <<touching (totem code2 v)?> and <(totem number :) = [1]>> then\n forever\n if <<touching (totem code3 v)?> and <(totem number :) = [2]>> then\n forever\n if <<touching (totem code4 v)?> and <(totem number :) = [3]>> then\n broadcast (totem code correct v)\n stop [this script v]\n end\n end\n else\n if <touching (totem code4 v)?> then\n stop [this script v]\n end\n end\n end\n else\n if <<touching (totem code3 v)?> or <touching (totem code4 v)?>> then\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [travel distence v] to [0]\n\nwhen flag clicked\nset [death times v] to [0]\n\nwhen I receive [deafult v]\nswitch costume to (default v)\nset [player's skin v] to [default]\n\nwhen I receive [diamond skin v]\nswitch costume to (diamond v)\nset [player's skin v] to [diamond]\n\nwhen I receive [silver skin v]\nswitch costume to (silver v)\nset [player's skin v] to [silver]\n\nwhen I receive [gold skin v]\nswitch costume to (gold v)\nset [player's skin v] to [gold]\n\nwhen [r v] key pressed\nbroadcast (reset v)\nbroadcast (die v)\nwait (5) seconds\n\nwhen [4 v] key pressed\nif <(username) = [Y4Taw]> then\n set [check point v] to [4]\nend\n\nclear graphic effects\n\nwhen I receive [jump 2 v]\nset [fall damage > 40 = death v] to [0]\n\nwhen [space v] key pressed\nset [fall damage > 40 = death v] to [0]\n\nwhen flag clicked\nforever\n if <(Fall Damage > 40 = death) > [35]> then\n broadcast (fall damage warning v)\n else\n if <(Fall Damage > 40 = death) > [30]> then\n broadcast (fall damage warning small v)\n else\n broadcast (fall damage warning off v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n show variable [fall damage > 40 = death v]\n show variable [check point v]\n hide list [relic collected v]\n else\n hide variable [fall damage > 40 = death v]\n hide variable [check point v]\n show list [relic collected v]\n end\nend\n\nwhen I receive [fall reset v]\nset [fall damage > 40 = death v] to [0]\n\nwhen I receive [die v]\nchange [death times v] by (1)\n\nwhen I receive [checkpoints? v]\nset [fall v] to [true]\nwait (0.05) seconds\nforever\n if <(EXIT) = []> then\n if <(check point) = [1]> then\n Change player y by [60]\n Change Player x by [987]\n show\n set [fall v] to [false]\n stop [this script v]\n else\n if <(check point) = [2]> then\n broadcast (check 2 respawn v)\n Change player y by ((checkpoint 2 place y) + (20))\n Change Player x by [150]\n hide\n wait (0.5) seconds\n show\n set [fall v] to [false]\n stop [this script v]\n else\n if <(check point) = [3]> then\n Change player y by ((check point 3 place y) + (10))\n Change Player x by (check point 3 place x)\n hide\n wait (0.3) seconds\n show\n set [fall v] to [false]\n stop [this script v]\n else\n if <(check point) = [4]> then\n Change player y by ((checkpoint 4 place y) + (20))\n Change Player x by (checkpoint 4 place x)\n hide\n wait (0.3) seconds\n show\n set [fall v] to [false]\n stop [this script v]\n else\n if <(check point) = [5]> then\n Change player y by ((checkpoint 5 place y) + (150))\n Change Player x by (checkpoint 5 place x)\n hide\n wait (0.8) seconds\n show\n set [fall v] to [false]\n stop [this script v]\n else\n if <(check point) = [6]> then\n Change player y by ((checkpoint 6 place y) + (20))\n Change Player x by ((checkpoint 6 place x) + (-180))\n hide\n wait (0.3) seconds\n show\n set [fall v] to [false]\n stop [this script v]\n else\n if <(check point) = [7]> then\n Change player y by ((checkpoint 7 place y) + (20))\n Change Player x by ((checkpoint 7 place x) + (-170))\n hide\n wait (0.3) seconds\n show\n set [fall v] to [false]\n stop [this script v]\n else\n if <(check point) = [8]> then\n Change player y by ((checkpoint 8 place y) + (300))\n Change Player x by ((checkpoint 8 place x) + (-165))\n hide\n wait (0.8) seconds\n show\n set [fall v] to [false]\n stop [this script v]\n else\n if <(check point) = [0]> then\n Change player y by [20]\n Change Player x by [3100]\n show\n set [fall v] to [false]\n stop [this script v]\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\nbroadcast (bruh v)\n\nwhen I receive [bruh v]\nwait (1) seconds\nforever\n if <(answer) = [report]> then\n talk [BRUH]\n wait (2) seconds\n say [ ] for (0) seconds\n broadcast (bruh v)\n stop [this script v]\n end\nend\n\nwhen I receive [\( .\)_\(. \) speed boost v]\nset [fall damage > 40 = death v] to [0]\nset [sy v] to [100]\nwait (1) seconds\nset [fall damage > 40 = death v] to [0]\nrepeat (103)\n change [x v] by (-30)\n set [sy v] to [2]\n set [fall damage > 40 = death v] to [0]\nend\nrepeat (100)\n set [fall damage > 40 = death v] to [0]\nend\n\nwhen [5 v] key pressed\nif <(username) = [Y4Taw]> then\n set [check point v] to [5]\nend\n\nwhen [6 v] key pressed\nif <(username) = [Y4Taw]> then\n set [check point v] to [6]\nend\n\nwhen [q v] key pressed\nif <(username) = [Y4Taw]> then\n switch costume to (default v)\n broadcast (deafult v)\nend\n\nwhen [w v] key pressed\nif <(username) = [Y4Taw]> then\n switch costume to (silver v)\n broadcast (silver skin v)\nend\n\nwhen [e v] key pressed\nif <(username) = [Y4Taw]> then\n switch costume to (gold v)\n broadcast (gold skin v)\nend\n\nwhen [t v] key pressed\nif <(username) = [Y4Taw]> then\n switch costume to (diamond v)\n broadcast (diamond skin v)\nend\n\nbroadcast (silver skin v)\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n wait (0.5) seconds\n if <touching (ground v)?> then\n broadcast (reset v)\n end\n end\nend\n\nwhen I receive [splim v]\nshow\ngo [backward v] (30) layers\n\nwhen flag clicked\nforever\n\nwhen [space v] key pressed\nif <(username) = [Y4Taw]> then\n broadcast (fall reset v)\nelse\n set [fall damage > 40 = death v] to [0]\nend\n\nif <(username) = [Y4Taw]> then\n switch costume to (y4taw v)\nend\n\nwhen flag clicked\nforever\n set [y p v] to (y)\n set [x p v] to (x)\n set [player direction v] to (direction)\n set [player x v] to (x position)\nend\n\nwhen [y v] key pressed\nif <(username) = [Y4Taw]> then\n broadcast (jp deafault v)\nend\n\nwhen [u v] key pressed\nif <(username) = [Y4Taw]> then\n broadcast (jp silver v)\nend\n\nwhen [i v] key pressed\nif <(username) = [Y4Taw]> then\n broadcast (jp gold v)\nend\n\nwhen I receive [\(. \)_\( .\) speed jump v]\nset [fall damage > 40 = death v] to [0]\nset [sy v] to [30]\nwait (1) seconds\nset [fall damage > 40 = death v] to [0]\nset [speed effect v] to [0]\nrepeat (29)\n change [x v] by (speed effect)\n set [sy v] to [5]\n set [fall damage > 40 = death v] to [0]\n change [speed effect v] by (2.08)\nend\n\nwhen [o v] key pressed\nif <(username) = [Y4Taw]> then\n broadcast (jp diamond v)\nend\n\nwhen flag clicked\nforever\n set [player x v] to (x position)\n set [player y v] to (y position)\nend\n\nwhen [3 v] key pressed\nif <(username) = [Y4Taw]> then\n set [check point v] to [3]\nend\n\nwhen [2 v] key pressed\nif <(username) = [Y4Taw]> then\n set [check point v] to [2]\nend\n\nwhen [1 v] key pressed\nif <(username) = [Y4Taw]> then\n set [check point v] to [1]\nend\n\nwhen [7 v] key pressed\nif <(username) = [Y4Taw]> then\n set [check point v] to [7]\nend\n\n\n\nwhen [8 v] key pressed\nif <(username) = [Y4Taw]> then\n set [check point v] to [8]\nend\n\nif <(username) = [Y4Taw]> then\n\n@ground\n\nClone at x: [880] y: [-500]\nClone at x: [120] y: [-260]\nClone at x: [120] y: [430]\nClone at x: [200] y: [-300]\nClone at x: [400] y: [50]\n\ngo to (random position v)\n\nwhen I receive [\(. \)_\( .\) speed jump v]\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [460] y: [-20]\n Clone at x: [250] y: [80]\n Clone at x: [-280] y: [100]\n Clone at x: [700] y: [-400]\n Clone at x: [100] y: [500]\n Clone at x: [20] y: [-300]\n Clone at x: [70] y: [280]\n Clone at x: [-300] y: [200]\n Clone at x: [-450] y: [130]\n Clone at x: [-350] y: [-150]\n Clone at x: [-100] y: [400]\n Clone at x: [1000] y: [0]\n Clone at x: [250] y: [-320]\n Clone at x: [300] y: [-300]\n Clone at x: [220] y: [350]\n Clone at x: [-200] y: [-550]\n Clone at x: [300] y: [200]\n Clone at x: [300] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [-2000] y: [600]\n Clone at x: [0] y: [3000]\n Clone at x: [2500] y: [-3600]\n Clone at x: [400] y: [0]\n Clone at x: [230] y: [280]\n Clone at x: [-150] y: [340]\n Clone at x: [-60] y: [250]\n Clone at x: [350] y: [-30]\n Clone at x: [-100] y: [350]\n Clone at x: [-740] y: [-260]\n Clone at x: [900] y: [-960]\n Clone at x: [340] y: [620]\n broadcast (checkpoints? v)\nend\n\nswitch costume to (costume24 v)\n\nbroadcast (level 1 v)\n\nwhen I receive [reset v]\nhide\n\nwhen I start as a clone\nforever\n if <(EXIT) = [restart]> then\n delete this clone\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\nshow\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [home screen v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\n@front layer deco\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\ngo to [front v] layer\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (costume1 v)\n Clone at x: [460] y: [-20]\n Clone at x: [250] y: [80]\n Clone at x: [-280] y: [100]\n Clone at x: [700] y: [-400]\n Clone at x: [100] y: [500]\n Clone at x: [20] y: [-300]\n Clone at x: [70] y: [280]\n Clone at x: [-300] y: [200]\n Clone at x: [-450] y: [130]\n Clone at x: [-350] y: [-150]\n Clone at x: [-100] y: [400]\n Clone at x: [1000] y: [0]\n Clone at x: [250] y: [-320]\n Clone at x: [300] y: [-300]\n Clone at x: [220] y: [350]\n Clone at x: [-200] y: [-550]\n Clone at x: [300] y: [200]\n Clone at x: [300] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [-2000] y: [600]\n Clone at x: [0] y: [3000]\n Clone at x: [2500] y: [-3600]\n Clone at x: [400] y: [0]\n Clone at x: [230] y: [280]\n Clone at x: [-150] y: [340]\n Clone at x: [-60] y: [250]\n Clone at x: [350] y: [-30]\n Clone at x: [-100] y: [350]\n Clone at x: [-740] y: [-260]\n Clone at x: [900] y: [-960]\n Clone at x: [340] y: [620]\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ngo to [front v] layer\ngo to [front v] layer\ncreate clone of (_myself_ v)\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\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nClone at x: [400] y: [0]\n\nwhen I receive [reset v]\nhide\n\nwhen I start as a clone\nforever\n if <(EXIT) = [restart]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nwait (2) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nhide\n\nwhen I receive [reset v]\nhide\n\n@back layer deco\n\nClone at x: [200] y: [-300]\nClone at x: [400] y: [50]\n\nClone at x: [100] y: [210]\nClone at x: [100] y: [210]\nClone at x: [100] y: [210]\nClone at x: [150] y: [210]\nClone at x: [350] y: [210]\nClone at x: [350] y: [210]\nClone at x: [600] y: [-200]\nClone at x: [400] y: [-200]\nClone at x: [20] y: [-230]\n\nwhen I receive [reset v]\nhide\n\nwhen I start as a clone\nforever\n if <(EXIT) = [restart]> then\n delete this clone\n end\nend\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (costume1 v)\n Clone at x: [460] y: [-20]\n Clone at x: [250] y: [80]\n Clone at x: [-280] y: [100]\n Clone at x: [700] y: [-400]\n Clone at x: [100] y: [500]\n Clone at x: [20] y: [-300]\n Clone at x: [70] y: [280]\n Clone at x: [-300] y: [200]\n Clone at x: [-450] y: [130]\n Clone at x: [-350] y: [-150]\n Clone at x: [-100] y: [400]\n Clone at x: [1000] y: [0]\n Clone at x: [250] y: [-320]\n Clone at x: [300] y: [-300]\n Clone at x: [220] y: [350]\n Clone at x: [-200] y: [-550]\n Clone at x: [300] y: [200]\n Clone at x: [300] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [-2000] y: [600]\n Clone at x: [0] y: [3000]\n Clone at x: [2500] y: [-3600]\n Clone at x: [400] y: [0]\n Clone at x: [230] y: [280]\n Clone at x: [-150] y: [340]\n Clone at x: [-60] y: [250]\n Clone at x: [350] y: [-30]\n Clone at x: [-100] y: [350]\n Clone at x: [-740] y: [-260]\n Clone at x: [900] y: [-960]\n Clone at x: [340] y: [620]\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\nshow\ngo to [back v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ngo to [front v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [back v] layer\n go [forward v] (1) layers\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen flag clicked\nhide\n\n@front layer\n\nwhen flag clicked\n\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\nwhen I receive [home screen v]\nstop [other scripts in sprite v]\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume22 v)\ngo to [front v] layer\nclear graphic effects\nrepeat (50)\n go to [front v] layer\n change [ghost v] effect by (2)\nend\nforever\n switch costume to (costume19 v)\n go to [front v] layer\nend\n\nwhen I receive [splim v]\nwait (0) seconds\nforever\n switch costume to (costume19 v)\n go to [front v] layer\nend\n\n@traps\n\nwhen I receive [setup v]\nswitch costume to (blank v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n Clone at x: [460] y: [500]\n Clone at x: [250] y: [290]\n Clone at x: [300] y: [-130]\n Clone at x: [50] y: [-490]\n Clone at x: [250] y: [800]\n Clone at x: [-1500] y: [0]\n Clone at x: [250] y: [100]\n Clone at x: [2000] y: [-700]\n Clone at x: [400] y: [0]\n Clone at x: [1000] y: [500]\nelse\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\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\nClone at x: [370] y: [210]\nClone at x: [100] y: [210]\nClone at x: [100] y: [210]\nClone at x: [100] y: [210]\nClone at x: [150] y: [210]\nClone at x: [350] y: [210]\nClone at x: [350] y: [210]\nClone at x: [600] y: [-200]\nClone at x: [400] y: [-200]\nClone at x: [20] y: [-230]\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [reset v]\nhide\n\n@starting ani character\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\npoint in direction (90)\nset size to (30) %\ngo to [front v] layer\nset [intro size v] to [90]\nset [sine v] to [0]\ngo to [front v] layer\nreset timer\nrepeat until <(size) > [199]>\n change size by (((200) - (size)) / (5))\n turn right (((85) - (direction)) / (7)) degrees\n go to [front v] layer\nend\nrepeat (99)\n turn right ((10) + ((timer) * (5))) degrees\nend\nrepeat (50)\n turn left (((-90) + (direction)) / (7)) degrees\nend\ncreate clone of (sprite2 v)\ngo to [front v] layer\nwait (1) seconds\ncreate clone of (sprite3 v)\ngo to [front v] layer\nwait (0.5) seconds\ncreate clone of (sprite4 v)\ngo to [front v] layer\nwait (2.5) seconds\nhide\nbroadcast (splim v) and wait\n\nbroadcast (start2 v)\nbroadcast (start v)\nbroadcast (start4 v)\n\nhide\n\nwhen I start as a clone\n\nset [size v] to [20]\nrepeat until <(size) > [1200]>\n switch costume to (costume3 v)\n change [size v] by (((1201) - (Size)) / (5))\n set size to (Size) %\n switch costume to (CloneCostume)\nend\nchange [clonecostume v] by (1)\n\nwait (0) seconds\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\n\nset [clonecostume v] to [red3]\nwait (1) seconds\nwait (1) seconds\n\nwhen flag clicked\nwait (3) seconds\nbroadcast (star clone v)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (3) layers\nend\n\n@heart and star\n\nwhen I start as a clone\nset size to (pick random (70) to (120)) %\nset [ghost v] effect to (pick random (30) to (60))\nshow\ngo to x: (0) y: (0)\nrepeat (pick random (7) to (13))\n move ((20) - ((timer) * (5))) steps\nend\nset [yvelocity v] to [0]\nif <(yvelocity) = [0]> then\n set [yvelocity v] to [25]\nend\nwait (1) seconds\nrepeat (50)\n move ((0) - (yvelocity)) steps\n change [yvelocity v] by (-1)\nend\ndelete this clone\n\nwhen I receive [star clone v]\nreset timer\npoint in direction (90)\nrepeat (40)\n turn right (pick random (10) to (30)) degrees\n create clone of (_myself_ v)\nend\n\ngo [forward v] (1) layers\n\ngo to [front v] layer\n\n@starting ani backround\n\nwhen I receive [start music v]\nset volume to (100) %\n\nbroadcast (start2 v)\nbroadcast (start v)\nbroadcast (start4 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nclear graphic effects\nshow\nstart sound [Unison-Aperture-NCS-Release v]\n\nwhen I receive [start2 v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [splim v]\nswitch costume to (costume2 \(7\) v)\n\nwhen I receive [splim v]\nbroadcast (Play game v) and wait\n\nwhen I receive [//lightout v]\nset volume to (0) %\nstop [other scripts in sprite v]\n\nwhen I receive [splim v]\nhide\n\nset [rain level v] to [stop]\n\nset [rain level v] to [small]\n\nset [rain level v] to [mid]\n\nset [rain level v] to [large]\n\n@checkpoint\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(check point) = [1]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume2 v)\n end\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume2 v)\n Clone at x: [987] y: [80]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] 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: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [home screen v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ngo to [front v] layer\n\nwhen I receive [checkpoint one v]\nswitch costume to (costume5 v)\n\nwhen flag clicked\n\nwhen I receive [reset v]\nhide\n\n@snow/rain\n\nwhen I start as a clone\nif <(biome music) = [1]> then\n if <(>\)\(*&^%$$!) = [1]> then\n switch costume to (pick random (1) to (5))\n else\n switch costume to (snow v)\n end\n set size to (100) %\n set [ghost v] effect to (30)\n go to x: (pick random (-240) to (230)) y: (175)\n set [dir v] to (pick random (-2) to (2))\n set [speed v] to (pick random (5) to (5))\n show\n set pen color to (#d5d5d5)\n pen down\n set pen size to (2)\n repeat until <<(y position) < [-170]> or <<touching (player v)?> or < or <touching (ground v)?>>>>\n if <key (s v) pressed?> then\n delete this clone\n end\n point in direction (((180) + (dir)) + (global dir))\n move (((1) * (((Falling Speed) + (1)) / (40))) * (Speed)) steps\n if <key (left arrow v) pressed?> then\n change x by (2)\n end\n if <key (right arrow v) pressed?> then\n change x by (-2)\n end\n end\n move (((1) * (((Falling Speed) + (1)) / (40))) * (Speed)) steps\n turn left (pick random (0) to (0)) degrees\n set size to (0) %\n set [i v] to [25]\n repeat (10)\n change size by (i)\n change [ghost v] effect by ((i) / (2))\n change [i v] by (-2)\n end\n delete this clone\nelse\n if <(>\)\(*&^%$$!) = [1]> then\n switch costume to (pick random (12) to (27))\n else\n switch costume to (pick random (12) to (25))\n end\n if <(costume [number v]) = [25]> then\n set size to (100) %\n set [ghost v] effect to (30)\n go to x: (pick random (-240) to (230)) y: (175)\n set [dir v] to (pick random (-2) to (2))\n set [speed v] to (pick random (5) to (5))\n show\n set pen color to (#ffc5c5)\n pen down\n set pen size to (4)\n repeat until <<(y position) < [-170]> or <<touching (ground 2 v)?> or <touching (ground v)?>>>\n set pen size to (pick random (5) to (9))\n if <key (s v) pressed?> then\n delete this clone\n end\n point in direction (((180) + ()) + (@.@[email protected].@.@.@))\n move (((1) * (((Falling Speed) + (1)) / (2))) * (10)) steps\n if <key (left arrow v) pressed?> then\n change x by (0)\n end\n if <key (right arrow v) pressed?> then\n change x by (0)\n end\n if <touching (player v)?> then\n change [lightning striked times v] by (1)\n broadcast (..^..struck..^.. v)\n delete this clone\n end\n end\n else\n set size to (100) %\n set [ghost v] effect to (30)\n go to x: (pick random (-240) to (230)) y: (175)\n set [dir v] to (pick random (-2) to (2))\n set [speed v] to (pick random (5) to (5))\n show\n set pen color to (#51bcff)\n pen down\n set pen size to (2)\n repeat until <<(y position) < [-170]> or <<touching (player v)?> or <<<<<touching (back layer deco v)?> or <touching (water v)?>> or <touching (back layer v)?>> or < or <touching (back layer deco2 v)?>>> or <touching (ground v)?>>>>\n if <key (s v) pressed?> then\n delete this clone\n end\n point in direction (((180) + (dir)) + (global dir))\n move (((1) * (((Falling Speed) + (1)) / (4))) * (Speed)) steps\n if <key (left arrow v) pressed?> then\n change x by (0)\n end\n if <key (right arrow v) pressed?> then\n change x by (0)\n end\n end\n end\n if <(costume [number v]) = [25]> then\n switch costume to (costume23 v)\n move (((1) * (((Falling Speed) + (1)) / (40))) * (Speed)) steps\n point in direction (90)\n set size to (0) %\n set [i v] to [25]\n repeat (10)\n if <touching (player v)?> then\n change [lightning striked times v] by (1)\n broadcast (..^..struck..^.. v)\n delete this clone\n end\n change size by (180)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n switch costume to (pick random (6) to (11))\n move (((1) * (((Falling Speed) + (1)) / (40))) * (Speed)) steps\n turn left (pick random (0) to (0)) degrees\n set size to (0) %\n set [i v] to [25]\n repeat (10)\n change size by (i)\n change [ghost v] effect by ((i) / (2))\n change [i v] by (-2)\n end\n delete this clone\n end\nend\n\nswitch costume to (costume17 v)\n\nwhen I receive [rain v]\nset [global dir v] to [-10]\nif <not <(biome music) = [1]>> then\n forever\n set [strength v] to (pick random (-30) to (35))\n repeat (100)\n change [global dir v] by ((strength) / (150))\n end\n repeat (100)\n change [global dir v] by (((strength) / (100)) * (-1))\n end\n end\nelse\n forever\n set [strength v] to (pick random (-30) to (35))\n repeat (100)\n change [global dir v] by ((strength) / (100))\n end\n repeat (100)\n change [global dir v] by (((strength) / (100)) * (-1))\n end\n end\nend\n\nwhen I receive [rain place v]\nforever\n if <(rain level) = [2]> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n broadcast (rain v)\n broadcast (small rain v)\n delete this clone\n end\nend\n\nstop [other scripts in sprite v]\n\n\n\nif <(rain level) = [stop]> then\n set [speed v] to [50]\n broadcast (stop rain v)\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nset [rain level v] to [3]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\n\nturn right (15) degrees\n\nwhen I receive [\)\(rainlevel \) v]\nwait (0.5) seconds\nforever\n if <key (s v) pressed?> then\n set [rain level v] to [0]\n broadcast (\)\(#&RAINLEVEL STOP v)\n stop [this script v]\n end\nend\n\nwhen I receive [\)\(#&rainlevel stop v]\n\nwhen flag clicked\nbroadcast (\)\(RAINLEVEL \) v)\n\nif <(rain level) = [2]> then\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\nif <(rain level) = [3]> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n stop [other scripts in sprite v]\n broadcast (rain v)\n broadcast (large rain v)\n delete this clone\nend\nif <(rain level) = [3]> then\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\nif <(rain level) = [3]> then\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen flag clicked\nforever\n if <(rain level) = [1]> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(rain level) = [3]> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n show variable [rain level v]\n show variable [biome music v]\n show variable [lightning striked times v]\n else\n hide variable [rain level v]\n hide variable [biome music v]\n hide variable [lightning striked times v]\n end\nend\n\nset [biome music v] to [1]\n\nwait (0.5) seconds\nforever\n if <key (s v) pressed?> then\n set [rain level v] to [2]\n broadcast (\)\(RAINLEVEL \) v)\n stop [this script v]\n end\nend\n\nset [rain level v] to (biome music)\n\nforever\n wait (pick random (5) to (25)) seconds\n set [rain level v] to [0]\n wait (pick random (10) to (25)) seconds\nend\n\nwhen I receive [rain v]\nset [@.@[email protected].@.@.@ v] to [-10]\nforever\n set [strength v] to (pick random (-30) to (30))\n repeat (100)\n change [@.@[email protected].@.@.@ v] by ((strength) / (1))\n end\n repeat (100)\n change [@.@[email protected].@.@.@ v] by (((strength) / (100)) * (-1))\n end\nend\n\nwhen flag clicked\nset [lightning striked times v] to [0]\n\nset [rain level v] to (biome music)\n\nwhen I receive [\)\(#&rainlevel stop v]\nwait (0.5) seconds\nforever\n if <key (s v) pressed?> then\n set [rain level v] to [2]\n broadcast (\)\(RAINLEVEL \) v)\n stop [this script v]\n end\nend\n\n@Backdrop\n\nwhen flag clicked\nhide variable [trail v]\nset [vis? v] to [0]\nset [falling speed v] to [20]\nswitch costume to (snow v)\ngo to x: (0) y: (0)\nset [trail v] to [65]\nforever\n set [ghost v] effect to (Trail)\n stamp\nend\n\nwhen flag clicked\nswitch costume to (snow v)\nforever\n hide\n wait (pick random (5) to (10)) seconds\n repeat (3)\n set [ghost v] effect to (0)\n stamp\n end\n play sound (pick random (1) to (2)) until done\nend\n\nswitch costume to (rain v)\n\nwhen I receive [reset v]\nset [...ur mom... v] to [apples]\ngo to [front v] layer\nif <(biome music) = [1]> then\n switch costume to (generating world snow v)\nend\nif <(biome music) = [2]> then\n switch costume to (generating world berch v)\nend\nif <(biome music) = [3]> then\n set [...ur mom... v] to [apples]\n switch costume to (generating world jungle v)\nend\nwait (3) seconds\ngo to [back v] layer\nset [...ur mom... v] to [Bruh]\nbroadcast (...Ur Mom... v)\n\nforever\n if <(biome music) = [3]> then\nend\n\nwhen I receive [...ur mom... v]\nforever\n if <(biome music) = [1]> then\n switch costume to (snow v)\n end\n if <(biome music) = [2]> then\n switch costume to (berch v)\n end\n if <(biome music) = [3]> then\n switch costume to (jungle v)\n end\n if <(...Ur mom...) = [apples]> then\n stop [this script v]\n end\nend\n\nwhen I receive [die v]\nset [...ur mom... v] to [apples]\ngo to [front v] layer\nif <(biome music) = [1]> then\n switch costume to (generating world snow v)\nend\nif <(biome music) = [2]> then\n switch costume to (generating world berch v)\nend\nif <(biome music) = [3]> then\n set [...ur mom... v] to [apples]\n switch costume to (generating world jungle v)\nend\nwait (3) seconds\ngo to [back v] layer\nset [...ur mom... v] to [Bruh]\nbroadcast (...Ur Mom... v)\n\n@checkpoint2\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(check point) = [2]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume2 v)\n end\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume2 v)\n Clone at x: [150] y: [830]\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\nset [check point 2 place x v] to (x)\nset [checkpoint 2 place y v] to (y)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [home screen v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ngo to [front v] layer\n\nwhen I receive [checkpoint two v]\nswitch costume to (costume5 v)\n\nwhen flag clicked\n\nwhen I receive [reset v]\nhide\n\n@checkpoint3\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(check point) = [3]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume2 v)\n end\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume2 v)\n Clone at x: [1360] y: [710]\nelse\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\nset [check point 3 place x v] to (x)\nset [check point 3 place y v] to (y)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nwhen I receive [home screen v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ngo to [front v] layer\n\nwhen I receive [checkpoint 3 v]\nswitch costume to (costume5 v)\n\nwhen flag clicked\n\nwhen I receive [reset v]\nhide\n\n@launch pad\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [1550] y: [240]\nelse\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - ((SCROLL X) + ())) ((y) - (SCROLL Y))\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nforever\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <touching (player v)?> then\n broadcast (jump v)\n start sound [Low Boing v]\n repeat (12)\n next costume\n end\n switch costume to (costume1 v)\n end\n if <not <touching (player v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [reset v]\nhide\n\n@water\n\nwhen I receive [setup v]\nshow\n\nwhen I receive [tick v]\nposition [-10] ((position) + ((y) - (SCROLL Y)))\n\ndefine Clone at x: (x) y: (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\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\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [reset v]\nhide\n\nwhen I receive [checkpoints? v]\nshow\n\nturn right (15) degrees\n\nwhen flag clicked\nforever\n next costume\nend\n\nrepeat (100)\n\nwait (0) seconds\n\nchange [color v] effect by (25)\n\nwhen flag clicked\nforever\n if <(biome music) = [1]> then\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n set [ghost v] effect to (10)\n set [position v] to [-165]\n set size to (100) %\n end\n if <(biome music) = [2]> then\n set [color v] effect to (5)\n set [brightness v] effect to (-20)\n set [ghost v] effect to (10)\n set [position v] to [-120]\n end\n if <(biome music) = [3]> then\n set [color v] effect to (-10)\n set [brightness v] effect to (-10)\n set [ghost v] effect to (30)\n set [position v] to [-165]\n set size to (100) %\n end\nend\n\nset size to (150) %\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (80) layers\nend\n\n@launch pad2\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [1000] y: [270]\n Clone at x: [2400] y: [-67]\nelse\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nforever\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (jump v)\n start sound [Low Boing v]\n repeat (12)\n next costume\n end\n switch costume to (costume1 v)\n end\n if <not <touching (player v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [reset v]\nhide\n\n@LAKE\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [1250] y: [-50]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\n if <touching (player v)?> then\n go to [front v] layer\n set [ghost v] effect to (30)\n switch costume to (costume2 v)\n else\n switch costume to (costume2 v)\n set [ghost v] effect to (10)\n end\n end\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nwhen I receive [reset v]\nhide\n\nwhen I start as a clone\ndelete this clone\n\n@jp\n\nwhen I receive [jp hide v]\nhide\n\nwhen I receive [jp show v]\nshow\n\nwhen flag clicked\nforever\n if <(jp power) < [10]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n clear graphic effects\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n go to (player v)\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [@?/jp skin effect v] to [0]\n\nwhen I receive [jp deafault v]\nswitch costume to (costume1 v)\nset [@?/jp skin effect v] to [0]\n\nwhen I receive [jp silver v]\nswitch costume to (costume2 v)\nset [@?/jp skin effect v] to [50]\n\nwhen I receive [jp gold v]\nswitch costume to (costume3 v)\nset [@?/jp skin effect v] to [100]\n\ngo to [back v] layer\n\nforever\n\nwhen I receive [reset v]\nhide\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [reset v]\nset [jp power v] to [0]\nhide\n\nset [...stones found... v] to [0]\n\nwhen I receive [death clone v]\nset [jp power v] to [0]\nhide\n\nwhen [j v] key pressed\nif <(username) = [Y4Taw]> then\n set [jp power v] to [1000]\nend\n\nwhen [x v] key pressed\nif <(jp power) > [0]> then\n set [jp power v] to [0]\n broadcast (x v)\nend\nwait (2) seconds\n\nwhen I receive [jp diamond v]\nswitch costume to (costume4 v)\nset [@?/jp skin effect v] to [250]\n\n@jp effect\n\nwhen I start as a clone\nchange x by (pick random (-10) to (10))\nshow\nset [brightness v] effect to (30)\nset [ghost v] effect to (40)\nset size to (pick random (50) to (70)) %\nrepeat (5)\n move (-3) steps\n change y by (-10)\n change [ghost v] effect by (5)\n change [brightness v] effect by (-1)\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n repeat (5)\n move (-3) steps\n change y by (-10)\n change [ghost v] effect by (5)\n change [brightness v] effect by (-1)\n end\n end\nend\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset rotation style [all around v]\nhide\nforever\n go to (player v)\n go to [back v] layer\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [3]> then\n set [color v] effect to (pick random (0) to (200))\n else\n clear graphic effects\n end\nend\n\nwhen I receive [jp deafault v]\nswitch costume to (costume1 v)\n\nwhen I receive [jp silver v]\nswitch costume to (costume2 v)\n\nwhen I receive [jp gold v]\nswitch costume to (costume3 v)\n\nchange [jp power spended v] by (100)\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n forever\n switch costume to (costume3 v)\n wait (0.05) seconds\n switch costume to (costume4 v)\n wait (0.05) seconds\n switch costume to (costume5 v)\n wait (0.05) seconds\n switch costume to (costume6 v)\n wait (0.05) seconds\n end\n end\nend\n\nwhen I receive [jp diamond v]\nswitch costume to (costume3 v)\n\n@jj\n\nwhen I receive [jj hide v]\nhide\n\nwhen I receive [jj show v]\nshow\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n go to (player v)\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (costume2 v)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(jj time) < [4]> then\n repeat (20)\n change [ghost v] effect by (4)\n end\n repeat (20)\n change [ghost v] effect by (-4)\n end\n else\n set [ghost v] effect to (0)\n end\n if <(jj time) > [10]> then\n set [jj time v] to [10]\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (70) layers\nend\n\nwhen I receive [reset v]\nhide\nset [jj time v] to [0]\n\n@sway\n\ndefine Sway\nset [grass: velocity v] to (((grass effect by player) + (pick random (-2) to (2))) * (6))\nset [grass: sine v] to [0]\nrepeat until <<[0] = (round ((grass: Velocity) * (2)))> or <<touching (player v)?> and <([abs v] of (grass: Velocity) ) < ([abs v] of ((speed x2) * (2)) )>>>\n point in direction ((90) - (([sin v] of (grass: Sine) ) * (grass: Velocity)))\n change [grass: sine v] by (-10)\n set [grass: velocity v] to ((0.95) * (grass: Velocity))\nend\n\nwhen I receive [setup v]\ngo to [back v] layer\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [30] y: [-120]\n Clone at x: [120] y: [0]\n Clone at x: [124] y: [70]\n Clone at x: [60] y: [30]\n Clone at x: [40] y: [0]\n Clone at x: [150] y: [577]\n Clone at x: [340] y: [-65]\n Clone at x: [100] y: [-400]\n Clone at x: [30] y: [0]\n Clone at x: [190] y: [0]\n Clone at x: [-30] y: [0]\n Clone at x: [140] y: [615]\n Clone at x: [170] y: [-55]\n Clone at x: [460] y: [-480]\n Clone at x: [320] y: [0]\nelse\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (20) layers\n if <touching (player v)?> then\n Sway\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\n forever\n if <touching (player v)?> then\n set [ghost v] effect to (30)\n else\n clear graphic effects\n end\n end\nelse\n hide\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (10) layers\n if <touching (player v)?> then\n Sway\n end\nend\n\nwhen flag clicked\nhide\n\nbroadcast (setup v)\nbroadcast (reset v)\n\ngo to [front v] layer\n\nwhen I receive [reset v]\nhide\n\n@me in a crimson dragon suit\n\ndefine Talk (0)\nset [what to say v] to []\nset [number v] to [0]\nrepeat (length of (0))\n change [number v] by (1)\n set [what to say v] to (join (What to say) (letter (Number) of (0)))\n say (What to say)\nend\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [1730] y: [340]\nelse\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\n go to [back v] layer\n go [forward v] (1) layers\n if <touching (player v)?> then\n set [ghost v] effect to (0)\n else\n clear graphic effects\n end\n end\nelse\n hide\n broadcast (button stop v)\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [play game v]\nwait (1) seconds\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n set [answer v] to [start]\n switch costume to (costume2 v)\n Talk [hey there]\n wait (1) seconds\n Talk [want's some help]\n wait (1.5) seconds\n broadcast (wants some help v)\n set [answer v] to [start]\n repeat until <<<(answer 2) = [sure]> or <(answer) = [report]>> or <not <touching (player v)?>>>\n set [answer v] to [start]\n end\n if <(answer) = [report]> then\n wait (2) seconds\n switch costume to (costume3 v)\n Talk [OK]\n wait (0.3) seconds\n say [ ] for (0) seconds\n broadcast (trap dragon v)\n forever\n set [answer v] to [report]\n end\n end\n if <(answer 2) = [sure]> then\n switch costume to (costume2 v)\n Talk [sure here is a dragon stone you will be immune to spikes]\n wait (2) seconds\n say [ ] for (0) seconds\n set [dragon stone v] to [true]\n broadcast (dragon stone v)\n forever\n set [answer v] to [sure]\n end\n end\n say [ ] for (0) seconds\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nset [answer 2 v] to [0]\nforever\n if <not <touching (player v)?>> then\n set [answer v] to [non]\n end\nend\n\nwhen I receive [reset v]\nhide\n\nwhen I receive [reset v]\nhide\n\n@sure\n\nwhen I receive [wants some help v]\nshow\nswitch costume to (costume1 v)\nset size to (100) %\nshow\nforever\n go to [front v] layer\n go [forward v] (1) layers\n if <touching (mouse-pointer v)?> then\n point in direction ((90) + (([cos v] of (((timer) - (1)) * (300)) ) * (4)))\n set [brightness v] effect to (15)\n if <mouse down?> then\n set size to ((size) + (((100) - (size)) / (2))) %\n stop [other scripts in sprite v]\n hide\n broadcast (sure v)\n repeat (100)\n set [answer 2 v] to [sure]\n end\n stop [this script v]\n end\n set size to ((size) + (((120) - (size)) / (2))) %\n else\n go to [front v] layer\n point in direction (90)\n set size to ((size) + (((100) - (size)) / (2))) %\n clear graphic effects\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(answer) = [report]> then\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [button stop v]\nhide\n\nwhen I receive [reset v]\nhide\n\n@BRUH\n\nwhen I receive [wants some help v]\nshow\nswitch costume to (costume1 v)\nset size to (100) %\nshow\nforever\n go to [front v] layer\n go [forward v] (1) layers\n if <touching (mouse-pointer v)?> then\n point in direction ((90) + (([cos v] of (((timer) - (1)) * (300)) ) * (4)))\n set [brightness v] effect to (15)\n if <mouse down?> then\n set size to ((size) + (((100) - (size)) / (2))) %\n set [answer v] to [report]\n broadcast (button stop v)\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\n set size to ((size) + (((120) - (size)) / (2))) %\n else\n go to [front v] layer\n point in direction (90)\n set size to ((size) + (((100) - (size)) / (2))) %\n clear graphic effects\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [answer v] to [1]\n\nwhen I receive [sure v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen I receive [button stop v]\nhide\n\nwhen I receive [reset v]\nhide\n\n@totem code\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume5 v)\n Clone at x: [1825] y: [980]\nelse\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (totem 1 y))\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\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\n go to [back v] layer\n if <(totem 1 y) > [150]> then\n set [totem 1 y v] to [150]\n end\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [totem number : v] to [1]\n repeat until <(totem 1 y) > [150]>\n change [totem 1 y v] by ((2) + (totem 1 y repeted))\n change [totem 1 y repeted v] by (0.2)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [totem 1 y v] to [0]\nset [totem 1 y repeted v] to [0]\n\nwhen flag clicked\nset [totem number : v] to [0]\n\nwhen I receive [reset v]\nhide\n\n@totem code2\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume5 v)\n Clone at x: [1975] y: [1010]\nelse\nend\n\nwhen I receive [tick v]\nposition (((x) - (SCROLL X)) + (totem 2 x)) (((y) - (SCROLL Y)) + (totem 2 y))\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\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\n go to [back v] layer\n if <(totem 2 y) > [120]> then\n set [totem 2 y v] to [120]\n end\n if <(totem 2 x) < [-59]> then\n set [totem 2 x v] to [-59]\n end\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [totem number : v] to [2]\n repeat until <(totem 2 y) > [120]>\n change [totem 2 y v] by ((2) + (totem 2 y repeted))\n change [totem 2 y repeted v] by (0.2)\n change [totem 2 x v] by (-2.1)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [totem 2 y v] to [0]\nset [totem 2 y repeted v] to [0]\nset [totem 2 x v] to [0]\n\nwhen I receive [reset v]\nhide\n\n@totem code3\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume5 v)\n Clone at x: [1920] y: [900]\nelse\nend\n\nwhen I receive [tick v]\nposition (((x) - (SCROLL X)) + (totem 3 x)) (((y) - (SCROLL Y)) + (totem 3 y))\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\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\n go to [back v] layer\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [totem number : v] to [3]\n repeat until <(totem 3 y) > [300]>\n change [totem 3 y v] by ((2) + (totem 3 y repeted))\n change [totem 3 y repeted v] by (0.2)\n change [totem 3 x v] by (2.1)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [totem 3 x v] to [0]\nset [totem 3 y repeted v] to [0]\nset [totem 3 y v] to [0]\nforever\n if <(totem 3 y) > [230]> then\n set [totem 3 y v] to [230]\n end\n if <(totem 3 x) > [72]> then\n set [totem 3 x v] to [72]\n end\nend\n\nwhen I receive [reset v]\nhide\n\n@totem code4\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume5 v)\n Clone at x: [1920] y: [900]\nelse\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (totem 4 y))\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\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\n go to [back v] layer\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [totem number : v] to [4]\n repeat until <(totem 4 y) > [320]>\n change [totem 4 y v] by ((2) + (totem 3 y repeted))\n change [totem 4 y repeted v] by (0.2)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [totem 4 y v] to [0]\nset [totem 4 y repeted v] to [0]\nforever\n if <(totem 4 y) > [250]> then\n set [totem 4 y v] to [250]\n end\nend\n\nwhen I receive [reset v]\nhide\n\n@achievements\n\nwhen flag clicked\nset [check point v] to [0]\nwait (1) seconds\nforever\n if <(check point) > [0]> then\n change [achievements complete v] by (1)\n broadcast (checkpoint show v)\n switch costume to (2 v)\n Acheivment id: [2]\n stop [this script v]\n end\nend\n\ndefine Acheivment id: (id)\ncreate clone of (_myself_ v)\nbroadcast (Achievement v)\nset [id v] to (id)\n\ndefine Reset achievements (bruh??)\ndelete all of [x v]\nrepeat (bruh??)\n add [0] to [x v]\nend\n\nwhen I receive [reset player data v]\nReset achievements [50]\ndelete this clone\n\nwhen I start as a clone\nset [t v] to [0]\nset size to (100000) %\ngo to x: (-140) y: (-195)\nshow\nclear graphic effects\nset size to (85) %\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (5)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <<(costume [number v]) = [32]> or <<(costume [number v]) = [33]> or <<(costume [number v]) = [34]> or <(costume [number v]) = [36]>>>>> then\n set [secret achievements clicked v] to [1]\n end\n change [ghost v] effect by (-20)\nend\nrepeat (50)\n wait (0.01) seconds\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <<(costume [number v]) = [32]> or <<(costume [number v]) = [33]> or <<(costume [number v]) = [34]> or <(costume [number v]) = [36]>>>>> then\n set [secret achievements clicked v] to [1]\n end\nend\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\n go to [front v] layer\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <<(costume [number v]) = [32]> or <<(costume [number v]) = [33]> or <<(costume [number v]) = [34]> or <(costume [number v]) = [36]>>>>> then\n set [secret achievements clicked v] to [1]\n end\nend\ndelete this clone\n\nwhen I receive [achievement v]\nchange y by (65)\n\nwhen I receive [totem code correct v]\nif <(code?) = [yes]> then\n stop [this script v]\nend\nset [code? v] to [yes]\nchange [achievements complete v] by (1)\nswitch costume to (14 v)\nAcheivment id: [14]\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(jp power spended) > [0]> then\n change [achievements complete v] by (1)\n switch costume to (6 v)\n Acheivment id: [6]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <not <(jump times) < [100]>> then\n change [gold points v] by (1)\n change [achievements complete v] by (1)\n switch costume to (4 v)\n Acheivment id: [4]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <not <(jump times) < [1]>> then\n change [achievements complete v] by (1)\n switch costume to (1 v)\n Acheivment id: [1]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <not <(jump times) < [50]>> then\n change [achievements complete v] by (1)\n change [silver points v] by (1)\n switch costume to (3 v)\n Acheivment id: [3]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <not <(jump times) < [250]>> then\n change [achievements complete v] by (1)\n switch costume to (5 v)\n Acheivment id: [5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [silver jp achievement v] to [false]\nforever\n if <(jp power spended) > [499]> then\n change [silver points v] by (1)\n change [//warning number v] by (1)\n change [achievements complete v] by (1)\n set [silver jp achievement v] to [true]\n switch costume to (7 v)\n Acheivment id: [7]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [gold jp achievement v] to [false]\nforever\n if <(jp power spended) > [2999]> then\n change [gold points v] by (1)\n change [//warning number v] by (1)\n change [achievements complete v] by (1)\n set [gold jp achievement v] to [true]\n switch costume to (8 v)\n Acheivment id: [8]\n stop [this script v]\n end\nend\n\nset [jp power spended v] to [3000]\n\nwhen flag clicked\nforever\n if <(travel distence) > [0.95]> then\n change [achievements complete v] by (1)\n switch costume to (9 v)\n Acheivment id: [9]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(travel distence) > [49.95]> then\n change [silver points v] by (1)\n change [achievements complete v] by (1)\n switch costume to (10 v)\n Acheivment id: [10]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(travel distence) > [250]> then\n change [gold points v] by (1)\n change [achievements complete v] by (1)\n switch costume to (11 v)\n Acheivment id: [11]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(travel distence) > [1000]> then\n change [achievements complete v] by (1)\n switch costume to (12 v)\n Acheivment id: [12]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(travel distence) > [5000]> then\n change [achievements complete v] by (1)\n switch costume to (13 v)\n Acheivment id: [13]\n stop [this script v]\n end\nend\n\nwhen I receive [achievement v]\nstart sound [Connect v]\n\nwhen I receive [dragon stone v]\nchange [achievements complete v] by (1)\nswitch costume to (15 v)\nAcheivment id: [15]\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(death times) > [0]> then\n change [achievements complete v] by (1)\n switch costume to (16 v)\n Acheivment id: [16]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(death times) > [4]> then\n change [achievements complete v] by (1)\n switch costume to (17 v)\n Acheivment id: [17]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(death times) > [9]> then\n change [achievements complete v] by (1)\n change [silver points v] by (1)\n switch costume to (18 v)\n Acheivment id: [18]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(death times) > [19]> then\n change [gold points v] by (1)\n change [achievements complete v] by (1)\n switch costume to (19 v)\n Acheivment id: [19]\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nset [death times v] to [99]\n\nwhen flag clicked\nforever\n if <(death times) > [29]> then\n change [achievements complete v] by (1)\n switch costume to (20 v)\n Acheivment id: [20]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(death times) > [49]> then\n change [achievements complete v] by (1)\n switch costume to (21 v)\n Acheivment id: [21]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(death times) > [99]> then\n change [achievements complete v] by (1)\n switch costume to (22 v)\n Acheivment id: [22]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<(jump times) > [99]> and <(travel distence) > [99]>> then\n change [achievements complete v] by (1)\n switch costume to (23 v)\n Acheivment id: [23]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<(jump times) > [499]> and <(travel distence) > [499]>> then\n change [gold points v] by (1)\n change [achievements complete v] by (1)\n switch costume to (24 v)\n Acheivment id: [24]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n show variable [achievements complete v]\n show variable [death times v]\n show variable [jump times v]\n show variable [travel distence v]\n else\n hide variable [achievements complete v]\n hide variable [death times v]\n hide variable [jump times v]\n hide variable [travel distence v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Achievements complete) > [4]> then\n wait (0.05) seconds\n change [achievements complete v] by (1)\n switch costume to (26 v)\n Acheivment id: [26]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Achievements complete) > [9]> then\n wait (0.05) seconds\n change [silver points v] by (1)\n change [achievements complete v] by (1)\n switch costume to (27 v)\n Acheivment id: [27]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Achievements complete) > [19]> then\n wait (0.05) seconds\n change [gold points v] by (1)\n change [achievements complete v] by (1)\n switch costume to (28 v)\n Acheivment id: [28]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [achievements complete v] to [0]\nset [silver points v] to [0]\nset [gold points v] to [0]\n\nwhen flag clicked\nforever\n if <(silver points) > [4]> then\n wait (0.1) seconds\n change [achievements complete v] by (1)\n change [//warning number v] by (1)\n switch costume to (29 v)\n Acheivment id: [29]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(gold points) > [5]> then\n wait (0.1) seconds\n change [achievements complete v] by (1)\n change [//warning number v] by (1)\n switch costume to (30 v)\n Acheivment id: [30]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Achievements complete) > [29]> then\n wait (0.15) seconds\n change [//warning number v] by (1)\n switch costume to (31 v)\n Acheivment id: [31]\n stop [this script v]\n end\nend\n\nchange [jump times v] by (5)\nchange [travel distence v] by (500)\nchange [death times v] by (5)\n\nchange [achievements complete v] by (1)\n\nset [achievements complete v] to [30]\n\nwhen flag clicked\nforever\n if <(touching moon) = [true]> then\n change [achievements complete v] by (1)\n switch costume to (25 v)\n Acheivment id: [25]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(>\)\(*&^%$$!) = [1]> then\n switch costume to (33 v)\n Acheivment id: [33]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [secret achievements clicked v] to [0]\n\nwhen flag clicked\nforever\n if <(Secret Achievements clicked) > [0]> then\n switch costume to (35 v)\n Acheivment id: [35]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [lightning striked times v] to [0]\nforever\n if <(Lightning striked times) > [4]> then\n switch costume to (36 v)\n Acheivment id: [36]\n stop [this script v]\n end\nend\n\nwhen [p v] key pressed\nif <(username) = [Y4Taw]> then\n set [achievements complete v] to [30]\n set [travel distence v] to [5001]\n set [silver points v] to [5]\n set [gold points v] to [6]\n set [jp power spended v] to [3000]\n set [jump times v] to [500]\n set [death times v] to [100]\nend\n\nwhen flag clicked\nforever\n if <(timer) > [1800]> then\n wait (0.15) seconds\n switch costume to (34 v)\n Acheivment id: [34]\n stop [this script v]\n end\nend\n\nwhen I receive [gem activated v]\nswitch costume to (32 v)\nAcheivment id: [32]\nstop [this script v]\n\nwhen flag clicked\nset [code? v] to [no]\n\n@backpack\n\nwhen flag clicked\nhide\nset [//warning number v] to [1]\n\nclear graphic effects\n\nchange size by ((vel) / (6))\n\nwhen I receive [backpack open v]\nshow\nset size to (150) %\npoint in direction (90)\ngo to x: (-206) y: (151)\nswitch costume to (costume1 v)\nclear graphic effects\nset size to (150) %\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [//warning number v] to [1]\n set [vel v] to [30]\n broadcast (/open v)\n set [shop closed v] to [false]\n repeat (15)\n set [bounce v] to (((bounce) * (0.4)) + ((100) - (size)))\n change size by (bounce)\n end\n repeat until <(x position) > [40]>\n change [ghost v] effect by ((vel) * (-5))\n switch costume to (costume2 v)\n change x by (vel)\n change [vel v] by (-1)\n end\n repeat (15)\n set [bounce v] to (((bounce) * (0.4)) + ((150) - (size)))\n change size by (bounce)\n end\n broadcast (backpack close v)\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n set size to ((size) + (((160) - (size)) / (5))) %\n if <mouse down?> then\n set size to ((size) + (((150) - (size)) / (2))) %\n broadcast (shop open v)\n set [shop? v] to [open]\n end\n set size to ((size) + (((160) - (size)) / (5))) %\n else\n go to [front v] layer\n point in direction (90)\n set size to ((size) + (((150) - (size)) / (5))) %\n clear graphic effects\n end\nend\n\ngo [backward v] (1) layers\n\nwhen I receive [backpack close v]\nforever\n if <not <touching (mouse-pointer v)?>> then\n set [vel v] to [-30]\n repeat (15)\n set [bounce v] to (((bounce) * (0.4)) + ((100) - (size)))\n change size by (bounce)\n end\n repeat until <(x position) < [-205]>\n change [ghost v] effect by ((vel) * (5))\n switch costume to (costume1 v)\n change x by (vel)\n change [vel v] by (1)\n end\n repeat (15)\n set [bounce v] to (((bounce) * (0.4)) + ((150) - (size)))\n change size by (bounce)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [backpack close v]\nforever\n if <not <touching (mouse-pointer v)?>> then\n set [shop closed v] to [true]\n broadcast (backpack open v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (9.5) seconds\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <not <(shop closed) = [false]>> then\n switch costume to (//warning number)\n end\nend\n\nchange [//warning number v] by (1)\n\nwhen I receive [splim v]\nwait (3) seconds\nbroadcast (backpack open v)\nforever\n go to [front v] layer\nend\n\n@skins\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [/open v]\nhide\ngo to x: (48) y: (152)\nset [/skins number v] to [0]\nrepeat (8)\n create clone of (_myself_ v)\n change [/skins number v] by (1)\nend\n\nwhen I start as a clone\nhide\nswitch costume to (/skins number)\nwait (1) seconds\nshow\nforever\n go to [front v] layer\n if <(shop closed) = [true]> then\n set [brightness v] to [0]\n delete this clone\n end\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n change [brightness v] by (1)\n change [brightness v] effect by (1)\n if <(brightness) > [20]> then\n set [brightness v] to [20]\n set [brightness v] effect to (20)\n end\n if <mouse down?> then\n broadcast (deafult v)\n end\n else\n clear graphic effects\n end\n end\n if <(costume [number v]) = [2]> then\n if <touching (mouse-pointer v)?> then\n change [brightness v] by (1)\n change [brightness v] effect by (1)\n if <(brightness) > [20]> then\n set [brightness v] to [20]\n set [brightness v] effect to (20)\n end\n if <<mouse down?> and <(silver points) > [4]>> then\n broadcast (silver skin v)\n end\n if <(silver points) < [5]> then\n set [brightness v] effect to (-40)\n end\n else\n if <(silver points) < [5]> then\n set [brightness v] effect to (-40)\n else\n clear graphic effects\n end\n end\n end\n if <(costume [number v]) = [3]> then\n if <touching (mouse-pointer v)?> then\n change [brightness v] by (1)\n change [brightness v] effect by (1)\n if <(brightness) > [20]> then\n set [brightness v] to [20]\n set [brightness v] effect to (20)\n end\n if <<mouse down?> and <(gold points) > [5]>> then\n broadcast (gold skin v)\n end\n if <(gold points) < [6]> then\n set [brightness v] effect to (-40)\n end\n else\n if <(gold points) < [6]> then\n set [brightness v] effect to (-40)\n else\n clear graphic effects\n end\n end\n end\n if <(costume [number v]) = [4]> then\n if <touching (mouse-pointer v)?> then\n change [brightness v] by (1)\n change [brightness v] effect by (1)\n if <(brightness) > [20]> then\n set [brightness v] to [20]\n set [brightness v] effect to (20)\n end\n if <<mouse down?> and <(Achievements complete) > [29]>> then\n broadcast (diamond skin v)\n end\n if <(Achievements complete) < [29]> then\n set [brightness v] effect to (-40)\n end\n else\n if <(Achievements complete) < [29]> then\n set [brightness v] effect to (-40)\n else\n clear graphic effects\n end\n end\n end\n if <(costume [number v]) = [5]> then\n if <touching (mouse-pointer v)?> then\n change [brightness v] by (1)\n change [brightness v] effect by (1)\n if <(brightness) > [20]> then\n set [brightness v] to [20]\n set [brightness v] effect to (20)\n end\n if <mouse down?> then\n broadcast (jp deafault v)\n end\n else\n clear graphic effects\n end\n end\n if <(costume [number v]) = [6]> then\n if <touching (mouse-pointer v)?> then\n change [brightness v] by (1)\n change [brightness v] effect by (1)\n if <(brightness) > [20]> then\n set [brightness v] to [20]\n set [brightness v] effect to (20)\n end\n if <<mouse down?> and <(silver jp achievement) = [true]>> then\n broadcast (jp silver v)\n end\n if <not <(silver jp achievement) = [true]>> then\n set [brightness v] effect to (-40)\n end\n else\n if <not <(silver jp achievement) = [true]>> then\n set [brightness v] effect to (-40)\n else\n clear graphic effects\n end\n end\n end\n if <(costume [number v]) = [7]> then\n if <touching (mouse-pointer v)?> then\n change [brightness v] by (1)\n change [brightness v] effect by (1)\n if <(brightness) > [20]> then\n set [brightness v] to [20]\n set [brightness v] effect to (20)\n end\n if <<mouse down?> and <(gold jp achievement) = [true]>> then\n broadcast (jp gold v)\n end\n if <not <(gold jp achievement) = [true]>> then\n set [brightness v] effect to (-40)\n end\n else\n if <not <(gold jp achievement) = [true]>> then\n set [brightness v] effect to (-40)\n else\n clear graphic effects\n end\n end\n end\n if <(costume [number v]) = [8]> then\n if <touching (mouse-pointer v)?> then\n change [brightness v] by (1)\n change [brightness v] effect by (1)\n if <(brightness) > [20]> then\n set [brightness v] to [20]\n set [brightness v] effect to (20)\n end\n if <<mouse down?> and <(Achievements complete) > [29]>> then\n broadcast (jp diamond v)\n end\n if <(Achievements complete) < [29]> then\n set [brightness v] effect to (-40)\n end\n else\n if <(Achievements complete) < [29]> then\n set [brightness v] effect to (-40)\n else\n clear graphic effects\n end\n end\n end\nend\n\nset [brightness v] effect to (-20)\n\n\n\nchange [silver points v] by (1)\n\nchange [gold points v] by (1)\n\nwhen I receive [gold skin v]\nplay sound [pop v] until done\n\n@guide Fax\n\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\nwhen flag clicked\nhide\nwait (0) seconds\nforever\n go to [front v] layer\nend\n\nwhen I receive [fax v]\nhide\nwait (0) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-3)\n change y by (((0) - (y position)) / (7))\nend\nset [ghost v] effect to (5)\nwait (4) seconds\nrepeat until <(y position) > [30]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nhide\nwait (0.5) seconds\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-3)\n change y by (((0) - (y position)) / (7))\nend\nset [ghost v] effect to (5)\nwait (4) seconds\nrepeat until <(y position) > [30]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nhide\nwait (0.5) seconds\nshow\nswitch costume to (costume3 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-3)\n change y by (((0) - (y position)) / (7))\nend\nset [ghost v] effect to (5)\nwait (3) seconds\nrepeat until <(y position) > [30]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nhide\nwait (0.5) seconds\nshow\nswitch costume to (costume4 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-3)\n change y by (((0) - (y position)) / (7))\nend\nset [ghost v] effect to (5)\nwait (3) seconds\nrepeat until <(y position) > [30]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nhide\nwait (0.5) seconds\nshow\nswitch costume to (costume5 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-3)\n change y by (((0) - (y position)) / (7))\nend\nset [ghost v] effect to (5)\nwait (3) seconds\nrepeat until <(y position) > [30]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nhide\nwait (0.5) seconds\nshow\nswitch costume to (costume6 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-3)\n change y by (((0) - (y position)) / (7))\nend\nset [ghost v] effect to (5)\nwait (2) seconds\nrepeat until <(y position) > [30]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nhide\nwait (0.5) seconds\nshow\nswitch costume to (costume7 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-3)\n change y by (((0) - (y position)) / (7))\nend\nset [ghost v] effect to (5)\nwait (4) seconds\nrepeat until <(y position) > [30]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nforever\n hide\n wait (0.5) seconds\n show\n switch costume to (pick random (8) to (42))\n go to x: (0) y: (50)\n repeat until <(y position) < [0.2]>\n change [ghost v] effect by (-3)\n change y by (((0) - (y position)) / (7))\n end\n set [ghost v] effect to (5)\n wait (3) seconds\n repeat until <(y position) > [30]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\n@sparkles\n\nwhen flag clicked\nhide\nforever\n if <(costume [number v]) = [1]> then\n wait (0) seconds\n end\n if <(costume [number v]) = [2]> then\n create clone of (_myself_ v)\n wait (pick random (1) to (1.8)) seconds\n end\n if <(costume [number v]) = [3]> then\n create clone of (_myself_ v)\n wait (pick random (0.5) to (1)) seconds\n end\n if <(costume [number v]) = [4]> then\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.5)) seconds\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (player's skin)\nend\n\nwhen I start as a clone\ngo to (player v)\ngo to [front v] layer\nclear graphic effects\nshow\ngo [backward v] (35) layers\nset size to (pick random (100) to (150)) %\nchange x by (pick random (-20) to (20))\nchange y by (pick random (-20) to (20))\nrepeat (10)\n turn right (pick random (15) to (30)) degrees\n change [brightness v] effect by (5)\n change size by (10)\nend\nrepeat (10)\n turn right (pick random (15) to (30)) degrees\n change [brightness v] effect by (-5)\n change size by (-10)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nset [player's skin v] to [diamond]\n\nset [player's skin v] to [gold]\n\nset [player's skin v] to [silver]\n\n@Sprite2\n\nwhen I start as a clone\nshow\nset [size v] to [20]\ngo to [front v] layer\nrepeat until <(size) > [2000]>\n switch costume to (costume2 v)\n change [size v] by (((2001) - (Size)) / (5))\n set size to (Size) %\n switch costume to (costume1 v)\nend\nwait (2) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen I start as a clone\nshow\nset [size v] to [20]\ngo to [front v] layer\ngo [backward v] (3) layers\nrepeat until <(size) > [2500]>\n switch costume to (costume2 v)\n change [size v] by (((2501) - (Size)) / (5))\n set size to (Size) %\n switch costume to (costume1 v)\nend\nwait (1.5) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen I start as a clone\nshow\nset [size v] to [20]\ngo to [front v] layer\ngo [backward v] (5) layers\nrepeat until <(size) > [4500]>\n switch costume to (costume2 v)\n change [size v] by (((4501) - (size)) / (5))\n set size to (size) %\n switch costume to (costume1 v)\nend\nwait (1) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\n@storm\n\nwhen flag clicked\nhide\nwait (2) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [color v] effect to (-75)\nshow\nswitch costume to (c8b7a3b26085bee86e088266ab024db0 v)\nset size to (300) %\ngo to [front v] layer\nrepeat (14)\n next costume\n wait (0.02) seconds\nend\ndelete this clone\n\n@Sprite5\n\nwhen flag clicked\nhide\nwait (8) seconds\nshow\ngo to [front v] layer\nset size to (30) %\nrepeat (50)\n go to [front v] layer\n switch costume to (costume2 v)\n change size by ((10) + (timer))\n switch costume to (costume1 v)\nend\nhide\n\n@moving block 1\n\nwhen I receive [setup v]\nswitch costume to (0 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n Clone at x: [2410] y: [480]\n Clone at x: [300] y: [400]\nelse\nend\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nif <(costume [number v]) = [3]> then\n position (((moving block 1 x) / (2)) + ((x) - (SCROLL X))) ((moving block 1 y) + ((y) - (SCROLL Y)))\nelse\n position (((moving block 1 x) / (1)) + ((x) - (SCROLL X))) ((moving block 1 y) + ((y) - (SCROLL Y)))\nend\n\nset y to (0)\n\nreset timer\n\nwhen flag clicked\nforever\n set [moving block 1 y v] to (([cos v] of ((timer) * (35)) ) * (0))\n set [moving block 1 x v] to (([sin v] of ((timer) * (100)) ) * (90))\nend\n\nswitch costume to (1 v)\n\nwhen I receive [reset v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nbroadcast (@dark stop v)\nhide\nforever\n go to [front v] layer\n go [forward v] (999999) layers\nend\n\nwhen I receive [@dark start v]\nforever\n if <key (d v) pressed?> then\n switch costume to (costume1 v)\n set [dark mode on? v] to [true]\n show\n create clone of (_myself_ v)\n wait (0.2) seconds\n forever\n if <key (d v) pressed?> then\n set [dark mode on? v] to [false]\n hide\n broadcast (@dark stop v)\n end\n end\n end\nend\n\nwhen I receive [@dark stop v]\nwait (0.2) seconds\nbroadcast (@dark start v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\ngo to (torch v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n go to [back v] layer\n go to (player v)\n if <key (d v) pressed?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n move ((distance to [torch v]) / (15)) steps\n point towards (torch v)\nend\n\n@scroll bar\n\nwhen flag clicked\n\nwhen I start as a clone\nset y to (125)\nswitch costume to (front v)\ngo to [front v] layer\nshow\nforever\n set y to ((mouse y) - ((mouse y) / (4)))\n if <(y position) > [125]> then\n set y to (125)\n end\n if <(y position) < [-125]> then\n set y to (-125)\n end\n set [scroll bar scroll v] to (((((y position) - (125)) / (320)) * (Slides)) * (370))\nend\n\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\n\nrepeat until <not <mouse down?>>\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (2) layers\n if <(@@@@bar show?) = [yes]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n go [forward v] (100) layers\n go to [front v] layer\n if <(@@@@bar show?) = [yes]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [@@&#$@achievement open v]\nshow\ngo to [front v] layer\nswitch costume to (back v)\ncreate clone of (_myself_ v)\n\nset [scroll bar scroll v] to (((((y position) - (125)) / (320)) * (Slides)) * (360))\n\n@achievements text\n\nwhen I receive [@@&#$@achievement open v]\nset size to (50) %\nset [slides v] to [0]\nhide\nswitch costume to (1 v)\nrepeat (4)\n create clone of (_myself_ v)\n next costume\n change [slides v] by (1)\nend\n\nwhen I start as a clone\nshow\nforever\n set x to (167)\n set y to ((((costume [number v]) - (1)) * (-360)) - (scroll bar scroll))\n if <<(y position) = ((((costume [number v]) - (1)) * (-360)) - (scroll bar scroll))> and <(@@@@bar show?) = [yes]>> then\n show\n else\n hide\n end\nend\n\nbroadcast (@@&#$@achievement open v)\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n go [forward v] (1000) layers\n go to [front v] layer\nend\n\n@bar\n\nwhen I receive [*^&bar open? v]\ngo to x: (308) y: (0)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (bar think v)\n end\n if <key (a v) pressed?> then\n set [ghost v] effect to (20)\n set [bar move v] to [0]\n repeat (7)\n change x by (([sin v] of ((10) + (bar move)) ) * (-50))\n change [bar move v] by ((1) + (bar move))\n end\n set [bar move v] to [0]\n repeat (8)\n change x by (([sin v] of ((10) + (bar move)) ) * (-40))\n change [bar move v] by (-3)\n end\n set [bar move v] to [0]\n go to x: (167) y: (0)\n set [@@@@bar show? v] to [yes]\n broadcast (\)*&^#&bar closed? v)\n stop [this script v]\n end\nend\n\nwhen I receive [\)*&^#&bar closed? v]\nbroadcast (bar think 2 v)\ngo to x: (167) y: (0)\nshow\nforever\n if <key (a v) pressed?> then\n set [@@@@bar show? v] to [no]\n set [ghost v] effect to (20)\n set [bar move v] to [0]\n repeat (7)\n change x by (([sin v] of ((10) + (bar move)) ) * (50))\n change [bar move v] by ((-1) + (bar move))\n end\n set [bar move v] to [0]\n repeat (8)\n change x by (([sin v] of ((10) + (bar move)) ) * (40))\n change [bar move v] by (3)\n end\n set [bar move v] to [0]\n go to x: (308) y: (0)\n clear graphic effects\n broadcast (*^&bar open? v)\n stop [this script v]\n end\nend\n\nwhen I receive [splim v]\nwait (3.4) seconds\nset [@@@@bar show? v] to [no]\nclear graphic effects\nhide\ngo to x: (167) y: (0)\nbroadcast (*^&bar open? v)\nbroadcast (@@&#$@achievement open v)\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nhide\n\n@bar think\n\nwhen flag clicked\nhide\n\nwhen I receive [bar think v]\nshow\ngo to x: (0) y: (0)\nthink [press a] for (0.05) seconds\nhide\n\nwhen I receive [bar think 2 v]\nshow\ngo to x: (-150) y: (0)\nthink [press a to close] for (1) seconds\nhide\n\n@love and fave detecter\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n wait (0.8) seconds\n if <touching (mouse-pointer v)?> then\n set [>\)\(*&^%$$! v] to [1]\n stop [this script v]\n end\n else\n set [>\)\(*&^%$$! v] to [0]\n end\nend\n\nwait (1) seconds\n\n@checkpoint4\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(check point) = [4]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume2 v)\n end\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume2 v)\n Clone at x: [3100] y: [420]\nelse\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\nset [checkpoint 4 place x v] to (x)\nset [checkpoint 4 place y v] to (y)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nwhen I receive [home screen v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ngo to [front v] layer\n\nwhen I receive [checkpoint4 v]\nswitch costume to (costume5 v)\n\nwhen flag clicked\n\nwhen I receive [reset v]\nhide\n\n@gemstone Autumn\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume3 v)\n Clone at x: [3600] y: [240]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nforever\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [///lp x v] to [10]\n\nwhen flag clicked\nset [gemstone y v] to [0]\nforever\n repeat (10)\n change [gemstone y v] by (1)\n end\n repeat (10)\n change [gemstone y v] by (-1)\n end\nend\n\nwhen I receive [splim v]\nset [...stones found... v] to [0]\nforever\n if <touching (player v)?> then\n change [...stones found... v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [reset v]\nhide\n\nwhen flag clicked\ndelete all of [relic collected v]\nforever\n if <touching (player v)?> then\n add [yellow] to [relic collected v]\n stop [this script v]\n end\nend\n\nhide list [relic collected v]\n\nshow list [relic collected v]\n\nwhen flag clicked\nswitch costume to (costume2 v)\nclear graphic effects\nshow\nforever\n if <[relic collected v] contains [yellow]?> then\n switch costume to (costume3 v)\n start sound [Machine v]\n repeat (25)\n change [ghost v] effect by (4)\n end\n forever\n hide\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + ((gemstone y) / ([ceiling v] of (3) )))\n\n@gemstone Summer\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [5100] y: [300]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nforever\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [///lp x v] to [10]\n\nwhen flag clicked\nset [gemstone y v] to [0]\nforever\n repeat (10)\n change [gemstone y v] by (1)\n end\n repeat (10)\n change [gemstone y v] by (-1)\n end\nend\n\nwhen I receive [reset v]\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\nclear graphic effects\nshow\nforever\n if <[relic collected v] contains [green]?> then\n switch costume to (costume1 v)\n start sound [Machine v]\n repeat (25)\n change [ghost v] effect by (4)\n end\n forever\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n add [green] to [relic collected v]\n stop [this script v]\n end\nend\n\ndelete all of [relic collected v]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + ((gemstone y) / ([ceiling v] of (3) )))\n\n@launch pad3\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [3700] y: [770]\nelse\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nforever\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (jump 2 v)\n start sound [Low Boing v]\n repeat (12)\n next costume\n end\n switch costume to (costume1 v)\n end\n if <not <touching (player v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [reset v]\nhide\n\n@fall damage\n\nwhen I receive [fall damage warning v]\nclear graphic effects\nshow\nswitch costume to (death v)\n\nwhen I receive [fall damage warning off v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [fall damage warning small v]\nshow\nswitch costume to (might die v)\nset [ghost v] effect to (100)\nrepeat (4)\n change [ghost v] effect by (-25)\nend\n\n@booster\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (2 v)\n Clone at x: [3700] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nforever\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (\(. \)_\( .\) SPEED JUMP v)\n start sound [recording1 v]\n repeat (12)\n next costume\n end\n end\n if <not <touching (player v)?>> then\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\nClone at x: [1000] y: [400]\n\nwhen I receive [reset v]\nhide\n\n@ground 2\n\nforever\n \nend\n\nwhen I start as a clone\nforever\n if <(EXIT) = [restart]> then\n delete this clone\n end\nend\n\nwhen flag clicked\n\nbroadcast (setup v)\n\nwhen I receive [setup2 v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (0 v)\n Clone at x: [5100] y: [0]\n Clone at x: [0] y: [0]\n Clone at x: [-80] y: [100]\n Clone at x: [510] y: [140]\n Clone at x: [110] y: [-260]\n Clone at x: [500] y: [300]\n Clone at x: [-30] y: [-350]\n Clone at x: [380] y: [0]\n Clone at x: [400] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ngo to [back v] layer\ngo [forward v] (1) layers\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [reset2 v]\ndelete this clone\n\nbroadcast (reset v)\n\nwhen I receive [home screen v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [reset v]\nhide\n\nwhen I receive [splim v]\nforever\n if <(SCROLL X) < [4500]> then\n broadcast (reset2 v)\n end\n if <(SCROLL X) > [4500]> then\n broadcast (setup2 v)\n wait until <(SCROLL X) < [4500]>\n end\nend\n\nbroadcast (reset2 v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [reset v]\nbroadcast (reset2 v)\n\n@front layer deco 2\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nhide\n\nwhen I receive [setup v]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ngo to [front v] layer\ncreate clone of (_myself_ v)\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\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I start as a clone\nforever\n if <(EXIT) = [restart]> then\n delete this clone\n end\nend\n\nClone at x: [-30] y: [-350]\n\nwhen I receive [reset2 v]\ndelete this clone\n\nwhen I receive [setup2 v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (0 v)\n Clone at x: [5100] y: [0]\n Clone at x: [0] y: [0]\n Clone at x: [-80] y: [100]\n Clone at x: [510] y: [140]\n Clone at x: [110] y: [-260]\n Clone at x: [500] y: [300]\n Clone at x: [-30] y: [-350]\n Clone at x: [380] y: [0]\nend\n\n@back layer deco2\n\nwhen I receive [reset v]\nhide\n\nClone at x: [110] y: [-260]\n\nwhen I start as a clone\nforever\n if <(EXIT) = [restart]> then\n delete this clone\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ngo to [front v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [setup2 v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (0 v)\n Clone at x: [5100] y: [0]\n Clone at x: [0] y: [0]\n Clone at x: [-80] y: [100]\n Clone at x: [510] y: [140]\n Clone at x: [110] y: [-260]\n Clone at x: [500] y: [300]\n Clone at x: [-30] y: [-350]\n Clone at x: [380] y: [0]\n Clone at x: [400] y: [0]\nend\n\nwhen I receive [reset2 v]\ndelete this clone\n\n@booster2\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (2 v)\n Clone at x: [6300] y: [-50]\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: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nforever\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (\( .\)_\(. \) SPEED BOOST v)\n start sound [recording1 v]\n repeat (12)\n next costume\n end\n end\n if <not <touching (player v)?>> then\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [reset v]\nhide\n\n@checkpoint5\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(check point) = [5]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume2 v)\n end\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume2 v)\n Clone at x: [3460] y: [1376]\nelse\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\nset [checkpoint 5 place x v] to (x)\nset [checkpoint 5 place y v] to (y)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nwhen I receive [home screen v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ngo to [front v] layer\n\nwhen I receive [checkpoint4 v]\nswitch costume to (costume5 v)\n\nwhen flag clicked\n\nwhen I receive [reset v]\nhide\n\n@tree type\n\nhide\n\n@tree type2\n\n@checkpoint6\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(check point) = [6]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume2 v)\n end\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume2 v)\n Clone at x: [5150] y: [0]\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\nset [checkpoint 6 place x v] to (x)\nset [checkpoint 6 place y v] to (y)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nwhen I receive [home screen v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ngo to [front v] layer\n\nwhen I receive [checkpoint5 v]\nswitch costume to (costume5 v)\n\nwhen flag clicked\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [reset v]\nhide\n\n@flash\n\nwhen I receive [..^..struck..^.. v]\nshow\nclear graphic effects\nrepeat (10)\n go to [front v] layer\n go [forward v] (1000000000) layers\n change [ghost v] effect by (15)\nend\nhide\n\nwhen flag clicked\nhide\n\n@death sway\n\ndefine Sway\nif <<<(costume [number v]) = [12]> or <<(costume [number v]) = [11]> or <<(costume [number v]) = [2]> or <(costume [number v]) = [5]>>>> or <(costume [number v]) = [1]>> then\n start sound [Chain Dropped Sound Effect v]\nend\nif <(costume [number v]) = [18]> then\n start sound (pick random (3) to (5))\nend\nset [grass: velocity v] to ((0) - (((grass effect by player) + (pick random (-2) to (2))) * (6)))\nset [grass: sine v] to [0]\nrepeat until <<[0] = (round ((grass: Velocity) * (2)))> or <<<touching (player v)?> or <<touching (hat shot v)?> or <touching (sword v)?>>> and <([abs v] of (grass: Velocity) ) < ([abs v] of ((speed x2) * (2)) )>>>\n point in direction ((90) - (([sin v] of (grass: Sine) ) * (grass: Velocity)))\n change [grass: sine v] by (-10)\n set [grass: velocity v] to ((0.95) * (grass: Velocity))\nend\n\nset [grass: velocity v] to (((grass effect by player) + (pick random (0) to (-2))) * (6))\n\nwhen I receive [setup v]\ngo to [back v] layer\nswitch costume to (1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (19 v)\n Clone at x: [3820] y: [900]\n Clone at x: [70] y: [0]\n Clone at x: [-220] y: [340]\n Clone at x: [20] y: [-40]\n Clone at x: [-150] y: [-240]\n Clone at x: [-58] y: [-280]\n Clone at x: [12] y: [0]\n Clone at x: [160] y: [0]\n Clone at x: [65] y: [0]\n Clone at x: [20] y: [0]\n Clone at x: [-430] y: [200]\n Clone at x: [-40] y: [0]\n Clone at x: [2730] y: [-670]\n Clone at x: [30] y: [0]\n Clone at x: [-60] y: [0]\n Clone at x: [220] y: [-160]\n Clone at x: [-2100] y: [816]\n Clone at x: [125] y: [210]\n Clone at x: [0] y: [0]\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\npoint in direction (90)\nset [grass: sine v] to [0]\ngo to [front v] layer\ngo [backward v] (100) layers\nforever\n if <<touching (player v)?> or <<touching (hat shot v)?> or <touching (sword v)?>>> then\n Sway\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\n go to [back v] layer\nelse\n hide\nend\n\nwhen flag clicked\ngo [forward v] (10) layers\nforever\n if <<touching (player v)?> or <<touching (hat shot v)?> or <touching (sword v)?>>> then\n Sway\n end\nend\n\nwhen flag clicked\nhide\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nwhen I receive [reset v]\nhide\n\nif <(player direction) = [-90]> then\n\n@death\n\nwhen I start as a clone\nset [yvelocity v] to [0]\ngo to (player v)\nturn right (pick random (-10) to (10)) degrees\nif <(yvelocity) = [0]> then\n set [yvelocity v] to (pick random (10) to (15))\nend\nrepeat until <<touching (_edge_ v)?> and <(y position) < [-10]>>\n change y by (yvelocity)\n change [yvelocity v] by (-1)\n turn right (turn) degrees\nend\ndelete this clone\n\nwhen I start as a clone\ngo [forward v] (999999999999) layers\nshow\nclear graphic effects\nset [turn v] to (pick random (-3) to (5))\nset [brightness v] effect to (0)\nset size to (90) %\nshow\n\nwhen I receive [deafult v]\nswitch costume to (costume1 v)\n\nwhen I receive [silver skin v]\nswitch costume to (costume2 v)\n\nwhen I receive [gold skin v]\nswitch costume to (costume3 v)\n\nwhen I receive [diamond skin v]\nswitch costume to (costume4 v)\n\nwhen I receive [death clone v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\nend\n\nif <(username) = [Y4Taw]> then\n switch costume to (y4taw v)\nend\n\n@jp death\n\nwhen I start as a clone\nset [yvelocity v] to [0]\ngo to (player v)\nturn right (pick random (-40) to (40)) degrees\nif <(yvelocity) = [0]> then\n set [yvelocity v] to (pick random (5) to (20))\nend\nrepeat until <<touching (_edge_ v)?> and <(y position) < [-10]>>\n change y by (yvelocity)\n change [yvelocity v] by (-1)\n turn right (turn) degrees\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [turn v] to (pick random (-20) to (20))\nset [brightness v] effect to (0)\nset size to (90) %\ngo [forward v] (999999999999) layers\nshow\n\nwhen flag clicked\nforever\n if <(username) = [Y4Taw]> then\n switch costume to (y4taw v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [@?/jp skin effect v] to [0]\n\nwhen I receive [jp deafault v]\nswitch costume to (costume1 v)\nset [@?/jp skin effect v] to [0]\n\nwhen I receive [jp silver v]\nswitch costume to (costume2 v)\nset [@?/jp skin effect v] to [250]\n\nwhen I receive [jp gold v]\nswitch costume to (costume3 v)\nset [@?/jp skin effect v] to [500]\n\nwhen I receive [death clone v]\nif <(jp power) > [0]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [x v]\ncreate clone of (_myself_ v)\n\n@hat death\n\nwhen I start as a clone\nset [yvelocity v] to [0]\ngo to (hat shot v)\nturn right (pick random (-10) to (10)) degrees\nset rotation style [all around v]\nif <(yvelocity) = [0]> then\n set [yvelocity v] to (pick random (10) to (15))\nend\nrepeat until <<touching (_edge_ v)?> and <(y position) < [-10]>>\n change y by (yvelocity)\n change [yvelocity v] by (-1)\n turn right (turn 2) degrees\nend\ndelete this clone\n\nwhen I start as a clone\ngo [forward v] (999999999999) layers\nshow\nclear graphic effects\nset [turn 2 v] to (pick random (-3) to (5))\nset [brightness v] effect to (0)\nset size to (90) %\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [deafult v]\nswitch costume to (costume1 v)\n\nwhen I receive [silver skin v]\nswitch costume to (costume2 v)\n\nwhen I receive [gold skin v]\nswitch costume to (costume3 v)\n\nwhen I receive [diamond skin v]\nswitch costume to (costume4 v)\n\nwhen I receive [death clone v]\nhide\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset rotation style [all around v]\nforever\n go to (player v)\nend\n\ngo to [back v] layer\n\nwhen I receive [checkpoints? v]\nshow\n\nwhen flag clicked\ngo [forward v] (220) layers\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n point in direction (90)\n else\n point in direction (90)\n end\nend\n\nwhen I receive [show hat v]\nshow\nif <(costume [number v]) = [1]> then\n forever\n if <<(hat shot) = [false]> and <key (z v) pressed?>> then\n create clone of (hat shot v)\n stop [this script v]\n end\n end\nelse\n forever\n if <<(hat shot) = [false]> and <key (z v) pressed?>> then\n create clone of (hat shot v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [hide hat v]\nhide\n\nwhen flag clicked\nwait (14.2) seconds\nbroadcast (show hat v)\n\nwhen flag clicked\nhide\nwait (10) seconds\nhide\n\nwhen flag clicked\nwait (14.01) seconds\ngo [forward v] (27) layers\n\npoint towards (mouse-pointer v)\nif <<(costume [number v]) = [7]> or <(costume [number v]) = [6]>> then\n if <key (right arrow v) pressed?> then\n switch costume to (costume4 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume7 v)\n end\nelse\n if <<(costume [number v]) = [5]> or <(costume [number v]) = [4]>> then\n if <key (right arrow v) pressed?> then\n switch costume to (costume3 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume6 v)\n end\n else\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [2]>> then\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume5 v)\n end\n end\n end\nend\n\ngo [forward v] (1) layers\n\n@clothing death\n\nwhen I start as a clone\nset [yvelocity v] to [0]\ngo to (player v)\nturn right (pick random (-30) to (30)) degrees\nif <(yvelocity) = [0]> then\n set [yvelocity v] to (pick random (10) to (15))\nend\nrepeat until <<touching (_edge_ v)?> and <(y position) < [-10]>>\n change y by (yvelocity)\n change [yvelocity v] by (-1)\n turn right (turn 2) degrees\nend\ndelete this clone\n\nwhen I start as a clone\ngo [forward v] (999999999999) layers\nshow\nclear graphic effects\nset [turn 2 v] to (pick random (-3) to (5))\nset [brightness v] effect to (0)\nset size to (90) %\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [deafult v]\nswitch costume to (costume1 v)\n\nwhen I receive [silver skin v]\nswitch costume to (costume2 v)\n\nwhen I receive [gold skin v]\nswitch costume to (costume3 v)\n\nwhen I receive [diamond skin v]\nswitch costume to (costume4 v)\n\nwhen I receive [death clone v]\nhide\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nforever\n go to (player v)\nend\n\ngo [forward v] (220) layers\n\ngo to [back v] layer\n\nwhen I receive [checkpoints? v]\n\nshow\n\nhide\n\nwhen flag clicked\n\n@hat shot\n\nwhen I start as a clone\n\nwhen I receive [deafult v]\nswitch costume to (costume1 v)\nset [hat number v] to [1]\n\nwhen I receive [silver skin v]\nswitch costume to (costume2 v)\nset [hat number v] to [2]\n\nwhen I receive [gold skin v]\nswitch costume to (costume3 v)\nset [hat number v] to [3]\n\nwhen I receive [diamond skin v]\nswitch costume to (costume4 v)\nset [hat number v] to [4]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset rotation style [all around v]\nforever\n go to (player v)\n hide\nend\n\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\ngo [forward v] (1) layers\n\nwhen I start as a clone\nstart sound [High Whoosh v]\nset [speed v] to [1]\ngo to (hat death v)\npoint towards (mouse-pointer v)\nmove (0) steps\nshow\ngo to [front v] layer\nbroadcast (hide hat v)\nrepeat (2)\n move (speed) steps\n change [speed v] by ((speed) * (0.5))\n if <(direction) > [0]> then\n if <(hat number) = [1]> then\n switch costume to (costume1 v)\n else\n if <(hat number) = [2]> then\n switch costume to (costume3 v)\n else\n if <(hat number) = [3]> then\n switch costume to (costume5 v)\n else\n if <(hat number) = [4]> then\n switch costume to (costume7 v)\n end\n end\n end\n end\n end\n if <(direction) < [0]> then\n if <(hat number) = [1]> then\n switch costume to (costume2 v)\n else\n if <(hat number) = [2]> then\n switch costume to (costume4 v)\n else\n if <(hat number) = [3]> then\n switch costume to (costume6 v)\n else\n if <(hat number) = [4]> then\n switch costume to (costume8 v)\n end\n end\n end\n end\n end\n if <(hat shot) = [true]> then\n broadcast (show hat v)\n delete this clone\n end\nend\nrepeat until <<<touching (ground v)?> or <touching (ground 2 v)?>> or <touching (_edge_ v)?>>\n move (speed) steps\n change [speed v] by ((speed) * (0.5))\n if <(direction) > [0]> then\n if <(hat number) = [1]> then\n switch costume to (costume1 v)\n else\n if <(hat number) = [2]> then\n switch costume to (costume3 v)\n else\n if <(hat number) = [3]> then\n switch costume to (costume5 v)\n else\n if <(hat number) = [4]> then\n switch costume to (costume7 v)\n end\n end\n end\n end\n end\n if <(direction) < [0]> then\n if <(hat number) = [1]> then\n switch costume to (costume2 v)\n else\n if <(hat number) = [2]> then\n switch costume to (costume4 v)\n else\n if <(hat number) = [3]> then\n switch costume to (costume6 v)\n else\n if <(hat number) = [4]> then\n switch costume to (costume8 v)\n end\n end\n end\n end\n end\n if <(hat shot) = [true]> then\n broadcast (show hat v)\n delete this clone\n end\nend\nset [speed v] to [1]\npoint towards (player v)\nrepeat until <touching (player v)?>\n point towards (player v)\n move (speed) steps\n change [speed v] by ((speed) * (0.5))\n if <(speed) > [20]> then\n set [speed v] to [20]\n end\n if <(direction) > [0]> then\n if <(hat number) = [1]> then\n switch costume to (costume1 v)\n else\n if <(hat number) = [2]> then\n switch costume to (costume3 v)\n else\n if <(hat number) = [3]> then\n switch costume to (costume5 v)\n else\n if <(hat number) = [4]> then\n switch costume to (costume7 v)\n end\n end\n end\n end\n end\n if <(direction) < [0]> then\n if <(hat number) = [1]> then\n switch costume to (costume2 v)\n else\n if <(hat number) = [2]> then\n switch costume to (costume4 v)\n else\n if <(hat number) = [3]> then\n switch costume to (costume6 v)\n else\n if <(hat number) = [4]> then\n switch costume to (costume8 v)\n end\n end\n end\n end\n end\n if <(hat shot) = [true]> then\n broadcast (show hat v)\n delete this clone\n end\nend\nbroadcast (show hat v)\ndelete this clone\n\nwhen I receive [checkpoints? v]\nset [hat shot v] to [false]\n\nwhen I receive [death clone v]\nset [hat shot v] to [true]\n\nif <(direction) > [0]> then\n\n@moving enemy\n\nwhen I receive [setup v]\nswitch costume to (1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n Clone at x: [3434] y: [764]\nend\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(@>@>@>@status) = [alive]> then\n show\n else\n hide\n end\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition (((monster move) / (3)) + ((x) - (SCROLL X))) ((y) - (SCROLL Y))\n\nset y to (0)\n\nreset timer\n\nwhen flag clicked\nhide\nforever\n set [monster move v] to (([sin v] of ((timer) * (100)) ) * (90))\nend\n\nswitch costume to (1 v)\n\nwhen I receive [reset v]\nhide\n\nwhen flag clicked\nforever\n set rotation style [all around v]\n point towards (player v)\n go to [front v] layer\n if <(direction) < [0]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nwhen I receive [enemy clone 1 v]\nwait (10) seconds\nshow\nset [@>@>@>@status v] to [alive]\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (enemy setup 1 v)\n\nwhen I receive [enemy setup 1 v]\nforever\n if <<touching (hat shot v)?> or <touching (sword v)?>> then\n hide\n set [position of enemy v] to [1]\n broadcast (enemy clone 1 v)\n set [@>@>@>@status v] to [dead]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nbroadcast (enemy setup 1 v)\nset [@>@>@>@status v] to [alive]\n\nClone at x: [3884] y: [953]\n\nwhen flag clicked\nforever\n if <((y p) + (10)) < (y)> then\n if <(monster move) > [0]> then\n point in direction (90)\n switch costume to (1 v)\n else\n point in direction (-90)\n switch costume to (2 v)\n end\n else\n set rotation style [all around v]\n point towards (player v)\n go to [front v] layer\n if <(direction) < [0]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n end\nend\n\nwhen I start as a clone\ndelete this clone\n\n@enemy die\n\nwhen I start as a clone\nset [yvelocity v] to [0]\nif <(position of enemy) = [1]> then\n go to (moving enemy v)\n switch costume to (costume1 v)\nelse\n if <(position of enemy) = [2]> then\n go to (moving enemy2 v)\n switch costume to (costume1 v)\n else\n if <(position of enemy) = [3]> then\n go to (moving enemy3 v)\n switch costume to (costume2 v)\n else\n if <(position of enemy) = [4]> then\n go to (moving enemy4 v)\n switch costume to (costume3 v)\n else\n go to (moving enemy5 v)\n switch costume to (costume4 v)\n end\n end\n end\nend\nturn right (pick random (-40) to (40)) degrees\nif <(yvelocity) = [0]> then\n set [yvelocity v] to (pick random (15) to (18))\nend\nrepeat until <<touching (_edge_ v)?> and <(y position) < [-10]>>\n change y by (yvelocity)\n change [yvelocity v] by (-1)\n turn right (turn) degrees\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [turn v] to (pick random (-20) to (20))\nset [brightness v] effect to (0)\nset size to (90) %\ngo [forward v] (999999999999) layers\nshow\n\nwhen I receive [enemy clone 1 v]\nstart sound [Crunch v]\ncreate clone of (_myself_ v)\n\nwhen I receive [enemy clone 2 v]\nstart sound [Crunch v]\ncreate clone of (_myself_ v)\n\nwhen I receive [enemy clone 3 v]\nstart sound [Crunch v]\ncreate clone of (_myself_ v)\n\n@enemy die shield\n\nwhen I start as a clone\nset [yvelocity v] to [0]\nif <(position of enemy) = [1]> then\n go to (moving enemy v)\n switch costume to (costume1 v)\nelse\n if <(position of enemy) = [2]> then\n go to (moving enemy2 v)\n switch costume to (costume1 v)\n else\n if <(position of enemy) = [3]> then\n go to (moving enemy3 v)\n switch costume to (costume2 v)\n else\n if <(position of enemy) = [4]> then\n go to (moving enemy4 v)\n switch costume to (costume3 v)\n else\n go to (moving enemy5 v)\n switch costume to (costume3 v)\n end\n end\n end\nend\nturn right (pick random (-40) to (40)) degrees\nif <(yvelocity) = [0]> then\n set [yvelocity v] to (pick random (5) to (8))\nend\nrepeat until <<touching (_edge_ v)?> and <(y position) < [-10]>>\n change y by (yvelocity)\n change [yvelocity v] by (-1)\n turn right (turn) degrees\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [turn v] to (pick random (-20) to (20))\nset [brightness v] effect to (0)\nset size to (90) %\ngo [forward v] (999999999999) layers\nshow\n\nwhen I receive [enemy clone 1 v]\ncreate clone of (_myself_ v)\n\nwhen I receive [enemy clone 2 v]\ncreate clone of (_myself_ v)\n\nwhen I receive [enemy clone 3 v]\ncreate clone of (_myself_ v)\n\n@enemy die weapon\n\nwhen I start as a clone\nset [yvelocity v] to [0]\nif <(position of enemy) = [1]> then\n go to (moving enemy v)\n switch costume to (costume1 v)\nelse\n if <(position of enemy) = [2]> then\n go to (moving enemy2 v)\n switch costume to (costume1 v)\n else\n if <(position of enemy) = [3]> then\n go to (moving enemy3 v)\n switch costume to (costume2 v)\n else\n if <(position of enemy) = [4]> then\n go to (moving enemy4 v)\n switch costume to (costume3 v)\n else\n go to (moving enemy5 v)\n switch costume to (costume4 v)\n end\n end\n end\nend\nturn right (pick random (-40) to (40)) degrees\nif <(yvelocity) = [0]> then\n set [yvelocity v] to (pick random (13) to (15))\nend\nrepeat until <<touching (_edge_ v)?> and <(y position) < [-10]>>\n change y by (yvelocity)\n change [yvelocity v] by (-1)\n turn right (turn) degrees\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [turn v] to (pick random (50) to (-50))\nset [brightness v] effect to (0)\nset size to (90) %\ngo [forward v] (999999999999) layers\nshow\n\nwhen I receive [enemy clone 1 v]\ncreate clone of (_myself_ v)\n\nwhen I receive [enemy clone 2 v]\ncreate clone of (_myself_ v)\n\nif <(position of enemy) = [4]> then\n go to (moving enemy4 v)\n switch costume to (costume3 v)\nelse\n go to (moving enemy5 v)\n switch costume to (costume4 v)\nend\n\nwhen I receive [enemy clone 3 v]\ncreate clone of (_myself_ v)\n\ngo to (moving enemy3 v)\nswitch costume to (costume2 v)\n\n@moving enemy2\n\nwhen I receive [setup v]\nswitch costume to (1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n Clone at x: [3884] y: [949]\nend\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(@>@>@>@status) = [alive]> then\n show\n else\n hide\n end\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition (((monster move) / (3)) + ((x) - (SCROLL X))) ((y) - (SCROLL Y))\n\nset y to (0)\n\nreset timer\n\nwhen flag clicked\nforever\n set [monster move v] to (([sin v] of ((timer) * (100)) ) * (90))\nend\n\nwhen I receive [reset v]\nhide\n\nwhen flag clicked\nforever\n if <(y p) < (y)> then\n if <(monster move) > [0]> then\n point in direction (90)\n switch costume to (1 v)\n else\n point in direction (-90)\n switch costume to (2 v)\n end\n else\n set rotation style [all around v]\n point towards (player v)\n go to [front v] layer\n if <(direction) < [0]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n end\nend\n\nwhen I receive [enemy clone 2 v]\nwait (10) seconds\nshow\nset [@>@>@>@status v] to [alive]\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (enemy setup 2 v)\n\nwhen I receive [enemy setup 2 v]\nforever\n if <<touching (hat shot v)?> or <touching (sword v)?>> then\n hide\n set [position of enemy v] to [2]\n broadcast (enemy clone 2 v)\n set [@>@>@>@status v] to [dead]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nbroadcast (enemy setup 2 v)\nset [@>@>@>@status v] to [alive]\n\nwhen I start as a clone\ndelete this clone\n\n@torch\n\nwhen I start as a clone\n\nwhen I start as a clone\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset rotation style [all around v]\nforever\n if <(die) = [no]> then\n point in direction (90)\n if <(dark mode on?) = [true]> then\n show\n end\n end\n if <(dark mode on?) = [false]> then\n hide\n end\nend\n\ngo to [back v] layer\n\nwhen I receive [checkpoints? v]\nset [die v] to [no]\nif <(dark mode on?) = [true]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\ngo [forward v] (217) layers\nhide\n\nwhen flag clicked\nhide\nwait (10) seconds\nhide\n\nwhen flag clicked\nwait (14.01) seconds\ngo [forward v] (5) layers\n\nwhen flag clicked\nforever\n if <(die) = [no]> then\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n set x to (-40)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n set x to (40)\n end\n else\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [death clone v]\nif <(dark mode on?) = [true]> then\n set [die v] to [yes]\n set [yvelocity v] to [0]\n go to (hat shot v)\n turn right (pick random (-10) to (10)) degrees\n set rotation style [all around v]\n if <(yvelocity) = [0]> then\n set [yvelocity v] to (pick random (10) to (15))\n end\n repeat until <<touching (_edge_ v)?> and <(y position) < [-10]>>\n change y by (yvelocity)\n change [yvelocity v] by (-1)\n turn right (turn 2) degrees\n end\n hide\n stop [this script v]\nelse\n stop [this script v]\nend\n\nwhen I receive [death clone v]\nif <(dark mode on?) = [true]> then\n clear graphic effects\n set [turn 2 v] to (pick random (-3) to (5))\n set [brightness v] effect to (0)\n set size to (90) %\n show\nelse\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <(die) = [no]> then\n set y to (player y)\n else\n end\nend\n\n@Shop\n\nwhen I receive [shop open v]\nif <(shop?) = [open]> then\n hide\nend\n\nwhen I receive [open setting v]\nhide\n\nwhen I receive [shop close v]\nshow\n\nwhen I receive [setting close v]\nshow\n\nwhen I receive [@shop keeper v]\n\nwhen I receive [research close v]\nshow\n\nwhen I receive [research open v]\nhide\n\nshow variable [level up cost v]\nshow variable [power stone v]\n\nwhen I receive [cloth close v]\nshow\n\nwhen I receive [cloth open v]\nhide\n\nwhen I receive [splim v]\nwait (3.1) seconds\nswitch costume to (costume2 v)\nswitch backdrop to (backdrop1 v)\nset size to (150) %\nshow\nforever\n go to x: (-204) y: (96)\n set drag mode [not draggable v]\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n set size to ((size) + (((130) - (size)) / (5))) %\n if <mouse down?> then\n set size to ((size) + (((135) - (size)) / (2))) %\n broadcast (shop open v)\n set [shop? v] to [open]\n end\n set size to ((size) + (((130) - (size)) / (5))) %\n else\n go to [front v] layer\n point in direction (90)\n set size to ((size) + (((110) - (size)) / (5))) %\n clear graphic effects\n end\nend\n\nwhen flag clicked\nhide\n\n@moving enemy5\n\nwhen I receive [setup v]\nswitch costume to (1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n Clone at x: [5350] y: [285]\nend\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(@>@>@>@status) = [alive]> then\n show\n else\n hide\n end\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition (((monster move) / (3)) + ((x) - (SCROLL X))) ((y) - (SCROLL Y))\n\nset y to (0)\n\nreset timer\n\nwhen flag clicked\nhide\nforever\n set [monster move v] to (([sin v] of ((timer) * (100)) ) * (90))\nend\n\nswitch costume to (1 v)\n\nwhen I receive [reset v]\nhide\n\nwhen flag clicked\nforever\n set rotation style [all around v]\n point towards (player v)\n go to [front v] layer\n if <(direction) < [0]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nwhen I receive [enemy clone 3 v]\nwait (10) seconds\nshow\nset [@>@>@>@status v] to [alive]\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (enemy setup 3 v)\n\nwhen I receive [enemy setup 3 v]\nforever\n if <<touching (hat shot v)?> or <touching (sword v)?>> then\n hide\n set [position of enemy v] to [5]\n broadcast (enemy clone 3 v)\n set [@>@>@>@status v] to [dead]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nbroadcast (enemy setup 3 v)\nset [@>@>@>@status v] to [alive]\n\nClone at x: [3884] y: [953]\n\nwhen flag clicked\nforever\n if <(y p) < [400]> then\n if <((y p) + (10)) < (y)> then\n if <(monster move) > [0]> then\n point in direction (90)\n switch costume to (1 v)\n set [spike ball pointing v] to [right]\n else\n point in direction (-90)\n switch costume to (2 v)\n set [spike ball pointing v] to [left]\n end\n else\n set rotation style [all around v]\n point towards (player v)\n go to [front v] layer\n if <(direction) < [0]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(y p) < ((y) + (100))> and <(y p) > (y)>> then\n if <<<(x p) < [5560]> and <(x p) > [5120]>> and <(@>@>@>@status) = [alive]>> then\n wait (0.09) seconds\n if <(direction) > [0]> then\n set [spike ball pointing v] to [right]\n wait (0.05) seconds\n create clone of (spike ball v)\n wait (5.1) seconds\n else\n set [spike ball pointing v] to [left]\n wait (0.05) seconds\n create clone of (spike ball v)\n wait (5.1) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\ndelete this clone\n\n@spike ball\n\nwhen I receive [box spawn v]\n\nwhen I start as a clone\nshow\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [d vel v] to [0]\ngo to (moving enemy5 v)\npoint in direction (90)\nturn right (15) degrees\nif <(spike ball pointing) = [right]> then\n change [x vel v] by (pick random (10) to (13))\nelse\n change [x vel v] by (pick random (-10) to (-13))\nend\nchange [y vel v] by (10)\nforever\n if <touching (ground 2 v)?> then\n if <[1.1] > (Y vel)> then\n set [y vel v] to ((Y vel) * (-0.7))\n else\n set [y vel v] to [1]\n end\n end\n change [y vel v] by (-1)\n change x by (X vel)\n change y by (Y vel)\n change x by (5)\n if <not <touching (ground 2 v)?>> then\n change [d vel v] by (3)\n change [x vel v] by (0.3)\n end\n change x by (-10)\n if <not <touching (ground 2 v)?>> then\n change [d vel v] by (-3)\n change [x vel v] by (-0.3)\n end\n change x by (5)\n set [x vel v] to ((X vel) * (0.95))\n set [d vel v] to ((D vel) * (0.75))\n turn right (4) degrees\n if <not <touching (ground 2 v)?>> then\n change [d vel v] by (1)\n end\n turn left (0) degrees\n if <not <touching (ground 2 v)?>> then\n change [d vel v] by (-1)\n end\n turn right (0) degrees\n turn right (0) degrees\n if <not <touching (ground 2 v)?>> then\n change [d vel v] by (2)\n end\n turn left (0) degrees\n if <not <touching (ground 2 v)?>> then\n change [d vel v] by (-2)\n end\n turn right (0) degrees\n turn right (D vel) degrees\n if <touching (ground 2 v)?> then\n change y by (1)\n end\n if <touching (ground 2 v)?> then\n change y by (1)\n end\n if <touching (ground 2 v)?> then\n change y by (1)\n end\n if <touching (ground 2 v)?> then\n change y by (1)\n end\n if <touching (ground 2 v)?> then\n change y by (1)\n end\n if <touching (ground 2 v)?> then\n change y by (1)\n end\n if <touching (ground 2 v)?> then\n change y by (1)\n end\n if <touching (ground 2 v)?> then\n change y by (1)\n end\n if <touching (ground 2 v)?> then\n change y by (1)\n end\n if <touching (ground 2 v)?> then\n change y by (1)\n end\n change y by (-1)\n if <(@!@!@) = [die]> then\n delete this clone\n end\nend\n\nif <<touching (_edge_ v)?> and <(y position) < [-170]>> then\nend\n\nwhen I start as a clone\nforever\n wait (5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ncreate clone of (_myself_ v)\n\nwhen I receive [box spawn v]\n\nwhen I start as a clone\nforever\n if <key (right arrow v) pressed?> then\n change x by (-5)\n end\n if <key (left arrow v) pressed?> then\n change x by (5)\n end\nend\n\nwhen I receive [reset v]\nset [@!@!@ v] to [die]\n\nwhen I receive [checkpoints? v]\nset [@!@!@ v] to [alive]\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@moving enemy3\n\nwhen I receive [setup v]\nswitch costume to (1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n Clone at x: [5340] y: [12]\nend\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(@>@>@>@status) = [alive]> then\n show\n else\n hide\n end\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition (((monster move) / (3)) + ((x) - (SCROLL X))) ((y) - (SCROLL Y))\n\nset y to (0)\n\nreset timer\n\nwhen flag clicked\nhide\nforever\n set [monster move v] to (([sin v] of ((timer) * (100)) ) * (90))\nend\n\nswitch costume to (1 v)\n\nwhen I receive [reset v]\nhide\n\nwhen flag clicked\nforever\n set rotation style [all around v]\n point towards (player v)\n go to [front v] layer\n if <(direction) < [0]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nwhen I receive [enemy clone 1 v]\nwait (10) seconds\nshow\nset [@>@>@>@status v] to [alive]\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (enemy setup 1 v)\n\nwhen I receive [enemy setup 1 v]\nforever\n if <<touching (hat shot v)?> or <touching (sword v)?>> then\n hide\n set [position of enemy v] to [3]\n broadcast (enemy clone 1 v)\n set [@>@>@>@status v] to [dead]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nbroadcast (enemy setup 1 v)\nset [@>@>@>@status v] to [alive]\n\nClone at x: [3884] y: [953]\n\nwhen flag clicked\nforever\n if <((y p) + (10)) < (y)> then\n if <(monster move) > [0]> then\n point in direction (90)\n switch costume to (1 v)\n else\n point in direction (-90)\n switch costume to (2 v)\n end\n else\n set rotation style [all around v]\n point towards (player v)\n go to [front v] layer\n if <(direction) < [0]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n end\nend\n\nwhen I start as a clone\ndelete this clone\n\n@shop page\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset drag mode [not draggable v]\n\nwhen I receive [shop open v]\nif <(shop?) = [open]> then\n switch costume to (1 v)\n go to x: (180) y: (0)\n set [x vel v] to [0]\n show\n repeat (39)\n change [x vel v] by (((x position) - ((x position) * (2))) * (0.1))\n set [x vel v] to ((x vel) * (0.8))\n change x by (x vel)\n end\n change x by (1)\n switch costume to (2 v)\nend\nforever\n switch costume to ((info page number) + (2))\nend\n\nwhen I receive [shop close v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [shop open v]\nforever\n go to [front v] layer\n go [backward v] (10) layers\n if <(shop?) = [closed]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@checkpoint7\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(check point) = [7]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume2 v)\n end\n show\n go to [back v] layer\nelse\n hide\n go to [back v] layer\nend\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume2 v)\n Clone at x: [6230] y: [-3]\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\nset [checkpoint 7 place x v] to (x)\nset [checkpoint 7 place y v] to (y)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nwhen I receive [home screen v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ngo to [front v] layer\n\nwhen I receive [checkpoint5 v]\nswitch costume to (costume5 v)\n\nwhen flag clicked\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [reset v]\nhide\n\n@shop exit\n\nwhen I receive [shop open v]\nif <(shop?) = [open]> then\n set size to (20) %\n set [ghost v] effect to (100)\n wait (0.8) seconds\n go to [front v] layer\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n switch costume to (costume1 v)\n show\n forever\n go to x: (117) y: (60)\n go to [front v] layer\n go [forward v] (1) layers\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n set size to ((size) + (((0) - (size)) / (2))) %\n hide\n broadcast (shop close v)\n set [shop? v] to [close]\n stop [this script v]\n end\n set size to ((size) + (((70) - (size)) / (2))) %\n else\n go to [front v] layer\n point in direction (90)\n set size to ((size) + (((60) - (size)) / (2))) %\n clear graphic effects\n end\n end\nend\n\nwhen flag clicked\nhide\n\nchange x by (-10)\n\nchange y by (10)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@moving enemy4\n\nwhen I receive [setup v]\nswitch costume to (1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n Clone at x: [5720] y: [34]\nend\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(@>@>@>@status) = [alive]> then\n show\n else\n hide\n end\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition (((fast monster move) / (1)) + ((x) - (SCROLL X))) ((y) - (SCROLL Y))\n\nset y to (0)\n\nreset timer\n\nwhen flag clicked\nhide\nforever\n set [fast monster move v] to (([cos v] of ((timer) * (70)) ) * (170))\n if <(fast monster move) > [20]> then\n set [fast monster move v] to [20]\n end\nend\n\nswitch costume to (1 v)\n\nwhen I receive [reset v]\nhide\n\nwhen flag clicked\nforever\n set rotation style [all around v]\n point towards (player v)\n go to [front v] layer\n if <(direction) < [0]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nwhen I receive [enemy clone 2 v]\nwait (10) seconds\nshow\nset [@>@>@>@status v] to [alive]\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (enemy setup 2 v)\n\nwhen I receive [enemy setup 2 v]\nforever\n if <<touching (hat shot v)?> or <touching (sword v)?>> then\n hide\n set [position of enemy v] to [4]\n broadcast (enemy clone 2 v)\n set [@>@>@>@status v] to [dead]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nbroadcast (enemy setup 2 v)\nset [@>@>@>@status v] to [alive]\n\nClone at x: [3884] y: [953]\n\nwhen flag clicked\nforever\n if <((y p) + (20)) < (y)> then\n if <(monster move) > [0]> then\n point in direction (90)\n switch costume to (1 v)\n else\n point in direction (-90)\n switch costume to (2 v)\n end\n else\n set rotation style [all around v]\n point towards (player v)\n go to [front v] layer\n if <(direction) < [0]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n end\nend\n\nwhen I start as a clone\ndelete this clone\n\n@front arrow\n\nwhen I receive [shop open v]\ngo to x: (158) y: (-110)\nforever\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <(info page number) = [0]>> then\n show\n set [brightness v] effect to (2)\n if <mouse down?> then\n start sound [Button Click SOUND EFFECT Button SOUND MP3 v]\n repeat (5)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [brightness v] effect by (-10)\n end\n set [info page number v] to [1]\n broadcast (shop page 2 v)\n end\n end\n if <<touching (mouse-pointer v)?> and <(info page number) = [1]>> then\n show\n set [brightness v] effect to (2)\n if <mouse down?> then\n start sound [Button Click SOUND EFFECT Button SOUND MP3 v]\n repeat (5)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [brightness v] effect by (-10)\n end\n set [info page number v] to [2]\n broadcast (shop page 3 v)\n end\n end\n if <<touching (mouse-pointer v)?> and <(info page number) = [2]>> then\n show\n set [brightness v] effect to (2)\n if <mouse down?> then\n start sound [Button Click SOUND EFFECT Button SOUND MP3 v]\n repeat (5)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [brightness v] effect by (-10)\n end\n set [info page number v] to [3]\n broadcast (shop page 4 v)\n end\n end\n if <(info page number) = [3]> then\n set [brightness v] effect to (2)\n hide\n end\nend\n\nwait (0.1) seconds\n\nmove (10) steps\n\nwhen flag clicked\nhide\n\nwhen I receive [shop close v]\nhide\n\nwhen I receive [shop page 7 v]\nshow\n\nwhen I receive [shop open v]\nset [ghost v] effect to (100)\nset [info page number v] to [0]\nshow\nwait (0.6) seconds\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n go to x: (116) y: (-83)\n go to [front v] layer\n go [forward v] (10000) layers\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n set size to ((size) + (((1) - (size)) / (2))) %\n end\n set size to ((size) + (((50) - (size)) / (2))) %\n else\n go to [front v] layer\n point in direction (90)\n set size to ((size) + (((45) - (size)) / (2))) %\n clear graphic effects\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [shop open v]\nforever\n if <(info page number) > [3]> then\n hide\n end\nend\n\n@back arrow\n\nwhen I receive [shop open v]\ngo to x: (-133) y: (-110)\nforever\n go to [front v] layer\n if <<(info page number) = [1]> and <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (2)\n if <mouse down?> then\n start sound [Button Click SOUND EFFECT Button SOUND MP3 v]\n repeat (5)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [brightness v] effect by (-10)\n end\n set [info page number v] to [0]\n broadcast (shop page one v)\n wait (0.1) seconds\n end\n end\n if <<touching (mouse-pointer v)?> and <(info page number) = [2]>> then\n set [brightness v] effect to (2)\n if <mouse down?> then\n start sound [Button Click SOUND EFFECT Button SOUND MP3 v]\n repeat (5)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [brightness v] effect by (-10)\n end\n set [info page number v] to [1]\n broadcast (shop page 2 v)\n wait (0.1) seconds\n end\n end\n if <<touching (mouse-pointer v)?> and <(info page number) = [3]>> then\n set [brightness v] effect to (2)\n if <mouse down?> then\n start sound [Button Click SOUND EFFECT Button SOUND MP3 v]\n repeat (5)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [brightness v] effect by (-10)\n end\n set [info page number v] to [2]\n broadcast (shop page 3 v)\n wait (0.1) seconds\n end\n end\n if <<touching (mouse-pointer v)?> and <(info page number) = [4]>> then\n set [brightness v] effect to (2)\n if <mouse down?> then\n start sound [Button Click SOUND EFFECT Button SOUND MP3 v]\n repeat (5)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [brightness v] effect by (-10)\n end\n broadcast (shop page 4 v)\n set [info page number v] to [3]\n wait (0.1) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [shop close v]\nhide\nstop [other scripts in sprite v]\n\n\n\nwhen I receive [shop open v]\nforever\n if <(info page number) > [0]> then\n show\n end\n if <(info page number) < [1]> then\n hide\n end\nend\n\nbroadcast (shop page 7 v)\n\nwhen I receive [shop open v]\nforever\n go to x: (-110) y: (-83)\n go to [front v] layer\n go [forward v] (1) layers\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n set size to ((size) + (((1) - (size)) / (2))) %\n end\n set size to ((size) + (((50) - (size)) / (2))) %\n else\n go to [front v] layer\n point in direction (90)\n set size to ((size) + (((45) - (size)) / (2))) %\n clear graphic effects\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@gemstone winter\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume3 v)\n Clone at x: [230] y: [950]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + ((gemstone y) / ([ceiling v] of (3) )))\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nforever\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [///lp x v] to [10]\n\nwhen flag clicked\nset [gemstone y v] to [0]\nforever\n repeat (10)\n change [gemstone y v] by (1)\n end\n repeat (10)\n change [gemstone y v] by (-1)\n end\nend\n\nwhen I receive [splim v]\nset [...stones found... v] to [0]\nforever\n if <touching (player v)?> then\n change [...stones found... v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [reset v]\nhide\n\nwhen flag clicked\ndelete all of [relic collected v]\nforever\n if <touching (player v)?> then\n add [blue] to [relic collected v]\n stop [this script v]\n end\nend\n\nhide list [relic collected v]\n\nshow list [relic collected v]\n\nwhen flag clicked\nswitch costume to (costume2 v)\nclear graphic effects\nshow\nforever\n if <[relic collected v] contains [blue]?> then\n switch costume to (costume3 v)\n start sound [Machine v]\n repeat (25)\n change [ghost v] effect by (4)\n end\n forever\n hide\n end\n end\nend\n\n@gemstone spring\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume3 v)\n Clone at x: [6300] y: [130]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + ((gemstone y) / ([ceiling v] of (3) )))\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nforever\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [///lp x v] to [10]\n\nwhen flag clicked\nset [gemstone y v] to [0]\nforever\n repeat (10)\n change [gemstone y v] by (1)\n end\n repeat (10)\n change [gemstone y v] by (-1)\n end\nend\n\nwhen I receive [splim v]\nset [...stones found... v] to [0]\nforever\n if <touching (player v)?> then\n change [...stones found... v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [reset v]\nhide\n\nwhen flag clicked\ndelete all of [relic collected v]\nforever\n if <touching (player v)?> then\n add [pink] to [relic collected v]\n stop [this script v]\n end\nend\n\nhide list [relic collected v]\n\nshow list [relic collected v]\n\nwhen flag clicked\nswitch costume to (costume2 v)\nclear graphic effects\nshow\nforever\n if <[relic collected v] contains [pink]?> then\n switch costume to (costume3 v)\n start sound [Machine v]\n repeat (25)\n change [ghost v] effect by (4)\n end\n forever\n hide\n end\n end\nend\n\n@Gem activation\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (200) %\nif <(costume [number v]) = [1]> then\n point in direction (pick random (1) to (360))\n switch costume to (1 v)\n go to x: (180) y: (180)\n set [x vel v] to [0]\n set [y vel v] to [200]\n show\n repeat (78)\n change [x vel v] by (((x position) - ((x position) * (2))) * (0.05))\n set [x vel v] to ((x vel) * (0.9))\n change [y vel v] by (((y position) - ((y position) * (2))) * (0.05))\n set [y vel v] to ((y vel) * (0.8))\n change y by (y vel)\n change x by (x vel)\n end\n change x by (1)\nelse\n if <(costume [number v]) = [2]> then\n point in direction (pick random (1) to (360))\n switch costume to (2 v)\n go to x: (-180) y: (180)\n set [x vel v] to [0]\n set [y vel v] to [200]\n show\n repeat (78)\n change [x vel v] by (((x position) - ((x position) * (2))) * (0.05))\n set [x vel v] to ((x vel) * (0.9))\n change [y vel v] by (((y position) - ((y position) * (2))) * (0.05))\n set [y vel v] to ((y vel) * (0.8))\n change y by (y vel)\n change x by (x vel)\n end\n change x by (1)\n else\n if <(costume [number v]) = [3]> then\n point in direction (pick random (1) to (360))\n switch costume to (3 v)\n go to x: (-180) y: (-180)\n set [x vel v] to [0]\n set [y vel v] to [-200]\n show\n repeat (78)\n change [x vel v] by (((x position) - ((x position) * (2))) * (0.05))\n set [x vel v] to ((x vel) * (0.9))\n change [y vel v] by (((y position) - ((y position) * (2))) * (0.05))\n set [y vel v] to ((y vel) * (0.8))\n change y by (y vel)\n change x by (x vel)\n end\n change x by (1)\n else\n if <(costume [number v]) = [4]> then\n point in direction (pick random (1) to (360))\n switch costume to (4 v)\n go to x: (180) y: (-180)\n set [x vel v] to [0]\n set [y vel v] to [-200]\n show\n repeat (78)\n change [x vel v] by (((x position) - ((x position) * (2))) * (0.05))\n set [x vel v] to ((x vel) * (0.9))\n change [y vel v] by (((y position) - ((y position) * (2))) * (0.05))\n set [y vel v] to ((y vel) * (0.8))\n change y by (y vel)\n change x by (x vel)\n end\n change x by (1)\n else\n show\n point in direction (pick random (1) to (360))\n repeat (pick random (10) to (13))\n move (10) steps\n end\n repeat (pick random (3) to (6))\n move (7) steps\n end\n repeat (pick random (4) to (8))\n move (3) steps\n end\n end\n end\n end\nend\ndelete this clone\n\nwhen I receive [white clone v]\nstart sound [Boom Cloud v]\nswitch costume to (costume2 v)\nrepeat (pick random (7) to (4))\n create clone of (_myself_ v)\n wait (pick random (0) to (0)) seconds\nend\n\nwait (2) seconds\n\nwhen I receive [white clone v]\nswitch costume to (costume2 v)\nrepeat (pick random (5) to (9))\n switch costume to (pick random (7) to (8))\n wait (pick random (0) to (0.002)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n repeat (100)\n change size by (-6)\n end\nend\n\nwhen [space v] key pressed\n\nwhen I receive [splim v]\nforever\n if <(length of [relic collected v]) = [4]> then\n start sound [Teleport v]\n switch costume to (1 v)\n create clone of (_myself_ v)\n next costume\n wait (0.1) seconds\n create clone of (_myself_ v)\n point in direction (90)\n next costume\n wait (0.3) seconds\n create clone of (_myself_ v)\n next costume\n wait (0.5) seconds\n create clone of (_myself_ v)\n next costume\n wait (2.1) seconds\n go to [front v] layer\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n set [x vel v] to [0]\n set [y vel v] to [300]\n show\n repeat (15)\n switch costume to (costume1 v)\n change [y vel v] by (((size) - ((size) * (2))) * (0.05))\n set [y vel v] to ((y vel) * (0.9))\n turn right ((y vel) / (5)) degrees\n change size by (y vel)\n wait (0) seconds\n switch costume to (costume4 v)\n end\n broadcast (white clone v)\n change x by (1)\n hide\n wait (3) seconds\n show\n point in direction (90)\n repeat (150)\n point in direction (90)\n set size to (100) %\n switch costume to (5 v)\n change [y vel v] by (((size) - ((size) * (1))) * (0.05))\n set [y vel v] to ((y vel) * (0.8))\n change size by (y vel)\n end\n repeat (10)\n change size by (-10)\n end\n hide\n broadcast (gem activated v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@tutorio\n\nwhen I receive [splim v]\nset [movable v] to [no]\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (3.5) seconds\nshow\npoint in direction (90)\nrepeat (10)\n change size by (10)\nend\nrepeat until <(costume [number v]) = [9]>\n wait until <<key (any v) pressed?> or <mouse down?>>\n next costume\n wait (0.5) seconds\nend\nwait (1) seconds\nrepeat (10)\n change size by (-10)\nend\nset [movable v] to [yes]\nhide\nbroadcast (fax v)\nstop [this script v]\n\nwhen flag clicked\nhide\nset [movable v] to [no]\n\nwhen I receive [splim v]\nwait (3.5) seconds\nforever\n go to [front v] layer\n go [backward v] (10) layers\nend\n\n@sword\n\nwhen [b v] key pressed\nset [sword thing v] to [0]\nstart sound [Sword Slash Sound Effect v]\nshow\nif <(player direction) = [90]> then\n point in direction (90)\n repeat (3)\n switch costume to (3 v)\n change [sword thing v] by (3)\n turn right (sword thing) degrees\n end\n repeat (5)\n switch costume to (4 v)\n change [sword thing v] by (5)\n turn right (sword thing) degrees\n end\n hide\nelse\n point in direction (90)\n repeat (3)\n switch costume to (5 v)\n change [sword thing v] by (-3)\n turn right (sword thing) degrees\n end\n repeat (5)\n switch costume to (2 v)\n change [sword thing v] by (-5)\n turn right (sword thing) degrees\n end\n hide\nend\n\nswitch costume to (3 v)\npoint in direction (90)\nwait (0) seconds\nrepeat (1)\n turn right (40) degrees\nend\nswitch costume to (4 v)\nrepeat (4)\n turn right (20) degrees\nend\nhide\n\nswitch costume to (5 v)\npoint in direction (90)\nwait (0) seconds\nrepeat (1)\n turn right (-40) degrees\nend\nswitch costume to (2 v)\nrepeat (4)\n turn right (-20) degrees\nend\n\nrepeat (3)\n turn right (15) degrees\nend\nrepeat (2)\n turn right (10) degrees\nend\nrepeat (8)\n turn right (5) degrees\nend\n\nwhen flag clicked\nhide\nforever\n go to (player v)\nend\n\n@Checkpoint number\n\nwhen I receive [shop open v]\nif <(shop?) = [open]> then\n hide\nend\n\nwhen I receive [open setting v]\nhide\n\nwhen I receive [shop close v]\nshow\n\nwhen I receive [setting close v]\nshow\n\nwhen I receive [@shop keeper v]\n\nwhen I receive [research close v]\nshow\n\nwhen I receive [research open v]\nhide\n\nwhen I receive [cloth close v]\nshow\n\nwhen I receive [cloth open v]\nhide\n\nwhen I receive [splim v]\nwait (3.2) seconds\nswitch costume to (costume2 v)\nswitch backdrop to (backdrop1 v)\nset size to (150) %\nshow\nforever\n go to x: (-204) y: (42)\n set drag mode [not draggable v]\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n set size to ((size) + (((130) - (size)) / (5))) %\n else\n go to [front v] layer\n point in direction (90)\n set size to ((size) + (((110) - (size)) / (5))) %\n clear graphic effects\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n switch costume to (check point)\nend\n\nwhen I receive [gem activated v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [check point v] by (1)\n wait (0.2) seconds\n end\n if <(check point) > [8]> then\n set [check point v] to [1]\n end\n if <(check point) < [1]> then\n set [check point v] to [8]\n end\nend\n\n@Backdrop2\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: ((player y) / (10))\n move (pick random (5) to (5)) steps\nend\n\nwhen flag clicked\nswitch costume to (snow v)\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (10)\n stamp\nend\n\nwhen flag clicked\nswitch costume to (snow v)\nforever\n hide\n wait (pick random (5) to (10)) seconds\n repeat (3)\n set [ghost v] effect to (0)\n stamp\n end\nend\n\nswitch costume to (rain v)\n\nwhen I receive [reset v]\nset [...ur mom... v] to [apples]\ngo to [front v] layer\nif <(biome music) = [1]> then\n switch costume to (generating world snow v)\nend\nif <(biome music) = [2]> then\n switch costume to (generating world berch v)\nend\nif <(biome music) = [3]> then\n set [...ur mom... v] to [apples]\n switch costume to (generating world jungle v)\nend\nwait (3) seconds\ngo to [back v] layer\nset [...ur mom... v] to [Bruh]\nbroadcast (...Ur Mom... v)\n\nforever\n if <(biome music) = [3]> then\nend\n\nwhen I receive [...ur mom... v]\nforever\n if <(biome music) = [1]> then\n switch costume to (snow v)\n end\n if <(biome music) = [2]> then\n switch costume to (berch v)\n end\n if <(biome music) = [3]> then\n switch costume to (jungle v)\n end\n if <(...Ur mom...) = [apples]> then\n stop [this script v]\n end\nend\n\nwhen I receive [die v]\nset [...ur mom... v] to [apples]\ngo to [front v] layer\nif <(biome music) = [1]> then\n switch costume to (generating world snow v)\nend\nif <(biome music) = [2]> then\n switch costume to (generating world berch v)\nend\nif <(biome music) = [3]> then\n set [...ur mom... v] to [apples]\n switch costume to (generating world jungle v)\nend\nwait (3) seconds\ngo to [back v] layer\nset [...ur mom... v] to [Bruh]\nbroadcast (...Ur Mom... v)\n\n@line\n\nwhen I receive [splim v]\nwait (3.3) seconds\nshow\n\nwait (15) seconds\nforever\n go to [front v] layer\nend\n\nwhen I receive [splim v]\n\nwhen I receive [splim v]\nwait (3.3) seconds\nforever\n go [forward v] (99) layers\n go [forward v] (-10) layers\nend\n\nwhen I receive [splim v]\n\nwhen flag clicked\nhide\n\n@arrow\n\nwhen flag clicked\nhide\nforever\n go [forward v] (9999999999999) layers\nend\n\nwhen flag clicked\nforever\n set x to (-208)\n set y to ((-100) + ((SCROLL Y) / (20)))\n if <(SCROLL Y) > [2000]> then\n set y to (-1)\n end\nend\n\nwhen flag clicked\nforever\n set y to ((-100) + ((SCROLL Y) / (20)))\n if <(SCROLL Y) > [2000]> then\n set y to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [splim v]\nwait (3.3) seconds\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [splim v]\nwait (3.3) seconds\nwait (0) seconds\nforever\n go to [front v] layer\nend\n\nwhen I receive [splim v]\nwait (3.3) seconds\nwait (00) seconds\nforever\n go to [front v] layer\nend\n\n@checkpoint8\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(check point) = [8]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume2 v)\n end\n show\n go to [back v] layer\nelse\n hide\n go to [back v] layer\nend\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume2 v)\n Clone at x: [4510] y: [910]\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\nset [checkpoint 8 place x v] to (x)\nset [checkpoint 8 place y v] to (y)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nwhen I receive [home screen v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ngo to [front v] layer\n\nwhen I receive [checkpoint5 v]\nswitch costume to (costume5 v)\n\nwhen flag clicked\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [reset v]\nhide\n\n@._.\n\nwhen I receive [splim v]\n\nhide\nclear graphic effects\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (0) seconds\nshow\nset [brightness v] effect to (-100)\nrepeat (40)\n change [brightness v] effect by (2.5)\nend\npoint in direction (90)\nrepeat (7)\n wait (0.5) seconds\n go to [front v] layer\n repeat (20)\n change [brightness v] effect by (-5)\n go to [front v] layer\n end\n next costume\n repeat (20)\n change [brightness v] effect by (5)\n go to [front v] layer\n end\nend\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (999999999) layers\nend\n\nwhen flag clicked\nwait (0) seconds\nforever\n go to [front v] layer\n go [forward v] (999999999) layers\nend\n\n
Warning: If the Game glitches, press 'R.'\n===⭑===============(._.)================⭑===\nControls: Arrow keys to move (tap on mobile) press 1 to see your stats, press 'A' to see achievement list but you can't see the secret achievements (press A to close), press 'D' for dark mode (press D to close), press r to reset if the game breaks.\n===⭑===============(._.)================⭑===\nNotes: This is my third scrolling game :) (lots of bugs fixed: checkpoint bug, and reduced some lag). Arrow keys to move also it is mobile friendly. Many comments on my last platformer said that the checkpoint sometimes doesn't work, so now the bug is fixed and will work 100% of the time. Also love and fave for a surprise :)\n===⭑===============(._.)================⭑===\nAchievements: there are 35+ Achievements to be discovered; try to complete them all (some are hard). When you received the achievement Veteran, that means you beat the game.\n===⭑===============(._.)================⭑===\nTags : #game #explor #jungle #desert #snow #green #pea #apocalypse #world #platfomer #scrolling #terraria #fun #easy #art #durp #rain #checkpoint #art #GPAW #relame #well #op #y4taw #sirenhead #codebreaking #achievements\n===⭑===============(._.)================⭑===\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nCan this get featured? probably not (._.)
Colorless - Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 5 v)\n\nbroadcast (start v)\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (5)) until done\nend\n\nwhen I receive [credits v]\nstop [other scripts in sprite v]\n\n@Player\n\nwhen flag clicked\n\ndefine Physics\nswitch costume to (hitbox v)\nset rotation style [left-right v]\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (-90)\n change [x v] by (2)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (90)\n change [x v] by (-2)\nend\nchange x by (x)\nif <touching (level v)?> then\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(x) > [0]> then\n set [y v] to [10]\n set [x v] to [-10]\n else\n set [y v] to [10]\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\nelse\n set [x v] to ((x) * (.8))\nend\nchange y by (y)\nif <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(jump?) = [n]> then\n set [y v] to [12]\n set [jump? v] to [y]\n end\n end\nelse\n change [y v] by (-1)\n set [jump? v] to [n]\nend\nif <(x position) > [230]> then\n if <not <(level) = [10]>> then\n change [level v] by (1)\n Restart\n end\nend\nif <<touching (lava v)?> or <touching (obstacles v)?>> then\n Restart\nend\nif <touching (tramp v)?> then\n set [y v] to [17]\nend\ngo to [front v] layer\nif <(y position) < [-175]> then\n Restart\nend\nif <touching (vine/ladder v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [3]\n set [x v] to ((x) * (.8))\n end\n if <(y) < [-3]> then\n set [y v] to [-3]\n end\nend\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-207) y: (100)\n\nwhen flag clicked\nforever\n if <not <<key (right arrow v) pressed?> or <<key (up arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n set [costume# v] to [1]\n end\n if <key (right arrow v) pressed?> then\n set [costume# v] to [2]\n end\n if <key (left arrow v) pressed?> then\n set [costume# v] to [2]\n end\n if <key (up arrow v) pressed?> then\n set [costume# v] to [3]\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n set [costume# v] to [4]\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n set [costume# v] to [4]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n\nbroadcast (next v)\n\nstop [this script v]\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nRestart\nforever\n Physics\n Hitbox\nend\n\nwhen I receive [restart v]\nRestart\n\nswitch costume to (hitbox v)\n\ndefine Hitbox\nswitch costume to (costume#)\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (3) layers\n switch costume to (level)\nend\n\n@obstacles\n\nwhen flag clicked\n\nwhen I receive [start v]\nforever\n switch costume to (level)\nend\n\n@Tramp\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@lava\n\nwhen flag clicked\ngo to x: (36) y: (20)\nforever\n go to x: (36) y: ((15) + (([sin v] of ((timer) * ((10) * (10))) ) * (10)))\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\n@Coins\n\ndefine Spawn At (x) , (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nwait (.001) seconds\nset [clonelevel v] to [1]\nSpawn At [205] , [114]\nSpawn At [205] , [26]\nwait until <(level) = [2]>\nset [clonelevel v] to [2]\nSpawn At [-60] , [60]\nSpawn At [-6] , [104]\nSpawn At [54] , [128]\nSpawn At [121] , [130]\nSpawn At [190] , [102]\nwait until <(level) = [3]>\nset [clonelevel v] to [3]\nSpawn At [-33] , [159]\nSpawn At [61] , [159]\nSpawn At [168] , [159]\nwait until <(level) = [4]>\nset [clonelevel v] to [4]\nSpawn At [-64] , [40]\nSpawn At [146] , [-52]\nSpawn At [96] , [-52]\nSpawn At [46] , [-52]\nSpawn At [-4] , [-52]\nwait until <(level) = [5]>\nset [clonelevel v] to [5]\nSpawn At [-83] , [-61]\nSpawn At [-15] , [-61]\nSpawn At [57] , [-61]\nSpawn At [124] , [-61]\nSpawn At [196] , [-61]\nSpawn At [-83] , [13]\nSpawn At [-15] , [13]\nSpawn At [57] , [13]\nSpawn At [124] , [13]\nSpawn At [196] , [13]\nSpawn At [-15] , [87]\nSpawn At [57] , [87]\nSpawn At [124] , [87]\nSpawn At [196] , [87]\nSpawn At [-83] , [87]\nwait until <(level) = [6]>\nset [clonelevel v] to [6]\nSpawn At [-145] , [23]\nSpawn At [-145] , [-20]\nSpawn At [-145] , [-63]\nwait until <(level) = [7]>\nset [clonelevel v] to [7]\nSpawn At [-40] , [15]\nSpawn At [-104] , [1]\nSpawn At [26] , [1]\nwait until <(level) = [8]>\nset [clonelevel v] to [8]\nSpawn At [-145] , [-50]\nSpawn At [-102] , [-50]\nSpawn At [-59] , [-50]\nSpawn At [-16] , [-50]\nSpawn At [27] , [-50]\nSpawn At [70] , [-50]\nSpawn At [113] , [-50]\nSpawn At [-145] , [0]\nSpawn At [-102] , [0]\nSpawn At [-59] , [0]\nSpawn At [-16] , [0]\nSpawn At [27] , [0]\nSpawn At [70] , [0]\nSpawn At [113] , [0]\nwait until <(level) = [9]>\nset [clonelevel v] to [9]\n\nwhen I start as a clone\nforever\n wait (.05) seconds\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n if <(clonelevel) = [1]> then\n wait until <(clonelevel) = [2]>\n delete this clone\n end\n if <(clonelevel) = [2]> then\n wait until <(clonelevel) = [3]>\n delete this clone\n end\n if <(clonelevel) = [3]> then\n wait until <(clonelevel) = [4]>\n delete this clone\n end\n if <(clonelevel) = [4]> then\n wait until <(clonelevel) = [5]>\n delete this clone\n end\n if <(clonelevel) = [5]> then\n wait until <(clonelevel) = [6]>\n delete this clone\n end\n if <(clonelevel) = [6]> then\n wait until <(clonelevel) = [7]>\n delete this clone\n end\n if <(clonelevel) = [7]> then\n wait until <(clonelevel) = [8]>\n delete this clone\n end\n if <(clonelevel) = [8]> then\n wait until <(clonelevel) = [9]>\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n change [score v] by (1)\n delete this clone\n end\nend\n\nwait until <(clonelevel) = [2]>\n\n@Text\n\nwhen flag clicked\n\nwhen I start as a clone\nchange [clones v] by (1)\nshow\nwait (.01) seconds\ngo to [front v] layer\nchange [clones v] by (-1)\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nchange [clones v] by (1)\nshow\nwait (.01) seconds\nchange [clones v] by (-1)\ndelete this clone\n\ndefine Words (text)\ngo to [front v] layer\ngo to x: (-180) y: (-139)\nset [letters v] to [0]\nrepeat (length of (text))\n change [letters v] by (1)\n switch costume to (blank v)\n switch costume to (letter (letters) of (text))\n create clone of (_myself_ v)\n change x by (19)\nend\n\nwhen I receive [start v]\nset [score v] to [0]\nforever\n Words (score)\nend\n\n@Polishing Assets\n\n@Vine/Ladder\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\n go to x: (36) y: (28)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Mainscreen\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [forward v] (-2) layers\nforever\n go to x: ((mouse x) / (10)) y: ((mouse y) / (10))\nend\n\nwhen I receive [start v]\nhide\n\n@About\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nnext costume\n\ngo [forward v] (-1) layers\n\n@Play\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [forward v] (-1) layers\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (start v)\n\nwhen I receive [start v]\nhide\n\n
How To Play\n= = = = = = = = = = = = = = = = = = = = = = = = = =\n\n- Arrows To Move\n- Flag To Play (DUH!)\n- SHIFT + Flag For Turbo Mode\n\n= = = = = = = = = = = = = = = = = = = = = = = = = = \n\nIt would be greatly appreciated if you would ❤️ and ⭐\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nJust Chillin' Down Here! ;)
Colorless - A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (colorless v)\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [backdrop1 v]\nswitch backdrop to (colored1 v)\n\nwhen I receive [backdrop2 v]\nswitch backdrop to (colored2 v)\n\nwhen I receive [you won v]\nstop [other scripts in sprite v]\n\n@LESS LAG\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Player\n\nwhen I receive [tick v]\nif <not <key (any v) pressed?>> then\n switch costume to (none v)\nelse\n if <<key (up arrow v) pressed?> and <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n switch costume to (up v)\n end\n if <<key (right arrow v) pressed?> and <not <<key (up arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> and <not <<key (right arrow v) pressed?> or <key (up arrow v) pressed?>>>> then\n switch costume to (left v)\n end\n if <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (right & up v)\n end\n if <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (left & up v)\n end\nend\n\nwhen flag clicked\ngo to x: (-205) y: (-30)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1.5)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1.5)\nend\nchange x by (Xv)\nset [xv v] to ((Xv) * (0.85))\nif <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change x by ((Xv) * (-1.6))\n change y by (-5)\n set [xv v] to [0]\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching (levels v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <touching (levels v)?> then\n set [yv v] to [15]\n end\nend\nchange y by (1)\nif <(x position) > [245]> then\n broadcast (next level v)\n go to x: (-205) y: (-30)\n set [xv v] to [0]\n set [yv v] to [0]\nend\nif <<<touching (enemies1 v)?> or <touching (enemies2 v)?>> or <(y position) < [-180]>> then\n go to x: (-205) y: (-30)\n change [deaths v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\nend\n\nwhen I receive [you won v]\nhide\n\nwhen [r v] key pressed\ngo to x: (-205) y: (-30)\n\nwhen [s v] key pressed\nbroadcast (next level v)\ngo to x: (-205) y: (-30)\n\n@Levels\n\nwhen flag clicked\nshow\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [5]> then\n broadcast (enemy1 v)\nelse\n if <(costume [number v]) = [6]> then\n broadcast (backdrop1 v)\n broadcast (stop v)\n else\n if <(costume [number v]) = [7]> then\n broadcast (enemy2 v)\n else\n if <(costume [number v]) = [8]> then\n broadcast (backdrop2 v)\n broadcast (stop v)\n else\n if <(costume [number v]) = [11]> then\n broadcast (enemy3 v)\n else\n if <(costume [number v]) = [12]> then\n broadcast (enemy4 v)\n else\n if <(costume [number v]) = [13]> then\n broadcast (enemy5 v)\n else\n if <(costume [number v]) = [14]> then\n broadcast (you won v)\n broadcast (stop v)\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Words\n\nwhen flag clicked\nshow\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Enemies1\n\nwhen flag clicked\nshow\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Enemies2\n\nwhen flag clicked\nhide\n\nwhen I receive [enemy1 v]\nshow\ngo to x: (205) y: (-101)\nset size to (100) %\nset [speed v] to [3]\nforever\n switch costume to (costume2 v)\n glide (speed) secs to x: (-100) y: (-101)\n switch costume to (costume1 v)\n glide (speed) secs to x: (205) y: (-101)\nend\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [enemy2 v]\nstop [other scripts in sprite v]\nshow\ngo to x: (205) y: (-101)\nset size to (100) %\nset [speed v] to [2]\nforever\n switch costume to (costume2 v)\n glide (speed) secs to x: (-175) y: (-101)\n switch costume to (costume1 v)\n glide (speed) secs to x: (205) y: (-101)\nend\n\nwhen I receive [enemy3 v]\nshow\nstop [other scripts in sprite v]\nset [speed v] to [3]\nset size to (300) %\ngo to x: (190) y: (-51)\nforever\n switch costume to (costume2 v)\n glide (speed) secs to x: (-100) y: (-51)\n switch costume to (costume1 v)\n glide (speed) secs to x: (190) y: (-51)\nend\n\nwhen I receive [enemy4 v]\nshow\nset [speed v] to [2.25]\n\nwhen I receive [enemy5 v]\nshow\nset [speed v] to [1.5]\n\n@you won\n\nwhen I receive [you won v]\nshow\ngo to [front v] layer\nstop [other scripts in sprite v]\nshow variable [deaths v]\nshow variable [time v]\n\nwhen flag clicked\nhide\nhide variable [deaths v]\nhide variable [time v]\nset [deaths v] to [0]\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\n@Sprite1\n\nwhen this sprite clicked\nset size to (90) %\nwait (0.08) seconds\nnext costume\nwait (0.08) seconds\nset size to (100) %\nif <(costume [number v]) = [1]> then\n set volume to (80) %\nelse\n if <(costume [number v]) = [2]> then\n set volume to (0) %\n end\nend\n\nwhen flag clicked\ngo to x: (215) y: (155)\nshow\nswitch costume to (costume1 v)\nset volume to (80) %\nforever\n play sound [memories v] until done\n wait (2) seconds\nend\n\n
*GASP* 3000+ VIEWS?????!!!!!\nHOW IS THAT POSSIBLE!!????? AWESOME!!!!!!!!!!!!!!\n\nPlay Purple :) https://scratch.mit.edu/projects/514366908/
Black and white platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n switch backdrop to (level)\n if <(backdrop [number v]) = [13]> then\n broadcast (last level v)\n forever\n switch backdrop to (13 v)\n end\n end\nend\n\n@Player\n\nwhen flag clicked\nshow variable [level v]\nshow\ngo to x: (-205) y: (-88)\nswitch costume to (normal v)\nset [level v] to [1]\nset [deaths v] to [0]\nclear graphic effects\nforever\n change [y v] by (-0.5)\n if <touching (trampoline v)?> then\n set [y v] to [16]\n end\n if <key (r v) pressed?> then\n go to x: (-205) y: (-88)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (low v)\n end\n if <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (normal v)\n end\n if <(y position) < [-180]> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n go to x: (-205) y: (-88)\n end\n if <touching (spike v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n go to x: (-205) y: (-88)\n end\n if <(x position) > [239]> then\n change [level v] by (1)\n broadcast (next level v) and wait\n end\n if <touching (power ups v)?> then\n broadcast (hide power ups v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x v] by (-0.7)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x v] by (0.7)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#000008)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000008)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [8]\n end\n change y by (0.5)\nend\n\nwhen I receive [next level v]\ngo to x: (-205) y: (-88)\n\nwhen I start as a clone\nrepeat (3)\n change y by (7)\n change [ghost v] effect by (10)\n turn right (360) degrees\nend\ndelete this clone\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [skipped level v]\ngo to x: (-210) y: (-88)\n\nwhen I receive [previous level v]\ngo to x: (-210) y: (-88)\n\nwhen flag clicked\nforever\n play sound [Itro & Tobu - Cloud 9 v] until done\nend\n\nwhen [timer v] > (0.000001)\nhide\nhide variable [level v]\n\nwhen I receive [hide power ups v]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x v] by (-0.8)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x v] by (0.8)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n forever\n set [level v] to [13]\n end\n end\nend\n\n@spike\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nforever\n switch costume to (level)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n if <key (space v) pressed?> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (skipped level v) and wait\nchange [level v] by (1)\n\nwhen I receive [last level v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n if <(deaths) = [1]> then\n switch costume to (costume2 v)\n end\n if <(deaths) = [2]> then\n switch costume to (costume3 v)\n end\n if <(deaths) = [3]> then\n switch costume to (costume4 v)\n end\n if <(deaths) = [4]> then\n switch costume to (costume5 v)\n end\n if <(deaths) = [5]> then\n switch costume to (costume6 v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (game over v)\n end\nend\n\n@Sprite4\n\nwhen I receive [game over v]\nshow\nstop [all v]\n\nwhen flag clicked\nhide\n\n@trampoline\n\nwhen flag clicked\nshow\ngo to x: (-88) y: (-102)\nforever\n go to [back v] layer\n set size to (75) %\n switch costume to (level)\nend\n\nwhen I receive [game over v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nforever\n if <key (p v) pressed?> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (previous level v) and wait\nchange [level v] by (-1)\n\nwhen I receive [last level v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (38) y: (11)\nreset timer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\ngo to [front v] layer\nshow\n\n@power ups\n\nwhen flag clicked\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [hide power ups v]\nhide\n\nwhen I receive [last level v]\nhide\n\n
Use arrow keys or wasd to move the player\nif you hit spikes or fall in a hole you lose a heart, if you lose 5 hearts you die\nhold space and press the button to skip the level\nhold the p key and press the button to go the previous level\npress r key to restart the level\nthe power-up makes you go very fast! (maybe too fast)
?mode=trending platformer!
@Stage\n\n@Danger\n\nwhen flag clicked\nforever\n go to (ground v)\nend\n\nwhen flag clicked\nshow\ngo [forward v] (1) layers\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nplay sound [CaptainSparklez Revenge \(ORIGINAL\) v] until done\n\nwhen flag clicked\nforever\n wait (.8) seconds\n change [timer v] by (1)\nend\n\nwhen flag clicked\nset [timer v] to [0]\n\n@player\n\nwhen flag clicked\nset size to (15) %\nswitch costume to (costume2 v)\nshow\ngo to x: (-208) y: (-77)\npoint in direction (90)\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <<key (down arrow v) pressed?> or <<(y position) > (mouse y)> and <mouse down?>>> then\n point in direction (90)\n change [yv v] by (-0.7)\n end\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n switch costume to (costume2 v)\n point in direction (90)\n change [xv v] by (0.7)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (costume1 v)\n point in direction (90)\n change [xv v] by (-0.7)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((xv) * (-1))\n change x by (-1)\n change x by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <touching (ground v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to [10]\n end\n end\n if <touching (danger v)?> then\n say [DEATH] for (1) seconds\n wait (1) seconds\n turn right (50) degrees\n point in direction (90)\n go to x: (-190) y: (-77)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (dead v)\n turn left (50) degrees\n end\n if <(x position) > [230]> then\n broadcast (message1 v)\n go to x: (-208) y: (-77)\n end\n if <touching (bounce v)?> then\n change [yv v] by (7)\n end\n change y by (1)\nend\n\n@clouds\n\nwhen flag clicked\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n switch costume to (pick random (1) to (2))\n set size to (pick random (40) to (70)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (220)\n change x by (2)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\n@Background stuff\n\nwhen I start as a clone\nshow\ngo to [back v] layer\npoint in direction (pick random (-70) to (-100))\ngo to x: (300) y: (pick random (-180) to (180))\nset size to (pick random (20) to (50)) %\nset [ghost v] effect to (pick random (90) to (95))\ngo to [back v] layer\nrepeat until <(x position) < [-220]>\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\n create clone of (_myself_ v)\nend\n\n@Blocks\n\ndefine Render\nset [a v] to [0]\nset [b v] to [0]\nset [orbx v] to [0]\nset [orby v] to [0]\ngo to x: (-232) y: (-177)\nshow\nerase all\nrepeat (23)\n repeat (31)\n switch costume to (render v)\n if <touching color (#7f7f7f)?> then\n switch costume to (dirt block v)\n stamp\n else\n if <touching color (#006622)?> then\n switch costume to (grass block v)\n stamp\n else\n if <touching color (#001966)?> then\n switch costume to (pixel v)\n create clone of (_myself_ v)\n else\n if <touching color (#660000)?> then\n switch costume to (bad block v)\n create clone of (_myself_ v)\n else\n end\n end\n end\n end\n change x by (16)\n end\n set x to (-232)\n change y by (16)\nend\nbroadcast (hide v)\nhide\n\nwhen flag clicked\nRender\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [reset tiles v]\nRender\n\ndefine Next Level\nbroadcast (Delete clones v)\nbroadcast (show v)\nbroadcast (Reset Tiles v)\nbroadcast (Another Pixel v)\nbroadcast (Start Level v)\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n wait until <touching (sprite1 v)?>\n Next Level\nend\nif <(costume [number v]) = [4]> then\n switch costume to (bad block v)\n forever\n wait until <touching (sprite1 v)?>\n broadcast (die v)\n end\nend\n\n@Bounce\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\n show\n go to x: (11) y: (51)\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nset size to (200) %\nshow\nwait (1) seconds\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (10)\nend\n\nclear graphic effects\n\n@ground\n\nwhen flag clicked\ngo [forward v] (1) layers\nforever\n switch costume to (LEVEL)\nend\n\nshow\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\n
Arrow keys to move avoid the spikes and get Steve to the end of this platformer! AKA the nether\n \n \n The portal does not bring you anywhere its just for decoration.
The Light Of Orbs - 100% Pen Platformer
@Stage\n\n@Blank\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\nshow variable [level title v]\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nhide variable [level title v]\n\n@Main\n\nwhen flag clicked\nreplace item (1) of [spawnpoints v] with [70]\nreplace item (2) of [spawnpoints v] with [50]\nreplace item (3) of [spawnpoints v] with [70]\nreplace item (4) of [spawnpoints v] with [50]\nreplace item (5) of [spawnpoints v] with [70]\nreplace item (6) of [spawnpoints v] with [50]\n\ndefine print: (text) at x: (x) y: (y) with font size: (s) and color: (c)\nset [drawcount v] to [0]\nset [writex v] to (x)\nset [writey v] to (y)\npen up\nset pen size to ((s) / (4))\nset pen color to (#00ffe5)\nrepeat (length of (text))\n change [drawcount v] by (1)\n if <[characters v] contains (letter (drawCount) of (text))?> then\n if <not <(letter (drawCount) of []) = [_]>> then\n set [loopcount v] to [0]\n repeat until <(item (loopCount) of [characters v]) = (letter (drawCount) of (text))>\n change [loopcount v] by (1)\n end\n set [writey v] to (y)\n set [letter # v] to (loopCount)\n set [loopcount v] to [0]\n repeat (10)\n repeat (10)\n change [loopcount v] by (1)\n change [writex v] by ((0.1) * (s))\n go to x: ((writeX) - (Camera X)) y: ((writeY) - (Camera Y))\n if <(letter (loopCount) of (item (Letter #) of [letters v])) = [1]> then\n pen down\n end\n pen up\n end\n change [writex v] by ((-1) * (s))\n change [writey v] by ((-0.1) * (s))\n end\n end\n if <(letter (drawCount) of (text)) = [']> then\n change [writex v] by ((0.5) * (s))\n else\n change [writex v] by ((1.5) * (s))\n end\n end\nend\n\ndefine Add Lists\ndelete (all) of [letters v]\ndelete (all) of [characters v]\nadd [1111111111100000000110000000011111111111100000000110000000011000000001100000000110000000011000000001] to [letters v]\nadd [1111111110100000001010000000101111111111100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1111111111100000000010000000001000000000100000000010000000001000000000100000000010000000001111111111] to [letters v]\nadd [1111111110100000000110000000011000000001100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1111111111100000000010000000001111111100100000000010000000001000000000100000000010000000001111111111] to [letters v]\nadd [1111111111100000000010000000001111111100100000000010000000001000000000100000000010000000001000000000] to [letters v]\nadd [1111111111100000000010000000001000111111100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1000000001100000000110000000011111111111100000000110000000011000000001100000000110000000011000000001] to [letters v]\nadd [1111111111000010000000001000000000100000000010000000001000000000100000000010000000001000001111111111] to [letters v]\nadd [1111111111000010000000001000000000100000000010000000001000000000100000000010000000001000001111100000] to [letters v]\nadd [1000000100100000010010000001001111111100100000000110000000011000000001100000000110000000011000000001] to [letters v]\nadd [1000000000100000000010000000001000000000100000000010000000001000000000100000000010000000001111111111] to [letters v]\nadd [1000000001110000001111000000111010000101101000010110010010011001001001100011000110001100011000110001] to [letters v]\nadd [1111111110100000000110000000011000000001100000000110000000011000000001100000000110000000011000000001] to [letters v]\nadd [1111111111100000000110000000011000000001100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1111111111100000000110000000011111111111100000000010000000001000000000100000000010000000001000000000] to [letters v]\nadd [1111111110100000001010000000101000000010100000001010000000101000000010100000011011111111100000000001] to [letters v]\nadd [1111111100100000010010000001001111111111100000000110000000011000000001100000000110000000011000000001] to [letters v]\nadd [1111111111100000000010000000001111111111000000000100000000010000000001000000000100000000011111111111] to [letters v]\nadd [1111111111000100000000010000000001000000000100000000010000000001000000000100000000010000000001000000] to [letters v]\nadd [1000000001100000000110000000011000000001100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1000000001100000000101000000100100000010001000010000100001000001001000000100100000001100000000110000] to [letters v]\nadd [1000000001100000000110000000010100110010010011001001001100100010110100001011010000010010000001001000] to [letters v]\nadd [1000000001010000001000100001000001001000000011000000001100000001001000001000010001000000101000000001] to [letters v]\nadd [1000000010010000010000100010000001010000000010000000001000000000100000000010000000001000000000100000] to [letters v]\nadd [1111111111000000001000000001000000001000000001000000001000000001000000001000000001000000001111111111] to [letters v]\nadd [0000000000000000000000000000000000000000000000000000000000000000000000000000000011000000001100000000] to [letters v]\nadd [0000000000000000000000000000000000000000000000000000000000000000000000110000000001000000001000000000] to [letters v]\nadd [1000000000100000000010000000001000000000100000000010000000001000000000000000000000000000001000000000] to [letters v]\nadd [1111000000000010000000001000000001000000001000000001000000001000000000000000000000000000001000000000] to [letters v]\nadd [1000000000100000000010000000000000000000000000000000000000000000000000000000000000000000000000000000] to [letters v]\nadd [0000000000000000000010000000000000000000000000000000000000001000000000000000000000000000000000000000] to [letters v]\nadd [1111111111100000001110000001011000001001100001000110001000011001000001101000000111000000011111111111] to [letters v]\nadd [0001000000001100000001010000001001000000000100000000010000000001000000000100000000010000001111111111] to [letters v]\nadd [1111111111000000000100000000011111111111100000000010000000001000000000100000000010000000001111111111] to [letters v]\nadd [1111111111000000000100000000010011111111000000000100000000010000000001000000000100000000011111111111] to [letters v]\nadd [1000000001100000000110000000011111111111000000000100000000010000000001000000000100000000010000000001] to [letters v]\nadd [1111111111100000000010000000001111111111000000000100000000010000000001000000000100000000011111111111] to [letters v]\nadd [1111111111100000000010000000001111111111100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1111111111000000000100000000010000000001000000000100000000010000000001000000000100000000010000000001] to [letters v]\nadd [1111111111100000000110000000011111111111100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1111111111100000000110000000011111111111000000000100000000010000000001000000000100000000010000000001] to [letters v]\nadd [A] to [characters v]\nadd [B] to [characters v]\nadd [C] to [characters v]\nadd [D] to [characters v]\nadd [E] to [characters v]\nadd [F] to [characters v]\nadd [G] to [characters v]\nadd [H] to [characters v]\nadd [I] to [characters v]\nadd [J] to [characters v]\nadd [K] to [characters v]\nadd [L] to [characters v]\nadd [M] to [characters v]\nadd [N] to [characters v]\nadd [O] to [characters v]\nadd [P] to [characters v]\nadd [Q] to [characters v]\nadd [R] to [characters v]\nadd [S] to [characters v]\nadd [T] to [characters v]\nadd [U] to [characters v]\nadd [V] to [characters v]\nadd [W] to [characters v]\nadd [X] to [characters v]\nadd [Y] to [characters v]\nadd [Z] to [characters v]\nadd [.] to [characters v]\nadd [,] to [characters v]\nadd [!] to [characters v]\nadd [?] to [characters v]\nadd ['] to [characters v]\nadd [:] to [characters v]\nadd [0] to [characters v]\nadd [1] to [characters v]\nadd [2] to [characters v]\nadd [3] to [characters v]\nadd [4] to [characters v]\nadd [5] to [characters v]\nadd [6] to [characters v]\nadd [7] to [characters v]\nadd [8] to [characters v]\nadd [9] to [characters v]\nadd [_] to [characters v]\n\nwhen flag clicked\nset pen size to (5)\nset pen color to (#000000)\nset [level v] to [1]\nset [player x v] to (item (((Level) * (2)) - (1)) of [spawnpoints v])\nset [player y v] to (item ((Level) * (2)) of [spawnpoints v])\nset [camera x v] to (Player X)\nset [camera y v] to (Player Y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [jumping v] to [1]\nreset timer\ndelete all of [collision list v]\nforever\n erase all\n change [sy v] by (-1)\n if <<key (up arrow v) pressed?> and <<(Jumping) = [0]> and <(SY) > [-2]>>> then\n set [sy v] to [13]\n set [jumping v] to [1]\n end\n change [player y v] by (SY)\n Touch Y <>\n Die Check \n change [sx v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (1.5))\n set [sx v] to ((SX) * (0.8))\n change [player x v] by (SX)\n Touch X <>\n Die Check <>\n Touching blocks?\n Set Level Name\n Frame []\n set [mouse x v] to ((Camera X) + (mouse x))\n set [mouse y v] to ((Camera Y) + (mouse y))\nend\n\ndefine Draw Line From (x) (y) To (x2) (y2) <add?> (type) (fade)\nset pen size to (5)\nSet Color (type)\nset pen (transparency v) to (fade)\nif <add?> then\n if <<((Player X) - (240)) < (x2)> and <((Player X) + (240)) > (x)>> then\n if <<((Player Y) - (180)) < (y2)> and <((Player Y) + (180)) > (y)>> then\n Add (x) (y) (x2) (y2) (type)\n end\n end\nend\npen up\ngo to x: ((x) - (Camera X)) y: ((y) - (Camera Y))\npen down\ngo to x: ((x2) - (Camera X)) y: ((y2) - (Camera Y))\npen up\n\ndefine Render\nif <(Level) = [1]> then\n Level 1\nelse\n if <(Level) = [2]> then\n Level 2\n else\n if <(Level) = [3]> then\n Level 3\n end\n end\nend\n\ndefine Player (x) (y) (size) (fade)\nif <(Level) > [1]> then\n Draw Line From ((x) + (size)) ((y) + (size)) To ((x) + (size)) ((y) - (size)) <> [4] (fade)\n Draw Line From ((x) - (size)) ((y) - (size)) To ((x) + (size)) ((y) - (size)) <> [3] (fade)\n Draw Line From ((x) - (size)) ((y) + (size)) To ((x) - (size)) ((y) - (size)) <> [8] (fade)\n Draw Line From ((x) - (size)) ((y) + (size)) To ((x) + (size)) ((y) + (size)) <> [2] (fade)\nelse\n if <(Level) = [1]> then\n Draw Line From ((x) + (size)) ((y) + (size)) To ((x) + (size)) ((y) - (size)) <> [1] (fade)\n Draw Line From ((x) - (size)) ((y) - (size)) To ((x) + (size)) ((y) - (size)) <> [1] (fade)\n Draw Line From ((x) - (size)) ((y) + (size)) To ((x) - (size)) ((y) - (size)) <> [1] (fade)\n Draw Line From ((x) - (size)) ((y) + (size)) To ((x) + (size)) ((y) + (size)) <> [1] (fade)\n end\nend\n\ndefine Touch Y <colliding dangers?>\nTouching?\nif <<<(Touching?) = [1]> and <not <colliding dangers?>>> or <<colliding dangers?> and <not <(Touching?) = [0]>>>> then\n if <not <(SY) > [0]>> then\n set [player y v] to ((item ((Col Save) - (0)) of [collision list v]) + (12))\n else\n set [player y v] to ((item ((Col Save) - (2)) of [collision list v]) + (-12))\n end\n if <(SY) < [0]> then\n set [jumping v] to [0]\n end\n set [sy v] to [0]\nend\n\ndefine Touch X <colliding dangers?>\nTouching?\nif <<<(Touching?) = [1]> and <not <colliding dangers?>>> or <<colliding dangers?> and <not <(Touching?) = [0]>>>> then\n if <(SX) < [0]> then\n set [player x v] to ((item ((Col Save) - (1)) of [collision list v]) + (12))\n else\n set [player x v] to ((item ((Col Save) - (3)) of [collision list v]) + (-12))\n end\n set [sx v] to [0]\n Touch X <>\nend\n\ndefine Touching?\nset [collision counter v] to [0]\nset [touching? v] to [0]\nrepeat until <(length of [collision list v]) = (Collision Counter)>\n change [collision counter v] by (5)\n if <((Player X) - (12)) < ((item ((Collision Counter) - (1)) of [collision list v]) - (0))> then\n if <((Player X) + (12)) > ((item ((Collision Counter) - (3)) of [collision list v]) + (0))> then\n if <((Player Y) - (12)) < ((item ((Collision Counter) - (0)) of [collision list v]) - (0))> then\n if <((Player Y) + (12)) > ((item ((Collision Counter) - (2)) of [collision list v]) + (0))> then\n if <(item ((Collision Counter) - (4)) of [collision list v]) > (Touching?)> then\n set [touching? v] to (item ((Collision Counter) - (4)) of [collision list v])\n set [col save v] to (Collision Counter)\n end\n end\n end\n end\n end\nend\n\ndefine Background\nif <not <[1] < (Level)>> then\n set pen size to (1000)\n set pen color to (#ffffff)\n pen up\n go to x: (0) y: (0)\n pen down\n pen up\n set pen color to (#f5f5f5)\n set pen size to (3)\n go to x: ((-220) - (((Camera X) / (2)) mod (40))) y: (180)\n repeat (13)\n pen down\n change y by (-360)\n pen up\n change y by (360)\n change x by (40)\n end\n go to x: (-240) y: ((160) + (((Camera Y) / (-2)) mod (40)))\n repeat (10)\n pen down\n change x by (480)\n pen up\n change x by (-480)\n change y by (-40)\n end\nelse\n set pen size to (1000)\n set pen color to (#000000)\n pen up\n go to x: (0) y: (0)\n pen down\n pen up\nend\n\ndefine Set Camera <stationary?>\nif <not <stationary?>> then\n change [camera x v] by (((Player X) - (Camera X)) / (4))\n change [camera y v] by (((Player Y) - (Camera Y)) / (4))\n if <(Camera Y) < [0]> then\n set [camera y v] to [0]\n end\n if <(Camera X) < [0]> then\n set [camera x v] to [0]\n end\nend\n\ndefine Add (x1) (y1) (x2) (y2) (type)\nadd (type) to [collision list v]\nif <<(y1) < (y2)> or <(x1) < (x2)>> then\n add (x1) to [collision list v]\n add (y1) to [collision list v]\n add (x2) to [collision list v]\n add (y2) to [collision list v]\nelse\n add (x2) to [collision list v]\n add (y2) to [collision list v]\n add (x1) to [collision list v]\n add (y1) to [collision list v]\nend\n\ndefine Set Color (type)\nif <(type) = [1]> then\n if <(Level) = [1]> then\n set pen color to (#66c7ff)\n else\n set pen color to (#000000)\n end\nelse\n if <(type) = [2]> then\n set pen color to (#ff4747)\n else\n if <(type) = [3]> then\n set pen color to (#45ff55)\n else\n if <(type) = [4]> then\n set pen color to (#fff600)\n else\n if <(type) = [5]> then\n set pen color to (#ff8dd5)\n else\n if <(type) = [6]> then\n set pen color to (#b400f1)\n else\n if <(type) = [7]> then\n set pen color to (#0007d4)\n else\n if <(type) = [8]> then\n set pen color to (#64c3ff)\n else\n if <(type) = [9]> then\n set pen color to (#000000)\n else\n if <(type) = [10]> then\n set pen color to (#ff6e00)\n else\n if <(type) = [11]> then\n set pen color to (#000000)\n else\n if <(type) = [12]> then\n set pen color to (#000000)\n else\n if <(type) = [13]> then\n set pen color to (#000000)\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 Respawn <x/y>\nif <x/y> then\n Touch Y \nelse\n Touch X \nend\nset [fade v] to [0]\nrepeat (10)\n Frame (Fade)\n change [fade v] by (10)\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [jumping v] to [1]\nrepeat (10)\n change [player x v] by (((item (((Level) * (2)) - (1)) of [spawnpoints v]) - (Player X)) / (2))\n change [player y v] by (((item ((Level) * (2)) of [spawnpoints v]) - (Player Y)) / (2))\n Frame (Fade)\nend\nset [player x v] to (item (((Level) * (2)) - (1)) of [spawnpoints v])\nset [player y v] to (item ((Level) * (2)) of [spawnpoints v])\nrepeat (4)\n Frame (Fade)\n change [fade v] by (-25)\nend\nbroadcast (Respawn v)\n\ndefine Frame (fade)\ndelete all of [collision list v]\nBackground\nFlashlight\nPlayer ([floor v] of (Player X) ) (Player Y) [10] (fade)\nRender\nSet Camera <>\n\ndefine Die Check <x/y>\nif <(Touching?) = [2]> then\n if <x/y> then\n Respawn \n else\n Respawn <>\n end\nend\n\ndefine Level 1\nDraw Line From [-100] [0] To [100] [0] [1] [0]\nDraw Line From [-100] [-180] To [-100] [0] [1] [0]\nDraw Line From [60] [-180] To [60] [-80] [1] [0]\nDraw Line From [100] [-80] To [100] [0] [1] [0]\nDraw Line From [60] [-80] To [100] [-80] [1] [0]\nDraw Line From [0] [0] To [-50] [0] [2] [0]\nDraw Line From [185] [30] To [260] [30] [1] [0]\nDraw Line From [185] [30] To [185] [-30] [1] [0]\nDraw Line From [185] [-30] To [350] [-30] [1] [0]\nDraw Line From [260] [60] To [260] [30] [1] [0]\nDraw Line From [350] [-30] To [350] [60] [1] [0]\nDraw Line From [260] [60] To [280] [60] [1] [0]\nDraw Line From [330] [60] To [350] [60] [1] [0]\nDraw Line From [280] [60] To [330] [60] [2] [0]\nDraw Line From [120] [-10] To [160] [-10] [4] [0]\nDraw Line From [350] [60] To [460] [60] [5] [0]\nDraw Line From [480] [30] To [560] [30] [4] [0]\nDraw Line From [620] [170] To [620] [170] [4] [0]\nDraw Line From [700] [300] To [700] [300] [4] [0]\nDraw Line From [560] [130] To [560] [380] [2] [0]\nDraw Line From [730] [130] To [730] [380] [2] [0]\nDraw Line From [700] [430] To [820] [430] [6] [0]\nDraw Line From [850] [400] To [850] [560] [7] [0]\nDraw Line From [880] [550] To [1000] [550] [1] [0]\nDraw Line From [980] [630] To [980] [1500] [7] [0]\nDraw Line From [965] [630] To [965] [1500] [2] [0]\nDraw Line From [995] [630] To [995] [1500] [2] [0]\nDraw Line From [960] [1505] To [1000] [1505] [4] [0]\nDraw Line From [960] [1580] To [1000] [1580] [3] [0]\nprint: [Avoid_lava] at x: (-100) y: (50) with font size: (10) and color: (1)\nprint: [Jump_pad] at x: (110) y: (-40) with font size: (10) and color: (1)\nprint: [You_slowly_sink] at x: (300) y: (120) with font size: (10) and color: (1)\nprint: [In_slime_blocks] at x: (300) y: (100) with font size: (10) and color: (1)\nprint: [A_sticky_platform] at x: (580) y: (450) with font size: (10) and color: (1)\nprint: [And_an_elevator] at x: (870) y: (500) with font size: (10) and color: (1)\n\ndefine Level 2\nDraw Line From [-30] [0] To [10] [0] [1] [0]\nDraw Line From [-30] [0] To [-30] [-70] [1] [0]\nDraw Line From [-30] [-70] To [180] [-70] [1] [0]\nDraw Line From [180] [-70] To [180] [50] [1] [0]\nDraw Line From [180] [50] To [100] [50] [1] [0]\nDraw Line From [100] [50] To [100] [0] [1] [0]\nDraw Line From [290] [0] To [260] [0] [1] [0]\nDraw Line From [450] [30] To [410] [30] [1] [0]\nDraw Line From [600] [70] To [640] [70] [1] [0]\nDraw Line From [950] [150] To [1000] [150] [4] [0]\nDraw Line From [790] [115] To [830] [115] [1] [0]\nDraw Line From [1030] [135] To [1030] [220] [2] [0]\nDraw Line From [1105] [225] To [1050] [225] [4] [0]\nDraw Line From [1030] [290] To [1030] [340] [2] [0]\nDraw Line From [950] [345] To [1010] [345] [4] [0]\nDraw Line From [855] [420] To [800] [420] [1] [0]\nDraw Line From [745] [500] To [690] [500] [1] [0]\nDraw Line From [600] [530] To [545] [530] [1] [0]\nDraw Line From [450] [600] To [450] [1050] [7] [0]\nDraw Line From [485] [1045] To [580] [1045] [1] [0]\nDraw Line From [670] [1070] To [730] [1070] [1] [0]\nDraw Line From [50] [0] To [100] [0] [1] [0]\nDraw Line From [10] [0] To [50] [0] [2] [0]\nDraw Line From [700] [1100] To [730] [1100] [1] [0]\nDraw Line From [830] [1130] To [880] [1130] [1] [0]\nDraw Line From [980] [1160] To [1030] [1160] [1] [0]\nDraw Line From [1150] [1200] To [1150] [3000] [7] [0]\nDraw Line From [1130] [3005] To [1170] [3005] [4] [0]\nDraw Line From [1130] [3100] To [1570] [3100] [6] [0]\nDraw Line From [1575] [3090] To [1575] [4500] [7] [0]\nDraw Line From [1565] [4490] To [165] [4490] [1] [0]\nDraw Line From [1565] [4490] To [1465] [4490] [1] [0]\nDraw Line From [1465] [4490] To [1365] [4490] [1] [0]\nDraw Line From [1365] [4490] To [1265] [4490] [1] [0]\nDraw Line From [1265] [4490] To [1165] [4490] [1] [0]\nDraw Line From [1165] [4490] To [1065] [4490] [1] [0]\nDraw Line From [1065] [4490] To [965] [4490] [1] [0]\nDraw Line From [965] [4490] To [865] [4490] [1] [0]\nDraw Line From [865] [4490] To [765] [4490] [1] [0]\nDraw Line From [765] [4490] To [665] [4490] [1] [0]\nDraw Line From [665] [4490] To [565] [4490] [1] [0]\nDraw Line From [565] [4490] To [465] [4490] [1] [0]\nDraw Line From [365] [4490] To [465] [4490] [1] [0]\nDraw Line From [365] [4490] To [265] [4490] [1] [0]\nDraw Line From [265] [4490] To [165] [4490] [1] [0]\nif <(Lvl 2 Hidden Elevator) = [0]> then\n print: [Take_a_leap_of_faith] at x: (-30) y: (100) with font size: (10) and color: (1)\n print: [Dont_jump] at x: (1370) y: (4550) with font size: (10) and color: (1)\n Draw Line From [565] [4500] To [564] [4500] [9] [100]\n print: [Maybe_Pass_Some_Lava?] at x: (820) y: (250) with font size: (10) and color: (1)\n print: [Long_way_up] at x: (1350) y: (3750) with font size: (10) and color: (1)\nend\nif <(Lvl 2 Hidden Elevator) = [1]> then\n Draw Line From [160] [300] To [160] [300] [11] [100]\n Draw Line From [160] [400] To [160] [4490] [10] [0]\n print: [Look!_It's_a_down_elevator!] at x: (-20) y: (4550) with font size: (10) and color: (1)\n Draw Line From [175] [655] To [200] [640] <> [8] [0]\n Draw Line From [200] [655] To [203] [640] <> [8] [0]\n Draw Line From [185] [636] To [200] [640] <> [8] [0]\n Draw Line From [270] [580] To [180] [580] [1] [0]\n Draw Line From [445] [600] To [445] [1050] [2] [100]\n Draw Line From [330] [630] To [410] [630] [1] [0]\n Draw Line From [270] [680] To [290] [680] [1] [0]\n Draw Line From [350] [740] To [370] [740] [1] [0]\n Draw Line From [360] [750] To [360] [750] [11] [100]\nend\nif <(Lvl 2 Hidden Elevator) = [2]> then\n Draw Line From [350] [740] To [370] [740] [1] [0]\n Draw Line From [250] [790] To [230] [790] [1] [0]\n Draw Line From [360] [850] To [380] [850] [1] [0]\n Draw Line From [380] [940] To [400] [940] [1] [0]\n Draw Line From [260] [960] To [280] [960] [1] [0]\n Draw Line From [130] [1000] To [150] [1000] [1] [0]\n Draw Line From [205] [1090] To [225] [1090] [1] [0]\n Draw Line From [290] [1170] To [270] [1170] [1] [0]\n print: [Which_way?] at x: (205) y: (1290) with font size: (10) and color: (1)\n Draw Line From [100] [1200] To [120] [1200] [1] [0]\n Draw Line From [445] [600] To [445] [1050] [2] [100]\n Draw Line From [-70] [40] To [-70] [15] <> [8] [0]\n Draw Line From [-70] [15] To [-85] [15] <> [8] [0]\n Draw Line From [-60] [40] To [-60] [15] <> [8] [0]\n Draw Line From [-60] [15] To [-45] [15] <> [8] [0]\n Draw Line From [-45] [15] To [-45] [40] <> [8] [0]\n Draw Line From [-35] [15] To [-35] [40] <> [8] [0]\n Draw Line From [-35] [40] To [-25] [25] <> [8] [0]\n Draw Line From [-25] [25] To [-15] [40] <> [8] [0]\n Draw Line From [-15] [40] To [-15] [15] <> [8] [0]\n Draw Line From [-5] [15] To [-5] [40] <> [8] [0]\n Draw Line From [-5] [40] To [10] [40] <> [8] [0]\n Draw Line From [10] [40] To [10] [25] <> [8] [0]\n Draw Line From [10] [25] To [-5] [25] <> [8] [0]\n Draw Line From [-150] [0] To [-30] [0] [1] [0]\n Draw Line From [-100] [25] To [-125] [40] <> [8] [0]\n Draw Line From [-125] [40] To [-122] [25] <> [8] [0]\n Draw Line From [-125] [40] To [-110] [43] <> [8] [0]\n Draw Line From [-175] [5] To [-175] [5300] [7] [99]\n Draw Line From [-120] [5305] To [-230] [5305] [4] [98]\n Draw Line From [-230] [5450] To [-120] [5450] [3] [0]\n Draw Line From [-230] [5445] To [-120] [5445] [2] [100]\n Draw Line From [110] [1210] To [110] [1210] [12] [99]\nend\nif <(Lvl 2 Hidden Elevator) = [3]> then\n Draw Line From [100] [1200] To [120] [1200] [1] [0]\n Draw Line From [-10] [1250] To [10] [1250] [1] [0]\n print: [Which_way?] at x: (205) y: (1290) with font size: (10) and color: (1)\n Draw Line From [-150] [1320] To [-130] [1320] [1] [0]\n Draw Line From [-100] [1400] To [-90] [1400] [1] [0]\n Draw Line From [0] [1470] To [10] [1470] [1] [0]\n Draw Line From [100] [1540] To [110] [1540] [1] [0]\n Draw Line From [100] [1540] To [110] [1540] [1] [0]\n Draw Line From [105] [1550] To [105] [1550] [13] [100]\nend\nif <(Lvl 2 Hidden Elevator) = [4]> then\n Draw Line From [100] [1540] To [110] [1540] [1] [0]\n Draw Line From [140] [1490] To [200] [1490] [2] [0]\n Draw Line From [200] [1490] To [200] [1610] [2] [0]\n Draw Line From [200] [1610] To [140] [1610] [2] [0]\n Draw Line From [140] [1495] To [195] [1495] [3] [100]\n Draw Line From [195] [1605] To [195] [1495] [3] [100]\n Draw Line From [195] [1605] To [140] [1605] [3] [100]\n print: [Trust] at x: (130) y: (1640) with font size: (10) and color: (1)\nend\n\ndefine Next Level <x/y>\nif <(Touching?) = [3]> then\n if <<x/y> = <x/y>> then\n Respawn \n else\n Respawn <>\n end\n change [level v] by (1)\nend\n\ndefine Jump Pad <x/y>\nif <(Touching?) = [4]> then\n set [sy v] to [17]\nend\n\ndefine Net String <x/y>\nif <(Touching?) = [5]> then\n set [sy v] to [0]\nend\n\ndefine Platform Stick X <x/y>\nif <(Touching?) = [6]> then\n set [sy v] to [1]\nend\n\ndefine Elevator <x/y>\nif <(Touching?) = [7]> then\n set [sy v] to [5]\nend\n\ndefine Flashlight\nif <not <(Level) = [1]>> then\n go to x: ((Player X) - (Camera X)) y: ((Player Y) - (Camera Y))\n set pen color to (#f2ff43)\n set pen size to ((170) + ((5) * ([sin v] of ((100) * (timer)) )))\n set pen (transparency v) to (50)\n pen down\n pen up\n set pen color to (#f1ff39)\n set pen size to ((140) + ((10) * ([cos v] of ((100) * (timer)) )))\n set pen (transparency v) to (50)\n pen down\n pen up\nend\n\ndefine Level 2 Hidden Elevator\nif <(Touching?) = [9]> then\n set [lvl 2 hidden elevator v] to [1]\nend\n\nwhen I receive [respawn v]\nset [respawn v] to [1]\nwait (1) seconds\nset [respawn v] to [0]\n\ndefine Undo Lvl 2 Hidden Elevator\nif <(Respawn) = [1]> then\n set [lvl 2 hidden elevator v] to [0]\nend\n\ndefine Down Elevator\nif <(Touching?) = [10]> then\n set [sy v] to [-5]\nend\n\ndefine Lvl 2 Hidden Elevator Check 2\nif <(Touching?) = [11]> then\n set [lvl 2 hidden elevator v] to [2]\nend\n\ndefine Lvl 2 Hidden Elevator Check 3\nif <(Touching?) = [12]> then\n set [lvl 2 hidden elevator v] to [3]\nend\n\nwhen flag clicked\nshow variable [level title v]\nforever\n if <key (s v) pressed?> then\n change [level v] by (1)\n wait until <not <key (s v) pressed?>>\n end\n if <(Level) > [2]> then\n set [level v] to [3]\n end\nend\n\ndefine Level 3\nDraw Line From [-100] [0] To [100] [0] [1] [0]\nprint: [Not_Done] at x: (-50) y: (70) with font size: (10) and color: (1)\n\ndefine Lvl 2 Hidden Elevator Check 4\nif <(Touching?) = [13]> then\n set [lvl 2 hidden elevator v] to [4]\nend\n\ndefine Set Level Name\nif <(Level) = [1]> then\n set [level title v] to [The Lava Elevator]\nelse\n if <(Level) = [2]> then\n set [level title v] to [The Dark Flashlight]\n else\n set [level title v] to [The Hidden Passageway - Not Completed]\n end\nend\n\nwhen flag clicked\nforever\n if <(Camera Y) = [0]> then\n Respawn <>\n end\nend\n\ndefine Touching blocks?\nNet String <>\nElevator <>\nDown Elevator\nPlatform Stick X <>\nNext Level <>\nAdd Lists\nJump Pad <>\nLevel 2 Hidden Elevator - All\n\ndefine Level 2 Hidden Elevator - All\nUndo Lvl 2 Hidden Elevator\nLevel 2 Hidden Elevator\nLvl 2 Hidden Elevator Check 2\nLvl 2 Hidden Elevator Check 4\nLvl 2 Hidden Elevator Check 3\n\n
After 30+ hours of work, I present to you... The Light Of Orbs! \nPlease ❤️, ⭐, and follow @sciencedolphin9!\nIf it is glitchy, use the turbowarp link given lower in the instructions. Have fun!\n\n---How To Play---\nControls: Arrow keys (s to skip)\nLevel 3 and onwards will have orbs you have to collect to reveal a passageway.\nObjective: Avoid the dangers and complete the levels!\n---Blocks---\nLight Blue (Only lvl 1) - Floor, walls, ceilings\nBlack (lvl 2 and onwards) - Floor, walls, ceilings\nYellow - Jump Pads\nRed - Lava\nPink - Slime block (you slowly sink in it)\nPurple - Glue (You stick to it)\nGreen - Portal to next level\nDark Blue - Up Elevator\nOrange - Down Elevator\n---Levels---\n1: The Lava Elevator\n2: The Dark Flashlight\n3: The Hidden Passageway\n4: Eternity Of Fake\n5: Too Many Orbs\n---Tips---\nIf you don't know where your next jump is, try to jump up to see if there are any blocks.\nFollow the instructions given in the game.\nDon't go backwards.\nThere is only one correct path in every level.\n---Lag---\nThe game has more than a lot more than 1,000 blocks, so it might get glitchy. If it does, copy and paste this link: https://turbowarp.org/510793564\n---What I am working on for this game---\nAuto Version\nEasier Version\nCheckpoints\nMore levels\nIt might take a while because I prefer to make new games rather than add on to my old ones.\n---Credits----\nCrystalKeeper7 for the scrolling engine\nThere was some other scratcher (I forgot their username) that I borrowed some math for the flashlight and the writing feature from.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#all #games #platformers #pen #art #scrolling
Explorer || A Basic Platformer || #Games #All #Art #-TechnoCoder-#Trending
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nswitch backdrop to (main v)\n\nwhen I receive [dark v]\nswitch backdrop to (dark v)\n\nwhen I receive [white v]\nswitch backdrop to (main v)\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nset [level v] to [1]\nbroadcast (Next Level v)\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 (1.5)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (y position)>>> 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 (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<<<key (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 <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (platform v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (platform v)?> and <<<<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [level v] by (1)\n end\n if <<touching (spikes v)?> or <touching (saws 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 if <(Level) > [8]> then\n switch costume to (cave man v)\n broadcast (Dark v)\n end\n if <(Level) > [16]> then\n switch costume to (player v)\n broadcast (White v)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n play sound (pick random (1) to (4)) until done\nend\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\nhide\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 I receive [start v]\nforever\n set y to (Magma)\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [2]> then\n show\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [10]> then\n show\n end\n if <(Level) = [11]> then\n hide\n end\nend\n\n@Texts\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Level) = [5]> then\n show\n switch costume to (spikes v)\n go to x: (0) y: (0)\n end\n if <(Level) = [6]> then\n show\n switch costume to (kes v)\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [8]> then\n show\n switch costume to (spikes v)\n go to x: (0) y: (0)\n end\n if <(Level) = [10]> then\n show\n switch costume to (spikes2 v)\n go to x: (0) y: (0)\n end\n if <(Level) = [11]> then\n hide\n go to x: (0) y: (0)\n end\n if <(Level) = [13]> then\n show\n switch costume to (spikes v)\n go to x: (0) y: (0)\n end\n if <(Level) = [14]> then\n show\n switch costume to (spikes2 v)\n go to x: (-61) y: (0)\n end\n if <(Level) = [15]> then\n hide\n go to x: (0) y: (0)\n end\n if <(Level) = [16]> then\n show\n switch costume to (spikes v)\n go to x: (0) y: (0)\n end\n if <(Level) = [17]> then\n hide\n go to x: (0) y: (0)\n end\nend\n\nif <(Level) = [17]> then\n hide\n go to x: (0) y: (0)\nend\n\n@Saws\n\nwhen flag clicked\nhide\ngo to [back v] layer\nswitch costume to (1 v)\nwait (1) seconds\nforever\n if <(Level) = [3]> then\n show\n go to x: (69) y: (-110)\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [11]> then\n switch costume to (2 v)\n show\n go to x: (69) y: (-110)\n end\n if <(Level) = [12]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n turn right (10) degrees\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (50)\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (200) y: (pick random (50) to (180))\nshow\nrepeat until <(x position) < [-200]>\n change x by (-3)\n if <<([costume name v] of [platform v]) > [6]> and <([costume name v] of [platform v]) < [11]>> then\n hide\n delete this clone\n end\nend\nrepeat (10)\n hide\n delete this clone\nend\nif <(Level) = [8]> then\n forever\n hide\n end\nend\n\nwhen I receive [dark v]\nhide\n\nwhen I receive [nonono v]\nshow\n\nwhen I receive [start v]\nforever\n wait (2) seconds\n create clone of (_myself_ v)\nend\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (2) to (8)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Intro\n\nwhen flag clicked\nstart sound (pick random (2) to (2))\nset volume to (100) %\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [ghost v] effect to (100)\nswitch costume to (bar v)\ngo to x: (0) y: (-150)\nrepeat (6)\n create clone of (_myself_ v)\n change y by (60)\n wait (0) seconds\nend\nwait (0.2) seconds\ngo to x: (0) y: (-150)\nset [brightness v] effect to (100)\nrepeat (6)\n create clone of (_myself_ v)\n change y by (60)\n wait (0) seconds\nend\ngo to x: (0) y: (0)\nswitch costume to (circle v)\nwait (0.5) seconds\nset [brightness v] effect to (20)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nswitch costume to (square v)\nset [brightness v] effect to (20)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nwait (0.4) seconds\nset [brightness v] effect to (100)\nset [i1 v] to [0]\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nParticles [40]\nset size to (100) %\nwait (2) seconds\nswitch costume to (slide v)\nset [brightness v] effect to (100)\ngo to x: (0) y: (-300)\ncreate clone of (_myself_ v)\nset [i1 v] to [1]\ngo to x: (0) y: (0)\nwait (0.5) seconds\nset [brightness v] effect to (0)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nswitch costume to (bar v)\ngo to x: (0) y: (-150)\nrepeat (6)\n create clone of (_myself_ v)\n change y by (60)\n wait (0) seconds\nend\nwait (0.5) seconds\nswitch costume to (slide v)\nset [brightness v] effect to (100)\npoint in direction (-90)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set size to (0) %\n repeat (18)\n change size by (((100) - (size)) / (4))\n change [ghost v] effect by (-10)\n end\nend\nif <(costume [number v]) = [2]> then\n set [ghost v] effect to (0)\n repeat (18)\n switch costume to (blank v)\n change size by ((size) / (4))\n switch costume to (circle v)\n end\nend\nif <(costume [number v]) = [4]> then\n if <(i1) = [0]> then\n set size to (0) %\n set [ghost v] effect to (0)\n repeat (37)\n change size by (((100) - (size)) / (4))\n point in direction ((90) + (([tan v] of (i1) ) * (7)))\n change [i1 v] by (5)\n end\n set [i1 v] to [0]\n repeat (30)\n change [i1 v] by (1)\n change x by ((i1) / (0.8))\n change y by (i1)\n turn right ((i1) / (1.5)) degrees\n change [ghost v] effect by ((i1) / (5))\n end\n else\n clear graphic effects\n set size to (100) %\n repeat (20)\n change [ghost v] effect by (5)\n change size by (-1)\n end\n end\nend\nif < (costume [name v]) contains [Particle]?> then\n set [ghost v] effect to (0)\n repeat until <(i3) > [100]>\n change x by (i1)\n change y by (i2)\n change [i2 v] by (-1)\n if <(i2) < [0]> then\n change [i3 v] by ((i2) / (-2))\n set [ghost v] effect to (i3)\n end\n end\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n set [ghost v] effect to (0)\n repeat (15)\n change x by ((x position) / (-4))\n change y by ((y position) / (-4))\n end\nend\nif <(costume [number v]) = [8]> then\n set [ghost v] effect to (0)\n set size to (0) %\n point in direction (45)\n repeat (15)\n turn right (((90) - (direction)) / (4)) degrees\n switch costume to (blank v)\n change size by (((600) - (size)) / (4))\n switch costume to (square v)\n end\nend\n\ndefine Particles (p)\nrepeat (p)\n set size to (pick random (20) to (30)) %\n switch costume to (pick random (5) to (6))\n set [i1 v] to (pick random (-5) to (5))\n set x to ((i1) * (5))\n set [i2 v] to (pick random (10) to (15))\n set [i3 v] to [0]\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nshow\nwait (7.5) seconds\nbroadcast (start v)\n\nwhen I receive [start v]\nhide\n\n@eXPLORER\n\nwhen flag clicked\nhide\nforever\n set [ghost v] effect to (100)\nend\n\n
#9 Trending\nAM I CRAZY???\nIN 1HR 80 LIKES AND FAVES????\nON 1DAY 170 LIKES AND 150 FAVES???!!!!!!\n\n\nMy Speed Run!: https://youtu.be/WxvQDMyGRmI\n\nRandom Yt Vid:https://www.youtube.com/watch?v=ma5aAa4AsDs\n\n\nHey Guys!! Welcome back, This is part 3 of the platformer series of Grasslands, I know this is small I thought to work on it more but I had my final exams that's why I can't work on the Project continuously!\n--------------------------------------------------------------------\n PARTS\n--------------------------------------------------------------------\nDidn't Played Part 1 nor 2? Play Part:\n1: https://scratch.mit.edu/projects/493290168/ \n2: https://scratch.mit.edu/projects/494965482/\n\nSub to my Yt!: https://www.youtube.com/channel/UC8NaNNHHP94V6OhUQQAb9sA\n\n\nMobile-Friendly k?\n\nTarget For Part-4: 500 Like and Faves with 1k Follows\n*Me Updating the Target lol*\n-------------------------------------------------------------------------\n CREDITS\n-------------------------------------------------------------------------\n\nIntro By @YouRenTan\n100% Art and Code By me!\nThanks to @0014049 Foe "Alpha" Tutorial on Yt!\n@TimMcCool For the love and fave detector!\n#You ;) For Playing\n-------------------------------------------------------------------------\n SONGS\n-------------------------------------------------------------------------\n\nXenogenesis -The Fat Rat\nSavage Love - BTS\nJJD - Adventure - NCS\nForce - Alan Walker\n\n\n#Explorer #Platformer #Games #-TechnoCoder- #All #Arts #Engine\n
♦︎-sky platformer-♢
@Stage\n\nwhen flag clicked\nforever\n play sound [10 v] until done\nend\n\n@ステージ\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen 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 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@スプライト1\n\nwhen flag clicked\nchange [ghost v] effect by (100)\ngo to [front v] layer\n\n@ステージ1\n\nwhen flag clicked\nchange [ghost v] effect by (100)\n\n@Player\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\nforever\n 動作\nend\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [0]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen 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]\n\n
参加しました。\n矢印キー\n&\nタップで移動\n低クオだった
PLATFORMER
@Stage\n\n@Sprite1\n\nwhen flag clicked\nforever\n play sound [POL-spaceship-ambience-short v] until done\nend\n\n@transition\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [transition v]\nshow\nswitch costume to (costume1 v)\nrepeat (100)\n change [ghost v] effect by (-1)\n go to [front v] layer\nend\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nset size to (0) %\nrepeat (100)\n go to [front v] layer\n change size by (1)\nend\nrepeat (600)\n change y by (1)\nend\nstop [all v]\n\n@Captain\n\ndefine say 1 (number or text)\ndelete all of [message list v]\nset [letter counted v] to [0]\nrepeat (length of (number or text))\n add (letter ((1) + (letter counted)) of (number or text)) to [message list v]\n say (message list)\n change [letter counted v] by (1)\n wait (0.05) seconds\nend\nsay (number or text) for ((length of (number or text)) / (20)) seconds\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(level) = [17]> then\n go to x: (48) y: (-103)\n show\n else\n hide\n end\nend\n\nwhen I receive [caption v]\nsay 1 [We will have to escape in the escape pod… with the remaing faithful crew.]\nsay 1 [Lets go.]\nbroadcast (Transition v)\n\n@key\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to [back v] layer\n if <(level) = [15]> then\n go to x: (-190) y: (128)\n show\n wait until <touching (my friend v)?>\n start sound [Connect v]\n hide\n broadcast (open sesme v)\n change [level v] by (1)\n hide\n stop [this script v]\n else\n hide\n end\nend\n\nbroadcast (bext v)\n\nwhen flag clicked\nforever\nend\n\n@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@decor\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\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@spikes\n\nwhen flag clicked\nforever\n switch costume to (level)\n go to [back v] layer\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\n@zapped\n\nwhen flag clicked\nhide\n\nwhen I receive [zap v]\nshow\nrepeat (25)\n next costume\n go to [front v] layer\nend\nhide\n\n@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@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@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@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@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@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\nif <<(fallspeed) > [5]> and <touching (ground v)?>> then\n start sound [Footstep2 v]\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\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
Colorless, a platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (level1 v)\n\nwhen I receive [message1 v]\nswitch backdrop to (level9 v)\n\nwhen I receive [message2 v]\nswitch backdrop to (level11 v)\n\nwhen I receive [message3 v]\nswitch backdrop to (level13 v)\n\nwhen flag clicked\nforever\n play sound [TheFatRat-Xenogenesis v] until done\nend\n\n@Character\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (-167) y: (-95)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [xval v] to [7]\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [xval v] to [-7]\n else\n set [xval v] to ((Xval) * (0.8))\n end\n end\n change x by (Xval)\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n set [jump velocity v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [jump velocity v] to [9]\n end\n else\n change [jump velocity v] by (-0.5)\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) > [250]> and <(y position) < [10]>> then\n switch backdrop to (next backdrop v)\n go to x: (-167) y: (-95)\n end\n if <(backdrop [name v]) = [Level8]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#000000)?> or <touching (lava v)?>> then\n repeat (10)\n change [fisheye v] effect by (-25)\n change [pixelate v] effect by (25)\n end\n set [fisheye v] effect to (0)\n set [pixelate v] effect to (0)\n go to x: (-167) y: (-95)\n end\nend\n\nwhen backdrop switches to [level13 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [end v]\nhide\nstop [all v]\n\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [jump velocity v] to [0]\n repeat until <(Jump Velocity) = [0]>\n change y by (Jump Velocity)\n change [jump velocity v] by (-1)\n end\n repeat until <(Jump Velocity) = (() - ())>\n change [jump velocity v] by (-1)\n change y by (Jump Velocity)\n end\n end\n if <touching (ground v)?> then\nend\n\nset [jump velocity v] to [15]\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n change y by (Jump Velocity)\n repeat until <touching (ground v)?>\n change y by (Jump Velocity)\n change [jump velocity v] by (-1)\n end\n set [jump velocity v] to ((Jump Velocity) * (-1))\n change y by (Jump Velocity)\n end\nend\n\nwhen flag clicked\nset [jump velocity v] to [0]\nforever\n change y by (Jump Velocity)\nend\n\nwhen backdrop switches to [level8 v]\nforever\n if <<(backdrop [number v]) = [8]> and <<(x position) > [250]> and <(y position) < [10]>>> then\n switch backdrop to (fail v)\n stop [other scripts in sprite v]\n end\n if <(backdrop [name v]) = [Level9]> then\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [level9 v]\nforever\n if <<(x position) > [250]> and <(y position) < [10]>> then\n switch backdrop to (next backdrop v)\n go to x: (-167) y: (-95)\n end\n if <(backdrop [name v]) = [Level12]> then\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [level10 v]\nforever\n if <<(backdrop [number v]) = [10]> and <<(x position) > [250]> and <(y position) < [10]>>> then\n switch backdrop to (fail v)\n stop [other scripts in sprite v]\n end\n if <(backdrop [name v]) = [Level11]> then\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [level13 v]\nforever\n if <<(x position) > [250]> and <(y position) < [10]>> then\n switch backdrop to (next backdrop v)\n go to x: (-167) y: (-95)\n end\nend\n\nif <(backdrop [name v]) = [Level10]> then\n stop [this script v]\nend\n\nwhen backdrop switches to [level12 v]\nforever\n if <<(backdrop [number v]) = [12]> and <<(x position) > [250]> and <(y position) < [10]>>> then\n switch backdrop to (fail v)\n stop [other scripts in sprite v]\n end\n if <(backdrop [name v]) = [Level13]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-95]> then\n go to x: (x position) y: (-95)\n end\nend\n\nwhen I receive [message1 v]\ngo to x: (-167) y: (-95)\n\nwhen I receive [message2 v]\ngo to x: (-167) y: (-95)\n\nwhen I receive [message3 v]\ngo to x: (-167) y: (-95)\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [level6 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [level7 v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [level9 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [end v]\nhide\n\nwhen flag clicked\nshow\n\n@lava\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level6 v]\nshow\nforever\n glide (1) secs to x: (36) y: (0)\n glide (1) secs to x: (36) y: (40)\nend\n\nwhen backdrop switches to [level7 v]\nhide\n\n@Grass\n\nwhen backdrop switches to [level8 v]\nshow\n\nwhen flag clicked\nhide\nforever\n if <touching (character v)?> then\n hide\n broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level9 v]\nhide\n\nwhen backdrop switches to [fail v]\nhide\n\n@Sky\n\nwhen flag clicked\nhide\nforever\n if <touching (character v)?> then\n hide\n broadcast (message2 v)\n end\nend\n\nwhen backdrop switches to [level10 v]\nshow\n\nwhen backdrop switches to [fail v]\nhide\n\n@People\n\nwhen flag clicked\nhide\nforever\n if <touching (character v)?> then\n hide\n broadcast (message3 v)\n end\nend\n\nwhen backdrop switches to [level12 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [fail v]\nhide\n\n@Sprite1\n\nwhen backdrop switches to [level14 v]\ngo to x: (36) y: (28)\nshow\nrepeat until <(backdrop [name v]) = [End]>\n glide (1) secs to x: (36) y: (24)\n glide (1) secs to x: (36) y: (50)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [end v]\nhide\n\n@Sprite2\n\nwhen backdrop switches to [level14 v]\ngo to x: (36) y: (28)\nshow\nrepeat until <(backdrop [name v]) = [End]>\n glide (1) secs to x: (36) y: (24)\n glide (1) secs to x: (36) y: (50)\nend\n\nwhen backdrop switches to [end v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen backdrop switches to [level14 v]\ngo to x: (36) y: (28)\nshow\nrepeat until <(backdrop [name v]) = [End]>\n glide (1) secs to x: (36) y: (7)\n glide (1) secs to x: (36) y: (33)\nend\n\nwhen backdrop switches to [end v]\nhide\n\nwhen flag clicked\nhide\n\n@Heart\n\nwhen backdrop switches to [end v]\nshow\n\nwhen flag clicked\nhide\n\n@Star\n\nwhen backdrop switches to [end v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [end v]\nshow\n\n@Tb\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\n\n
This is my entry for @goatgirl84 platformer contest. \n=========================================\nThanks for top loved, and top viewed\n=========================================\nSee if you can find the Henry Stickmin reference.\n
WORLD TRAVEL || 360°Platformer
@Stage\n\n@spikes\n\ndefine Set hack size to (size)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (stage1 v)\n\nwhen I receive [end v]\nshow\ngo to [back v] layer\npoint in direction (90)\ngo to x: (0) y: (0)\nSet hack size to [250]\nforever\n go to (platform v)\n point in direction ([direction v] of [platform v])\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\npoint in direction (105)\nswitch costume to (stage2 v)\n\nwhen flag clicked\nhide\n\n@Trees\n\ndefine Set hack size to (size)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (stage1 v)\n\nwhen I receive [end v]\nshow\ngo to [back v] layer\npoint in direction (90)\ngo to x: (0) y: (0)\nSet hack size to [250]\nforever\n go to (platform v)\n point in direction ([direction v] of [platform v])\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\npoint in direction (105)\nswitch costume to (stage2 v)\n\nwhen flag clicked\nhide\n\n@Platform\n\ndefine SET HACK SIZE TO (number or text)\nswitch costume to (コスチューム1 v)\nset size to (number or text) %\nswitch costume to (stage1 v)\n\nwhen I receive [respawn v]\npoint in direction (90)\npoint in direction (105)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nwhen I receive [end v]\npoint in direction (105)\ngo to [front v] layer\nshow\nbroadcast (respawn v)\nSET HACK SIZE TO [250]\nforever\n if <(しばしまてい!) = [0]> then\n change [y vel v] by (1)\n if <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <key (d v) pressed?>> then\n change [d vel v] by (-0.25)\n end\n if <<key (left arrow v) pressed?> or <<<(x position) > (mouse x)> and <mouse down?>> or <key (a v) pressed?>>> then\n change [d vel v] by (0.25)\n end\n set [d vel v] to ((d vel) * (0.8))\n turn right (d vel) degrees\n if <touching (- v)?> then\n change y by (-1)\n if <touching (- v)?> then\n change y by (-1)\n if <touching (- v)?> then\n change y by (-1)\n if <touching (- v)?> then\n change y by (-1)\n if <touching (- 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 (- 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 (- v)?> then\n if <<<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> or <key (w v) pressed?>> then\n start sound [suck1 \(1\) v]\n set [y vel v] to [-13]\n end\n end\n change y by (-1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nforever\n play sound [1919 v] until done\nend\n\nwhen I receive [d v]\npoint in direction (105)\nswitch costume to (stage2 v)\n\n@-\n\nwhen flag clicked\nset [a v] to [0]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (-1)\nforever\n if <touching (spikes v)?> then\n set [しばしまてい! v] to [1]\n start sound [Crunch \(1\) \(2\) v]\n repeat (8)\n change [ghost v] effect by (10)\n change y by (10)\n turn right (15) degrees\n end\n broadcast (respawn v)\n repeat (2)\n change [ghost v] effect by (10)\n change y by (10)\n turn right (15) degrees\n end\n set y to (-1)\n point in direction (90)\n clear graphic effects\n set [しばしまてい! v] to [0]\n wait () seconds\n end\n if <touching color (#013750)?> then\n set [y vel v] to [-20]\n end\n if <touching (flag v)?> then\n broadcast (next v)\n wait until <not <touching (flag v)?>>\n end\n if <touching (spikes v)?> then\n broadcast (respawn v)\n end\nend\n\nwhen I receive [green flag v]\npoint in direction (90)\n\nwhen I receive [end v]\nshow\n\n@Flag\n\nwhen flag clicked\nhide\ngo to [back v] layer\npoint in direction (90)\nSet hack size to [250]\nforever\n go to (platform v)\n point in direction ([direction v] of [platform v])\nend\n\ndefine Set hack size to (size)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (stage1 v)\n\nwhen I receive [end v]\nshow\nwait (7) seconds\n\n@Player\n\nwhen I receive [lag free cam set v]\nset x to (cam x)\n\nwhen I receive [end v]\nclear graphic effects\nforever\n set x to (cam x)\n if <touching (spikes v)?> then\n set [m v] to [f]\n create clone of (_myself_ v)\n repeat (10)\n change [brightness v] effect by (5)\n end\n broadcast (respawn v) and wait\n end\nend\n\nwhen I receive [respawn v]\npoint in direction (90)\nrepeat (10)\n change [brightness v] effect by (-5)\nend\nset [m v] to [t]\nclear graphic effects\n\nwhen I receive [end v]\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (normal v)\n end\n if <[0] > (y vel)> then\n switch costume to (up v)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(r) = [1]>> then\n switch costume to (right v)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(l) = [1]>> then\n switch costume to (left v)\n end\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <(u) = [1]>>> then\n switch costume to (up v)\n end\n if <<<<key (w v) pressed?> and <key (d v) pressed?>> or <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>>> or <<(u) = [1]> and <(r) = [1]>>> then\n switch costume to (up and right v)\n end\n if <<<<key (w v) pressed?> and <key (a v) pressed?>> or <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>>> or <<(l) = [1]> and <(u) = [1]>>> then\n switch costume to (up and left v)\n end\nend\n\nwhen flag clicked\nset [m v] to [f]\npoint in direction (90)\nbroadcast (respawn v)\n\nwhen I receive [end v]\nwait until <<([direction v] of [land 360 v]) < [155]> and <([direction v] of [land 360 v]) > [140]>>\nbroadcast (win v) and wait\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nrepeat (10)\n change y by (5)\n turn left (1) degrees\n change [ghost v] effect by (10)\n set [brightness v] effect to (0)\nend\ndelete this clone\n\nwhen I receive [end v]\nforever\n change y by (-2)\n change y by (2)\nend\n\nwhen flag clicked\nif <(me?) = [0]> then\n change [☁ views v] by (1)\n set [me? v] to [1]\nend\n\nwhen I receive [end v]\nshow\nset volume to (5) %\nstart sound [yt1s v]\n\nwhen flag clicked\nhide\n\nwait (1) seconds\n\nwhen flag clicked\n\nset volume to (20) %\n\nforever\n\n@Sun\n\nwhen flag clicked\nhide\ngo to x: (-5) y: (-25)\nset size to (100) %\nset [sun suze v] to [100]\nforever\n change size by ([cos v] of (Sun Suze) )\n change [sun suze v] by (7)\nend\n\nshow\n\nwhen I receive [intro finish v]\n\nwhen I receive [end v]\nshow\n\n@intro\n\ndefine Intro\nset [intro: sprite1: i v] to [0]\nset [intro: sprite1: i2 v] to [0]\nset [sequence v] to [1]\nhide\nset volume to (15) %\ngo to x: (0) y: (0)\nset size to (100) %\nclear graphic effects\npoint in direction (90)\nstart sound [Intro v]\ngo to x: (0) y: (-150)\nrepeat (5)\n switch costume to (bar v)\n create clone of (_myself_ v)\n change y by (75)\n wait (0.01) seconds\nend\ngo to x: (0) y: (0)\nwait until <(Sequence) = [2]>\nswitch costume to (dot v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [3]>\nswitch costume to (cover v)\ncreate clone of (_myself_ v)\nwait (.01) seconds\nswitch costume to (s v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [6]>\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [7]>\nswitch costume to (bg v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [9]>\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nParticles\nwait (1) seconds\nset [sequence v] to [10]\nwait until <(Sequence) = [11]>\nswitch costume to (slide v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [12]>\nbroadcast (End v) and wait\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n point in direction (90)\n go to x: (0) y: (y position)\n set size to (0) %\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n end\n wait (.15) seconds\n repeat until <(round (size)) = [20]>\n change [ghost v] effect by (5)\n change size by (((20) - (size)) / (5))\n turn right (5) degrees\n end\n set [sequence v] to [2]\n delete this clone\nend\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>> then\n show\n switch costume to (dot v)\n set [ghost v] effect to (100)\n go to x: (0) y: (50)\n point in direction (90)\n set [intro: sprite1: i v] to [16]\n repeat (40)\n if <not <(y position) < [0]>> then\n change [ghost v] effect by (-10)\n change y by (intro: Sprite1: i)\n change [intro: sprite1: i v] by (-1.5)\n end\n end\n set y to (0)\n repeat (15)\n switch costume to (size hack v)\n set size to (intro: Sprite1: i) %\n change size by (((1950) - (size)) / (4))\n set [intro: sprite1: i v] to (size)\n switch costume to (dot v)\n end\n set [sequence v] to [3]\n wait until <(Sequence) = [5]>\n repeat (15)\n change [ghost v] effect by (7)\n change size by (((50) - (size)) / (3))\n end\n set [sequence v] to [6]\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (500)\n set size to (0) %\n point in direction (0)\n repeat (20)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (4))\n change size by (((100) - (size)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n wait until <(Sequence) = [4]>\n set [intro: sprite1: i v] to [15]\n set [intro: sprite1: i2 v] to [20]\n repeat (17)\n change size by (-1)\n turn right ((x position) / (40)) degrees\n change [ghost v] effect by (7)\n change [intro: sprite1: i v] by (-1.5)\n change y by (intro: Sprite1: i)\n change x by (intro: Sprite1: i2)\n set [intro: sprite1: i2 v] to ((intro: Sprite1: i2) * (.9))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (-500)\n set size to (200) %\n point in direction (180)\n repeat (20)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (4))\n change size by (((100) - (size)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n set [sequence v] to [4]\n set [intro: sprite1: i v] to [15]\n set [intro: sprite1: i2 v] to [-20]\n repeat (17)\n change size by (-2)\n turn right ((x position) / (40)) degrees\n change [ghost v] effect by (7)\n change [intro: sprite1: i v] by (-1.5)\n change y by (intro: Sprite1: i)\n change x by (intro: Sprite1: i2)\n set [intro: sprite1: i2 v] to ((intro: Sprite1: i2) * (.9))\n end\n set [sequence v] to [5]\n delete this clone\nend\nif <(costume [number v]) = [6]> then\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (-500)\n set size to (0) %\n point in direction (90)\n repeat (20)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (4))\n change size by (((100) - (size)) / (4))\n end\n set [sequence v] to [7]\n wait until <(Sequence) = [8]>\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n show\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n go to [front v] layer\n show\n repeat (3)\n set [brightness v] effect to (0)\n wait (0.04) seconds\n set [brightness v] effect to (100)\n wait (0.04) seconds\n end\n set [sequence v] to [8]\n set [brightness v] effect to (-100)\n wait (.1) seconds\n clear graphic effects\n set [sequence v] to [9]\n delete this clone\nend\nif <(costume [number v]) = [8]> then\n show\n go to [front v] layer\n set size to (0) %\n repeat until <(Sequence) = [10]>\n set [intro: sprite1: i v] to (((intro: Sprite1: i) * (.8)) + (((120) - (size)) / (5)))\n change size by (intro: Sprite1: i)\n point in direction ((90) + ((3) * ([cos v] of ((timer) * (180)) )))\n set y to ((10) * ([cos v] of (((timer) - (1)) * (200)) ))\n end\n repeat until <(round (x position)) = [220]>\n change size by (((50) - (size)) / (5))\n change [ghost v] effect by (10)\n point in direction ((90) + ((3) * ([cos v] of ((timer) * (180)) )))\n set y to ((10) * ([cos v] of (((timer) - (1)) * (200)) ))\n change x by (((220) - (x position)) / (5))\n end\n set [sequence v] to [11]\n delete this clone\nend\nif <(costume [number v]) = [9]> then\n show\n set size to (pick random (80) to (200)) %\n set [intro: sprite1: i v] to (pick random (-20) to (20))\n set [intro: sprite1: i2 v] to (pick random (10) to (20))\n set [ghost v] effect to (pick random (10) to (30))\n set [brightness v] effect to (pick random (-20) to (20))\n repeat until <touching (_edge_ v)?>\n change [ghost v] effect by (1)\n change x by (intro: Sprite1: i)\n change y by (intro: Sprite1: i2)\n change [intro: sprite1: i2 v] by (-3)\n end\n delete this clone\nend\nif <(costume [number v]) = [10]> then\n show\n go to x: (-500) y: (-500)\n repeat (20)\n go to x: ((x position) / (1.2)) y: ((y position) / (1.2))\n end\n wait (.8) seconds\n repeat (20)\n change y by (((360) - (y position)) / (5))\n change [ghost v] effect by (5)\n end\n set [sequence v] to [12]\n delete this clone\nend\n\ndefine Particles\ngo [backward v] (1) layers\nswitch costume to (particle v)\nrepeat (15)\n create clone of (_myself_ v)\nend\n\nwhen I receive [intro trigger v]\nIntro\n\nwhen flag clicked\nwait (1) seconds\n\nstop [all v]\n\nwhen flag clicked\nbroadcast (Intro Trigger v)\n\nwhen flag clicked\n\nset volume to (60) %\n\nwhen flag clicked\n\nset volume to (70) %\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nset [しばしまてい! v] to [1]\nset [acceleration v] to [0]\nshow\nif <([costume # v] of [platform v]) = [1]> then\n switch costume to ( v)\nend\nif <([costume # v] of [platform v]) = [2]> then\n switch costume to (コスチューム2 v)\nend\ngo to [front v] layer\ngo to x: (0) y: (400)\nset [acceleration v] to [-28]\nrepeat until <(y position) < [300]>\n go to [front v] layer\n change [acceleration v] by (1)\n change y by (acceleration)\nend\nrepeat until <[345] < (y position)>\n go to [front v] layer\n change [acceleration v] by (1)\n change y by (acceleration)\nend\nbroadcast (d v)\nhide\nwait (1) seconds\nset [しばしまてい! v] to [0]\n\nwhen I receive [next v]\nif <(costume [number v]) = [2]> then\n wait (0.5) seconds\n show\n go to x: (0) y: (0)\n stop [all v]\nend\n\nwhen flag clicked\nset [しばしまてい! v] to [0]\n\nwhen flag clicked\nbroadcast (Green flag v)\nrepeat (2)\n broadcast (Green flag v)\nend\n\nstart sound [ding sound v]\n\n
Hello! I haven't shared a project in a long time, so I thought it was time to do a project. Yes, my game may be a little short but I think it's worth playing. Good games to you all!
Platformer Creator
@Stage\n\nwhen flag clicked\nforever\n if <<(stage) = [editor]> and <key (1 v) pressed?>> then\n broadcast (Start v)\n wait until <not <key (1 v) pressed?>>\n end\n if <<(stage) = [playing]> and <key (1 v) pressed?>> then\n broadcast (Editor v)\n wait until <not <key (1 v) pressed?>>\n end\nend\n\n@level tile\n\nwhen flag clicked\nerase all\npoint in direction (90)\nset [tile costume v] to [1]\nset size to (100) %\nbroadcast (Editor v)\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nset [stage v] to [playing]\nhide\n\nwhen I receive [editor v]\nset [stage v] to [editor]\nswitch costume to (tile costume)\nshow\nwait until <not <mouse down?>>\nforever\n switch costume to (tile costume)\n go to (mouse-pointer v)\n go to x: ((round ((x position) / (24))) * (24)) y: ((round ((y position) / (24))) * (24))\n if <mouse down?> then\n stamp\n end\n if <key (right arrow v) pressed?> then\n if <(tile costume) < [6]> then\n change [tile costume v] by (1)\n end\n wait until <not <key (right arrow v) pressed?>>\n end\n if <key (left arrow v) pressed?> then\n if <(tile costume) > [1]> then\n change [tile costume v] by (-1)\n end\n wait until <not <key (left arrow v) pressed?>>\n end\n if <key (r v) pressed?> then\n turn right (90) degrees\n wait until <not <key (r v) pressed?>>\n end\nend\n\n@Player\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n Physics\n if <<<touching color (#ff4e4e)?> or <<touching color (#949494)?> or <touching color (#6b6b6b)?>>> or <(y position) < [-178]>> then\n go to x: (0) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\ndefine Physics\nif <touching color (#91caff)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [y v] by (-0.5)\n else\n change [y v] by (-0.2)\n end\nelse\n change [y v] by (-1)\nend\nset [x v] to (((<<key (right arrow v) pressed?> or <key (d v) pressed?>> + (() - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)) * (2)) + ((x) * (0.8)))\nchange x by (x)\nif <<<touching color (#599642)?> or <touching color (#426f31)?>> or <touching color (#967142)?>> then\n change y by (1)\nend\nif <<<touching color (#599642)?> or <touching color (#426f31)?>> or <touching color (#967142)?>> then\n change y by (1)\nend\nif <<<touching color (#599642)?> or <touching color (#426f31)?>> or <touching color (#967142)?>> then\n change y by (1)\nend\nif <<<touching color (#599642)?> or <touching color (#426f31)?>> or <touching color (#967142)?>> then\n change y by (1)\nend\nif <<<touching color (#599642)?> or <touching color (#426f31)?>> or <touching color (#967142)?>> then\n change y by (-4)\n repeat until <not <<<touching color (#599642)?> or <touching color (#426f31)?>> or <touching color (#967142)?>>>\n change x by ((([abs v] of (x) ) / (x)) * (-1))\n end\n set [x v] to [0]\nend\nchange y by (y)\nif <<<touching color (#599642)?> or <touching color (#426f31)?>> or <touching color (#967142)?>> then\n repeat until <not <<<touching color (#599642)?> or <touching color (#426f31)?>> or <touching color (#967142)?>>>\n change y by ((([abs v] of (y) ) / (y)) * (-1))\n end\n set [y v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <key (v v) pressed?>> then\n if <touching color (#91caff)?> then\n set [y v] to [5.5]\n else\n if <<<touching color (#599642)?> or <touching color (#426f31)?>> or <touching color (#967142)?>> then\n set [y v] to [14]\n end\n end\nend\nchange y by (1)\n\nwhen I receive [editor v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@TN\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
Platformer Creator \n\nUse the arrow keys to switch to a different tile\nJust use your mouse and click to place the tile\nPress "1" key to switch between editing and playing mode\nUse arrow keys/awsd keys to move the player\nTake a screenshot or something and remix this project to show off the platformer you made
✧┊ words, a platformer ˎˊ-
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(End) = [Yes]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\nrepeat until <(End) = [Yes]>\n wait (.1) seconds\n change [time v] by (.1)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > ()\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (375)\nrepeat (30)\n change y by ((y position) / (-5))\nend\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n go [forward v] (1000) layers\n set [ghost v] effect to (100)\n go to x: (0) y: (400)\nend\n\nwhen flag clicked\nforever\n play sound [New Life v] until done\nend\n\n@Spikes\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n switch costume to (Level)\nend\n\nchange [level v] by (-1)\n\n@Platforms\n\nwhen flag clicked\ngo [forward v] (1) layers\nforever\n switch costume to (Level)\n if <(costume [number v]) = [20]> then\n set [end v] to [Yes]\n else\n set [end v] to []\n end\nend\n\nwhen flag clicked\nchange [☁ times flag was click uwu v] by (1)\n\n@Player\n\nwhen flag clicked\nswitch costume to (regular v)\nbroadcast (go to v)\nshow\ngo [forward v] (1) layers\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (right 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 <(x position) > (mouse x)>>>> then\n switch costume to (left v)\n change [xv v] by (-1)\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching (platforms v)?> then\n change y by (.5)\n if <touching (platforms v)?> then\n change y by (.5)\n if <touching (platforms v)?> then\n change y by (.5)\n if <touching (platforms v)?> then\n change y by (.5)\n if <touching (platforms v)?> then\n change y by (.5)\n if <touching (platforms v)?> then\n change y by (.5)\n if <touching (platforms v)?> then\n change y by (.5)\n if <touching (platforms v)?> then\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 switch costume to (up v)\n if <(Xv) > [0]> then\n set [xv v] to [-9]\n else\n set [xv v] to [7]\n end\n set [yv v] to (round (15))\n else\n set [xv v] to ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching (platforms v)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching (platforms v)?> then\n change y by (Yv)\n if <touching (platforms v)?> then\n change y by (Yv)\n if <touching (platforms v)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<touching (platforms v)?> 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 v)\n set [yv v] to (round (8.6))\n end\n change y by (1)\nend\n\nwhen I receive [go to v]\ngo to x: (-200) y: (-50)\n\nwhen flag clicked\nforever\n if <<not <mouse down?>> and <not <key (any v) pressed?>>> then\n switch costume to (regular v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(x position) > [220]> then\n broadcast (next level v) and wait\n wait until <not <(x position) > [220]>>\n end\nend\n\nwhen I receive [next level v]\nset [level v] to ((Level) + (0.05))\nbroadcast (go to v) and wait\nwait until <not <(x position) > [220]>>\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n broadcast (go to v)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\n
AAH Oh no I missed my curation!! I’m currently on vacation :|\n\nAnywayyy thanks SO MUCH to @kushika for curating this, Monday August 16th!\n\nNOW GO FOLLOW @LUCKY-LYNX NOWWWW
Platformer pen v1.5
@Stage\n\nwhen I receive [play v]\nforever\n play sound [music0 v] until done\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@pen\n\nwhen flag clicked\nhide\nset [id v] to [0]\nerase all\nswitch backdrop to (2 v)\ninit\nrepeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nwait (1) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\n\ndefine level\nset pen color to (#4cff00)\nset pen size to (5)\nerase all\nif <(level) = [1]> then\n draw ground X: [-240] Y: [-180]\n pen down\n draw ground X: [-240] Y: [7]\n pen down\n draw ground X: [-59] Y: [7]\n pen down\n draw ground X: [-59] Y: [-180]\n pen down\n pen up\n draw ground X: [81] Y: [-180]\n pen down\n draw ground X: [81] Y: [7]\n pen down\n draw ground X: [240] Y: [7]\n pen down\n draw ground X: [240] Y: [-180]\n pen down\n pen up\n portal X [180] Y [40]\nend\nif <(level) = [2]> then\n draw ground X: [-240] Y: [-180]\n pen down\n draw ground X: [-240] Y: [7]\n pen down\n draw ground X: [-90] Y: [7]\n pen down\n draw ground X: [-90] Y: [30]\n pen down\n draw ground X: [-80] Y: [30]\n pen down\n set pen color to (#cccccc)\n draw ground X: [-60] Y: [80]\n pen down\n draw ground X: [-40] Y: [30]\n pen down\n set pen color to (#4cff00)\n draw ground X: [-30] Y: [30]\n pen down\n draw ground X: [-30] Y: [-180]\n pen down\n pen up\n draw ground X: [120] Y: [-180]\n pen down\n draw ground X: [120] Y: [30]\n pen down\n draw ground X: [240] Y: [30]\n pen down\n portal X [180] Y [80]\nend\nif <(level) = [3]> then\n draw ground X: [-240] Y: [-120]\n pen down\n draw ground X: [240] Y: [-120]\n pen down\n pen up\n draw ground X: [-100] Y: [-20]\n pen down\n draw ground X: [-30] Y: [-20]\n pen down\n pen up\n draw ground X: [0] Y: [30]\n pen down\n draw ground X: [70] Y: [30]\n pen down\n pen up\n draw ground X: [120] Y: [80]\n pen down\n draw ground X: [190] Y: [80]\n pen down\n pen up\n portal X [160] Y [120]\nend\nif <(level) = [4]> then\n set pen color to (#ff0000)\n draw ground X: [-240] Y: [-140]\n pen down\n draw ground X: [240] Y: [-140]\n pen down\n pen up\n set pen color to (#4cff00)\n draw ground X: [-170] Y: [-110]\n pen down\n draw ground X: [-120] Y: [-110]\n pen down\n pen up\n draw ground X: [-70] Y: [-70]\n pen down\n draw ground X: [-20] Y: [-70]\n pen down\n pen up\n draw ground X: [30] Y: [-70]\n pen down\n draw ground X: [80] Y: [-70]\n pen down\n pen up\n portal X [160] Y [-26]\nend\nif <(level) = [5]> then\n draw ground X: [-240] Y: [-140]\n pen down\n draw ground X: [-60] Y: [-140]\n pen down\n set pen color to (#ffe900)\n set pen size to (15)\n draw ground X: [0] Y: [-140]\n pen down\n set pen color to (#4bff00)\n set pen size to (5)\n draw ground X: [240] Y: [-140]\n pen down\n pen up\n draw ground X: [0] Y: [-140]\n pen down\n draw ground X: [0] Y: [-3]\n pen down\n set pen size to (15)\n draw ground X: [0] Y: [0]\n pen down\n set pen size to (5)\n draw ground X: [0] Y: [90]\n pen down\n portal X [160] Y [-26]\nend\nif <(level) = [6]> then\n set pen color to (#ff0000)\n draw ground X: [-240] Y: [-140]\n pen down\n draw ground X: [240] Y: [-140]\n pen down\n pen up\n set pen color to (#4cff00)\n draw ground X: [-130] Y: [-110]\n pen down\n draw ground X: [-240] Y: [-110]\n pen down\n pen up\n set pen color to (#4cff00)\n draw ground X: [-80] Y: [-70]\n pen down\n draw ground X: [-30] Y: [-70]\n pen down\n set pen color to (#ff0000)\n draw ground X: [20] Y: [-70]\n pen down\n pen up\n set pen color to (#4cff00)\n draw ground X: [70] Y: [-50]\n pen down\n draw ground X: [120] Y: [-50]\n pen down\n set pen color to (#ff0000)\n draw ground X: [170] Y: [-50]\n pen down\n pen up\n portal X [150] Y [-80]\nend\nif <(level) = [7]> then\n draw ground X: [-240] Y: [-140]\n pen down\n draw ground X: [240] Y: [-140]\n pen down\n pen up\n set pen color to (#cccccc)\n draw ground X: [-30] Y: [-140]\n pen down\n draw ground X: [-10] Y: [-90]\n pen down\n draw ground X: [10] Y: [-140]\n pen down\n set pen color to (#4bff00)\n draw ground X: [10] Y: [-50]\n pen down\n draw ground X: [60] Y: [-50]\n pen down\n draw ground X: [60] Y: [0]\n pen down\n draw ground X: [90] Y: [0]\n pen down\n pen up\n portal X [50] Y [-120]\nend\nstart\n\ndefine play\nchange [tick v] by (1)\nx\ny\nTouch ground <(scrolly) > [0]>\ndie [-175]\ntime (timer)\nnew level\nup y\nlist\nmouse\n\ndefine draw ground X: (x) Y: (y)\ngo to x: (x) y: (y)\n\nwhen I receive [play v]\nmap\nlevel\n\ndefine x\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n set [scrollx v] to [7]\n scrollx (scrollx)\n if <touching color (#4bff00)?> then\n scrollx ((0) - (scrollx))\n end\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n set [scrollx v] to [7]\n scrollx ((0) - (scrollx))\n if <touching color (#4bff00)?> then\n scrollx (scrollx)\n end\nend\n\ndefine scrollx (scrollx)\nchange x by (scrollx)\n\nwhen I receive [play v]\nswitch backdrop to (1 v)\nwait (0.3) seconds\nshow\nforever\n switch costume to (1 v)\n play\nend\n\ndefine y\nchange [scrolly v] by (-1)\nchange y by (scrolly)\nchange [i v] by (1)\n\ndefine Touch ground <up>\nrepeat until <not <touching color (#4bff00)?>>\n if <up> then\n change y by (-2)\n else\n change y by (1)\n set [scrolly v] to [0]\n end\n set [i v] to [0]\nend\n\ndefine up y\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <<(jump) = [0]> and <(i) < [3]>> then\n set [scrolly v] to [15]\n set [jump v] to [1]\n end\nelse\n set [jump v] to [0]\nend\nif <touching color (#ffe900)?> then\n set [scrolly v] to [20]\nend\n\ndefine init\nset [the end v] to [no]\nset [scrollx v] to [0]\nset [yes v] to [no]\nset [scrolly v] to [0]\nset [level v] to [1]\nset [pfc v] to [?]\ndelete all of [x v]\ndelete all of [y v]\nshow list [force game v]\nhide variable [time v]\n\ndefine list\nadd (x position) to [x v]\nadd (y position) to [y v]\nset [x v] to (x position)\nset [y v] to (y position)\n\ndefine mouse\nif <(mouse y) > [100]> then\n hide list [force game v]\nelse\n show list [force game v]\nend\n\ndefine die (y)\nif <(y position) < (y)> then\n start\nend\nif <touching color (#cccccc)?> then\n start\nend\nif <touching color (#ff0000)?> then\n start\nend\n\ndefine time (time)\nset [time v] to (time)\n\ndefine start\npen up\nset [scrolly v] to [0]\ndraw ground X: [-142] Y: [96]\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n switch costume to (2 v)\n go to x: (-240) y: (0)\n glide (1) secs to x: (-30) y: (0)\nend\nif <(id) = [2]> then\n switch costume to (3 v)\n go to x: (240) y: (0)\n glide (1) secs to x: (30) y: (0)\nend\nif <(id) = [3]> then\n switch costume to (4 v)\n start sound [Ricochet v]\n go to x: (240) y: (-40)\n glide (0.3) secs to x: (30) y: (-40)\n wait (1) seconds\n broadcast (play v)\nend\nif <(id) = [4]> then\n go to [front v] layer\n erase all\n set [ghost v] effect to (100)\n stop [other scripts in sprite v]\n broadcast (stop v)\n go to x: (0) y: (0)\n switch costume to (5 v)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n set [yes v] to [yes]\nend\nforever\n if <(yes) = [yes]> then\n set [the end v] to [yes]\n switch costume to (6 v)\n if <(The end) = [yes]> then\n go to x: (0) y: (50)\n set [the end v] to [no]\n end\n set y to ((([sin v] of ((tick) * (5)) ) * (10)) + (50))\n end\nend\n\nwhen I receive [play v]\ndelete this clone\n\ndefine portal X (x) Y (y)\npen up\nset pen color to (#c72cba)\nset pen size to (30)\ngo to x: (x) y: (y)\npen down\npen up\n\ndefine new level\nif <touching color (#c72cba)?> then\n if <not <(level) = [8]>> then\n change [level v] by (1)\n level\n end\n if <(level) = [8]> then\n stop [other scripts in sprite v]\n hide\n repeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen flag clicked\nforever\n set [stop time v] to ((timer) + (0.1))\nend\n\ndefine map\npen down\ngo to x: (0) y: (0)\nset pen size to (10000000000000000)\nset pen color to (#000000)\npen up\n\nchange [level v] by (-1)\nlevel\n\nchange [level v] by (1)\nlevel\n\n@foto\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\nwhen [timer v] > (stop time)\nshow list [force game v]\n\n
Lava Planet|| A Platformer #Games
@Stage\n\nwhen flag clicked\nwait (10) seconds\nforever\n play sound [Open Secrets v] until done\nend\n\n@Blank3\n\n@Blank2\n\n@Blank\n\n@Player\n\ndefine You are out , mb Nl\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-189) y: (-53)\n\ndefine GP\nif <<key (right arrow v) pressed?> or <key (s v) pressed?>> then\n change [x velocity v] by (2)\n switch costume to (right v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-2)\n switch costume to (left v)\nend\nchange x by (X Velocity)\nDTCT\nif <touching (level v)?> then\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-15]\n set [y velocity v] to [10]\n else\n set [x velocity v] to [15]\n set [y velocity v] to [10]\n end\n end\nelse\n set [x velocity v] to ((X Velocity) * (0.8))\nend\nchange y by (Y Velocity)\nif <touching (level v)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n switch costume to (up v)\n if <(Jump) = [y]> then\n set [y velocity v] to [12]\n set [jump v] to [n]\n end\n end\nelse\n change [y velocity v] by (-1)\n set [jump v] to [y]\nend\nif <(x position) > [207]> then\n change [level v] by (1)\n You are out , mb Nl\nend\nif <touching (spikes v)?> then\n go to x: (-189) y: (-90)\nend\nif <not <key (any v) pressed?>> then\n switch costume to (middle v)\nend\nif <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<key (right arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (upright v)\nend\nif <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (upleft v)\nend\nif <touching (trampoline v)?> then\n set [y velocity v] to [15]\nend\nif <<key (down arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (bent down v)\nend\nif <<(Level) = [6]> and > then\n stop [all v]\nend\nif <<(Level) = [7]> and <(x position) > [207]>> then\n set [level v] to [0]\n stop [all v]\nend\n\nwhen flag clicked\nhide\nwait (10) seconds\ngo to x: (-194) y: (-90)\nswitch costume to (middle v)\nYou are out , mb Nl\nshow\nset [level v] to [1]\nforever\n play sound [Open Secrets v] until done\n GP\nend\n\ndefine DTCT\nset [sliding/slide ? v] to [0]\nrepeat until <<(Sliding/Slide ?) = [8]> or <not <touching (level v)?>>>\n change y by (1)\n change [sliding/slide ? v] by (1)\nend\nif <touching (level v)?> then\n change y by (-8)\nend\n\ngo to x: (-209) y: (-111)\n\nwait (0.1) seconds\n\nset [y velocity v] to [15]\n\nswitch costume to (green v)\n\nif <<key (down arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (bent down v)\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-15]\n set [y velocity v] to [10]\n else\n set [x velocity v] to [15]\n set [y velocity v] to [10]\n end\nend\n\ngo to x: (-213) y: (-102)\nshow\n\nwhen flag clicked\n\n@Level\n\nwhen flag clicked\nhide\nwait (10) seconds\nif <(costume [number v]) = [7]> then\n switch costume to (costume1 v)\nend\nswitch costume to (costume1 v)\nforever\n show\n switch costume to (Level)\n if <(costume [number v]) = [7]> then\n wait (4) seconds\n stop [all v]\n end\nend\n\nwait (0.1) seconds\nstop [all v]\n\n@Spikes\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\n@Intro1\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nset volume to (100) %\nstart sound [MDK- Press Start v]\nset [broadcast v] to []\nset [clone id v] to []\nset [var v] to [0]\nhide\nswitch costume to (blank v)\nclear graphic effects\nset [clone id v] to [Top]\ncreate clone of (_myself_ v)\nset [clone id v] to [Bottom]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [clone id v] to [Name]\ncreate clone of (_myself_ v)\nset [clone id v] to [Real]\nwait until <(Broadcast) = [End]>\nrepeat (50)\n change volume by (-2)\nend\nstop all sounds\n\nwhen I start as a clone\nif <(Clone ID) = [Top]> then\n go to x: (0) y: (0)\n switch costume to (top v)\n show\n wait (2) seconds\n repeat (10)\n change y by (((140) - (y position)) / (4))\n end\n wait until <(Broadcast) = [End]>\n repeat (20)\n change y by (((0) - (y position)) / (4))\n go to [front v] layer\n end\n wait (0.2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\n end\n delete this clone\nend\nif <(Clone ID) = [Bottom]> then\n go to x: (0) y: (0)\n switch costume to (bottom v)\n show\n wait (2) seconds\n repeat (10)\n change y by (((-140) - (y position)) / (4))\n end\n wait until <(Broadcast) = [End]>\n repeat (20)\n change y by (((0) - (y position)) / (4))\n go to [front v] layer\n end\n wait (0.2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\n end\n delete this clone\nend\nif <(Clone ID) = [Name]> then\n go to x: (0) y: (0)\n set [var v] to [0]\n switch costume to (yourname v)\n show\n set size to (0) %\n repeat (30)\n set [var v] to (((Var) * (0.8)) + (((50) - (size)) / (5)))\n change size by (Var)\n end\n set [check v] to [0]\n repeat (10)\n Bar\n change [check v] by (1)\n set size to (100) %\n repeat (10)\n change size by (((50) - (size)) / (5))\n set [frame v] to ((size) - (50))\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\n end\n go to x: (0) y: (0)\n wait (0.2) seconds\n end\n set [broadcast v] to [End]\n wait (0.6) seconds\n delete this clone\nend\nif <(Clone ID) = [Bar]> then\n go to x: (0) y: (0)\n set [var v] to [0]\n switch costume to (yourname v)\n show\n set size to (0) %\n go to [back v] layer\n repeat (30)\n switch costume to (blank v)\n change size by (Frame)\n switch costume to (bar v)\n change [ghost v] effect by (2.5)\n end\n delete this clone\nend\nif <(Clone ID) = [Circle]> then\n go to x: (0) y: (0)\n set [var v] to [0]\n switch costume to (yourname v)\n show\n set size to (0) %\n go to [back v] layer\n repeat (30)\n switch costume to (blank v)\n change size by ((Frame) * (2))\n switch costume to (circle v)\n change [ghost v] effect by (2.5)\n go to [back v] layer\n end\n delete this clone\nend\n\ndefine Bar\nset [clone id v] to [Bar]\ncreate clone of (_myself_ v)\nif <((Check) mod (2)) = [1]> then\n set [clone id v] to [Circle]\n create clone of (_myself_ v)\nend\nset [clone id v] to [Name]\n\n@Trampoline\n\nwhen flag clicked\nhide\nwait (10) seconds\nrepeat until <(Level) = [4]>\n TC\nend\nrepeat until <(Level) = [5]>\n Tc(L4)\nend\nrepeat until <(Level) = [6]>\n Tc(L5)\nend\nhide\n\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\n\ndefine TC\nif <(Level) = [3]> then\n show\n go to x: (36) y: (28)\nelse\n hide\nend\nif <touching (player v)?> then\n repeat (9)\n next costume\n end\nend\n\nswitch costume to (Level)\n\ngo to x: (36) y: (28)\n\ndefine Tc(L4)\nif <(Level) = [4]> then\n show\nelse\n go to x: (138) y: (24)\n hide\nend\nif <touching (player v)?> then\n repeat (9)\n next costume\n end\nend\n\nhide\n\nshow\n\nwhen flag clicked\n\nforever\n\nforever\n TC\nend\n\n\n \nend\n\nwait (10) seconds\nforever\n\ngo to x: (141) y: (32)\n\ndefine Tc(L5)\nif <(Level) = [5]> then\n show\n go to x: (133) y: (29)\nelse\n hide\nend\nif <touching (player v)?> then\n repeat (9)\n next costume\n end\nend\n\nTc(L4)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [forward v] (99) layers\nhide\nset [stop timer v] to [0.1]\nforever\n set [stop timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (STOP TIMER)\nhide variable [level v]\nhide variable [timer v]\nhide variable [deaths v]\ngo to x: (0) y: (300)\nshow\nglide (0.5) secs to x: (0) y: (0)\n\nwhen I receive [start game v]\n\n
Welcome to my biggest game I have ever made till now\n!!!!!!!!!!! If the project doesnt work in starting click flag again !!!!!!!!\n✦✦✦Instruction✦✦✦\n1.WASD or arrow keys\n3.Down to end\n2.Avoid Spikes\n3. 6 Levels try to win\n4.Game ends if you are in last level\n5.If the game doesn't work properly or lags double click the green flag\n✦✦✦Story✦✦✦\nYou are Rocky a astronaut of a random galaxy who falls in a planet full of lava while exploring in space....Now you gotta escape for your life\n✦✦✦Credits✦✦✦\n15% to @-UltraProgrammer- for art idea\n15% to @rishav300 for the intro\ncooltetx.com for text\nRemaining 70% code and art by me\nTrying to reply to comments
Ejected
@Stage\n\nwhen flag clicked\nswitch backdrop to (dekor 1 v)\nforever\n play sound [AMONG US Theme Song \(Moondai EDM Remix\) v] until done\nend\n\nwhen flag clicked\nset volume to (((([costume # v] of [mute logic v]) * (-1)) * (50)) + (100)) %\n\nwhen I receive [volume v]\nset volume to (((([costume # v] of [mute logic v]) * (-1)) * (50)) + (100)) %\n\n@Blank\n\n@bg\n\nwhen flag clicked\ngo to [back v] layer\nhide\nset [ghost v] effect to (100)\nset [brightness v] effect to (0)\n\nwhen I receive [platform v]\nset [brightness v] effect to (-10)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nwait (1) seconds\n\n@letters\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [platform v]\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\nwhen I receive [platform v]\ngo to [front v] layer\ngo [backward v] (30) layers\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\n@mute logic\n\nwhen flag clicked\ngo to x: (-216) y: (156)\nshow\nswitch costume to (kostüm 1 v)\nset volume to (75) %\nforever\n if <key (m v) pressed?> then\n broadcast (Volume v)\n next costume\n wait until <not <key (m v) pressed?>>\n end\nend\n\n@Owo\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [platform v]\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\nwhen I receive [platform v]\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [platform v]\nset [ghost v] effect to (20)\nforever\n change y by ((0) + (([sin v] of ((timer) * (125)) ) * (10)))\nend\n\n@Flying white\n\nwhen flag clicked\nhide\nwait (1) seconds\ngo to x: (-254) y: (-12)\nshow\nrepeat until <(x position) > [250]>\n change x by (7)\n turn right (10) degrees\nend\nhide\nwait (1) seconds\nbroadcast (platform v)\n\n@Owo2\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [platform v]\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\nwhen I receive [platform v]\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [platform v]\nset [ghost v] effect to (20)\nforever\n change y by ((0) + (([sin v] of ((timer) * (150)) ) * (50)))\nend\n\n@Owo3\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [platform v]\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\nwhen I receive [platform v]\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [platform v]\nset [ghost v] effect to (20)\nforever\n change x by ((0) + (([sin v] of ((timer) * (125)) ) * (10)))\nend\n\n@Owo4\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [platform v]\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\nwhen I receive [platform v]\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [platform v]\nset [ghost v] effect to (20)\nforever\n change x by ((0) + (([sin v] of ((timer) * (150)) ) * (50)))\nend\n\n@Owo5\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [platform v]\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\nwhen I receive [platform v]\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [platform v]\nset [ghost v] effect to (20)\nforever\n change x by ((0) + (([sin v] of ((timer) * (150)) ) * (50)))\nend\n\n@Owo22\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [platform v]\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\nwhen I receive [platform v]\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [platform v]\nset [ghost v] effect to (20)\nforever\n change y by ((0) + (([sin v] of ((timer) * (150)) ) * (50)))\nend\n\n@Platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [platform v]\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\nwhen I receive [platform v]\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [platform v]\nforever\n if <(costume [number v]) = [5]> then\n broadcast (end v)\n end\nend\n\n@Platforms2\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [platform v]\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\nwhen I receive [platform v]\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\n@Platforms4\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [platform v]\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\nwhen I receive [platform v]\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\n@Platforms5\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [platform v]\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\nwhen I receive [platform v]\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\n@Platforms3\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [platform v]\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\nwhen I receive [platform v]\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\n@Portals\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [platform v]\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\nwhen I receive [platform v]\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [platform v]\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\nwhen I receive [platform v]\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [platform v]\nforever\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [platform v]\npoint in direction (90)\nset rotation style [left-right v]\nset [color v] effect to (0)\ngo to [front v] layer\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nswitch costume to (center v)\nforever\n broadcast (tick v)\nend\n\nwhen I receive [platform v]\nforever\n if <not <<<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>>> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>>> then\n switch costume to (e1 v)\n end\nend\n\nwhen flag clicked\nforever\n if then\n set [scrollx v] to [810]\n set [scrolly v] to [400]\n start sound [AAAA v]\n end\nend\n\ndefine Tick\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xv v] by (4)\n next costume\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xv v] by (-4)\n next costume\n point in direction (-90)\nend\nset [xv v] to ((Xv) * (0.650))\nchange x by (Xv)\nif <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or <<touching (platforms4 v)?> or >>>> then\n change y by (1)\n if <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or <<touching (platforms4 v)?> or >>>> then\n change y by (1)\n if <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or <<touching (platforms4 v)?> or >>>> then\n change y by (1)\n if <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or <<touching (platforms4 v)?> or >>>> then\n change y by (1)\n if <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or <<touching (platforms4 v)?> or >>>> then\n change y by (1)\n if <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or <<touching (platforms4 v)?> or >>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or <<touching (platforms4 v)?> or >>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or <<touching (platforms4 v)?> or >>>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [yv v] to [15]\n end\nend\nchange [scrollx v] by ((x position) * (-1))\nchange [scrolly v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <touching (portals v)?> then\n start sound [portal in v]\n set [xv v] to [0]\n set [scrollx v] to [810]\n set [scrolly v] to [460]\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (Next Level v)\nend\nif then\n set [yv v] to [21]\nend\nchange y by (1)\nif <<touching (spikes v)?> or <<touching (owo v)?> or <<touching (spikes2 v)?> or <<touching (owo2 v)?> or <<touching (owo3 v)?> or <<touching (owo4 v)?> or <<touching (owo22 v)?> or >>>>>>> then\n start sound [Kill v]\n set [scrollx v] to [810]\n set [scrolly v] to [450]\n set [yv v] to [0]\n set [xv v] to [0]\nend\nif <(ScrollX) > [823]> then\n set [scrollx v] to [823]\nend\nif <key (r v) pressed?> then\n set [scrollx v] to [810]\n set [scrolly v] to [450]\n set [yv v] to [0]\n set [xv v] to [0]\nend\n\nwhen I receive [tick v]\nTick\n\n@Spikes2\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [platform v]\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\nwhen I receive [platform v]\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [platform v]\nforever\n\n@Stars\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset size to (10000000000000000000000) %\ngo to x: (-300) y: (pick random (170) to (-170))\nset size to (pick random (300) to (330)) %\nforever\n move (pick random (3) to (3)) steps\nend\n\nwhen I start as a clone\nwait until <touching (_edge_ v)?>\nwait until <not <touching (_edge_ v)?>>\nforever\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.5) to (0.7)) seconds\nend\n\nwhen I receive [platform v]\nwait (2) seconds\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Stars2\n\ndefine make sky\nhide\nrepeat (pick random (20) to (40))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (random position v)\npoint in direction (pick random (0) to (360))\nshow\nswitch costume to (pick random (1) to (3))\nset size to (pick random (5) to (25)) %\nset [ghost v] effect to (pick random (5) to (95))\nset [sine v] to (pick random (1) to (10000))\nset [strength v] to (size)\nset [random v] to (pick random (0.05) to (.1))\nforever\n turn right ((random) * (10)) degrees\n change x by (((([sin v] of (sine) ) * (random)) * (strength)) * (.1))\n change y by (((([cos v] of (sine) ) * (random)) * (strength)) * (.1))\n change [sine v] by (((strength) * (.1)) + (5))\nend\n\nwhen flag clicked\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [platform v]\nmake sky\n\n@TN\n\nwhen flag clicked\nforever\n go to [front v] layer\n change [ghost v] effect by (100)\n show\nend\n\n
Ejected\n\nPlay it here with no lags:\nhttps://turbowarp.org/510738571\n\nArrow keys or W,A,D to move (Have mobile control)\nAvoid from knifes and ghosts\nDont fall\nDONT ADVERTISE\nM to mute/unmute\nH to view the high score\nR to restart the level\nHave 3 levels\nAll levels are possible\nDont forget to drop a like if you liked it :)\n#Games #All\n\nremoved cloud because it was useless\n\nCredits:\nInnersloth for almost all of the drawings\n@SullyBully for stars and portal\n@atomicmagicnumber for player art\n@INorth for a little bit of code\n@Eloctrasyd for ghost art\nand you for playing
Gem Platformer! 宝石のプラットフォーマー
@Stage\n\n@スプライト2\n\nwhen flag clicked\nshow\nwait (0) seconds\ngo to [back v] layer\nforever\n go to (player v)\n change [color v] effect by (1)\nend\n\nwhen I receive [green flag v]\n\n@Enemy\n\ndefine Set hack size to (size)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (stage1 v)\n\nwhen I receive [green flag v]\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\npoint in direction (105)\nswitch costume to (stage2 v)\n\nwhen flag clicked\nshow\ngo to [back v] layer\npoint in direction (90)\ngo to x: (0) y: (0)\nSet hack size to [200]\nforever\n go to (platform v)\n point in direction ([direction v] of [platform v])\nend\n\n@Platform\n\ndefine SET HACK SIZE TO (number or text)\nswitch costume to (コスチューム1 v)\nset size to (number or text) %\nswitch costume to (stage1 v)\n\nwhen I receive [respawn v]\npoint in direction (90)\npoint in direction (105)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nset [a v] to [0]\n\nwhen I receive [green flag v]\n\nwhen flag clicked\npoint in direction (105)\ngo to [front v] layer\nshow\nbroadcast (respawn v)\nSET HACK SIZE TO [200]\nforever\n change [y vel v] by (1)\n if <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <key (d v) pressed?>> then\n change [d vel v] by (-0.3)\n end\n if <<key (left arrow v) pressed?> or <<<(x position) > (mouse x)> and <mouse down?>> or <key (a v) pressed?>>> then\n change [d vel v] by (0.3)\n end\n set [d vel v] to ((d vel) * (0.8))\n turn right (d vel) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (4)\n turn right ((d vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (player v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> or <key (w v) pressed?>> then\n start sound [suck1 \(1\) v]\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [d v]\npoint in direction (105)\nswitch costume to (stage2 v)\n\nhide\n\nwhen flag clicked\nforever\n play sound [1234 v] until done\nend\n\nhide\n\n@player\n\nwhen flag clicked\nshow\nset [a v] to [0]\ngo to x: (0) y: (-1)\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\n change y by (5)\n if <touching (enemy v)?> then\n broadcast (respawn v)\n start sound [Oops v]\n end\n change y by (-5)\n if <touching color (#013750)?> then\n set [y vel v] to [-20]\n end\n if <touching (flag v)?> then\n broadcast (next v)\n wait until <not <touching (flag v)?>>\n end\n if <touching (spikes v)?> then\n broadcast (respawn v)\n end\nend\n\n@Awesome Particles\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2.5) secs to x: (x position) y: (-200)\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\n\nset [ghost v] effect to (65)\n\nwhen flag clicked\nforever\n go to [front v] layer\n change [color v] effect by (25)\n change [color v] effect by (pick random (50) to (100))\n set [brightness v] effect to (pick random (-30) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (200)\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\n@Flag\n\nhide\n\nwhen flag clicked\nshow\ngo to [back v] layer\npoint in direction (90)\ngo to x: (0) y: (0)\nSet hack size to [200]\nforever\n go to (platform v)\n point in direction ([direction v] of [platform v])\n if <touching (player v)?> then\n broadcast (d v) and wait\n hide\n end\nend\n\nwhen I receive [green flag v]\n\ndefine Set hack size to (size)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (stage1 v)\n\n@2021-04-05\n\nwhen flag clicked\nhide\n\nshow\n\n
矢印で移動ジャンプ\n\n\n\nはい!\n そこのあなた\n  ♡と★押さんと\n    タンスに小指ぶつける呪いかけますよ(うそ)
ー・ー MORSE ー・ー #games 【-Platformer × nazokoubou】
@Stage\n\nwhen flag clicked\nset volume to (10) %\nforever\n play sound [TheFatRat_-_Xenogenesis_ v] until done\nend\n\nwhen I receive [本番 v]\nrepeat (10)\n change volume by (-5)\nend\n\nwhen flag clicked\n\nwhen I receive [トップ v]\nrepeat (10)\n change volume by (5)\nend\n\n@plz\n\nwhen I receive [ゲーム開始 v]\nhide\nreset timer\nswitch backdrop to (背景1 v)\nbroadcast (おおお v)\nhide\nforever\n if <not <(_ID) = [ans]>> then\n reset timer\n end\nend\n\nwhen [timer v] > (0.1)\nif <not <<(_ID) = [intro]> or <(_ID) = [ans]>>> then\n hide\n set size to (160) %\n switch costume to (square1 v)\n create clone of (_myself_ v)\n wait (1) seconds\n set size to (120) %\n switch costume to (heart v)\n create clone of (_myself_ v)\n wait (0.1) seconds\n switch costume to (star v)\n create clone of (_myself_ v)\n wait (0.1) seconds\n switch costume to (follow v)\n create clone of (_myself_ v)\n wait (0.8) seconds\n go to x: (-53) y: (-5)\n switch costume to (heart11 v)\n create clone of (_myself_ v)\n wait (0.1) seconds\n go to x: (0) y: (-4)\n switch costume to (star11 v)\n create clone of (_myself_ v)\n wait (0.1) seconds\n go to x: (53) y: (0)\n switch costume to (follow11 v)\n create clone of (_myself_ v)\n wait (1) seconds\n set size to (150) %\n go to x: (0) y: (-60)\n switch costume to (border-radius: 4px; v)\n create clone of (_myself_ v)\n wait (0.5) seconds\n set size to (100) %\n go to x: (0) y: (-60)\n switch costume to (文 v)\n create clone of (_myself_ v)\n set size to (100) %\n go to x: (-10) y: (-60)\n switch costume to (疑似要素 v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [おおお v]\ndelete this clone\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [square1]> then\n start sound [High Whoosh v]\n go to x: (240) y: (0)\n point in direction (180)\n set [ghost v] effect to (100)\n set [なんで? v] to [45]\n repeat (10)\n turn left (なんで?) degrees\n change x by (join [-] ((なんで?) * (2.6)))\n change [ghost v] effect by (-10)\n set [なんで? v] to ((なんで?) / (2))\n end\n repeat (5)\n next costume\n end\nend\nif <(costume [name v]) = [heart]> then\n start sound [High Whoosh v]\n go to x: (240) y: (-5)\n set [s v] to [100]\n repeat (10)\n move (join [-] ([sqrt v] of (s) )) steps\n change [s v] by ((s) / (2))\n end\n wait (0.5) seconds\n repeat (9)\n next costume\n end\n start sound [Suction Cup v]\nend\nif <(costume [name v]) = [star]> then\n start sound [High Whoosh v]\n go to x: (0) y: (186)\n set [s v] to [42]\n repeat (10)\n change y by (join [-] (([sqrt v] of (s) ) - (0.8)))\n change [s v] by ((s) / (2))\n end\n wait (0.5) seconds\n repeat (9)\n next costume\n end\n start sound [Suction Cup v]\nend\nif <(costume [name v]) = [follow]> then\n start sound [High Whoosh v]\n go to x: (-240) y: (0)\n set [s v] to [100]\n repeat (10)\n move ([sqrt v] of (s) ) steps\n change [s v] by ((s) / (2))\n end\n wait (0.5) seconds\n repeat (9)\n next costume\n end\n start sound [Suction Cup v]\nend\nif < (costume [name v]) contains [11]?> then\n set [s v] to [25]\n repeat (20)\n change size by (s)\n change [ghost v] effect by (5)\n set [s v] to ((s) / (3))\n end\n delete this clone\nend\nif < (costume [name v]) contains [radius]?> then\n start sound [Collect v]\n set [ghost v] effect to (100)\n set [s v] to [25]\n repeat (20)\n change size by (join [-] (s))\n change [ghost v] effect by (join [-] ((s) * (3)))\n set [s v] to ((s) / (3))\n end\nend\nif <(costume [name v]) = [疑似要素]> then\n set [s v] to [1]\n repeat (17)\n move (([tan v] of (s) ) * (14)) steps\n change [s v] by (3)\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nhide\n\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (bg v)\ncreate clone of (_myself_ v)\n\n@intro\n\nwhen flag clicked\nreset timer\nbroadcast (クローン削除 v)\nchange [intro: opを流す? v] by (1)\nif <(intro: OPを流す?) = [1]> then\n set [_id v] to [intro]\n point in direction (90)\n hide\n start sound [Clarx - H.A.Y \[NCS Release\] v]\n set [ghost v] effect to (30)\n go to [front v] layer\n switch costume to (skip v)\n set size to (80) %\n go to x: (150) y: (-150)\n create clone of (_myself_ v)\n clear graphic effects\n go to x: (-240) y: (0)\n set size to (150) %\n set [intro: x v] to [-240]\n set [intro: y v] to [200]\n repeat (25)\n switch costume to (bar v)\n go to x: (intro: x) y: (0)\n create clone of (_myself_ v)\n change [intro: x v] by (25)\n go to x: (0) y: (intro: y)\n switch costume to (bar2 v)\n create clone of (_myself_ v)\n change [intro: y v] by (-25)\n end\n switch costume to (load v)\n go to x: (0) y: (0)\n set size to (150) %\n create clone of (_myself_ v)\n wait (0.1) seconds\n switch costume to (line7 v)\n go to x: (0) y: (0)\n set size to (150) %\n create clone of (_myself_ v)\n wait (0.8) seconds\n reset timer\n moji [UNO] [-100] [0] [1]\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (glass v)\n create clone of (_myself_ v)\n switch costume to (glass6 v)\n create clone of (_myself_ v)\n switch costume to (glass4 v)\n create clone of (_myself_ v)\n wait (0.5) seconds\n moji [DOS] [-100] [0] [2]\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (glass10 v)\n create clone of (_myself_ v)\n switch costume to (glass3 v)\n create clone of (_myself_ v)\n switch costume to (glass7 v)\n create clone of (_myself_ v)\n wait (0.5) seconds\n moji [TRES] [-150] [0] [3]\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (glass5 v)\n create clone of (_myself_ v)\n switch costume to (glass9 v)\n create clone of (_myself_ v)\n switch costume to (glass2 v)\n create clone of (_myself_ v)\n switch costume to (glass8 v)\n create clone of (_myself_ v)\n wait (0.45) seconds\n set [flag v] to [Yes]\n set size to (100) %\n switch costume to (ぷらふぉ v)\n go to x: (-300) y: (0)\n create clone of (_myself_ v)\n switch costume to (なぞっち v)\n go to x: (235) y: (0)\n create clone of (_myself_ v)\n wait (0.5) seconds\n reset timer\n 背景\n switch costume to (stage v)\n go to x: (-500) y: (0)\n create clone of (_myself_ v)\n switch costume to (-platformer v)\n set size to (350) %\n point in direction (90)\n go to x: (0) y: (50)\n create clone of (_myself_ v)\n wait (1) seconds\n set size to (100) %\n repeat (2)\n switch costume to (toge v)\n go to x: (300) y: (-85)\n create clone of (_myself_ v)\n wait (0.4) seconds\n switch costume to (kabe v)\n go to x: (300) y: (-85)\n create clone of (_myself_ v)\n wait (0.2) seconds\n switch costume to (kabe v)\n go to x: (300) y: (-85)\n create clone of (_myself_ v)\n wait (0.3) seconds\n switch costume to (toge v)\n go to x: (300) y: (-85)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n wait (0.4) seconds\n switch costume to (bane v)\n go to x: (300) y: (-110)\n create clone of (_myself_ v)\n switch costume to (ボボボーボ・ボーボ棒 v)\n set size to (280) %\n point in direction (90)\n go to x: (-300) y: (0)\n create clone of (_myself_ v)\n go to x: (300) y: (0)\n create clone of (_myself_ v)\n wait (2.8) seconds\n switch costume to (nazokoubou8 v)\n set size to (280) %\n point in direction (90)\n go to x: (122) y: (30)\n create clone of (_myself_ v)\n wait (4) seconds\n set [_id v] to [game]\nend\nset [_id v] to [game]\nbroadcast (ゲーム開始 v)\n\nwhen flag clicked\nwait (0.1) seconds\n\nwhen I start as a clone\nshow\nif < (costume [name v]) contains [bar]?> then\n set size to (150) %\n set [ghost v] effect to (100)\n set [s v] to [40]\n repeat (30)\n change [ghost v] effect by (join [-] (s))\n set [s v] to ((s) / (2))\n end\n wait (2.8) seconds\n delete this clone\nend\nif <(costume [name v]) = [load]> then\n set [brightness v] effect to (100)\n repeat (8)\n next costume\n end\n wait (0.2) seconds\n delete this clone\nend\nif <(costume [name v]) = [line7]> then\n set [brightness v] effect to (100)\n repeat (11)\n switch costume to ((costume [number v]) - (1))\n end\n wait (0.2) seconds\n repeat (7)\n switch costume to ((costume [number v]) - (1))\n end\n delete this clone\nend\nif <<(length of (costume [name v])) = [1]> and < [UNODSTRE123] contains (costume [name v])?>> then\n set size to (1100) %\n go to [front v] layer\n set [brightness v] effect to (100)\n if < [123] contains (costume [name v])?> then\n set size to (1400) %\n set [brightness v] effect to (40)\n set [ghost v] effect to (40)\n go to [back v] layer\n go [forward v] (50) layers\n end\n turn left (15) degrees\n wait (0) seconds\n turn right (15) degrees\n set [s v] to [15]\n set size to (500) %\n if < [123] contains (costume [name v])?> then\n set size to (700) %\n end\n repeat (10)\n if <((pick random (1) to (40)) mod (2)) = [1]> then\n turn right (s) degrees\n else\n turn left (s) degrees\n end\n set [s v] to ((s) / (2))\n end\n repeat (15)\n change size by (([tan v] of (s) ) * (45))\n if <[-1] < (x position)> then\n change x by (s)\n else\n change x by (join [-] (s))\n end\n change [s v] by (6)\n if <<(x position) < [-230]> or <[230] < (x position)>> then\n delete this clone\n end\n end\n delete this clone\nend\nif < (costume [name v]) contains [glass]?> then\n repeat until <[1.5] < (timer)>\n go to [back v] layer\n go [forward v] (50) layers\n set [brightness v] effect to (10)\n set size to (50) %\n change x by (-40)\n change y by (70)\n turn left (50) degrees\n wait (0.01) seconds\n set size to (80) %\n change x by (40)\n change y by (-70)\n turn right (50) degrees\n set [s v] to [40]\n repeat (16)\n change size by (s)\n set [s v] to ((s) / (2))\n end\n end\n set [s v] to [2]\n repeat (20)\n if <[-1] < (x position)> then\n change x by (intro: x)\n else\n change x by (join [-] (intro: x))\n end\n change [intro: x v] by (6)\n turn right (([cos v] of (s) ) * (3)) degrees\n change size by (([sqrt v] of (s) ) * (-2))\n set [s v] to [5]\n end\n delete this clone\nend\nif <(costume [name v]) = [nazokoubou8]> then\n repeat (7)\n switch costume to ((costume [number v]) - (1))\n end\n set [s v] to [1]\n repeat (20)\n change x by (join [-] (([cos v] of (s) ) * (6)))\n change [s v] by (1)\n end\n set [s v] to [1]\n repeat (70)\n set x to ((-5) + (([tan v] of ((s) * (6)) ) * (2.5)))\n change [s v] by (1)\n end\n set [s v] to [1]\n repeat (8)\n change size by (join [-] (s))\n set [s v] to ((s) * (2))\n end\n delete this clone\nend\nif <(costume [name v]) = [ボボボーボ・ボーボ棒]> then\n set [s v] to [1]\n repeat (160)\n if <[-1] < (x position)> then\n move (([tan v] of ((s) * (-1)) ) * (3)) steps\n else\n move (([tan v] of (s) ) * (3)) steps\n end\n change [s v] by (3)\n end\n set [s v] to [1]\n repeat (20)\n change size by (join [-] (s))\n set [s v] to ((s) * (2))\n end\n delete this clone\nend\nif <(costume [name v]) = [skip]> then\n set [ghost v] effect to (50)\n repeat (10)\n next costume\n end\n repeat until <(flag) = [Yes]>\n go to [front v] layer\n end\n go to [back v] layer\n delete this clone\nend\n\ndefine moji (文字) (x) (y) (背景)\nset [intro: x v] to [1]\ngo to x: (x) y: (y)\nset size to (500) %\nhide\nrepeat (length of (文字))\n switch costume to (letter (intro: x) of (文字))\n create clone of (_myself_ v)\n move (90) steps\n change [intro: x v] by (1)\nend\ngo to x: (-15) y: (y)\nset size to (800) %\nhide\nswitch costume to (背景)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [ぷらふぉ]> then\n go to [back v] layer\n wait (0.8) seconds\n set [s v] to [1]\n repeat (22)\n move (([tan v] of (s) ) * (13)) steps\n change [s v] by (4)\n end\n wait (3) seconds\n set [s v] to [1]\n repeat (22)\n move (([tan v] of (s) ) * (-20)) steps\n change y by (([tan v] of (s) ) * (-20))\n change [s v] by (4)\n end\n wait (4.5) seconds\n repeat (22)\n change y by (([tan v] of (s) ) * (6))\n move (([tan v] of (s) ) * (2.8)) steps\n change [s v] by (-4)\n end\n set [s v] to [1]\n repeat (6)\n change size by (join [-] (s))\n set [s v] to ((s) * (2))\n end\n delete this clone\nend\nif <(costume [name v]) = [なぞっち]> then\n go to [back v] layer\n wait (4) seconds\n set [s v] to [1]\n repeat (22)\n move (([tan v] of (s) ) * (-10)) steps\n change [s v] by (4)\n end\n wait (5) seconds\n repeat (22)\n move (([tan v] of (s) ) * (4.5)) steps\n change [s v] by (-4)\n end\n set [s v] to [1]\n repeat (6)\n change size by (join [-] (s))\n set [s v] to ((s) * (2))\n end\n delete this clone\nend\nif <(costume [name v]) = [stage]> then\n go to [back v] layer\n go [forward v] (5) layers\n set [s v] to [1]\n repeat (16)\n move (([tan v] of (s) ) * (45)) steps\n change [s v] by (4)\n end\n repeat (6)\n set y to (([tan v] of (s) ) * (-12))\n change [s v] by (4)\n end\n wait (3.3) seconds\n repeat (35)\n change y by (([sqrt v] of ((s) / (100)) ) / (200))\n move (([sqrt v] of (s) ) / (10000)) steps\n change size by ((s) / (3000))\n change [s v] by ((s) * (0.7))\n end\n set [s v] to [45]\n repeat (20)\n turn right (s) degrees\n move (join [-] ((s) / (2))) steps\n change y by (join [-] ((s) / (2)))\n set [s v] to ((s) / (2))\n end\n repeat (6)\n next costume\n end\n repeat (20)\n change x by (join [-] (s))\n set [s v] to ((s) * (2))\n end\n delete this clone\nend\nif <<(costume [name v]) = [toge]> or <(costume [name v]) = [kabe]>> then\n go to [back v] layer\n go [forward v] (5) layers\n set [s v] to [0.1]\n repeat (30)\n move (join [-] ([sqrt v] of (s) )) steps\n change [s v] by ((s) * (0.7))\n end\n delete this clone\nend\nif <(costume [name v]) = [bane]> then\n go to [back v] layer\n go [forward v] (5) layers\n set [s v] to [0.1]\n repeat (30)\n move (join [-] ([sqrt v] of (s) )) steps\n change y by (join [-] ((s) / (1000)))\n change [s v] by ((s) * (0.7))\n end\n delete this clone\nend\nif <(costume [name v]) = [後ろのやつ1]> then\n go to [back v] layer\n go [forward v] (2) layers\n set [brightness v] effect to (-20)\n set [ghost v] effect to (80)\n repeat until <[10] < (timer)>\n repeat (18)\n next costume\n end\n switch costume to (後ろのやつ1 v)\n end\n set [s v] to [1]\n repeat (20)\n change size by (join [-] (s))\n set [s v] to ((s) * (2))\n end\n delete this clone\nend\nif <(costume [name v]) = [-Platformer]> then\n set size to (1000) %\n set [s v] to [200]\n repeat (20)\n change size by (join [-] (s))\n set [s v] to ((s) / (2))\n end\n repeat (100)\n change size by ([tan v] of (s) )\n point in direction ((90) + ([tan v] of (s) ))\n change [s v] by (4)\n end\n set [s v] to [1]\n repeat (15)\n move (join [-] ([sqrt v] of (s) )) steps\n change y by (join [-] ((s) / (1000)))\n change [s v] by ((s) * (0.7))\n end\n delete this clone\nend\n\ndefine 背景\nswitch costume to (後ろのやつ1 v)\nset size to (120) %\ngo to x: (-220) y: (170)\nrepeat (10)\n repeat (10)\n switch costume to (後ろのやつ1 v)\n create clone of (_myself_ v)\n move (50) steps\n end\n change y by (-50)\n set x to (-220)\nend\n\nset [intro: opを流す? v] to [0]\n\nwhen flag clicked\nforever\n if <(intro: OPを流す?) = [1]> then\n wait until <<mouse down?> or <(_ID) = [game]>>\n broadcast (クローン削除 v)\n broadcast (ゲーム開始 v)\n stop [other scripts in sprite v]\n stop all sounds\n stop [this script v]\n end\n stop [this script v]\nend\n\nwhen I receive [クローン削除 v]\ndelete this clone\n\n@game\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [title]> then\n 登場\n wait until <(_ID) = [start]>\n 退場\nend\nif <(costume [name v]) = [play]> then\n 登場\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n start sound [Collect v]\n set [_id v] to [start]\n broadcast (本番 v)\n 退場\nend\nif <(costume [name v]) = [?]> then\n 登場\n wait until <(_ID) = [start]>\n 退場\nend\nif <<(costume [name v]) = [en]> or <(costume [name v]) = [jp]>> then\n 登場\n wait until <(_ID) = [start]>\n 退場\nend\nif <<(costume [name v]) = [howto_en]> or <(costume [name v]) = [howto_jp]>> then\n forever\n if <(_how) = [0]> then\n hide\n if <(_lang) = [jp]> then\n switch costume to (howto_jp v)\n else\n switch costume to (howto_en v)\n end\n else\n show\n set size to (0) %\n set [t v] to [50]\n repeat (10)\n change size by (t)\n set [t v] to ((t) / (2))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (10)\n change size by (join [-] (t))\n set [t v] to ((t) * (2))\n end\n set [_how v] to [0]\n end\n end\nend\nif <<(costume [name v]) = [GO!]> or <<(length of (costume [name v])) = [2]> and < [123] contains (letter (2) of (costume [name v]))?>>> then\n if <(costume [name v]) = [GO!]> then\n start sound [Connect v]\n else\n start sound [High Whoosh v]\n end\n 登場\n wait (0.2) seconds\n set [s v] to [200]\n repeat (6)\n turn right (s) degrees\n change size by (join [-] (s))\n set [s v] to ((s) / (2))\n end\n delete this clone\nend\nif <(costume [name v]) = [timer_0]> then\n repeat (17)\n next costume\n wait (0) seconds\n end\n delete this clone\nend\nif << (costume [name v]) contains [noslct]?> or < (costume [name v]) contains [_btn]?>> then\n set [pixelate v] effect to (50)\n repeat (10)\n change [pixelate v] effect by (-5)\n end\nend\nif <(costume [name v]) = [・_btn]> then\n forever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [_myans v] to (join (_Myans) [・])\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\nend\nif <(costume [name v]) = [ー_btn]> then\n forever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [_myans v] to (join (_Myans) [ー])\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\nend\nif <(costume [name v]) = [noslct1]> then\n forever\n if <(letter (1) of (_Myans)) = []> then\n switch costume to (noslct1 v)\n else\n switch costume to (letter (1) of (_Myans))\n end\n end\nend\nif <(costume [name v]) = [noslct2]> then\n forever\n if <(letter (2) of (_Myans)) = []> then\n switch costume to (noslct2 v)\n else\n switch costume to (letter (2) of (_Myans))\n end\n end\nend\nif <(costume [name v]) = [noslct3]> then\n forever\n if <(letter (3) of (_Myans)) = []> then\n switch costume to (noslct3 v)\n else\n switch costume to (letter (3) of (_Myans))\n end\n end\nend\nif <(costume [name v]) = [noslct4]> then\n forever\n if <(letter (4) of (_Myans)) = []> then\n switch costume to (noslct4 v)\n else\n switch costume to (letter (4) of (_Myans))\n end\n end\nend\nif <(costume [name v]) = [noslct5]> then\n forever\n if <(letter (5) of (_Myans)) = []> then\n switch costume to (noslct5 v)\n else\n switch costume to (letter (5) of (_Myans))\n end\n end\nend\nif <(costume [name v]) = [noslct6]> then\n forever\n if <(letter (6) of (_Myans)) = []> then\n switch costume to (noslct6 v)\n else\n switch costume to (letter (6) of (_Myans))\n end\n end\nend\nif <(costume [name v]) = [noslct7]> then\n forever\n if <(letter (7) of (_Myans)) = []> then\n switch costume to (noslct7 v)\n else\n switch costume to (letter (7) of (_Myans))\n end\n end\nend\nif <(costume [name v]) = [noslct8]> then\n forever\n if <(letter (8) of (_Myans)) = []> then\n switch costume to (noslct8 v)\n else\n switch costume to (letter (8) of (_Myans))\n end\n end\nend\n\nwhen I receive [ゲームinit v]\ndelete this clone\n\nwhen I receive [ゲーム開始 v]\nset [_lang v] to [jp]\ntop\n\ndefine 登場\nset [s v] to [120]\nrepeat (25)\n move (s) steps\n set [s v] to ((s) / (2))\nend\n\ndefine 退場\nset [s v] to [1]\nrepeat (25)\n move (s) steps\n set [s v] to ((s) * (2))\n if <[239] < (x position)> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I start as a clone\nif <<(costume [name v]) = [play]> or <<(costume [name v]) = [?]> or <<(costume [name v]) = [en]> or <<(costume [name v]) = [jp]> or < (costume [name v]) contains [_btn]?>>>>> then\n set [size v] to (size)\n forever\n if <touching (mouse-pointer v)?> then\n set [t v] to [10]\n repeat (4)\n change [pixelate v] effect by (5)\n change size by (t)\n change [t v] by (-2)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (4)\n change size by (join [-] (t))\n change [pixelate v] effect by (-5)\n change [t v] by (2)\n end\n clear graphic effects\n set size to (size) %\n end\n end\nend\n\ndefine top\nset [_how v] to [0]\nset [_id v] to [top]\nbroadcast (ゲームinit v)\nbroadcast (トップ v)\nhide\nset size to (100) %\nswitch costume to (title v)\ngo to x: (-240) y: (80)\ncreate clone of (_myself_ v)\nset size to (200) %\nswitch costume to (play v)\ngo to x: (-240) y: (-40)\ncreate clone of (_myself_ v)\nswitch costume to (? v)\ngo to x: (-240) y: (-110)\ncreate clone of (_myself_ v)\nset size to (100) %\nif <(_lang) = [jp]> then\n switch costume to (jp v)\nelse\n switch costume to (en v)\nend\ngo to x: (-110) y: (-115)\ncreate clone of (_myself_ v)\nif <(_lang) = [jp]> then\n switch costume to (howto_jp v)\nelse\n switch costume to (howto_en v)\nend\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <<(costume [name v]) = [jp]> or <(costume [name v]) = [en]>> then\n forever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(_lang) = [jp]> then\n set [_lang v] to [en]\n switch costume to (en v)\n else\n set [_lang v] to [jp]\n switch costume to (jp v)\n end\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\nend\nif <(costume [name v]) = [?]> then\n forever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [_how v] to [1]\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\nend\nif < (costume [name v]) contains [新記録]?> then\n 登場\n wait until <mouse down?>\n 退場\nend\n\nwhen I receive [本番 v]\nset [_record v] to [0]\nwait (1) seconds\nhide\ngo to x: (-240) y: (0)\nswitch costume to (_3 v)\nset size to (400) %\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (_2 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (_1 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (go! v)\ncreate clone of (_myself_ v)\nset [soundnum v] to [3]\nset [_ok v] to [1]\nwait (1) seconds\nrepeat until <(_ok) = [0]>\n broadcast (ゲームinit v)\n set [_myans v] to []\n set [_id v] to [soundnum]\n if <(_lang) = [jp]> then\n go to x: (-90) y: (55)\n else\n go to x: (-180) y: (55)\n end\n switch costume to (join (soundnum) [:])\n set size to (450) %\n create clone of (_myself_ v)\n set size to (150) %\n if <(_lang) = [jp]> then\n go to x: (50) y: (35)\n switch costume to (音鳴りますjp v)\n else\n go to x: (30) y: (35)\n switch costume to (音鳴りますen v)\n end\n create clone of (_myself_ v)\n wait (0.1) seconds\n set [_id v] to []\n go to x: (0) y: (-80)\n switch costume to (timer_0 v)\n set size to (100) %\n create clone of (_myself_ v)\n wait (1) seconds\n set [_id v] to [...]\n broadcast (音 v) and wait\n slct\n set [_id v] to [ans]\n go to x: (-60) y: (-30)\n switch costume to (ー_btn v)\n create clone of (_myself_ v)\n go to x: (60) y: (-30)\n switch costume to (・_btn v)\n create clone of (_myself_ v)\n wait until <(_ID) = [ans]>\n reset timer\n set [_ok v] to [0]\n go to x: (0) y: (-140)\n switch costume to (timer_17 v)\n set size to (100) %\n create clone of (_myself_ v)\n wait until <<(_Myans) = (_ans)> or <<(length of (_Myans)) = (soundnum)> or <[6.999] < (timer)>>>\n if <[6.999] < (timer)> then\n set [_ok v] to [0]\n go to x: (-240) y: (0)\n switch costume to (timeup v)\n set size to (300) %\n create clone of (_myself_ v)\n else\n if <(_Myans) = (_ans)> then\n set [_ok v] to [1]\n change [_record v] by (1)\n go to x: (-240) y: (0)\n switch costume to (yes v)\n set size to (300) %\n create clone of (_myself_ v)\n else\n set [_ok v] to [0]\n go to x: (-240) y: (0)\n switch costume to (no v)\n set size to (300) %\n create clone of (_myself_ v)\n end\n end\n wait (1) seconds\n if <<<((_record) mod (5)) = [0]> and <(soundnum) < [9]>> and <(_Myans) = (_ans)>> then\n change [soundnum v] by (1)\n go to x: (0) y: (-240)\n switch costume to (levelup v)\n set size to (200) %\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\nbroadcast (ゲームinit v)\nif <(☁ WorldRec) < (_record)> then\n set [☁ worldrec v] to (_record)\n go to x: (-240) y: (130)\n if <(_lang) = [jp]> then\n switch costume to (新記録jp v)\n else\n switch costume to (新記録en v)\n end\n set size to (150) %\n create clone of (_myself_ v)\nend\nset [_id v] to [failure]\ngo to x: (100) y: (-130)\nif <(_lang) = [jp]> then\n switch costume to (clickto_jp v)\nelse\n switch costume to (clickto_en v)\nend\nset size to (100) %\ncreate clone of (_myself_ v)\ngo to x: (-90) y: (60)\nswitch costume to (record v)\nset size to (150) %\ncreate clone of (_myself_ v)\nclone (_record) [30] [60] [300]\ngo to x: (20) y: (-60)\nswitch costume to (cloud v)\nset size to (150) %\ncreate clone of (_myself_ v)\nclone (☁ WorldRec) [30] [-60] [300]\nwait until <mouse down?>\nwait (1) seconds\ntop\n\nwhen I start as a clone\nif <(_ID) = [soundnum]> then\n wait (0.7) seconds\n set [t v] to [200]\n repeat (6)\n turn right (t) degrees\n change size by (join [-] (t))\n set [t v] to ((t) / (2))\n end\n delete this clone\nend\nif <(costume [name v]) = [timer_17]> then\n repeat (17)\n switch costume to ((costume [number v]) - (1))\n wait ((6) / (17)) seconds\n if <(length of (_Myans)) = (soundnum)> then\n 退場\n end\n end\n 退場\nend\nif <(costume [name v]) = [levelup]> then\n set [t v] to [100]\n repeat (20)\n change y by (t)\n set [t v] to ((t) / (2))\n end\n repeat (20)\n change y by (t)\n set [t v] to ((t) * (2))\n end\n delete this clone\nend\nif <(costume [name v]) = [sound]> then\n repeat until <(_ID) = [ans]>\n if <(_ID) = [...]> then\n switch costume to (sound v)\n wait (0.1) seconds\n end\n if <(_ID) = [...]> then\n switch costume to (sound2 v)\n wait (0.1) seconds\n end\n if <(_ID) = [...]> then\n switch costume to (sound3 v)\n wait (0.1) seconds\n end\n end\n delete this clone\nend\nif <<(costume [name v]) = [yes]> or <<(costume [name v]) = [no]> or <(costume [name v]) = [timeup]>>> then\n 登場\n wait (0.5) seconds\n 退場\nend\nif <<(length of (costume [name v])) = [2]> and < [0123456789] contains (letter (1) of (costume [name v]))?>> then\n set [cos v] to (costume [name v])\n repeat (7)\n switch costume to (join (pick random (0) to (9)) [:])\n end\n switch costume to (cos)\n wait until <mouse down?>\n 退場\nend\nif <<(costume [name v]) = [record]> or <(costume [name v]) = [cloud]>> then\n set [pixelate v] effect to (50)\n repeat (10)\n change [pixelate v] effect by (-5)\n end\n wait until <mouse down?>\n 退場\nend\nif < (costume [name v]) contains [clickto_]?> then\n set [pixelate v] effect to (50)\n repeat (10)\n change [pixelate v] effect by (-5)\n end\n wait until <mouse down?>\n 退場\nend\n\ndefine slct\nset [_id v] to [1]\ngo to x: ((((soundnum) * (40)) / (-2)) + (20)) y: (50)\nset size to (150) %\nrepeat (soundnum)\n switch costume to (join [noslct] (_ID))\n create clone of (_myself_ v)\n move (40) steps\n change [_id v] by (1)\nend\n\nwhen I receive [音 v]\ngo to x: (0) y: (60)\nset size to (100) %\nswitch costume to (sound v)\ncreate clone of (_myself_ v)\nset [_ans v] to []\nrepeat (soundnum)\n set [_ans v] to (join (_ans) (letter (pick random (1) to (2)) of [ー・]))\nend\nset [t v] to [1]\nrepeat (soundnum)\n play sound (letter (t) of (_ans)) until done\n wait (0.2) seconds\n change [t v] by (1)\nend\n\ndefine clone (moji) (x) (y) (size)\ngo to x: (x) y: (y)\nset [_i v] to [1]\nrepeat (length of (moji))\n switch costume to (join (letter (_i) of (moji)) [:])\n move (((size) / (100)) * (15)) steps\n set size to (size) %\n create clone of (_myself_ v)\n change [_i v] by (1)\nend\n\n@score\n\nwhen I receive [トップ v]\nbroadcast (数字init v)\n\nwhen I receive [数字init v]\ndelete this clone\n\nwhen flag clicked\nhide\nbroadcast (数字init v)\n\nwhen I receive [本番 v]\nwait (5) seconds\nrepeat until <(_ID) = [failure]>\n clone (_record) [-210] [130] [150]\n wait (0.05) seconds\nend\nbroadcast (数字init v)\n\ndefine clone (txt) ( x ) ( y ) ( size)\nbroadcast (数字init v)\ngo to x: ( x ) y: ( y )\nset size to ( size) %\nset [j v] to [1]\nrepeat (length of (txt))\n switch costume to (join (letter (j) of (txt)) [:])\n create clone of (_myself_ v)\n move ((( size) / (100)) * (15)) steps\n change [j v] by (1)\nend\n\nwhen I start as a clone\nshow\n\n@thumbnail\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nshow\n\n
日本語の説明は下へ\n\n\n@-Platformer 's Project!! ↓\nhttps://scratch.mit.edu/projects/567701352 \n\nThis project is a collaboration with @-Platformer.\nWe paid attention to the graphics and functionality.\nFor more details, please click the "?" button.\n►When you set a new record, it will be saved.\n If you are a New Scratcher or\n not logged in, your record will not be saved.\n\nこのプロジェクトは、 @-Platformer 様とのコラボ作品です。\nグラフィックス・機能性などにこだわりました。\n詳しい遊び方は「?」ボタンを押してください。\n►最高記録を更新すると保存されますが、\n New Scratcherの方や、ログインしていない方は\n 保存されません。
Daylight (A platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (night v)\nset [level v] to [1]\nbroadcast (Start v) and wait\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Darkside \(feat v] until done\nend\n\n@Sprite1\n\nwhen I receive [level change v]\nif <(Level) = [5]> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-206) y: (80)\nelse\n if <(Level) = [8]> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-206) y: (100)\n else\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-206) y: (20)\n end\nend\n\nwhen flag clicked\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\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-206) y: (20)\n\nwhen flag clicked\nforever\n if <<touching color (#823434)?> or <touching color (#bf4c4c)?>> then\n broadcast (level change v)\n end\n if <(Level) = [15]> then\n if <(x position) < [-175]> then\n change x by (10)\n end\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) = [16]> then\n wait (4.5) seconds\n hide\n end\nend\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume2 v)\nshow\ngo to x: (-206) y: (-88)\npoint in direction (90)\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <<key (down arrow v) pressed?> or <<(y position) > (mouse y)> and <mouse down?>>> then\n point in direction (90)\n change [yv v] by (-0.7)\n end\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n switch costume to (costume2 v)\n point in direction (90)\n change [xv v] by (0.7)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (costume1 v)\n point in direction (90)\n change [xv v] by (-0.7)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((xv) * (-1))\n change x by (-1)\n change x by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <touching (ground v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\nend\n\n@jumppad\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n go to x: (-7) y: (2)\n show\n if <touching (sprite1 v)?> then\n repeat (5)\n next costume\n end\n change [yv v] by (15)\n repeat (3)\n next costume\n end\n end\n else\n if <(Level) = [6]> then\n go to x: (-208) y: (34)\n show\n if <touching (sprite1 v)?> then\n repeat (5)\n next costume\n end\n change [yv v] by (14)\n repeat (3)\n next costume\n end\n end\n else\n hide\n end\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@boss\n\nwhen flag clicked\nhide variable [thebosseslifes v]\nhide variable [theplayerslifes v]\nset [thebosseslifes v] to [5]\nset [theplayerslifes v] to [5]\nset [ghost v] effect to (0)\nset [whirl v] effect to (0)\nhide\ngo to x: (102) y: (-51)\nbroadcast (Boss code v)\n\nwhen I receive [boss code v]\nforever\n if <(Level) = [15]> then\n show variable [thebosseslifes v]\n show variable [theplayerslifes v]\n show\n repeat until <(theBossesLifes) = [0]>\n glide (1.5) secs to x: (-185) y: (-51)\n glide (1.5) secs to x: (102) y: (-51)\n if <touching color (#468db5)?> then\n change [thebosseslifes v] by ((1) * (-1))\n if <(theBossesLifes) = [0]> then\n repeat (4)\n change [ghost v] effect by (25)\n change [whirl v] effect by (25)\n wait (0.5) seconds\n end\n change [level v] by (1)\n end\n end\n end\n else\n hide variable [thebosseslifes v]\n hide variable [theplayerslifes v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n change [theplayerslifes v] by ((1) * (-1))\n wait (1.5) seconds\n if <(ThePlayersLifes) = [0]> then\n broadcast (YoULoOsE v)\n end\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 [forward v] (99) layers\n go to [front v] layer\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [youloose v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\nwait (3) seconds\nforever\n if <(Level) = [16]> then\n wait (4.5) seconds\n switch costume to (costume1 v)\n go to [front v] layer\n show\n end\nend\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Level)\n go [backward v] (1) layers\nend\n\n
---------------------Special for 900 followers------------------\n-Left/right/up arrow to move\n-Beware the lava and spikes (AND THE BOSS)\n-Try to beat it\n-At the boss level u have only to jump over it and wait untill it will die !\n-Have fun {}{}{ Story }{}{}\nThere once was a little kid, who loved to play outside. He was different to other kids. He was completely black. Of course it could just do it when it was day. Then, a evil man came and took the daylight because he could just live if it was night. Everyone else slept because it was dark. But the little black kid didn't - it was the same color as the night. He wanted his daylight again, so he looked for the evil man and tried to beat him.
Яɘvɘɿƨɘb || A Platformer
@Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (-186) y: (-84)\nset size to (50) %\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [y v] to [12]\n end\n change y by (1)\nend\n\nwhen flag clicked\ngo to x: (-186) y: (-84)\nset size to (50) %\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [y v] to [12]\n end\n change y by (1)\nend\n\nwhen flag clicked\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [gravity v] to [1]\ngo to [back v] layer\nset size to (100) %\nwait (2) seconds\nshow\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n if <touching (ground v)?> then\n if <touching (ground v)?> then\n if <touching (ground v)?> then\n if <<touching (ground v)?> or <touching (door v)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n end\n change y by (y)\n if <<touching (ground v)?> or <touching (door v)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\nend\n\nwhen flag clicked\ngo to x: (-186) y: (-84)\nset size to (50) %\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [y v] to [12]\n end\n change y by (1)\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <touching (end v)?> then\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-200) y: (-50)\n end\n if <<touching (obstacles v)?> or <<touching (coin bullets v)?> or <<touching (moving obstacles v)?> or <<[175] < (y position)> or <(y position) < [-175]>>>>> then\n go to x: (-200) y: (-50)\n broadcast (DEATH v)\n set [y v] to [0]\n set [x v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Plugged \(post mastering\) v] until done\nend\n\nwhen flag clicked\nif <(Level) = [8]> then\n if <(Time) < (☁ Highscore)> then\n set [☁ highscore v] to (Time)\n end\nend\n\nwhen flag clicked\n\nchange y by (1)\n\nchange y by (1)\n\nchange y by (1)\n\nchange y by (1)\n\nwhen flag clicked\nforever\n if <touching (obstacles v)?> then\nend\n\n@Ground\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@End\n\nwhen flag clicked\nshow\ngo to [back v] layer\nwait (2) seconds\ngo to [front v] layer\nclear graphic effects\ngo to x: (212) y: (-21)\nset size to (50) %\nforever\n repeat (10)\n change [color v] effect by (.2)\n end\n wait (1) seconds\n repeat (10)\n change [color v] effect by (-.2)\n end\nend\n\n@Obstacles\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to [back v] layer\nwait (2) seconds\nforever\n switch costume to (Level)\n go to [front v] layer\nend\n\n@Clouds\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n switch costume to (cloud 1 v)\n set size to (50) %\n go to x: (350) y: (pick random (34) to (123))\n create clone of (_myself_ v)\n glide (7) secs to x: (-240) y: (pick random (34) to (123))\n if <(x position) = [-240]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nhide\nwait (1.7) seconds\nshow\nforever\n go to [back v] layer\n switch costume to (cloud 2 v)\n set size to (50) %\n go to x: (350) y: (28)\n glide (7) secs to x: (-240) y: (pick random (34) to (123))\n if <(x position) = [-240]> then\n delete this clone\n end\nend\n\n@Intro\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nshow\ngo to [front v] layer\nwait (2) seconds\nbroadcast (play v)\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\n\n@Coin Bullets\n\nwhen flag clicked\ngo to x: (240) y: (-30)\nhide\nrepeat until <(Level) = [50]>\n if <(Level) = [5]> then\n show\n create clone of (_myself_ v)\n go to x: (240) y: (-30)\n set size to (20) %\n glide (3) secs to x: (-240) y: (pick random (-48) to (-90))\n end\n if <touching (player v)?> then\n delete this clone\n end\n if <(x position) > [-239]> then\n delete this clone\n end\n if <(Level) > [5]> then\n hide\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n wait (1) seconds\n go to x: (240) y: (-30)\n show\n glide (3) secs to x: (-240) y: (pick random (-48) to (-90))\n if <touching (player v)?> then\n delete this clone\n end\n if <(x position) > [-239]> then\n delete this clone\n end\n if <(Level) > [5]> then\n hide\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) > [5]> then\n stop [other scripts in sprite v]\n hide\n end\n if <(Level) > [5]> then\n stop [this script v]\n end\nend\n\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go [forward v] (1000000000) layers\nend\n\n@Moving Obstacles\n\nwhen flag clicked\nhide\nwait until <(Level) = [9]>\nif <(Level) = [9]> then\n switch costume to (moving obstacle v)\n show\n go to [front v] layer\n go to x: (72) y: (-89)\n repeat until <(Level) = [10]>\n glide (3) secs to x: (-130) y: (-89)\n glide (3) secs to x: (103) y: (-89)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n repeat until <(Level) = [11]>\n go to x: (72) y: (-89)\n hide\n switch costume to (moving obstacle 2 v)\n show\n glide (3) secs to x: (-130) y: (-89)\n glide (3) secs to x: (103) y: (-89)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\n@These Reduce Lag\n\nwhen flag clicked\nhide\nforever\n set size to (75) %\n wait (2) seconds\n show\n go to [front v] layer\n go to x: (-171) y: (-112)\nend\n\n@Enjoying The Game?\n\nwhen flag clicked\ngo to x: (139) y: (135)\nclear graphic effects\nhide\nwait (2) seconds\nwait (pick random (20) to (30)) seconds\nset size to (80) %\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (79) y: (218)\nswitch costume to (costume1 v)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nwait (2) seconds\nwait (pick random (36) to (40)) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <(costume [number v]) = [11]>\n next costume\n wait (.1) seconds\nend\nwait (2) seconds\nswitch costume to (costume12 v)\nrepeat until <(costume [number v]) = [23]>\n next costume\n wait (.1) seconds\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n
Arrow Keys or WASD to move.\nStoryline: Why are spikes and lava and other things treated worse than blocks and trampolines? It is unfair. But one day you wake up and everything is reversed! The spike is the good guy, and the blocks are the bad guys! Lava is the end, and trampolines are bad! Get to the end to show that spikes are as good as blocks and cubes!\nNote: The last level is the end!
Tile Scrolling Platformer Engine
@Stage\n\nwhen flag clicked\nforever\n play sound [Azricle - Lost v] until done\nend\n\n@Mario\n\nwhen flag clicked\nLevel [2]\n\ndefine move camera\nif <(_Camera X) < [240]> then\n set [_camera x v] to [240]\nend\nif <(_Camera Y) < [180]> then\n set [_camera y v] to [180]\nend\nif <(_Camera X) > (((56) * (Gird Width)) - (240))> then\n set [_camera x v] to (((56) * (Gird Width)) - (240))\nend\nif <(_Camera Y) > (((56) * (Gird Height)) - (180))> then\n set [_camera y v] to (((56) * (Gird Height)) - (180))\nend\n\ndefine Physics\nif <key (up arrow v) pressed?> then\n if <(jumpable) < [4]> then\n set [speed y v] to [12]\n end\nend\nchange [speed y v] by (-1.1)\nchange y by (round (speed y))\nif <key (left arrow v) pressed?> then\n change [speed x v] by (-1.7)\nend\nif <key (right arrow v) pressed?> then\n change [speed x v] by (1.7)\nend\nchange x by (round ((speed x) + (Derta Sx)))\nset [speed x v] to ((speed x) * (0.8))\nchange [_camera x v] by (((player x) - (_Camera X)) / (5))\nchange [_camera y v] by (((player y) - (_Camera Y)) / (5))\nif <(player y) < [-20]> then\n set [die v] to [1]\nend\ncollision\n\ndefine go to (x) (y)\ngo to x: ((x) - (_Camera X)) y: ((y) - (_Camera Y))\n\ndefine add (x) (y) to collision\nset [col: x v] to ((([floor v] of ((x) / (56)) ) * (56)) + (28))\nset [col: y v] to ((([floor v] of ((y) / (56)) ) * (56)) + (28))\nadd (item (((((col: x) - (28)) / (56)) * (Gird Height)) + (((col: y) + (28)) / (56))) of [_tile gird v]) to [collision v]\n\ndefine tick\nPhysics\nmove camera\ngo to (player x) (player y)\n\ndefine collision\nset [collision_result v] to [0]\nif <(jumpable) > [0]> then\n set [derta sx v] to [0]\nend\ndelete all of [collision v]\nadd ((player x) + (player size)) ((player y) + (player size)) to collision\nadd ((player x) + (player size)) ((player y) - (player size)) to collision\nadd ((player x) - (player size)) ((player y) - (player size)) to collision\nadd ((player x) - (player size)) ((player y) + (player size)) to collision\nif <<<[collision v] contains [3]?> or <[collision v] contains [4]?>> or <[collision v] contains [5]?>> then\n set [collision_result v] to [1]\nelse\n if <<<[collision v] contains [6]?> or <[collision v] contains [7]?>> or <[collision v] contains [8]?>> then\n set [collision_result v] to [1]\n else\n if <<<[collision v] contains [9]?> or <[collision v] contains [10]?>> or <[collision v] contains [11]?>> then\n set [collision_result v] to [1]\n end\n end\nend\nif <<touching color (#757474)?> and <[collision v] contains [12]?>> then\n set [die v] to [1]\nend\n\n__init\n\nset [i v] to [0]\nrepeat (4)\n change [i v] by (1)\nend\n\ndefine __init\nset [die v] to [0]\nset [player x v] to [100]\nset [player y v] to [100]\nset [player size v] to [14]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [jumpable v] to [5]\ngo to (player x) (player y)\ngo to [front v] layer\nshow\n\ndefine change y by (sy)\nchange [player y v] by (sy)\nchange [jumpable v] by (1)\ncollision\nif <(collision_result) = [1]> then\n repeat until <not <(collision_result) = [1]>>\n if <(sy) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [jumpable v] to [0]\n end\n set [speed y v] to [0]\n collision\n end\nend\n\ndefine change x by (sx)\nchange [player x v] by (sx)\ncollision\nif <(collision_result) = [1]> then\n repeat (8)\n change [player y v] by (1)\n collision\n if <not <(collision_result) = [1]>> then\n stop [this script v]\n end\n end\n change [player y v] by (-8)\n repeat until <not <(collision_result) = [1]>>\n if <(sx) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n collision\n end\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n set [speed y v] to [-2]\n end\n if <key (up arrow v) pressed?> then\n set [jumpable v] to [2]\n if <(sx) > [0]> then\n set [speed x v] to [-15]\n else\n set [speed x v] to [15]\n end\n end\nend\n\ndefine susbtitution jetsu (sx)\nchange [jetsu 1 time v] by (1)\nif <<key (1 v) pressed?> and <([abs v] of (sx) ) > [1]>> then\n if <(jetsu 1 time) > [10]> then\n set [jetsu 1 time v] to [0]\n if <(sx) > [0]> then\n change [player x v] by (96)\n else\n change [player x v] by (-96)\n end\n collision\n repeat until <not <(collision_result) = [1]>>\n if <(sx) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n collision\n end\n end\nend\n\nif <(collision_result) = [0]> then\n\nset [derta sx v] to (item (i) of [mv:△x v])\n\ndefine Level (#)\nset [__level v] to (#)\nbroadcast (Generate level v) and wait\nbroadcast (clone level tiles v) and wait\nset [_camera x v] to (player x)\nset [_camera y v] to (player y)\n__init\nforever\n broadcast (position tiles v)\n broadcast (tick v)\n tick\n if <(die) = [1]> then\n __init\n end\nend\n\n@blank\n\n@Tiles\n\ndefine setup\nshow\nset [clone? v] to [1]\nset [tile index v] to [1]\nset [tile x v] to [28]\nrepeat (Clone Count X)\n set [tile y v] to [28]\n repeat (Clone Count Y)\n create clone of (_myself_ v)\n change [tile y v] by (56)\n change [tile index v] by (1)\n end\n change [tile x v] by (56)\n change [tile index v] by ((Gird Height) - (Clone Count Y))\nend\nset [clone? v] to [0]\nhide\n\nwhen I receive [position tiles v]\nif <(clone?) = [1]> then\n if <([abs v] of ((tile x) - (_Camera X)) ) > ((Clone Count X) * (28))> then\n if <(tile x) > (_Camera X)> then\n loop tile x (() - (Clone Count X))\n else\n loop tile x (Clone Count X)\n end\n end\n if <([abs v] of ((tile y) - (_Camera Y)) ) > ((Clone Count Y) * (28))> then\n if <(tile y) > (_Camera Y)> then\n loop tile y (() - (Clone Count Y))\n else\n loop tile y (Clone Count Y)\n end\n end\n switch costume to (big v)\n go to x: ((tile x) - (_Camera X)) y: ((tile y) - (_Camera Y))\n set [tile v] to (item (tile index) of [_tile gird v])\n if <(tile) < [2]> then\n set [tile v] to [2]\n end\n switch costume to (tile)\nend\n\ndefine loop tile x (tile skip)\nchange [tile x v] by ((56) * (tile skip))\nchange [tile index v] by ((tile skip) * (Gird Height))\n\ndefine loop tile y (tile skip)\nchange [tile y v] by ((56) * (tile skip))\nchange [tile index v] by (tile skip)\n\nwhen I receive [clone level tiles v]\nset size to (400) %\nset [clone count y v] to [8]\nset [clone count x v] to [10]\nsetup\n\nwhen flag clicked\nforever\n set [editing x v] to ((([floor v] of (((mouse x) + (_Camera X)) / (56)) ) * (56)) + (28))\n set [editing y v] to ((([floor v] of (((mouse y) + (_Camera Y)) / (56)) ) * (56)) + (28))\n go to x: ((Editing X) - (_Camera X)) y: ((Editing Y) - (_Camera Y))\n set [editing list # v] to (((((Editing X) - (28)) / (56)) * (Gird Height)) + (((Editing Y) + (28)) / (56)))\nend\n\nshow\n\nif <mouse down?> then\n replace item (Editing list #) of [_tile gird v] with (costume [number v])\nend\n\n replace item (Editing list #) of [_tile gird v] with [2]\nend\nif <key (space v) pressed?> then\n next costume\n if <(costume [number v]) < [2]> then\n next costume\n end\n wait until <not <key (space v) pressed?>>\nend\n\n@Generate\n\ndefine Generate level\n\ndelete all of [_tile gird v]\nset [gird width v] to [30]\nset [gird height v] to [20]\nrepeat ((Gird Width) * (Gird Height))\n add [2] to [_tile gird v]\nend\n\nadd [7] to [_tile gird v]\nrepeat ((Gird Height) - (2))\n add [4] to [_tile gird v]\nend\nadd [8] to [_tile gird v]\nrepeat ((Gird Width) - (2))\n add boxed column\nend\nadd [9] to [_tile gird v]\nrepeat ((Gird Height) - (2))\n add [4] to [_tile gird v]\nend\nadd [10] to [_tile gird v]\n\ndefine add wall column\nrepeat (Gird Height)\n add [11] to [_tile gird v]\nend\n\ndefine add boxed column\nadd [3] to [_tile gird v]\nrepeat ((Gird Height) - (2))\n if <(pick random (1) to (10)) = [1]> then\n add [3] to [_tile gird v]\n else\n add [2] to [_tile gird v]\n end\nend\nadd [3] to [_tile gird v]\n\nwhen I receive [generate level v]\nGenerate level\n\nadd wall column\nadd wall column\n\ndefine add tile gird to level #\ndelete all of [level 2 v]\nfor each [i v] in (length of [_tile gird v])\n add (item (i) of [_tile gird v]) to [level 2 v]\nend\n\nrepeat (10)\n\ndefine import from level (#)\ndelete all of [_tile gird v]\nif <(#) = [1]> then\n set [gird width v] to [100]\n set [gird height v] to [50]\n for each [i v] in (length of [level 1 v])\n add (item (i) of [level 1 v]) to [_tile gird v]\n end\nelse\n if <(#) = [2]> then\n set [gird width v] to [500]\n set [gird height v] to [200]\n for each [i v] in (length of [level 2 v])\n add (item (i) of [level 2 v]) to [_tile gird v]\n end\n end\nend\n\nimport from level [2]\n\n@bg\n\nwhen flag clicked\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nchange [clone id v] by (1)\n\nforever\n\nwhen I receive [tick v]\ngo to [back v] layer\nset [ghost v] effect to (50)\nswitch costume to (big v)\nset x to ((((_Camera X) / (-3)) mod (480)) - ((480) * (clone id)))\nswitch costume to (costume1 v)\n\ndefine go to (x) (y)\ngo to x: ((x) - (_Camera X)) y: ((y) - (_Camera Y))\n\n@packgame tiles\n\n@Thb\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\ngo to x: (0) y: (0)\n\n
Darkness - A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [5555734759079936 v] until done\nend\n\nwhen I receive [starttimer v]\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\n@player\n\nwhen flag clicked\nswitch costume to (player_right v)\nset [x v] to [0]\nset [y v] to [0]\nset [falling? v] to [1000]\ngo to x: (-190) y: (-50)\nforever\n hide variable [energy v]\n if <(walljump) < [1]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (player_right v)\n change [x v] by (0.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (player_left v)\n change [x v] by (-0.5)\n end\n else\n change [walljump v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n touchGround <(y) > [0]>\n change [y v] by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(falling?) < [3]>> then\n set [y v] to [7]\n broadcast (jump v)\n end\n move (x)\n change y by (y)\n if <<(y position) < [-175]> or <<touching (pain v)?> or <touching (lava v)?>>> then\n repeat (20)\n change x by (((-190) - (x position)) / (4))\n change y by (((-50) - (y position)) / (4))\n end\n broadcast (hit v)\n set [x v] to [0]\n set [y v] to [0]\n set [falling? v] to [1000]\n end\n if <touching (portal v)?> then\n repeat (20)\n change x by (((-190) - (x position)) / (4))\n change y by (((-50) - (y position)) / (4))\n end\n broadcast (lvlup v)\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n set [falling? v] to [1000]\n end\nend\n\ndefine move (speed)\nchange x by (speed)\nif <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change x by ((0) - (speed))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [7]\n set [walljump v] to [7]\n if <(x) < [1]> then\n set [x v] to [10]\n switch costume to (player_right v)\n else\n set [x v] to [-10]\n switch costume to (player_left v)\n end\n broadcast (jump v)\n end\n change y by (-5)\n end\n end\n end\n end\n end\nend\n\ndefine touchGround <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (map v)?>>\n if <up?> then\n change y by (-1)\n else\n set [falling? v] to [0]\n change y by (1)\n end\n set [y v] to [0]\nend\n\nwhen flag clicked\nwait until <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>>\nbroadcast (startTimer v)\n\n@light\n\nwhen flag clicked\nset [energy v] to [50]\nswitch costume to (costume1 v)\nset size to (100) %\nforever\n go to (player v)\n go to [back v] layer\n point towards (mouse-pointer v)\n if <<key (s v) pressed?> and <(energy) > [0]>> then\n switch costume to (costume2 v)\n change [energy v] by (-1)\n else\n switch costume to (costume1 v)\n end\n if <(energy) > [50]> then\n set [energy v] to [50]\n end\nend\n\n@map\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\nwhen I receive [lvlup v]\nchange [energy v] by (20)\n\n@pain\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (level)\nend\n\n@grass\n\ndefine Grass from (xpos1) to (xpos2) (xpos2 > xpos1)\ngo to x: (xpos1) y: (0)\npoint in direction (90)\nrepeat until <(x position) > (xpos2)>\n set size to (pick random (50) to (100)) %\n change x by (1)\n if <(pick random (1) to (3)) = [1]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nGrass\nforever\n go to [front v] layer\n if <touching (player v)?> then\n Sway\n end\nend\n\ndefine Grass\nswitch costume to (hit v)\nset [ghost v] effect to (50)\nif <touching (map v)?> then\n repeat until <<not <touching (map v)?>> or <<touching (_edge_ v)?> or <touching (portal v)?>>>\n change y by (1)\n end\n change y by (-1)\n if <<touching (_edge_ v)?> or <touching (portal v)?>> then\n delete this clone\n end\nelse\n repeat until <<touching (map v)?> or <<touching (_edge_ v)?> or <touching (portal v)?>>>\n change y by (-2)\n end\n repeat until <<not <touching (map v)?>> or <touching (_edge_ v)?>>\n change y by (1)\n end\n change y by (-1)\n if <<touching (_edge_ v)?> or <touching (portal v)?>> then\n delete this clone\n end\nend\nswitch costume to (pick random (1) to (10))\nchange y by (-2)\n\ndefine Sway\nset [magnitude v] to (((x) + (pick random (-2.0) to (2.0))) * (2))\nset [sway v] to [0]\nrepeat until <<[0] = (round ((Magnitude) * (2)))> or <<touching (player v)?> and <([abs v] of (Magnitude) ) < ([abs v] of ((x) * (2)) )>>>\n point in direction ((90) - (([sin v] of (sway) ) * (Magnitude)))\n change [sway v] by (-10)\n set [magnitude v] to ((0.95) * (Magnitude))\nend\n\nwhen flag clicked\nhide\nGrass from [-240] to [235] (xpos2 > xpos1)\n\nwhen I receive [lvlup v]\ndelete this clone\n\nwhen I receive [lvlup v]\nwait (0.05) seconds\nGrass from [-240] to [235] (xpos2 > xpos1)\n\n@portal\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (level)\n change [ghost v] effect by ([sin v] of ((150) * (timer)) )\nend\n\n@lava\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nset [me v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-5)\n change [brightness v] effect by (-10)\n change [me v] by (1)\nend\n\nwhen I start as a clone\nshow\nforever\n switch costume to (level)\n set y to ((([sin v] of (((timer) + (me)) * (300)) ) * (8)) - ((me) * (5)))\n set [ghost v] effect to (25)\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n hide\nend\n\n@nail\n\nwhen flag clicked\nforever\n set [checktime v] to (timer)\nend\n\nwhen [timer v] > (checkTime)\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@trail\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (join [costume] (pick random (1) to (4)))\nset size to (10) %\nshow\npoint in direction (pick random (1) to (360))\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1)\n move (1) steps\nend\ndelete this clone\n\n@easter eggs\n\nwhen flag clicked\nset [coin v] to [0]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (50)\nswitch costume to (level)\nwait until <touching (player v)?>\nrepeat (10)\n change [ghost v] effect by (5)\nend\nchange [coin v] by (1)\nhide\n\nwhen I receive [lvlup v]\nstop [other scripts in sprite v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (50)\nswitch costume to (level)\nwait until <touching (player v)?>\nrepeat (10)\n change [ghost v] effect by (5)\nend\nchange [coin v] by (1)\nhide\n\n@egg\n\nwhen flag clicked\ngo to x: (0) y: (150)\ngo to [front v] layer\nset volume to (100) %\nset [digits v] to [0]\nforever\n hide\n if <(length of (Coin)) > (Digits)> then\n create clone of (_myself_ v)\n change [digits v] by (1)\n end\nend\n\nwhen I start as a clone\nset size to (300) %\ngo to [front v] layer\nset [digit # v] to (Digits)\nshow\nforever\n set [ghost v] effect to (50)\n go to x: (((30) * ((Digit #) - ((Digits) / (2)))) - (230)) y: (160)\n switch costume to (letter (Digit #) of (Coin))\n if <(length of (Coin)) < (Digit #)> then\n change [digits v] by (-1)\n delete this clone\n end\nend\n\nwhen I receive [sound v]\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\n@skip\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n set size to (30) %\n set [brightness v] effect to (0)\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (((40) - (size)) / (1.5))\n set [brightness v] effect to (30)\n end\nend\n\nwhen flag clicked\nforever\n go to x: (-210) y: (-163)\n point in direction ((90) + (([sin v] of ((350) * (timer)) ) * (10)))\nend\n\nwhen flag clicked\nforever\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n broadcast (lvlup v)\n change [level v] by (1)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\nend\n\n@jump\n\nwhen I start as a clone\nset [clone? v] to [1]\nswitch costume to (join [costume] (pick random (1) to (4)))\nset size to (10) %\nshow\npoint in direction (pick random (1) to (360))\ngo to (player v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1)\n move (5) steps\nend\ndelete this clone\n\nwhen flag clicked\nset [clone? v] to [0]\nhide\nforever\n go to [back v] layer\nend\n\nwhen I receive [jump v]\nif <(clone?) = [0]> then\n repeat (20)\n create clone of (_myself_ v)\n end\nend\n\n@sword\n\nwhen flag clicked\nset [tier v] to [1]\nset [hit? v] to [0]\nset [gotsword v] to [0]\nset rotation style [left-right v]\nhide\nswitch costume to (get v)\nclear graphic effects\nrepeat until <touching (player v)?>\n go to x: (10) y: (-70)\n go to [back v] layer\n if <(level) = [6]> then\n show\n change y by (([sin v] of ((150) * (timer)) ) * (5))\n else\n hide\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nshow\nclear graphic effects\nset [gotsword v] to [1]\nforever\n broadcast (go to player v)\nend\n\nwhen I receive [go to player v]\nset [ghost v] effect to (0)\ngo to (player v)\nif <([costume # v] of [player v]) = [1]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nmove (20) steps\nchange y by (10)\nswitch costume to (tier)\nset [hit? v] to [0]\nif <key (space v) pressed?> then\n switch costume to (join (tier) [slash])\n set [hit? v] to [1]\n if <([costume # v] of [player v]) = [1]> then\n set [x v] to ((13) + ((2) * (tier)))\n else\n set [x v] to ((-1) * ((13) + ((2) * (tier))))\n end\nend\n\n@sword effect\n\nwhen flag clicked\nhide\nforever\n if <(hit?) = [1]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to (player v)\npoint in direction ([direction v] of [sword v])\npoint in direction (pick random (1) to (360))\nset size to (10) %\nset [ghost v] effect to (50)\nshow\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-1)\n move (2) steps\nend\ndelete this clone\n\n@shot\n\nwhen flag clicked\nset [me v] to [0]\nset [ghost v] effect to (50)\nhide\nforever\n wait until <(hit?) = [1]>\n set [me v] to [1]\n go to (player v)\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (50)\nset [size v] to ((7.5) + ((2.5) * (tier)))\nif <(me) = [1]> then\n set [dir v] to ([direction v] of [sword v])\n point in direction (dir)\n move (84) steps\n show\n forever\n set size to (3) %\n if <<touching (map v)?> or <touching (_edge_ v)?>> then\n set size to (size) %\n repeat (10)\n change [ghost v] effect by (5)\n set [me v] to [2]\n create clone of (_myself_ v)\n end\n delete this clone\n end\n set size to (size) %\n point in direction (dir)\n set [dir v] to (direction)\n move (10) steps\n point in direction (pick random (0) to (360))\n set [me v] to [2]\n create clone of (_myself_ v)\n end\nelse\n point in direction (pick random (0) to (360))\n move (4) steps\n repeat (20)\n change [ghost v] effect by (5)\n change size by (-0.5)\n end\nend\ndelete this clone\n\nwhen I start as a clone\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\n@timer\n\nwhen flag clicked\nsetup\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [front v] layer\nset [ghost v] effect to (50)\nforever\n chang costume to (letter (index) of (timer))\n set x to ((((index) - (0.5)) * (20)) - (225))\n change size by ((0.2) * ((300) - (size)))\nend\n\ndefine setup\nset [timer v] to [0]\nswitch costume to (costume1 v)\nhide\nset size to (100) %\nset [index v] to [1]\ngo to x: (9) y: (132)\nrepeat (10)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [index v] by (1)\nend\n\ndefine chang costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (120) %\nend\n\n
WASD or Arrow keys. Press space to attack (if you have sword) \nPress s to use flashlight, but be careful with your energy!\nIt's hard.\nHint: Attacking = Dashing... so use it well
Portals - a platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (no ban v)\nforever\n if <(Level) = [7]> then\n switch backdrop to (ban v)\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (-200) y: (-60)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (player costume v)\n change [x v] by (0.7)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (player costume v)\n change [x v] by (-0.7)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <key (r v) pressed?> then\n switch costume to (player costume v)\n go to x: (-170) y: (-31)\n end\n if then\n change y by (1)\n LAVA?\n change x by (round ((X) * (-1)))\n LAVA?\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [7]\n LAVA?\n if <(X) > [0]> then\n set [x v] to [-5]\n LAVA?\n else\n set [x v] to [5]\n LAVA?\n end\n else\n set [x v] to [0]\n LAVA?\n end\n end\n change y by (Y)\n LAVA?\n if <<touching color (#919191)?> or > then\n change y by ((Y) * (-1))\n LAVA?\n set [y v] to [0]\n LAVA?\n end\n change y by (-0.5)\n LAVA?\n if <<<touching color (#919191)?> or <(y position) < [-166]>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [8]\n LAVA?\n end\n change y by (0.5)\n if <touching color (#ffe166)?> then\n start sound [Boing v]\n set [y v] to [15]\n end\n if <(x position) > [215]> then\n LAVA?\n broadcast (Next Level v)\n go to x: (-200) y: (-60)\n LAVA?\n set [time v] to ((timer) + (time))\n reset timer\n LAVA?\n end\n if <<touching color (#282828)?> or <touching color (#060606)?>> then\n go to x: (-200) y: (-60)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Num of Portals) = [2]> and <touching (portals v)?>> then\n if <touching color (#c2c2c2)?> then\n go to x: ((Orange Portal X) + ((X) * (2))) y: ((Orange Portal Y) + ((Y) * (2)))\n broadcast (New Portal Layout v)\n set [next portal type v] to [Entry]\n wait (1.2) seconds\n end\n if <touching color (#a9a9a9)?> then\n go to x: ((Blue Portal X) + ((X) * (2))) y: ((Blue Portal Y) + ((Y) * (2)))\n broadcast (New Portal Layout v)\n set [next portal type v] to [Entry]\n wait (1.2) seconds\n end\n end\nend\n\nwhen I receive [end game v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\ndefine LAVA?\nif <not <(pick random (1) to (20)) = [1]>> then\n if <<touching color (#282828)?> or <touching color (#060606)?>> then\n go to x: (-200) y: (-60)\n change [deaths v] by (1)\n end\nend\n\n@Level\n\nwhen flag clicked\nreset timer\nshow\nset [level v] to [1]\ngo to [back v] layer\nset [portals used v] to [0]\nforever\n switch costume to (Level)\n if <[11] < (Level)> then\n broadcast (End Game v)\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen I receive [end game v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen [y v] key pressed\nset [level v] to [10]\nswitch backdrop to (no ban v)\nbroadcast (Next Level v)\n\n@Portals\n\nwhen flag clicked\nshow\nset [num of portals v] to [0]\nset [next portal type v] to [Entry]\nswitch costume to (crosshair v)\nforever\n go to (mouse-pointer v)\nend\n\nwhen flag clicked\nforever\n if <not <touching color (#4a4a4a)?>> then\n if <mouse down?> then\n if <(Next Portal Type) = [Entry]> then\n Blue Portal Spawn\n wait (0.2) seconds\n else\n Orange Portal Spawn\n wait (0.2) seconds\n change [portals used v] by (1)\n end\n change [num of portals v] by (1)\n end\n end\nend\n\nwhen I receive [new portal layout v]\nset [num of portals v] to [0]\ndelete this clone\n\ndefine Blue Portal Spawn\nbroadcast (New Portal Layout v)\nset [next portal type v] to [Exit]\nset [blue portal x v] to (x position)\nset [blue portal y v] to (y position)\nswitch costume to (entry v)\ncreate clone of (_myself_ v)\nswitch costume to (crosshair v)\n\ndefine Orange Portal Spawn\nset [next portal type v] to [Entry]\nset [orange portal x v] to (x position)\nset [orange portal y v] to (y position)\nswitch costume to (exit v)\ncreate clone of (_myself_ v)\nswitch costume to (crosshair v)\n\nwhen I receive [end game v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [next level v]\nset [num of portals v] to [0]\ndelete this clone\n\n@Coins\n\nwhen flag clicked\nset [coins v] to [0]\nshow\ngo to x: (-107) y: (42)\ncreate clone of (_myself_ v)\ngo to x: (129) y: (40)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n change [coins v] by (1)\n delete this clone\n end\nend\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(Level) = [1]> then\n show\n go to x: (-107) y: (42)\n create clone of (_myself_ v)\n go to x: (129) y: (40)\n create clone of (_myself_ v)\n hide\n wait until <(Level) = [2]>\nend\nif <(Level) = [2]> then\n show\n go to x: (-88) y: (54)\n create clone of (_myself_ v)\n go to x: (45) y: (-95)\n create clone of (_myself_ v)\n go to x: (13) y: (140)\n create clone of (_myself_ v)\n hide\n wait until <(Level) = [3]>\nend\nif <(Level) = [3]> then\n show\n go to x: (-64) y: (88)\n create clone of (_myself_ v)\n go to x: (96) y: (-93)\n create clone of (_myself_ v)\n go to x: (205) y: (72)\n create clone of (_myself_ v)\n hide\n wait until <(Level) = [4]>\nend\nif <(Level) = [4]> then\n show\n go to x: (35) y: (10)\n create clone of (_myself_ v)\n go to x: (-115) y: (111)\n create clone of (_myself_ v)\n go to x: (133) y: (152)\n create clone of (_myself_ v)\n hide\n wait until <(Level) = [5]>\nend\nif <(Level) = [5]> then\n show\n go to x: (56) y: (61)\n create clone of (_myself_ v)\n go to x: (4) y: (19)\n create clone of (_myself_ v)\n go to x: (-185) y: (149)\n create clone of (_myself_ v)\n go to x: (-169) y: (-19)\n create clone of (_myself_ v)\n go to x: (211) y: (-59)\n create clone of (_myself_ v)\n go to x: (112) y: (108)\n create clone of (_myself_ v)\n hide\n wait until <(Level) = [6]>\nend\nif <(Level) = [6]> then\n show\n go to x: (-85) y: (42)\n create clone of (_myself_ v)\n go to x: (-193) y: (153)\n create clone of (_myself_ v)\n go to x: (78) y: (-45)\n create clone of (_myself_ v)\n hide\n wait until <(Level) = [6]>\nend\nif <(Level) = [7]> then\n show\n go to x: (-107) y: (42)\n create clone of (_myself_ v)\n go to x: (129) y: (40)\n create clone of (_myself_ v)\n hide\n wait until <(Level) = [8]>\nend\nif <(Level) = [8]> then\n show\n go to x: (-88) y: (54)\n create clone of (_myself_ v)\n go to x: (45) y: (-95)\n create clone of (_myself_ v)\n go to x: (13) y: (150)\n create clone of (_myself_ v)\n hide\n wait until <(Level) = [3]>\nend\nif <(Level) = [9]> then\n show\n go to x: (-210) y: (-9)\n create clone of (_myself_ v)\n go to x: (194) y: (-56)\n create clone of (_myself_ v)\n hide\n wait until <(Level) = [10]>\nend\nif <(Level) = [10]> then\n show\n go to x: (35) y: (10)\n create clone of (_myself_ v)\n go to x: (-145) y: (145)\n create clone of (_myself_ v)\n go to x: (133) y: (152)\n create clone of (_myself_ v)\n hide\n wait until <(Level) = [11]>\nend\nif <(Level) = [11]> then\n show\n go to x: (56) y: (61)\n create clone of (_myself_ v)\n go to x: (4) y: (19)\n create clone of (_myself_ v)\n go to x: (-180) y: (-19)\n create clone of (_myself_ v)\n go to x: (211) y: (-59)\n create clone of (_myself_ v)\n go to x: (112) y: (108)\n create clone of (_myself_ v)\n hide\n wait until <(Level) = [12]>\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [end game v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [end game v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nhide variable [tp v]\nhide variable [coins v]\nhide variable [portals used v]\nshow\ngo to [front v] layer\nstop [all v]\n\n@End Text\n\nwhen I receive [end game v]\nshow\nshow variable [time v]\nshow variable [show score v]\nshow variable [portals used v]\nshow variable [tp v]\nshow variable [deaths v]\nset [show score v] to (Coins)\nset [tp v] to (((((Show Score) - (portals used)) * (Show Score)) - (deaths)) * (100))\nif <<(time) = [0]> and <(portals used) < [15]>> then\n set [tp v] to ((tp) + (20000))\n set [time v] to [20000]\n stop [this script v]\nend\nif <<[0] < (time)> and <[50] > (time)>> then\n set [tp v] to ((tp) + (10000))\n set [time v] to [10000]\n stop [this script v]\nend\nif <<[50] < (time)> and <[100] > (time)>> then\n set [tp v] to ((tp) + (5000))\n set [time v] to [5000]\n stop [this script v]\nend\nif <<[100] < (time)> and <[200] > (time)>> then\n set [tp v] to ((tp) + (2500))\n set [time v] to [2500]\n stop [this script v]\nend\nif <<[200] < (time)> and <[400] > (time)>> then\n set [tp v] to ((tp) + (1250))\n set [time v] to [1250]\n stop [this script v]\nend\nif <(time) > [400]> then\n set [tp v] to ((tp) + (750))\n set [time v] to [750]\n stop [this script v]\nend\nif <(tp) < [0]> then\n set [tp v] to (round ([sqrt v] of ([sqrt v] of ((tp) * (tp)) ) ))\nend\n\nwhen flag clicked\nhide\nhide variable [time v]\nset [deaths v] to [0]\nset [time v] to [0]\nhide variable [deaths v]\nhide variable [show score v]\nhide variable [portals used v]\nhide variable [tp v]\n\n
Spam Green Flag\nWASD or Arrow Keys\nClick to use portals \nYour aim collect as many stars using as little portals as possible post your score in the comment\nREAD BEFORE COMMENTING\nMany and I mean MANY people have now told me about the multiple bugs in the game, however I know about these and for the majority of them I decided to keep them since they are fun and cool bugs \nAnd on that note I have updated the game with some basic bug fixes etc
Physic platformer ball maker v1.0
@Stage\n\nwhen flag clicked\nforever\n play sound [music1 v] until done\nend\n\n@game\n\ndefine play (nambers) (homer)\nif <not <touching color (#000000)?>> then\n change [y v] by (-1)\nend\nchange y by (y)\nif <touching color (#000000)?> then\n repeat ([abs v] of ([ceiling v] of (y) ) )\n change y by ((([abs v] of (y) ) / (y)) * (-1))\n end\n set [y v] to [1]\nend\nchange x by (x)\nif <touching color (#000000)?> then\n set [render v] to [0]\n repeat until <<(render) = [-8]> or <not <touching color (#000000)?>>>\n change [physics v] by (-1)\n change y by (1)\n end\n if <(render) = [-8]> then\n change y by (render)\n repeat ([abs v] of ([ceiling v] of (x) ) )\n change x by ((([abs v] of (x) ) / (x)) * (-1))\n end\n set [x v] to [0]\n end\nend\nturn right (physics) degrees\nset [physics v] to ((physics) * (homer))\nset [x v] to ((x) * (nambers))\nrender\n\ndefine render\nchange x by (10)\nif <not <touching color (#000000)?>> then\n change [physics v] by (3)\n change [x v] by (3)\nend\nchange x by (-20)\nif <not <touching color (#000000)?>> then\n change [physics v] by (-3)\n change [x v] by (-3)\nend\nchange x by (10)\nturn right (2) degrees\nif <not <touching color (#000000)?>> then\n change [physics v] by (1)\nend\nturn left (4) degrees\nif <not <touching color (#000000)?>> then\n change [physics v] by (-1)\nend\nturn right (2) degrees\nturn right (10) degrees\nif <not <touching color (#000000)?>> then\n change [physics v] by (2)\nend\nturn left (20) degrees\nif <not <touching color (#000000)?>> then\n change [physics v] by (-2)\nend\nturn right (10) degrees\n\nwhen flag clicked\nerase all\nhide\n\nwhen I start as a clone\nset pen size to (5)\nset pen color to (#000000)\ngo to x: (-60) y: (0)\npen down\ngo to x: (60) y: (0)\npen down\npen up\nwait (0.1) seconds\npoint in direction (90)\nswitch costume to (1 v)\nforever\n if <(tool) = [pencil]> then\n set pen size to (5)\n set pen color to (#000000)\n if <mouse down?> then\n pen down\n else\n pen up\n end\n else\n if <(tool) = [gum]> then\n set pen size to (15)\n set pen color to (#ffffff)\n if <mouse down?> then\n pen down\n else\n pen up\n end\n else\n pen up\n end\n end\n go to (mouse-pointer v)\n if <(tool) = [flag]> then\n hide\n else\n if <(tool) = [money]> then\n hide\n else\n show\n end\n end\nend\n\ndefine costume\nif <key (1 v) pressed?> then\n switch costume to (2 v)\nend\nif <key (2 v) pressed?> then\n switch costume to (1 v)\nend\nif <key (3 v) pressed?> then\n switch costume to (3 v)\nend\n\ndefine maker\nif <key (up arrow v) pressed?> then\n change [y v] by (3)\nend\nif <key (down arrow v) pressed?> then\n change [y v] by (-3)\nend\nif <key (right arrow v) pressed?> then\n change [x v] by (3)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (-3)\nend\n\ndefine list\nadd (x position) to [x v]\nadd (y position) to [y v]\nset [time v] to ((timer) + (1))\n\ndefine init\nset [$ v] to [0]\nset [maker v] to [1]\nset [i v] to [0]\nset [physics v] to [0]\nset [x v] to [0]\ndelete all of [x v]\ndelete all of [y v]\n\nwhen I receive [play v]\nshow\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\ninit\nstart x [0] y [40]\nset [y v] to [0]\nforever\n if <(maker) = [2]> then\n play [.95] [.6]\n end\n costume\n if <(maker) = [1]> then\n start x [0] y [40]\n maker\n end\n list\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [tool v] to []\n end\n die\nend\n\ndefine start x (x) y (y)\ngo to x: (x) y: (y)\n\ndefine die\nif <(y position) < [-175]> then\n pen up\n start x [0] y [40]\nend\n\n@tools\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n if <(id) = [1]> then\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\n end\n if <(id) = [2]> then\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\n end\n if <(id) = [3]> then\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\n end\n if <(id) = [4]> then\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\n end\nend\n\nwhen this sprite clicked\nif <(id) = [2]> then\n set [tool v] to [pencil]\nend\nif <(id) = [1]> then\n set [tool v] to [gum]\nend\nif <(id) = [3]> then\n set [tool v] to [money]\nend\nif <(id) = [4]> then\n set [tool v] to [flag]\nend\n\nwhen I receive [play v]\nbroadcast (clones v)\n\ndefine clone\nswitch costume to (gum v)\ngo to x: (-212) y: (-126)\nchange y by (40)\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nnext costume\nchange y by (40)\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nnext costume\nchange y by (40)\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nnext costume\nchange y by (40)\nchange [id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [clones v]\nset [id v] to [0]\nwait (1) seconds\nshow\nclone\n\nforever\n hide\nend\n\nif <(maker) = [1]> then\n change [id v] by (-1)\n delete this clone\nend\n\n@1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to x: ((mouse x) / (10)) y: ((mouse y) / (10))\nend\n\nwhen I receive [play v]\nshow variable [$ v]\nshow variable [tool v]\nstop [other scripts in sprite v]\nhide\n\nglide (1) secs to x: (pick random (-10) to (10)) y: (pick random (-10) to (10))\n\n@button play\n\nwhen flag clicked\nshow\ngo to x: (0) y: (30)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nstart sound [pop v]\nbroadcast (play v)\n\nwhen I receive [play v]\nhide\n\n@button edit\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\ngo to x: (-208) y: (163)\nforever\n if <(maker) = [2]> then\n switch costume to (2 v)\n go to x: (208) y: (163)\n end\n if <(maker) = [1]> then\n switch costume to (1 v)\n go to x: (-208) y: (163)\n end\nend\n\nwhen this sprite clicked\nwait (0.5) seconds\nchange [maker v] by (1)\nif <(maker) > [2]> then\n broadcast (clones v)\n set [maker v] to [1]\nend\n\nswitch costume to (maker)\n\nif <(maker) = [2]> then\n set [maker v] to [1]\nend\n\n@game2\n\nwhen I receive [play v]\nwait (1) seconds\nforever\n go to (mouse-pointer v)\n if <(maker) = [1]> then\n if <(tool) = [flag]> then\n switch costume to (5 v)\n show\n if <mouse down?> then\n if <(1) = [0]> then\n create clone of (_myself_ v)\n end\n end\n else\n if <(tool) = [money]> then\n switch costume to (4 v)\n show\n if <mouse down?> then\n if <(1) = [0]> then\n create clone of (_myself_ v)\n end\n end\n else\n hide\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nstop [other scripts in sprite v]\nhide\n\nwhen I start as a clone\nif <(tool) = [flag]> then\n switch costume to (5 v)\n show\n forever\n if <touching (game v)?> then\n start sound [Coin v]\n broadcast (victory v)\n delete this clone\n end\n end\nend\nif <(tool) = [money]> then\n switch costume to (4 v)\n show\n forever\n if <touching (game v)?> then\n start sound [Coin v]\n change [$ v] by (1)\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(tool) = [flag]> then\n wait (1) seconds\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n delete this clone\n end\n end\nend\nif <(tool) = [money]> then\n wait (1) seconds\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n delete this clone\n end\n end\nend\n\n@victory\n\nwhen I receive [victory v]\nshow\ngo to [front v] layer\nwait (1) seconds\nhide\nset [maker v] to [1]\n\nwhen flag clicked\nhide\n\n@2\n\nwhen flag clicked\nset [1 v] to [0]\nshow\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (time)\nhide variable [$ v]\nhide variable [tool v]\n\n
Minecraft Online Platformer (Fixed Online)
@Stage\n\nwhen flag clicked\nforever\n play sound [C418 - Moog City v] until done\nend\n\nwhen flag clicked\nforever\n if <(parallax) = [1]> then\n switch backdrop to (backdrop1 v)\n else\n switch backdrop to (backdrop2 v)\n end\nend\n\n@blank\n\n@Player\n\ndefine walk (directon) (speed)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-15))\nelse\n change [frame v] by ((speed) / (15))\nend\n\ndefine scroll\nchange [scroll x v] by (x position)\nset x to (0)\nchange [scroll y v] by (y position)\nset y to (0)\n\ndefine touch ground <up?>\nchange [falling v] by (1)\nrepeat until <not <touching (level 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 [yspeed v] to [0]\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 [☁ p1 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Send Cloud Data\nif <(MY PLAYER #) < [1]> then\n stop [this script v]\nend\nchange [cloud timer v] by (1)\nadd (scroll X) to [buffer v]\nadd (scroll Y) to [buffer v]\nadd (costume [number v]) to [buffer v]\nif <(cloud timer) < [3]> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nwrite (username) to encoded\nwrite (global chat) to encoded\nwrite (round ((timer) * (10))) to encoded\nrepeat (length of [buffer v])\n write (item (1) of [buffer v]) to encoded\n delete (1) of [buffer v]\nend\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen I receive [begin v]\nforever\n if <(win screen open?) = [0]> then\n player tick\n end\n Send Cloud Data\n if <not <(global chat) = []>> then\n say (global chat)\n else\n say []\n end\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\ndelete all of [buffer v]\nset [global chat v] to []\nset [yspeed v] to [0]\nset [falling v] to [10]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [crown? v] to [0]\nset [parachute? v] to [0]\nset [jump boost? v] to [0]\nset size to (100) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (normal v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n if <(item # of (letter (letter #) of (val)) in [code v]) = [0]> then\n set [encoded v] to (join (encoded) (item # of [�] in [code v]))\n else\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n end\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine player tick\nswitch costume to (normal v)\nchange [yspeed v] by (-1)\nchange y by (Yspeed)\ntouch ground <(Yspeed) > [0]>\nset [xspeed v] to ((Xspeed) * (0.7))\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xspeed v] by (2)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xspeed v] by (-2)\nend\nif <(Xspeed) > [0.5]> then\n walk [90] (Xspeed)\nelse\n if <(Xspeed) < [-0.5]> then\n walk [-90] (Xspeed)\n else\n set [frame v] to [0]\n end\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(falling) < [1]>> then\n set [yspeed v] to ((12) + (<(jump boost?) = [1]> * (2)))\nend\nif <<(scroll Y) < [-1000]> or <<touching (level death v)?> or <touching (saws v)?>>> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n go to x: (0) y: (-50)\n set [yspeed v] to [0]\n set [xspeed v] to [0]\n broadcast (flash v)\nend\nscroll\nparachute/crown\n\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 [start v]\nbroadcast (setup - opponents v) and wait\nset [joining status v] to [joining]\nshow\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [joining status v] to [joined]\nelse\n set [joining status v] to [full]\n set [ghost v] effect to (40)\nend\nbroadcast (begin v)\n\ndefine parachute/crown\nif <(crown?) = [1]> then\n switch costume to (crown v)\nelse\n switch costume to (normal v)\nend\nif <<key (space v) pressed?> and <<(parachute?) = [1]> and <(Yspeed) < [0]>>> then\n set [yspeed v] to [-2]\n if <(costume [name v]) = [crown]> then\n switch costume to (parachute crown v)\n else\n switch costume to (parachute v)\n end\nend\n\nwhen flag clicked\nset size to (90) %\n\n@Opponents\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\ndelete all of [buffer v]\nset [names? v] to [1]\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\n begin decode of (value)\n value = read from encoded\n if <<(shop open?) = [0]> and <not <(names?) = [0]>>> then\n say (join (player #) (join [: ] (value)))\n else\n say []\n end\n value = read from encoded\n if <not <(value) = []>> then\n say (value)\n end\n value = read from encoded\n value = read from encoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n value = read from encoded\n end\nend\nif <(length of [buffer v]) > [0]> then\n set [x v] to ((item (1) of [buffer v]) - (scroll X))\n delete (1) of [buffer v]\n set [y v] to ((item (1) of [buffer v]) - (scroll Y))\n delete (1) of [buffer v]\n position ((x) + (Xspeed)) ((y) + (Yspeed))\n switch costume to (item (1) of [buffer v])\n delete (1) of [buffer v]\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\nif <(win screen open?) = [1]> then\n hide\nelse\n show\nend\n\nwhen [n v] key pressed\nif <(player #) = (MAX PLAYERS)> then\n if <(names?) = [0]> then\n set [names? v] to [1]\n else\n set [names? v] to [0]\n end\nend\n\nwhen flag clicked\nset size to (90) %\n\n@level\n\ndefine Render at (x) (y) (switch costume?)\nset [my x v] to (x)\nset [my y v] to (y)\nif <(switch costume?) = [true]> then\n switch costume to (join (x) (join [,] (y)))\nend\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nhide\nwait until <(menu?) = [1]>\nwait until <(menu?) = [0]>\nshow\nforever\n position (((my x) * (480)) - (scroll X)) (((my y) * (360)) - (scroll Y))\nend\n\nwhen flag clicked\nhide\nrender\n\ndefine render\nRender at [0] [0] [true]\nRender at [1] [0] [true]\nRender at [2] [0] [true]\nRender at [2] [1] [true]\nRender at [3] [0] [true]\nRender at [4] [0] [true]\nRender at [-1] [0] [true]\nRender at [-2] [0] [true]\nRender at [-3] [0] [true]\nRender at [-4] [0] [true]\nRender at [-5] [0] [true]\nRender at [-6] [0] [true]\nRender at [-7] [0] [true]\nRender at [-7] [1] [true]\nRender at [6] [-1] [true]\nswitch costume to (solid ground v)\nRender at [-1] [-1] [false]\nRender at [-2] [-1] [false]\nRender at [-3] [-1] [false]\nRender at [0] [-1] [false]\nRender at [1] [-1] [false]\nRender at [2] [-1] [false]\nRender at [3] [-1] [false]\n\nwhen flag clicked\nset size to (100) %\n\n@logo\n\nwhen flag clicked\nshow\nset [menu? v] to [1]\ngo to x: (0) y: (9999)\nset [yv v] to [-5]\nswitch costume to (cool text - glacier 373357298297417 v)\ncreate clone of (_myself_ v)\nset size to (100) %\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (5)) + (90))\n if <(y position) < [60]> then\n set [yv v] to [10]\n end\n change [yv v] by (-1)\n change y by (yv)\nend\n\nwhen I start as a clone\ngo to x: (0) y: (9999)\nswitch costume to (cool text - play 373358351305431 v)\nset size to (70) %\nforever\n point in direction ((([sin v] of ((timer) * (250)) ) * (5)) + (90))\n if <(distance to [mouse-pointer v]) < [60]> then\n set size to (80) %\n if <mouse down?> then\n broadcast (close menu v)\n end\n else\n set size to (70) %\n end\n if <(y position) < [-60]> then\n set [yv v] to [7]\n end\n change [yv v] by (-1)\n change y by (yv)\nend\n\nwhen I receive [close menu v]\nstop [other scripts in sprite v]\nset [yv v] to [10]\nrepeat until <(y position) < [-180]>\n change [yv v] by (-1)\n change y by (yv)\nend\nhide\nif <[] = []> then\n delete this clone\nend\nwait (.1) seconds\nbroadcast (start v)\nset [menu? v] to [0]\n\n@connecting\n\nwhen flag clicked\nshow\nset [joining status v] to [none]\nforever\n switch costume to (joining status)\nend\n\nwhen I receive [begin v]\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@notifying thing\n\nwhen flag clicked\nhide\nforever\n wait (pick random (20) to (60)) seconds\n in and out\nend\n\ndefine in and out\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@parallax\n\ndefine Render at (x) (y) (scrolling)\nset [my x v] to (x)\nset [my y v] to (y)\nset [scrolling speed v] to (scrolling)\ncreate clone of (_myself_ v)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nhide\nwait until <(menu?) = [0]>\nshow\nforever\n position (((my x) * (480)) - ((scroll X) / (scrolling speed))) (((my y) * (360)) - ((scroll Y) / (scrolling speed)))\nend\n\nwhen flag clicked\nwait until <(menu?) = [1]>\nset [parallax v] to [1]\nrender all\n\nwait until <(menu?) = [1]>\nwait until <(menu?) = [0]>\n\ndefine render all\nhide\nswitch costume to (parallax v)\nset [is clone? v] to [1]\nRender at [0] [.4] [10]\nRender at [1] [.3] [10]\nRender at [2] [.2] [10]\nRender at [3] [.3] [10]\nRender at [-1] [.2] [10]\nRender at [-2] [.3] [10]\nnext costume\nRender at [0] [-.1] [5]\nRender at [1] [0] [5]\nRender at [2] [0] [5]\nRender at [3] [0] [5]\nRender at [-1] [0] [5]\nRender at [-2] [0] [5]\nRender at [-3] [0] [5]\nset [is clone? v] to [0]\n\nwhen [l v] key pressed\nif <(is clone?) = [0]> then\n if <(parallax) = [1]> then\n set [parallax v] to [0]\n broadcast (delete parallax v)\n else\n set [parallax v] to [1]\n render all\n end\nend\n\nwhen I receive [delete parallax v]\nif <[] = []> then\n delete this clone\nend\nset [is clone? v] to [0]\n\n@level death\n\ndefine Render at (x) (y) (switch costume?)\nset [my x v] to (x)\nset [my y v] to (y)\nif <(switch costume?) = [true]> then\n switch costume to (join (x) (join [,] (y)))\nend\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nhide\nwait until <(menu?) = [1]>\nwait until <(menu?) = [0]>\nshow\nforever\n position (((my x) * (480)) - (scroll X)) (((my y) * (360)) - (scroll Y))\nend\n\nwhen flag clicked\nhide\nrender\n\ndefine render\nRender at [-1] [0] [true]\nRender at [-2] [0] [true]\nRender at [-3] [0] [true]\nRender at [0] [0] [true]\nRender at [1] [0] [true]\nRender at [2] [0] [true]\nRender at [3] [1] [true]\nRender at [3] [0] [true]\n\n@chat\n\nwhen flag clicked\nhide\nset [chat open? v] to [0]\ngo to x: (-150) y: (0)\nforever\n if <<(chat open?) = [1]> and <(MY PLAYER #) > [0]>> then\n show\n if <key (1 v) pressed?> then\n set [which chat? v] to [1]\n broadcast (new chat v)\n set [chat open? v] to [0]\n end\n if <key (2 v) pressed?> then\n set [which chat? v] to [2]\n broadcast (new chat v)\n set [chat open? v] to [0]\n end\n if <key (3 v) pressed?> then\n set [which chat? v] to [3]\n broadcast (new chat v)\n set [chat open? v] to [0]\n end\n if <key (4 v) pressed?> then\n set [which chat? v] to [4]\n broadcast (new chat v)\n set [chat open? v] to [0]\n end\n if <key (5 v) pressed?> then\n set [which chat? v] to [5]\n broadcast (new chat v)\n set [chat open? v] to [0]\n end\n if <key (6 v) pressed?> then\n set [which chat? v] to [6]\n broadcast (new chat v)\n set [chat open? v] to [0]\n end\n if <key (7 v) pressed?> then\n set [which chat? v] to [7]\n broadcast (new chat v)\n set [chat open? v] to [0]\n end\n if <key (8 v) pressed?> then\n set [which chat? v] to [8]\n broadcast (new chat v)\n set [chat open? v] to [0]\n end\n if <key (9 v) pressed?> then\n set [which chat? v] to [9]\n broadcast (new chat v)\n set [chat open? v] to [0]\n end\n wait until <not <key (any v) pressed?>>\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <key (t v) pressed?> then\n wait until <not <key (t v) pressed?>>\n if <(chat open?) = [1]> then\n set [chat open? v] to [0]\n else\n set [chat open? v] to [1]\n end\n end\nend\n\nwhen I receive [new chat v]\nset [global chat v] to (item (which chat?) of [chats v])\nwait (3) seconds\nset [global chat v] to []\n\n@rubi\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset [my x v] to (item (ID) of [diamond x v])\nset [my y v] to (item (ID) of [diamond y v])\nhide\nwait until <(menu?) = [1]>\nwait until <(menu?) = [0]>\nshow\nforever\n position ((my x) - (scroll X)) ((my y) - (scroll Y))\n if <touching (player v)?> then\n set [v v] to [1]\n repeat (20)\n position ((my x) - (scroll X)) (((my y) - (scroll Y)) + ((v) * (1.5)))\n change [ghost v] effect by (5)\n change size by (v)\n change [v v] by (1)\n end\n change [diamonds v] by (1)\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nset [diamonds v] to [0]\nset [id v] to [1]\nrepeat (length of [diamond x v])\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\n@flash\n\nwhen flag clicked\nhide\n\nwhen I receive [flash v]\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\n\n@saws\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset [my x v] to (item (ID) of [saw x v])\nset [my y v] to (item (ID) of [saw y v])\nhide\nwait until <(menu?) = [1]>\nwait until <(menu?) = [0]>\nshow\nforever\n if <(item (ID) of [saw move? v]) = [1]> then\n position (((my x) - (scroll X)) + (([sin v] of ((timer) * (230)) ) * (100))) ((my y) - (scroll Y))\n else\n position ((my x) - (scroll X)) ((my y) - (scroll Y))\n end\n turn right (10) degrees\nend\n\nwhen flag clicked\nhide\nset [id v] to [1]\nrepeat (length of [saw x v])\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\n@esmeralds\n\nwhen flag clicked\nhide\nset [coins v] to [0]\nset [id v] to [1]\nwait until <(menu?) = [1]>\nrepeat (length of [coin x v])\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset [my x v] to (item (ID) of [coin x v])\nset [my y v] to (item (ID) of [coin y v])\nhide\nwait until <(menu?) = [0]>\nshow\nforever\n position ((my x) - (scroll X)) ((my y) - (scroll Y))\n if <touching (player v)?> then\n set [v v] to [1]\n repeat (10)\n position ((my x) - (scroll X)) (((my y) - (scroll Y)) + (([sin v] of ((timer) * (5)) ) * (5)))\n change [ghost v] effect by (10)\n change size by ((0) - (v))\n change [v v] by (3)\n end\n change [coins v] by (1)\n delete this clone\n end\nend\n\nwhen flag clicked\n\nif <(username) = [bustertobes]> then\n wait until <(menu?) = [1]>\n wait until <(menu?) = [0]>\n forever\n if <key (0 v) pressed?> then\n add (scroll X) to [coin x v]\n add (scroll Y) to [coin y v]\n set [id v] to (length of [coin x v])\n create clone of (_myself_ v)\n wait until <not <key (0 v) pressed?>>\n end\n end\nend\n\nwhen [o v] key pressed\n\nif <(username) = [bustertobes]> then\n delete all of [coin x v]\n delete all of [coin y v]\nend\n\nwhen [p v] key pressed\n\nif <(username) = [bustertobes]> then\n delete (length of [coin x v]) of [coin x v]\n delete (length of [coin y v]) of [coin y v]\nend\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@coins display\n\nwhen flag clicked\nhide\nswitch costume to (coins v)\ngo to x: (-220) y: (160)\nwait until <(menu?) = [1]>\nwait until <(menu?) = [0]>\nshow\nclone\n\ndefine clone\nset [clone id v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change [clone id v] by (1)\nend\nset [clone id v] to [0]\n\nwhen I start as a clone\nchange x by (((clone ID) * (15)) + (5))\nchange y by (-6)\nset size to (30) %\nset [brightness v] effect to (100)\ngo [forward v] (999) layers\nforever\n switch costume to (join (letter (clone ID) of (coins)) [a])\n if <(win screen open?) = [1]> then\n hide\n else\n show\n end\nend\n\n@shop\n\nwhen flag clicked\nset [shop open? v] to [0]\nsetup\nswitch costume to (button v)\nhide\ngo to x: (0) y: (0)\nwait until <(menu?) = [1]>\nwait until <(menu?) = [0]>\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n set [shop open? v] to [1]\n end\n else\n set [brightness v] effect to (0)\n end\n if <(shop open?) = [0]> then\n show\n else\n hide\n set [chat open? v] to [0]\n end\nend\n\ndefine setup\nset [id v] to [shop]\ncreate clone of (_myself_ v)\nset [id v] to [close]\ncreate clone of (_myself_ v)\nset [id v] to [crown]\ncreate clone of (_myself_ v)\nset [id v] to [jump boost]\ncreate clone of (_myself_ v)\nset [id v] to [parachute]\ncreate clone of (_myself_ v)\nset [id v] to [not enough]\ncreate clone of (_myself_ v)\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [shop]> then\n switch costume to (shop v)\n forever\n if <(shop open?) = [1]> then\n show\n else\n hide\n end\n end\nend\nif <(id) = [close]> then\n switch costume to (close v)\n forever\n if <(shop open?) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n if <mouse down?> then\n set [shop open? v] to [0]\n end\n else\n set [ghost v] effect to (100)\n end\n end\nend\nif <(id) = [crown]> then\n shop [10] [price 1] <[1] = [1]>\n set [crown? v] to [1]\nend\nif <(id) = [jump boost]> then\n shop [5] [price 2] <[] = [50]>\n set [jump boost? v] to [1]\nend\nif <(id) = [parachute]> then\n shop [7] [price 3] <[] = [50]>\n set [parachute? v] to [1]\nend\nif <(id) = [not enough]> then\n hide\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <<<(id) = [crown]> or <(id) = [jump boost]>> or <(id) = [parachute]>> then\n forever\n if <(shop open?) = [1]> then\n show\n else\n hide\n end\n end\nend\n\ndefine shop (price) (costume) <locked?>\nswitch costume to (costume)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <<not <locked?>> or <(has won?) = [1]>> then\n if <not <(coins) < (price)>> then\n change [coins v] by ((0) - (price))\n set [ghost v] effect to (100)\n switch costume to (join [check ] (letter (7) of (costume [name v])))\n repeat (10)\n change [ghost v] effect by (-10)\n end\n stop [this script v]\n else\n broadcast (not enough v)\n wait until <not <mouse down?>>\n end\n else\n broadcast (locked v)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [not enough v]\nif <(id) = [not enough]> then\n go to (mouse-pointer v)\n switch costume to (not enough v)\n set [ghost v] effect to (0)\n show\n wait (.2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [locked v]\nif <(id) = [not enough]> then\n go to (mouse-pointer v)\n switch costume to (locked v)\n set [ghost v] effect to (0)\n show\n wait (.2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\nend\n\n@win\n\nwhen flag clicked\nset [has won? v] to [0]\nhide\ngo to x: (0) y: (0)\nswitch costume to (win screen v)\nwait until <(menu?) = [1]>\nwait until <(menu?) = [0]>\nwait until <(diamonds) = [3]>\nset [ghost v] effect to (100)\nshow\nset [win screen open? v] to [1]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nhide\ngo [forward v] (1) layers\nswitch costume to (continue00 v)\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n switch costume to (yes v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (win fade v)\n switch costume to (continue00 v)\n set [has won? v] to [1]\n stop [this script v]\n end\n switch costume to (no v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (continue00 v)\n stop [all v]\n end\n switch costume to (continue00 v)\nend\n\nwhen I receive [win fade v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [win screen open? v] to [0]\n\n@sprites\n\nwhen flag clicked\nhide\n\n
Coment: awita kin\n\nONLINE WORKS! \n\n=== Minecraft || Online Platformer ===\n\n***** Instructions *****\nArrows or WASD to move, avoid TNT's and saws,\nget all three diamonds!\nSpace to parachute (once you buy it).\nT for safe chat.\nN to toggle names.\nL to toggle parallax (for lag).\n\n\n***** Credits *****\nCode: @bustertobes & @jamupu\nTesting: @bustermal\nArt: @griffpatch from paper minecraft\nInspiration: Other Scrolling Multiplayer Platformers,\nespecially Moonlight Valley by @stratfordjames\n@griffpatch for cloud multiplayer tutorials\nThanks to @bustertobes for the original project:\nhttps://scratch.mit.edu/projects/471661647\n\n-----Minecraft Scrolling Platformer----\nThanks to @feliznavidad32 for being the 1000 heart.\nand also thanks to the other ppl that also gived like i appreciate it.
90% Pen Platformer
@Stage\n\n@GAMEDRAWING\n\npen up\ngo to x: (-465) y: (-100)\npen up\nset pen color to (#924d4d)\nchange y by (-50)\npen down\nset pen size to (70)\nmove (930) steps\npen up\nmove (-200) steps\nset x to (200)\nset pen color to (#613131)\nCreative\npen up\ngo to x: (-465) y: (-70)\npen down\nset pen color to (#49f833)\nset pen size to (30)\ngo to x: (465) y: (-70)\npen up\nset pen color to (#42c528)\npen down\nchange y by (-30)\nmove (-930) steps\npen up\n\ndefine Creative\nrepeat (7)\n set y to (-120)\n set pen size to (50)\n pen down\n repeat (10)\n change y by (-20)\n change x by (-0)\n end\n move (-80) steps\n change pen (color v) by (2)\nend\n\nrepeat (20)\n\ndefine Draw Line from (x1) (y1) to (x2) (y2) size (size)\nswitch costume to (kostüm1 v)\npen up\nset pen size to (size)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nwhen flag clicked\nset [level v] to [1]\nforever\n erase all\n if <(Level) = [1]> then\n set pen color to (#d63838)\n Draw Line from [-20] [-100] to [0] [-50] size [10]\n Draw Line from [20] [-100] to [0] [-50] size [10]\n Draw Line from [-15] [-90] to [15] [-90] size [10]\n set pen color to (#ff0000)\n Draw Line from [-20] [-100] to [0] [-50] size [4]\n Draw Line from [20] [-100] to [0] [-50] size [4]\n Draw Line from [-15] [-90] to [15] [-90] size [4]\n set pen color to (#4c9baf)\n Draw Line from [-300] [-100] to [300] [-100] size [13]\n Draw Line from [-235] [-100] to [-235] [-175] size [13]\n Draw Line from [235] [-175] to [235] [-100] size [13]\n Draw Line from [-235] [-175] to [235] [-175] size [13]\n set pen color to (#5fc3de)\n Draw Line from [-300] [-100] to [300] [-100] size [5]\n Draw Line from [-235] [-100] to [-235] [-175] size [5]\n Draw Line from [235] [-175] to [235] [-100] size [5]\n Draw Line from [-235] [-175] to [235] [-175] size [5]\n end\n if <(Level) = [2]> then\n set pen color to (#4c9baf)\n Draw Line from [-300] [-100] to [-110] [-100] size [13]\n Draw Line from [110] [-100] to [300] [-100] size [13]\n Draw Line from [-235] [-100] to [-235] [-175] size [13]\n Draw Line from [-235] [-175] to [235] [-175] size [13]\n Draw Line from [235] [-175] to [235] [-100] size [13]\n Draw Line from [-110] [-100] to [-110] [-200] size [13]\n Draw Line from [110] [-100] to [110] [-200] size [13]\n set pen color to (#5fc3de)\n Draw Line from [-300] [-100] to [-110] [-100] size [5]\n Draw Line from [110] [-100] to [300] [-100] size [5]\n Draw Line from [-235] [-100] to [-235] [-175] size [5]\n Draw Line from [-235] [-175] to [235] [-175] size [5]\n Draw Line from [235] [-175] to [235] [-100] size [5]\n Draw Line from [-110] [-100] to [-110] [-173] size [5]\n Draw Line from [110] [-100] to [110] [-173] size [5]\n set pen color to (#d63838)\n Draw Line from [-100] (Y Lava) to [100] (Y Lava) size [13]\n Draw Line from [-100] (Y Lava) to [-100] [-165] size [13]\n Draw Line from [-100] [-165] to [100] [-165] size [13]\n Draw Line from [100] (Y Lava) to [100] [-165] size [13]\n set pen color to (#ff0000)\n Draw Line from [-100] (Y Lava) to [100] (Y Lava) size [5]\n Draw Line from [-100] (Y Lava) to [-100] [-165] size [5]\n Draw Line from [-100] [-165] to [100] [-165] size [5]\n Draw Line from [100] (Y Lava) to [100] [-165] size [5]\n end\n if <(Level) = [3]> then\n set pen color to (#4c9baf)\n Draw Line from [-300] [-100] to [-110] [-100] size [13]\n Draw Line from [110] [-100] to [300] [-100] size [13]\n Draw Line from [-235] [-100] to [-235] [-175] size [13]\n Draw Line from [-235] [-175] to [235] [-175] size [13]\n Draw Line from [235] [-175] to [235] [-100] size [13]\n Draw Line from [-110] [-100] to [-110] [0] size [13]\n Draw Line from [110] [-100] to [110] [0] size [13]\n Draw Line from [110] [0] to [-110] [0] size [13]\n set pen color to (#5fc3de)\n Draw Line from [-300] [-100] to [-110] [-100] size [5]\n Draw Line from [110] [-100] to [300] [-100] size [5]\n Draw Line from [-235] [-100] to [-235] [-175] size [5]\n Draw Line from [-235] [-175] to [235] [-175] size [5]\n Draw Line from [235] [-175] to [235] [-100] size [5]\n Draw Line from [-110] [-100] to [-110] [0] size [5]\n Draw Line from [110] [-100] to [110] [0] size [5]\n Draw Line from [110] [0] to [-110] [0] size [5]\n set pen color to (#d63838)\n Draw Line from [-20] [10] to [0] [50] size [10]\n Draw Line from [20] [10] to [0] [50] size [10]\n Draw Line from [-20] [10] to [20] [10] size [10]\n set pen color to (#ff0000)\n Draw Line from [-20] [10] to [0] [50] size [4]\n Draw Line from [20] [10] to [0] [50] size [4]\n Draw Line from [-20] [10] to [20] [10] size (Level)\n end\n if <(Level) = [4]> then\n set pen color to (#d63838)\n Draw Line from [30] [-90] to [0] [-50] size [10]\n Draw Line from [-30] [-90] to [0] [-50] size [10]\n Draw Line from [-30] [-90] to [30] [-90] size [10]\n set pen color to (#ff0000)\n Draw Line from [30] [-90] to [0] [-50] size [4]\n Draw Line from [-30] [-90] to [-0] [-50] size [4]\n Draw Line from [-30] [-90] to [30] [-90] size [4]\n set pen color to (#4c9baf)\n Draw Line from [-300] [-100] to [300] [-100] size [13]\n Draw Line from [-235] [-100] to [-235] [-175] size [13]\n Draw Line from [235] [-175] to [235] [-100] size [13]\n Draw Line from [-235] [-175] to [235] [-175] size [13]\n set pen color to (#5fc3de)\n Draw Line from [-300] [-100] to [300] [-100] size [5]\n Draw Line from [-235] [-100] to [-235] [-175] size [5]\n Draw Line from [235] [-175] to [235] [-100] size [5]\n Draw Line from [-235] [-175] to [235] [-175] size [5]\n end\n if <(Level) = [5]> then\n set pen color to (#d63838)\n Draw Line from [50] [-90] to [0] [-50] size [10]\n Draw Line from [-50] [-90] to [0] [-50] size [10]\n Draw Line from [-50] [-90] to [50] [-90] size [10]\n set pen color to (#ff0000)\n Draw Line from [50] [-90] to [0] [-50] size [4]\n Draw Line from [-50] [-90] to [-0] [-50] size [4]\n Draw Line from [-50] [-90] to [50] [-90] size [4]\n set pen color to (#4c9baf)\n Draw Line from [-300] [-100] to [300] [-100] size [13]\n Draw Line from [-235] [-100] to [-235] [-175] size [13]\n Draw Line from [235] [-175] to [235] [-100] size [13]\n Draw Line from [-235] [-175] to [235] [-175] size [13]\n set pen color to (#5fc3de)\n Draw Line from [-300] [-100] to [300] [-100] size [5]\n Draw Line from [-235] [-100] to [-235] [-175] size [5]\n Draw Line from [235] [-175] to [235] [-100] size [5]\n Draw Line from [-235] [-175] to [235] [-175] size [5]\n end\n if <(Level) = [6]> then\n set pen color to (#d63838)\n Draw Line from [30] [-90] to [0] [-50] size [10]\n Draw Line from [-30] [-90] to [0] [-50] size [10]\n Draw Line from [-30] [-90] to [30] [-90] size [10]\n set pen color to (#ff0000)\n Draw Line from [30] [-90] to [0] [-50] size [4]\n Draw Line from [-30] [-90] to [-0] [-50] size [4]\n Draw Line from [-30] [-90] to [30] [-90] size [4]\n set pen color to (#d63838)\n Draw Line from [90] [-90] to [60] [-50] size [10]\n Draw Line from [30] [-90] to [60] [-50] size [10]\n Draw Line from [30] [-90] to [90] [-90] size [10]\n set pen color to (#ff0000)\n Draw Line from [90] [-90] to [60] [-50] size [4]\n Draw Line from [30] [-90] to [60] [-50] size [4]\n Draw Line from [-30] [-90] to [90] [-90] size [4]\n set pen color to (#4c9baf)\n Draw Line from [-300] [-100] to [300] [-100] size [13]\n Draw Line from [-235] [-100] to [-235] [-175] size [13]\n Draw Line from [235] [-175] to [235] [-100] size [13]\n Draw Line from [-235] [-175] to [235] [-175] size [13]\n set pen color to (#5fc3de)\n Draw Line from [-300] [-100] to [300] [-100] size [5]\n Draw Line from [-235] [-100] to [-235] [-175] size [5]\n Draw Line from [235] [-175] to [235] [-100] size [5]\n Draw Line from [-235] [-175] to [235] [-175] size [5]\n end\n \n if <(Level) = [7]> then\n set pen color to (#4c9baf)\n Draw Line from [-300] [-100] to [300] [-100] size [13]\n Draw Line from [-235] [-100] to [-235] [-175] size [13]\n Draw Line from [-235] [-175] to [235] [-175] size [13]\n Draw Line from [235] [-175] to [235] [200] size [13]\n Draw Line from [150] [-99] to [150] [200] size [13]\n Draw Line from [150] [175] to [250] [175] size [13]\n set pen color to (#5fc3de)\n Draw Line from [-300] [-100] to [300] [-100] size [5]\n Draw Line from [-235] [-100] to [-235] [-175] size [5]\n Draw Line from [-235] [-175] to [235] [-175] size [5]\n Draw Line from [235] [-175] to [235] [200] size [5]\n Draw Line from [150] [-99] to [150] [200] size [5]\n Draw Line from [150] [175] to [250] [175] size [5]\n point in direction (90)\n BUCHSTABE [E] zu [-100] [0] size [400]\n BUCHSTABE [N] zu [-50] [0] size [400]\n BUCHSTABE [D] zu [10] [0] size [400]\n end\n set pen color to (#1d74f0)\n Draw Line from ((x) + (-10)) ((y) + (10)) to ((x) + (10)) ((y) + (10)) size [10]\n Draw Line from ((x) + (-10)) ((y) + (-10)) to ((x) + (10)) ((y) + (-10)) size [10]\n Draw Line from ((x) + (-10)) ((y) + (10)) to ((x) + (-10)) ((y) + (-10)) size [10]\n Draw Line from ((x) + (10)) ((y) + (-10)) to ((x) + (10)) ((y) + (10)) size [10]\n set pen color to (#3c99f0)\n Draw Line from ((x) + (-10)) ((y) + (10)) to ((x) + (10)) ((y) + (10)) size [2]\n Draw Line from ((x) + (-10)) ((y) + (-10)) to ((x) + (10)) ((y) + (-10)) size [2]\n Draw Line from ((x) + (-10)) ((y) + (10)) to ((x) + (-10)) ((y) + (-10)) size [2]\n Draw Line from ((x) + (10)) ((y) + (-10)) to ((x) + (10)) ((y) + (10)) size [2]\nend\n\ndefine BUCHSTABE (number or text) zu (x1) (y1) size (size)\npen up\nset size to (size) %\nswitch costume to (number or text)\ngo to x: (x1) y: (y1)\nstamp\n\nwhen flag clicked\nset [y lava v] to [-100]\nforever\n repeat (40)\n change [y lava v] by (-0.8)\n end\n repeat (40)\n change [y lava v] by (0.8)\n end\nend\n\nif <(Level) = [5]> then\n\n@Player\n\nwhen flag clicked\nset [speed y v] to [0]\nset rotation style [left-right v]\nset size to (40) %\ngo to x: (-200) y: (0)\nshow\nshow\nhide\nshow\nhide\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 color (#4c9baf)?> then\n change y by (1)\n if <touching color (#4c9baf)?> then\n change y by (1)\n if <touching color (#4c9baf)?> then\n change y by (1)\n end\n end\n end\n change y by (Speed Y)\n if <touching color (#4c9baf)?> 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 color (#4c9baf)?>> then\n set [speed y v] to [8]\n end\n change y by (0.5)\n if <touching color (#4c9baf)?> then\n change y by (1)\n if <touching color (#4c9baf)?> then\n change y by (1)\n if <touching color (#4c9baf)?> then\n change y by (1)\n if <touching color (#4c9baf)?> 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\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 color (#d63838)?> then\n go to x: (-200) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n set [level v] to (ICH BIN HACKER)\nend\n\nwhen flag clicked\nforever\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n
Move with arrow keys\n
Colourless - A Platformer
@Stage\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [costume 10 v]\nswitch costume to (costume10 v)\n\n@Player\n\nwhen I receive [next level v]\nreset\nReset player variables\n\nwhen flag clicked\nshow\nforever\n if <(x position) = [254]> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (over right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (over left v)\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (center v)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nswitch costume to (center v)\n\nwhen flag clicked\nforever\n if <<not <key (up arrow v) pressed?>> and <<not <key (right arrow v) pressed?>> and <not >>> then\n switch costume to (center v)\n end\nend\n\nwhen [r v] key pressed\nswitch costume to (center v)\ngo to x: (-200) y: (0)\n\ndefine reset\nclear graphic effects\nset size to (85) %\nshow\ngo to x: (-200) y: (0)\npoint in direction (90)\nReset player variables\n\nwhen flag clicked\nshow\nset [level v] to [1]\nset size to (85) %\nReset player variables\nreset\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change x by ((X v) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [15]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-1)\n change y by (Y v)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <touching (spikes v)?> then\n reset\n end\n if <touching (killer wheel v)?> then\n reset\n end\n if <touching (lava v)?> then\n reset\n end\n if <touching (milk-01 v)?> then\n reset\n end\n if <touching (milk-02 v)?> then\n reset\n end\n if <touching (lava v)?> then\n reset\n end\n if <touching (milk-03 v)?> then\n reset\n end\n if <touching (lava-02 v)?> then\n reset\n end\n if <touching (killer wheel2 v)?> then\n reset\n end\n if <touching (jump pad v)?> then\n set [y v v] to [15]\n end\nend\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\ngo to [back v] layer\nnext costume\n\n@Killer Wheel\n\nwhen flag clicked\nforever\n go to [back v] layer\n turn left (5) degrees\nend\n\nwhen I receive [next level v]\ngo to [back v] layer\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nshow\nswitch costume to (costume1 v)\n\n@Killer Wheel2\n\nwhen flag clicked\nforever\n go to [back v] layer\n turn left (5) degrees\nend\n\nwhen I receive [next level v]\ngo to [back v] layer\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nshow\nswitch costume to (costume1 v)\n\n@Jump Pad\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\ngo to [back v] layer\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n
- Colourless A Platformer - \n → Use Arrow Keys Or WASD to move\n → Avoid Spikes, Boiling Lava, and Killer wheels\n → Jump on trampolines to jump higher\n → Everything is colorless!\n → You can jump on platforms, they’re safe.\n → What's behind the door? Let's Find out!
Colorless - a scrolling platformer
@Stage\n\nwhen [m v] key pressed\n\nset [mouse v] to (join (join [x - ] (round ((mouse x) + (SCROLL_X)))) (join [ ___ y - ] (round ((mouse y) + (SCROLL_Y)))))\nshow variable [mouse v]\n\nwhen flag clicked\nforever\n play sound [Vexento - Happy Robot v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [play game v]\nif <key (1 v) pressed?> then\n set [level v] to [1]\nelse\n if <key (2 v) pressed?> then\n set [level v] to [2]\n else\n if <key (3 v) pressed?> then\n set [level v] to [3]\n end\n end\nend\nbroadcast (Set Up v) and wait\nforever\n Reset\n broadcast (Set Up v) and wait\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [die]> then\n Die Animation\n else\n if <(EXIT) = [win]> then\n Win Animation\n change [level v] by (1)\n end\n end\nend\n\ndefine Tick\ngo to [front v] layer\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(in air) < [4]>> then\n set [yv v] to [12]\n switch costume to (costume3 v)\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-2)\n switch costume to (costume2 v)\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xv v] by (2)\n switch costume to (costume1 v)\n end\nend\nif <(yv) > [-15]> then\n change [yv v] by (-1)\nend\nMove X (xv)\nMove Y (yv)\nset [xv v] to ((xv) * (.8))\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\nif <touching (exit v)?> then\n set [exit v] to [win]\nend\nchange [scroll_x v] by (((x) - (SCROLL_X)) / (5))\nchange [scroll_y v] by ((((y) + (50)) - (SCROLL_Y)) / (5))\nif <(y) < [-1500]> then\n set [exit v] to [die]\nend\nPosition\n\ndefine Reset\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [-50]\nset [scroll_x v] to [0]\nset [scroll_y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\npoint in direction (90)\nset [exit v] to []\nshow\nclear graphic effects\n\ndefine Move Y (y)\nchange [in air v] by (1)\nchange [y v] by (y)\nPosition\nif <touching (level v)?> then\n set [n v] to [0]\n repeat until <<not <touching (level v)?>> or <(n) > [50]>>\n change [n v] by (1)\n if <(yv) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n end\n Position\n end\n set [yv v] to [0]\n change [y v] by (-5)\n Position\n if <touching (level v)?> then\n set [in air v] to [0]\n end\n change [y v] by (5)\n Position\nend\n\ndefine Move X (x)\nchange [x v] by (x)\nPosition\nif <touching (level v)?> then\n repeat (10)\n change [y v] by (1)\n Position\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-10)\n Position\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x) > [0]> then\n set [xv v] to [-16]\n else\n set [xv v] to [16]\n end\n set [in air v] to [0]\n else\n set [xv v] to [0]\n end\n set [n v] to [0]\n repeat until <<not <touching (level v)?>> or <(n) = [50]>>\n if <(x) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n change [n v] by (1)\n end\n if <(x) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL_X)) y: ((y) - (SCROLL_Y))\n\ndefine Die Animation\nset rotation style [all around v]\nset [yv v] to [10]\nrepeat until <(y position) < [-179]>\n change y by (yv)\n turn right (5) degrees\n if <(yv) > [-15]> then\n change [yv v] by (-1)\n end\nend\nset rotation style [left-right v]\n\ndefine Win Animation\nset [win turn speed v] to [0]\nset rotation style [all around v]\nrepeat (100)\n change [win turn speed v] by (1)\n change [ghost v] effect by (1)\n turn right (win turn speed) degrees\n change x by ((([x position v] of [exit v]) - (x position)) / (50))\n change y by ((([y position v] of [exit v]) - (y position)) / (50))\nend\nhide\n\npoint in direction (-90)\npoint in direction (90)\n\n@Level\n\nwhen I receive [tick v]\nPosition\nswitch costume to (id)\nif <<([abs v] of ((x position) - ((x) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((y) - (SCROLL_Y))) ) < [1]>> then\n show\nelse\n hide\nend\n\nwhen I receive [set up v]\nif then\n delete this clone\nend\nif <(LEVEL) = [1]> then\n Create Platform (x,y) [0] [0] id: [1]\n Create Platform (x,y) [480] [0] id: [2]\n Create Platform (x,y) [960] [0] id: [3]\n Create Platform (x,y) [1400] [0] id: [4]\n Create Platform (x,y) [2000] [0] id: [5]\nelse\n if <(LEVEL) = [2]> then\n Create Platform (x,y) [0] [0] id: [6]\n Create Platform (x,y) [480] [0] id: [7]\n else\n if <(LEVEL) = [3]> then\n Create Platform (x,y) [0] [0] id: [8]\n Create Platform (x,y) [480] [0] id: [9]\n Create Platform (x,y) [960] [0] id: [10]\n else\n if <(LEVEL) = [4]> then\n Create Platform (x,y) [0] [0] id: [11]\n end\n end\n end\nend\n\ndefine Create Platform (x,y) (x) (y) id: (id)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nset [id v] to (id)\nswitch costume to (id)\n\ndefine Position\ngo to x: ((x) - (SCROLL_X)) y: ((y) - (SCROLL_Y))\n\nset [level v] to [2]\n\nwhen [1 v] key pressed\nset [level v] to [1]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen [2 v] key pressed\nset [level v] to [1]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen [3 v] key pressed\nset [level v] to [1]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\n@Danger\n\nwhen I receive [tick v]\nPosition\nif <<([abs v] of ((x position) - ((x) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((y) - (SCROLL_Y))) ) < [1]>> then\n show\nelse\n hide\nend\n\nwhen I receive [set up v]\nif then\n delete this clone\nend\nif <(LEVEL) = [1]> then\n Create Obstacle (x,y) [892] [-44] id: [1]\n Create Obstacle (x,y) [1025] [-44] id: [1]\n Create Obstacle (x,y) [1555] [-145] id: [1]\n Create Obstacle (x,y) [2220] [100] id: [1]\n Create Obstacle (x,y) [2020] [-75] id: [1]\n Create Obstacle (x,y) [1861] [30] id: [1]\nelse\n if <(LEVEL) = [2]> then\n Create Obstacle (x,y) [58] [-150] id: [2]\n Create Obstacle (x,y) [150] [-150] id: [2]\n Create Obstacle (x,y) [-40] [-150] id: [2]\n Create Obstacle (x,y) [200] [-150] id: [2]\n Create Obstacle (x,y) [349] [-120] id: [4]\n Create Obstacle (x,y) [704] [-208] id: [5]\n else\n if <(LEVEL) = [3]> then\n Create Obstacle (x,y) [84] [-124] id: [3]\n Create Obstacle (x,y) [192] [-150] id: [1]\n Create Obstacle (x,y) [536] [-150] id: [1]\n Create Obstacle (x,y) ((28) + (536)) [-150] id: [1]\n Create Obstacle (x,y) ((28) + (564)) [-150] id: [1]\n end\n end\nend\n\ndefine Create Obstacle (x,y) (x) (y) id: (id)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (id)\n\ndefine Position\ngo to x: ((x) - (SCROLL_X)) y: ((y) - (SCROLL_Y))\n\n@Exit\n\nwhen I receive [tick v]\nPosition\nif <<([abs v] of ((x position) - ((x) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((y) - (SCROLL_Y))) ) < [1]>> then\n show\nelse\n hide\nend\n\nwhen I receive [set up v]\nif <(LEVEL) = [1]> then\n set [x v] to [2309]\n set [y v] to [261]\nelse\n if <(LEVEL) = [2]> then\n set [x v] to [973]\n set [y v] to [-171]\n else\n if <(LEVEL) = [3]> then\n set [x v] to [1296]\n set [y v] to [-102]\n else\n if <(LEVEL) = [4]> then\n set [x v] to [43434]\n set [y v] to [43434]\n end\n end\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL_X)) y: ((y) - (SCROLL_Y))\n\nset [x v] to [90]\nset [y v] to [-57]\n\n@Object Template\n\nwhen I receive [set up v]\n\nif then\n delete this clone\nend\nif <(LEVEL) = [1]> then\nend\n\ndefine Create Object (x,y) (x) (y) id: (id)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (id)\n\nwhen I receive [tick v]\n\nPosition\nif <<([abs v] of ((x position) - ((x) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((y) - (SCROLL_Y))) ) < [1]>> then\n show\nelse\n hide\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL_X)) y: ((y) - (SCROLL_Y))\n\nCreate Object (x,y) [replace this with x position] [replace this with y position] id: [replace this with costume#]\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nnext costume\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n
use 1 2 and 3 for levels\nhuge bug on 3, when you get there switch to level 1 and immediately to level 3\nPART 2 IS COMING OUT SOON, FOLLOW ME TO KNOW WHEN I POST IT.\n
colorless a mobile platformer
@Stage\n\nwhen I receive [next level v]\nif <<(level) = [5]> or <(level) = [6]>> then\n switch backdrop to (gray void v)\nend\n\nwhen flag clicked\nswitch backdrop to (white sky v)\n\nwhen I receive [ending v]\nchange [level v] by (1)\nswitch backdrop to (blue sky v)\n\n@Player\n\nwhen flag clicked\nswitch costume to (player2 v)\nshow\nset size to (100) %\ngo to x: (-210) y: (0)\nset rotation style [left-right v]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching (spikes v)?> or <touching (waves v)?>> then\n set rotation style [all around v]\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n turn right (15) degrees\n end\n clear graphic effects\n set size to (100) %\n set rotation style [left-right v]\n point in direction (90)\n go to x: (-210) y: (0)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-210) y: (0)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <touching (bouncer v)?> then\n set [y v] to [15]\n end\n if <<key (up arrow v) pressed?> and <touching (bouncer v)?>> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [ending v]\nswitch costume to (player v)\ngo to x: (-210) y: (0)\nset [y v] to [0]\nset [x v] to [0]\n\n@Ground\n\ndefine setup\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nwait (0.0000000001) seconds\nwait until <(setup?) = [Done]>\nsetup\nforever\n switch costume to (join [level] (level))\nend\n\n@text\n\nwhen flag clicked\nwait (0.0000000001) seconds\nwait until <(setup?) = [Done]>\nsetup\nforever\n switch costume to (join [text] (level))\nend\n\ndefine setup\ngo to [back v] layer\ngo to x: (-50) y: (75)\n\n@Code\n\ndefine world setup\nset [level v] to [1]\n\nwhen flag clicked\nset [setup? v] to [doing...]\nworld setup\nset [setup? v] to [Done]\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nrepeat until <(level) = [7]>\n play sound [Green Hill Zone theme \[Slow\] v] until done\nend\nforever\n play sound [Green Hill Zone Theme v] until done\nend\n\nwhen flag clicked\nwait until <(level) = [7]>\nstop all sounds\n\n@Spikes\n\nwhen flag clicked\nhide\nwait (0.00001) seconds\nswitch costume to (spikes4 v)\nwait until <(setup?) = [Done]>\nsetup\nforever\n switch costume to (join [spikes] (level))\nend\n\nwhen I receive [next level v]\nif <(level) > [2]> then\n show\nelse\n hide\nend\n\ndefine setup\ngo to [back v] layer\ngo to x: (0) y: (0)\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@switch..?\n\nwhen I receive [next level v]\n\nwhen flag clicked\nrepeat until <(level) = [6]>\n hide\nend\nshow\nwait until <touching (player v)?>\nbroadcast (ending v)\nhide\n\n
try and bring the colors back!\nnote: if you see a question mark or a switch in the first level restart your browser because it's a scratch glitch\nsee inside if you don't believe me!
Colorless platformer
@Stage\n\n@Sprite1\n\nwhen flag clicked\nset [gravity v] to [-6]\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 v)\ngo to x: (-211) y: (-57)\nforever\n if <key (left arrow v) pressed?> then\n set [x velocity v] to [-4]\n else\n if <key (right arrow v) pressed?> then\n set [x velocity v] to [4]\n else\n set [x velocity v] to [0]\n end\n end\n if <not <touching (line v)?>> then\n if <not <touching color (#000000)?>> then\n change y by (Gravity)\n end\n change y by (0)\n end\n change x by (X velocity)\n if <touching (colors v)?> then\n broadcast (color v)\n switch costume to (costume2 v)\n switch backdrop to (backdrop2 v)\n end\n if <touching color (#460000)?> then\n go to x: (-207) y: (151)\n end\n if <touching (next level v)?> then\n go to x: (-207) y: (151)\n change [level v] by (1)\n next backdrop\n end\n if <(Level) = [8]> then\n switch costume to (costume2 v)\n broadcast (hide v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat (10)\n change y by (15)\n end\n repeat until <<touching (line v)?> or <touching color (#000000)?>>\n change y by (0)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n end\nend\n\nwhen I receive [third level v]\nif <touching (next level v)?> then\n go to x: (-207) y: (151)\n switch backdrop to (backdrop5 v)\n broadcast (Fourth Level v)\n stop [this script v]\nend\n\nwhen I receive [fifth level v]\nif <touching (next level v)?> then\n go to x: (-207) y: (151)\n switch backdrop to (backdrop6 v)\n broadcast (Fourth Level v)\n stop [this script v]\nend\n\nwhen I receive [third level v]\nif <touching (next level v)?> then\n go to x: (-207) y: (151)\n switch backdrop to (backdrop8 v)\n broadcast (Fourth Level v)\n stop [this script v]\nend\n\nwhen flag clicked\nplay sound [Alan Walker Alone v] until done\n\n@Colors \n\nwhen flag clicked\ngo to x: (218) y: (120)\nhide\n\nwhen I receive [color v]\nhide\n\nwhen flag clicked\nif <(Level) = [6]> then\n show\nend\n\nplay sound [Alan Walker v] until done\n\n@Line \n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [color v]\nswitch costume to (costume2 v)\n\n@Thumbnail \n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nwait (1) seconds\nhide\n\n@next level \n\nwhen flag clicked\nshow\nset [level v] to [1]\ngo to x: (172) y: (254)\n\nwhen I receive [hide v]\nhide\n\n
Platformer\n\nTell me if you want levels\n\nNew*: Added music
Platformer Part-1 (Normal)
@Stage\n\nwhen flag clicked\nhide\nforever\n switch costume to ((Level) + (1))\nend\n\nwhen I receive [tn v]\nforever\n forever\n switch backdrop to (backdrop2 v)\n end\nend\n\n@thumbnail\n\nwhen [timer v] > ()\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (375)\nrepeat (30)\n change y by ((y position) / (-5))\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n go [forward v] (1000) layers\n set [ghost v] effect to (100)\n go to x: (0) y: (400)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n wait (3) seconds\n broadcast (tn v)\n end\nend\n\n@object\n\nwhen flag clicked\nset [1' v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (.8)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [50]>>> then\n change [x v] by (-0.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n 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 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 (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [13]\n end\n end\n if <[228] < (x position)> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-222) y: (-72)\n point in direction (90)\n change [level v] by (1)\n end\n if <<touching (spikes v)?> or <touching (lava v)?>> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [y v] to [0]\n set [x v] to [0]\n set [ghost v] effect to (0)\n go to x: (-222) y: (-72)\n end\n if <(Level) = [13]> then\n broadcast (end v)\n end\nend\n\nwhen I receive [start v]\ngo to x: (-222) y: (-72)\nshow\n\nwhen I receive [tn v]\nhide\n\n@ground\n\nwhen flag clicked\nset [level v] to [0]\nhide\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nset [level v] to [1]\ngo to [front v] layer\nshow\n\nwhen I receive [tn v]\nhide\n\n@gold\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n show\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [tn v]\nforever\n hide\nend\n\n@story\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nwait (3) seconds\nrepeat (4)\n next costume\n wait (2) seconds\nend\nbroadcast (start v)\nforever\n hide\nend\n\nwhen I receive [tn v]\nhide\n\n@spikes\n\nwhen flag clicked\nset [level v] to [0]\nhide\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\n\nwhen I receive [tn v]\nhide\n\n@lava\n\nwhen flag clicked\nset [level v] to [0]\ngo to [front v] layer\nhide\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\n\nwhen I receive [tn v]\nhide\n\n@outro\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nset size to (pick random (10) to (355)) %\ngo to x: (600) y: (pick random (-167) to (167))\nset [ghost v] effect to (pick random (65) to (112))\nglide (pick random (2) to (6)) secs to x: (-300) y: (pick random (-167) to (167))\nrepeat (10)\n set [color v] effect to (20)\nend\ndelete this clone\n\nwhen I receive [tn v]\ngo to [front v] layer\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [tn v]\nforever\n next costume\nend\n\n@Outro\n\nwhen flag clicked\nhide\n\nwhen I receive [tn v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume2 v)\nshow\nforever\n point towards (mouse-pointer v)\nend\n\n@MUTE button\n\nwhen flag clicked\nswitch costume to (unmute v)\nhide\nforever\n play sound [Amadeus Legendary EDM Release v] until done\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n show\nend\n\nwhen this sprite clicked\nif <(costume [name v]) = [unmute]> then\n play sound [click v] until done\n switch costume to (mute v)\n forever\n stop all sounds\n end\nend\nif <(costume [name v]) = [mute]> then\n play sound [click v] until done\n switch costume to (unmute v)\n play sound [Amadeus Legendary EDM Release v] until done\nend\n\n
╔∘ ★ ∘══════╗\n::PLATFORMER::\n╚══════∘ ★ ∘╝\n@jindalsargun\nLove, fav, remix, and follow! \nPart-01 - https://scratch.mit.edu/projects/511930996/\nPart-02 - https://scratch.mit.edu/projects/520595337/\nPart-03 - https://scratch.mit.edu/projects/524135352/\nPart-04 - https://scratch.mit.edu/projects/526959655/\nPart-05 - https://scratch.mit.edu/projects/528697474/\nPart-06 - https://scratch.mit.edu/projects/529835140/\nPart-07 - https://scratch.mit.edu/projects/530465929/\nPart-08 - https://scratch.mit.edu/projects/532679243/\nPart-09 - https://scratch.mit.edu/projects/535570060/\nPart-10 - https://scratch.mit.edu/projects/538021056/ \nPart-11 - https://scratch.mit.edu/projects/540774309/\nPart-12 - https://scratch.mit.edu/projects/542317456/\n✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧\n INSTRUCTIONS\nPress WASD or arrow buttons to move.\nAvoid lava (red) and spikes (grey).\nThere are 12 levels.\nEvery level is possible.\n ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧\n UPDATES\n7th April 2021 - shared\n8th April 2021 - did some changes in the costumes.\n - added background music\n9th April 2021 - debugging\n - added outro\n12th April 2021 - added another level\n - added a few more spikes\n - added mute and unmute button\n13th April 2021 - increased difficulty level\n - added another level\n - changed background music 'cause I got bored\n - added the tail kinda thing behind it\n14th April 2021 - removed the tail kinda thing behind. \n the player 'cause I hated it \n1st May 2021 - added more detail on a request in the. comments.\n13th May 2021 - made it mobile-friendly in response to a comment\n✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧
Mario Maker Scrolling Platformer #Games #All
@Stage\n\n@Ator1\n\nwhen flag clicked\nwait (1) seconds\nshow\ngo to x: (0) y: (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nforever\n go to [front v] layer\nend\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) - (16))\ncheck around player at x: (x) y: ((y) + (16))\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)\n start sound [Coin v]\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\ndefine setup\nshow\nset [tile index v] to [1]\nset [tiles: tile x v] to [16]\nrepeat (CLONE COUNT X)\n set [tiles: tile y v] to [16]\n repeat (CLONE COUNT Y)\n create clone of (_myself_ v)\n change [tiles: tile y v] by (32)\n change [tile index v] by (1)\n end\n change [tiles: tile x v] by (32)\n change [tile index v] by ((GRID HEIGHT) - (CLONE COUNT Y))\nend\nhide\nset [tile index v] to []\n\nwhen I receive [position tiles v]\nif <(tile index) = []> then\n editor brush\nelse\n if <([abs v] of ((Tiles: tile x) - (CAMERA X)) ) > ((CLONE COUNT X) * (16))> then\n if <(Tiles: 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 ((Tiles: tile y) - (CAMERA Y)) ) > ((CLONE COUNT Y) * (16))> then\n if <(Tiles: 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: ((Tiles: tile x) - (CAMERA X)) y: ((Tiles: 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 (Tiles: tile x) to [particles v]\n add ((Tiles: 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 loop tile x (tile skip)\nchange [tiles: tile x v] by ((tile skip) * (32))\nchange [tile index v] by ((tile skip) * (GRID HEIGHT))\n\ndefine loop tile y (tile skip)\nchange [tiles: 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 [tiles: tile x v] to (((32) * ([tile grid x v] of [editor v])) + (16))\nset [tiles: 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 ((Tiles: tile y) / (32)) ))\n change [tile index v] by ((GRID HEIGHT) * ([floor v] of ((Tiles: tile x) / (32)) ))\nend\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 Enemy\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 Enemy\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@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 [speed 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] widht [14] height [14]\nend\nif <(tile type) = [30]> then\n set [frame v] to [-1]\n Set Type [Life] costume [Life] widht [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) widht (widht) height (height)\nset [type v] to (type)\nset [costume v] to (costume)\nset [width v] to (widht)\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 ([direction 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@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 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 [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 [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
Unfinished\nPLEASE READ\nthis is a remix please go to the original\n\nIf the project is slow:\nhttps://turbowarp.org/511986782\n===============Instructions==================\n\nAWSD or arrows keys to move player\n\nPress 0 to change editor mode\nPress 1-4 to choose the block, press again to switch blocks\nPress 9 to spawn Goomba or life \nPress E to select block where mouse points\nPress L to select level\nPress R to restart level\n\n\n=============Notes and Credits==============\n Sprites are from Super Mario Advance 4 (SMB 3)\n\nCredits to @griffpatch_tutor for tutorials\n\nPlease follow the @griffpatch_tutor he is an amazing person\n\nUpdate:\n\nenemies added:19/04/2021\nbug fix "jetpack goomba" 04/05/2021\nmushroom life,animation mistery block 19/05/2021\n\n\n#Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All\n#Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All\n\n\n\n\n\n26/04/2021: WOW 626 VIEWS THANKS :D\n28/04/2021: 1312 views,35 love and 25 favorite OMG !!!!!!!\n30/04/2021:2296 views its not possible\n03/05/2021: 3053 views :D \n04/05/2021: 3410 view and 83 love 63 favorites \n06/05/2021 : 4107 views \n19/05/2021 7390 views (10k pls) and 154 love,111 favorite (thanks :D)\n
Sea Captain - Platformer
@Stage\n\nwhen I receive [play v]\nforever\n wait (0.5) seconds\n repeat (10)\n change [brightness v] effect by (0.33)\n end\n wait (0.01) seconds\n repeat (10)\n change [brightness v] effect by (-0.33)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nswitch backdrop to (backdrop1 v)\nset [color v] effect to (0)\nset [brightness v] effect to (0)\n\nchange [color v] effect by (0.5)\n\nchange [color v] effect by (-0.5)\n\nwhen I receive [start music v]\nforever\n play sound [music v] until done\nend\n\nwhen flag clicked\nstart sound [Shire Girl3 v]\n\nwhen I receive [end intro v]\nbroadcast (start music v)\n\nwhen I receive [next level v]\nnext costume\n\n@ocean\n\nwhen flag clicked\ngo to x: (-14) y: (-53)\nswitch costume to (ocean2 v)\n\nbroadcast (start music v)\n\nwhen I receive [play v]\ngo to x: (-14) y: (-53)\nforever\n if <(costume [number v]) < [6]> then\n repeat (10)\n change y by (0.8)\n end\n repeat (10)\n change y by (-0.8)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n set [shark level v] to [1]\n else\n set [shark level v] to [0]\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@boat\n\ndefine slide right\nset [slide v] to [4]\nrepeat (10)\n change x by (slide)\n change [slide v] by (-0.4)\nend\n\nwhen flag clicked\ngo to x: (-215) y: (-65)\n\nbroadcast (play v)\n\nwhen I receive [play v]\ngo to x: (-215) y: (-57)\ngo to [front v] layer\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 <(mid-air) = [0]> then\n set [scroll y_ jumping v] to [10]\n repeat (20)\n change y by (Scroll y_ jumping)\n change [scroll y_ jumping v] by (-0.5)\n end\n repeat until <<<touching color (#88cbf5)?> or <touching color (#e3a643)?>> or <touching color (#406e9c)?>>\n change y by (Scroll y_ jumping)\n change [scroll y_ jumping v] by (-0.5)\n end\n set [jump v] to [0]\n end\n end\nend\n\nchange y by (-15)\n\ndefine fade out\nrepeat (4)\n change [ghost v] effect by (25)\nend\n\nwhen I receive [play v]\nforever\n if <<not <touching (ocean v)?>> and <not <touching (platform v)?>>> then\n if <(Jump) = [0]> then\n set [scroll y_ jumping v] to [0]\n set [mid-air v] to [1]\n repeat until <<<touching color (#88cbf5)?> or <touching color (#e3a643)?>> or <touching color (#406e9c)?>>\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\nwhen I receive [play v]\nforever\n if <key (right arrow v) pressed?> then\n if <(mid-air) = [0]> then\n change x by (7)\n end\n end\n if <key (left arrow v) pressed?> then\n if <(mid-air) = [0]> then\n if <(x position) > [-212]> then\n change x by (-7)\n else\n change x by (0)\n end\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <key (right arrow v) pressed?> then\n if <(mid-air) = [0]> then\n wait until <not <key (right arrow v) pressed?>>\n if <not <key (right arrow v) pressed?>> then\n slide right\n end\n end\n end\n if <key (left arrow v) pressed?> then\n if <(mid-air) = [0]> then\n if <(x position) > [-212]> then\n wait until <not <key (left arrow v) pressed?>>\n if <not <key (left arrow v) pressed?>> then\n slide left\n end\n end\n end\n end\nend\n\ndefine slide left\nset [slide v] to [-4]\nrepeat (10)\n change x by (slide)\n change [slide v] by (0.4)\nend\n\nwhen flag clicked\nforever\n if <<(x position) > [245]> or <touching color (#406e9c)?>> then\n broadcast (next level v)\n end\n if <<touching (obstacle v)?> or <touching (sharks v)?>> then\n fade out\n hide\n broadcast (play v)\n end\n if <touching color (#002510)?> then\n broadcast (win v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-215) y: (-57)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n set [boat x v] to (x position)\nend\n\nset [e v] to [1]\n\ndefine fade in\nrepeat (4)\n change [ghost v] effect by (-25)\nend\n\n@bird\n\nwhen flag clicked\nset [brightness v] effect to (0)\nhide\n\nstart sound [Seagulls v]\n\nwhen I receive [bird v]\nrepeat (5)\n change y by (1)\nend\nrepeat until <(x position) > [257]>\n repeat (10)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <not <<(backdrop [number v]) = [7]> or <(backdrop [number v]) > [7]>>> then\n wait (pick random (1) to (2)) seconds\n show\n set size to (pick random (80) to (100)) %\n set [ghost v] effect to (pick random (40) to (60))\n go to x: (-300) y: (pick random (25) to (120))\n broadcast (bird v)\n repeat until <(x position) > [257]>\n next costume\n change x by (3)\n end\n hide\n end\nend\n\n@bird2\n\nwhen flag clicked\nset [brightness v] effect to (0)\nhide\n\nstart sound [Seagulls v]\n\nwhen I receive [bird v]\nrepeat (5)\n change y by (1)\nend\nrepeat until <(x position) > [257]>\n repeat (10)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <not <<(backdrop [number v]) = [7]> or <(backdrop [number v]) > [7]>>> then\n wait (pick random (3) to (5)) seconds\n show\n set size to (pick random (80) to (100)) %\n set [ghost v] effect to (pick random (50) to (60))\n go to x: (-300) y: (pick random (100) to (140))\n broadcast (bird v)\n repeat until <(x position) > [257]>\n next costume\n change x by (3)\n end\n hide\n end\nend\n\n@platform\n\nwhen flag clicked\ngo to x: (5) y: (2)\nshow\nswitch costume to (8 v)\n\nwhen I receive [next level v]\nnext costume\n\n@obstacle\n\nwhen flag clicked\ngo to x: (36) y: (-17)\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@text\n\nwhen flag clicked\ngo to x: (36) y: (-17)\nshow\nswitch costume to (costume1 v)\n\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@sharks\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (-86) y: (-150)\npoint in direction (180)\nforever\n if <(shark level) = [1]> then\n wait (0.3) seconds\n repeat until <(shark level) = [0]>\n set [shark v. v] to [15]\n set x to (boat X)\n wait (0.3) seconds\n show\n repeat (30)\n change y by (shark V.)\n change [shark v. v] by (-1)\n end\n hide\n end\n else\n hide\n end\nend\n\n@fish\n\nwhen flag clicked\nset [brightness v] effect to (0)\nhide\n\nstart sound [Seagulls v]\n\nwhen I receive [fish v]\nrepeat (5)\n change y by (1)\nend\nrepeat until <(x position) > [257]>\n repeat (10)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [7]> or <(backdrop [number v]) > [7]>> then\n wait (pick random (1) to (2)) seconds\n switch costume to (pick random (1) to (4))\n show\n set size to (pick random (50) to (70)) %\n set [ghost v] effect to (pick random (40) to (60))\n go to x: (-264) y: (pick random (25) to (120))\n broadcast (fish v)\n repeat until <(x position) > [250]>\n change x by (3)\n end\n hide\n end\nend\n\nnext costume\n\n@fish2\n\nwhen flag clicked\nset [brightness v] effect to (0)\nhide\n\nstart sound [Seagulls v]\n\nwhen I receive [fish v]\nrepeat (5)\n change y by (1)\nend\nrepeat until <(x position) > [257]>\n repeat (10)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [7]> or <(backdrop [number v]) > [7]>> then\n wait (pick random (1) to (2)) seconds\n switch costume to (pick random (1) to (4))\n show\n set size to (pick random (50) to (70)) %\n set [ghost v] effect to (pick random (40) to (60))\n go to x: (260) y: (pick random (25) to (120))\n broadcast (fish v)\n repeat until <(x position) < [-250]>\n change x by (-3)\n end\n hide\n end\nend\n\nnext costume\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 (-25)\nend\ndelete this clone\n\nwhen I receive [play v]\nhide\nforever\n if <not <<(backdrop [number v]) = [7]> or <(backdrop [number v]) > [7]>>> then\n wait (pick random (0.5) to (1)) seconds\n create clone of (_myself_ v)\n end\nend\n\n@Sprite1\n\nwhen I receive [play v]\nhide\nforever\n if <<(backdrop [number v]) = [7]> or <(backdrop [number v]) > [7]>> then\n wait (pick random (0.2) to (0.9)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (pick random (-200) to (200)) y: (-196)\nset [ghost v] effect to (pick random (5) to (40))\nswitch costume to (pick random (1) to (3))\nset size to (pick random (90) to (110)) %\nshow\nbroadcast (bubble v)\nrepeat until <(y position) > [160]>\n change y by (3)\nend\nhide\ndelete this clone\n\nwhen I receive [bubble v]\nrepeat (20)\n change x by (0.5)\nend\nrepeat until <(y position) > [160]>\n repeat (40)\n change x by (-0.5)\n end\n repeat (40)\n change x by (0.5)\n end\nend\nhide\n\nchange y by (1)\n\nchange y by (-0.)\n\nchange y by (1)\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)\ngo to [front v] layer\n\nwhen I receive [end intro v]\nbroadcast (play v)\n\n@TN\n\nwhen flag clicked\nwait (1.5) seconds\ngo to x: (5) y: (-10)\nhide\n\ngo to [front v] layer\ngo to x: (5) y: (-10)\nshow\n\n@End\n\nwhen flag clicked\ngo to x: (4) y: (-45)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [win v]\nshow\ngo to [front v] layer\nfade in\nforever\n go to [front v] layer\n go to x: ((mouse x) / (30)) y: ((mouse y) / (30))\nend\n\ndefine fade in\nrepeat (4)\n change [ghost v] effect by (-25)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [end intro v]\nshow\n\nwhen this sprite clicked\nbroadcast (next level v)\n\n
Hi everyone! I realized that I hadn't posted a new game in a while, so I decided to make this game for a few days. I had alot of fun making it, especially designing the artwork and theme!\n\nInstructions:\n- Arrow keys to move\n- Avoid icebergs, sharks, and spikes\n- You can jump on some text, but some text is also deadly. \n\nHints:\n- Try jumping on some text to see which is safe\n- At the last level with the portals, try out each portal to see which is the right one\n- Good luck ;)\n\nI hope you enjoy! Let me know if you liked it or if you found any bugs! :)\n
BLANK WORLD: A platformer #Games #All
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (trees v)\n play sound [ v] until done\nend\n\n@player\n\nwhen flag clicked\nset size to (100) %\nset rotation style [left-right v]\ngo to x: (-207) y: (-10)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n touch ground <(speed y) > [0]>\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n walk [-90] [-7]\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n walk [90] [7]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(falling?) < [3]>> then\n set [speed y v] to [16]\n end\n if <(y position) < [-180]> then\n go to x: (-207) y: (-10)\n set [speed y v] to [0]\n end\nend\n\ndefine touch ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen flag clicked\nforever\n if <(x position) = [245]> then\n go to x: (-207) y: (-10)\n change [level v] by (1)\n end\n if <touching (bad guyz v)?> then\n go to x: (-207) y: (-117)\n play sound [die v] until done\n end\nend\n\n@ground\n\n@bad guyz\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (1 v)\ngo to x: (-77) y: (-110)\nforever\n if <(level) = [1]> then\n switch costume to (1 v)\n go to x: (-77) y: (-110)\n end\n if <(level) = [2]> then\n switch costume to (2 v)\n go to x: (-77) y: (-110)\n end\n if <(level) = [3]> then\n switch costume to (3 v)\n go to x: (-77) y: (-110)\n end\n if <(level) = [4]> then\n switch costume to (4 v)\n go to x: (-77) y: (-110)\n end\n if <(level) = [5]> then\n switch costume to (5 v)\n go to x: (-77) y: (-110)\n end\n if <(level) = [6]> then\n switch costume to (6 v)\n go to x: (-77) y: (-110)\n end\n if <(level) = [7]> then\n switch costume to (7 v)\n go to x: (-77) y: (-110)\n end\n if <(level) = [8]> then\n switch costume to (8 v)\n go to x: (-77) y: (-110)\n end\n if <(level) = [9]> then\n switch costume to (9 v)\n go to x: (-77) y: (-110)\n end\n if <(level) = [10]> then\n switch costume to (10 v)\n go to x: (-77) y: (-110)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n hide\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n repeat until <(level) = [10]>\n hide\n end\n if <(level) = [10]> then\n show\n end\nend\n\n
\nI released the sequel! Make sure to check it out on my profile!\nI CHANGED THE PLAYER SPEED SO HE GOES FASTER\n-WOW! Over 10000 views, and number 12 on games trending! I never thought so many people would see this. Thanks for all your support everybody!-\nThe beautiful land of Scratch has been cursed! Now, there is not a single drop of color except you.\n-If this gets 200 likes I'll make a sequel\n-AVOID SPIKES AND LAVA (gray things)\n-Use arrow keys and WASD to move\nPlease like, fav, and follow. This is my first project.
Planets||A platformer
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (Level)\nend\n\n@Sprite2\n\nwhen flag clicked\npoint in direction (90)\nset [xspawn v] to [-212]\nset [y spawn v] to [26]\ngo to x: (Xspawn) y: (y spawn)\nshow\nset size to (25) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\nend\n\ndefine Platformer engine\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n change [x v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [x v] by (1)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nif <touching color (#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 (-6)\n change x by ((X) * (-1))\n if <key (space v) pressed?> then\n set [y v] to [10]\n if <(X) > [50]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (Y)\nif <touching color (#000000)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [8.5]\nend\nchange y by (0.5)\nif <(x position) > [215]> then\n change [level v] by (1)\n go to x: (Xspawn) y: (y spawn)\nend\nif <touching (sprite1 v)?> then\n go to x: (Xspawn) y: (y spawn)\nend\nif <(y position) < [-153]> then\n go to x: (Xspawn) y: (y spawn)\nend\n\nwhen backdrop switches to [backdrop12 v]\nhide\nstop [all v]\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Force v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n
Accidentally unshared on june first\nUse Arrows to move\nAvoid spikes, lava, Acid, geysers dangerous gas clouds and more!\nLike and Fave for part two on Exoplanets and dwarf planets\nPLANETS PART 2 IS OUT https://scratch.mit.edu/projects/512957297/\n\n#games #games #games #games #games #games #games #games # games #games #games #games#games #games #games #games #games #games #games #games # games #games #games #games\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nIdk if you guys read country ball comics or watch youtubers react to them but\n\nComment: Poland can into space :> \n\n\n\n\n\n
[Entry] HEAVEN II A Platformer
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen I start as a clone\nrepeat (10)\n change size by (-10)\n wait (0.01) seconds\nend\nhide\n\nwhen flag clicked\nforever\n if <<touching color (#ff0000)?> or <touching color (#c00000)?>> then\n create clone of (_myself_ v)\n go to x: (-220) y: (122)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n broadcast (Next Level v)\n go to x: (-190) y: (54)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finish v]\nshow\n\nwhen flag clicked\nforever\n play sound [Lost Sky - Dreams \[NCS Release\] v] until done\nend\n\nwhen I receive [intro finish v]\ngo to x: (-190) y: (54)\nset [level v] to [1]\nshow\nforever\n go to [back v] layer\n set [y v] to [0]\n set [x v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume3 v)\n change [x v] by (1)\n end\n change x by (x)\n if <touching color (#4ae723)?> then\n change y by (1)\n end\n if <touching color (#4ae723)?> then\n change y by (1)\n end\n if <touching color (#4ae723)?> then\n change y by (1)\n end\n if <touching color (#00de2f)?> then\n change y by (1)\n end\n if <touching color (#4ae723)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#4ae723)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#4ae723)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#005fff)?> then\n set [y v] to [19]\n end\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-190) y: (54)\n\nwhen flag clicked\nforever\n if <[-175] > (y position)> then\n go to x: (-190) y: (54)\n end\nend\n\n@intro\n\nwhen flag clicked\nstart sound [-intro v]\nhide\nset x to (0)\nswitch costume to (コスチューム4 v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nswitch costume to (コスチューム5 v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n show\n switch costume to (コスチューム4 v)\n clear graphic effects\n point in direction (90)\n go to x: (0) y: (-300)\n show\n set size to (120) %\n set [intro v] to [35]\n repeat until <[0] < (y position)>\n change size by (((30) - (size)) / (8))\n change [intro v] by (-2.1)\n change y by (intro)\n end\n repeat until <(y position) < [3]>\n change size by (((30) - (size)) / (6))\n change [intro v] by (-2.1)\n change y by (intro)\n end\n go to x: (0) y: (0)\n repeat (30)\n switch costume to (コスチューム3 v)\n change size by (((1000) - (size)) / (6))\n switch costume to (コスチューム4 v)\n end\nelse\n if <(costume [number v]) = [1]> then\n set size to (50) %\n show\n point in direction (91)\n repeat (50)\n turn right ([abs v] of (((90) - (direction)) / (4)) ) degrees\n end\n else\n if <(costume [number v]) = [5]> then\n go to x: (0) y: (-120)\n set size to (100) %\n show\n point in direction (91)\n repeat (50)\n turn right ([abs v] of (((90) - (direction)) / (4)) ) degrees\n end\n else\n if <(costume [number v]) = [2]> then\n show\n switch costume to (コスチューム2 v)\n clear graphic effects\n point in direction (90)\n go to x: (0) y: (-300)\n show\n set size to (120) %\n set [intro v] to [35]\n repeat until <[0] < (y position)>\n change size by (((30) - (size)) / (8))\n change [intro v] by (-2.1)\n change y by (intro)\n end\n repeat until <(y position) < [3]>\n change size by (((30) - (size)) / (6))\n change [intro v] by (-2.1)\n change y by (intro)\n end\n go to x: (0) y: (0)\n repeat (30)\n switch costume to (コスチューム3 v)\n change size by (((1000) - (size)) / (6))\n switch costume to (コスチューム2 v)\n end\n broadcast (intro finish v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [intro finish v]\nif <(costume [number v]) = [2]> then\nelse\n delete this clone\nend\n\n@Sprite1\n\nwhen I receive [intro finish v]\nswitch costume to (costume1 v)\nshow\nforever\n repeat (4)\n wait (0.1) seconds\n next costume\n end\n repeat (4)\n wait (0.1) seconds\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen flag clicked\nset size to (250) %\nforever\n go to (player v)\n go to (player v)\nend\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (20) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@skip\n\nwhen this sprite clicked\nnext backdrop\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finish v]\nshow\n\n@ Particles\n\nwhen I start as a clone\nset [ghost v] effect to (65)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2.5) secs to x: (x position) y: (200)\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finish v]\nforever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (-180)\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n
Plz follow me and like and fav\nハートと星お願いします。\nフォローしてください。\n
Colorless A PLATFORMER
@Stage\n\n@ground\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@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 change [speed x v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (2)\nend\nset [speed x v] to ((Speed X) * (0.7))\nchange x by (Speed X)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\nend\nif <touching (ground v)?> then\n change y by (-8)\n repeat until <not <touching (ground v)?>>\n change x by ((Speed X) * (-1))\n 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 change [level v] by (1)\n Reset\nend\nif <touching (dangers v)?> then\n Reset\nend\n\ndefine Reset\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-200) y: (100)\nset rotation style [left-right v]\n\nwhen I receive [message1 v]\nReset\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n show\n switch costume to (costume1 v)\n end\n if <(Level) = [4]> then\n show\n switch costume to (costume2 v)\n end\n if <(Level) = [5]> then\n show\n switch costume to (costume3 v)\n end\n if <(Level) = [6]> then\n show\n switch costume to (costume4 v)\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [8]> then\n show\n switch costume to (costume6 v)\n end\n if <(Level) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (message1 v)\n end\nend\n\nwhen [space v] key pressed\nchange [color v] effect by (25)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nchange [color v] effect by (25)\n\n
Maze's and mysteries it what i feel in the dark. Is it a box? A bag? or even my bed? I don't know!!\nIn this project you must Navigate your self threw each level in the dark! Can you do it? Its really hard!\nArrow keys - to move\n\nAlso watch out for spikes! if you see one you better avoid it ;)
Minecraft Part 2 ll A Platformer #games #all #music #stories
@Stage\n\nwhen I receive [next v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (intro v)\nwait (9) seconds\nswitch backdrop to (level 1 v)\n\nwhen flag clicked\nwait (9) seconds\nforever\n play sound [Popsicle v] until done\n play sound [OMFG - Ice Cream v] until done\nend\n\nwhen flag clicked\nforever\n wait until <[] = [50]>\nend\n\n@Steve (Player)\n\nwhen I receive [start v]\nhide\nwait (9) seconds\nshow\npoint in direction (90)\nswitch costume to (normal v)\nswitch backdrop to (intro v)\nset size to (110) %\ngo to x: (-212) y: (-69)\nforever\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.87))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching (ground v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\nend\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen flag clicked\nforever\n if <touching (cactus v)?> then\n broadcast (Block exit v)\n switch costume to (steve covered in spikes form cactus v)\n start sound [WilhelmScream v]\n wait (1) seconds\n switch costume to (normal v)\n go to x: (-212) y: (-69)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n broadcast (Block exit v)\n switch costume to (flames on head v)\n start sound [WilhelmScream v]\n wait (1) seconds\n switch costume to (normal v)\n go to x: (-212) y: (-69)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n broadcast (Block exit v)\n switch costume to (spiky steve v)\n start sound [WilhelmScream v]\n wait (1) seconds\n switch costume to (normal v)\n go to x: (-212) y: (-69)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [242]> then\n broadcast (Next v)\n go to x: (-212) y: (-69)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n set [y v] to [15]\n end\nend\n\nwhen flag clicked\nhide variable [time: v]\nwait (9) seconds\nshow variable [time: v]\nset [time: v] to [0]\nforever\n wait (1) seconds\n change [time: v] by (1)\nend\n\nwhen flag clicked\nforever\n if <touching (jewel v)?> then\n switch costume to (steve holding jewel v)\n broadcast (Congratulate player v)\n end\nend\n\n@ground\n\nwhen flag clicked\nhide\nwait (9) seconds\nshow\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Lava\n\nwhen flag clicked\nswitch costume to (lava v)\nforever\n hide\n if <(backdrop [name v]) = [Level 2]> then\n switch costume to (lava v)\n go to x: (-135) y: (-164)\n show\n end\n if <(backdrop [name v]) = [Level 4]> then\n switch costume to (lava2 v)\n go to x: (-135) y: (-164)\n show\n end\n if <(backdrop [name v]) = [Level 6]> then\n switch costume to (lava3 v)\n go to x: (-92) y: (-165)\n show\n end\n if <(backdrop [name v]) = [Level 8]> then\n switch costume to (lava4 v)\n go to x: (-173) y: (-170)\n show\n end\nend\n\n@Cactus\n\nwhen flag clicked\nforever\n hide\n if <(backdrop [name v]) = [Level 3]> then\n switch costume to (cactus1 v)\n go to x: (-93) y: (-116)\n show\n end\n if <(backdrop [name v]) = [Level 6]> then\n switch costume to (cactus v)\n go to x: (-15) y: (-116)\n show\n end\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n hide\n if <(backdrop [name v]) = [Level 5]> then\n switch costume to (spike1 v)\n go to x: (-41) y: (-78)\n show\n end\n if <(backdrop [name v]) = [Level 7]> then\n switch costume to (spikes2 v)\n go to x: (29) y: (-187)\n show\n end\nend\n\n@trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-74) y: (-116)\nforever\n if <touching (steve \(player\) v)?> then\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n hide\n if <(backdrop [name v]) = [Level 6]> then\n go to x: (-96) y: (-124)\n show\n end\nend\n\n
Sorry. Not mobile.\nPress the green flag to help stop bugs.\nNo ads. Any ads will be deleted and reported. Have a nice day! :)\nNote: A Minecraft Adventure is in the progress of making. Stay tuned to find out when it comes out!\nIf you want you can put your time in the comments down below. And, there will be no leader board. \nDO NOT PLAY UNLESS YOU HAVE DONE PART 1.\nPart 1: https://scratch.mit.edu/projects/506796490\n ✰✰✰Instructions✰✰✰\n- Use arrow keys to move\n- Don't touch Lava, Cactus, and Spikes\n- When you find the jewel touch it
List platformer 2
@Stage\n\nwhen flag clicked\nhide list [yousmomentumsag's list platformemr v]\nset [level v] to [1]\nset [player y v] to [12]\nset [player x v] to [1]\nforever\n if <(round (Player Y)) = [1]> then\n change [player y v] by (2)\n end\n set [player v] to (PLAYER)\n if <(letter ((Player X) + (3)) of (item (Player Y) of [yousmomentumsag's list platformemr v])) = [-]> then\n change [player x v] by (-2)\n end\n if <(letter ((Player X) + (0)) of (item (Player Y) of [yousmomentumsag's list platformemr v])) = [-]> then\n change [player x v] by (2)\n end\n if <[1] > (Player X)> then\n set [player x v] to [2]\n end\n if <(Player X) > [60]> then\n change [level v] by (1)\n set [player y v] to [12]\n set [player x v] to [1]\n end\n if <(letter ((round (Player X)) + (1)) of (item ((Player Y) - (1)) of [yousmomentumsag's list platformemr v])) = [.]> then\n set [y vel v] to [0]\n change [player y v] by (1)\n end\n if <(letter (round (Player X)) of (item ((Player Y) - (-1)) of [yousmomentumsag's list platformemr v])) = [∆]> then\n set [player v] to [😖]\n change [player y v] by (-1)\n render\n wait (1) seconds\n set [player y v] to [12]\n set [player x v] to [1]\n end\n if <(block_replaced) = [∆]> then\n change [player y v] by (-2)\n render\n wait (1) seconds\n set [player y v] to [12]\n set [player x v] to [1]\n set [player v] to [😖]\n end\n if <(letter (round (Player X)) of (item ((Player Y) - (-1)) of [yousmomentumsag's list platformemr v])) = [=]> then\n set [y vel v] to [0]\n set [y vel v] to [-1.3]\n end\n if <(Player Y) > [13]> then\n change [player y v] by (((round (Player Y)) - (11)) * (-1))\n render\n wait (1) seconds\n set [player y v] to [12]\n set [player x v] to [1]\n end\n if <(letter ((round (Player X)) + (1)) of (item (round ((Player Y) - (-1))) of [yousmomentumsag's list platformemr v])) = [~]> then\n if <[0] > (y vel)> then\n change [y vel v] by (0.1)\n set [in air? v] to [1]\n change [player y v] by (y vel)\n end\n set [in air? v] to [0]\n set [y vel v] to [0]\n else\n change [y vel v] by (0.1)\n set [in air? v] to [1]\n change [player y v] by (y vel)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [player x v] by (-2)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [player x v] by (2)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(in air?) = [0]>> then\n set [y vel v] to [-0.8]\n end\n render\n wait (0) seconds\nend\n\ndefine render\ndelete all of [yousmomentumsag's list platformemr v]\ndelete all of [rows v]\nrepeat (13)\n add [ _________________________________________________________________] to [yousmomentumsag's list platformemr v]\nend\nif <(level) = [1]> then\n replace item (1) of [yousmomentumsag's list platformemr v] with [__________________________Use ^, > , < to move________________________]\n draw player (player)\n replace item (11) of [yousmomentumsag's list platformemr v] with [__________________________________~~~~~~~~~~___________________]\n replace item (12) of [yousmomentumsag's list platformemr v] with [__________________________________~~~~~~~~~~___________________]\n replace item (13) of [yousmomentumsag's list platformemr v] with [~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~]\n add [11] to [rows v]\n add [12] to [rows v]\n add [13] to [rows v]\n if <[rows v] contains (round (Player Y))?> then\n convert (item (round (Player Y)) of [yousmomentumsag's list platformemr v]) to list\n set [block_replaced v] to (item (round ((Player X) + (1))) of [str v])\n replace item (round ((Player X) + (1))) of [str v] with (player)\n convert (str) to string\n replace item (round (Player Y)) of [yousmomentumsag's list platformemr v] with (str return)\n end\nend\nif <(level) = [2]> then\n replace item (1) of [yousmomentumsag's list platformemr v] with [______________________________Spikes!______________________________]\n draw player (player)\n replace item (10) of [yousmomentumsag's list platformemr v] with [___________________________~~~~~~~~~~~~~______________________]\n replace item (13) of [yousmomentumsag's list platformemr v] with [~~~~~~~~~~~~~~~~∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆]\n add [10] to [rows v]\n add [13] to [rows v]\n if <[rows v] contains (round (Player Y))?> then\n convert (item (round (Player Y)) of [yousmomentumsag's list platformemr v]) to list\n set [block_replaced v] to (item (round ((Player X) + (1))) of [str v])\n replace item (round ((Player X) + (1))) of [str v] with (player)\n convert (str) to string\n replace item (round (Player Y)) of [yousmomentumsag's list platformemr v] with (str return)\n end\nend\nif <(level) = [3]> then\n replace item (1) of [yousmomentumsag's list platformemr v] with [_______________Use the trampoline to get to the top of the wall!______________]\n draw player (player)\n replace item (13) of [yousmomentumsag's list platformemr v] with [~~~~~~~~~~~~~~~~~~~======~~~∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆]\n replace item (12) of [yousmomentumsag's list platformemr v] with [__________________________~~~~~~________________________________]\n replace item (11) of [yousmomentumsag's list platformemr v] with [__________________________~~~~~~________________________________]\n replace item (10) of [yousmomentumsag's list platformemr v] with [__________________________~~~~~~________________________________]\n replace item (9) of [yousmomentumsag's list platformemr v] with [__________________________~~~~~~________________________________]\n replace item (8) of [yousmomentumsag's list platformemr v] with [__________________________~~~~~~________________________________]\n replace item (7) of [yousmomentumsag's list platformemr v] with [__________________________~~~~~~________________________________]\n add [13] to [rows v]\n add [12] to [rows v]\n add [11] to [rows v]\n add [10] to [rows v]\n add [9] to [rows v]\n add [8] to [rows v]\n add [7] to [rows v]\n if <[rows v] contains (round (Player Y))?> then\n convert (item (round (Player Y)) of [yousmomentumsag's list platformemr v]) to list\n set [block_replaced v] to (item (round ((Player X) + (1))) of [str v])\n replace item (round ((Player X) + (1))) of [str v] with (player)\n convert (str) to string\n replace item (round (Player Y)) of [yousmomentumsag's list platformemr v] with (str return)\n end\nend\nif <(level) = [4]> then\n replace item (1) of [yousmomentumsag's list platformemr v] with [_____________________________Don't fall!______________________________]\n draw player (player)\n replace item (13) of [yousmomentumsag's list platformemr v] with [~~~~~~~~~~~~_____________________________________________________]\n add [13] to [rows v]\n replace item (10) of [yousmomentumsag's list platformemr v] with [___________________________________~~~~~~~~~~~___________________]\n add [10] to [rows v]\n if <[rows v] contains (round (Player Y))?> then\n convert (item (round (Player Y)) of [yousmomentumsag's list platformemr v]) to list\n set [block_replaced v] to (item (round ((Player X) + (1))) of [str v])\n replace item ((Player X) + (1)) of [str v] with (player)\n convert (str) to string\n replace item (round (Player Y)) of [yousmomentumsag's list platformemr v] with (str return)\n end\nend\nif <(level) = [5]> then\n replace item (1) of [yousmomentumsag's list platformemr v] with [_____________________________Tight jumps...______________________________]\n draw player (player)\n replace item (13) of [yousmomentumsag's list platformemr v] with [~~~_____________________~~~__________________~~~~~~~~~~~~~~~~~~~]\n add [13] to [rows v]\n if <[rows v] contains (round (Player Y))?> then\n convert (item (round (Player Y)) of [yousmomentumsag's list platformemr v]) to list\n set [block_replaced v] to (item (round ((Player X) + (1))) of [str v])\n replace item ((Player X) + (1)) of [str v] with (player)\n convert (str) to string\n replace item (round (Player Y)) of [yousmomentumsag's list platformemr v] with (str return)\n end\nend\nif <(level) = [6]> then\n replace item (1) of [yousmomentumsag's list platformemr v] with [_____________________________Be careful!_____________________________]\n draw player (player)\n replace item (13) of [yousmomentumsag's list platformemr v] with [~~~~~~~~~~~∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~]\n replace item (9) of [yousmomentumsag's list platformemr v] with [____________________________~~~~~~~~~~~~~~~~~~___________________]\n replace item (8) of [yousmomentumsag's list platformemr v] with [____________________________~~~~~~~~~~~~~~~~~~___________________]\n add [13] to [rows v]\n add [9] to [rows v]\n add [8] to [rows v]\n if <[rows v] contains (round (Player Y))?> then\n convert (item (round (Player Y)) of [yousmomentumsag's list platformemr v]) to list\n set [block_replaced v] to (item (round ((Player X) + (1))) of [str v])\n replace item ((Player X) + (1)) of [str v] with (player)\n convert (str) to string\n replace item (round (Player Y)) of [yousmomentumsag's list platformemr v] with (str return)\n end\nend\nif <(level) = [7]> then\n replace item (1) of [yousmomentumsag's list platformemr v] with [___________________________Leap of Faith!____________________________]\n draw player (player)\n replace item (13) of [yousmomentumsag's list platformemr v] with [~~~~~~~~~~~~~~~~~~~~~~~~~~~~____________________________________]\n add [13] to [rows v]\n if <[rows v] contains (round (Player Y))?> then\n convert (item (round (Player Y)) of [yousmomentumsag's list platformemr v]) to list\n set [block_replaced v] to (item (round ((Player X) + (1))) of [str v])\n replace item ((Player X) + (1)) of [str v] with (player)\n convert (str) to string\n replace item (round (Player Y)) of [yousmomentumsag's list platformemr v] with (str return)\n end\nend\nif <(level) = [8]> then\n replace item (1) of [yousmomentumsag's list platformemr v] with [_______________________Hard, but not impossible...______________________]\n draw player (player)\n replace item (13) of [yousmomentumsag's list platformemr v] with [~~~~~~~~~~~~~~~~~~~∆∆∆∆∆∆∆~~~~~~~~~~~~~~~~∆∆∆∆∆∆∆~~~~~~~~~~~~]\n add [13] to [rows v]\n replace item (9) of [yousmomentumsag's list platformemr v] with [~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~]\n add [9] to [rows v]\n if <[rows v] contains (round (Player Y))?> then\n convert (item (round (Player Y)) of [yousmomentumsag's list platformemr v]) to list\n set [block_replaced v] to (item (round ((Player X) + (1))) of [str v])\n replace item ((Player X) + (1)) of [str v] with (player)\n convert (str) to string\n replace item (round (Player Y)) of [yousmomentumsag's list platformemr v] with (str return)\n end\nend\nif <(level) = [9]> then\n replace item (1) of [yousmomentumsag's list platformemr v] with [__________________________Can you make it?__________________________]\n draw player (player)\n replace item (13) of [yousmomentumsag's list platformemr v] with [~~~~~~~~~~∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆]\n add [13] to [rows v]\n replace item (10) of [yousmomentumsag's list platformemr v] with [_________~~~∆∆∆∆∆∆~~~~~_________________________________________]\n add [10] to [rows v]\n if <[rows v] contains (round (Player Y))?> then\n convert (item (round (Player Y)) of [yousmomentumsag's list platformemr v]) to list\n set [block_replaced v] to (item (round ((Player X) + (1))) of [str v])\n replace item ((Player X) + (1)) of [str v] with (player)\n convert (str) to string\n replace item (round (Player Y)) of [yousmomentumsag's list platformemr v] with (str return)\n end\nend\nif <(level) = [10]> then\n replace item (1) of [yousmomentumsag's list platformemr v] with [____________________________Last level!______________________________]\n draw player (player)\n replace item (13) of [yousmomentumsag's list platformemr v] with [~~~~~~~~~~~~~~~~~~~~~~~∆∆∆∆∆∆∆~~~~~~~~~~~~~~~~~~========~~~~~~]\n add [13] to [rows v]\n replace item (9) of [yousmomentumsag's list platformemr v] with [~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~_____________~~~~]\n add [9] to [rows v]\n replace item (8) of [yousmomentumsag's list platformemr v] with [~~~~~~~~~~~~~~~~~~~~~~~~~∆∆∆∆∆∆∆~~~~~~~~~~~~~~_____________~~~~]\n add [8] to [rows v]\n replace item (12) of [yousmomentumsag's list platformemr v] with [_____________________________________________________________~~~~]\n add [12] to [rows v]\n replace item (11) of [yousmomentumsag's list platformemr v] with [_____________________________________________________________~~~~]\n add [11] to [rows v]\n replace item (10) of [yousmomentumsag's list platformemr v] with [_____________________________________________________________~~~~]\n add [10] to [rows v]\n replace item (11) of [yousmomentumsag's list platformemr v] with [_____________________________________________________________~~~~]\n add [11] to [rows v]\n replace item (4) of [yousmomentumsag's list platformemr v] with [~~~~~______________~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~]\n add [4] to [rows v]\n replace item (7) of [yousmomentumsag's list platformemr v] with [______________________________________________________________~~~~]\n add [7] to [rows v]\n replace item (6) of [yousmomentumsag's list platformemr v] with [______________________________________________________________~~~~]\n add [6] to [rows v]\n replace item (5) of [yousmomentumsag's list platformemr v] with [______________________________________________________________~~~~]\n add [5] to [rows v]\n if <[rows v] contains (round (Player Y))?> then\n convert (item (round (Player Y)) of [yousmomentumsag's list platformemr v]) to list\n set [block_replaced v] to (item (round ((Player X) + (1))) of [str v])\n replace item ((Player X) + (1)) of [str v] with (player)\n convert (str) to string\n replace item (round (Player Y)) of [yousmomentumsag's list platformemr v] with (str return)\n end\nend\nif <(level) = [11]> then\n draw player (player)\n replace item (13) of [yousmomentumsag's list platformemr v] with [~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~]\n add [13] to [rows v]\n replace item (12) of [yousmomentumsag's list platformemr v] with [_____________________________________________________________~~~~]\n add [12] to [rows v]\n replace item (11) of [yousmomentumsag's list platformemr v] with [_____________________________________________________________~~~~]\n add [11] to [rows v]\n replace item (10) of [yousmomentumsag's list platformemr v] with [_____________________________________________________________~~~~]\n add [10] to [rows v]\n replace item (9) of [yousmomentumsag's list platformemr v] with [______________________________________________________________~~~~]\n add [9] to [rows v]\n replace item (8) of [yousmomentumsag's list platformemr v] with [______________________________________________________________~~~~]\n add [8] to [rows v]\n replace item (7) of [yousmomentumsag's list platformemr v] with [______________________________________________________________~~~~]\n add [7] to [rows v]\n replace item (6) of [yousmomentumsag's list platformemr v] with [______________________________________________________________~~~~]\n add [6] to [rows v]\n replace item (5) of [yousmomentumsag's list platformemr v] with [______________________________________________________________~~~~]\n add [5] to [rows v]\n replace item (4) of [yousmomentumsag's list platformemr v] with [______________________________________________________________~~~~]\n add [4] to [rows v]\n replace item (3) of [yousmomentumsag's list platformemr v] with [______________________________________________________________~~~~]\n add [3] to [rows v]\n replace item (2) of [yousmomentumsag's list platformemr v] with [_________________________Thanks for playing!______________________~~~~]\n add [2] to [rows v]\n replace item (1) of [yousmomentumsag's list platformemr v] with [_____________________________You Win!__________________________~~~~]\n add [1] to [rows v]\n if <[rows v] contains (round (Player Y))?> then\n convert (item (round (Player Y)) of [yousmomentumsag's list platformemr v]) to list\n set [block_replaced v] to (item (round ((Player X) + (1))) of [str v])\n replace item ((Player X) + (1)) of [str v] with (player)\n convert (str) to string\n replace item (round (Player Y)) of [yousmomentumsag's list platformemr v] with (str return)\n end\nend\n\ndefine draw player (player)\nset space (round (Player X))\nreplace item (round (Player Y)) of [yousmomentumsag's list platformemr v] with (join (space) (player))\nset space ((63) - (Player X))\nreplace item (round (Player Y)) of [yousmomentumsag's list platformemr v] with (join (item (round (Player Y)) of [yousmomentumsag's list platformemr v]) (space))\n\ndefine set space (space)\nset [space v] to []\nrepeat (space)\n set [space v] to (join (space) [_])\nend\n\ndefine convert (string) to list\nset [counter v] to [1]\nrepeat (length of (string))\n add (letter (counter) of (string)) to [str v]\n change [counter v] by (1)\nend\ndelete (item # of [_] in [str v]) of [str v]\n\ndefine convert (list) to string\nset [str return v] to []\nrepeat (length of [str v])\n set [str return v] to (join (str return) (item (1) of [str v]))\n delete (1) of [str v]\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow list [yousmomentumsag's list platformemr v]\n\nwhen flag clicked\nset [store on v] to [0]\nforever\n if <(store on) = [0]> then\n hide variable [player skin v]\n end\n if <(store on) = [1]> then\n show variable [player skin v]\n end\n if <(player skin) = [0]> then\n set [player v] to [😀 ]\n end\n if <(player skin) = [1]> then\n set [player v] to [😎]\n end\n if <(player skin) = [2]> then\n set [player v] to [🤠]\n end\n if <(player skin) = [3]> then\n set [player v] to [🤖]\n end\nend\n\nwhen flag clicked\nset [store on v] to [0]\nforever\n if <key (s v) pressed?> then\n change [level v] by (1)\n end\n wait until <not <key (s v) pressed?>>\nend\n\n
Hi, this is my game, my list platformer! use arrow keys or WAD to move. Since i am using characters, the platformer can be a bit confusing so here is a quick explanation:\n\n'~' = ground\n'∆' = spikes\n'=' = trampoline\n'_' = empty space\n\nThat's all! Enjoy!\n\nFor all those who are wondering how this works, go here: https://scratch.mit.edu/projects/479865824
Sonic ll Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [nothing to see here v]\nswitch backdrop to (1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [12]> then\n broadcast (. v)\n end\nend\n\n@Level\n\nwhen I receive [nothing to see here v]\nhide variable [time v]\nhide variable [☁ fastest time v]\nforever\n hide variable [time v]\n hide variable [☁ fastest time v]\n repeat until <(costume [number v]) = [11]>\n wait (1) seconds\n change [time v] by (1)\n end\n show variable [time v]\n show variable [☁ fastest time v]\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [intro v]\nhide\n\nwhen I receive [nothing to see here v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [skip v]\nnext costume\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [☁ fastest time v]\nhide variable [time v]\n\nwhen I receive [. v]\nshow variable [☁ fastest time v]\nshow variable [time v]\n\nwhen I receive [. v]\nforever\n if <(Time) < (☁ fastest time)> then\n set [☁ fastest time v] to (Time)\n broadcast (You beat the fastest time v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen I receive [nothing to see here v]\nhide\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@Finish line\n\nhide\n\nwhen I receive [intro v]\nhide\n\nwhen I receive [nothing to see here v]\nshow\n\nwhen flag clicked\n\nwhen backdrop switches to [10 v]\nshow\n\n@Spike\n\nwhen I receive [nothing to see here v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [intro v]\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [skip v]\nnext costume\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (36) y: (28)\n\n@Ring\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [nothing to see here v]\nshow\nswitch costume to (1 v)\n\n@Lava\n\n@Player\n\nwhen I receive [nothing to see here v]\nforever\n show\nend\n\nwhen flag clicked\nset [level v] to [1]\nset size to (100) %\nReset player variables\nreset\n\nwhen flag clicked\nset [level v] to [1]\nset size to (100) %\nReset player variables\nreset\nforever\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <not <key (space v) pressed?>>> then\n change [x v v] by (.8)\n switch costume to (costume2 v)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <not <key (space v) pressed?>>> then\n change [x v v] by (-.8)\n switch costume to (costume1 v)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <<touching (level v)?> or <touching (time v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (time v)?>> then\n change y by (1)\n if <<touching (time v)?> or <touching (level v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (time v)?>> then\n change y by (1)\n if <<touching (time v)?> or <touching (level v)?>> then\n change y by (1)\n if <<touching (time v)?> or <touching (level v)?>> then\n change x by ((X v) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [15]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-1)\n change y by (Y v)\n if <<touching (level v)?> or <<touching (rotating platform v)?> or <touching (time v)?>>> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> or <<touching (rotating platform v)?> or <touching (time v)?>>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [15]\n end\n end\n change y by (1)\n if <touching (spike v)?> then\n reset\n go to x: (-186) y: (-48)\n end\n if <touching (jump pad v)?> then\n set [y v v] to [20]\n end\n if <touching (finish line v)?> then\n go to x: (-186) y: (-48)\n broadcast (Next level v)\n end\n if <touching (lava v)?> then\n glide (1) secs to x: (-186) y: (-48)\n end\n if <<touching (minion2 v)?> or <touching (minion1 v)?>> then\n reset\n go to x: (-206) y: (-54)\n end\n if <<not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<not <<key (d v) pressed?> or <key (left arrow v) pressed?>>> and <not <<key (a v) pressed?> or <key (right arrow v) pressed?>>>>> then\n switch costume to (costume4 v)\n end\n if <<touching (ring v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v v] to [13]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (costume7 v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (costume6 v)\n end\nend\n\nwhen flag clicked\nforever\n wait (0.005) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ngo to x: (-186) y: (-48)\n\nwhen I receive [nothing to see here v]\nshow\ngo to x: (-186) y: (-48)\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nrepeat (10)\n change size by (0)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen I receive [intro v]\nhide\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen I receive [intro v]\nhide\n\nwhen flag clicked\nforever\n turn video (off v)\nend\n\nwhen flag clicked\nforever\n set [y v] to (y position)\n set [x v] to (x position)\nend\n\n@Jump Pad\n\nwhen flag clicked\nhide\nforever\n go to x: (7) y: (-13)\nend\n\nwhen backdrop switches to [9 v]\nshow\nforever\n go to x: (7) y: (-13)\nend\n\nwhen backdrop switches to [10 v]\nhide\n\nwhen I receive [nothing to see here v]\nforever\n if <touching (player v)?> then\n repeat (1)\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n end\n end\nend\n\ngo to x: (0) y: (0)\n\n@Cloud\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (-287) y: (pick random (93) to (17))\nshow\nrepeat until <(x position) > [268]>\n change x by (pick random (3) to (5))\nend\ndelete this clone\n\nwhen I receive [nothing to see here v]\nhide\ngo [backward v] (8) layers\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen I receive [nothing to see here v]\nforever\n show\nend\n\n@Intro\n\nwhen flag clicked\nstart sound ((0) + (1))\nset volume to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\ncreate clone of (_myself_ v)\nrepeat (2)\n Screen Refresh # [1] i [100]\n wait (0.6) seconds\n Screen Refresh # [1] i [0]\n wait (0.6) seconds\nend\ngo to x: (0) y: (0)\nswitch costume to (c1 v)\ncreate clone of (_myself_ v)\nset [brightness v] effect to (0)\nrepeat (30)\n switch costume to (c2 v)\n create clone of (_myself_ v)\nend\nwait (0.5) seconds\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nScreen Refresh # [2] i [0]\nwait (2.5) seconds\nset [brightness v] effect to (5)\nswitch costume to (slide v)\ngo to x: (0) y: (-300)\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.2) seconds\n change [brightness v] effect by (30)\nend\n\nbroadcast (message1 v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n repeat (2)\n clear graphic effects\n wait (0.6) seconds\n set [brightness v] effect to (100)\n wait (0.6) seconds\n end\nelse\n if <(costume [number v]) = [2]> then\n set [ghost v] effect to (0)\n wait (i1) seconds\n repeat (10)\n change size by (-6)\n change [ghost v] effect by (10)\n end\n else\n if <(costume [number v]) = [3]> then\n set [brightness v] effect to (0)\n set size to (0) %\n repeat (30)\n change size by (((100) - (size)) / (10))\n change [ghost v] effect by (-4)\n end\n repeat (18)\n switch costume to (blank v)\n change size by ((size) / (4))\n switch costume to (c1 v)\n end\n else\n if <(costume [number v]) = [4]> then\n go to (random position v)\n repeat (10)\n change x by ((x position) / (-4))\n change y by ((y position) / (-4))\n change [ghost v] effect by (-10)\n end\n delete this clone\n else\n if <(costume [number v]) = [6]> then\n set [i1 v] to [50]\n set size to (0) %\n clear graphic effects\n repeat (64)\n change size by (((100) - (size)) / (4))\n point in direction ((90) + (([tan v] of (i1) ) * (5)))\n change [i1 v] by (5)\n end\n repeat (9)\n turn right (((180) - (direction)) / (4)) degrees\n change size by ((size) / (-4))\n change [ghost v] effect by (20)\n end\n else\n if <<(costume [number v]) > [6]> and <(costume [number v]) < [9]>> then\n clear graphic effects\n set size to (pick random (40) to (50)) %\n repeat (30)\n change x by (i1)\n change y by (i2)\n change [i2 v] by (-1)\n change [ghost v] effect by (3.5)\n end\n else\n if <(costume [number v]) = [9]> then\n set [ghost v] effect to (0)\n repeat (18)\n change x by ((x position) / (-4))\n change y by ((y position) / (-4))\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Screen Refresh # (#) i (i)\nif <(#) = [1]> then\n set [i1 v] to [0.03]\n switch costume to (costume2 v)\n set [brightness v] effect to (i)\n go to x: (0) y: (-150)\n repeat (10)\n create clone of (_myself_ v)\n change y by (40)\n change [i1 v] by (0.03)\n end\nelse\n if <(#) = [2]> then\n repeat (30)\n set [i1 v] to (pick random (-5) to (5))\n set [i2 v] to (pick random (10) to (15))\n switch costume to (pick random (7) to (8))\n create clone of (_myself_ v)\n end\n end\nend\n\nbroadcast (End of intro v)\n\nwhen flag clicked\nbroadcast (Intro v)\nwait (8) seconds\nbroadcast (Nothing to see here v)\n\nwhen I receive [intro v]\nshow\n\nwhen I receive [nothing to see here v]\nhide\n\nwhen flag clicked\nset volume to (100) %\nplay sound [Eiffel 65 - Blue \(KNY Factory Remix\) v] until done\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [. v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen I receive [you beat the fastest time v]\nswitch costume to (costume2 v)\n\n@Background\n\nwhen flag clicked\nhide\n\nwhen I receive [end of intro v]\nforever\n show\n go to [back v] layer\n go to x: ((X) / (15)) y: ((Y) / (15))\nend\n\n
Use WASD or arrow keys to move\nHold space while moving will give you speed boost\nUse the Trampolines to jump to higher place\nDon't die\nOther instruction in the game\nNo cheating,no hacking,no advertising,no hate.\nComment your time in the comments below\nTell me if you already beaten the high score\nTry to beat my fastest time 24 secs\nThis is on trending !! 27# on platformer!
Colourless - a platformer
@Stage\n\n@player\n\nwhen flag clicked\nswitch costume to (stay v)\nset size to (100) %\ngo to x: (-400) y: (0)\nrepeat (30)\n change x by (((0) - (x position)) / (5))\nend\nrepeat (5)\n change size by (-8)\n change y by (-10)\nend\n\nwhen flag clicked\npoint in direction (90)\nset [level v] to [1]\nswitch costume to (costume1 v)\nwait (1.5) seconds\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n next costume\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n switch costume to ((costume [number v]) - (1))\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n fast\n if <touching (levels v)?> then\n change y by (-6)\n xcoll\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n ycoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(y) < [0]>> then\n set [y v] to [14]\n else\n set [y v] to [0]\n end\n end\n if <(x position) > [207]> then\n switch costume to (costume1 v)\n broadcast (message1 v)\n go to x: (-205) y: (-50)\n end\n if <touching (dangers v)?> then\n start sound [Crunch v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-180) y: (-50)\n set [ghost v] effect to (0)\n end\n if <touching (trampoline v)?> then\n set [y v] to [21]\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ngo to x: (-200) y: (0)\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\n@Effect\n\nwhen I start as a clone\nswitch costume to (punkt1 v)\nset size to (100) %\npoint in direction (90)\nhide\nif <(pick random (1) to (6)) = [1]> then\n set [ghost v] effect to (pick random (50) to (80))\n switch costume to (strich v)\n go to x: (pick random (-240) to (240)) y: (0)\n show\n repeat (pick random (5) to (15))\n move (pick random (-1) to (1)) steps\n end\nelse\n set [ghost v] effect to (pick random (25) to (75))\n if <(pick random (1) to (6)) = [1]> then\n switch costume to (join [haar] (pick random (1) to (2)))\n else\n switch costume to (join [punkt] (pick random (1) to (3)))\n end\n set size to (pick random (50) to (150)) %\n point in direction (pick random (-179) to (180))\n go to x: (pick random (-240) to (240)) y: (pick random (-180) to (180))\n show\n wait (pick random (0) to (0.1)) seconds\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (pick random (0) to (0.2)) seconds\nend\n\nwhen I receive [outro v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (dunkel v)\nshow\nforever\n wait (0.3) seconds\n set [ghost v] effect to (pick random (60) to (70))\nend\n\n@Levels\n\nwhen flag clicked\ngo to x: (0) y: (0)\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\nend\n\n@trampoline\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <(level) = [6]> then\n show\n else\n hide\n end\nend\n\n@dangers\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\n go to [back v] layer\n if <(level) = [3]> then\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n show\n forever\n repeat (2)\n change y by (2)\n end\n wait (0.2) seconds\n repeat (2)\n change y by (-2)\n end\n wait (0.2) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n switch costume to (costume2 v)\n show\n end\n if <(level) = [5]> then\n switch costume to (costume3 v)\n show\n end\n if <(level) = [6]> then\n switch costume to (costume4 v)\n show\n end\n if <(level) = [7]> then\n switch costume to (costume5 v)\n show\n end\n if <(level) = [8]> then\n switch costume to (costume6 v)\n show\n end\n if <(level) = [9]> then\n switch costume to (costume7 v)\n show\n end\n if <(level) = [10]> then\n switch costume to (costume8 v)\n show\n end\n if <(level) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n play sound [「Gumi」- Kokoronashi_Somehow 心做し \(piano\) ~ __ Chouchou-P.mp3 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ngo to [front v] layer\nshow\n\n
Colourless - a platformer\n----------------------------------\n-arrow keys or WASD to move\n-11 levels\n- :))\n-avoid spikes and grey coloured lava\n
==Binky== #games #all #platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n repeat (25)\n play sound [Video Game 1 v] until done\n end\n wait (0.1) seconds\nend\n\nwhen I receive [appear v]\nswitch backdrop to (costume2 v)\n\n@Binky\n\nwhen flag clicked\ngo to x: (-3) y: (-79)\nset [xv v] to [0]\nset [y spd v] to [0]\nshow\nforever\n broadcast (Tick v)\nend\n\ndefine Tick\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\nend\nchange x by (Xv)\nset [xv v] to ((Xv) * (0.9))\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 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 [-10]\n else\n set [xv v] to [10]\n end\n set [y spd v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\nend\nchange [y spd v] by (-1)\nchange y by (Y spd)\nif <touching color (#000000)?> then\n change y by ((Y spd) * (-1))\n set [y spd v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <touching color (#000000)?> then\n set [y spd v] to [13]\n play sound [Jump v] until done\n end\nend\nchange y by (1)\nif <touching (portal v)?> then\n broadcast (FART v)\nend\nif <<touching color (#ff0000)?> or <touching color (#007772)?>> then\n go to x: (-3) y: (-79)\n set [xv v] to [0]\n set [y spd v] to [0]\nend\nif <touching color (#bd00ff)?> then\n set [y spd v] to [24]\n play sound [Big Boing v] until done\nend\n\nwhen I receive [tick v]\nTick\n\nwhen I receive [fart v]\nReset level\n\nwhen [r v] key pressed\ngo to x: (-3) y: (-79)\nset [xv v] to [0]\nset [y spd v] to [0]\n\nwhen I receive [hide v]\nhide\n\ndefine Reset level\ngo to x: (-3) y: (-79)\nset [xv v] to [0]\nset [y spd v] to [0]\n\n@Lvl\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [fart v]\nnext costume\nif <(costume [number v]) = [11]> then\n broadcast (Appear v)\nend\n\nwhen I receive [hide v]\nhide\n\n@Portal\n\n@Dunno barrier thingy\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.00000000001)\ngo to x: (0) y: (304)\nforever\n go to [front v] layer\n show\n change y by (((y position) / (5)) * (-1))\n broadcast (HIDE v)\nend\n\n
==Binky==\nOh no! Binky went on an adventure and got lost in the dangerous land of Trap country!\nHelp him get out!\n\nArrow keys or WASD to move.\n\n\n28/04/21 Added WASD to the controls\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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: ''Hello''
AMONG US PLATFORMER 2
@Stage\n\nwhen flag clicked\nforever\n if <<key (p v) pressed?> and <key (q v) pressed?>> then\n switch backdrop to (backdrop1 v)\n end\nend\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\nwhen flag clicked\nset [☁ deaths v] to [0]\n\nwhen flag clicked\nforever\n if <touching (p.l.a.y.e.r v)?> then\n change [☁ deaths v] by (1)\n wait (.6) seconds\n end\nend\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\nforever\n if <<key (p v) pressed?> and <key (q v) pressed?>> then\n reset timer\n set [☁ deaths v] to [0]\n end\nend\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 set [☁ deaths v] to [0]\n reset timer\n set [☁ time v] to [0]\n set [stop time !!@@@ v] to [0]\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 set [y-velocity v] to (jump height)\n else\n set [y-velocity v] to [0]\n end\nelse\n if <touching (trampoline v)?> then\n set [y-velocity v] to [20]\n end\n change [y-velocity v] by (-1)\nend\n\nwhen 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 switch costume to (hitbox v)\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 (hitbox v)\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\nwhen flag clicked\nhide variable [☁ deaths v]\nhide variable [☁ time v]\n\nwhen I receive [start the game v]\nreset timer\nset [☁ time v] to [0]\nshow variable [☁ deaths v]\nshow variable [☁ time v]\n\nwhen backdrop switches to [among_us_cafeteria_scenario_lowpoly_3d_model_c4d_max_obj_fbx_ma_lwo_3ds_3dm_stl_3343607_o v]\nbroadcast (STOP TIME v)\n\nset [☁ time v] to (timer)\n\nwhen I receive [start the game v]\n\nset [☁ time v] to [0]\n\nwhen I receive [stop time v]\nshow variable [☁ time highscore v]\nif <(☁ Time Highscore) > (☁ Time)> then\n set [☁ time highscore v] to (☁ Time)\nend\n\nwhen flag clicked\nhide variable [☁ time highscore v]\n\nwhen flag clicked\nreset timer\n\nwhen I receive [start the game v]\nreset timer\n\nwhen flag clicked\nforever\n if <(☁ DEATHS HIGHSCOERE) > (☁ Deaths)> then\n set [☁ deaths highscoere v] to (☁ Deaths)\n end\nend\n\nwhen flag clicked\nhide variable [☁ deaths highscoere v]\n\nwhen I receive [stop time v]\nshow variable [☁ deaths highscoere v]\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]\nswitch costume to (costume2 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)\nend\n\nwhen flag clicked\nset [color v] effect to (0)\nhide\n\nwhen I receive [done loading v]\nhide\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]\nshow\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\nset [color v] effect to ((pick random (1) to (7)) * (25))\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 flag clicked\ngo to x: (-444) y: (45)\nhide\n\nwhen I receive [show menu v]\nshow\nforever\n glide (10) secs to x: (444) y: (45)\n go to x: (-444) y: (45)\n glide (10) secs to x: (444) y: (45)\n go to x: (-444) y: (45)\nend\n\nwhen I receive [start loading v]\nhide\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]\nrepeat (10)\n wait (.) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n create clone of (_myself_ v)\n wait (1) seconds\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@Sprite7\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [start the game v]\nshow\n\nwhen I receive [fineshed v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n if <touching (p.l.a.y.e.r 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\nforever\n if <<key (p v) pressed?> and <key (q v) pressed?>> then\n switch costume to (costume2 v)\n end\nend\n\n@Sprite8\n\nwhen I receive [start the game v]\nset [☁ time v] to [0]\nrepeat until <(win) = [yes]>\n change [☁ time v] by (.1)\n wait (.1) seconds\nend\n\nwhen I receive [stop time v]\nchange [stop time !!@@@ v] by (1)\nstop [other scripts in sprite v]\n\nset [☁ time v] to [0]\n\nstop [other scripts in sprite v]\n\nwhen flag clicked\nwait until <(STOP TIME !!@@@) = [1]>\n\nwhen backdrop switches to [among_us_cafeteria_scenario_lowpoly_3d_model_c4d_max_obj_fbx_ma_lwo_3ds_3dm_stl_3343607_o v]\nchange [stop time !!@@@ v] by (1)\n\nwait (1) seconds\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✨
scrolling platformer tutorial
@Stage\n\n@Player\n\nwhen flag clicked\nswitch costume to (stand v)\npoint in direction (90)\nforever\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> and <(costume [number v]) = [16]>> then\n switch costume to (run1 v)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-40)\nset rotation style [left-right v]\nset [move speed v] to [0]\nset [scroll v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n point in direction (90)\n next costume\n set [move speed v] to [-8]\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n point in direction (-90)\n next costume\n set [move speed v] to [8]\n else\n switch costume to (stand v)\n end\n end\n change [scroll v] by (move speed)\n set [move speed v] to ((move speed) * (0.8))\nend\n\nwhen flag clicked\nforever\n repeat until <touching color (#20ad00)?>\n change y by (-3)\n end\nend\n\nwhen flag clicked\nforever\n repeat until <not <touching color (#20ad00)?>>\n change y by (3)\n if <key (up arrow v) pressed?> then\n repeat (15)\n change y by (6)\n end\n wait until <touching color (#20ad00)?>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#20ad00)?> then\n change [scroll v] by ((move speed) - ((move speed) * (2.5)))\n end\n go to [front v] layer\nend\n\n@terrarian \n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nswitch costume to ((costume [number v]) - (1))\nset [sense the last costume v] to (costume [number v])\nswitch costume to (costume1 v)\nset [platforms id v] to [0]\ncreate clone of (_myself_ v)\nrepeat ((sense the last costume) - (1))\n change [platforms id v] by (1)\n create clone of (_myself_ v)\nend\nstop [this script v]\n\nwhen I start as a clone\nshow\nforever\n move (platforms id)\nend\n\ndefine move (number or text)\nswitch costume to ((number or text) + (1))\ngo to x: ((scroll) + ((480) * (number or text))) y: (0)\nif <<(x position) < [-460]> or <[460] < (x position)>> then\n hide\nelse\n show\nend\n\n@Sprite1\n\n
welcome to my first tutorial see it and make a scrolling game\n\n\nWoW 3k+ views 100+ likes, coments and stars
Colorless - A Mobile Friendly Platformer
@Stage\n\nwhen flag clicked\nforever\n if <not <(Level) = [9]>> then\n switch backdrop to (clolurless v)\n else\n switch backdrop to (colourfull v)\n end\nend\n\n@Blank\n\n@Player\n\nwhen I receive [game-play v]\nswitch costume to (colourless right v)\nshow\nforever\n go to x: ([x position v] of [hitbox v]) y: (([y position v] of [hitbox v]) + (3))\nend\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.1)\nhide\n\nwhen I receive [level skipped v]\ngo to x: (-196) y: (-90)\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n broadcast (Last Level v)\n end\nend\n\n@Spikes\n\nwhen I receive [game-play v]\ngo to [front v] layer\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.1)\nhide\n\n@Hitbox\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nchange y by (y vel)\nif <<touching (ground v)?> or <touching (other platforms v)?>> then\n repeat ([abs v] of (y vel) )\n if <<touching (ground v)?> or <touching (other platforms v)?>> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>> or <<mouse down?> and <<(mouse y) > (x position)> and <not <(y vel) > [0]>>>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x vel v] by (movement speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x vel v] by ((-1) * (movement speed))\nend\nchange x by (X Vel)\nif <<touching (ground v)?> or <touching (other platforms v)?>> then\n set [old y v] to (y position)\n repeat (([abs v] of (X Vel) ) + (1))\n if <<touching (ground v)?> or <touching (other platforms v)?>> then\n change y by (1)\n end\n end\n if <<touching (ground v)?> or <touching (other platforms v)?>> then\n set y to (Old Y)\n repeat ([ceiling v] of ([abs v] of (X Vel) ) )\n if <<touching (ground v)?> or <touching (other platforms v)?>> then\n change x by ((-1) * (([abs v] of (X Vel) ) / (X Vel)))\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(X Vel) < [0]> then\n set [x vel v] to [0]\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n set [x vel v] to (wall jump hm)\n set [y vel v] to (wall jump vm)\n end\n else\n set [x vel v] to [0]\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n set [x vel v] to ((-1) * (wall jump hm))\n set [y vel v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [x vel v] to ((X Vel) * (friction))\n\nwhen I receive [game-play v]\ngo to [back v] layer\ngo to x: (-198) y: (-48)\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n platform physics (12.5) (-1) (0.9) (0.8) (9) (8)\nend\n\nwhen [s v] key pressed\nif <not <(Level) = [9]>> then\n change [level v] by (1)\n go to x: (-196) y: (-103)\nend\n\nwhen I receive [game-play v]\ngo to x: (-198) y: (-90)\n\nwhen I receive [game-play v]\nshow variable [level v]\nset [level v] to [1]\nforever\n if <<(x position) = [238]> or <(x position) > [237]>> then\n go to x: (-196) y: (-90)\n change [level v] by (1)\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide variable [level v]\nforever\n if <touching (spikes v)?> then\n go to x: (-196) y: (-48)\n end\n if <([costume # v] of [other platforms v]) = [9]> then\n broadcast (Last Level v)\n forever\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen [s v] key pressed\nif <not <(Level) = [9]>> then\n change [level v] by (1)\n go to x: (-196) y: (-48)\n change [level v] by (-1)\nend\n\nwhen I receive [level skipped v]\nchange [level v] by (1)\ngo to x: (-196) y: (-48)\n\nwhen I receive [last level v]\ngo to x: (-196) y: (-48)\n\n@Other Platforms\n\nwhen I receive [game-play v]\ngo to [back v] layer\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (The End v)\n end\nend\n\n@Ground\n\ndefine Render Ground with costume: (costume)\nswitch costume to (costume)\nrepeat (15)\n create clone of (_myself_ v)\n change x by (31)\nend\n\nwhen I receive [game-play v]\nshow\ngo to x: (-225) y: (-150)\nRender Ground with costume: [Colourless Grass]\n\nwhen I receive [game-play v]\nforever\n if <(Level) = [9]> then\n go to x: (-225) y: (-150)\n show\n Render Ground with costume: [Colourfull Grass]\n \n end\nend\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.1)\nhide\ngo to x: (-225) y: (-140)\n\n@Story\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\n\nwhen I receive [story-advance v]\nshow\nif <not <(costume [name v]) = [3]>> then\n wait (1) seconds\n next costume\nelse\n wait (1.5) seconds\n hide\n wait (0.5) seconds\n broadcast (Game-Play v)\nend\n\nwhen I receive [game-play v]\nhide\n\nwhen [timer v] > (0.1)\nhide\n\n@Fade\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [story-advance v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (0.8) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen [timer v] > (0.1)\nhide\n\n@Next Button\n\nwhen flag clicked\ngo to x: (188) y: (-131)\nshow\nswitch costume to (next button v)\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (Story-Advance v)\nelse\n if <(costume [number v]) = [2]> then\n broadcast (Level Skipped v)\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen I receive [game-play v]\ngo to x: (199) y: (-149)\nswitch costume to (skip button v)\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (1) layers\nshow\nforever\n if <(Level) = [9]> then\n hide variable [level v]\n hide\n end\nend\n\n@Clouds\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (pick random (0) to (17))\nshow\ngo to x: (293) y: (pick random (139) to (52))\nrepeat until <touching (detector v)?>\n change x by (-1)\nend\nchange x by (-10)\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [game-play v]\nswitch costume to (costume4 v)\ngo to x: (293) y: (91)\nhide\nforever\n go to [back v] layer\n create clone of (_myself_ v)\n wait (pick random (10) to (18)) seconds\nend\n\nwhen I receive [game-play v]\nif <(Level) = [9]> then\n forever\n hide\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@Detector\n\n@The Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide variable [level v]\nshow\n\n
DOUBLE CLICK THE GREEN FLAG\n~~~~~~~~~~~~INSTRUCTIONS~~~~~~~~~~~\nUse W,A,D keys or arrow keys or tap to move.\n'S' to skip a level.\nPlay in full screen for best experience.\nTurbowarp link- https://turbowarp.org/512725950\nALL LEVELS *ARE* POSSIBLE
ninqa a platformer #all #games
@Stage\n\n@pleyer\n\nwhen flag clicked\nset [wysokość skoku v] to [50]\nbroadcast (wiadomość1 v)\ngo to x: (-205) y: (-134)\nforever\n if <<touching color (#3000ff)?> or <touching color (#3000ff)?>> then\n set [skok v] to [1]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [skok v] to ((wysokość skoku) / (5))\n end\n else\n change [skok v] by (-0.5)\n end\n change y by (skok)\nend\n\nset [wysokość skoku v] to [0]\n\nwhen I receive [wiadomość1 v]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change x by (-10)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change x by (10)\n end\n if <touching color (#ff0000)?> then\n go to x: (-207) y: (-124)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-205) y: (-134)\n\nwhen flag clicked\nforever\n if <touching color (#5aff00)?> then\n change [skok v] by (5)\n end\nend\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n broadcast (next level v)\n wait (1) seconds\n end\nend\n\n@platforms map\n\nwhen flag clicked\nswitch costume to (kostium1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Duszek1\n\nwhen flag clicked\nforever\n if <touching (pleyer v)?> then\n broadcast (next level v)\n end\nend\n\n
kays or wasd to move \nlove and fave plz \ns to skip\n#7 on tranding say what ?!\nFIRST PROJECKT!\nzamykam komy zadużo reklamacji\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nmaby follow
platformer
@Stage\n\nwhen I receive [start v]\nwait (1) seconds\nplay sound [Alan Walker - Force v] until done\nwait (1) seconds\nplay sound [Alan Walker - Force v] until done\nwait (1) seconds\nplay sound [Alan Walker - Force v] until done\nwait (1) seconds\nplay sound [Alan Walker - Force v] until done\nwait (1) seconds\nplay sound [Alan Walker - Force v] until done\nwait (1) seconds\nplay sound [Alan Walker - Force v] until done\nwait (1) seconds\nplay sound [Alan Walker - Force v] until done\nwait (1) seconds\nplay sound [Alan Walker - Force v] until done\nwait (1) seconds\nplay sound [Alan Walker - Force v] until done\nwait (1) seconds\nplay sound [Alan Walker - Force v] until done\nwait (1) seconds\nplay sound [Alan Walker - Force v] until done\nwait (1) seconds\nplay sound [Alan Walker - Force v] until done\nwait (1) seconds\n\n@Player\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [start v]\ngo to [front v] layer\nset [cl v] to [0]\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nshow\nswitch costume to (player v)\nbroadcast (Tick v)\n\ndefine Tick\nset size to (120) %\nswitch costume to (player v)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (20))>>>> then\n switch costume to (player right v)\n change [xvelocity v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < ((x position) - (20))>>>> then\n switch costume to (player left v)\n change [xvelocity v] by (-1)\nend\nset [xvelocity v] to ((XVelocity) * (0.9))\nchange x by (XVelocity)\nif <touching color (#00ff3a)?> then\n change y by (1)\n if <touching color (#00ff3a)?> then\n change y by (1)\n if <touching color (#00ff39)?> then\n change y by (1)\n if <touching color (#00ff3a)?> then\n change y by (1)\n if <touching color (#00ff3a)?> then\n change y by (1)\n if <touching color (#00ff3a)?> then\n change x by ((XVelocity) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(XVelocity) > [0]> then\n set [xvelocity v] to [-11]\n else\n set [xvelocity v] to [11]\n end\n set [yvelocity v] to [16]\n else\n set [xvelocity v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yvelocity v] by (-1)\nchange y by (YVelocity)\nif <touching color (#00ff3a)?> then\n change y by ((YVelocity) * (-1))\n set [yvelocity v] to [0]\nend\nchange y by (-1)\nif <touching color (#00ff3a)?> then\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvelocity v] to [16]\n end\nend\nchange y by (1)\nif <<touching color (#ff0000)?> or <(Scroll Y) > [1200]>> then\n start sound [Die Sound effect v]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n set [yvelocity v] to [0]\n set [xvelocity v] to [0]\nend\nchange [scroll x v] by ((x position) * (-1))\nchange [scroll y v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <touching color (#00b3ff)?> then\n repeat (75)\n turn right (15) degrees\n change size by (-0.75)\n change [ghost v] effect by (1)\n end\n hide\n broadcast (Next Level v) and wait\nend\nif <touching color (#f9ff00)?> then\n set [yvelocity v] to [26]\nend\n\nwhen I receive [tick v]\ngo [backward v] (29) layers\nforever\n Tick\nend\n\nwhen I start as a clone\nset [cl v] to [1]\nset [trail v] to (Scroll X)\nset [trail2 v] to (Scroll Y)\nswitch costume to (costume3 v)\nset [ghost v] effect to (22)\nrepeat (10)\n show\n change [ghost v] effect by (3)\n change size by (-10)\n set x to ((Scroll X) - (Trail))\n set y to ((Scroll Y) - (Trail2))\nend\ndelete this clone\n\nwhen I receive [start v]\npoint in direction (90)\nforever\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\npoint in direction (90)\nshow\nclear graphic effects\nset size to (120) %\n\nwhen I receive [reset v]\nstart sound [Die Sound effect v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\n\nstart sound [portal v]\n\n@Start Button\n\nwhen this sprite clicked\nplay sound [pop v] until done\nchange [ghost v] effect by (50)\nwait (0.1) seconds\nhide\nbroadcast (Start v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\n@Sprite1\n\nwhen I receive [next level v]\nPosition\nnext costume\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\nend\n\nwhen I receive [restart v]\nPosition\n\ndefine Position\nset [scroll x v] to [263]\nset [scroll y v] to [179]\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nset [scroll x v] to [263]\nset [scroll y v] to [179]\n\n@Sprite2\n\nwhen this sprite clicked\nbroadcast (reset v)\n\nwhen flag clicked\ngo to [front v] layer\n\n@presentazione\n\nwhen flag clicked\nforever\n change [ghost v] effect by (1)\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nset [my variable v] to [1]\nwait (8) seconds\nset [my variable v] to [0]\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nset [my variable v] to [0]\n\nwhen flag clicked\nforever\n if <(my variable) = [1]> then\n wait (1) seconds\n go to x: (0) y: (0)\n show\n reset timer\n switch costume to (pick random (1) to (4))\n set [ghost v] effect to (100)\n repeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\n end\n reset timer\n repeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n end\n end\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (20) to (30)) seconds\n switch costume to (costume1 v)\n go to x: (45) y: (85)\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
arrows to move or wasd or space to jump do not touch lava or spikes mobile touch screen wait fix bug...
DEMO || Stealing The Diamond || A Henry Stickmin Platformer #games
@Stage\n\nwhen I receive [start \(showing game\) v]\nset volume to (35) %\nforever\n play sound [The_Legend_of_Zelda_Majora_s_Mask_3D_Termina_Fi2 v] until done\nend\n\nwhen I receive [respawn \(grassland\) v]\nset volume to (40) %\n\nwhen I receive [death v]\nset volume to (0) %\n\nwhen I receive [death v]\nswitch costume to (costume1 v)\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\n\nwhen I receive [respawn \(grassland\) v]\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [next level v]\nif <(Checkpoint) = [0]> then\n if <(Level) = [10]> then\n set volume to (15) %\n else\n set volume to (35) %\n end\nelse\n set volume to (0) %\nend\n\nwhen I receive [back a level v]\nif <(Checkpoint) = [0]> then\n if <(Level) = [10]> then\n set volume to (15) %\n else\n set volume to (35) %\n end\nelse\n set volume to (0) %\nend\n\nwhen I receive [portal v]\nset volume to (0) %\n\nwhen I receive [end of grassland v]\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\n\nwhen I receive [start of airship v]\nswitch backdrop to (blue sky 2 2 v)\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nbroadcast (Intro + Play Screen v)\n\nwhen I receive [start \(movement\) v]\nset [code freehearts v] to [0]\nforever\n if <key (c v) pressed?> then\n ask [Insert Code Below] and wait\n end\n if <<(answer) = [FreeHeart]> or <(answer) = [Free Heart]>> then\n if <(Code FreeHearts) = [0]> then\n start sound [The Legend of Zelda Sound Effects - Obtain Heart v]\n change [health v] by (1)\n wait (0) seconds\n set [code freehearts v] to [1]\n end\n end\nend\n\nwhen I receive [start \(showing game\) v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [intro + play screen v]\nwait (8.75) seconds\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [start game v]\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\nwait (2) seconds\nbroadcast (Start Animation v)\n\nwhen I receive [start animation v]\nswitch backdrop to (360_f_257717689_doezjdovmhy2lzbswm1evgum8v7ytbwx v)\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [after level 0 v]\nrepeat (20)\n wait (0.1) seconds\n change [brightness v] effect by (-5)\nend\n\nwhen I receive [level 1 v]\nrepeat (20)\n wait (0.1) seconds\n change [brightness v] effect by (5)\nend\n\n@Blank\n\n@ Intro / Play Screen\n\nwhen flag clicked\nset [start v] to [0]\nset [clone id \(intro\) v] to [0]\nset [beat drop v] to [0]\nhide\nwait (8.5) seconds\nset [beat drop v] to [1]\n\nwhen I receive [intro + play screen v]\nset volume to (100) %\nstart sound [Main_Menu_Intro_Loomian_Legacy_Soundtrack v]\ncreate clone of (_myself_ v)\nwait (0) seconds\nchange [clone id \(intro\) v] by (1)\ncreate clone of (_myself_ v)\nwait (0) seconds\nchange [clone id \(intro\) v] by (1)\ncreate clone of (_myself_ v)\nwait (0) seconds\nchange [clone id \(intro\) v] by (1)\ncreate clone of (_myself_ v)\nwait (0) seconds\nchange [clone id \(intro\) v] by (1)\ncreate clone of (_myself_ v)\nwait (0) seconds\nchange [clone id \(intro\) v] by (1)\ncreate clone of (_myself_ v)\nwait (0) seconds\nchange [clone id \(intro\) v] by (1)\ncreate clone of (_myself_ v)\nwait (0) seconds\nchange [clone id \(intro\) v] by (1)\ncreate clone of (_myself_ v)\nwait (0) seconds\nchange [clone id \(intro\) v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID \(Intro\)) = [0]> then\n set [ghost v] effect to (100)\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n wait (1) seconds\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I start as a clone\nif <(Clone ID \(Intro\)) = [1]> then\n clear graphic effects\n set size to (100) %\n go to x: (-250) y: (110)\n switch costume to (costume2 v)\n wait (4.75) seconds\n show\n glide (0.2) secs to x: (0) y: (100)\n wait until <(Beat Drop) = [1]>\n repeat (10)\n change size by (5)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID \(Intro\)) = [2]> then\n clear graphic effects\n set size to (100) %\n set [ghost v] effect to (100)\n go to x: (0) y: (10)\n switch costume to (costume1 v)\n wait (4.5) seconds\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait until <(Beat Drop) = [1]>\n repeat (10)\n change size by (5)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID \(Intro\)) = [3]> then\n clear graphic effects\n set size to (100) %\n go to x: (250) y: (-100)\n switch costume to (28120-6-the-legend-of-zelda-logo-image v)\n wait (5.25) seconds\n show\n glide (0.2) secs to x: (0) y: (-100)\n wait until <(Beat Drop) = [1]>\n repeat (10)\n change size by (5)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID \(Intro\)) = [4]> then\n clear graphic effects\n go to x: (-15) y: (90)\n switch costume to (costume5 v)\n wait (8.5) seconds\n show\nend\n\nwhen I start as a clone\nif <(Clone ID \(Intro\)) = [5]> then\n clear graphic effects\n show\n go to [back v] layer\n switch costume to (costume4 v)\n wait (8.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID \(Intro\)) = [6]> then\n clear graphic effects\n point in direction (90)\n switch costume to (costume9 v)\n go to x: (275) y: (-87)\n hide\n wait (10) seconds\n show\n glide (2) secs to x: (-75) y: (-87)\n turn right (7.5) degrees\n glide (1.25) secs to x: (-250) y: (-60)\n hide\n wait (3) seconds\n switch costume to (costume8 v)\n turn right (5) degrees\n show\n glide (1) secs to x: (-75) y: (-87)\n point in direction (90)\n glide (1.5) secs to x: (275) y: (-87)\n hide\n wait (3) seconds\n switch costume to (costume9 v)\n go to x: (275) y: (-87)\n show\n glide (2) secs to x: (0) y: (-87)\n wait (1) seconds\n switch costume to (costume11 v)\nend\n\nwhen I start as a clone\nif <(Clone ID \(Intro\)) = [7]> then\n clear graphic effects\n point in direction (90)\n switch costume to (costume10 v)\n go to x: (-245) y: (-60)\n hide\n wait (17.5) seconds\n show\n turn right (5) degrees\n show\n glide (1) secs to x: (-75) y: (-83)\n point in direction (90)\n glide (1.5) secs to x: (275) y: (-83)\n hide\nend\n\nwhen I start as a clone\nif <(Clone ID \(Intro\)) = [8]> then\n clear graphic effects\n go to x: (10) y: (-50)\n set [ghost v] effect to (100)\n point in direction (90)\n switch costume to (costume12 v)\n hide\n wait (9) seconds\n show\n repeat until <(Play) = [1]>\n go to [front v] layer\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (0.5) seconds\n repeat (20)\n wait (0.01) seconds\n change [ghost v] effect by (5)\n end\n end\nend\n\nwhen [any v] key pressed\nif <(Beat Drop) = [1]> then\n broadcast (Start Game v)\n set [start v] to [1]\n set [beat drop v] to [0]\n stop [this script v]\nend\n\nwhen I start as a clone\nforever\n if <(Clone ID \(Intro\)) = [4]> then\n if <(Start) = [1]> then\n repeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\n end\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(Start) = [1]> then\n repeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\n end\n delete this clone\n end\nend\n\nwhen I receive [start game v]\nrepeat (20)\n change volume by (-5)\n wait (0.1) seconds\nend\n\n@Player\n\ndefine Player Tick (speed) (friction) Console <right> <left> <up>\nset [x_vel v] to (((X_Vel) + ((<right> - <left>) * (speed))) * (friction))\npoint in direction ((([abs v] of (X_Vel) ) / (X_Vel)) * (90))\nchange x by (X_Vel)\nif <touching (levels v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [10]> or <not <touching (levels v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by ((Slope) * (-1))\n repeat until <not <touching (levels v)?>>\n change x by ((([abs v] of (X_Vel) ) / (X_Vel)) * (-1))\n end\n if <up> then\n set [y_vel v] to [12]\n if <(([abs v] of (X_Vel) ) / (X_Vel)) = [1]> then\n set [x_vel v] to [-24]\n else\n set [x_vel v] to [24]\n end\n else\n set [x_vel v] to [0]\n end\n end\nend\nif <<up> and <(Jumping) < [3]>> then\n set [y_vel v] to [12]\nelse\n change [y_vel v] by (-1)\nend\nchange [jumping v] by (1)\nchange y by (Y_Vel)\nif <touching (levels v)?> then\n repeat until <not <touching (levels v)?>>\n change y by ((([abs v] of (Y_Vel) ) / (Y_Vel)) * (-1))\n end\n if <(([abs v] of (Y_Vel) ) / (Y_Vel)) = [-1]> then\n set [jumping v] to [0]\n end\n set [y_vel v] to [0]\nend\n\ndefine Reset Player Data\nset rotation style [left-right v]\ngo to x: (-200) y: (-30)\nset [jumping v] to [0]\nset [slope v] to [0]\nset [x_vel v] to [0.000001]\nset [y_vel v] to [-0.00001]\n\nwhen flag clicked\nset [movement v] to [0]\nset [checkpoint v] to [0]\nset [level 19 v] to [0]\nset [invincibility v] to [0]\nset [music v] to [0]\nset [x_vel v] to [0]\nset [y_vel v] to [0]\npoint in direction (90)\nset volume to (100) %\nswitch costume to (costume1 v)\nclear graphic effects\nset size to (130) %\nhide\n\nwhen flag clicked\nforever\n if <<<(x position) = [243]> or <(x position) > [243]>> and <not <<(Level) = [0]> or <(Level) = [8]>>>> then\n change [level v] by (1)\n Reset Player Data\n broadcast (Next level v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Invincibility) = [0]> then\n if <<(y position) = [-183]> or <(y position) < [-183]>> then\n wait (0.01) seconds\n change [health v] by (-1)\n start sound [Cartoon Falling Sound Effects v]\n Reset Player Data\n Movement\n end\n end\nend\n\nwhen I receive [start \(showing game\) v]\nshow\n\nwhen I receive [start \(movement\) v]\nset [movement v] to [1]\nset [death movement v] to [0]\nrepeat until <(Movement) = [0]>\n if <(Death Movement) = [0]> then\n Player Tick [3] [.7] Console <<key (right arrow v) pressed?> or <key (d v) pressed?>> <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (up arrow v) pressed?> or <key (w v) pressed?>>\n end\nend\n\nwhen I receive [death v]\nwait (0.5) seconds\nset [death movement v] to [1]\nwait (3) seconds\nrepeat (6)\n next costume\n wait (0.1) seconds\nend\nwait (0.5) seconds\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\nwait (1) seconds\nif <(Checkpoint) = [0]> then\n broadcast (Respawn \(Grassland\) v)\nend\nif <(Checkpoint) = [1]> then\n broadcast (Respawn \(Airship\) v)\nend\nif <(Checkpoint) = [2]> then\n broadcast (Respawn \(Level 19\) v)\nend\n\nwhen I receive [respawn \(grassland\) v]\ngo to x: (-179) y: (-116)\nset [health v] to [3]\nswitch costume to (costume1 v)\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\nset [death movement v] to [0]\nset [death v] to [0]\n\nwhen [r v] key pressed\nReset Player Data\n\nwhen I receive [portal v]\nset [death movement v] to [1]\nrepeat (10)\n wait (0.1) seconds\n move (5) steps\n change size by (-13)\nend\nset [brightness v] effect to (-100)\nstart sound [Pop v]\nhide\nwait (0.5) seconds\nset [checkpoint v] to [1]\nbroadcast (End Of Grassland v)\n\nwhen I receive [start of airship v]\nset [level v] to [11]\nset [death movement v] to [0]\nset size to (130) %\nshow\nReset Player Data\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [start \(movement\) v]\nforever\n if <(Level) > [0]> then\n go to [front v] layer\n end\nend\n\nwhen I receive [start \(movement\) v]\nforever\n if <<<touching (spikes v)?> or <touching (tophats v)?>> or <touching (poison heart v)?>> then\n if <(Invincibility) = [0]> then\n wait (0.01) seconds\n change [health v] by (-1)\n Reset Player Data\n Movement\n end\n end\nend\n\nwhen I receive [start \(movement\) v]\nforever\n if <touching (tophats v)?> then\n play sound [Cartoon punch sound effect v] until done\n end\nend\n\nwhen I receive [start \(movement\) v]\nset [movement v] to [1]\n\nwhen I receive [start \(showing game\) v]\nReset Player Data\nshow\n\ndefine Movement\nif <not <(Health) = [0]>> then\n set [death movement v] to [1]\n wait (0.5) seconds\n set [death movement v] to [0]\nend\n\ndefine Push Back\nif <(x position) > [0]> then\n move (-150) steps\nend\nif <(x position) < [0]> then\n move (150) steps\nend\nMovement\n\nwhen [space v] key pressed\nif <(Laser Activate) = [1]> then\n if <(Laser) = [1]> then\n create clone of (_myself_ v)\n wait (0) seconds\n set [laser v] to [0]\n wait (0.5) seconds\n set [laser v] to [1]\n end\nend\n\nwhen I receive [start \(movement\) v]\nset [laser v] to [1]\nset [clone id \(laser\) v] to [0]\n\nwhen I receive [boss fight v]\nforever\n set [laser v] to [1]\n wait (5) seconds\nend\n\nwhen I receive [start animation v]\nswitch costume to (costume7 v)\npoint in direction (0)\ngo to x: (-175) y: (-60)\nset rotation style [all around v]\nset [death movement v] to [1]\nshow\nset [brightness v] effect to (-100)\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\nwait (5.5) seconds\nrepeat (7)\n wait (0.01) seconds\n switch costume to ((costume [number v]) - (1))\nend\nwait (2) seconds\nrepeat (9)\n wait (0.01) seconds\n turn right (10) degrees\nend\nset rotation style [left-right v]\nset [level 0 v] to [1]\nset [death movement v] to [0]\nbroadcast (Start \(Movement\) v)\n\nwhen flag clicked\nforever\n if <<<<(x position) = [242]> or <(x position) > [242]>> and <(Level) = [0]>> and <(Level 0) = [1]>> then\n set [death movement v] to [1]\n broadcast (After Level 0 v)\n wait (0) seconds\n set [level 0 v] to [0]\n end\nend\n\nwhen I receive [after level 0 v]\nhide\nwait (4) seconds\nbroadcast (Level 1 v)\n\nwhen I receive [level 1 v]\ngo to x: (-200) y: (-117)\nbroadcast (Start \(Showing Game\) v)\nset [brightness v] effect to (-100)\nshow\nrepeat (20)\n wait (0.1) seconds\n change [brightness v] effect by (5)\nend\nset [death movement v] to [0]\n\nwhen I receive [start animation v]\nwait until <touching (scroll v)?>\nbroadcast (Note \(Level 0\) v)\nwait (0) seconds\nstop [this script v]\n\nwhen I receive [note \(level 0\) v]\ngo to [back v] layer\n\nwhen I receive [level 1 v]\nrepeat (10)\n go to x: (-200) y: (-117)\nend\n\n@Levels\n\nwhen flag clicked\nset [level v] to [0]\nclear graphic effects\nhide\n\nwhen I receive [start \(showing game\) v]\nshow\n\nwhen I receive [respawn \(grassland\) v]\nset [level v] to [1]\n\nwhen I receive [respawn \(grassland\) v]\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [death v]\nswitch costume to (costume1 v)\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\n\nwhen I receive [end of grassland v]\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\nwait (1) seconds\nbroadcast (Start Of Airship v)\n\nwhen I receive [start of airship v]\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [respawn \(airship\) v]\nset [level v] to [11]\n\nwhen I receive [respawn \(airship\) v]\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [after level 19 v]\nrepeat (20)\n wait (0.1) seconds\n change [brightness v] effect by (-5)\nend\n\nwhen I receive [boss fight animation v]\nrepeat (20)\n wait (0.075) seconds\n change [brightness v] effect by (5)\nend\n\nwhen I receive [respawn \(level 19\) v]\nset [level v] to [19]\n\nwhen I receive [respawn \(level 19\) v]\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [after level 20 v]\nrepeat (20)\n wait (0.1) seconds\n change [brightness v] effect by (-5)\nend\n\nwhen I receive [level 21!!! v]\nrepeat (20)\n wait (0.075) seconds\n change [brightness v] effect by (5)\nend\n\nwhen I receive [start animation v]\nshow\nset volume to (25) %\nstart sound [Rock A Bye Baby - Super Soothing And Relaxing Sleep Music For Babies - Free Download v]\nset [brightness v] effect to (-100)\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\nwait (5) seconds\nstop all sounds\nwait (0) seconds\nset volume to (40) %\nstart sound [The Legend of Zelda Majora's Mask 3D - Inside a House - Music v]\n\nwhen I receive [after level 0 v]\nrepeat (20)\n wait (0.1) seconds\n change [brightness v] effect by (-5)\nend\n\nwhen I receive [level 1 v]\nset [level v] to [1]\nrepeat (20)\n wait (0.1) seconds\n change [brightness v] effect by (5)\nend\n\nwhen I receive [after level 0 v]\nrepeat (10)\n wait (0.2) seconds\n change volume by (-4)\nend\n\nset [brightness v] effect to (-100)\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [level 1 v]\nset [level v] to [1]\n\nwhen I receive [start animation v]\nset [level v] to [0]\n\nwhen I receive [start animation v]\nset [level v] to [0]\nforever\n switch costume to ((Level) + (1))\nend\n\n@Grass\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [death v]\nswitch costume to (costume1 v)\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\n\nwhen I receive [respawn \(grassland\) v]\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [death v]\nset volume to (0) %\n\nwhen I receive [start \(showing game\) v]\ngo to [back v] layer\nshow\n\nwhen I receive [level 1 v]\nset [brightness v] effect to (-100)\nrepeat (20)\n wait (0.1) seconds\n change [brightness v] effect by (5)\nend\n\n@Trees\n\nwhen flag clicked\nclear graphic effects\ngo to [back v] layer\nhide\n\nwhen I receive [start \(showing game\) v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [respawn \(grassland\) v]\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [death v]\nswitch costume to (costume1 v)\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\n\nwhen I receive [level 1 v]\nset [brightness v] effect to (-100)\nrepeat (20)\n wait (0.1) seconds\n change [brightness v] effect by (5)\nend\n\n@Clouds\n\nwhen flag clicked\nhide\nclear graphic effects\nforever\n go to [back v] layer\nend\n\nwhen I receive [start \(showing game\) v]\nshow\nchange [ghost v] effect by (25)\nforever\n wait (0.00000000000000001) seconds\n next costume\nend\n\nwhen I receive [death v]\nswitch costume to (costume1 v)\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\n\nwhen I receive [respawn \(grassland\) v]\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [end of grassland v]\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\n\nwhen I receive [level 1 v]\nset [brightness v] effect to (-100)\nrepeat (20)\n wait (0.1) seconds\n change [brightness v] effect by (5)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n hide\n end\nend\n\n@Spikes\n\nwhen flag clicked\nclear graphic effects\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [respawn \(grassland\) v]\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [death v]\nswitch costume to (costume1 v)\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [Spike Trap Sound Effect v] until done\n end\nend\n\n@Coin Count\n\nwhen flag clicked\nclear graphic effects\nset [coins v] to [0]\nhide\n\nwhen I receive [start \(movement\) v]\nforever\n if <(Coins) > [-1]> then\n go to x: (365) y: (49)\n end\n if <(Coins) > [9]> then\n go to x: (355) y: (49)\n end\n if <(Coins) > [19]> then\n go to x: (350) y: (49)\n end\nend\n\nwhen I receive [respawn \(grassland\) v]\nset [coins v] to [0]\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [death v]\nswitch costume to (costume1 v)\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\n\nwhen I receive [end of grassland v]\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\n\nwhen I receive [start \(showing game\) v]\nswitch costume to (costume1 v)\ngo to x: (365) y: (49)\nshow\nset size to (100) %\nforever\n switch costume to ((Coins) + (1))\n if <(Coins) > [29]> then\n set [coins v] to [0]\n start sound [The Legend of Zelda Sound Effects - Obtain Heart v]\n change [health v] by (1)\n end\nend\n\nwhen I receive [start animation v]\nshow\nset [brightness v] effect to (-100)\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [after level 0 v]\nrepeat (20)\n wait (0.1) seconds\n change [brightness v] effect by (-5)\nend\n\nwhen I receive [level 1 v]\nrepeat (20)\n wait (0.1) seconds\n change [brightness v] effect by (5)\nend\n\nwhen I receive [start animation v]\nswitch costume to (costume4 v)\nset [coins v] to [0]\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n hide\n end\nend\n\n@Coin\n\ndefine Create Coin At X: (x) Y: (y)\nwait (0) seconds\nset y to (y)\nset x to (x)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n if <touching (player v)?> then\n start sound [smw_coin v]\n change [coins v] by (1)\n delete this clone\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset [clone? v] to [1]\nhide\n\nwhen I receive [next level v]\nif <(Level) = [2]> then\n Create Coin At X: (10) Y: (-20)\n Create Coin At X: (50) Y: (-20)\n Create Coin At X: (-30) Y: (-20)\nend\nif <(Level) = [3]> then\n Create Coin At X: (-75) Y: (-40)\n Create Coin At X: (-35) Y: (-40)\n Create Coin At X: (5) Y: (-40)\n Create Coin At X: (45) Y: (-40)\n Create Coin At X: (85) Y: (-40)\n Create Coin At X: (125) Y: (-40)\n Create Coin At X: (165) Y: (-40)\n Create Coin At X: (205) Y: (-40)\nend\nif <(Level) = [4]> then\n Create Coin At X: (-1) Y: (150)\nend\nif <(Level) = [5]> then\n Create Coin At X: (70) Y: (72)\n Create Coin At X: (30) Y: (72)\n Create Coin At X: (-10) Y: (72)\n Create Coin At X: (-50) Y: (72)\n Create Coin At X: (-90) Y: (72)\n Create Coin At X: (-130) Y: (72)\n Create Coin At X: (-170) Y: (72)\n Create Coin At X: (-210) Y: (72)\nend\nif <(Level) = [7]> then\n Create Coin At X: (-6) Y: (-55)\n Create Coin At X: (146) Y: (10)\nend\nif <(Level) = [8]> then\n Create Coin At X: (-185) Y: (-110)\n Create Coin At X: (-145) Y: (-110)\n Create Coin At X: (-105) Y: (-110)\n Create Coin At X: (-75) Y: (-110)\n Create Coin At X: (-35) Y: (-110)\n Create Coin At X: (5) Y: (-110)\n Create Coin At X: (45) Y: (-110)\n Create Coin At X: (85) Y: (-110)\n Create Coin At X: (125) Y: (-110)\n Create Coin At X: (165) Y: (-110)\n Create Coin At X: (205) Y: (-110)\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nset size to (10) %\nswitch costume to (costume1 v)\nset [clone? v] to [1]\nforever\n wait (0.05) seconds\n next costume\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [death v]\nswitch costume to (costume1 v)\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\n\nwhen I receive [respawn \(grassland\) v]\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [respawn \(grassland\) v]\ndelete this clone\n\nwhen I receive [respawn \(grassland\) v]\ndelete this clone\n\n@Hearts\n\nwhen flag clicked\nset [death v] to [0]\nset [health v] to [3]\nclear graphic effects\nset size to (180) %\nswitch costume to (3 hearts v)\nhide\n\nwhen I receive [start animation v]\nshow\nforever\n if <<(Health) = [0]> and <(Death) = [0]>> then\n switch costume to (no hearts v)\n broadcast (Death v)\n wait (0.1) seconds\n change [death v] by (1)\n end\n if <(Health) = [1]> then\n switch costume to (1 heart v)\n end\n if <(Health) = [2]> then\n switch costume to (2 hearts v)\n end\n if <(Health) = [3]> then\n switch costume to (3 hearts v)\n end\n if <(Health) = [4]> then\n switch costume to (4 hearts v)\n end\n if <(Health) = [5]> then\n switch costume to (5 hearts v)\n end\nend\n\nwhen I receive [health up v]\nif <(Health) < [6]> then\n change [health v] by (1)\nend\n\nwhen I receive [respawn \(grassland\) v]\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [death v]\nswitch costume to (costume1 v)\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\n\nwhen I receive [end of grassland v]\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\n\nwhen I receive [start animation v]\nshow\nset [brightness v] effect to (-100)\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [after level 0 v]\nrepeat (20)\n wait (0.1) seconds\n change [brightness v] effect by (-5)\nend\n\nwhen I receive [level 1 v]\nrepeat (20)\n wait (0.1) seconds\n change [brightness v] effect by (5)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n hide\n end\nend\n\n@Tophats\n\nwhen flag clicked\nset [clone id v] to [0]\nset [clone code v] to [0]\nset [clones v] to [0]\nclear graphic effects\ngo to [front v] layer\nhide\n\nwhen I start as a clone\nif <(Clone ID) = [0]> then\n forever\n show\n switch costume to (costume1 v)\n go to x: (-84) y: (-44)\n glide (2.5) secs to x: (185) y: (-44)\n switch costume to (costume2 v)\n glide (2.5) secs to x: (-84) y: (-44)\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [death v]\nswitch costume to (costume1 v)\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\n\nwhen I receive [respawn \(grassland\) v]\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [next level v]\nif <<<(Level) < [3]> or <(Level) > [3]>> and <(Clone ID) = [0]>> then\n delete this clone\nend\n\nwhen I receive [respawn \(grassland\) v]\nif <(Checkpoint) = [0]> then\n set [clone id v] to [0]\nend\n\nwhen I receive [respawn \(grassland\) v]\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [death v]\nwait (3) seconds\nrepeat (50)\n delete this clone\nend\n\n@giphy (13)\n\nwhen flag clicked\nclear graphic effects\nset [clone id \(heart\) v] to [0]\nhide\n\nwhen I receive [next level v]\nif <(Level) = [5]> then\n Create Heart At X: [215] Y: [62]\nend\nif <(Level) = [9]> then\n Create Heart At X: [-100] Y: [-124]\nend\nif <(Level) = [14]> then\n Create Heart At X: [-80] Y: [97]\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (20) %\nshow\nforever\n if <touching (player v)?> then\n start sound [The Legend of Zelda Sound Effects - Obtain Heart v]\n change [health v] by (1)\n delete this clone\n end\nend\n\ndefine Create Heart At X: (x) Y: (y)\nwait (0) seconds\nset [x v] to (x)\nset y to (y)\nset x to (x)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [respawn \(grassland\) v]\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [death v]\nswitch costume to (costume1 v)\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\n\nwhen I receive [respawn \(grassland\) v]\ndelete this clone\n\nwhen I receive [respawn \(grassland\) v]\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start animation v]\ngo to x: (80) y: (-72)\nrepeat until <(Level) = [1]>\n turn right (1) degrees\nend\n\nwhen I receive [start animation v]\nset [brightness v] effect to (-100)\nshow\nrepeat (20)\n wait (0.075) seconds\n change [brightness v] effect by (5)\nend\n\nwhen I receive [note \(level 0\) v]\nwait (1) seconds\nhide\n\nwhen I receive [after level 0 v]\nrepeat (20)\n wait (0.1) seconds\n change [brightness v] effect by (-5)\nend\nhide\n\nwhen I receive [start \(showing game\) v]\nclear graphic effects\ngo to x: (2) y: (-85)\nwait until <(Level) = [19]>\nshow\nrepeat until <(Level) = [20]>\n turn right (1) degrees\nend\n\n@Scroll\n\nwhen I receive [after level 0 v]\nrepeat (20)\n wait (0.1) seconds\n change [brightness v] effect by (-5)\nend\nhide\n\nwhen flag clicked\nset [clone id \(note\) v] to [0]\nset size to (20) %\nhide\n\ndefine Create Note At X: (x) Y: (y)\nwait (0) seconds\nset [x v] to (x)\nset y to (y)\nset x to (x)\ncreate clone of (_myself_ v)\nwait (0) seconds\nchange [clone id \(note\) v] by (1)\n\nwhen I receive [start animation v]\nCreate Note At X: [80] Y: [-72]\n\nwhen I start as a clone\nif <(Clone ID \(Note\)) = [0]> then\n show\n set [brightness v] effect to (-100)\n repeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\n end\n forever\n if <(Note) = [1]> then\n delete this clone\n end\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [10]> then\n Create Note At X: [0] Y: [-72]\nend\n\n@Note\n\nwhen flag clicked\nset [note v] to [0]\nhide\nforever\n go [forward v] (1000) layers\n go to [front v] layer\nend\n\nwhen I receive [note \(level 0\) v]\nswitch costume to (1 v)\nshow\nset size to (1) %\nrepeat (10)\n wait (0.01) seconds\n change size by (10)\nend\nset [note v] to [1]\n\nwhen this sprite clicked\nrepeat (10)\n wait (0.01) seconds\n change size by (-10)\nend\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat (10)\n hide\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n show\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@detector\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen I receive [start animation v]\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nchange [health v] by (1)\nstart sound [The Legend of Zelda Sound Effects - Obtain Heart v]\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\n
*Please note that this is a demo, and not the full game*\n\nThe full game is out!!! Play it here! \nhttps://scratch.mit.edu/projects/517111396/\n\nThe Okavango Diamond has been stolen, and Henry needs to get it back! \n\nUse the arrow keys or WASD to move, space to jump\n\nFull game comes out April 17th! \n\n(4-18-21) Top Loved! :D
Rolibdan32 a platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (11.47) seconds\nswitch backdrop to (costume1 v)\nforever\n play sound [TheFatRat - Monody v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set size to (100) %\n set [ghost v] effect to (100)\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (11.47) seconds\nshow\n\nwhen I receive [new costume v]\nbroadcast (show coins v)\nnext costume\ngo to x: (0) y: (0)\n\n@player\n\nwhen flag clicked\npoint in direction (-90)\nhide\nhide variable [coins v]\nset [coins v] to [0]\nwait (11.47) seconds\nshow variable [coins v]\nshow\ngo to x: (-193) y: (161)\nset [ghost v] effect to (0)\nshow\nset [for coins v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(costume [number v]) = [1]> then\n switch costume to (player v)\n forever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1.5)\n end\n set [x v] to ((X) * (.9))\n change x by (X)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n if <touching (level v)?> then\n change x by ((X) * (-1))\n change x 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 [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n change y by (1)\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (level v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (12)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-193) y: (161)\n broadcast (New costume v)\n change [for coins v] by (1)\n end\n if <touching (spikes v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-193) y: (-52)\n end\n end\n else\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (20)\n change [pixelate v] effect by (25)\n change [color v] effect by (25)\n change size by (-1)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nwait (11.47) seconds\nbroadcast (go v)\nrepeat (12)\n turn right (15) degrees\nend\nstop [this script v]\n\nwhen flag clicked\nforever\n if <touching (coins v)?> then\n change [coins v] by (1)\n broadcast (hide coins v)\n play sound [26f8b9_sonic_ring_sound_effect v] until done\n end\n if <(coins) > [9]> then\n forever\n broadcast (Super rolibdan32 v)\n end\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nswitch costume to (player v)\n\nwhen [space v] key pressed\nforever\n if <(coins) = [10]> then\n switch costume to (super player v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(coins) = [10]> then\n switch costume to (super player v)\n end\nend\n\nwhen I receive [super rolibdan32 v]\nforever\n wait until <(costume [number v]) = [2]>\n if <(costume [number v]) = [2]> then\n forever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (6)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-6)\n end\n set [x v] to ((X) * (.9))\n change x by (X)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n if <touching (level v)?> then\n change x by ((X) * (-1))\n change x 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 [-14]\n else\n set [x v] to [14]\n end\n set [y v] to [20]\n else\n set [x v] to [0]\n end\n end\n change y by (1)\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (level v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (16)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-193) y: (161)\n broadcast (New costume v)\n change [for coins v] by (1)\n end\n end\n else\n stop [this script v]\n end\nend\n\n@ my amazing cool intro \n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine Frame Tween Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Bounce, Size: (s) Speed: (spd)\nset size to (1000) %\nrepeat (30)\n set [bounce v] to (((Bounce) * (0.7)) + (((s) - (size)) / (spd)))\n change size by (Bounce)\nend\n\ndefine Smooth Size Change, Size: (s) Speed: (spd)\nif <(s) > (size)> then\n repeat until <(size) > ((s) - (.1))>\n Frame Tween Size: (s) speed: (spd)\n end\nend\nif <(size) > (s)> then\n Frame Tween Size: (s) speed: (spd)\nend\nset size to (s) %\n\nwhen flag clicked\nset [\[intro\] playing v] to [false]\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nend\nerase all\npen up\nstop all sounds\nclear sound effects\nset volume to (100) %\nstart sound [Robin Hustin x TobiMorrow - Light It Up \(feat v]\nset size to (100) %\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nswitch backdrop to ( v)\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nset [i v] to [0]\nset [// v] to [-180]\nset [ypos v] to [-146]\nset [num v] to [0]\nset [counter v] to [0]\nset [bounce v] to [0]\nset [bar id v] to [0]\nset [slide id v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [0]> then\n switch costume to (slide v)\n set size to (5) %\n go to x: (//) y: (0)\n set [ghost v] effect to (100)\n repeat until <(size) > [50]>\n Frame Tween Size: [100] speed: [4]\n change [ghost v] effect by (-7)\n end\n if <(Slide ID) < [3]> then\n change [slide id v] by (1)\n change [// v] by (120)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [99]>\n Frame Tween Size: [100] speed: [4]\n change [ghost v] effect by (-7)\n end\n repeat until <(size) < [16]>\n Frame Tween Size: [15] speed: [4]\n change [ghost v] effect by (7)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n switch costume to (bar v)\n set [ghost v] effect to (100)\n set size to (0) %\n go to x: (0) y: (YPos)\n repeat (3)\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n if <(Bar ID) < [5]> then\n change [bar id v] by (1)\n change [ypos v] by (60)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [101]>\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n repeat until <(size) < [20]>\n change [ghost v] effect by (5)\n Frame Tween Size: [19] speed: [5]\n end\n stamp\n delete this clone\nend\n\nwhen flag clicked\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nwait (3.03) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n set size to (40) %\n switch costume to (logo v)\n go to [front v] layer\n Bounce, Size: [100] Speed: [5]\n set [counter v] to [0]\n reset timer\n set [clone id v] to [FlashBang]\n create clone of (_myself_ v)\n repeat until <(timer) > [2]>\n change [counter v] by (3)\n point in direction ((([tan v] of (Counter) ) / (.1)) + (90))\n end\n set [clone id v] to [4]\n create clone of (_myself_ v)\n Smooth Glide x: [-50] y: [-] speed: [5]\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n switch costume to (screen v)\n go to x: (0) y: (500)\n Smooth Glide x: [-] y: [-] speed: [5]\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [FlashBang]> then\n switch costume to (flashbang v)\n set size to (50) %\n Smooth Size Change, Size: [130] Speed: [5]\n repeat until <(size) > [404]>\n switch costume to (blank v)\n Frame Tween Size: [405] speed: [5]\n switch costume to (flashbang v)\n end\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [4]> then\n switch costume to (username v)\n go to [back v] layer\n Smooth Glide x: [30] y: [-] speed: [5]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [5]> then\n go to x: (0) y: (0)\n switch costume to (flashbang2 v)\n set size to (50) %\n Smooth Size Change, Size: [130] Speed: [5]\n repeat until <(size) > [404]>\n switch costume to (blank v)\n Frame Tween Size: [405] speed: [5]\n switch costume to (flashbang2 v)\n end\n set [bar id v] to [0]\n set [ypos v] to [-146]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n stamp\n delete this clone\nend\n\nstamp\ndelete this clone\n\nwhen I start as a clone\nif <(Clone ID) = [6]> then\n switch costume to (bar v)\n set [ghost v] effect to (100)\n set size to (0) %\n go to x: (0) y: (YPos)\n repeat (3)\n change [brightness v] effect by (10)\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n if <(Bar ID) < [5]> then\n change [bar id v] by (1)\n change [ypos v] by (60)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [101]>\n change [ghost v] effect by (-10)\n Frame Tween Size: [102] speed: [5]\n end\n erase all\n if <(Num) = [0]> then\n change [num v] by (1)\n broadcast (Intro done v)\n end\n repeat until <(size) < [20]>\n change [brightness v] effect by (-5)\n change [ghost v] effect by (5)\n Frame Tween Size: [19] speed: [5]\n end\n wait (.2) seconds\n delete this clone\nend\n\n@coins\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nforever\n next costume\nend\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nforever\n if <([costume name v] of [level v]) = [costume1]> then\n go to x: (0) y: (0)\n end\n if <([costume name v] of [level v]) = [costume2]> then\n go to x: (15) y: (100)\n end\n if <([costume name v] of [level v]) = [costume3]> then\n go to x: (-5) y: (100)\n end\n if <([costume name v] of [level v]) = [costume4]> then\n go to x: (176) y: (109)\n end\n if <([costume name v] of [level v]) = [costume5]> then\n go to x: (176) y: (109)\n end\n if <([costume name v] of [level v]) = [costume6]> then\n go to x: (78) y: (105)\n end\n if <([costume name v] of [level v]) = [costume7]> then\n go to x: (127) y: (74)\n end\n if <([costume name v] of [level v]) = [costume8]> then\n go to x: (23) y: (101)\n end\n if <([costume name v] of [level v]) = [costume9]> then\n go to x: (15) y: (100)\n end\n if <([costume name v] of [level v]) = [costume10]> then\n go to x: (15) y: (100)\n end\n if <([costume name v] of [level v]) = [costume11]> then\n go to x: (0) y: (25)\n end\n if <([costume name v] of [level v]) = [costume12]> then\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [hide coins v]\nhide\n\nwhen I receive [show coins v]\nshow\n\n@Spikes \n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (11.47) seconds\nshow\n\nwhen I receive [new costume v]\nnext costume\ngo to x: (0) y: (0)\n\n@Message\n\nwhen flag clicked\nhide\n\nwhen I receive [super rolibdan32 v]\nshow\nforever\n show\n wait (1) seconds\n hide\n wait (1) seconds\nend\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nhide\ncreate clone of (_myself_ v)\nforever\n wait (pick random (4) to (8)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\npoint in direction (pick random (-90) to (90))\ngo to [back v] layer\ngo to x: (315) y: (pick random (5) to (170))\nswitch costume to (pick random (1) to (7))\nset [ghost v] effect to (50)\nshow\nrepeat until <(x position) < [-280]>\n change x by (-3)\nend\ndelete this clone\n\n@Love Fave Follow\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n show\n go to x: (-104) y: (-200)\n wait (1) seconds\n glide (1) secs to x: (-51) y: (-125)\n wait (0.3) seconds\n go to [front v] layer\n glide (0.5) secs to x: (-20) y: (-125)\n wait (0.3) seconds\n glide (1) secs to x: (35) y: (-125)\n wait (2) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n go to x: (0) y: (-123)\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((50) + (size)) / (25))\n end\n wait (2.5) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n hide\n wait (2.5) seconds\n show\n go to x: (0) y: (-123)\n wait (4.1) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n hide\n wait (3.3) seconds\n show\n go to x: (0) y: (-123)\n wait (3.3) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n hide\n wait (4.6) seconds\n show\n go to x: (0) y: (-123)\n wait (2) seconds\n hide\nend\n\nwhen flag clicked\nforever\n wait (30) seconds\n broadcast (love fave follow v)\nend\n\nwhen I receive [love fave follow v]\nswitch costume to (love fave follow!!! v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (love fave follow!!!2 v)\ncreate clone of (_myself_ v)\nswitch costume to (love fave follow!!!3 v)\ncreate clone of (_myself_ v)\nswitch costume to (love fave follow!!!4 v)\ncreate clone of (_myself_ v)\nhide\n\n
after 2 months of inactivity i'm back with a lot of platformer in mind :D\n2 months is a lot. . . \nso I'm back to 1 PROJECT A WEEK !!!!\nso try to finish this platformer while dodging the spikes :P\ntry to get 10 coins and tap on the character on MOBILE or press space on PC :PP\n\n\nif this project has you more ❤️ and ⭐️ and follow me!\nthe link of my account : @CMlukian \n\n\n\n\n#roadto5kbefore2022!
Platformer 1.3
@Stage\n\n@kostium1 (3)\n\ndefine ruszaj się\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-1)\nend\nset [speed x v] to ((speed x) * (0.9))\nchange x by (speed x)\nif <<touching (duszek4 v)?> or <touching (duszek2 v)?>> then\n change y by (1)\n if <<touching (duszek4 v)?> or <touching (duszek2 v)?>> then\n change y by (1)\n if <<touching (duszek4 v)?> or <touching (duszek2 v)?>> then\n change y by (1)\n if <<touching (duszek4 v)?> or <touching (duszek2 v)?>> then\n change y by (1)\n if <<touching (duszek4 v)?> or <touching (duszek2 v)?>> then\n change y by (-4)\n change x by ((speed x) * (-1))\n if <<key (space v) pressed?> or <key (up arrow v) pressed?>> then\n if <(speed x) > [0]> then\n set [speed x v] to [-10]\n else\n set [speed x v] to [10]\n end\n set [speed y v] to [13]\n else\n set [speed x v] to [0]\n end\n end\n end\n end\n end\nend\nchange [speed y v] by (-1)\nchange y by (speed y)\nif <<touching (duszek4 v)?> or <touching (duszek2 v)?>> then\n change y by ((speed y) * (-1))\n set [speed y v] to [0]\nend\nchange y by (-1)\nif <<<<touching (duszek4 v)?> and <key (space v) pressed?>> or <<touching (duszek2 v)?> and <key (space v) pressed?>>> or <<<touching (duszek2 v)?> and <key (up arrow v) pressed?>> or <<touching (duszek4 v)?> and <key (up arrow v) pressed?>>>> then\n set [speed y v] to [13]\nend\nchange y by (1)\n\nwhen flag clicked\nforever\n change [color v] effect by (25)\n wait (0.10) seconds\nend\n\nwhen flag clicked\nbroadcast (level 1 v)\nset [sskok v] to [0]\n\nwhen flag clicked\ngo to x: (-213) y: (-74)\n\nwhen flag clicked\nforever\n ruszaj się\n create clone of (_myself_ v)\nend\n\nwhen I receive [level 1 v]\nforever\n if <<(x position) = [241]> and <(y position) > [135]>> then\n broadcast (koniec 1 lvl v)\n go to x: (-213) y: (-74)\n stop [this script v]\n end\nend\n\nwhen I receive [koniec 1 lvl v]\nforever\n if <touching (duszek5 v)?> then\n go to x: (-213) y: (-74)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\n\nwhen I receive [koniec 1 lvl v]\nwait (1) seconds\nforever\n if <<(x position) = [241]> and <(y position) > [103]>> then\n broadcast (koniec lvl2 v)\n go to x: (-213) y: (-74)\n stop [this script v]\n end\nend\n\nwhen I receive [koniec lvl3 v]\nwait (1) seconds\nforever\n if <<(x position) = [241]> and <(y position) > [135]>> then\n broadcast (koniec 4lvl v)\n go to x: (-213) y: (-74)\n stop [this script v]\n end\nend\n\nwhen I receive [koniec lvl2 v]\nwait (1) seconds\nforever\n if <<(x position) = [241]> and <(y position) > [32]>> then\n broadcast (koniec lvl3 v)\n go to x: (-213) y: (-74)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nstop all sounds\nforever\n play sound [Hello v] until done\nend\n\nwhen flag clicked\nforever\n set volume to (VOLUME:) %\nend\n\nwhen flag clicked\nset [volume: v] to [100]\n\nwhen I receive [koniec 4lvl v]\nwait (1) seconds\nforever\n if <<(x position) = [241]> and <(y position) > [129]>> then\n broadcast (koniec lvl 5 v)\n go to x: (-213) y: (-74)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I start as a clone\nswitch costume to (2 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat (4)\n change [color v] effect by (25)\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> and <<<not <key (a v) pressed?>> and <not <key (left arrow v) pressed?>>> and <<not <key (d v) pressed?>> and <not <key (right arrow v) pressed?>>>>> then\n switch costume to (7 v)\n else\n if <<<<key (up arrow v) pressed?> or <key (space v) pressed?>> and <<key (d v) pressed?> or <key (right arrow v) pressed?>>> and <<not <key (left arrow v) pressed?>> and <not <key (a v) pressed?>>>> then\n switch costume to (3 v)\n else\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (5 v)\n else\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <<not <key (up arrow v) pressed?>> and <not <key (space v) pressed?>>>> then\n switch costume to (4 v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<not <key (up arrow v) pressed?>> and <not <key (space v) pressed?>>>> then\n switch costume to (6 v)\n else\n switch costume to (1 v)\n end\n end\n end\n end\n end\nend\n\n@Duszek1\n\nwhen flag clicked\nclear graphic effects\nshow\ngo to [front v] layer\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\nhide\n\n@Duszek2\n\nwhen flag clicked\nhide\n\nwhen I receive [koniec 4lvl v]\ngo to x: (-6) y: (81)\nshow\nforever\n glide (1) secs to x: (91) y: (81)\n glide (1) secs to x: (-6) y: (81)\nend\n\nwhen I receive [koniec lvl 5 v]\nhide\n\n@Duszek3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (8)\n\nwhen I receive [koniec lvl 5 v]\nforever\n repeat (10)\n change [color v] effect by (10)\n wait (0.01) seconds\n end\n repeat (10)\n change [color v] effect by (-10)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [koniec lvl 5 v]\nshow\nforever\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\n end\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0.01) seconds\n end\nend\n\n@Duszek4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (kostium1 v)\n\nwhen I receive [koniec 1 lvl v]\nswitch costume to (kostium2 v)\n\nwhen I receive [koniec lvl2 v]\nswitch costume to (kostium3 v)\n\nwhen I receive [koniec lvl3 v]\nswitch costume to (kostium4 v)\n\nwhen I receive [koniec 4lvl v]\nswitch costume to (kostium6 v)\n\nwhen I receive [koniec lvl 5 v]\nswitch costume to (kostium5 v)\n\n@Duszek5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (kostium1 v)\n\nwhen I receive [koniec 1 lvl v]\nswitch costume to (kostium2 v)\n\nwhen I receive [koniec lvl2 v]\nswitch costume to (kostium3 v)\n\nwhen I receive [koniec lvl3 v]\nswitch costume to (kostium4 v)\n\nwhen I receive [koniec 4lvl v]\nswitch costume to (kostium6 v)\n\nwhen I receive [koniec lvl 5 v]\nswitch costume to (kostium5 v)\n\n
come on and play\n\nspace/up arrow-jump\nd/right arrow-right\na/left arrow-left\n
☁ -Jungle - Online Platformer remix
@Stage\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo \(Original Mix\) v] until done\nend\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [-50]\nif <(save1) = [1]> then\n set [y v] to (item (1) of [save y v])\n set [x v] to (item (1) of [save x v])\nend\nif <(save2) = [1]> then\n set [y v] to (item (2) of [save y v])\n set [x v] to (item (2) of [save x v])\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\ndefine Player Tick\n\nwhen flag clicked\nGame On\n\nadd [950] to [save x v]\nadd [-17] to [save y v]\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [550] y: [200]\n Clone at x: [650] y: [0]\n Clone at x: [750] y: [0]\n Clone at x: [780] y: [0]\n Clone at x: [600] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) (((DANGER: y) - (SCROLL Y)) + (([cos v] of ((cos) * (50)) ) * (5)))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [550] y: [200]\n Clone at x: [650] y: [0]\n Clone at x: [750] y: [0]\n Clone at x: [850] y: [0]\n Clone at x: [920] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n repeat (100)\n change [cos v] by (1)\n wait (0) seconds\n end\n set [cos v] to [0]\nend\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [550] y: [200]\n Clone at x: [650] y: [0]\n Clone at x: [750] y: [0]\n Clone at x: [820] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [850] y: [0]\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@save1\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\nif <(save1) = [0]> then\n if <touching (player v)?> then\n set [save1 v] to [1]\n start sound [Collect v]\n end\nend\nswitch costume to ((save1) + (1))\n\nwhen I receive [green flag v]\nhide\n\ndefine Position (x) (y)\ngo to [back v] layer\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [950]\nset [platforms: y v] to [0]\n\nwhen flag clicked\nset [save1 v] to [0]\n\n@save2\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\nif <(save2) = [0]> then\n if <touching (player v)?> then\n set [save2 v] to [1]\n start sound [Collect v]\n end\nend\nswitch costume to ((save2) + (1))\n\nwhen I receive [green flag v]\nhide\n\ndefine Position (x) (y)\ngo to [back v] layer\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [1800]\nset [platforms: y v] to [290]\n\nwhen flag clicked\nset [save2 v] to [0]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [Coin v]\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [-150] y: [90]\n Clone at x: [-190] y: [40]\n Clone at x: [-150] y: [0]\n Clone at x: [-110] y: [40]\n Clone at x: [130] y: [30]\n Clone at x: [180] y: [30]\n Clone at x: [230] y: [30]\n Clone at x: [425] y: [140]\n Clone at x: [630] y: [60]\n Clone at x: [560] y: [30]\n Clone at x: [700] y: [30]\n Clone at x: [1000] y: [70]\n Clone at x: [1060] y: [70]\n Clone at x: [1120] y: [70]\n Clone at x: [1320] y: [40]\n Clone at x: [1320] y: [120]\n Clone at x: [1320] y: [200]\n Clone at x: [1530] y: [300]\n Clone at x: [1640] y: [460]\n Clone at x: [1690] y: [460]\n Clone at x: [1740] y: [460]\n Clone at x: [2000] y: [380]\n Clone at x: [2070] y: [380]\n Clone at x: [2200] y: [250]\n Clone at x: [2250] y: [250]\n Clone at x: [2300] y: [250]\n Clone at x: [2610] y: [180]\n Clone at x: [2650] y: [180]\n Clone at x: [2690] y: [180]\n Clone at x: [2796] y: [420]\n Clone at x: [2925] y: [415]\n Clone at x: [2975] y: [415]\n Clone at x: [3025] y: [415]\n Clone at x: [3155] y: [430]\n Clone at x: [3455] y: [200]\n Clone at x: [3530] y: [360]\n Clone at x: [3580] y: [360]\n Clone at x: [3630] y: [360]\n Clone at x: [3700] y: [415]\n Clone at x: [3745] y: [415]\n Clone at x: [3790] y: [415]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (5) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [635] y: [-30]\n Clone at x: [2245] y: [140]\n Clone at x: [3150] y: [330]\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\n
This is a jungle-themed platformer.\n\nHow to play.\nUse arrow keys or WASD to move or mobile\nYou can wall jump on mobile and PC\nSaws, spikes, lava and the ocean mean death.\nCoins = good\nScenery = good
Bland - A platformer (NEW AREASx2)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [15]> and <<key (any v) pressed?> and <not <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (s v) pressed?> or <<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 broadcast (e v)\n switch backdrop to (backdrop17 v)\n end\n if <<(backdrop [number v]) = [33]> and <key (e v) pressed?>> then\n repeat (30)\n if <<(backdrop [number v]) = [33]> and <key ((join [s] []) v) pressed?>> then\n repeat (30)\n if <<(backdrop [number v]) = [33]> and <key ((join [c] []) v) pressed?>> then\n repeat (30)\n if <<(backdrop [number v]) = [33]> and <key ((join [a] []) v) pressed?>> then\n repeat (30)\n if <<(backdrop [number v]) = [33]> and <key ((join [p] []) v) pressed?>> then\n repeat (30)\n if <<(backdrop [number v]) = [33]> and <key ((join [e] []) v) pressed?>> then\n switch backdrop to (backdrop34 v)\n broadcast (e v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [48]> then\nend\n\nbroadcast (e v)\n\n@Player\n\nwhen I receive [go v]\ngo to x: (-210) y: (115)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop2 v)\nshow\ngo to x: (-217) y: (-20)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\n\nwhen flag clicked\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume4 v)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume5 v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (-4)\n change x by ((x) * (-1))\n end\n change y by (y)\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<<touching color (#ffffff)?> and <not <(backdrop [number v]) = [33]>>> or <touching color (#ff0000)?>> or <(y position) < [-153]>> then\n go to x: (-217) y: (-20)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n if <<(x position) > [222]> and <(backdrop [name v]) = [backdrop8]>> then\n broadcast (stopp v)\n stop [all v]\n end\n end\n if <<(backdrop [name v]) = [backdrop11]> or <(backdrop [name v]) = [backdrop19]>> then\n switch costume to (costume2 v)\n end\n if <(backdrop [name v]) = [backdrop17]> then\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-40)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n play sound [Hip Hop v] until done\nend\n\nwhen I receive [e v]\ngo to x: (-200) y: (49)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [48]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\n\nwhen I start as a clone\ncreate clone of (_myself_ v)\ndelete this clone\n\n
Up arrow / W - JUMP\n\nLeft arrow / A - MOVE LEFT\n\nRight arrow / D MOVE RIGHT
Color - A Platformer | NOW MOBILE!!
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\n@player\n\nwhen I receive [next level v]\nswitch costume to (stare v)\ngo to x: (-226) y: (-30)\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (13)\nend\nhide\ndelete this clone\n\nwhen I receive [death v]\ngo to x: (-226) y: (-30)\n\nwhen flag clicked\nswitch costume to (stare v)\nhide\n\nwhen flag clicked\nswitch backdrop to (backdrop0.5 v)\nshow\ngo to x: (-210) y: (200)\nhide variable [score v]\nset [score v] to [0]\nset [my variable v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n change [my variable v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n change [my variable v] by (-0.7)\n end\n set [my variable v] to ((my variable) * (0.9))\n change x by (my variable)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((my variable) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(my variable) > [0]> then\n set [my variable v] to [-1]\n else\n set [my variable v] to [5]\n end\n set [yv v] to [10]\n else\n set [my variable v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n start sound [Jump v]\n switch costume to (stare v)\n set [yv v] to [11]\n end\n end\n change y by (1)\n if <touching (next level v)?> then\n broadcast (Next level v)\n start sound [Coin v]\n end\n if <<touching (danger v)?> or <touching (lava rises v)?>> then\n start sound [Low Whoosh v]\n switch costume to (stare v)\n broadcast (death v)\n end\n if <touching (trampoline v)?> then\n start sound [Boing v]\n set [yv v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n play sound [Coffin Dance v] until done\nend\n\nwhen flag clicked\nforever\n set drag mode [draggable v]\nend\n\nwhen flag clicked\nforever\n if <touching (baddies v)?> then\n change [☁ no. of hearts: v] by (-1)\n go to x: (-226) y: (-30)\n end\n if <(☁ No. Of Hearts:) = [0]> then\n broadcast (game over v)\n end\nend\n\nwhen flag clicked\nset [☁ no. of hearts: v] to [3]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (safe v)\n end\nend\n\nwhen I receive [safe v]\nforever\n if <touching (baddies v)?> then\n change x by (20)\n end\nend\n\nwhen I receive [death v]\ngo to x: (-226) y: (-30)\n\nwhen flag clicked\nset drag mode [draggable v]\n\nwhen flag clicked\nask [Enable mobile mode? \(Type Y or N\)] and wait\nif <(answer) = [Y]> then\n broadcast (ENABLE MOBILE v)\nend\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo [backward v] (100) layers\nswitch costume to (costume1 v)\nshow\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (lvl 1 v)\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (jump v)\n end\nend\n\n@Trampoline \n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n go to x: (-111) y: (-87)\n end\n if <(costume [number v]) = [8]> then\n go to x: (-46) y: (-86)\n end\nend\n\n@THUMBNAIL\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen I receive [game over v]\nswitch costume to (costume2 v)\n\n@Next level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nforever\n if <touching (player v)?> then\n broadcast (Next level v)\n end\nend\n\nwhen I receive [cave v]\nswitch costume to (costume12 v)\n\nwhen I receive [put v]\nswitch costume to (costume1 v)\n\n@Sprite1\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (baddies and bubbles v)\n end\n if <(costume [number v]) = [12]> then\n broadcast (cave v)\n end\n if <(costume [number v]) = [13]> then\n broadcast (put v)\n end\nend\n\nwhen flag clicked\ngo [backward v] (3) layers\n\n@BADDIES\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nrepeat until <touching (next level v)?>\n hide\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n switch costume to (left v)\n wait (1) seconds\n switch costume to (right v)\nend\n\nwhen I receive [baddies and bubbles v]\nshow\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (death v)\n end\nend\n\n@color\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to (mouse-pointer v)\nrepeat (10)\n change size by (5)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <key (space v) pressed?> then\n hide\n end\n if <key (z v) pressed?> then\n show\n end\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (5)\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nwait (1) seconds\nswitch costume to (costume3 v)\nwait (1) seconds\nswitch costume to (costume1 v)\nwait (1) seconds\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nswitch costume to (costume3 v)\nwait (1) seconds\nswitch costume to (costume1 v)\n\n@Sprite5\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next level v)\n\n
EDIT 1/20/24 — MOM, I’M FAMOUS!!\n\nUse arrow keys for computer\ndrag the player for mobile\nNot fully done yet\n-There may be a part 2-\n-idk when it is coming-\n-mabey there wont be one-
WESTERN platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [free music v] until done\nend\n\n@player\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\npoint in direction (90)\nset size to (90) %\ngo to x: (-210) y: (-80)\nset rotation style [left-right v]\ngo to [front v] layer\nforever\n if <not <(Move permission) = [1]>> then\n if <<<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < [-50]>>> or <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-50]>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[50] < (mouse x)>>>>> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[50] < (mouse x)>>> then\n switch costume to (コスチューム3 v)\n change [xv v] by (1.5)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-50]>>> then\n switch costume to (コスチューム4 v)\n change [xv v] by (-1.5)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < [-50]>>> then\n end\n else\n switch costume to (コスチューム1 v)\n end\n end\n set [xv v] to ((xv) * (0.8))\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 x by ((xv) / (-1))\n change y by (-4)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[50] < (mouse y)>>> then\n if <[0] < (xv)> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (stage v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[50] < (mouse y)>>> then\n set [yv v] to [14]\n end\n end\n change y by (1)\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 if <[240] < (x position)> then\n broadcast (↺ v)\n go to x: (-240) y: (y position)\n end\n if <touching (d v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-210) y: (-30)\n set [xv v] to [0]\n set [yv v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nswitch costume to (コスチューム2 v)\n\n@stage\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [↺ v]\nnext costume\n\n@D\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [↺ v]\nnext costume\n\n@Heart, star and follow2\n\nwhen flag clicked\nhide\nforever\n wait (pick random (20) to (40)) seconds\n go to x: (0) y: (201)\n show\n repeat (40)\n change y by (((142) - (y position)) / (10))\n end\n wait (1) seconds\n glide (0.1) secs to x: (0) y: (201)\n hide\nend\n\nwhen flag clicked\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\n@ thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
☆矢印キーで操作\n☆とげに当たるとそのステージの最初から\n
Colorful Platformer
@Stage\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [arrived at planet v]\nshow variable [☁ record time \(seconds\) v]\nif <(Your time:) < (☁ Record Time \(seconds\))> then\n if <(Your time:) > [1]> then\n set [☁ record time \(seconds\) v] to (Your time:)\n change [☁ bot_detector v] by (-1)\n end\nend\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nreset timer\nhide variable [your time: v]\nhide variable [☁ record time \(seconds\) v]\nforever\n set [your time: v] to (timer)\n if <key (j v) pressed?> then\n show variable [your time: v]\n show variable [☁ record time \(seconds\) v]\n end\nend\n\nset [☁ record time \(seconds\) v] to [100]\n\ndefine Encode (high score)\n\nEncode []\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 I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen I receive [stop scripts in cube sprite v]\nwait (1) seconds\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\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 if <(movable?) = [true]> then\n change [x velocity v] by (-1.5)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <(movable?) = [true]> then\n change [x velocity v] by (1.5)\n end\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 (player2 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 (player2 v)\n end\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n end\nend\n\n@Ground\n\nwhen I receive [start v]\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [start v]\nset [isgenuineuser? v] to [false]\nforever\n if <(The Level) = [13]> then\n broadcast (stop scripts in cube sprite v)\n broadcast (arrived at planet v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <(The Level) = [12]> then\n set [isgenuineuser? v] to [true]\n end\nend\n\n@Spikes\n\nwhen I receive [start v]\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen I receive [start v]\nforever\n switch costume to (The Level)\nend\n\n@Thumbnail\n\nwhen I receive [start v]\nshow\nwait (1) seconds\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nclear graphic effects\n\n@Player Trail\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\nwhen I receive [start v]\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\n@:P\n\nwhen I receive [start v]\nset [movable? v] to [false]\nclear graphic effects\ngo to [front v] layer\nwait (1.5) seconds\nset volume to (100) %\nstart sound [Thunder Storm v]\nwait (1.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [movable? v] to [true]\nset volume to (20) %\nforever\n play sound [bensound-slowmotion v] until done\nend\n\n@the brown part\n\nwhen I receive [arrived at planet v]\nwait (1.5) seconds\nclear graphic effects\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nclear graphic effects\nhide\n\n@the dark green part\n\nwhen I receive [arrived at planet v]\nwait (2.3) seconds\nclear graphic effects\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nclear graphic effects\nhide\n\n@the light green part\n\nwhen I receive [arrived at planet v]\nwait (2.78) seconds\nclear graphic effects\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nclear graphic effects\nhide\n\n@the blue sky part\n\nwhen I receive [arrived at planet v]\nwait (3.0) seconds\nclear graphic effects\ngo to [back v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nclear graphic effects\nhide\n\n@Timer Display\n\nwhen flag clicked\nset [text v] to [1]\nforever\n switch costume to (costume v)\n set [letters completed v] to [0]\n repeat until <(Letters completed) = (length of (Text))>\n create clone of (_myself_ v)\n change [letters completed v] by (1)\n end\n if <(Text) = []> then\n switch costume to (signed out - error v)\n end\n go to [front v] layer\n wait (1) seconds\n change [text v] by (1)\nend\n\nwhen I start as a clone\nshow\nmove ((10) * (Letters completed)) steps\nswitch costume to (letter ((Letters completed) + (1)) of (Text))\nwait (1.11) seconds\ndelete this clone\n\nwhen I receive [arrived at planet v]\n\nstop [other scripts in sprite v]\nset [text v] to ([floor v] of (timer) )\nswitch costume to (costume v)\nset [letters completed v] to [0]\nrepeat until <(Letters completed) = (length of (Text))>\n create clone of (_myself_ v)\n change [letters completed v] by (1)\nend\ngo to [front v] layer\nwait (1) seconds\nchange [text v] by (1)\n\nwhen I receive [arrived at planet v]\nstop [other scripts in sprite v]\nset [text v] to ([floor v] of (timer) )\nswitch costume to (costume v)\nset [letters completed v] to [0]\nrepeat until <(Letters completed) = (length of (Text))>\n show\n stamp\n hide\n change [letters completed v] by (1)\nend\ngo to [front v] layer\nwait (1) seconds\nchange [text v] by (1)\n\n@Sprite1\n\nwhen I receive [start v]\nforever\n set [your time: v] to (timer)\n if <key (j v) pressed?> then\n show variable [your time: v]\n show variable [☁ record time \(seconds\) v]\n end\nend\n\nwhen I receive [arrived at planet v]\nstop [other scripts in sprite v]\n\n
Use arrow keys or WASD to control Mr. Cube.\n\nOh wow! A colorful platformer. So many colors. It would easily be the most colorful platformer on Scratch. I can't believe my eyes! This would be perfect for the new SDS called colorless!\n\nHere are the various colors used in the game:\nBlack\nLight Black\nLighter Black\nEven lighter Black\nDark Black\nDarker Black\nEven darker Black\nGrey\nLight Grey\nLighter Grey\nEven lighter Grey\nDark Grey\nDarker Grey\nEven darker Grey\nWhite\nLight White\nLighter White\nEven lighter white\nDark white\nDarker white\nEven darker white\nRed (for lava)\nBlue (for Mr. Cube)\n\n#games #platformer #colorless (uh.. I mean #colorful)
-MARIO- Tile Scrolling Platformer v2.0
@Stage\n\n@Mario\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 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]\nset [mario v] to [Mini]\nset [invulnerable v] to [0]\nset [fireballs v] to [0]\nset [star power v] to [0]\npoint in direction (90)\nmove camera\n\ndefine game loop\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 (hide fireballs v)\n broadcast (check fireballs 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 / Crouch\n move sprite x\n move sprite y\n check around player\n handle keys - fire\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 []\nrepeat (2)\n fix collision at point x: ((x) - (width)) y: ((y) - (height)) part: [feet]\n fix collision at point x: ((x) + ((width) + (-TINY))) y: ((y) - (height)) part: [feet]\n fix collision at point x: ((x) - (width)) y: (y) part: []\n fix collision at point x: ((x) + ((width) + (-TINY))) y: (y) part: []\n if <not <<(player action) = [crouch]> or <(MARIO) = [Mini]>>> then\n fix collision at point x: ((x) - (width)) y: ((y) + (height)) part: []\n fix collision at point x: ((x) + ((width) + (-TINY))) y: ((y) + (height)) part: []\n end\n if <(solid) < [1]> then\n stop [this script v]\n end\nend\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))\nset [temp v] to (letter (1) of (tile shape))\nif <<(temp) = [\]> or <(temp) = [/]>> then\n set [m v] to ((1) / (letter (2) of (tile shape)))\n set [c v] to ((letter (3) of (tile shape)) * ((32) * (m)))\n if <(temp) = [\]> then\n set [m v] to ((0) - (m))\n set [c v] to ((32) - (c))\n end\n set [offset y v] to ((mod y) - (((mod x) * (m)) + (c)))\n if <not <(offset y) < [0]>> then\n stop [this script v]\n end\n if <(fix dy) < [0]> then\n change [y v] by ((0) - (offset y))\n set [solid v] to [10]\n stop [this script v]\n end\n if <<(fix dy) = [0]> and <<(fix dx) > [0]> = <(m) > [0]>>> then\n change [x v] by ((offset y) / (m))\n set [solid v] to [10]\n stop [this script v]\n end\nend\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\nif <(player action) = [crouch]> then\n if <([abs v] of (speed x) ) > [0.4]> then\n change [speed x v] by ((-0.4) * (([abs v] of (speed x) ) / (speed x)))\n make skid smoke\n else\n set [speed x v] to [0]\n set [player frame v] to [0]\n end\nelse\n set [player action v] to [walk]\n set [key walk v] to ([x axis v] of [controls v])\n if <(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\n else\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\n end\n set [temp v] to (([abs v] of (speed x) ) / (19))\n if <(temp) < [0.2]> then\n set [temp v] to [0.2]\n end\n change [player frame v] by (temp)\nend\n\ndefine handle keys - jump / Crouch\nchange [speed y v] by (-2)\nif <(speed y) < [-22]> then\n set [speed y v] to [-22]\nend\nif <<([down v] of [controls v]) > [0]> and <not <(MARIO) = [Mini]>>> then\n if <(falling) < [2]> then\n set [player action v] to [crouch]\n end\n set [jumping v] to [0]\nelse\n if <(player action) = [crouch]> then\n handle - get up\n else\n if <([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 if <(jumping) = [1]> then\n start sound [Jump v]\n if <(MARIO) = [Mini]> then\n set [jumping v] to [3]\n end\n end\n end\n end\n else\n set [jumping v] to [0]\n end\n end\nend\n\ndefine move sprite x\nset [orig y v] to (y)\nchange [x v] by (speed x)\nfix collision in direction dx: [0] dy: [-1]\nif <(y) > ((orig y) + (([abs v] of (speed x) ) + (4)))> then\n set [y v] to (orig y)\n fix collision in direction dx: (speed x) dy: [0]\n if <(solid) > [0]> then\n set [speed x v] to [0]\n end\nelse\n if <(y) > (orig y)> then\n set [speed x v] to ((speed x) * (0.85))\n end\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\nswitch costume to (big v)\nif <(STAR POWER) > [0]> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nif <(throw) > [0]> then\n switch costume to (join (MARIO) (join [Throw] ([ceiling v] of (throw) )))\n change [throw v] by (-0.25)\n stop [this script v]\nend\nif <(player action) = [crouch]> then\n switch costume to (join (MARIO) [Crouch])\n stop [this script v]\nend\nif <(player action) = [lose life]> then\n switch costume to (join (MARIO) [Death])\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (join (MARIO) [Jump])\n else\n switch costume to (join (MARIO) [Walk3])\n end\n stop [this script v]\nend\nif <(player action) = [turn]> then\n switch costume to (join (MARIO) [Turn])\n stop [this script v]\nend\nswitch costume to (join (MARIO) [Walk1])\nswitch costume to ((costume [number v]) + (([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]\n start sound [Skid 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 broadcast (mario - lose life v)\nend\ncheck around player at x: (x) y: ((y) - (8))\ncheck around player at x: (x) y: ((y) + (8))\n\nwhen I receive [level - stop!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [level - start game loop v]\nset [coins v] to [0]\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)\n start sound [Coin v]\nend\n\nwhen I receive [level - start game loop - respawn v]\nreset player\nset [coins v] to [0]\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\nwhen I receive [mario - lose life v]\nstart sound [Lose Life v]\nset [player action v] to [lose life]\nstop [other scripts in sprite v]\nrepeat (25)\n paint sprite\n broadcast (position tiles v)\nend\nset [speed y v] to [17]\nrepeat until <((y) - (CAMERA Y)) < [-200]>\n change [speed y v] by (-1)\n change [y v] by (speed y)\n paint sprite\n broadcast (position tiles v)\nend\nrepeat (30)\n broadcast (position tiles v)\nend\nbroadcast (LEVEL - Load v) and wait\nbroadcast (LEVEL - Start Game Loop - Respawn v)\n\nwhen I receive [mario - level complete v]\nstop [other scripts in sprite v]\nset [speed x v] to [0]\nrepeat until <(falling) < [1]>\n handle keys - jump / Crouch\n move sprite x\n move sprite y\n paint sprite\n broadcast (position tiles v)\nend\npoint in direction (90)\nrepeat until <(x position) > [260]>\n change [x v] by (5)\n change [player frame v] by (0.6)\n paint sprite\n broadcast (position tiles v)\nend\nrepeat (30)\n broadcast (position tiles v)\nend\nchange [level # v] by (1)\nbroadcast (LEVEL - Load v) and wait\nbroadcast (LEVEL - Start Game Loop - Respawn v)\n\ndefine handle - get up\nset [player action v] to []\nset [orig y v] to (y)\nfix collision in direction dx: [0] dy: [1]\nif <(solid) > [0]> then\n set [player action v] to [crouch]\n set [y v] to (orig y)\n change [speed x v] by ((direction) / (-200))\nend\n\nset [mario v] to [Mario]\n\nset [mario v] to [Mini]\n\nwhen I receive [collect 1up v]\nif <not <(MARIO) = [Mini]>> then\n stop [this script v]\nend\nstop [other scripts in sprite v]\nstart sound [Power Up v]\nwait (0) seconds\nLoop Transformation\nset [mario v] to [Mario]\nLoop Transformation\nbroadcast (LEVEL - Continue Game Loop v)\n\ndefine Loop Transformation\nrepeat (3)\n switch costume to (mariotransform v)\n repeat (2)\n broadcast (position tiles v)\n end\n switch costume to (join (MARIO) [Walk1])\n repeat (3)\n broadcast (position tiles v)\n end\nend\n\nwhen I receive [level - continue game loop v]\ngame loop\n\nwhen I receive [mario - hurt v]\nif <(invulnerable) > [0]> then\n stop [this script v]\nend\nif <(MARIO) = [Mini]> then\n broadcast (mario - lose life v)\n stop [this script v]\nend\nstop [other scripts in sprite v]\nstart sound [Power Down v]\nwait (0) seconds\nset [invulnerable v] to [70]\nset [throw v] to [0]\nif <(MARIO) = [Fire]> then\n set [mario v] to [Mario]\n paint sprite\n repeat (30)\n broadcast (position tiles v)\n end\nelse\n Loop Transformation\n set [mario v] to [Mini]\n Loop Transformation\nend\nbroadcast (LEVEL - Continue Game Loop v)\n\nwhen I receive [position tiles v]\nif <(invulnerable) > [0]> then\n change [invulnerable v] by (-1)\nend\nif <((invulnerable) mod (2)) < [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (99)\nend\n\nwhen [f v] key pressed\nset [mario v] to [Fire]\n\ndefine handle keys - fire\nif <([button b v] of [controls v]) = [1]> then\n if <(MARIO) = [Fire]> then\n if <(FIREBALLS) < [2]> then\n change [fireballs v] by (1)\n set [throw v] to [2]\n start sound [Fireball v]\n broadcast (Mario - Fireball v)\n end\n end\nend\n\nif <key (0 v) pressed?> then\n set [color v] effect to (0)\nend\n\n@Tiles\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\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 change [coins v] by (1)\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 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@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))\nset [temp v] to (letter (1) of (tile shape))\nif <<(temp) = [\]> or <(temp) = [/]>> then\n set [m v] to ((1) / (letter (2) of (tile shape)))\n set [c v] to ((letter (3) of (tile shape)) * ((32) * (m)))\n if <(temp) = [\]> then\n set [m v] to ((0) - (m))\n set [c v] to ((32) - (c))\n end\n set [offset y v] to ((mod y) - (((mod x) * (m)) + (c)))\n if <not <(offset y) < [0]>> then\n stop [this script v]\n end\n if <(fix dy) < [0]> then\n change [y v] by ((0) - (offset y))\n set [solid v] to [10]\n stop [this script v]\n end\n if <<(fix dy) = [0]> and <<(fix dx) > [0]> = <(m) > [0]>>> then\n change [x v] by ((offset y) / (m))\n set [solid v] to [10]\n stop [this script v]\n end\nend\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 []\nrepeat (2)\n fix collision at point x: ((x) - (width)) y: ((y) - (height)) part: [feet]\n fix collision at point x: ((x) - (width)) y: (y) part: []\n fix collision at point x: ((x) - (width)) y: ((y) + (height)) part: []\n fix collision at point x: ((x) + ((width) + (-TINY))) y: ((y) - (height)) part: [feet]\n fix collision at point x: ((x) + ((width) + (-TINY))) y: (y) part: []\n fix collision at point x: ((x) + ((width) + (-TINY))) y: ((y) + (height)) part: []\n if <(solid) < [1]> then\n stop [this script v]\n end\nend\n\ndefine move sprite x\nset [orig y v] to (y)\nchange [x v] by (speed x)\nfix collision in direction dx: [0] dy: [-1]\nif <(y) > ((orig y) + (([abs v] of (speed x) ) + (4)))> then\n set [y v] to (orig y)\n fix collision in direction dx: (speed x) dy: [0]\n if <(solid) > [0]> then\n set [speed x v] to [0]\n turn right (180) degrees\n end\nelse\n if <(y) > (orig y)> then\n set [speed x v] to ((speed x) * (0.85))\n end\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]\nset [visible v] to []\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\nMove Enemy\nif <(visible) = [1]> then\n hide\nend\n\ndefine tick goomba\nGeneral Move [0.1] max x [1]\nchange [frame v] by (0.25)\nset [costume v] to ((root costume) + ([floor v] of ((frame) mod (2)) ))\npaint sprite\nif <touching (mario v)?> then\n if <(STAR POWER) > [0]> then\n Flip\n stop [this script v]\n end\n if <([bop y v] of [mario v]) > []> then\n start sound [Stomped v]\n point in direction (90)\n set [frame v] to [0]\n set [bounce player v] to [5]\n if <(type) = [Goomba]> then\n set [type v] to [squish]\n set [costume v] to [Goomba Squish]\n else\n if <(type) = [Koopa]> then\n set [type v] to [Koopa Shell]\n set [root costume v] to [26]\n set [height v] to [15]\n end\n end\n add [Score 100] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n else\n broadcast (mario - hurt v)\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\nif <(tile type) = [46]> then\n set [frame v] to [-1]\n Set Type [Life] costume [Star] width [16] height [16]\nend\nif <(tile type) = [70]> then\n set [frame v] to [-1]\n Set Type [Life] costume [FireFlower] width [16] height [16]\nend\nif <(tile type) = [47]> then\n Set Type [EndBox] costume [EndBox] width [16] height [16]\nend\nif <(tile type) = [68]> then\n Set Type [Piranha] costume [9] width [16] height [32]\nend\nif <(tile type) = [69]> then\n Set Type [Koopa] costume [5] width [16] height [24]\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 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 [root 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 ([direction v] of [mario v])\npaint sprite\nif <<(EDITOR) > [0]> or <(frame) = []>> then\n set [visible v] to [1]\nend\ncreate clone of (_myself_ v)\nset [visible v] to []\n\nset [frame v] to [0]\n\ndefine Tick Life\nchange [frame v] by (1)\nif <(frame) < [16]> then\n stop [this script v]\nend\nif <(frame) < [48]> then\n if <(frame) = [16]> then\n start sound [ItemSprout v]\n end\n set [visible v] to [1]\n change [y v] by (1)\n if <(frame) = [47]> then\n go to [front v] layer\n end\nelse\n if <(root costume) = [Life]> then\n General Move [3] max x [1]\n end\n if <touching (mario v)?> then\n start sound [Just What I Needed v]\n if <<(root costume) = [FireFlower]> and <(MARIO) = [Mario]>> then\n set [mario v] to [Fire]\n else\n if <(root costume) = [Star]> then\n broadcast (Collect Star Power v)\n else\n broadcast (Collect 1up v)\n end\n end\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\nFlip\n\nwhen I start as a clone\nif <(type) = [Piranha]> then\n change [x v] by (16)\n if <(EDITOR) < [1]> then\n change [y v] by (-64)\n go to [back v] layer\n go [forward v] (LAYERS - BACKGROUND) layers\n end\nend\nif <(type) = [Fireball]> then\n set [root costume v] to [Flame]\n set [costume v] to (root costume)\n set [width v] to [8]\n set [height v] to [8]\n set [x v] to ([x v] of [mario v])\n set [y v] to (([y v] of [mario v]) + (14))\n set rotation style [all around v]\n if <([direction v] of [mario v]) > [0]> then\n set [speed x v] to [12]\n else\n set [speed x v] to [-12]\n end\n set [speed y v] to [-6]\n paint sprite\n set [visible v] to [2]\n set [frame v] to [0]\nend\n\ndefine Tick Piranha\nchange [frame v] by (1)\nset [costume v] to ((9) + (([floor v] of ((frame) / (4)) ) mod (2)))\nset [temp v] to (((frame) / (16)) mod (8))\nif <([floor v] of (temp) ) < [4]> then\n if <([abs v] of ((x) - ([x v] of [mario v])) ) < [45]> then\n set [frame v] to [1]\n end\nend\nif <([floor v] of (temp) ) = [4]> then\n change [y v] by (4)\nend\nif <([floor v] of (temp) ) = [7]> then\n change [y v] by (-4)\nend\nif <(temp) > [4.2]> then\n if <touching (mario v)?> then\n if <(STAR POWER) > [0]> then\n Flip\n stop [this script v]\n end\n broadcast (mario - hurt v)\n end\nend\n\ndefine Tick - Shell\nset [costume v] to (root costume)\nchange [speed y v] by (-1)\nmove sprite y\nif <(frame) < [3]> then\n change [frame v] by (1)\n stop [this script v]\nend\nif <(frame) = [3]> then\n if <not <touching (mario v)?>> then\n stop [this script v]\n end\n if <([x v] of [mario v]) < (x)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n set [visible v] to [2]\nend\nchange [frame v] by (0.5)\nset [speed x v] to ((direction) / (9))\nmove sprite x\nchange [costume v] by ([floor v] of ((frame) mod (4)) )\npaint sprite\nif <<(frame) > [10]> and <touching (mario v)?>> then\n if <([bop y v] of [mario v]) > []> then\n start sound [Stomped v]\n set [frame v] to [0]\n set [bounce player v] to [5]\n set [visible v] to [1]\n else\n broadcast (mario - hurt v)\n end\nend\nCheck Flip\ncheck around player at x: (x) y: (y)\n\ndefine Move Enemy\nif <(type) = [flip]> then\n change [x v] by (speed x)\n change [speed y v] by (-1)\n change [y v] by (speed y)\n if <(y) < ((CAMERA Y) - (200))> then\n Delete Clone\n end\n stop [this script v]\nend\nif <(y) < [-32]> then\n Delete Clone\nend\nif <(type) = [squish]> then\n change [frame v] by (1)\n if <(frame) > [10]> then\n Delete 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 ((0) - ([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\nif <(type) = [Piranha]> then\n Tick Piranha\n stop [this script v]\nend\nif <(type) = [EndBox]> then\n change [frame v] by (0.15)\n set [costume v] to ((23) + (([floor v] of (frame) ) mod (3)))\n if <touching (mario v)?> then\n if <(distance to [mario v]) < [28]> then\n broadcast (mario - level complete v)\n set [type v] to [costume]\n set [costume v] to [EndBox]\n end\n end\n stop [this script v]\nend\nif <(type) = [Koopa]> then\n tick goomba\n stop [this script v]\nend\nif <(type) = [Koopa Shell]> then\n Tick - Shell\n stop [this script v]\nend\nif <(type) = [Fireball]> then\n Tick - Fireball\n stop [this script v]\nend\n\nwhen I receive [move player after enemy v]\nif < [Flip Life EndBox] contains (type)?> then\n stop [this script v]\nend\nif <<(EDITOR) < [1]> and <(visible) = [1]>> then\n show\n if <touching (enemy v)?> then\n Flip\n end\n hide\nend\n\ndefine Flip\nstart sound [KickShell v]\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\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)\n start sound [Coin v]\nend\n\nwhen I receive [mario - fireball v]\nif <(type) = []> then\n set [type v] to [Fireball]\n create clone of (_myself_ v)\n set [type v] to []\nend\n\ndefine Tick - Fireball\nchange [frame v] by (1)\nif <((frame) mod (3)) = [0]> then\n turn right (90) degrees\nend\nmove sprite x\nif <(speed x) = [0]> then\n Delete Clone\nend\nif <([abs v] of ((x) - (CAMERA X)) ) > [240]> then\n Delete Clone\nend\nif <(speed y) > [-12]> then\n change [speed y v] by (-1.5)\nend\nmove sprite y\nif <(falling) = [0]> then\n set [speed y v] to [11]\nend\n\ndefine Delete Clone\nif <(type) = [Fireball]> then\n change [fireballs v] by (-1)\nend\ndelete this clone\n\nwhen I receive [position tiles v]\nif <(visible) > [0]> then\n show\nend\n\nwhen I receive [hide fireballs v]\nif <(type) = [FireBall]> then\n hide\n stop [this script v]\nend\nif <(visible) > [0]> then\n show\nend\n\nwhen I receive [check fireballs v]\nif <(type) = [FireBall]> then\n show\n if <touching (enemy v)?> then\n Delete Clone\n end\n hide\nend\n\ndefine General Move (acc x) max x (max)\nchange [speed y v] by (-1)\nmove sprite y\nif <(direction) > [0]> then\n if <(speed x) < (max)> then\n change [speed x v] by (acc x)\n end\nelse\n if <(speed x) > (() - (max))> then\n change [speed x v] by (() - (acc x))\n end\nend\nmove sprite x\n\n@Editor\n\ndefine generate level\ndelete all of [tile grid v]\ndelete all of [object idx v]\ndelete all of [object type 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]\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\nend\n\nset [grid width v] to [200]\nset [grid height v] to [40]\ngenerate level\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 delete all of [edited indexes v]\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\nPaint Tile\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 set [tile group v] to (item (chosen brush) of [tile groups v])\n if <<(auto) < [1]> or <(tile group) = []>> then\n stop [this script v]\n end\n if <(item # of (tile group) in [tile groups v]) = (chosen brush)> then\n stop [this script v]\n end\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 [obj # v] to (item # of (tile index) in [object idx v])\nif <(obj #) > [0]> then\n set [chosen brush v] to (item (obj #) of [object type v])\nelse\n set [chosen brush v] to (tile)\nend\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\ndefine Paint Tile\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 if <(auto) > [0]> then\n set [tile group v] to (item (chosen brush) of [tile groups v])\n if <(tile group) > [0]> then\n if <(tile group) = (item (tile) of [tile groups v])> then\n set [brush v] to [2]\n end\n end\n end\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)\nif <(auto) > [0]> then\n if <not <[edited indexes v] contains (tile index)?>> then\n add (tile index) to [edited indexes v]\n end\n Fix costume at (tile index)\n Fix costume at ((tile index) + (1))\n Fix costume at ((tile index) + (GRID HEIGHT))\n Fix costume at ((tile index) - (1))\n Fix costume at ((tile index) - (GRID HEIGHT))\nend\n\ndefine Fix costume at (idx)\nif <key (space v) pressed?> then\n if <not <[edited indexes v] contains (idx)?>> then\n stop [this script v]\n end\nend\nset [tile v] to (item (idx) of [tile grid v])\nif <(item (tile) of [tile recipes v]) = []> then\n stop [this script v]\nend\nset [tile group v] to (item (tile) of [tile groups v])\nif <(tile group) < [1]> then\n stop [this script v]\nend\nset [recipe v] to []\nBuild recipe ((idx) + (1))\nBuild recipe ((idx) + (GRID HEIGHT))\nBuild recipe ((idx) - (1))\nBuild recipe ((idx) - (GRID HEIGHT))\nset [tile v] to [1]\nrepeat (length of [tile groups v])\n if <(item (tile) of [tile groups v]) = (tile group)> then\n if < (item (tile) of [tile recipes v]) contains (recipe)?> then\n replace item (idx) of [tile grid v] with (tile)\n stop [this script v]\n end\n end\n change [tile v] by (1)\nend\n\ndefine Build recipe (edge index)\nif <key (space v) pressed?> then\n if <not <[edited indexes v] contains (edge index)?>> then\n set [recipe v] to (join (recipe) [0])\n stop [this script v]\n end\nend\nset [edge tile v] to (item (edge index) of [tile grid v])\nif <(tile group) = (item (edge tile) of [tile groups v])> then\n set [recipe v] to (join (recipe) [1])\nelse\n set [recipe v] to (join (recipe) [0])\nend\n\nwhen [q v] key pressed\nset [auto v] to ((1) - (auto))\n\nwhen [5 v] key pressed\nnext brush [5]\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]\n start sound [Coin v]\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\nif < (type) contains [score]?> then\n Tick - Score\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 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\ndefine Tick - Score\nchange [y v] by (1)\nPosition with Costume (type)\nchange [frame v] by (1)\nif <(frame) > [60]> then\n delete this clone\nend\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))\nif <key (x v) pressed?> then\n change [button b v] by (1)\nelse\n set [button b v] to []\nend\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@Background2\n\nwhen flag clicked\nset [layers - background v] to [2]\nshow\ngo to [back v] layer\nswitch costume to (size 100% v)\nset size to (200) %\nswitch costume to (background-1-1 v)\nset [sprite width v] to ((256) * ((size) / (100)))\nset [x v] to [0]\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (sprite width)\n\nwhen I receive [position tiles v]\nset [screen x v] to ((x) - ((CAMERA X) / (2)))\nset x to (((screen x) mod ((sprite width) * (2))) - (sprite width))\nset y to ((244) - ((CAMERA Y) / (2)))\n\n@Sounds\n\nwhen I receive [level - start game loop v]\nmusic\n\nwhen I receive [level - start game loop - respawn v]\nmusic\n\ndefine music\nstop [other scripts in sprite v]\nif <(EDITOR) < [1]> then\n forever\n play sound [Music L1 v] until done\n end\nend\n\nwhen I receive [mario - lose life v]\nstop [other scripts in sprite v]\n\nwhen I receive [level - stop!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [collect star power v]\nstop [other scripts in sprite v]\nset [star power v] to [1000]\nplay sound [Star Power v] until done\nplay sound [Level Select v] until done\nset [star power v] to []\nmusic\n\nwhen I receive [mario - level complete v]\nstop [other scripts in sprite v]\nplay sound [Course Clear v] until done\n\n@Thumbnail\n\nwhen flag clicked\nhide variable [level # v]\nshow variable [coins v]\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (Check Time)\nerase all\nshow\nset [ghost v] effect to (100)\nswitch costume to (pick random (1) to (4))\nhide variable [level # v]\nhide variable [coins v]\nrepeat (50)\n change [ghost v] effect by (-2.5)\nend\n\nwhen flag clicked\nhide\nforever\n set [check time v] to ((timer) + (0.1))\nend\n\n@❤️⭐\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to x: (180) y: (140)\n set size to (25) %\n wait (pick random (9) to (12)) seconds\n point in direction (90)\n go to [front v] layer\n repeat (20)\n change [ghost v] effect by (-5)\n end\n repeat (100)\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\n end\n repeat until <[4] > (size)>\n change size by (((0) - (size)) / (5))\n turn right (((180) - (direction)) / (5)) degrees\n end\n hide\nend\n\n
------❗⠀READ THE ENTIRE DESCRIPTION!⠀❗------\n\nUpdated! Part 20! - Fixed some bugs \nand added Star Power up!\n(Unfinished)\n\n★★★ Controls: ★★★ \nW/A/S/D or Arrow keys to move \nLaunch the Fireballs by pressing the 'X' key \n(only when Fire Mario)\n[ 0 ] - to toggle Editor Mode\n \nIn Editing Mode:\n\n[ 1, 2, 3, 4, 5 ] - Change tile item, \nclick multiple times for different tiles.\n[ 5 ] - Solid bushes, Slopes (Doesn't support\nauto arranging) \n[ 9 ] - Places "Enemies"- \nGoombas - Piranha Plants & Life Mushroom, Koopas, Fire Flower, place, and then press "0". You can place Life Mushroom (or Fire Flower) on the [ ? ] block. \n[ E ] - Eyedropper, Press 'E' to pick \ntile under the cursor\n[ L ] - Make a copy of the previous\nlevel, or load an existing level. Level 1 -> Level 2 \n[ R ] - Reset level, can change the width and height of the level and clear the level.\n[ Q ] - To toggle the auto arrange tiles feature.\n[Space key] - For example === If you want a draw blue platform (semi-solid) in front of the orange platform, Press 'Space Key' while you dragging :)\n\nGood luck :) Oh, and don't forget to ❤️and⭐ :)
Rainbow // Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Water blue v] until done\nend\n\n@:D\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [move v] to [y]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nset size to (100) %\ngo to x: (-201) y: (-50)\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n if <(move) = [y]> then\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (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 <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n start sound [ジャンプ v]\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (stage v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [12]\n start sound [ジャンプ v]\n end\n end\n change y by (1)\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 if <(x position) > [230]> then\n broadcast (next level v)\n start sound [次のステージ v]\n end\n if <(y position) < [-170]> then\n go to x: (-201) y: (-50)\n end\n if <touching (ばね v)?> then\n set [yv v] to [20]\n end\n end\nend\n\nwhen I receive [v\( ̄д ̄\)v イエイ v]\ngo to x: (-201) y: (-50)\n\nwhen flag clicked\nset [stage v] to [1]\nset [初期 v] to [1]\nforever\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [-50]>>> then\n switch costume to (join (初期) [2])\n else\n switch costume to (初期)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (障害物 v)?> then\n start sound [障害物に触れた v]\n go to x: (-201) y: (-50)\n set [yv v] to [0]\n set [xv v] to [0]\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-201) y: (-50)\n\nwhen flag clicked\nforever\n if <(stage) = [1]> then\n clear graphic effects\n end\n if <(stage) = [2]> then\n wait (0.5) seconds\n set [color v] effect to (30)\n end\n if <(stage) = [3]> then\n wait (0.5) seconds\n set [color v] effect to (50)\n end\n if <(stage) = [4]> then\n wait (0.5) seconds\n set [color v] effect to (100)\n end\n if <(stage) = [5]> then\n wait (0.5) seconds\n set [color v] effect to (120)\n end\n if <(stage) = [6]> then\n wait (0.5) seconds\n set [color v] effect to (150)\n end\n if <(stage) = [7]> then\n wait (0.5) seconds\n set [初期 v] to [2]\n set [color v] effect to (0)\n end\n if <(stage) = [8]> then\n wait (0.5) seconds\n set [初期 v] to [3]\n set [color v] effect to (0)\n end\n if <(stage) = [9]> then\n wait (0.5) seconds\n set [初期 v] to [4]\n set [color v] effect to (0)\n end\n if <(stage) = [10]> then\n wait (0.5) seconds\n set [初期 v] to [5]\n set [color v] effect to (0)\n end\n if <(stage) = [11]> then\n wait (0.5) seconds\n set [初期 v] to [6]\n set [color v] effect to (0)\n end\n if <(stage) = [12]> then\n wait (0.5) seconds\n set [初期 v] to [7]\n set [color v] effect to (0)\n end\n if <(stage) = [13]> then\n wait (0.5) seconds\n set [初期 v] to [1]\n set [color v] effect to (180)\n end\n if <(stage) = [14]> then\n wait (0.5) seconds\n set [初期 v] to [8]\n set [color v] effect to (0)\n end\n if <(stage) = [15]> then\n set [初期 v] to [1]\n change [color v] effect by (1)\n end\n if <(stage) = [16]> then\n change [color v] effect by (1)\n set [初期 v] to [1]\n end\nend\n\n@stage\n\nwhen flag clicked\nset [stage v] to [1]\nswitch costume to (コスチューム1 v)\nswitch backdrop to (背景1 v)\n\nwhen I receive [next level v]\nchange [stage v] by (1)\n\nwhen I receive [v\( ̄д ̄\)v イエイ v]\nnext costume\n\n@ばね\n\nwhen flag clicked\nforever\n if <(stage) = [6]> then\n wait (1.1) seconds\n switch costume to (コスチューム1 v)\n show\n else\n if <(stage) = [7]> then\n wait (1.1) seconds\n switch costume to (コスチューム2 v)\n show\n else\n hide\n end\n end\nend\n\n@next\n\nwhen I receive [next level v]\nset [move v] to [n]\nwait (0) seconds\ngo to [front v] layer\ngo to x: (800) y: (0)\nshow\nswitch costume to (join [コスチューム] (stage))\nglide (0.3) secs to x: (500) y: (0)\nwait (0.01) seconds\nglide (0.3) secs to x: (0) y: (0)\nbroadcast (v\( ̄Д ̄\)v イエイ v)\nnext backdrop\nwait (0.3) seconds\nglide (0.3) secs to x: (-16) y: (0)\nwait (0.01) seconds\nglide (0.5) secs to x: (-800) y: (0)\nhide\nset [move v] to [y]\ngo to x: (800) y: (0)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@障害物\n\nwhen flag clicked\nforever\n if <(stage) = [5]> then\n wait (1.1) seconds\n switch costume to (コスチューム1 v)\n show\n else\n if <(stage) = [6]> then\n wait (1.1) seconds\n switch costume to (コスチューム2 v)\n show\n else\n if <(stage) = [7]> then\n wait (1.1) seconds\n switch costume to (コスチューム3 v)\n show\n else\n if <(stage) = [12]> then\n wait (1.1) seconds\n switch costume to (コスチューム4 v)\n show\n else\n hide\n end\n end\n end\n end\nend\n\n@親指の爪\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n
Move:Arrow key or tap\nReset:R key\n\n最後のステージはモバイルだとクリアが厳しいらしいです
Mystery Island 2 || A Multiplayer Scrolling Platformer #games #all
@Stage\n\nwhen flag clicked\nforever\n if <(time of day) = [day]> then\n switch costume to (day v)\n else\n switch costume to (night v)\n end\nend\n\nwhen I receive [night v]\nset [time of day v] to [night]\n\nwhen I receive [day v]\nset [time of day v] to [day]\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound (pick random (1) to (3)) until done\nend\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Be careful!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thanks.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [my player # v] to [0]\nset [max players v] to [10]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nset [connect v] to [Connecting]\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-1.7)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (1.7)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> then\n if <(in air) < [3]> then\n set [sy v] to [12]\n end\nend\nif <touching (water v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> then\n change [y v] by (2)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < ((y position) - (15))>>> then\n change [y v] by (-2)\n end\n if <(water tick) > [0]> then\n change [sy v] by (-0.9)\n else\n change [sy v] by (0.9)\n end\n if <(water tick) > [15]> then\n set [water tick v] to [-15]\n end\n change [water tick v] by (0.0000001)\nelse\n change [sy v] by (-1.3)\nend\nChange player y by (sy)\n Test - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nif <(SCROLL X) > [12075]> then\n set [scroll x v] to [12075]\nend\nPosition\nif <(y) < [-179]> then\n set [exit v] to [die]\nend\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [timeout v] to [2000]\nelse\n change [timeout v] by (-1)\nend\nif <key (r v) pressed?> then\n set [exit v] to [restart]\nend\nif <(Timeout) < [1]> then\n if <not <(username) = [JC_ProGold]>> then\n broadcast (timeout v)\n hide\n end\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <<touching (level v)?> or <<touching (darkness barriers v)?> or <touching (light barriers v)?>>> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <<touching (level v)?> or <<touching (darkness barriers v)?> or <touching (light barriers v)?>>>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <<touching (level v)?> or <<touching (darkness barriers v)?> or <touching (light barriers v)?>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [sy v] to [12]\n end\n Position\n end\n repeat until <not <<touching (level v)?> or <<touching (darkness barriers v)?> or <touching (light barriers v)?>>>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (level v)?> or <<touching (darkness barriers v)?> or <touching (light barriers v)?>>>>\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <touching (spikes v)?> then\n set [exit v] to [die]\n Reset\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nwait (1) seconds\nbroadcast (win v)\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (up right v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (up left v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n else\n switch costume to (front v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [2590]\n set [y v] to [70]\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 [3380]\n set [y v] to [70]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [3]> then\n set [x v] to [6490]\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) = [4]> then\n set [x v] to [9695]\n set [y v] to [320]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n end\n end\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [water tick v] to [-7]\nset [in air v] to [10]\nset [timeout v] to [1000]\nset [exit v] to []\nset size to (120) %\nshow\npoint in direction (90)\nset rotation style [left-right v]\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\n\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player #)\nif <(player #) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player #) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player #) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player #) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player #) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player #) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player #) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player #) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player #) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player #) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine tick\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join (value) [A])\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n think []\n set [ghost v] effect to (0)\n go to [front v] layer\n if on edge, bounce\n set rotation style [all around v]\n switch costume to (arrow v)\n point towards (player v)\nelse\n set [ghost v] effect to (10)\n set rotation style [don't rotate v]\n think (value)\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nvalue = read from encoded\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n else\n tick\n end\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\n@Level\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [0]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [0] [360]\nClone at [0] [360]\nClone at [480] [-720]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [0] [360]\nClone at [0] [360]\nClone at [0] [360]\nClone at [480] [-720]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [-360]\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\nwhen [b v] key pressed\ngo to x: (0) y: (0)\nshow\n\n@Spikes\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [0]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [0] [360]\nClone at [0] [360]\nClone at [480] [-720]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [0] [360]\nClone at [0] [360]\nClone at [0] [360]\nClone at [480] [-720]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [0] [360]\nClone at [480] [-360]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen [b v] key pressed\ngo to x: (0) y: (0)\nshow\n\n@Words\n\nwhen I receive [play game v]\nhide\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nswitch costume to (1 v)\nif <((1) + (1)) = [2]> then\n Clone at [-110] [70]\n Clone at [2720] [-45]\n Clone at [2920] [900]\n Clone at [5000] [330]\n Clone at [5655] [140]\n Clone at [7625] [155]\n Clone at [9060] [380]\n Clone at [10570] [-90]\nend\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\n@Water\n\nwhen I receive [green flag v]\nset [swing amount v] to [19]\nset [swing amount v] to ((round ((swing amount) / (2))) * (2))\nset [water tick v] to [-12]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nhide\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(water tick) > [0]> then\n change [sy v] by (0.7)\nelse\n change [sy v] by (-0.7)\nend\nif <(water tick) > ((swing amount) - (1))> then\n set [water tick v] to ((swing amount) * (-1))\nend\nchange [water tick v] by (1)\nchange y by (sy)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Checkpoints\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [name v]) = [Closed]> then\n if <touching (player v)?> then\n start sound [Ding Sound Effect v]\n switch costume to (open v)\n change [checkpoint v] by (1)\n end\nend\ngo to [back v] layer\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nClone at [2590] [25]\nClone at [3380] [25]\nClone at [6490] [20]\nClone at [9695] [275]\nset [x v] to [-99999]\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\n\nwhen [c v] key pressed\nhide variable [mouse v]\n\n@Darkness Barriers\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (barrier v)\nClone at [2910] [70]\nClone at [9346] [310]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(time of day) = [day]> then\n switch costume to (barrier v)\nelse\n switch costume to (disappear v)\nend\ngo to [back v] layer\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Light Barriers\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (day v)\nClone at [4300] [-50]\nClone at [10560] [170]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(time of day) = [night]> then\n switch costume to (barrier v)\nelse\n switch costume to (disappear v)\nend\ngo to [back v] layer\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Levers D-N\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [time of day v] to [day]\nswitch costume to (off v)\nClone at [2790] [785]\nClone at [9320] [905]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [name v]) = [Off]> then\n if <touching (player v)?> then\n start sound [Switch v]\n switch costume to (on v)\n broadcast (Night v)\n end\nend\ngo to [back v] layer\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Levers N-D\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (off v)\nClone at [5655] [220]\nClone at [12180] [118]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [name v]) = [Off]> then\n if <touching (player v)?> then\n start sound [Switch v]\n switch costume to (on v)\n broadcast (Day v)\n end\nend\ngo to [back v] layer\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\nset [x v] to [0]\nset [y v] to [0]\nClone at [10675] [310]\nswitch costume to (exit v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\n\n@Connectecd\n\nwhen I receive [timeout v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (130) y: (130)\nshow\ngo to [front v] layer\nforever\n wait (3) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n else\n switch costume to (connecting v)\n end\n end\nend\n\n@Background\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <(time of day) = [day]> then\n switch costume to (day hills v)\n else\n switch costume to (night hills v)\n end\nend\n\nwhen I receive [tick v]\nGo to (((((Movement ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) (Y)\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (0)\ngo to [back v] layer\nset [movement id v] to [0]\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\n\nwhen I receive [day v]\nrepeat (1)\n delete this clone\nend\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\n\nwhen I receive [night v]\nrepeat (1)\n delete this clone\nend\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\n\n@Chat\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(is the chat open) = [1]>\n go to [front v] layer\n repeat (10)\n set size to ((size) + (((80) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n go to [front v] layer\n wait until <(is the chat open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\nwhen [timer v] > (0.01)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\ngo to x: (-160) y: (65)\nshow\nset [ghost v] effect to (100)\n\n@Win Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nset [ghost v] effect to (100)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (tn v)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
----- WELCOME TO MYSTERY ISLAND 2 -----\n\nSup gamers/animators/poggers, with over 1.5 thousand blocks of code, Mystery Island 2 is it. This is my entry for @321321em's game jam. Hopefully I win, but I might not as I saw another REALLY cool one.\n\n★★★ CONTROLS ★★★\n• Move - Arrow keys, WASD or use the mouse\n• Wall jump - Jump onto a wall and hold the up arrow key and either the right or left arrow key depending on which side the of the wall you are on\n• Chat - Press the 't' key to open the chat screen and press 1, 2, 3, 4, 5, 6, 7, 8, or 9 to say something (each number says something different, so read the chat screen to see what number to press)\n• Restart from checkpoint - Press the 'r' key\n\n★★★ ACTIONS ★★★\n• To turn on a lever, just walk next to it (there are only four levers in the game and can only be turned on once\n• There are checkpoints in this game so that you don't have to start again from the beginning after you die\n• If you don't move around for an amount of time, you get a timeout (not a bad thing, it just means some people may not be able to play because you are doing nothing\n\nMake sure to ❤️ and ⭐for more awesome games!!\n\nHAVE FUN!!!!!!
~ Colorless ~ A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Sunshine v] until done\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (player v)\nset [purple v] to [0]\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\nset [x vel v] to [0]\nset [deaths v] to [0]\nset [y vel v] to [0]\nset rotation style [left-right v]\ngo to x: (-205) y: (52)\npoint in direction (90)\nset size to (100) %\ngo to [front v] layer\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x vel v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\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 set [x vel v] to [0]\n end\n change [y vel v] by (-1)\n change y by (Y vel)\n if <touching (level v)?> then\n change y by ((Y vel) - ((Y vel) * (2)))\n set [y vel v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [13]\n end\n end\n if <<(y position) < [-185]> or <<touching (spikes v)?> or <touching (lava v)?>>> then\n change [deaths v] by (1)\n broadcast (Restart v)\n end\n if <not <(Level) = [20]>> then\n if <(x position) > [235]> then\n broadcast (Next Level v)\n change [level v] by (1)\n broadcast (Restart v)\n end\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Purple) = [0]> then\n switch costume to (trail v)\n set size to (100) %\n repeat (10)\n change [brightness v] effect by (2)\n change size by (-3)\n change [ghost v] effect by (9)\n end\n delete this clone\nelse\n switch costume to (trail2 v)\n set size to (100) %\n repeat (10)\n change [brightness v] effect by (2)\n change size by (-3)\n change [ghost v] effect by (9)\n end\n delete this clone\nend\n\nwhen I receive [restart v]\nset rotation style [left-right v]\ngo to x: (-205) y: (52)\npoint in direction (90)\nset size to (100) %\ngo to [front v] layer\n\nwhen I receive [restart v]\ndelete this clone\n\nwhen I receive [purple v]\nset [purple v] to [1]\n\nwhen I receive [purple v]\nswitch costume to (player2 v)\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\n@Level\n\nwhen flag clicked\nswitch costume to (lev 1 v)\nforever\n switch costume to (Level)\nend\n\n@Moon- Or . . . Sun?\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset size to (100) %\ngo to x: (-124) y: (93)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (100) %\ngo [backward v] (5) layers\nset [ghost v] effect to (40)\ngo to (moon- or . . . sun? v)\nforever\n go to [back v] layer\n go [backward v] (10) layers\n repeat (70)\n change size by (0.1)\n end\n repeat (70)\n change size by (-0.1)\n end\nend\n\n@Magic Brush\n\nwhen flag clicked\nrepeat (2)\n hide\n clear graphic effects\nend\nwait until <(Level) = [5]>\nrepeat (2)\n switch costume to (green v)\n go to x: (187) y: (-41)\n show\nend\nwait until <(Level) = [6]>\nrepeat (10)\n hide\nend\nwait until <(Level) = [8]>\nrepeat (2)\n clear graphic effects\n switch costume to (brown v)\n go to x: (200) y: (-41)\n show\nend\nwait until <(Level) = [9]>\nrepeat (10)\n hide\nend\nwait until <(Level) = [12]>\nrepeat (2)\n clear graphic effects\n show\n switch costume to (red v)\n go to x: (119) y: (-41)\nend\nwait until <(Level) = [11]>\nrepeat (10)\n hide\nend\nwait until <(Level) = [16]>\nrepeat (2)\n clear graphic effects\n show\n switch costume to (blue v)\n go to x: (100) y: (100)\nend\nswitch backdrop to (backdrop1 v)\nwait until <touching (player v)?>\nswitch backdrop to (backdrop2 v)\nwait until <(Level) = [19]>\nrepeat (2)\n clear graphic effects\n show\n switch costume to (purple v)\n go to x: (136) y: (-46)\nend\nwait until <touching (player v)?>\nbroadcast (Purple v)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (10)\n change y by (1)\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (9) layers\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (x position) y: ((y position) + (10))\n glide (1) secs to x: (x position) y: ((y position) - (10))\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (140)\nshow\nswitch costume to (text 1 v)\nset size to (150) %\nclear graphic effects\nshow\nset [ghost v] effect to (0)\nrepeat (7)\n wait until <key (space v) pressed?>\n if <(Level) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n next costume\n if <not <(costume [number v]) = [8]>> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n switch costume to (text 7 v)\n clear graphic effects\n end\n end\nend\n\nwhen flag clicked\nrepeat (2)\n show\nend\nwait until <([costume # v] of [level v]) > [1]>\nhide\nswitch costume to (text 9 v)\nwait until <([costume # v] of [level v]) = [5]>\nrepeat (2)\n switch costume to (text 9 v)\n show\nend\nwait until <([costume # v] of [level v]) = [6]>\nrepeat (2)\n hide\nend\nwait until <([costume # v] of [level v]) = [12]>\nrepeat (2)\n switch costume to (text 11 v)\n show\nend\nwait until <([costume # v] of [level v]) = [13]>\nrepeat (2)\n switch costume to (text 12 v)\n show\nend\nwait until <([costume # v] of [level v]) = [14]>\nrepeat (2)\n switch costume to (text 13 v)\n show\nend\nwait until <([costume # v] of [level v]) = [15]>\nrepeat (2)\n switch costume to (text 14 v)\n show\nend\nwait until <([costume # v] of [level v]) = [16]>\nrepeat (2)\n switch costume to (text 15 v)\n show\nend\nwait until <([costume # v] of [level v]) = [17]>\nrepeat (2)\n switch costume to (text 10 v)\n show\nend\nwait until <([costume # v] of [level v]) = [18]>\nrepeat (2)\n switch costume to (text 16 v)\n show\nend\nwait until <([costume # v] of [level v]) = [19]>\nrepeat (2)\n switch costume to (text 17 v)\n show\nend\nwait until <([costume # v] of [level v]) = [20]>\nrepeat (2)\n switch costume to (text 18 v)\n show\nend\n\n@Sprite2\n\nset [ghost v] effect to (20)\n\nwhen flag clicked\ngo to x: (187) y: (-150)\npoint in direction (90)\nset size to (100) %\nforever\n if <(Deaths) > [2]> then\n show\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((120) - (size)) / (5))) %\n set [ghost v] effect to (30)\n if <mouse down?> then\n if <(Level) = [16]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) = [19]> then\n broadcast (Purple v)\n end\n change [level v] by (1)\n broadcast (Restart v)\n set [deaths v] to [0]\n end\n else\n clear graphic effects\n set size to ((size) + (((100) - (size)) / (5))) %\n end\n else\n hide\n end\nend\n\nwhen I receive [next level v]\nset [deaths v] to [0]\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (1000)\n change [ghost v] effect by (1000)\n go to [front v] layer\n go [forward v] (1000) layers\nend\n\n
Colorless Platformer
@Stage\n\n@why\n\nwhen I start as a clone\nwait (0.1) seconds\nrepeat (4)\n change [ghost v] effect by (25)\n wait (0.01) seconds\nend\ndelete this clone\n\nwhen I receive [respawn v]\nset [ghost v] effect to (0)\nset rotation style [left-right v]\ngo to x: (-175) y: (50)\nrepeat (10)\n create clone of (_myself_ v)\n change y by (-5)\n wait (0.01) seconds\nend\n\nwhen [right arrow v] key pressed\npoint in direction (90)\nrepeat until <not <key (right arrow v) pressed?>>\n next costume\n create clone of (_myself_ v)\n glide (0.02) secs to x: ((x position) + (10)) y: (0)\nend\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to [front v] layer\npoint in direction (90)\ngo to x: (-175) y: (0)\nswitch costume to (costume1 v)\ngo [backward v] (1) layers\n\nwhen [left arrow v] key pressed\npoint in direction (-90)\nrepeat until <not <key (left arrow v) pressed?>>\n next costume\n create clone of (_myself_ v)\n glide (0.02) secs to x: ((x position) + (-10)) y: (0)\nend\n\nwhen I receive [rick rolled v]\nhide\nwait (0.1) seconds\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <touching (here v)?> then\n broadcast (Respawn v) and wait\n end\nend\n\n@are\n\nwhen I receive [rick rolled v]\nhide\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to x: (-1) y: (-32)\n\n@you\n\nwhen flag clicked\nshow\nset size to (50) %\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n wait (0.01) seconds\n repeat (2)\n turn right (15) degrees\n end\nend\n\nwhen I receive [rick rolled v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nforever\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\nend\n\nwhen flag clicked\nwait until <touching (why v)?>\nbroadcast (Rick Rolled v) and wait\n\n@here\n\nwhen flag clicked\nhide\ngo to x: (0) y: (50)\nforever\n wait (pick random (0.5) to (2)) seconds\n go to x: (pick random (-175) to (50)) y: (50)\n show\n play sound [Thunder v] until done\n hide\nend\n\nwhen I receive [rick rolled v]\nstop [other scripts in sprite v]\nstop all sounds\nhide\n\n@?\n\nwhen flag clicked\nhide\nset size to (163) %\nswitch costume to (4kl v)\n\nwhen I receive [rick rolled v]\nforever\n show\n next costume\n wait (0.07) seconds\nend\n\nwhen I receive [rick rolled v]\nforever\n play sound [Rick Astley - Never Gonna Give You Up \(Video\) v] until done\nend\n\n
Left and Right arrows to move, dodge, the lightning, and get color back!
Sunset - A Platformer
@Stage\n\n@Thumbnail\n\nwhen flag clicked\nstart sound [Best Day of my Life v]\nhide\n\ngo to [front v] layer\nshow\n\n@Orange\n\ndefine Movement\nchange [y velocity v] by (-1)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1)\nend\nset [x velocity v] to ((X Velocity) * (0.9))\nchange x by (X Velocity)\nif <touching (red v)?> then\n change y by (1)\nend\nif <touching (red v)?> then\n change y by (1)\nend\nif <touching (red v)?> then\n change y by (1)\nend\nif <touching (red v)?> then\n change y by (1)\nend\nif <touching (red 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 set [y velocity v] to [13]\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\nend\nchange y by (Y Velocity)\nif <touching (red v)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (red v)?>> then\n set [y velocity v] to [15]\nend\nchange y by (1)\n\nwhen flag clicked\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nReset\nforever\n Movement\n if <(x position) > [241]> then\n broadcast (NEXT LEVEL v)\n Reset\n end\nend\n\ndefine Reset\ngo to x: (-180) y: (0)\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 (19)\nend\ndelete this clone\n\nwhen flag clicked\nshow\nforever\n if <touching (yellow v)?> then\n Reset\n repeat (10)\n set [ghost v] effect to (10)\n end\n end\nend\n\nhide\n\n@Red\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nhide\n\n@Yellow\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\nhide\n\n
The Ninja Squad 4 || A Mobile Friendly Platformer #games #all
@Stage\n\nwhen I receive [start v]\nswitch backdrop to (sky v)\nstop all sounds\nforever\n set volume to (100) %\n play sound [Ninja Music v] until done\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\n@Red Ninja\n\ndefine Reset Level\ngo to x: (-180) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [turn v] to [0]\npoint in direction (90)\nshow\n\nwhen I receive [play game v]\nforever\n if <<touching (lava v)?> or <touching (light v)?>> then\n change [y v] by (-0.3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (2)\n end\n set [y v] to ((y) * (.9))\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [which ninja? v] to [1]\nset [level deaths v] to [0]\nset [equipped? v] to [0]\nhide\n\nwhen I receive [play game v]\nbroadcast (Next v)\nReset Level\nforever\n if <(equipped?) > [1]> then\n set [equipped? v] to [0]\n end\n if <(jump boost on/off) > [1]> then\n set [jump boost on/off v] to [0]\n end\n if <(which ninja?) = [1]> then\n show\n if <key (r v) pressed?> then\n Reset Level\n broadcast (Next 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 (.9)\n change [turn v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-.9)\n change [turn v] by (-.9)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n set [turn v] to ((turn) * (.9))\n turn right (turn) degrees\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 v] by (((x) * (-1)) - (turn))\n change x by ((turn) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.8)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(equipped?) = [1]> then\n set [y v] to [15]\n else\n set [y v] to [12]\n end\n end\n end\n change y by (1)\n if <<<touching (spikes v)?> or <<<touching (long grass v)?> or <touching (water v)?>> or <touching (darkness v)?>>> or <(y position) < [-188]>> then\n change [level deaths v] by (1)\n broadcast (Die v)\n end\n else\n hide\n point in direction (90)\n set [x v] to [0]\n set [y v] to [0]\n set [turn v] to [0]\n set [equipped? v] to [0]\n set [jump boost on/off v] to [0]\n if <(which ninja?) = [2]> then\n go to x: ([x position v] of [green ninja v]) y: ([y position v] of [green ninja v])\n else\n if <(which ninja?) = [3]> then\n if <(shrink boost on/off) = [0]> then\n go to x: ([x position v] of [blue ninja v]) y: ([y position v] of [blue ninja v])\n else\n go to x: ([x position v] of [blue ninja v]) y: (([y position v] of [blue ninja v]) + (20))\n end\n else\n go to x: ([x position v] of [black ninja v]) y: ([y position v] of [black ninja v])\n end\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(x position) > [253]> then\n go to x: (-255) y: (y position)\n change [level v] by (1)\n set [level deaths v] to [0]\n broadcast (Next v)\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [1]> then\n if <key (space v) pressed?> then\n broadcast (Jump Boost v)\n wait until <not <key (space v) pressed?>>\n end\n end\nend\n\nwhen I receive [jump boost v]\nchange [equipped? v] by (1)\nchange [jump boost on/off v] by (1)\n\nwhen I receive [play game v]\nforever\n if <key (s v) pressed?> then\n broadcast (Skip v)\n end\nend\n\nwhen I receive [die v]\nif <(which ninja?) = [1]> then\n set [death x v] to (x position)\n set [death y v] to (y position)\n Reset Level\n stop [this script v]\nend\n\nwhen I receive [skip v]\nif <(light on?) = [0]> then\n if <(allowed to skip) = [1]> then\n change [level v] by (1)\n set [level deaths v] to [0]\n Reset Level\n broadcast (Next v)\n wait until <not <key (s v) pressed?>>\n end\nend\n\nwhen I receive [light ninja transition 2 v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [light ninja transition v]\nwait (0.5) seconds\nset [which ninja? v] to [1]\nset [shrink boost on/off v] to [0]\nstop [other scripts in sprite v]\npoint in direction (90)\nshow\ngo to x: (0) y: (-69)\nwait (1) seconds\nbroadcast (Hello there v)\n\n@Green Ninja\n\ndefine Reset Level\ngo to x: (-180) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [turn v] to [0]\npoint in direction (90)\nshow\n\nwhen I receive [play game v]\nset [equipped? v] to [0]\nReset Level\nforever\n if <(equipped?) > [1]> then\n set [equipped? v] to [0]\n end\n if <(speed boost on/off) > [1]> then\n set [speed boost on/off v] to [0]\n end\n if <(which ninja?) = [2]> then\n show\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <(equipped?) = [1]> then\n change [x v] by (1.3)\n change [turn v] by (1.3)\n else\n change [x v] by (.9)\n change [turn v] by (.9)\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 <(equipped?) = [1]> then\n change [x v] by (-1.3)\n change [turn v] by (-1.3)\n else\n change [x v] by (-.9)\n change [turn v] by (-.9)\n end\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n set [turn v] to ((turn) * (.9))\n turn right (turn) degrees\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 v] by (((x) * (-1)) - (turn))\n change x by ((turn) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.8)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <<<touching (spikes v)?> or <<<touching (lava v)?> or <touching (water v)?>> or <touching (darkness v)?>>> or <(y position) < [-188]>> then\n change [level deaths v] by (1)\n broadcast (Die v)\n end\n else\n hide\n point in direction (90)\n set [x v] to [0]\n set [y v] to [0]\n set [turn v] to [0]\n set [equipped? v] to [0]\n set [speed boost on/off v] to [0]\n if <(which ninja?) = [1]> then\n go to x: ([x position v] of [red ninja v]) y: ([y position v] of [red ninja v])\n else\n if <(which ninja?) = [3]> then\n if <(shrink boost on/off) = [0]> then\n go to x: ([x position v] of [blue ninja v]) y: ([y position v] of [blue ninja v])\n else\n go to x: ([x position v] of [blue ninja v]) y: (([y position v] of [blue ninja v]) + (20))\n end\n else\n go to x: ([x position v] of [black ninja v]) y: ([y position v] of [black ninja v])\n end\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(x position) > [253]> then\n go to x: (-255) y: (y position)\n change [level v] by (1)\n set [level deaths v] to [0]\n broadcast (Next v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [2]> then\n if <key (space v) pressed?> then\n broadcast (Speed Boost v)\n wait until <not <key (space v) pressed?>>\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<touching (long grass v)?> or <touching (light v)?>> then\n change [y v] by (-0.3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (2)\n end\n set [y v] to ((y) * (.9))\n end\nend\n\nwhen I receive [speed boost v]\nchange [equipped? v] by (1)\nchange [speed boost on/off v] by (1)\n\nwhen I receive [die v]\nif <(which ninja?) = [2]> then\n set [death x v] to (x position)\n set [death y v] to (y position)\n Reset Level\n stop [this script v]\nend\n\nwhen I receive [skip v]\nif <(light on?) = [0]> then\n if <(allowed to skip) = [1]> then\n Reset Level\n end\nend\n\nwhen I receive [light ninja transition v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\npoint in direction (90)\nshow\ngo to x: (-60) y: (-69)\n\nwhen I receive [light ninja transition 2 v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\nhide\n\n@Blue Ninja\n\ndefine Reset Level\ngo to x: (-180) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [turn v] to [0]\npoint in direction (90)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nset size to (80) %\nset [equipped? v] to [0]\nReset Level\nforever\n if <(equipped?) > [1]> then\n change y by (10)\n set size to (80) %\n set [equipped? v] to [0]\n end\n if <(shrink boost on/off) > [1]> then\n set [shrink boost on/off v] to [0]\n end\n if <(which ninja?) = [3]> then\n show\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <(shrink boost on/off) = [0]> then\n change [x v] by (.9)\n change [turn v] by (.9)\n else\n change [x v] by (.7)\n change [turn v] by (.7)\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 <(shrink boost on/off) = [0]> then\n change [x v] by (-.9)\n change [turn v] by (-.9)\n else\n change [x v] by (-.7)\n change [turn v] by (-.7)\n end\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n set [turn v] to ((turn) * (.9))\n turn right (turn) degrees\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 v] by (((x) * (-1)) - (turn))\n change x by ((turn) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.8)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <(shrink boost on/off) = [0]> then\n if <<<touching (spikes v)?> or <<<touching (lava v)?> or <touching (long grass v)?>> or <touching (darkness v)?>>> or <(y position) < [-188]>> then\n change [level deaths v] by (1)\n broadcast (Die v)\n end\n else\n if <<<touching (spikes v)?> or <<<touching (lava v)?> or <touching (long grass v)?>> or <touching (darkness v)?>>> or <(y position) < [-177]>> then\n change [level deaths v] by (1)\n broadcast (Die v)\n end\n end\n else\n hide\n set size to (80) %\n point in direction (90)\n set [x v] to [0]\n set [y v] to [0]\n set [turn v] to [0]\n set [equipped? v] to [0]\n set [shrink boost on/off v] to [0]\n if <(which ninja?) = [1]> then\n go to x: ([x position v] of [red ninja v]) y: ([y position v] of [red ninja v])\n else\n if <(which ninja?) = [2]> then\n go to x: ([x position v] of [green ninja v]) y: ([y position v] of [green ninja v])\n else\n go to x: ([x position v] of [black ninja v]) y: ([y position v] of [black ninja v])\n end\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [3]> then\n if <key (space v) pressed?> then\n broadcast (Shrink v)\n wait until <not <key (space v) pressed?>>\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(shrink boost on/off) = [0]> then\n if <(x position) > [253]> then\n go to x: (-255) y: (y position)\n change [level v] by (1)\n set [level deaths v] to [0]\n broadcast (Next v)\n end\n else\n if <(x position) > [236]> then\n go to x: (-238) y: (y position)\n change [level v] by (1)\n set [level deaths v] to [0]\n broadcast (Next v)\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<touching (water v)?> or <touching (light v)?>> then\n change [y v] by (-0.3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (2)\n end\n set [y v] to ((y) * (.9))\n end\nend\n\nwhen I receive [die v]\nif <(which ninja?) = [3]> then\n set [death x v] to (x position)\n set [death y v] to (y position)\n Reset Level\n stop [this script v]\nend\n\nwhen I receive [play game v]\nforever\n if <(shrink boost on/off) = [0]> then\n set size to (80) %\n else\n set size to (35) %\n end\nend\n\nwhen I receive [shrink v]\nchange [equipped? v] by (1)\nchange [shrink boost on/off v] by (1)\n\nwhen I receive [skip v]\nif <(light on?) = [0]> then\n if <(allowed to skip) = [1]> then\n Reset Level\n end\nend\n\nwhen I receive [light ninja transition v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\npoint in direction (90)\nshow\nset size to (80) %\ngo to x: (-120) y: (-69)\n\nwhen I receive [light ninja transition 2 v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\nhide\n\n@Black Ninja\n\nwhen I receive [play game v]\nforever\n if <<<touching (lava v)?> or <touching (long grass v)?>> or <<touching (water v)?> or <touching (darkness v)?>>> then\n change [y v] by (-0.3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (2)\n end\n set [y v] to ((y) * (.9))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nReset Level\nhide\nforever\n if <(which ninja?) = [4]> then\n show\n if <key (r v) pressed?> then\n Reset Level\n broadcast (Next 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 (.9)\n change [turn v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-.9)\n change [turn v] by (-.9)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n set [turn v] to ((turn) * (.9))\n turn right (turn) degrees\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 v] by (((x) * (-1)) - (turn))\n change x by ((turn) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.8)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <<<touching (spikes v)?> or <(y position) < [-188]>> or <touching (light v)?>> then\n change [level deaths v] by (1)\n broadcast (Die v)\n end\n else\n hide\n point in direction (90)\n set [x v] to [0]\n set [y v] to [0]\n set [turn v] to [0]\n set [equipped? v] to [0]\n set [black weapon v] to [sword]\n if <(which ninja?) = [1]> then\n go to x: ([x position v] of [red ninja v]) y: ([y position v] of [red ninja v])\n else\n if <(which ninja?) = [2]> then\n go to x: ([x position v] of [green ninja v]) y: ([y position v] of [green ninja v])\n else\n if <(shrink boost on/off) = [0]> then\n go to x: ([x position v] of [blue ninja v]) y: ([y position v] of [blue ninja v])\n else\n go to x: ([x position v] of [blue ninja v]) y: (([y position v] of [blue ninja v]) + (20))\n end\n end\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(x position) > [253]> then\n go to x: (-255) y: (y position)\n change [level v] by (1)\n set [level deaths v] to [0]\n broadcast (Next v)\n end\nend\n\ndefine Reset Level\ngo to x: (-180) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [turn v] to [0]\npoint in direction (90)\nshow\n\nwhen I receive [die v]\nset [death x v] to (x position)\nset [death y v] to (y position)\nReset Level\nstop [this script v]\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [4]> then\n if <key (space v) pressed?> then\n broadcast (Change Black Weapon v)\n wait until <not <key (space v) pressed?>>\n end\n end\nend\n\nwhen I receive [skip v]\nif <(light on?) = [0]> then\n if <(allowed to skip) = [1]> then\n Reset Level\n end\nend\n\nwhen I receive [light ninja transition 2 v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [light ninja transition v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\npoint in direction (90)\nshow\ngo to x: (-180) y: (-69)\nwait (1) seconds\n\n@Light Ninja\n\nwhen flag clicked\ngo to x: (122) y: (7)\npoint in direction (90)\nset [light on? v] to [0]\nset [light level v] to [1]\nhide\n\nwhen I receive [light ninja v]\nbroadcast (Next v)\nset [light on? v] to [1]\nset [light level v] to [1]\nReset Level\nhide\nforever\n show\n if <key (r v) pressed?> then\n Reset Level\n broadcast (Next 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 (.9)\n change [turn v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-.9)\n change [turn v] by (-.9)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n set [turn v] to ((turn) * (.9))\n turn right (turn) degrees\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 v] by (((x) * (-1)) - (turn))\n change x by ((turn) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.8)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <<<touching (spikes v)?> or <(y position) < [-188]>> or <<<touching (lava v)?> or <touching (long grass v)?>> or <<touching (water v)?> or <touching (darkness v)?>>>> then\n change [level deaths v] by (1)\n broadcast (Light Die v)\n end\nend\n\nwhen I receive [light ninja v]\nforever\n if <(x position) > [253]> then\n go to x: (-255) y: (y position)\n change [light level v] by (1)\n set [level deaths v] to [0]\n broadcast (Next v)\n end\nend\n\ndefine Reset Level\ngo to x: (-180) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [turn v] to [0]\npoint in direction (90)\nshow\n\nwhen I receive [light die v]\nset [light death x v] to (x position)\nset [light death y v] to (y position)\nReset Level\nstop [this script v]\n\nwhen I receive [play game v]\nhide\nwait (0.1) seconds\nwait until <(level) = [21]>\nshow\nwait until <<([x position v] of [red ninja v]) > [-60]> and <([x position v] of [red ninja v]) < [-30]>>\nbroadcast (Light Ninja Transition v)\nset [black weapon v] to [sword]\nstop [this script v]\n\nwhen I receive [light ninja v]\nforever\n if <touching (light v)?> then\n change [y v] by (-0.3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (2)\n end\n set [y v] to ((y) * (.9))\n end\nend\n\nwhen I receive [skip v]\nif <(light on?) = [1]> then\n if <(allowed to skip) = [1]> then\n change [light level v] by (1)\n set [level deaths v] to [0]\n Reset Level\n broadcast (Next v)\n wait until <not <key (s v) pressed?>>\n end\nend\n\nwhen I receive [light ninja v]\nforever\n if <key (s v) pressed?> then\n broadcast (Skip v)\n end\nend\n\nwhen I receive [light ninja v]\nwait (0.1) seconds\nwait until <(light level) = [11]>\nstop [other scripts in sprite v]\nswitch backdrop to (castle found v)\nbroadcast (EC v)\nstop [this script v]\n\nwhen I receive [ec v]\ngo to x: (-240) y: (-68)\npoint in direction (90)\nrepeat (24)\n turn right (15) degrees\n change x by (5)\nend\nwait (0.5) seconds\nbroadcast (We found it... v)\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\ngo [backward v] (7) layers\nforever\n switch costume to (level)\nend\n\nwhen I receive [light ninja v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\ngo [backward v] (6) layers\nforever\n switch costume to ((light level) + (21))\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\nwhen I receive [light ninja transition v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [light ninja v]\nshow\ngo to [back v] layer\nforever\n switch costume to ((light level) + (21))\nend\n\nwhen I receive [ec v]\nstop [other scripts in sprite v]\nhide\n\n@Words\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (level)\nend\n\nwhen I receive [light ninja transition v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [light ninja v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to ((light level) + (21))\nend\n\nwhen I receive [ec v]\nstop [other scripts in sprite v]\nhide\n\n@Skip\n\nwhen I receive [next v]\nhide\ngo to [front v] layer\nset [level deaths v] to [0]\nset [allowed to skip v] to [0]\nforever\n if <<(level) < [1111111111]> and <not <([costume name v] of [level v]) = [Still Developing]>>> then\n if <(level deaths) > [4]> then\n show\n set [allowed to skip v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [die v]\nstart sound [Punch Sound Effect v]\nif <not <(is clone?) = [1]>> then\n repeat (2)\n Particles\n end\nend\n\nwhen I start as a clone\nif <(which ninja?) = [1]> then\n switch costume to (pick random (1) to (3))\nelse\n if <(which ninja?) = [2]> then\n switch costume to (pick random (4) to (6))\n else\n if <(which ninja?) = [3]> then\n switch costume to (pick random (7) to (9))\n else\n switch costume to (pick random (10) to (12))\n end\n end\nend\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-20) to (0))\nset [is clone? v] to [1]\ngo to x: (death x) y: (death y)\nshow\nset [x v] to (pick random (-10) to (10))\nset [y v] to (pick random (5) to (30))\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change [y v] by (-2)\n set [x v] to ((x) * (0.9))\n set [y v] to ((y) * (0.9))\n change x by (x)\n change y by (y)\n set x to ((x position) + (pick random (shake) to ((shake) - ((shake) * (2)))))\n set y to ((y position) + (pick random (shake) to ((shake) - ((shake) * (2)))))\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 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 else\n change y by (-1)\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\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (5)\n create clone of (_myself_ v)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Light Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [light die v]\nstart sound [Punch Sound Effect v]\nif <not <(is clone?) = [1]>> then\n repeat (2)\n Particles\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-20) to (0))\nset [is clone? v] to [1]\ngo to x: (light death x) y: (light death y)\nshow\nset [x v] to (pick random (-10) to (10))\nset [y v] to (pick random (5) to (30))\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change [y v] by (-2)\n set [x v] to ((x) * (0.9))\n set [y v] to ((y) * (0.9))\n change x by (x)\n change y by (y)\n set x to ((x position) + (pick random (shake) to ((shake) - ((shake) * (2)))))\n set y to ((y position) + (pick random (shake) to ((shake) - ((shake) * (2)))))\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 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 else\n change y by (-1)\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\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (5)\n create clone of (_myself_ v)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Slime Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [slime die v]\nstart sound [Punch Sound Effect v]\nif <not <(is clone?) = [1]>> then\n repeat (2)\n Particles\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (((monster cost) * (2)) - (1)) to ((monster cost) * (2)))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-20) to (0))\nset [is clone? v] to [1]\ngo to x: (slime death x) y: (slime death y)\nshow\nset [x v] to (pick random (-10) to (10))\nset [y v] to (pick random (5) to (30))\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change [y v] by (-2)\n set [x v] to ((x) * (0.9))\n set [y v] to ((y) * (0.9))\n change x by (x)\n change y by (y)\n set x to ((x position) + (pick random (shake) to ((shake) - ((shake) * (2)))))\n set y to ((y position) + (pick random (shake) to ((shake) - ((shake) * (2)))))\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 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 else\n change y by (-1)\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\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (5)\n create clone of (_myself_ v)\nend\n\n@Change Explosion\n\nwhen flag clicked\nhide\n\nwhen I receive [switch v]\nstart sound [BOOM!!!!! v]\nswitch costume to (exploding a v)\nshow\ngo to [front v] layer\nset size to (500) %\ngo to x: ([x position v] of [red ninja v]) y: ([y position v] of [red ninja v])\nrepeat (13)\n next costume\n wait (0.00000001) seconds\nend\nhide\nstop [this script v]\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Switch Ninja\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) > [4]> then\n set [which ninja? v] to [1]\n end\nend\n\nwhen I receive [play game v]\nset [switch in progress v] to [0]\nshow\ngo to [front v] layer\ngo to x: (195) y: (-145)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(switch in progress) = [0]> then\n set [switch in progress v] to [1]\n broadcast (Switch v)\n change [which ninja? v] by (1)\n wait until <not <mouse down?>>\n set [switch in progress v] to [0]\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [play game v]\nforever\n if <key (z v) pressed?> then\n if <(cutscene?) = [0]> then\n if <(switch in progress) = [0]> then\n set [switch in progress v] to [1]\n broadcast (Switch v)\n change [which ninja? v] by (1)\n wait until <not <key (z v) pressed?>>\n set [switch in progress v] to [0]\n end\n end\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [light ninja transition v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\nhide\n\n@Attack\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\ngo to x: (110) y: (-140)\nforever\n go to [front v] layer\n go [backward v] (2) layers\n if <(black weapon) = [sword]> then\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(attack in progress) = [0]> then\n broadcast (Attack v)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n end\n else\n hide\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [light ninja transition v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [light ninja v]\nshow\ngo to [front v] layer\ngo to x: (195) y: (-140)\nforever\n go to [front v] layer\n go [backward v] (2) layers\n if <(black weapon) = [sword]> then\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(attack in progress) = [0]> then\n broadcast (Attack v)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n end\n else\n hide\n end\nend\n\nwhen I receive [ec v]\nstop [other scripts in sprite v]\nhide\n\n@Throw\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\ngo to x: (110) y: (-140)\nforever\n go to [front v] layer\n if <(black weapon) = [star]> then\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(throw in progress) = [0]> then\n broadcast (Throw v)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n end\n else\n hide\n end\nend\n\nwhen I receive [light ninja transition v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\nhide\n\n@Jump Boost On/Off\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to [front v] layer\ngo [backward v] (3) layers\ngo to x: (-170) y: (-155)\nset [jump boost on/off v] to [0]\nforever\n if <(which ninja?) = [1]> then\n show\n switch costume to (jump boost on/off)\n else\n hide\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (Jump Boost v)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [light ninja transition v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\nhide\n\n@Speed Boost On/Off\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to [front v] layer\ngo [backward v] (2) layers\ngo to x: (-170) y: (-155)\nset [speed boost on/off v] to [0]\nforever\n if <(which ninja?) = [2]> then\n show\n switch costume to (speed boost on/off)\n else\n hide\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [2]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (Speed Boost v)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [light ninja transition v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\nhide\n\n@Shrink Boost On/Off\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to [front v] layer\ngo to x: (-170) y: (-155)\nset [shrink boost on/off v] to [0]\nforever\n if <(which ninja?) = [3]> then\n show\n switch costume to (shrink boost on/off)\n else\n hide\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [3]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (Shrink v)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [light ninja transition v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\nhide\n\n@Weapon button\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to [front v] layer\ngo to x: (-170) y: (-155)\nset [black weapon v] to [sword]\nforever\n if <(which ninja?) = [4]> then\n show\n switch costume to (black weapon)\n else\n hide\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [4]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (Change Black Weapon v)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [change black weapon v]\nif <(black weapon) = [sword]> then\n set [black weapon v] to [star]\nelse\n set [black weapon v] to [sword]\nend\n\nwhen I receive [light ninja transition v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\nhide\n\n@Sword\n\nwhen flag clicked\nset [direction of sword v] to [right]\npoint in direction (90)\nset size to (80) %\nhide\n\nwhen I receive [play game v]\nshow\nswitch costume to (1 v)\nforever\n broadcast (Sword v)\nend\n\nwhen I receive [sword v]\nforever\n if <(which ninja?) = [1]> then\n go to (red ninja v)\n else\n if <(which ninja?) = [2]> then\n go to (green ninja v)\n else\n if <(which ninja?) = [3]> then\n go to (blue ninja v)\n else\n go to (black ninja v)\n end\n end\n end\n if <not <(black weapon) = [star]>> then\n show\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> and <(brightness on?) = [0]>>> then\n if <(attack in progress) = [0]> then\n switch costume to (1 v)\n set [direction of sword v] to [right]\n else\n set [direction of sword v] to [right]\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(brightness on?) = [0]>>> then\n if <(attack in progress) = [0]> then\n switch costume to (9 v)\n set [direction of sword v] to [left]\n else\n set [direction of sword v] to [left]\n end\n end\n if <(shrink boost on/off) = [1]> then\n set size to (40) %\n else\n set size to (80) %\n end\n else\n hide\n end\nend\n\nwhen [t v] key pressed\nif <not <(black weapon) = [star]>> then\n if <(cutscene?) = [0]> then\n if <(attack in progress) = [0]> then\n broadcast (Attack v) and wait\n end\n end\nend\n\nwhen I receive [attack v]\nset [attack in progress v] to [1]\nif <(attack in progress) = [1]> then\n repeat (7)\n next costume\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nif <(direction of sword) = [right]> then\n switch costume to (1 v)\nelse\n switch costume to (9 v)\nend\nset [attack in progress v] to [0]\nset [ghost v] effect to (0)\nwait until <not <key (t v) pressed?>>\n\nwhen I receive [light ninja transition 2 v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\n\nwhen I receive [light sword v]\nforever\n go to (light ninja v)\n show\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> and <(brightness on?) = [0]>>> then\n if <(attack in progress) = [0]> then\n switch costume to (1 v)\n set [direction of sword v] to [right]\n else\n set [direction of sword v] to [right]\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(brightness on?) = [0]>>> then\n if <(attack in progress) = [0]> then\n switch costume to (9 v)\n set [direction of sword v] to [left]\n else\n set [direction of sword v] to [left]\n end\n end\nend\n\nwhen I receive [light ninja v]\nshow\ngo to [front v] layer\nswitch costume to (1 v)\nforever\n broadcast (Light Sword v)\nend\n\nwhen I receive [ec v]\nstop [other scripts in sprite v]\nhide\n\n@Ninja Star\n\nwhen I receive [play game v]\nshow\nset [black? v] to [1]\nforever\n broadcast (Star v)\nend\n\nwhen flag clicked\nset [black? v] to [0]\nset [throw in progress v] to [0]\nhide\n\nwhen I receive [star v]\ngo to [front v] layer\nif <(black weapon) = [star]> then\n show\n forever\n if <(throw in progress) = [0]> then\n go to x: (([x position v] of [black ninja v]) + (5)) y: (([y position v] of [black ninja v]) - (5))\n end\n end\nelse\n hide\nend\n\nwhen [f v] key pressed\nif <(black weapon) = [star]> then\n if <(throw in progress) = [0]> then\n if <(black?) = [1]> then\n broadcast (Throw v)\n end\n end\nend\n\nwhen I receive [throw v]\nset [throw in progress v] to [1]\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change x by (10)\n turn right (15) degrees\nend\nset [throw in progress v] to [0]\n\n@Enemy\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nbroadcast (Delete Clones v) and wait\nif <(level) = [11]> then\n Clone [100] [-20] [1]\nelse\n if <(level) = [15]> then\n Clone [80] [100] [1]\n else\n if <(level) = [17]> then\n Clone [85] [80] [2]\n else\n if <(level) = [19]> then\n Clone [0] [20] [1]\n Clone [90] [85] [2]\n Clone [150] [85] [3]\n Clone [210] [85] [4]\n else\n if <(level) = [20]> then\n Clone [70] [-45] [3]\n else\n if <(light level) = [5]> then\n Clone [95] [90] [4]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [die v]\nbroadcast (Delete Clones v) and wait\nif <(level) = [11]> then\n Clone [100] [-20] [1]\nelse\n if <(level) = [15]> then\n Clone [80] [100] [1]\n else\n if <(level) = [17]> then\n Clone [85] [80] [2]\n else\n if <(level) = [19]> then\n Clone [0] [20] [1]\n Clone [90] [85] [2]\n Clone [150] [85] [3]\n Clone [210] [85] [4]\n else\n if <(level) = [20]> then\n Clone [70] [-45] [3]\n else\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nrepeat until <<<touching (sword v)?> or <touching (ninja star v)?>> or <(y position) < [-184]>>\n change [y v] by (-1)\n if <([x position v] of [black ninja v]) < (x position)> then\n change [x v] by ((monster speed) * (-1))\n point in direction (90)\n else\n change [x v] by (monster speed)\n point in direction (-90)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <([y position v] of [black ninja v]) > ((y position) + (15))> then\n set [y v] to (monster WJ height)\n if <([abs v] of (x) ) = (x)> then\n set [x v] to ((monster WJ speed) * (-1))\n else\n set [x v] to (monster WJ speed)\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<([y position v] of [black ninja v]) > ((y position) + (15))> and <touching (level v)?>> then\n set [y v] to (monster jump height)\n end\n change y by (1)\n if <<<touching (red ninja v)?> or <touching (green ninja v)?>> or <<touching (blue ninja v)?> or <touching (black ninja v)?>>> then\n change [level deaths v] by (1)\n broadcast (Die v)\n end\n if <touching (light ninja v)?> then\n change [level deaths v] by (1)\n broadcast (Light Die v)\n end\nend\nset [slime death x v] to (x position)\nset [slime death y v] to (y position)\nset [monster cost v] to (costume [number v])\nbroadcast (Slime Die v)\ndelete this clone\n\nwhen I receive [delete clones v]\ndelete this clone\n\ndefine Clone (x) (y) (monster)\ngo to x: (x) y: (y)\nif <(monster) = [1]> then\n switch costume to (1 v)\n set [monster speed v] to [.6]\n set [monster jump height v] to [12]\n set [monster wj speed v] to [5]\n set [monster wj height v] to [8]\nelse\n if <(monster) = [2]> then\n switch costume to (2 v)\n set [monster speed v] to [.9]\n set [monster jump height v] to [12]\n set [monster wj speed v] to [5]\n set [monster wj height v] to [8]\n else\n if <(monster) = [3]> then\n switch costume to (3 v)\n set [monster speed v] to [.6]\n set [monster jump height v] to [15]\n set [monster wj speed v] to [5]\n set [monster wj height v] to [10]\n else\n switch costume to (4 v)\n set [monster speed v] to [.6]\n set [monster jump height v] to [12]\n set [monster wj speed v] to [8]\n set [monster wj height v] to [15]\n end\n end\nend\ncreate clone of (_myself_ v)\n\nwhen I receive [light die v]\nbroadcast (Delete Clones v) and wait\nif <(light level) = [5]> then\n Clone [95] [90] [4]\nend\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [light ninja transition v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [light ninja v]\nshow\ngo to [back v] layer\nforever\n switch costume to ((light level) + (21))\nend\n\n@Long Grass\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [light ninja transition v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [light ninja v]\nshow\ngo to [back v] layer\nforever\n switch costume to ((light level) + (21))\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [light ninja transition v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [light ninja v]\nshow\ngo to [back v] layer\nforever\n switch costume to ((light level) + (21))\nend\n\n@Darkness\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\nwhen I receive [light ninja transition v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [light ninja v]\nshow\ngo to [back v] layer\nforever\n switch costume to ((light level) + (21))\nend\n\n@Light\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\nwhen I receive [light ninja transition v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [light ninja v]\nshow\ngo to [back v] layer\nforever\n switch costume to ((light level) + (21))\nend\n\n@Text\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\nif <(costume [name v]) = [costume1]> then\n repeat until <(dialog done?) = [1]>\n if <(dialog done?) = [2]> then\n delete this clone\n end\n end\n switch costume to (costume2 v)\n wait until <(dialog done?) = [2]>\n wait (0.05) seconds\nend\nwait until <(dialog done?) = [2]>\ndelete this clone\n\ndefine print (text) brightness (brightness) colour (colour) pitch (pitch) and wait (wait)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nset [brightness v] effect to (brightness)\nset [color v] effect to (colour)\nswitch costume to (a v)\ngo to x: (-215) y: (150)\nset [letter v] to [1]\nset [dialog done? v] to [0]\nset [pitch v] effect to (pitch)\nrepeat (length of (text))\n switch costume to (letter (letter) of (text))\n go to [front v] layer\n if <(letter (letter) of (text)) = [~]> then\n wait (0.2) seconds\n else\n if <(letter (letter) of (text)) = [-]> then\n set x to (-215)\n change y by (-15)\n else\n if <not <(letter (letter) of (text)) = [ ]>> then\n create clone of (_myself_ v)\n end\n change x by (10)\n if <<(letter (letter) of (text)) = [i]> or <(letter (letter) of (text)) = [t]>> then\n change x by (-1)\n end\n end\n end\n change [letter v] by (1)\n start sound [Speak v]\n if <<(letter (letter) of (text)) = [i]> or <(letter (letter) of (text)) = [t]>> then\n change x by (-2)\n end\nend\nif <(wait) = []> then\n set [dialog done? v] to [1]\n wait until <<key (space v) pressed?> or <mouse down?>>\nelse\n wait (wait) seconds\nend\nwait (0) seconds\nclear graphic effects\nset [dialog done? v] to [2]\nwait (0.05) seconds\n\nwhen I receive [hello there v]\nprint [Hello there.] brightness [-100] colour [] pitch [-20] and wait []\nprint [Are you the light ninja?] brightness [-100] colour [] pitch [-20] and wait []\nprint [Yes I am.] brightness [-100] colour [] pitch [0] and wait []\nprint [Will you help us find the long-lost castle of Werwell?] brightness [-100] colour [] pitch [-20] and wait []\nprint [Only your light can show the path.] brightness [-100] colour [] pitch [-20] and wait []\nprint [Hmm...] brightness [-100] colour [] pitch [0] and wait []\nprint [Okay,~ you are my family after all XD] brightness [-100] colour [] pitch [0] and wait []\nbroadcast (Light Ninja Transition 2 v)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [we found it... v]\nprint [We found it...] brightness [-100] colour [] pitch [-20] and wait []\nprint [THE LONG LOST CASTLE OF WERWELL!!!!!] brightness [-100] colour [] pitch [-20] and wait []\nprint [I don't know what this place has in store- for us...] brightness [-100] colour [] pitch [0] and wait []\nprint [But it probably won't be nice.] brightness [-100] colour [] pitch [-20] and wait []\nbroadcast (Fade Away v)\n\n@Transition\n\nwhen I start as a clone\ngo to [front v] layer\nif <(costume [number v]) = [2]> then\n show\n set [ghost v] effect to (0)\n repeat (18)\n switch costume to (blank v)\n change size by ((size) / (4))\n switch costume to (circle v)\n end\n change [done? v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [light ninja transition v]\nset [done? v] to [0]\nset [clone id v] to [0]\nwait (0) seconds\nset [brightness v] effect to (20)\nhide\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nswitch costume to (circle v)\nset [brightness v] effect to (20)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nwait until <(Done?) = [6]>\n\nwhen flag clicked\nswitch costume to (circle v)\n\nwhen I receive [light ninja transition 2 v]\nset [done? v] to [0]\nset [clone id v] to [0]\nwait (0) seconds\nset [brightness v] effect to (20)\nhide\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nswitch costume to (circle v)\nset [brightness v] effect to (20)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nwait until <(Done?) = [6]>\nbroadcast (Light Ninja v)\n\n@Fade Away\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [fade away v]\nshow\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nhide\nbroadcast (Outro v)\n\n@Title\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (-70) y: (120)\nforever\n point in direction ((([sin v] of ((timer) * (500)) ) * (7)) + (90))\nend\n\nwhen I receive [play game v]\nstop [other scripts in sprite v]\nhide\n\n@Image\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [play game v]\nstop [other scripts in sprite v]\nhide\n\n@Button\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo to x: (-120) y: (-40)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n hide\n broadcast (Play Game v)\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n switch costume to (particle v)\n set size to (100) %\n show\n set [x v] to (pick random (-15) to (15))\n set [y v] to (pick random (20) to (30))\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change [y v] by (-2)\n set [x v] to ((x) * (0.9))\n set [y v] to ((y) * (0.9))\n change x by (x)\n change y by (y)\n end\n delete this clone\nend\n\ndefine Clone Sprite ID (id) # (#)\nset [clone v] to (id)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nClone Sprite ID [Back] # [1]\nwait (0.7) seconds\nClone Sprite ID [Dot] # [1]\n\nwhen I start as a clone\nif <(Clone) = [Back]> then\n show\n go to [back v] layer\n switch costume to (back v)\n forever\n point in direction ((([cos v] of ((timer) * (100)) ) * (15)) + (90))\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Dot]> then\n go to x: (0) y: (200)\n show\n go to [front v] layer\n switch costume to (dot v)\n set [i v] to [-1]\n repeat (20)\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n change y by ((I) / (2.5))\n end\n repeat (5)\n switch costume to (nothing v)\n change size by (((10000) - (size)) / (16))\n switch costume to (dot v)\n end\n wait (0.5) seconds\n Clone Sprite ID [JC] # [1]\nend\n\nwhen I start as a clone\nif <(Clone) = [JC]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n switch costume to (jc v)\n set size to (2) %\n Grow to size [100]\n wait (0.7) seconds\n switch costume to (spin1 v)\n repeat (30)\n switch costume to ((costume [number v]) + (2))\n if <(costume [number v]) > [12]> then\n switch costume to (spin1 v)\n end\n end\n broadcast (Name v)\nend\n\ndefine Grow 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)\nend\n\nwhen I start as a clone\nif <(Clone) = [J]> then\n go to x: (-135) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter1 v)\n Jump to y [-120]\nend\n\ndefine Jump to y (y)\nset [bounce v] to [0]\nrepeat until <([abs v] of (((0.85) * (Bounce)) + (((y) - (y position)) / (8))) ) < [0.05]>\n set [bounce v] to (((0.85) * (Bounce)) + (((y) - (y position)) / (8)))\n change y by (Bounce)\nend\n\nwhen I receive [name v]\nrepeat (1)\n delete this clone\nend\nClone Sprite ID [Ninja] # [1]\nwait (0) seconds\nClone Sprite ID [J] # [1]\nwait (0) seconds\nClone Sprite ID [C] # [1]\nwait (0) seconds\nClone Sprite ID [_] # [1]\nwait (0) seconds\nClone Sprite ID [P] # [1]\nwait (0) seconds\nClone Sprite ID [r] # [1]\nwait (0) seconds\nClone Sprite ID [o1] # [1]\nwait (0) seconds\nClone Sprite ID [G] # [1]\nwait (0) seconds\nClone Sprite ID [o2] # [1]\nwait (0) seconds\nClone Sprite ID [l] # [1]\nwait (0) seconds\nClone Sprite ID [d] # [1]\nwait (1.5) seconds\nClone Sprite ID [Square] # [1]\nwait (0.7) seconds\nClone Sprite ID [Logo] # [1]\n\nwhen I start as a clone\nif <(Clone) = [C]> then\n go to x: (-105) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter2 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [_]> then\n go to x: (-75) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter3 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [P]> then\n go to x: (-45) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter4 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [r]> then\n go to x: (-15) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter5 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [o1]> then\n go to x: (15) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter6 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [G]> then\n go to x: (45) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter7 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [o2]> then\n go to x: (75) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter8 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [l]> then\n go to x: (105) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter9 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [d]> then\n go to x: (135) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter10 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [Ninja]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n switch costume to (ninja v)\n set size to (2) %\n Grow to size [100]\nend\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n show\n go to [front v] layer\n go to x: (0) y: (1000)\n switch costume to (square v)\n Smooth [0] [-370] [100] [90] [0]\nend\n\nwhen I start as a clone\nif <(Clone) = [Logo]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n switch costume to (logo v)\n set size to (2) %\n Grow to size [100]\n wait (0.7) seconds\n Clone Sprite ID [Particles] # [15]\n glide (0.1) secs to x: (226) y: (-100)\n hide\n wait (1.5) seconds\n broadcast (Start v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Logo]> then\n Clone Sprite ID [Particles] # [15]\n repeat (18)\n turn right (20) degrees\n end\nend\n\nwhen I receive [start v]\nstop all sounds\nstop [other scripts in sprite v]\nrepeat (1)\n delete this clone\nend\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Intro v]\nwait (10) seconds\nrepeat (50)\n change volume by (-2)\nend\n\ndefine Smooth (x) (y) (s) (d) (g)\nrepeat until <<(round (x position)) = (x)> and <<(round (y position)) = (y)> and <<(round (size)) = (s)> and <(round (direction)) = (d)>>>>\n change x by (((x) - (x position)) / (5))\n change y by (((y) - (y position)) / (5))\n change size by (((s) - (size)) / (5))\n turn right (((d) - (direction)) / (5)) degrees\n change [ghost v] effect by (g)\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n stop all sounds\n broadcast (Start v)\n stop [this script v]\n end\nend\n\n@Outro\n\nwhen flag clicked\nhide\nswitch costume to (text v)\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nif <(Clone) = [OC]> then\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (-30)\n go to [front v] layer\n switch costume to (oc v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [tan v] to [0]\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (2))\n point in direction (((90) + (([sin v] of ((timer) * (200)) ) * (10))) + ([tan v] of (TAN) ))\n change [tan v] by (1)\n else\n change size by (((100) - (size)) / (2))\n point in direction (((90) + (([sin v] of ((timer) * (200)) ) * (10))) + ([tan v] of (TAN) ))\n change [tan v] by (1)\n end\n end\nend\n\ndefine Clone Sprite ID (id) (#)\nset [clone v] to (id)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Projects]> then\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (games v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n set y to (([sin v] of ((timer) * (300)) ) * (7))\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (130)\n go to [front v] layer\n switch costume to (name v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n point in direction ((([sin v] of ((timer) * (500)) ) * (7)) + (90))\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Back]> then\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (back v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n point in direction ((([cos v] of ((timer) * (100)) ) * (15)) + (90))\n end\nend\n\nwhen I receive [show v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [outro v]\nforever\n play sound [Outro v] until done\nend\n\nwhen I receive [outro v]\nClone Sprite ID [Back] [1]\nClone Sprite ID [OC] [1]\nClone Sprite ID [Name] [1]\nClone Sprite ID [Projects] [1]\nbroadcast (Show v)\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Blank\n\n
ㅤㅤ★★★★★ The Ninja Squad 4 ★★★★★\nㅤㅤㅤㅤㅤㅤㅤby @JC_ProGold\n\nSkip the intro by clicking on the mouse or tapping the space bar.\n\nAt last, after over 1 month of work, this game is out. I know I haven't made a project for a whole month but that is because of school. Make sure to ❤️ and ⭐ if you enjoy this.\n\n★★★ STORY ★★★\nRed, Green, Blue and Black are going on an adventure to find the long lost Castle of Werwell. There is a path which leads the way but it can only be seen with the light from the Light Ninja. Team up with him so that you can the long lost Castle of Werwell...\n\n★★★ CONTROLS ★★★\n~ RED, GREEN AND BLUE NINJAS ~\n➜Reset Level - Press 'r'\n➜Skip Level if it is allowed - Press 's'\n\n➜Move and jump - Arrow keys, WASD or use the mouse pointer\n➜Switch ninja - Click the 'switch button' or press 'z'\n\n# These abilities are not always on, you have to turn them on\n➜Turn on or off special ability - Space bar or click the icon on the bottom left \n➜Switch between weapons (only black) - Space bar or click the icon on the bottom left \n\n➜Use sword - Press 't' or click the 'attack button' \n➜Use star (only black) - Press 'f' or click the 'throw button'\n\n~ LIGHT NINJA ~\n# You are resistant to light\n# Spikes, lava, grass, water and darkness kill you\n\n➜Reset Level - Press 'r'\n\n➜Move and jump - Arrow keys, WASD or use the mouse pointer\n\n➜Use Sword - Press 't' or click the attack button
Lost woods | A Platformer
@Stage\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nset volume to (100) %\nforever\n play sound [fairy haloes v] until done\nend\n\n@Sprite1\n\ndefine ground\nrepeat until <touching (sprite3 v)?>\n change y by (-1)\nend\nchange y by (1)\n\nwhen flag clicked\nbroadcast (start v)\nforever\n if <(walljump?) < [0.1]> then\n if <(round ((Yv) / (2))) = [0]> then\n if <[0] < (round (Xv))> then\n switch costume to (costume2 v)\n else\n if <(round (Xv)) < [0]> then\n switch costume to (costume6 v)\n else\n switch costume to (costume1 v)\n end\n end\n else\n if <(Yv) < [0]> then\n if <[0] < (round (Xv))> then\n switch costume to (costume9 v)\n else\n if <(round (Xv)) < [0]> then\n switch costume to (costume7 v)\n else\n switch costume to (costume8 v)\n end\n end\n else\n if <[0] < (round (Xv))> then\n switch costume to (costume3 v)\n else\n if <(round (Xv)) < [0]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume4 v)\n end\n end\n end\n end\n else\n if <<key (right arrow v) pressed?> and <not <key (left arrow v) pressed?>>> then\n switch costume to (costume3 v)\n else\n if <<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>> then\n switch costume to (costume5 v)\n else\n switch costume to (costume4 v)\n end\n end\n end\nend\n\nswitch costume to (costume1 v)\n\nwhen flag clicked\nwait (1) seconds\nforever\n wait until <(walljump?) = [2]>\n set [walljump? v] to [1]\n repeat until <<(walljump?) < [0.1]> or <[1] < (walljump?)>>\n change [walljump? v] by (-0.1)\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-200) y: (-100)\nset [xv v] to [0]\nset [yv v] to [0]\nset [frame v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.9)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.9)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (sprite3 v)?> then\n change y by (1)\n if <touching (sprite3 v)?> then\n change y by (1)\n if <touching (sprite3 v)?> then\n change y by (1)\n if <touching (sprite3 v)?> then\n change y by (1)\n if <touching (sprite3 v)?> then\n change y by (1)\n if <touching (sprite3 v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n set [walljump? v] to [2]\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 if <(Yv) < [-15]> then\n set [yv v] to ((Yv) * (0.95))\n end\n if <<(walljump?) > [0.1]> and <((frame) mod (2)) = [1]>> then\n create clone of (_myself_ v)\n end\n change y by (Yv)\n if <touching (sprite3 v)?> then\n change y by ((Yv) * (-1))\n if <(Yv) < [-1]> then\n ground\n end\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (sprite3 v)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n end\n end\n change y by (1)\n if <[250] < (x position)> then\n if <(level) < [16]> then\n change [level v] by (1)\n broadcast (new level v)\n if <(level) = [12]> then\n go to x: (-200) y: (90)\n else\n go to x: (-200) y: (-100)\n end\n else\n set x to (250)\n end\n end\n if <<(y position) < [-200]> or <touching (sprite2 v)?>> then\n broadcast (die v)\n if <(level) = [12]> then\n go to x: (-200) y: (90)\n else\n go to x: (-200) y: (-100)\n end\n end\n if <(x position) < [-240]> then\n set x to (-240)\n end\n change [frame v] by (1)\nend\n\nwhen I start as a clone\nset [brightness v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nchange [level v] by (1)\nbroadcast (new level v)\n\nchange [level v] by (-1)\nbroadcast (new level v)\n\n@Sprite2\n\nwhen flag clicked\nset [level v] to [1]\nset [scrollx v] to [0]\nswitch costume to (level)\ngo to x: (0) y: (0)\n\nwhen I receive [new level v]\nswitch costume to (level)\nshow\n\n@Sprite3\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [start v]\nswitch costume to (level)\nshow\n\nchange [level v] by (-1)\n\nwhen I receive [new level v]\nswitch costume to (level)\n\n@text\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [brightness v] effect to (10)\nswitch costume to (level)\nshow\n\nwhen I receive [new level v]\nswitch costume to (level)\n\n@Sprite6\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
colorless platformer
@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\n@Player\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n 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\nforever\n if <(backdrop [name v]) = [e]> then\n switch costume to (player2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [e]> then\n switch costume to (player2 v)\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nshow\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (1) seconds\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nclear graphic effects\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\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [e]> then\nend\n\n
you have to restore the color! jump around the obstacles to restore the colors! play this! \n\n\n\n\n\n\n\n\n\n\n\nHOW DID THIS BLOW UP????????????????????? HOW WHY WHEN? WHAT\n??????????? BRO DID SOMEONE BOT THIS OR SOMETHING?????????????\n
the one level platformer
@Stage\n\nwhen I receive [game start v]\n\nwhen I receive [game start v]\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [moosic v] until done\nend\n\nwhen I receive [win v]\nrepeat (100)\n change volume by (-1)\n wait (0.2) seconds\nend\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n set [my variable v] to (timer)\n repeat (5)\n wait (0) seconds\n end\n set [turbo? v] to <((my variable) + (0.1)) > (timer)>\nend\n\nwhen flag clicked\nset [turbo? v] to [0]\nforever\n if <(Turbo?) = [true]> then\n broadcast (Turboo v)\n stop [all v]\n end\nend\n\n@introduction\n\nwhen flag clicked\nif <(username) = [-Heron-]> then\n set [first time? v] to [1]\nend\n\nwhen [q v] key pressed\nif <(username) = [-Heron-]> then\n show variable [player x that doesn't hurt my eyes v]\n show variable [player y v]\n show variable [☁ completions v]\n show variable [☁ a v]\nend\n\nwhen [p v] key pressed\nif <(username) = [-Heron-]> then\n hide variable [player y v]\n hide variable [player x that doesn't hurt my eyes v]\n hide variable [☁ completions v]\n hide variable [☁ a v]\nend\n\nwhen [r v] key pressed\nbroadcast (reset v)\nwait until <not <key (r v) pressed?>>\nwait (0.1) seconds\n\nset [first time? v] to [1]\nset [hardmode v] to [0]\n\nwhen I receive [reset v]\nset [timer v] to [0]\nshow variable [timer v]\nforever\n wait (0.1) seconds\n change [timer v] by (0.1)\nend\n\nwhen flag clicked\nshow variable [☁ deaths v]\n\n@player\n\ndefine yay\nif <(y) < [0]> then\n repeat until <not <touching color (#000000)?>>\n change y by (1)\n end\n set [y v] to [0]\nelse\n repeat until <not <touching color (#000000)?>>\n change y by ((y) * (-1))\n end\n set [y v] to [0]\nend\n\nwhen I receive [reset v]\nif <(hardmode) = [0]> then\n broadcast (startdetecting v)\n show\n switch costume to (1 v)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-225) y: (-100)\n forever\n go to [front v] layer\n set [player x v] to (x position)\n set [player y v] to (y position)\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1.1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1.1)\n end\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n 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 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 (-8)\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 end\n end\n change y by (y)\n if <touching color (#000000)?> then\n yay\n end\n change y by (-1)\n if <<touching color (#000000)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [11]\n end\n change y by (1)\n if <(y position) < [-178]> then\n switch costume to (pick random (2) to (4))\n wait (0.2) seconds\n start sound [pop v]\n change [☁ deaths v] by (1)\n hide\n wait (0.5) seconds\n broadcast (reset v)\n end\n if <[227] < (x position)> then\n broadcast (win v)\n stop [this script v]\n end\n end\nend\n\nchange y by ((y) * (-1))\nset [y v] to [0]\n\nwhen flag clicked\nbroadcast (reset v)\n\nwhen I receive [reset v]\nset [hardmode_left? v] to [0]\nif <(hardmode) = [1]> then\n broadcast (startdetecting v)\n show\n switch costume to (1 v)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-225) y: (-100)\n wait (0.05) seconds\n forever\n go to [front v] layer\n set [player x v] to (x position)\n set [player y v] to (y position)\n change [y v] by (-1)\n if <<(hardmode_left?) = [1]> or <<(hardmode_left?) = [0]> and <key (space v) pressed?>>> then\n change [x v] by (-1)\n end\n if <<(hardmode_left?) = [0]> or <<(hardmode_left?) = [1]> and <key (space v) pressed?>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n 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 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 (-8)\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 end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [11]\n end\n change y by (1)\n if <(y position) < [-178]> then\n switch costume to (pick random (2) to (4))\n wait (0.2) seconds\n start sound [pop v]\n change [☁ deaths v] by (1)\n hide\n wait (0.5) seconds\n broadcast (reset v)\n end\n if <[227] < (x position)> then\n broadcast (win v)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#1a0000)?> then\n wait (0.7) seconds\n change [☁ deaths v] by (1)\n broadcast (reset v)\n wait (0.2) seconds\n end\nend\n\nwhen I receive [reset v]\nrepeat (10)\n set [hardmode_left? v] to [0]\nend\nwait (1) seconds\nwait until <[210] < (player x)>\nwait (1) seconds\nbroadcast (going left v)\nwait (0.5) seconds\nset [hardmode_left? v] to [1]\nwait until <<<(player x) < [52]> and <[-27] < (player x)>> and <[-60] < (player y)>>\nwait (1) seconds\nif <<<(player x) < [52]> and <[-27] < (player x)>> and <[-60] < (player y)>> then\n broadcast (going right v)\n wait (0.5) seconds\n set [hardmode_left? v] to [0]\nend\nwait (0.2) seconds\nwait until <<[120] < (player x)> and <[-10] < (player y)>>\nbroadcast (going left v)\nwait (0.5) seconds\nset [hardmode_left? v] to [1]\nwait until <<(player x) < [-166]> and <[50] < (player y)>>\nbroadcast (going right v)\nwait (0.5) seconds\nset [hardmode_left? v] to [0]\n\nwhen [h v] key pressed\nif <(hardmode) = [0]> then\n set [hardmode v] to [1]\n broadcast (hardmode on v)\n broadcast (reset v)\n wait until <not <key (h v) pressed?>>\nelse\n set [hardmode v] to [0]\n broadcast (hardmode off v)\n broadcast (reset v)\n wait until <not <key (h v) pressed?>>\nend\n\nwait (1) seconds\n\nwait (1) seconds\n\n@platforms\n\nwhen I receive [startdetecting v]\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset [cloneid v] to [1]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nif <(first time?) = [1]> then\n go to x: (1000) y: (0)\n switch costume to (2 v)\n set [cloneid v] to [2]\n create clone of (_myself_ v)\n set [first time? v] to [0]\nend\nwait until <[-26] < (player x)>\ngo to x: (0) y: (50)\nswitch costume to (3a v)\nset [cloneid v] to [3]\ncreate clone of (_myself_ v)\nwait until <<(player x) < [-26]> or <<[-145] < (player y)> and <[10] < (player x)>>>\nif <(player x) < [-26]> then\n go to x: (20) y: (0)\n switch costume to (4 v)\n set [cloneid v] to [4]\n create clone of (_myself_ v)\nelse\n wait until <[160] < (player x)>\n go to x: (1000) y: (0)\n switch costume to (5 v)\n set [cloneid v] to [5]\n create clone of (_myself_ v)\n wait (1) seconds\n go to x: (0) y: (10000)\n change [cloneid v] by (1)\n repeat (2)\n next costume\n create clone of (_myself_ v)\n end\n go to x: (0) y: (10000)\n switch costume to (7 v)\n set [cloneid v] to [7]\n create clone of (_myself_ v)\n wait until <<(player x) < [61]> and <[-60] < (player y)>>\n wait (2) seconds\n wait until <<(player x) < [61]> and <[-60] < (player y)>>\n go to x: (0) y: (10000)\n set [cloneid v] to [8]\n switch costume to (8 v)\n create clone of (_myself_ v)\n wait (0.3) seconds\n go to x: (0) y: (10000)\n set [cloneid v] to [9]\n switch costume to (9a v)\n create clone of (_myself_ v)\n wait (0.3) seconds\n wait until <<(player x) < [-79]> and <[50] < (player y)>>\n wait (2) seconds\n switch costume to (10 v)\n go to x: (-403) y: (0)\n set [cloneid v] to [10]\n create clone of (_myself_ v)\n wait until <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(maze came down?) = [1]>>\n if <(maze came down?) = [0]> then\n wait (0.5) seconds\n if <[-125] < (player x)> then\n switch costume to (11 v)\n go to x: (100) y: (0)\n set [cloneid v] to [11]\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nshow\nif <(CloneID) = [1]> then\n wait until <<<(player x) < [61]> and <[-40] < (player y)>> or <<[122] < (player x)> and <[0] < (player y)>>>\n wait (0.7) seconds\n repeat (3)\n change y by (-3)\n end\n hide\nelse\n if <(CloneID) = [2]> then\n show\n repeat (40)\n change x by (((0) - (x position)) / (5))\n end\n wait until <not <<(round (player x)) = [-225]> and <(round (player y)) = [-153]>>>\n go to x: (-0.5) y: (0)\n repeat (17)\n change x by (((0) - (x position)) / (-2))\n end\n hide\n else\n if <(CloneID) = [3]> then\n show\n repeat (7)\n change y by (((0) - (y position)) / (8))\n end\n wait until <<[20] < (player x)> and <[-140] < (player y)>>\n switch costume to (3b v)\n repeat (20)\n change x by (((85) - (x position)) / (5))\n end\n wait until <[160] < (player x)>\n wait (0.5) seconds\n wait until <<[122] < (player x)> and <[-5] < (player y)>>\n wait (1) seconds\n delete this clone\n else\n if <(CloneID) = [4]> then\n show\n repeat (30)\n change x by (((0) - (x position)) / (5))\n end\n else\n if <(CloneID) = [5]> then\n repeat (30)\n change x by (((0) - (x position)) / (2))\n end\n wait until <<(player x) < [-79]> and <[50] < (player y)>>\n wait (3.7) seconds\n repeat (3)\n change x by (5)\n end\n delete this clone\n else\n if <(CloneID) = [6]> then\n repeat (30)\n change y by (((0) - (y position)) / (6))\n end\n wait until <<(player x) < [61]> and <[-60] < (player y)>>\n wait (2) seconds\n wait until <<(player x) < [61]> and <[-60] < (player y)>>\n if <(costume [name v]) = [6a]> then\n repeat (30)\n change y by (((96) - (y position)) / (5))\n end\n end\n wait until <<[122] < (player x)> and <[-5] < (player y)>>\n if <(costume [name v]) = [6b]> then\n wait (1) seconds\n set y to (-0.5)\n repeat (12)\n change y by (((0) - (y position)) / (-2))\n end\n set y to (-321)\n repeat (30)\n change y by (((-374) - (y position)) / (2))\n end\n end\n wait until <<(player x) < [-79]> and <[50] < (player y)>>\n wait (4) seconds\n delete this clone\n else\n if <(CloneID) = [7]> then\n repeat (30)\n change y by (((0) - (y position)) / (6))\n end\n wait until <<<(player x) < [61]> and <[-40] < (player y)>> or <<[122] < (player x)> and <[-5] < (player y)>>>\n set x to (-0.5)\n repeat (30)\n change x by (((0) - (x position)) / (-5))\n end\n hide\n else\n if <(CloneID) = [8]> then\n repeat (30)\n change y by (((0) - (y position)) / (6))\n end\n wait until <<(player x) < [-79]> and <[50] < (player y)>>\n wait (4) seconds\n delete this clone\n else\n if <(CloneID) = [9]> then\n repeat (30)\n change y by (((0) - (y position)) / (6))\n end\n wait until <<(player x) < [-79]> and <[50] < (player y)>>\n wait (0.5) seconds\n repeat (5)\n next costume\n go to [front v] layer\n wait (0.05) seconds\n end\n wait (0.3) seconds\n repeat (6)\n next costume\n go to [front v] layer\n wait (0.05) seconds\n end\n wait (2) seconds\n set [maze came down? v] to [1]\n repeat (30)\n change y by (((-172) - (y position)) / (6))\n end\n else\n if <(CloneID) = [10]> then\n repeat (30)\n change x by (((0) - (x position)) / (6))\n end\n wait (2) seconds\n delete this clone\n else\n if <(CloneID) = [11]> then\n repeat (25)\n change x by (((0) - (x position)) / (2))\n end\n wait (0.8) seconds\n set x to (1)\n repeat (25)\n change x by (((0) - (x position)) / (-2))\n end\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nchange y by (10)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nset [cloneid v] to [0]\nset [maze came down? v] to [0]\n\nwhen I start as a clone\n\nwhen flag clicked\nforever\n set [player x that doesn't hurt my eyes v] to (round (player x))\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nforever\n change x by (((player x) - (x position)) / (5))\nend\n\n@marking\n\nwhen flag clicked\nset [ghost v] effect to (50)\nset size to (150) %\nforever\n if <mouse down?> then\n wait until <not <mouse down?>>\n repeat until <mouse down?>\n go to x: (mouse x) y: (mouse y)\n create clone of (_myself_ v)\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nrepeat (100)\n change [ghost v] effect by (0.5)\n change [color v] effect by (0.1)\n change size by (-1)\nend\ndelete this clone\n\n@le maze grande\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nhide\nset [maze came down? v] to [0]\nwait (1) seconds\nswitch costume to (blank v)\nset size to (100) %\nswitch costume to (10shiftup v)\nwait until <(maze came down?) = [1]>\ngo to x: (0) y: (100000000)\nwait (2) seconds\nshow\nrepeat (40)\n change y by (((0) - (y position)) / (5))\nend\nwait until <[-145] < (player x)>\nwait (1) seconds\nrepeat (170)\n change y by (-0.5)\n wait (0.05) seconds\nend\nrepeat (400)\n change y by (-1)\n wait (0.05) seconds\nend\nrepeat until <(round (y position)) < [-510]>\n change y by (-0.5)\nend\nrepeat until <(round (y position)) < [-630]>\n change y by (-1)\nend\nrepeat until <(round (y position)) < [-640]>\n change y by (((-641) - (y position)) / (5))\nend\n\nforever\n\nchange y by (((-641) - (y position)) / (5))\n\n@hard mode\n\nwhen I receive [hardmode on v]\nif <(hardmode) = [1]> then\n set [ghost v] effect to (100)\n hide\n stop [other scripts in sprite v]\n switch costume to (on v)\n go to x: (0) y: (1000)\n show\n repeat (20)\n change y by (((0) - (y position)) / (4))\n change [ghost v] effect by (-10)\n end\n wait (0.5) seconds\n repeat (10)\n change y by (((0) - (y position)) / (-4))\n end\n repeat (10)\n change y by (((0) - (y position)) / (-4))\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hardmode off v]\nset [ghost v] effect to (100)\nhide\nstop [other scripts in sprite v]\nswitch costume to (off v)\ngo to x: (0) y: (1000)\nshow\nrepeat (20)\n change y by (((0) - (y position)) / (4))\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n change y by (((0) - (y position)) / (-4))\nend\nrepeat (10)\n change y by (((0) - (y position)) / (-4))\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [going left v]\nif <(hardmode) = [1]> then\n set [ghost v] effect to (100)\n hide\n stop [other scripts in sprite v]\n switch costume to (left v)\n go to x: (0) y: (1000)\n show\n repeat (20)\n change y by (((0) - (y position)) / (4))\n change [ghost v] effect by (-10)\n end\n repeat (10)\n change y by (((0) - (y position)) / (-4))\n end\n repeat (10)\n change y by (((0) - (y position)) / (-4))\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I receive [going right v]\nif <(hardmode) = [1]> then\n set [ghost v] effect to (100)\n hide\n stop [other scripts in sprite v]\n switch costume to (right v)\n go to x: (0) y: (1000)\n show\n repeat (20)\n change y by (((0) - (y position)) / (4))\n change [ghost v] effect by (-10)\n end\n repeat (10)\n change y by (((0) - (y position)) / (-4))\n end\n repeat (10)\n change y by (((0) - (y position)) / (-4))\n change [ghost v] effect by (10)\n end\n hide\nend\n\nif <(hardmode) = [1]> then\n\n@yay win\n\nwhen I receive [win v]\nif <(timer) < (☁ high score)> then\n set [☁ high score v] to (timer)\nend\nhide variable [timer v]\nhide variable [☁ deaths v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (blank v)\nset size to (100) %\nset [ghost v] effect to (100)\n\nwhen I receive [win v]\nif <(hardmode) = [1]> then\n switch costume to (v2 v)\n go to [front v] layer\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\n repeat (710)\n change y by (0.5)\n end\n wait (5) seconds\n repeat (1540)\n change y by (1)\n end\n repeat (30)\n change y by (((1900) - (y position)) / (4))\n end\n if <not <(username) = [-heron-]>> then\n change [☁ a v] by (1)\n end\n stop [all v]\nend\n\nwait (4) seconds\n\nset [☁ deaths v] to [0]\n\nset [☁ high score v] to [999999999999]\n\nwhen I receive [win v]\nchange [☁ completions v] by (1)\nif <(hardmode) = [0]> then\n switch costume to (v1 v)\n go to [front v] layer\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\n repeat (1590)\n change y by (0.5)\n end\n repeat (30)\n change y by (((800) - (y position)) / (4))\n end\n stop [all v]\nend\n\n@thumb.\n\nwhen flag clicked\nhide\n\n
this project was inspired by the one level platformer and is absolutely brilliant: https://scratch.mit.edu/projects/559110699/\n\n-- controls --\nnormal mode:\narrow keys to move\nclick to toggle mouse trail on and off\n\nhard mode (press h to toggle; play the level first before trying this mode):\nhold space to stop your movement\nup to jump\n\nif you find yourself in a situation where you can't move, please press r to reset. clicking the flag also works.\n\n-- note --\n\nsequel to the one level platformer i shared on another account (now unshared):\nthe one level platformer: now with commentary\n\n-- why this was made --\n\nthe original one was made because i wanted to show that some seemingly-generic platformers are actually well coded inside, but they don't show that they are before you play a couple levels - it may be a bossfight, a cool mechanic, or something else.\n\nback in november, there was this generic platformer controversy that involved a hashtag that really hurt some people, and i wanted to help.\n\nso i made a project.\n\ni really had lots of fun with it, and after i finished it up, i shared it. immediately, there were some bugs. i tried fixing the bugs, but i accidentally broke the game, and didn't feel like redoing the game, so i unshared it.\n\na few weeks ago, i started playing one of the remixes that were still up, and realized that i could have done a lot more with this idea, and i could have improved on some parts of the level.\n\nso that is why i made this project.\n\n-- credits --\n\nmusic - soul and mind (from griffpatch's getting over it)\n\nplatformer script from a project that likely got it from another project that likely got it from another project that likely got it from another project - it's edited to do some fun things like detect player movement and change the level :P\n\ntrap adventure 2 and smm2 troll levels for inspiration\n\nmy technology teacher for letting me work on this in class - thank you :D\n\nthe original project I made sometime in november (scroll down for link)\n\n--\n\nso i've been trying to make games\nbut i can't draw\nso i made this instead\n\n--\n\nthis is a remake of a platformer i made last year on a previous account, @infiniteconfusion\nit was unshared because i broke it while trying to fix a glitch (oof)\nif you want to play that one (keep in mind it's broken, but the first few tricks aren't), here it is: https://turbowarp.org/442972424 - it's where the origin of the "oh cool the hole got bigger" troll if you were wondering - in the original, you had to "jump back". :P\n\n--\n\nin case you have any doubts about me being the one that made the original project, ask me and i'll try my best to prove it :)\n\n--\n\n#game
✨Ice World✨ || A Platformer Game || #Games #All
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nforever\n play sound [MrKey_Endless_LMK v] until done\n play sound [Plugged \(post mastering\) v] until done\n play sound [Music v] until done\n play sound [bensound-memories v] until done\n play sound [eh v] until done\n play sound [OMFG - I Love You v] until done\nend\n\nwhen flag clicked\nforever\n set volume to (music) %\nend\n\nwhen flag clicked\nset [music v] to [100]\n\n@Player\n\ndefine Move\nif <<<mouse down?> and <(mouse x) > [50]>> or <key (right arrow v) pressed?>> then\n change [speedx v] by (1)\nend\nif <<<mouse down?> and <(mouse x) < [-50]>> or <key (left arrow v) pressed?>> then\n change [speedx v] by (-1)\nend\nset [speedx v] to ((SpeedX) * (0.9))\nchange x by (SpeedX)\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 (-4)\n change x by ((SpeedX) * (-1))\n if <<<mouse down?> and <(mouse y) > [50]>> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(SpeedX) > [0]> then\n set [speedx v] to [-10]\n else\n set [speedx v] to [10]\n end\n set [speedy v] to [13]\n else\n set [speedx v] to [0]\n end\n end\n end\n end\n end\nend\nchange [speedy v] by (-1)\nchange y by (SpeedY)\nif <touching (ground v)?> then\n change y by ((SpeedY) * (-1))\n set [speedy v] to [0]\nend\nchange y by (-1)\nif <<touching (ground v)?> and <<<mouse down?> and <(mouse y) > [50]>> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [speedy v] to [13]\nend\nchange y by (1)\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (1 v)\nbroadcast (Set v)\nforever\n go to [front v] layer\n Move\n create clone of (_myself_ v)\nend\n\nwhen I receive [set v]\ngo to x: (-200) y: (0)\nset [speedx v] to [0]\nset [speedy v] to [0]\n\ndefine Special Detections\nif <(x position) > [222]> then\n go to x: (-200) y: (0)\n change [level v] by (1)\nend\nif <(y position) < [-163]> then\n set [x v] to (x position)\n set [y v] to (y position)\n repeat (10)\n change [ghost v] effect by (10)\n go to x: (X) y: (Y)\n end\n broadcast (Set v)\n repeat (10)\n change [ghost v] effect by (-10)\n go to x: (-200) y: (0)\n end\nend\nif <touching (danger v)?> then\n set [x v] to (x position)\n set [y v] to (y position)\n repeat (10)\n change [ghost v] effect by (10)\n go to x: (X) y: (Y)\n end\n broadcast (Set v)\n repeat (10)\n change [ghost v] effect by (-10)\n go to x: (-200) y: (0)\n end\nend\nif <touching (bouncer v)?> then\n set [speedy v] to [18]\nend\nif <touching (danger2 v)?> then\n set [x v] to (x position)\n set [y v] to (y position)\n repeat (10)\n change [ghost v] effect by (10)\n go to x: (X) y: (Y)\n end\n broadcast (Set v)\n repeat (10)\n change [ghost v] effect by (-10)\n go to x: (-200) y: (0)\n end\nend\nif <touching (danger3 v)?> then\n set [x v] to (x position)\n set [y v] to (y position)\n repeat (10)\n change [ghost v] effect by (10)\n go to x: (X) y: (Y)\n end\n broadcast (Set v)\n repeat (10)\n change [ghost v] effect by (-10)\n go to x: (-200) y: (0)\n end\nend\nif <touching (dangerattact v)?> then\n set [x v] to (x position)\n set [y v] to (y position)\n repeat (10)\n change [ghost v] effect by (10)\n go to x: (X) y: (Y)\n end\n broadcast (Set v)\n repeat (10)\n change [ghost v] effect by (-10)\n go to x: (-200) y: (0)\n end\nend\nif <touching (cactus v)?> then\n set [x v] to (x position)\n set [y v] to (y position)\n repeat (10)\n change [ghost v] effect by (10)\n go to x: (X) y: (Y)\n end\n broadcast (Set v)\n repeat (10)\n change [ghost v] effect by (-10)\n go to x: (-200) y: (0)\n end\nend\nif <touching (anchor v)?> then\n set [x v] to (x position)\n set [y v] to (y position)\n repeat (10)\n change [ghost v] effect by (10)\n go to x: (X) y: (Y)\n end\n broadcast (Set v)\n repeat (10)\n change [ghost v] effect by (-10)\n go to x: (-200) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n Special Detections\nend\n\nwhen I start as a clone\nset size to (90) %\nswitch costume to (2 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nshow\n\n@Ground\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\n else\n if <(Level) = [10]> then\n switch costume to (Level)\n go to [back v] layer\n else\n if <(Level) = [2]> then\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\n else\n if <(Level) = [3]> then\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\n else\n if <(Level) = [4]> then\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\n else\n if <(Level) = [5]> then\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\n else\n if <(Level) = [6]> then\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\n else\n if <(Level) = [7]> then\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (Level)\n else\n if <(Level) = [8]> then\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\n else\n if <(Level) = [9]> then\n switch costume to (Level)\n go to x: (0) y: (0)\n go to [back v] layer\n else\n if <(Level) = [11]> then\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\n else\n if <(Level) = [12]> then\n switch costume to (Level)\n go to [back v] layer\n else\n if <(Level) = [13]> then\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\n else\n if <(Level) = [14]> then\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\n else\n if <(Level) = [15]> then\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\n else\n if <(Level) = [16]> then\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\n else\n if <(Level) = [17]> then\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\n else\n if <(Level) = [18]> then\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (Level)\n else\n if <(Level) = [19]> then\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\n else\n if <(Level) = [20]> then\n switch costume to (Level)\n go to [back v] layer\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n switch costume to (10 v)\n forever\n wait (1.5) seconds\n glide (2) secs to x: (0) y: (-45)\n wait (2) seconds\n glide (2) secs to x: (0) y: (0)\n end\n end\nend\n\n@Bouncer\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@Skip\n\nwhen flag clicked\nforever\n point in direction ((([cos v] of ([sin v] of (1) ) ) * (Turn)) + (90))\nend\n\nwhen flag clicked\nset [turn v] to [0]\nset [speed v] to [2.5]\nforever\n repeat (20)\n change [speed v] by (-0.25)\n change [turn v] by (Speed)\n end\n repeat (20)\n change [speed v] by (0.25)\n change [turn v] by (Speed)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (125) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (Set v)\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\n@Restart\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (60) %\n else\n set size to (50) %\n end\nend\n\nwhen flag clicked\nset [music_sound v] to [1]\nforever\n point in direction ((([cos v] of ([sin v] of (1) ) ) * (Turn)) + (90))\nend\n\nwhen this sprite clicked\nif <(music_sound) = [1]> then\n set [music v] to [0]\n set [music_sound v] to [2]\n switch costume to (music_close v)\nelse\n if <(music_sound) = [2]> then\n set [music v] to [100]\n set [music_sound v] to [1]\n switch costume to (music_open v)\n end\nend\n\nwhen flag clicked\nforever\n go to x: (-119) y: (142)\nend\n\nwhen flag clicked\nforever\n show\nend\n\nwhen flag clicked\nswitch costume to (music_open v)\n\nwhen flag clicked\nhide variable [music v]\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [front v] layer\n set [ghost v] effect to (75)\nend\n\n@Danger2\n\nwhen flag clicked\nshow\ngo to x: (28) y: (-6)\nrepeat until <(Level) = [4]>\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n switch costume to (4 v)\n forever\n wait (2) seconds\n glide (2) secs to x: (28) y: (-70)\n wait (2) seconds\n glide (2) secs to x: (28) y: (-6)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n hide\n stop [this script v]\n end\nend\n\n@Danger3\n\nwhen flag clicked\nshow\ngo to x: (-79) y: (18)\nrepeat until <(Level) = [5]>\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n switch costume to (5 v)\n forever\n wait (2) seconds\n glide (2) secs to x: (-79) y: (150)\n wait (3) seconds\n glide (2) secs to x: (-79) y: (18)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n hide\n stop [this script v]\n end\nend\n\n@DangerAttact\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n switch costume to (dangerattact v)\n go to [front v] layer\n go to x: (30) y: (50)\n forever\n go to [front v] layer\n turn right (7) degrees\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (30) y: (50)\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n hide\n stop [this script v]\n else\n hide variable [dakika v]\n end\nend\n\n@Cactus\n\nwhen flag clicked\nswitch costume to (cactus v)\ngo to x: (-100) y: (-47)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n show\n go to [front v] layer\n forever\n wait (1) seconds\n next costume\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n hide\n stop [this script v]\n else\n hide variable [dakika v]\n end\nend\n\n@Anchor\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n show\n go to [front v] layer\n forever\n go to x: (-68) y: (199)\n glide (2) secs to x: (-68) y: (-200)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n stop [this script v]\n else\n hide variable [dakika v]\n end\nend\n\nwhen flag clicked\ngo to x: (-65) y: (199)\nhide\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@☁︎\n\nwhen I start as a clone\nset [ghost v] effect to (40)\nshow\nglide (pick random (5) to (7)) secs to x: (-284) y: (y position)\ndelete this clone\n\nwhen flag clicked\nhide\nset x to (284)\nforever\n set y to (pick random (0) to (150))\n create clone of (_myself_ v)\n wait (pick random (2) to (4)) seconds\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n
✨Ice World✨\n\nWelcome to Ice World\n\nControls:\n\n✨Arrows or Tap to move\n✨Space to jump or walljump\n\n--------------------------------\n\n✨Walljump available\n✨Platformer with cave\n✨Skip and Music buttons\n✨Skip button does not work in difficult levels because the player has to win those levels\n\n---------------------------------------------\n\n
Special! [PLATFORMER]
@Stage\n\n@Player\n\nwhen flag clicked\nforever\n if <<not <key (up arrow v) pressed?>> and <<not <key (right arrow v) pressed?>> and <not <<key (left arrow v) pressed?> or <key (down arrow v) pressed?>>>>> then\n switch costume to (middle v)\n end\nend\n\nwhen flag clicked\nforever\n wait until <touching (end v)?>\n broadcast (NEXT LEVEL v)\n go to x: (-200) y: (-101)\nend\n\nwhen flag clicked\nforever\n if <(x position) = [240]> then\n Next level\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ee67ff)?> then\n set [y v v] to [20]\n end\nend\n\nwhen flag clicked\nswitch costume to (middle v)\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (up v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (down v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nset size to (100) %\nreset\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X v) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [15]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-1)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n If touching\nend\n\ndefine Reset player variables\nset [x v v] to [0]\nset [y v v] to [0]\nhide variable [level v]\nhide variable [y v v]\nhide variable [x v v]\n\ndefine reset\nset size to (100) %\nshow\ngo to x: (-200) y: (0)\npoint in direction (90)\nReset player variables\n\nwhen flag clicked\nswitch costume to (middle v)\n\ndefine Next level\nchange [level v] by (1)\nReset player variables\nreset\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\ndefine If touching\nif <touching (spikes v)?> then\n reset\nend\n\nwhen backdrop switches to [mountains v]\nforever\n show\nend\n\nwhen flag clicked\nIf touching\nforever\n if <touching color (#ff4848)?> then\n reset\n end\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (-15) y: (-8)\nshow\n\nwhen backdrop switches to [mountains v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [mountains v]\nshow\n\n@End\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [mountains v]\nshow\n\n@Text\n\nwhen flag clicked\ngo to x: (36) y: (28)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen backdrop switches to [mountains v]\nshow\n\n@Bounce\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\n@Sun\n\nwhen flag clicked\ngo to [back v] layer\nreset timer\nforever\n go to x: (206) y: (160)\n set size to ((([sin v] of ((timer) * (160)) ) * (20)) + (120)) %\nend\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [mountains v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n go to [front v] layer\n change [ghost v] effect by (500)\nend\n\n@Skipbutton\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (11) y: (-124)\nshow\n\nwhen this sprite clicked\nbroadcast (NEXT LEVEL v)\n\nwhen backdrop switches to [mountains v]\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n hide\n else\n show\n end\nend\n\n@No noise\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (65) y: (-124)\nshow\n\nwhen this sprite clicked\nstop all sounds\n\nwhen backdrop switches to [mountains v]\nshow\n\n@Noise\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (119) y: (-124)\nshow\n\nwhen this sprite clicked\nstart sound [Watermelon Sugar v]\nset volume to (100) %\n\nwhen backdrop switches to [mountains v]\nshow\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n wait (0.8) seconds\n next costume\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n wait (0.8) seconds\n next costume\nend\n\n
Special! Platformer for my followers!\n\nBy @cool_scratch_girl\n✰Thank you so much for 50 followers :O I am so happy and I thank you all with all my heart! You guys are the best! \n\n✰ Instructions\nUse WASD, Mouse or Arrow Keys to move.\nDo not touch spikes or lava.\nTrampolines make you jump up.\nAnd most importantly have fun!\n\n✰Credits:\nPLEASE go follow: @_Super_Scratch_Girl_ because I own the rainbow floor idea 100% to her! Here is her project: https://scratch.mit.edu/projects/513745055/\n\nMusic: Harry Styles, my absolute favorite singer in the world! \n\nTags:\n#Rainbow #Platformer #Rainbow Platformer #Play #Fun Games #All #Games #quality #lava #Spikes #HarryStyles #Followers #Huge #Thankyou #Tysm #Loveyouguys
Among Us Platformer •Win Update•
@Stage\n\nwhen flag clicked\n\nwhen I receive [leaderboard=show v]\nswitch backdrop to (leaderboards v)\n\nwhen I receive [timer v]\nset [timer v] to [0]\nshow variable [timer v]\n\nwhen flag clicked\nswitch backdrop to (lobby v)\nset [timer v] to [0]\nhide variable [timer v]\nhide variable [☁ daily highscore: v]\nhide variable [☁ highscore: v]\n\nwhen backdrop switches to [chat v]\nhide list [chat: v]\n\n@Character\n\ndefine Run block\nRun Engine\n\nwhen flag clicked\nset [deaths v] to [0]\nset [y spawn v] to [-100]\nset [x spawn v] to [-221]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n Run block\nend\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [x v] by (-0.9)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x v] by (0.9)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching color (#4d4d4d)?> then\n change y by (1)\n if <touching color (#4d4d4d)?> then\n change y by (1)\n if <touching color (#4d4d4d)?> then\n change y by (1)\n if <touching color (#4d4d4d)?> then\n change y by (1)\n if <touching color (#4d4d4d)?> then\n change y by (1)\n if <touching color (#4d4d4d)?> then\n change y by (1)\n if <touching color (#4d4d4d)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<<key (w v) pressed?> or <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 [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching color (#4d4d4d)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching color (#4d4d4d)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<touching color (#4d4d4d)?> and <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [y v] to [9.5]\nend\nchange y by (0.5)\nif <touching color (#ff0000)?> then\n go to x: (X Spawn) y: (Y Spawn)\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [x v] to [0]\n set [y v] to [0]\n change [deaths v] by (1)\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\nif <(x position) > [233]> then\n go to x: (X Spawn) y: (Y Spawn)\n broadcast (e v)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen flag clicked\ngo to x: (-221) y: (-100)\n\nwhen I receive [color v]\nnext costume\n\nwhen backdrop switches to [color v]\nshow\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [lobby v]\nhide\n\nwhen backdrop switches to [platformers v]\ngo to x: (-221) y: (-100)\nshow\n\nwhen backdrop switches to [pets v]\nset size to (200) %\ngo to x: (-90) y: (-2)\nshow\ncreate clone of (_myself_ v)\nset size to (100) %\nhide\n\nwhen I start as a clone\nwait until <(backdrop [name v]) = [lobby]>\ndelete this clone\n\nwhen flag clicked\nforever\n Run block\nend\n\nwhen I receive [yee v]\nswitch costume to (download12 v)\n\nset [☁ highscore: v] to [300]\n\nwhen backdrop switches to [chat v]\nhide\n\nwhen flag clicked\nforever\n if < (Chat:) contains [hi]?> then\n wait (6) seconds\n add [coolplatipus1: hi] to [chat: v]\n stop [this script v]\n end\nend\n\n@levle\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [51]> then\n if <(Timer) < (☁ highscore:)> then\n set [☁ highscore: v] to (Timer)\n set [☁ username- v] to (username)\n end\n end\nend\n\nwhen flag clicked\nset [levle v] to [0]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [45]> then\n change [levle v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [29]> then\n broadcast (level up v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [45]> then\n broadcast (level up v)\n end\nend\n\nwhen backdrop switches to [lobby v]\nhide\n\nwhen backdrop switches to [platformers v]\nshow\n\nwhen I receive [levle v]\nnext costume\n\nwhen flag clicked\nset [levle v] to [0]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [29]> then\n change [levle v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [29]> then\n broadcast (level up v)\n end\nend\n\nwhen flag clicked\nswitch costume to (button3-b v)\n\nwhen I receive [e v]\nnext costume\n\nwhen flag clicked\nswitch costume to (button3-b v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [51]> then\n wait (4) seconds\n broadcast (yee v)\n switch costume to (button3-b52 v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [52]> then\n broadcast (Timer v)\n end\nend\n\nset [☁ highscore: v] to [1000000]\n\nwhen flag clicked\nforever\n hide variable [☁ deaths: v]\n hide variable [deaths v]\nend\n\nwhen flag clicked\nif <(costume [number v]) = [51]> then\n if <(Deaths) < (☁ Deaths:)> then\n set [☁ deaths v] to (Deaths)\n end\nend\n\nset [☁ highscore: v] to [153]\n\nwhen flag clicked\nrepeat until <(costume [number v]) = [52]>\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [52]> and <(Timer) < [20]>> then\n add (username) to [banned v]\n end\nend\n\nwhen backdrop switches to [chat v]\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [51]> then\n change [☁ total player wins: v] by (1)\n stop [this script v]\n end\nend\n\n@color\n\nwhen backdrop switches to [chat v]\nhide\n\nwhen backdrop switches to [chat v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (button3-a2 v)\n else\n switch costume to (button3-a v)\n end\nend\n\nwhen backdrop switches to [platformers v]\nhide variable [coins v]\nhide\n\nwhen backdrop switches to [lobby v]\ngo to x: (-80) y: (0)\nshow\nhide variable [coins v]\n\nwhen this sprite clicked\nbroadcast (color v)\nhide variable [☁ banned v]\nswitch backdrop to (color v)\n\nwhen backdrop switches to [color v]\ngo to x: (-173) y: (145)\nshow\nhide variable [coins v]\n\nwhen backdrop switches to [leaderboards v]\nhide\n\nwhen backdrop switches to [pets v]\nhide variable [coins v]\nhide\n\nwhen backdrop switches to [how to play v]\nhide\n\n@play\n\nwhen backdrop switches to [chat v]\nhide\n\nwhen backdrop switches to [chat v]\nhide\n\nwhen backdrop switches to [chat v]\nhide\n\nwhen backdrop switches to [leaderboards v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (button3-a2 v)\n else\n switch costume to (button3-a v)\n end\nend\n\nwhen this sprite clicked\nswitch backdrop to (platformers v)\n\nwhen backdrop switches to [platformers v]\nhide\n\nwhen backdrop switches to [lobby v]\nshow\n\nwhen backdrop switches to [color v]\nhide\n\nwhen backdrop switches to [how to play v]\nhide\n\nwhen backdrop switches to [pets v]\nhide\n\nwhen this sprite clicked\nshow variable [deaths v]\n\nwhen this sprite clicked\nshow variable [timer v]\n\nwhen this sprite clicked\nrepeat until <(costume [number v]) = [52]>\n wait (1) seconds\nend\n\nwhen flag clicked\nbroadcast (Timer v)\n\n@Pets\n\nwhen backdrop switches to [chat v]\nhide\n\nwhen backdrop switches to [chat v]\nhide\n\nwhen backdrop switches to [leaderboards v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (button3-a2 v)\n else\n switch costume to (button3-a v)\n end\nend\n\nwhen backdrop switches to [color v]\nhide\n\nwhen backdrop switches to [platformers v]\nhide\n\nwhen backdrop switches to [lobby v]\nshow\n\nwhen backdrop switches to [how to play v]\nhide\n\nwhen backdrop switches to [pets v]\nhide\n\nwhen this sprite clicked\nswitch backdrop to (pets v)\n\n@How to play\n\nwhen backdrop switches to [chat v]\nhide\n\nwhen backdrop switches to [leaderboards v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (button3-a2 v)\n else\n switch costume to (button3-a v)\n end\nend\n\nwhen backdrop switches to [color v]\nhide\n\nwhen backdrop switches to [platformers v]\nhide\n\nwhen backdrop switches to [lobby v]\nshow\n\nwhen backdrop switches to [how to play v]\nhide\n\nwhen this sprite clicked\nswitch backdrop to (how to play v)\n\nwhen backdrop switches to [pets v]\nhide\n\n@back\n\nwhen backdrop switches to [leaderboards v]\nshow\n\nwhen backdrop switches to [platformers v]\nhide\ngo to x: (-173) y: (145)\nshow\n\nwhen backdrop switches to [lobby v]\nhide\n\nwhen backdrop switches to [color v]\ngo to x: (-172) y: (81)\nshow\n\nwhen this sprite clicked\nswitch backdrop to (lobby v)\n\nwhen backdrop switches to [how to play v]\nhide\ngo to x: (-173) y: (145)\nshow\n\nwhen backdrop switches to [pets v]\nhide\ngo to x: (-173) y: (145)\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (button3-a2 v)\n else\n switch costume to (button3-a v)\n end\nend\n\nwhen this sprite clicked\nhide variable [☁ deaths: v]\nhide variable [☁ highscore: v]\nhide variable [☁ username- v]\nhide variable [☁ total player wins: v]\nhide variable [☁ daily highscore: v]\nhide variable [timer v]\nhide variable [deaths v]\nset [yeet111 v] to [0]\n\nwhen flag clicked\nhide variable [deaths v]\n\n@mini character\n\nwhen backdrop switches to [pets v]\npoint in direction (90)\ngo to x: (28) y: (94)\nshow\n\nwhen backdrop switches to [lobby v]\nhide\n\nwhen flag clicked\nforever\n if <(levle) = [1]> then\n switch costume to (shop v)\n change [sprite pet v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch costume to (shop2 v)\n\nwhen flag clicked\nforever\n if <(sprite pet) = [1]> then\n if <touching (mouse-pointer v)?> then\n go to x: (-350) y: (94)\n forever\n go to (character v)\n point towards (character v)\n move (-100) steps\n end\n end\n end\nend\n\nwhen flag clicked\nset [sprite pet v] to [0]\n\nwhen backdrop switches to [platformers v]\nif <(sprite pet) = [1]> then\n show\n switch costume to (game v)\nend\n\nwhen flag clicked\nforever\n if <(sprite pet) = [2]> then\n point in direction (90)\n go to x: (28) y: (94)\n show\n switch costume to (shop v)\n end\nend\n\nwhen flag clicked\nforever\n if <(levle) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (character v)?> then\n hide\n else\n if <(backdrop [number v]) = [1]> then\n if <(sprite pet) = [1]> then\n show\n end\n end\n end\nend\n\n@dogo\n\nwhen flag clicked\nforever\n if <touching (character v)?> then\n hide\n else\n if <(backdrop [number v]) = [1]> then\n if <(sprite pet) = [2]> then\n show\n end\n end\n end\nend\n\nwhen backdrop switches to [pets v]\ngo to x: (123) y: (93)\nshow\n\nwhen flag clicked\nset [sprite pet v] to [0]\n\nwhen backdrop switches to [platformers v]\nif <(sprite pet) = [2]> then\n show\n switch costume to (game v)\nend\n\nwhen flag clicked\nswitch costume to (shop2 v)\n\nwhen flag clicked\nswitch costume to (shop2 v)\n\nwhen flag clicked\nforever\n if <(levle) = [2]> then\n switch costume to (shop v)\n change [sprite pet v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(sprite pet) = [2]> then\n if <touching (mouse-pointer v)?> then\n forever\n go to (character v)\n point towards (character v)\n move (-100) steps\n end\n end\n end\nend\n\nwhen backdrop switches to [pets v]\npoint in direction (90)\ngo to x: (123) y: (93)\nshow\n\nwhen backdrop switches to [lobby v]\nhide\n\nwhen flag clicked\nset [sprite pet v] to [0]\n\n@alien\n\nwhen flag clicked\nforever\n if <touching (character v)?> then\n hide\n else\n end\nend\n\nwhen backdrop switches to [pets v]\ngo to x: (27) y: (4)\nshow\n\nwhen backdrop switches to [lobby v]\nhide\n\n@level up\n\nwhen I receive [level up v]\nshow\nwait (.5) seconds\nhide\n\nwhen flag clicked\nhide\n\n@leaderboards\n\nwhen backdrop switches to [chat v]\nhide\n\nwhen backdrop switches to [pets v]\nhide\n\nwhen backdrop switches to [how to play v]\nhide\n\nwhen backdrop switches to [color v]\nhide\n\nwhen backdrop switches to [platformers v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [lobby v]\nshow\n\nwhen backdrop switches to [leaderboards v]\nhide\n\nwhen this sprite clicked\nbroadcast (leaderboard=show v)\n\nwhen flag clicked\nhide variable [☁ username- v]\nhide variable [☁ username- v]\nhide variable [☁ total player wins: v]\nshow\n\nwhen this sprite clicked\nshow variable [☁ highscore: v]\nshow variable [☁ username- v]\nshow variable [☁ total player wins: v]\n\nwhen this sprite clicked\n\nwhen I receive [timer v]\nset [timer v] to [0]\n\n@Sprite2\n\nwhen this sprite clicked\nshow list [chat: v]\nswitch backdrop to (lobby v)\nhide\n\nwhen backdrop switches to [chat v]\nshow\n\nwhen backdrop switches to [lobby v]\nshow list [chat: v]\nhide\n\nwhen I receive [banned v]\nhide\n\n@Sprite4\n\nforever\n \nend\n\nwhen this sprite clicked\n\n@Sprite5\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(username) = [ronsinda]> then\n broadcast (Banned v)\n else\n hide\n end\nend\n\nwhen I receive [banned v]\nshow\nshow\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nforever\n if <(username) = [CatNexus]> then\n broadcast (Banned v)\n show\n go to [front v] layer\n wait (1) seconds\n stop [all v]\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [RonsindaTest]> then\n broadcast (Banned v)\n show\n go to [front v] layer\n wait (1) seconds\n stop [all v]\n else\n hide\n end\nend\n\n
More coming soon!\nNew Update At 5000 views\nFor how to play click the how to play the platformer button!\n(WASD) added to original project\nIF LAGGING- https://turbowarp.org/514476913\n(New Update)
-Dark- A Platformer # Games #All
@Stage\n\nwhen I receive [win v]\nswitch backdrop to (164553 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [rain v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [music v] until done\nend\n\nwhen backdrop switches to [164553 v]\n\n@Player\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\ngo to x: (-201) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [x v] to [1]\nforever\n Platform Gravity: [-1] Jump Height: [12.5] Movement Speed: [3] Friction: [.7] Slopes: [8]\nend\n\nwhen flag clicked\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (player v)\n else\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (left v)\n end\n end\nend\n\nwhen flag clicked\nset [lives v] to [3]\nforever\n if <(lives) = [0]> then\n broadcast (DOne v)\n end\nend\n\nwhen flag clicked\nswitch costume to (player v)\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <<touching (lava v)?> or <<touching (lava2 v)?> or <<touching (saw v)?> or <touching (saw2 v)?>>>>> then\n broadcast (Oouch v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-201) y: (-70)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (flag v)?> then\n go to x: (-201) y: (-70)\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncepad v)?> then\n set [y velocity v] to [20]\n end\nend\n\nbroadcast (Next Level v)\n\nset [x velocity v] to [-80]\n\nPlatform Gravity: [] Jump Height: [] Movement Speed: [] Friction: [] Slopes: []\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (Saw v)\n else\n broadcast (No saw v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (Saw 2 v)\n else\n broadcast (No saw 2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (Lava!! v)\n else\n broadcast (Sorry No Lava!! v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (Win v) and wait\n end\nend\n\n@Flag\n\nwhen flag clicked\nset [brightness v] effect to (-30)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Saw\n\nwhen flag clicked\nset [brightness v] effect to (-20)\ngo to [back v] layer\nrepeat until <color (#a66e90) is touching (#0fb21b)?>\n turn right (8) degrees\nend\n\nwhen I receive [saw v]\nset [saw v] to [1]\n\nwhen I receive [no saw v]\nset [saw v] to [0]\n\nwhen flag clicked\nforever\n if <(SaW) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nstop [this script v]\n\n@Lava\n\nwhen I receive [saw v]\nset [saw v] to [1]\n\nwhen I receive [next level v]\nset [saw v] to [0]\n\nwhen flag clicked\nhide\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(SaW) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n wait (.07) seconds\n next costume\nend\n\n@Saw2\n\nwhen flag clicked\nset [brightness v] effect to (-20)\ngo to [back v] layer\nrepeat until <color (#a66e90) is touching (#0fb21b)?>\n turn right (8) degrees\nend\n\nwhen I receive [saw 2 v]\nset [saw 2 v] to [1]\n\nwhen I receive [no saw 2 v]\nset [saw 2 v] to [0]\n\nwhen flag clicked\nforever\n if <(Saw 2) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nstop [this script v]\n\n@BouncePad\n\nwhen flag clicked\nset [brightness v] effect to (-20)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@detector\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nbroadcast (King v)\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nshow\n\n@Lava2\n\nwhen flag clicked\nforever\n wait (.07) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n if <(Visible) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nstop [this script v]\n\nwhen I receive [lava!! v]\nset [visible v] to [1]\n\nwhen I receive [next level v]\nset [visible v] to [0]\n\n@Sprite1\n\nwhen flag clicked\nset [wind v] to [0]\nhide\ngo to [back v] layer\nrepeat (40)\n go to x: (pick random (-230) to (230)) y: (180)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Wind) = [0]> then\n point in direction (90)\n show\n go to [back v] layer\n go to x: (pick random (-230) to (230)) y: (180)\n forever\n repeat until <touching (sprite2 v)?>\n change y by (-10)\n end\n create clone of (_myself_ v)\n delete this clone\n end\nend\nif <(Wind) = [1]> then\n point in direction (-135)\n show\n go to [back v] layer\n go to x: (pick random (-230) to (230)) y: (180)\n forever\n repeat until <<touching (sprite2 v)?> or <touching (_edge_ v)?>>\n change y by (-10)\n end\n create clone of (_myself_ v)\n delete this clone\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [snow v]\nset [wind v] to [1]\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@download (3)\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
-----------------------------------Control-------------------------------------Use arrow keys to move or WASD \n- Clicking won't work IDK why though and im to lazy to do it myself
Scrolling Platformer V1.1
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (Scroll-X)) (join [,] ((mouse y) + (Scroll-Y))))\n\n@⠀\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v)\nbroadcast (Play Game v)\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Set Up v) and wait\n Game On\n repeat until <(Exit) > []>\n Tick\n broadcast (Tick v)\n end\n if <(Exit) = [win]> then\n Win!\n else\n Death\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)\ngo to [front v] layer\nshow\n\ndefine Tick\nswitch backdrop to (1 v)\nswitch costume to (player 1 v)\nif <key (up arrow v) pressed?> then\n if <(In air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\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\nChange Player y by (sy)\nPosition\nTest - Die\nset [scroll-x v] to (x)\nif <(Scroll-X) < [0]> then\n set [scroll-x v] to [0]\nend\nchange [scroll-y v] by (round (((y) - (Scroll-Y)) / (10)))\nif <(Scroll-Y) < [0]> then\n set [scroll-y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine 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 <not <touching (platforms v)?>> then\n repeat (17)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Death\nset [exit v] to []\nrepeat (2)\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: ((x) - (Scroll-X)) y: ((y) - (Scroll-Y))\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\n change [deaths v] by (1)\nend\n\ndefine Win!\nif <touching (exit v)?> then\n repeat (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)\n end\n wait (1) seconds\n hide\n broadcast (Win! v) and wait\nend\n\nwhen I receive [win! v]\nset [score v] to (round (((10000) / ((Deaths) + (1))) - (Time)))\nswitch backdrop to (2 v)\nstop [all v]\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\nset [deaths v] to [0]\nset [time v] to [0]\nset [score v] to [N/A]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPOSITION ((x) - (Scroll-X)) ((y) - (Scroll-Y))\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nCLONE AT X: [420] Y: [0]\nCLONE AT X: [350] Y: [0]\nCLONE AT X: [600] Y: [0]\nCLONE AT X: [485] Y: [0]\nCLONE AT X: [600] Y: [0]\nCLONE AT X: [450] Y: [0]\nCLONE AT X: [425] Y: [0]\nCLONE AT X: [435] Y: [100]\nCLONE AT X: [460] Y: [0]\nCLONE AT X: [400] Y: [0]\nCLONE AT X: [700] Y: [0]\nCLONE AT X: [700] Y: [0]\nCLONE AT X: [800] Y: [0]\nCLONE AT X: [550] Y: [0]\nCLONE AT X: [700] Y: [0]\nCLONE AT X: [810] Y: [0]\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\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 [win! v]\nhide\n\nwhen I receive [win! v]\nhide\n\n@Danger\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [tick v]\nposition ((x) - (Scroll-X)) ((y) - (Scroll-Y))\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nClone at x: [500] Y: [80]\nClone at x: [0] Y: [0]\nClone at x: [1240] Y: [-50]\nClone at x: [1860] Y: [0]\nClone at x: [2290] Y: [-10]\nClone at x: [2845] Y: [45]\nClone at x: [0] Y: [0]\nClone at x: [3440] Y: [140]\nClone at x: [0] Y: [0]\nClone at x: [0] Y: [0]\nClone at x: [5285] Y: [70]\nClone at x: [0] Y: [0]\nClone at x: [5935] Y: [56]\nClone at x: [0] Y: [0]\nClone at x: [6740] Y: [55]\nClone at x: [7310] Y: [45]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) Y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [win! v]\nhide\n\nwhen I receive [win! v]\nhide\n\n@Exit\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nposition ((Finish-X) - (Scroll-X)) ((Finish-Y) - (Scroll-Y))\nif <<(costume [number v]) = [1]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [set up v]\nhide\nset [finish-x v] to [0]\nset [finish-y v] to [0]\nswitch costume to (level 1 1 v)\nClone at x: [9145] Y: [5]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) Y: (y)\ncreate clone of (_myself_ v)\nset [finish-x v] to (x)\nset [finish-y v] to (y)\nnext costume\n\nwhen I receive [win! v]\ngo to [front v] layer\nhide\n\nwhen I receive [win! v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Music\n\nwhen flag clicked\nforever\n play sound [Overworld Theme - New Super Mario Bros v] until done\nend\n\n
Hello! This project is another one of my platformers!\n\n★★★★★★★★★★★★★★★★★★★★★★★★★\n\nMy other Platformer: https://scratch.mit.edu/projects/482595168\n\nNew Game:\nhttps://scratch.mit.edu/projects/526208042/\n\n★★★★★★★★★★★★★★★★★★★★★★★★★\n\nUpdate - None Yet.\n\n★★★★★★★★★★★★★★★★★★★★★★★★★\n\n[Arrow Keys] Move and Jump\n\nAvoid hitting spikes and touch the portal at the end.\n\n★★★★★★★★★★★★★★★★★★★★★★★★★\n\nThis project was just meant for Scratch Design Studio "Colorless"\n\n★★★★★★★★★★★★★★★★★★★★★★★★★\n\n@TomatoSauce531 for code, art and thumbnail!\n@cs2860999 for inspiration!\nMusic: Overworld Theme - New Super Mario Bros\n\n★★★★★★★★★★★★★★★★★★★★★★★★★\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nDon't Scroll Down\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nI told you not to scroll down.
(Online) Multiplayer Scrolling Platformer
@Stage\n\n@Blank\n\n@JJyrant Intro\n\nwhen flag clicked\nhide variable [collected v]\nswitch backdrop to (blank v)\nhide\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [xpos v] to [0]\nset [value v] to [0]\nset [sinus v] to [0]\nswitch costume to (square \(1\) v)\nset [velocity v] to [0]\nset [clonenumber v] to [0]\nstart sound [Anikdote - Turn It Up v]\nrepeat (5)\n create clone of (_myself_ v)\n wait (0.001) seconds\nend\nchange [clonenumber v] by (1)\ncreate clone of (_myself_ v)\nchange [clonenumber v] by (1)\nset [xpos v] to [-87.5]\nwait (1) seconds\nrepeat (5)\n change [xpos v] by (35)\n create clone of (_myself_ v)\n change [value v] by (1)\n wait (0.01) seconds\nend\nwait (.7) seconds\nchange [clonenumber v] by (1)\ncreate clone of (_myself_ v)\nwait (1.6) seconds\nchange [clonenumber v] by (1)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nchange [clonenumber v] by (1)\ncreate clone of (_myself_ v)\nwait (3.2) seconds\nchange [clonenumber v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(clonenumber) = [0]> then\n show\n switch costume to (square \(1\) v)\n set size to (pick random (50) to (100)) %\n go to x: (pick random (-180) to (180)) y: (pick random (-180) to (180))\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n switch costume to (square \(1\) v)\n set size to (50) %\n go to x: (0) y: (0)\n repeat until <(round (size)) = [150]>\n change size by (((150) - (size)) / (3))\n end\n set [velocity v] to [10]\n repeat until <(round (size)) > [1400]>\n switch costume to (blank v)\n change size by (velocity)\n change [velocity v] by ((velocity) / (2))\n switch costume to (square \(1\) v)\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [2]> then\n set [brightness v] effect to (100)\n show\n switch costume to ((value) + (5))\n set size to (50) %\n go to x: (xpos) y: (-1000)\n go to [front v] layer\n repeat (56)\n change size by (((100) - (size)) / (3))\n set [velocity v] to (((velocity) * (.72)) + (((0) - (y position)) / (7)))\n change y by (velocity)\n end\n wait (2) seconds\n set y to (-1000)\n set size to (0) %\n go to [front v] layer\n repeat (25)\n change size by (((100) - (size)) / (3))\n set [velocity v] to (((velocity) * (.72)) + (((-100) - (y position)) / (7)))\n change y by (velocity)\n end\n repeat (100)\n set y to ((([sin v] of (sinus) ) * (15)) - (100))\n change [sinus v] by (15)\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [3]> then\n show\n go to [front v] layer\n switch costume to (bar v)\n set size to (100) %\n go to x: (-1000) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (5))\n end\n set [velocity v] to [15]\n repeat until <(round (size)) > [45000]>\n switch costume to (blank v)\n change size by (velocity)\n change [velocity v] by ((velocity) / (2))\n switch costume to (bar v)\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [4]> then\n show\n switch costume to (logo v)\n go to x: (0) y: (0)\n clear graphic effects\n set size to (0) %\n go to [front v] layer\n repeat (26)\n change size by (((100) - (size)) / (3))\n set [velocity v] to (((velocity) * (.79)) + (((200) - (size)) / (10)))\n change size by (velocity)\n end\n set [velocity v] to [10]\n repeat until <(x position) > [239]>\n change [velocity v] by ((velocity) / (4))\n change x by (velocity)\n change size by (((100) - (size)) / (5))\n end\n go to x: (-1000) y: (0)\n hide\n wait (.2) seconds\n show\n repeat until <<(round (x position)) = [0]> and <(round (size)) = [200]>>\n change x by (((0) - (x position)) / (5))\n change size by (((200) - (size)) / (5))\n end\n repeat until <(round (size)) = [350]>\n change size by (((350) - (size)) / (5))\n end\n repeat until <(round (size)) = [200]>\n change size by (((200) - (size)) / (5))\n end\n set [velocity v] to [1]\n repeat until <(size) < [15]>\n change [ghost v] effect by (4)\n change [velocity v] by ((velocity) / (4))\n change size by ((0) - (velocity))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [5]> then\n show\n switch costume to (screen v)\n clear graphic effects\n go to x: (0) y: (0)\n Flash\n wait (0.05) seconds\n Flash\n wait (.2) seconds\n Flash\n wait (0.08) seconds\n Flash\n wait (.1) seconds\n Flash\nend\n\ndefine Flash\nclear graphic effects\nset [brightness v] effect to (100)\nset size to (100) %\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\n\nwhen I start as a clone\nif <(clonenumber) = [6]> then\n show\n go to [front v] layer\n switch costume to (bar v)\n set size to (100) %\n go to x: (-1000) y: (0)\n set [brightness v] effect to (100)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (5))\n end\n set [velocity v] to [15]\n repeat until <(round (size)) > [45000]>\n switch costume to (blank v)\n change size by (velocity)\n change [velocity v] by ((velocity) / (2))\n switch costume to (bar v)\n end\n broadcast (Delete v)\nend\n\nwhen I receive [delete v]\nset [brightness v] effect to (100)\nif <not <(costume [number v]) = [11]>> then\n delete this clone\nelse\n wait (1) seconds\n broadcast (INTRO DONE v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nswitch backdrop to (blue v)\n\n@Joining\n\nwhen flag clicked\nhide variable [seconds v]\nhide\n\nwhen I receive [begin v]\nwait (1) seconds\nhide\n\nwhen I receive [joining v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\ngo [forward v] (1322) layers\nstart sound [Connected v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nshow variable [collected v]\nshow variable [seconds v]\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\nwhen flag clicked\nforever\n repeat until <(spin speed of coin) = [6]>\n wait (0.08) seconds\n change [spin speed of coin v] by (1)\n end\n set [spin speed of coin v] to [0]\nend\n\nwhen flag clicked\nforever\n hide variable [collected show v]\nend\n\n@Loading...\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [joining v]\nrepeat (10)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [joined v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\nwhen flag clicked\nhide\n\n@Player\n\nwhen I receive [begin v]\nforever\n if <key (1 v) pressed?> then\n set [chat item v] to [1]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat item v] to [2]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat item v] to [3]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat item v] to [4]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat item v] to [5]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat item v] to [6]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat item v] to [7]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat item v] to [8]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat item v] to [9]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item 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\nshow list [cloud chat items v]\nset [chat item v] to [0]\n\nwhen I receive [begin v]\nset [chat v] to [0]\nforever\n if <key (t v) pressed?> then\n if <(Chat) = [0]> then\n set [chat v] to [1]\n else\n set [chat v] to [0]\n end\n end\n if <(Chat) = [0]> then\n show list [cloud chat items v]\n else\n hide list [cloud chat items v]\n end\n wait until <not <key (t v) pressed?>>\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n send cloud data\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nif <[1] > (MY PLAYER #)> then\n stop [this script v]\nend\nadd (round (x)) to [buffer v]\nadd (round (y)) to [buffer v]\nchange [cloud timer v] by (1)\nif <[3] > (cloud timer)> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nwrite (username) to encoded\nwrite (chat item) to encoded\nwrite (round ((timer) * (10))) to encoded\nrepeat (length of [buffer v])\n write (item (1) of [buffer v]) to encoded\n delete (1) of [buffer v]\nend\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine game on\nset rotation style [don't rotate v]\nset size to (40) %\nclear graphic effects\npoint in direction (90)\nshow\nset [in air v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [exit v] to []\nreset timer\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine tick\nif <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <key (d v) pressed?>> then\n change [sx v] by (2)\nend\nif <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <key (a v) pressed?>> then\n change [sx v] by (-2)\nend\nif <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nset [sx v] to ((SX) * (0.8))\nif <([abs v] of (SX) ) > [0.9]> then\n change player x by (round (SX))\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nchange player y by (sy)\nposition\ntest - die\nchange [scroll x v] by (round (((x) - (scroll x)) / (10)))\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) < [-200]> then\n set [exit v] to [die]\nend\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\n set [scroll x v] to [0]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nif <touching (platforms v)?> then\n if <(sy) > [0]> then\n touching platformer out [-1]\n else\n touching platformer out [1]\n end\nend\n\nwhen I receive [begin v]\nbroadcast (green flag v) and wait\nbroadcast (play game v) and wait\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine game - die\nstart sound [Door Closing v]\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine test - die\nif <touching (spikes v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - win\nstart sound [Slide Whistle v]\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\nset [level v] to [2]\nbroadcast (win v)\nwait (1) seconds\n\ndefine touching platformer out (out)\nchange [y v] by (out)\nposition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by (out)\n position\nend\nset [sy v] to [0]\nif <(out) > [0]> then\n set [in air v] to [0]\nend\n\nwhen I receive [intro done v]\nset [max players v] to [8]\nset [my player # v] to [0]\ndelete all of [buffer v]\nbroadcast (setup opponents v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (joined v)\nelse\n broadcast (full v)\nend\nwait (1) seconds\nbroadcast (begin v)\n\nwhen flag clicked\nhide\n\n@Opponents\n\ndefine begin decoding of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from ecoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\ndelete all of [buffer v]\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen flag clicked\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n set [names v] to [0]\n else\n set [names v] to [1]\n end\n end\n wait until <not <key (n v) pressed?>>\nend\n\ndefine check if of edge\nif <<<(x position) > [200]> or <(x position) < [-200]>> or <<(y position) > [160]> or <(y position) < [-160]>>> then\n switch costume to (arrows v)\n point towards (player v)\n if on edge, bounce\nelse\n switch costume to (opponents v)\n point in direction (90)\nend\n\nwhen flag clicked\nhide\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\n begin decoding of (value)\n value = read from ecoded\n set [username v] to (value)\n value = read from ecoded\n if <(names) = [1]> then\n say (join (username) (item (value) of [chat items v]))\n else\n say []\n end\n value = read from ecoded\n value = read from ecoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n value = read from ecoded\n end\nend\nif <(length of [buffer v]) > [0]> then\n set x to ((item (1) of [buffer v]) - (scroll x))\n delete (1) of [buffer v]\n set y to ((item (1) of [buffer v]) - (scroll y))\n delete (1) of [buffer v]\nend\ncheck if of edge\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (1 v)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [0] y: [-100]\n clone at x: [630] y: [400]\n clone at x: [130] y: [320]\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]\nhide\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@Spikes\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]\nif <(level) = [1]> then\n switch costume to (spikes \(1\) v)\n clone at x: [838] y: [145]\n clone at x: [800] y: [145]\n clone at x: [930] y: [208]\n next costume\n clone at x: [1350] y: [300]\n next costume\n clone at x: [1470] y: [630]\nelse\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\n@Coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (spin speed of coin)\nposition ((x) - (scroll x)) ((y) - (scroll y))\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [pop v]\n start sound [Coin v]\n if <(collected) = (collectable max)> then\n broadcast (open portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nclear graphic effects\nset [collectable max v] to [0]\nset [collected v] to [0/16]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (coins \(1\) v)\n clone at x: [136] y: [62]\n clone at x: [212] y: [67]\n clone at x: [387] y: [60]\n clone at x: [488] y: [206]\n clone at x: [709] y: [144]\n clone at x: [880] y: [266]\n clone at x: [720] y: [-74]\n clone at x: [915] y: [-74]\n clone at x: [810] y: [-74]\n clone at x: [1070] y: [364]\n clone at x: [1300] y: [440]\n clone at x: [1550] y: [500]\n clone at x: [1400] y: [680]\n clone at x: [1570] y: [800]\n clone at x: [1350] y: [960]\n clone at x: [1260] y: [988]\nend\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collectable max v] by (1)\ncreate clone of (_myself_ v)\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (exit \(closed\) v)\n clone at x: [1085] y: [1000]\nelse\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to ( exit \(opened\) v)\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide variable [highscore v]\nhide variable [collected v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (10)\n hide variable [collected show v]\nend\nforever\n go to [front v] layer\n if <(level) = [2]> then\n switch costume to (victory v)\n end\nend\n\nshow\n\nwhen I receive [begin v]\nshow variable [collected show v]\n\nwhen flag clicked\nswitch costume to (thumbnail v)\nset [level v] to [1]\nwait until <(level) = [2]>\nstop [other scripts in sprite v]\nclear graphic effects\nshow list [cloud chat items v]\nhide variable [collected show v]\nset [show v] to (seconds)\nshow variable [show v]\nshow variable [highscore v]\nbroadcast (win animation v) and wait\nstop [all v]\n\nwhen flag clicked\nset [play? v] to [0]\nreset timer\nhide variable [show v]\nforever\n set [seconds v] to (timer)\nend\n\nwhen I receive [win animation v]\nrepeat (15)\n set [pitch v] effect to (-50)\n start sound [pop v]\n go to x: (pick random (15) to (-15)) y: (pick random (15) to (-15))\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [highscore v] to [21.385]\n\n@Intro2\n\nwhen flag clicked\ngo to [front v] layer\nswitch backdrop to (random backdrop v)\nhide\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [xpos v] to [0]\nset [value v] to [0]\nset [sinus v] to [0]\nswitch costume to (square \(1\) v)\nset [velocity v] to [0]\nset [clonenumber v] to [0]\nstart sound [Anikdote - Turn It Up v]\nrepeat (5)\n create clone of (_myself_ v)\n wait (0.001) seconds\nend\nchange [clonenumber v] by (1)\ncreate clone of (_myself_ v)\nchange [clonenumber v] by (1)\nset [xpos v] to [-87.5]\nwait (1) seconds\nrepeat (5)\n change [xpos v] by (35)\n create clone of (_myself_ v)\n change [value v] by (1)\n wait (0.01) seconds\nend\nwait (.7) seconds\nchange [clonenumber v] by (1)\ncreate clone of (_myself_ v)\nwait (1.6) seconds\nchange [clonenumber v] by (1)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nchange [clonenumber v] by (1)\ncreate clone of (_myself_ v)\nwait (3.2) seconds\nchange [clonenumber v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(clonenumber) = [0]> then\n show\n switch costume to (square \(1\) v)\n set size to (pick random (50) to (100)) %\n go to x: (pick random (-180) to (180)) y: (pick random (-180) to (180))\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n switch costume to (square \(1\) v)\n set size to (50) %\n go to x: (0) y: (0)\n repeat until <(round (size)) = [150]>\n change size by (((150) - (size)) / (3))\n end\n set [velocity v] to [10]\n repeat until <(round (size)) > [1400]>\n switch costume to (blank v)\n change size by (velocity)\n change [velocity v] by ((velocity) / (2))\n switch costume to (square \(1\) v)\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [2]> then\n set [brightness v] effect to (100)\n show\n switch costume to ((value) + (5))\n set size to (50) %\n go to x: (xpos) y: (-1000)\n go to [front v] layer\n repeat (56)\n change size by (((100) - (size)) / (3))\n set [velocity v] to (((velocity) * (.72)) + (((0) - (y position)) / (7)))\n change y by (velocity)\n end\n wait (2) seconds\n set y to (-1000)\n set size to (0) %\n go to [front v] layer\n repeat (25)\n change size by (((100) - (size)) / (3))\n set [velocity v] to (((velocity) * (.72)) + (((-100) - (y position)) / (7)))\n change y by (velocity)\n end\n repeat (100)\n set y to ((([sin v] of (sinus) ) * (15)) - (100))\n change [sinus v] by (15)\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [3]> then\n show\n go to [front v] layer\n switch costume to (bar v)\n set size to (100) %\n go to x: (-1000) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (5))\n end\n set [velocity v] to [15]\n repeat until <(round (size)) > [45000]>\n switch costume to (blank v)\n change size by (velocity)\n change [velocity v] by ((velocity) / (2))\n switch costume to (bar v)\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [4]> then\n show\n switch costume to (logo v)\n go to x: (0) y: (0)\n clear graphic effects\n set size to (0) %\n go to [front v] layer\n repeat (26)\n change size by (((100) - (size)) / (3))\n set [velocity v] to (((velocity) * (.79)) + (((200) - (size)) / (10)))\n change size by (velocity)\n end\n set [velocity v] to [10]\n repeat until <(x position) > [239]>\n change [velocity v] by ((velocity) / (4))\n change x by (velocity)\n change size by (((100) - (size)) / (5))\n end\n go to x: (-1000) y: (0)\n hide\n wait (.2) seconds\n show\n repeat until <<(round (x position)) = [0]> and <(round (size)) = [200]>>\n change x by (((0) - (x position)) / (5))\n change size by (((200) - (size)) / (5))\n end\n repeat until <(round (size)) = [350]>\n change size by (((350) - (size)) / (5))\n end\n repeat until <(round (size)) = [200]>\n change size by (((200) - (size)) / (5))\n end\n set [velocity v] to [1]\n repeat until <(size) < [15]>\n change [ghost v] effect by (4)\n change [velocity v] by ((velocity) / (4))\n change size by ((0) - (velocity))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [5]> then\n show\n switch costume to (screen v)\n clear graphic effects\n go to x: (0) y: (0)\n Flash\n wait (0.05) seconds\n Flash\n wait (.2) seconds\n Flash\n wait (0.08) seconds\n Flash\n wait (.1) seconds\n Flash\nend\n\ndefine Flash\nclear graphic effects\nset [brightness v] effect to (100)\nset size to (100) %\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\n\nwhen I start as a clone\nif <(clonenumber) = [6]> then\n show\n go to [front v] layer\n switch costume to (bar v)\n set size to (100) %\n go to x: (-1000) y: (0)\n set [brightness v] effect to (100)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (5))\n end\n set [velocity v] to [15]\n repeat until <(round (size)) > [45000]>\n switch costume to (blank v)\n change size by (velocity)\n change [velocity v] by ((velocity) / (2))\n switch costume to (bar v)\n end\n broadcast (Delete v)\nend\n\nwhen I receive [delete v]\nset [brightness v] effect to (100)\nif <not <(costume [number v]) = [11]>> then\n delete this clone\nelse\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nswitch backdrop to (next backdrop v)\n\n
Click the ❤️, and⭐️, and also follow @JJyrant for more!\n\nAlso, comment "Sky!" in my studio to get a curator invite!: https://scratch.mit.edu/studios/29400385/\n-------------------------------------------------------------------------\nCome check out my other games:\n - Taco Catcher:\nhttps://scratch.mit.edu/projects/515506520/\n - Chick Crossing: https://scratch.mit.edu/projects/524939427/\n - Spike Slide: https://scratch.mit.edu/projects/524689085/\n - Cookie Clicker: https://scratch.mit.edu/projects/509256375/\n - Cloud Multiplayer Scrolling Platformer:\nhttps://scratch.mit.edu/projects/514642720/\n - Key Clicker:\nhttps://scratch.mit.edu/projects/503945584/\n-------------------------------------------------------------------------\n(Online) Multiplayer Scrolling Platformer (mobile friendly)\n-----------------------------------------------------------\nNOTES:\n1. you won't see others if you are a new scratcher\n2. It lags when there's more than one player\n3. 8 player slots\n4. Mobile friendly\n5. Cloud chat\n - Press n key to hide/show names\n - Press t key to show/hide chat options\n - Press 1 - 9 keys to chat!\n6. Scrolling vertically and horizontally\n
Ramadan || a special platformer #games #lessons #art #stories
@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 [ramadan is coming 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 [slope v] to [0]\nif <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <(slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by (slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X Vel) ) / (X Vel)) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> 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)?> 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?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (level 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: (100)\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: (100)\n change [level v] by (1)\n broadcast (Next v)\n broadcast (slide v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<touching (spikes v)?> or <(y position) < [-178]>> then\n set [x vel v] to [0]\n set [y vel v] to [0]\n go to x: (-215) y: (100)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [resetplayer v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-215) y: (100)\n\nwhen I receive [start v]\nset size to (60) %\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\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\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\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n if <key (up arrow v) pressed?> then\n glide (0.001) secs to x: (0) y: ((y position) + (-3))\n end\n if <key (down arrow v) pressed?> then\n glide (0.001) secs to x: (0) y: ((y position) + (3))\n end\nend\n\nwhen [up arrow v] key pressed\nif <not <key (up arrow v) pressed?>> then\n glide (0.001) secs to x: (0) y: ((y position) + (-50))\nend\n\nwhen [down arrow v] key pressed\nif <not <key (down arrow v) pressed?>> then\n glide (0.001) secs to x: (0) y: ((y position) + (50))\nend\n\nwhen I start as a clone\nforever\n go to (sprite1 v)\n go to [front v] layer\n if <([y position v] of [sprite1 v]) > [450]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (deleteNotice v)\n end\nend\n\nwhen I receive [deletenotice v]\nhide\nchange [level v] by (1)\nbroadcast (resetPlayer v)\ndelete this clone\n\n@white out\n\nwhen I receive [slide v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (-1000)\nrepeat (40)\n change y by (((0) - (y position)) / (5))\nend\nbroadcast (next v)\nset y to (1)\nrepeat (8)\n change y by (y position)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [you won v]\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\n\n@testGraphics\n\nwhen I receive [quiz v]\nset [clonebatch# v] to [1]\nshow\ngo to [front v] layer\nswitch costume to (a v)\ncreate clone of (_myself_ v)\nswitch costume to (b v)\ncreate clone of (_myself_ v)\nswitch costume to (c v)\ncreate clone of (_myself_ v)\nswitch costume to (ba v)\nwait (0.1) seconds\nswitch costume to (join [a] (question#))\ncreate clone of (_myself_ v)\nswitch costume to (join [b] (question#))\ncreate clone of (_myself_ v)\nswitch costume to (join [c] (question#))\ncreate clone of (_myself_ v)\nswitch costume to (join [q] (question#))\ncreate clone of (_myself_ v)\nswitch costume to (ba v)\n\nwhen I start as a clone\nif <(clonebatch#) = [1]> then\n wait (0.1) seconds\n set [clonebatch# v] to [2]\n forever\n go to [front v] layer\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(answer) = (letter (1) of (costume [name v]))>> then\n broadcast (hideQuiz v)\n else\n broadcast (wrong v)\n end\n end\n end\nend\nif <(clonebatch#) = [2]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hidequiz v]\nhide\ndelete this clone\n\nwhen I receive [wrong v]\nif <<[2] = (costume [number v])> or <[1] = (costume [number v])>> then\n switch costume to (ba2 v)\n wait (2) seconds\n switch costume to (ba v)\n change [level v] by (-2)\n set [clonebatch# v] to [0]\n repeat (10)\n broadcast (hideQuiz v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n set [answer v] to [a]\n set [question# v] to [1]\n broadcast (quiz v)\n wait until <not <(Level) = [4]>>\n else\n if <(Level) = [6]> then\n set [answer v] to [b]\n set [question# v] to [2]\n broadcast (quiz v)\n wait until <not <(Level) = [6]>>\n else\n if <(Level) = [8]> then\n set [answer v] to [c]\n set [question# v] to [3]\n broadcast (quiz v)\n wait until <not <(Level) = [8]>>\n else\n if <(Level) = [11]> then\n set [answer v] to [c]\n set [question# v] to [4]\n broadcast (quiz v)\n wait until <not <(Level) = [11]>>\n end\n end\n end\n end\nend\n\n
Hello Everyone,\n السلام عليكم\nHappy Ramadan\n رمضان مبارك\n\nRamadan starts from April 12-14 depending on where you live around the world and it ends after 1 month\n\n\nWelcome to a Ramadan platformer\n\nplay games answer questions and learn\n\nuse arrow keys\n\n@funkythepanda for an engine\nrest by me\n\ndescription about:\n\n\nRamadan \n\nAttention: Read this because there will be questions on this to play the game.\n\nWhat is Ramadan?\n\n Ramadan is a time of year in which muslims fast the entire month. And no, We don’t go hungry for a whole month. What actually happens is this entire month we don’t eat from sunrise to sunset. So basically if the sun is down it is okay to eat.\n\nFun Fact: Muslims have been fasting during ramadan for over 1400 years! And nowadays scientists have proved that fasting is good for us. And muslims have been doing this for 1400 years!\n\n Ramadan is a time for muslims to do good deeds such as: give charity, help each other, give gifts, and other good things.\n\nWhat can you do to help?\n\n You can celebrate this special month too even if you are not Muslim. Just try to be as helpful, nice, and kind to each other as you possibly can be. Let's all try to have the Ramadan spirit. People have an icon for this as a moon and a star. \n\n~~~~~~~~~~~THANK YOU EVERYONE~~~~~~~~~~\n~~~~~~~~~~~~~~FOR PLAYING~~~~~~~~~~~~~~\n
Platformer pen 100% v1.6
@Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo \(Original Mix\) \(1\) v] until done\nend\n\n@pen\n\nwhen flag clicked\nbroadcast (start v)\n\ndefine start (scrollx) (scrolly) pen: (x) (y)\nif <(level) = [1]> then\n pen X: [-192] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n pen X: [192] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n color pen red setup\n pen X: [170] Y: [-80] scrollX: (scrollx) scrollY: (scrolly)\n pen X: [148] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n pen down\n color pen blue setup\n pen X: [230] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n pen X: [280] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n pen X: [280] Y: [-200] scrollX: (scrollx) scrollY: (scrolly)\n color pen red setup\n pen down\n pen X: [380] Y: [-200] scrollX: (scrollx) scrollY: (scrolly)\n pen X: [460] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n pen X: [630] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n color pen blue setup\n pen X: [780] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n color pen violet setup\n pen size setup size: [10]\n pen X: [780] Y: [-80] scrollX: (scrollx) scrollY: (scrolly)\n pen X: [780] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\nend\nif <(level) = [2]> then\n pen X: [-192] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n pen X: [192] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n pen X: [192] Y: [0] scrollX: (scrollx) scrollY: (scrolly)\n pen X: [280] Y: [0] scrollX: (scrollx) scrollY: (scrolly)\n pen X: [280] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n color pen red setup\n pen X: [320] Y: [-80] scrollX: (scrollx) scrollY: (scrolly)\n pen X: [360] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n pen X: [390] Y: [-80] scrollX: (scrollx) scrollY: (scrolly)\n pen X: [420] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n pen X: [460] Y: [-80] scrollX: (scrollx) scrollY: (scrolly)\n pen X: [490] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n color pen blue setup\n pen X: [490] Y: [0] scrollX: (scrollx) scrollY: (scrolly)\n pen X: [550] Y: [0] scrollX: (scrollx) scrollY: (scrolly)\n pen X: [550] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n pen up\n pen X: [680] Y: [0] scrollX: (scrollx) scrollY: (scrolly)\n pen down\n pen X: [800] Y: [0] scrollX: (scrollx) scrollY: (scrolly)\n pen up\n pen X: [930] Y: [0] scrollX: (scrollx) scrollY: (scrolly)\n pen down\n pen X: [1050] Y: [0] scrollX: (scrollx) scrollY: (scrolly)\n pen up\n color pen red setup\n pen X: [1250] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n pen down\n pen X: [550] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n pen up\n color pen blue setup\n pen X: [1150] Y: [0] scrollX: (scrollx) scrollY: (scrolly)\n pen down\n pen X: [1250] Y: [0] scrollX: (scrollx) scrollY: (scrolly)\n pen up\n color pen violet setup\n pen size setup size: [10]\n pen X: [1250] Y: [80] scrollX: (scrollx) scrollY: (scrolly)\n pen down\n pen X: [1250] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\nend\nif <(level) = [3]> then\n pen X: [-170] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n pen X: [170] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n pen up\n pen X: [300] Y: [-80] scrollX: (scrollx) scrollY: (scrolly)\n pen down\n pen X: [500] Y: [-80] scrollX: (scrollx) scrollY: (scrolly)\n pen up\n pen X: [680] Y: [-80] scrollX: (scrollx) scrollY: (scrolly)\n pen down\n pen X: [800] Y: [-80] scrollX: (scrollx) scrollY: (scrolly)\n pen up\n pen X: [920] Y: [-80] scrollX: (scrollx) scrollY: (scrolly)\n pen down\n pen X: [1040] Y: [-80] scrollX: (scrollx) scrollY: (scrolly)\n pen up\n pen X: [1150] Y: [-80] scrollX: (scrollx) scrollY: (scrolly)\n pen down\n pen X: [1230] Y: [-80] scrollX: (scrollx) scrollY: (scrolly)\n pen up\n pen X: [1320] Y: [-80] scrollX: (scrollx) scrollY: (scrolly)\n pen down\n pen X: [1420] Y: [-80] scrollX: (scrollx) scrollY: (scrolly)\n pen up\n pen X: [1530] Y: [-80] scrollX: (scrollx) scrollY: (scrolly)\n pen down\n pen X: [1600] Y: [-80] scrollX: (scrollx) scrollY: (scrolly)\n pen up\n pen X: [1700] Y: [-80] scrollX: (scrollx) scrollY: (scrolly)\n pen down\n pen X: [1900] Y: [-80] scrollX: (scrollx) scrollY: (scrolly)\n pen up\n color pen red setup\n pen X: [2200] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n pen down\n pen X: [170] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n pen up\n color pen violet setup\n pen size setup size: [10]\n pen X: [1900] Y: [-80] scrollX: (scrollx) scrollY: (scrolly)\n pen down\n pen X: [1900] Y: [0] scrollX: (scrollx) scrollY: (scrolly)\n pen X: [1900] Y: [-124] scrollX: (scrollx) scrollY: (scrolly)\n pen up\nend\n\ndefine control\nset [scrollx v] to (scrollX)\nset [scrolly v] to (scrollY)\n\ndefine pen X: (x) Y: (y) scrollX: (scrollx) scrollY: (scrolly)\ngo to x: ((x) - (scrollx)) y: ((y) - (scrolly))\nset [scrolly v] to (scrolly)\n\ndefine init\nset [tick v] to [0]\nset [pfc v] to [?]\nset [level v] to [1]\nset [y v] to [0]\nset [penx v] to [0]\nset [peny v] to [0]\nset [scrollx v] to [0]\nset [scrolly v] to [0]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [time v]\n\ndefine list\nadd (scrollX) to [x v]\nadd ([y position v] of [player v]) to [y v]\nadd (time stop) to [time v]\n\nwhen I receive [start v]\ninit\nforever\n clear all\n pen size setup size: [5]\n pen down\n color pen blue setup\n start (scrollX) (scrollY) pen: (penX) (penY)\n control\n list\n set [ghost v] effect to (100)\nend\n\ndefine color pen red setup\nset pen color to (#ff0000)\n\ndefine pen down\npen down\n\ndefine color pen blue setup\nset pen color to (#0000ff)\n\ndefine pen size setup size: (size)\nset pen size to (size)\n\ndefine clear all\nerase all\n\ndefine color pen violet setup\nset pen color to (#ff00d0)\n\ndefine pen up\npen up\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nerase all\n\n@player\n\ndefine game\nif <key (up arrow v) pressed?> then\n if <(i) < [3]> then\n change [si v] by (6)\n end\nelse\n set [jump v] to [0]\nend\n\ndefine y\nchange [si v] by (-1)\nchange [y v] by (si)\nchange [i v] by (1)\nscrolling\nrepeat until <not <touching color (#0000ff)?>>\n change [y v] by (1)\n scrolling\n set [i v] to [0]\n set [si v] to [0]\nend\nif <<touching (_edge_ v)?> or <touching color (#ff0000)?>> then\n start\nend\nchange [scrolly v] by (round (((y) - (scrollY)) / (10)))\nif <touching color (#ff00cf)?> then\n start sound [Win v]\n change [level v] by (1)\n start\nend\n\ndefine start\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [si v] to [0]\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nshow\nstart\nforever\n game\n y\n control [6]\n set [scrollx v] to (x)\n if <(scrollX) < [0]> then\n set [scrollx v] to [0]\n end\nend\n\ndefine control (scrollx)\nif <key (right arrow v) pressed?> then\n sand (scrollx)\nend\nif <key (left arrow v) pressed?> then\n sand ((0) - (scrollx))\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\ndefine scrolling\ngo to x: ((x) - (scrollX)) y: ((y) - (scrollY))\n\ndefine sand (sx)\nchange [x v] by (sx)\nscrolling\nif <touching color (#0000ff)?> then\n repeat (12)\n change [y v] by (1)\n scrolling\n end\n if <not <touching color (#0000ff)?>> then\n stop [this script v]\n end\n change [y v] by (-8)\n repeat until <not <touching color (#0000ff)?>>\n change [x v] by ((0) - (sx))\n scrolling\n end\nend\n\n@black\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nhide\nswitch costume to (6 v)\nforever\n if <(level) = [4]> then\n show\n broadcast (end v)\n change [tick v] by (1)\n set y to ((([sin v] of ((tick) * (5)) ) * (10)) + (50))\n end\nend\n\n@foto\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n
to move the desired arrow keys
Space platformer 1
@Stage\n\n@joueur\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (atomix 3 v)\nbroadcast (1az v)\nforever\n go to [front v] layer\n move\n create clone of (_myself_ v)\nend\n\ndefine move\nif <<<mouse down?> and <(mouse x) > [50]>> or <key (right arrow v) pressed?>> then\n change [speedx v] by (1)\nend\nif <<<mouse down?> and <(mouse x) < [-50]>> or <key (left arrow v) pressed?>> then\n change [speedx v] by (-1)\nend\nset [speedx v] to ((SpeedX) * (0.9))\nchange x by (SpeedX)\nif <touching (platforme v)?> then\n change y by (1)\n if <touching (platforme v)?> then\n change y by (1)\n if <touching (platforme v)?> then\n change y by (1)\n if <touching (platforme v)?> then\n change y by (1)\n if <touching (platforme v)?> then\n change y by (-4)\n change x by ((SpeedX) * (-1))\n if <<<mouse down?> and <(mouse y) > [50]>> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(SpeedX) > [0]> then\n set [speedx v] to [-10]\n else\n set [speedx v] to [10]\n end\n set [speedy v] to [13]\n else\n set [speedx v] to [0]\n end\n end\n end\n end\n end\nend\nchange [speedy v] by (-1)\nchange y by (SpeedY)\nif <touching (platforme v)?> then\n change y by ((SpeedY) * (-1))\n set [speedy v] to [0]\nend\nchange y by (-1)\nif <<<touching (platforme v)?> and <<mouse down?> and <(mouse y) > [50]>>> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n set [speedy v] to [13]\nend\nchange y by (1)\n\nwhen I start as a clone\nset size to (90) %\nswitch costume to (atomix 2 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [1az v]\ngo to x: (-200) y: (0)\nset [speedx v] to [0]\nset [speedy v] to [0]\n\ndefine Spé détect\nif <(x position) > [222]> then\n go to x: (-200) y: (0)\n change [level v] by (1)\nend\nif <(y position) < [-163]> then\n set [x v] to (x position)\n set [y v] to (y position)\n repeat (10)\n change [ghost v] effect by (10)\n go to x: (X) y: (Y)\n end\n broadcast (1az v)\n repeat (10)\n change [ghost v] effect by (-10)\n go to x: (-200) y: (0)\n end\nend\nif <touching (danger v)?> then\n set [x v] to (x position)\n set [y v] to (y position)\n repeat (10)\n change [ghost v] effect by (10)\n go to x: (X) y: (Y)\n end\n broadcast (1az v)\n repeat (10)\n change [ghost v] effect by (-10)\n go to x: (-200) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n Spé détect\nend\n\nwhen flag clicked\nforever\n hide variable [speedx v]\n hide variable [speedy v]\n hide variable [x v]\n hide variable [y v]\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n point in direction (90)\n change y by (-10)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00a726)?> then\n switch costume to (atomix 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (atomix 2 v)\n else\n switch costume to (atomix 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (atomix 3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n switch costume to (atomix 4 v)\n else\n switch costume to (atomix 1 v)\n end\nend\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\n\n@platforme \n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\n\n@danger\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (15)\n go to [back v] layer\n go to x: (0) y: (0)\n repeat (10)\n change y by (0.5)\n end\n repeat (10)\n change y by (-0.5)\n end\nend\n\nwhen flag clicked\ngo to (platforme v)\nif <touching (platforme v)?> then\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\n\n@écran début\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide variable [level v]\nwait (3) seconds\nshow variable [level v]\n\nwhen flag clicked\nshow\nwait (2) seconds\nhide\n\n@Sprite1\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n
français:\nLa gravité est très faible (ne sauter pas trop haut ou attention aux danger). Les flèches servent de touche. Tous les niveaux sont possibles.\nEnglish:\nThe gravity is very low (do not jump too high or watch out for danger).arrows are used as keys. All levels are possible.
100% Pen Scrolling Platformer
@Stage\n\n@blanco\n\n@Lápiz\n\nchange [player x v] by (((item (((Level) * (2)) - (1)) of [spawnpoints v]) - (Player X)) / (2))\nchange [player y v] by (((item ((Level) * (2)) of [spawnpoints v]) - (Player Y)) / (2))\n\ndefine CheckPoint (x) (y) <add?> (type) (fade)\nset [x 99 v] to (x)\nset [y 99 v] to (y)\nset pen size to (5)\nSet Color (type)\nset pen (transparency v) to (fade)\nif <add?> then\n if <<((Player X) - (240)) < (x)> and <((Player X) + (240)) > (x)>> then\n if <<((Player Y) - (180)) < ((y) + (50))> and <((Player Y) + (180)) > (y)>> then\n Add 2 (x) (y) (x) ((y) + (50)) (type)\n end\n end\nend\nset pen color to (#ce5900)\npen up\ngo to x: ((x) - (Camera X)) y: (((y) + (5)) - (Camera Y))\npen down\ngo to x: ((x) - (Camera X)) y: (((y) + (50)) - (Camera Y))\nSet Color (type)\npen up\ngo to x: (((x) + (5)) - (Camera X)) y: (((y) + (30)) - (Camera Y))\npen down\ngo to x: (((x) + (30)) - (Camera X)) y: (((y) + (30)) - (Camera Y))\ngo to x: (((x) + (30)) - (Camera X)) y: (((y) + (50)) - (Camera Y))\ngo to x: (((x) + (5)) - (Camera X)) y: (((y) + (50)) - (Camera Y))\n\ndefine Add 2 (x1) (y1) (x2) (y2) (type)\nadd (type) to [touch v]\nif <<(y1) < (y2)> or <(x1) < (x2)>> then\n add (x1) to [touch v]\n add (y1) to [touch v]\n add (x2) to [touch v]\n add (y2) to [touch v]\nelse\n add (x2) to [touch v]\n add (y2) to [touch v]\n add (x1) to [touch v]\n add (y1) to [touch v]\nend\n\ndefine touching\nset [colision counter 2 v] to [0]\nrepeat until <(length of [collision list v]) = (colision counter 2)>\n change [colision counter 2 v] by (5)\n if <((Player X) - (12)) < ((item ((colision counter 2) - (1)) of [touch v]) - (0))> then\n if <((Player X) + (12)) > ((item ((colision counter 2) - (3)) of [touch v]) + (0))> then\n if <((Player Y) - (12)) < ((item ((colision counter 2) - (0)) of [touch v]) - (0))> then\n if <((Player Y) + (12)) > ((item ((colision counter 2) - (2)) of [touch v]) + (0))> then\n set [color v] to [1]\n end\n end\n end\n end\nend\n\ndefine Level 3\nDraw Line From [-999999999999999999999999999999999999] [0] To [999999999999999999999999999999999999999999999999999] [0] [1] [0]\n\ndefine Draw Line From (x) (y) To (x2) (y2) <add?> (type) (fade)\nset pen size to (5)\nSet Color (type)\nset pen (transparency v) to (fade)\nif <add?> then\n if <<((Player X) - (240)) < (x2)> and <((Player X) + (240)) > (x)>> then\n if <<((Player Y) - (180)) < (y2)> and <((Player Y) + (180)) > (y)>> then\n Add (x) (y) (x2) (y2) (type)\n end\n end\nend\npen up\ngo to x: ((x) - (Camera X)) y: ((y) - (Camera Y))\npen down\ngo to x: ((x2) - (Camera X)) y: ((y2) - (Camera Y))\npen up\n\ndefine Render\nif <(Level) = [1]> then\n Level 1\nelse\n if <(Level) = [2]> then\n Level 2\n else\n if <(Level) = [3]> then\n Level 3\n end\n end\nend\n\ndefine Touch Y <colliding dangers?>\nTouching?\nif <<<(Touching?) = [1]> and <not <colliding dangers?>>> or <<colliding dangers?> and <not <(Touching?) = [0]>>>> then\n if <not <(SY) > [0]>> then\n set [player y v] to ((item ((Col Save) - (0)) of [collision list v]) + (12))\n else\n set [player y v] to ((item ((Col Save) - (2)) of [collision list v]) + (-12))\n end\n if <(SY) < [0]> then\n set [jumping v] to [0]\n end\n set [sy v] to [0]\n Touch Y <>\nend\n\ndefine Touch X <colliding dangers?>\nTouching?\nif <<<(Touching?) = [1]> and <not <colliding dangers?>>> or <<colliding dangers?> and <not <(Touching?) = [0]>>>> then\n if <(SX) < [0]> then\n set [player x v] to ((item ((Col Save) - (1)) of [collision list v]) + (12))\n else\n set [player x v] to ((item ((Col Save) - (3)) of [collision list v]) + (-12))\n end\n set [sx v] to [0]\n Touch X <>\nend\n\ndefine Touching?\nset [collision counter v] to [0]\nset [touching? v] to [0]\nrepeat until <(length of [collision list v]) = (Collision Counter)>\n change [collision counter v] by (5)\n if <((Player X) - (12)) < ((item ((Collision Counter) - (1)) of [collision list v]) - (0))> then\n if <((Player X) + (12)) > ((item ((Collision Counter) - (3)) of [collision list v]) + (0))> then\n if <((Player Y) - (12)) < ((item ((Collision Counter) - (0)) of [collision list v]) - (0))> then\n if <((Player Y) + (12)) > ((item ((Collision Counter) - (2)) of [collision list v]) + (0))> then\n if <(item ((Collision Counter) - (4)) of [collision list v]) > (Touching?)> then\n set [touching? v] to (item ((Collision Counter) - (4)) of [collision list v])\n set [col save v] to (Collision Counter)\n end\n end\n end\n end\n end\nend\n\ndefine Background\nset pen size to (1000)\nset pen color to (#ffffff)\npen up\ngo to x: (0) y: (0)\npen down\npen up\nset pen color to (#e0e0e0)\nset pen size to (3)\ngo to x: ((-220) - (((Camera X) / (2)) mod (40))) y: (180)\nrepeat (13)\n pen down\n change y by (-360)\n pen up\n change y by (360)\n change x by (40)\nend\ngo to x: (-240) y: ((160) + (((Camera Y) / (-2)) mod (40)))\nrepeat (10)\n pen down\n change x by (480)\n pen up\n change x by (-480)\n change y by (-40)\nend\n\ndefine Set Camera <stationary?>\nif <not <stationary?>> then\n change [camera x v] by (((Player X) - (Camera X)) / (4))\n change [camera y v] by (((Player Y) - (Camera Y)) / (4))\n if <(Camera Y) < [0]> then\n set [camera y v] to [0]\n end\n if <(Camera X) < [0]> then\n set [camera x v] to [0]\n end\nend\n\ndefine Add (x1) (y1) (x2) (y2) (type)\nadd (type) to [collision list v]\nif <<(y1) < (y2)> or <(x1) < (x2)>> then\n add (x1) to [collision list v]\n add (y1) to [collision list v]\n add (x2) to [collision list v]\n add (y2) to [collision list v]\nelse\n add (x2) to [collision list v]\n add (y2) to [collision list v]\n add (x1) to [collision list v]\n add (y1) to [collision list v]\nend\n\ndefine Set Color (type)\nif <(type) = [0]> then\n set pen color to (#2ed800)\nelse\n if <(type) = [1]> then\n set pen color to (#66c7ff)\n else\n if <(type) = [2]> then\n set pen color to (#ff4747)\n else\n if <(type) = [3]> then\n set pen color to (#ffdd00)\n else\n if <(type) = [4]> then\n set pen color to (#ff3bc0)\n else\n if <(type) = [5]> then\n if <(color) = [0]> then\n set pen color to (#ff3a3a)\n else\n set pen color to (#3fff00)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Respawn <x/y>\nif <x/y> then\n Touch Y \nelse\n Touch X \nend\nset [fade v] to [0]\nrepeat (10)\n Frame (Fade)\n change [fade v] by (10)\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [jumping v] to [1]\nrepeat (10)\n Frame (Fade)\nend\nif <(color) = [1]> then\n set [player x v] to (x 99)\n set [player y v] to ((y 99) + (50))\nelse\n set [player x v] to (item (((Level) * (2)) - (1)) of [spawnpoints v])\n set [player y v] to [50]\nend\nrepeat (4)\n Frame (Fade)\n change [fade v] by (-25)\nend\n\ndefine Frame (fade)\ndelete all of [touch v]\ndelete all of [collision list v]\nBackground\nPlayer ([floor v] of (Player X) ) (Player Y) [8] (fade)\nRender\nSet Camera <>\n\ndefine Die Check <x/y>\nif <(Touching?) = [2]> then\n if <x/y> then\n Respawn \n else\n Respawn <>\n end\nend\n\ndefine Level 1\nCheckPoint [725] [330] [5] [0]\nDraw Line From [-100] [0] To [100] [0] [1] [0]\nDraw Line From [150] [0] To [230] [0] [1] [0]\nDraw Line From [280] [0] To [380] [0] [1] [0]\nDraw Line From [100] [0] To [150] [0] [2] [0]\nDraw Line From [230] [0] To [280] [0] [2] [0]\nDraw Line From [380] [0] To [380] [70] [1] [0]\nDraw Line From [380] [70] To [450] [70] [1] [0]\nDraw Line From [450] [0] To [450] [70] [1] [0]\nDraw Line From [450] [0] To [550] [0] [1] [0]\nDraw Line From [415] [75] To [415] [100] [2] [0]\nDraw Line From [600] [75] To [650] [75] [1] [0]\nDraw Line From [700] [160] To [750] [160] [1] [0]\nDraw Line From [600] [245] To [650] [245] [1] [0]\nDraw Line From [700] [330] To [750] [330] [1] [0]\nDraw Line From [800] [330] To [755] [330] [3] [0]\nDraw Line From [800] [570] To [965] [570] [1] [0]\nDraw Line From [905] [570] To [955] [570] [3] [0]\nDraw Line From [970] [575] To [970] [800] [2] [0]\nDraw Line From [975] [570] To [1050] [570] [1] [0]\nDraw Line From [1055] [575] To [1055] [650] [2] [0]\nDraw Line From [1060] [570] To [1100] [570] [1] [0]\nDraw Line From [1105] [575] To [1105] [650] [2] [0]\nDraw Line From [1110] [570] To [1200] [570] [1] [0]\nDraw Line From [1205] [575] To [1205] [750] [4] [0]\n\nDraw Line From [-100] [0] To [100] [0] [1] [0]\nDraw Line From [-100] [-180] To [-100] [0] [1] [0]\nDraw Line From [60] [-180] To [60] [-80] [1] [0]\nDraw Line From [100] [-80] To [100] [0] [1] [0]\nDraw Line From [60] [-80] To [100] [-80] [1] [0]\nDraw Line From [0] [0] To [-50] [0] [2] [0]\nDraw Line From [185] [30] To [260] [30] [1] [0]\nDraw Line From [185] [30] To [185] [-30] [1] [0]\nDraw Line From [185] [-30] To [350] [-30] [1] [0]\nDraw Line From [260] [60] To [260] [30] [1] [0]\nDraw Line From [260] [60] To [350] [60] [3] [0]\nDraw Line From [350] [-30] To [350] [60] [1] [0]\nDraw Line From [185] [30] To [185] [-30] [1] [0]\nDraw Line From [185] [-30] To [350] [-30] [1] [0]\nDraw Line From [383] [230] To [483] [230] [1] [0]\nDraw Line From [383] [230] To [383] [190] [1] [0]\nDraw Line From [483] [230] To [483] [190] [1] [0]\nDraw Line From [383] [190] To [483] [190] [1] [0]\nDraw Line From [503] [240] To [503] [340] [4] [0]\n\ndefine Level 2\nCheckPoint [1270] [400] [5] [0]\nDraw Line From [-100] [0] To [100] [0] [1] [0]\nDraw Line From [200] [0] To [400] [0] [1] [0]\nDraw Line From [150] [0] To [150] [75] [2] [0]\nDraw Line From [175] [0] To [175] [37.5] [2] [0]\nDraw Line From [125] [0] To [125] [37.5] [2] [0]\nDraw Line From [105] [0] To [105] [18.75] [2] [0]\nDraw Line From [195] [0] To [195] [18.75] [2] [0]\nDraw Line From [400] [0] To [450] [0] [3] [0]\nDraw Line From [450] [250] To [900] [250] [1] [0]\nDraw Line From [520] [255] To [520] [310] [2] [0]\nDraw Line From [570] [255] To [570] [310] [2] [0]\nDraw Line From [620] [255] To [620] [310] [2] [0]\nDraw Line From [670] [255] To [670] [310] [2] [0]\nDraw Line From [720] [255] To [720] [310] [2] [0]\nDraw Line From [900] [250] To [900] [300] [1] [0]\nDraw Line From [900] [300] To [950] [300] [1] [0]\nDraw Line From [950] [300] To [950] [350] [1] [0]\nDraw Line From [950] [350] To [1000] [350] [1] [0]\nDraw Line From [1000] [350] To [1000] [400] [1] [0]\nDraw Line From [1000] [400] To [1300] [400] [1] [0]\nDraw Line From [1000] [700] To [1300] [700] [1] [0]\nDraw Line From [1050] [400] To [1100] [400] [3] [0]\nDraw Line From [1130] [405] To [1130] [630] [2] [0]\nDraw Line From [1180] [695] To [1180] [470] [2] [0]\nDraw Line From [1400] [300] To [1500] [300] [1] (Trasparencia)\nDraw Line From [1600] [250] To [1700] [250] [1] (Trasparencia)\nDraw Line From [1800] [300] To [1850] [300] [1] (Trasparencia)\nDraw Line From [1850] [350] To [1950] [350] [1] (Trasparencia)\nDraw Line From [1850] [350] To [1850] [300] [2] (Trasparencia)\nDraw Line From [1950] [350] To [2500] [350] [1] [0]\nDraw Line From [2000] [350] To [2090] [350] [3] [0]\nDraw Line From [2150] [350] To [2240] [350] [3] [0]\nDraw Line From [2300] [350] To [2390] [350] [3] [0]\nDraw Line From [1950] [550] To [2500] [550] [2] [0]\nDraw Line From [2600] [300] To [2700] [300] [1] (Trasparencia)\nDraw Line From [2650] [305] To [2650] [350] [2] (Trasparencia)\nDraw Line From [2800] [300] To [2900] [300] [1] [0]\nDraw Line From [2900] [305] To [2900] [400] [4] [0]\n\ndefine Jump Check\nif <(Touching?) = [3]> then\n Touch Y \n set [sy v] to [23]\n set [jumping v] to [1]\nend\n\ndefine Pass Level Check\nif <(Touching?) = [4]> then\n set [color v] to [0]\n Respawn <>\n change [level v] by (1)\nend\n\ndefine Player (x) (y) (size) (fade)\nDraw Line From ((x) + (size)) ((y) + (size)) To ((x) + (size)) ((y) - (size)) <> [0] (fade)\nDraw Line From ((x) - (size)) ((y) - (size)) To ((x) + (size)) ((y) - (size)) <> [0] (fade)\nDraw Line From ((x) - (size)) ((y) + (size)) To ((x) - (size)) ((y) - (size)) <> [0] (fade)\nDraw Line From ((x) - (size)) ((y) + (size)) To ((x) + (size)) ((y) + (size)) <> [0] (fade)\n\nwhen I receive [y.... acción! v]\nset [color v] to [0]\nset pen size to (5)\nset pen color to (#000000)\nset [level v] to [1]\nset [player x v] to (item (((Level) * (2)) - (1)) of [spawnpoints v])\nset [player y v] to [50]\nset [camera x v] to (Player X)\nset [camera y v] to (Player Y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [jumping v] to [1]\ndelete all of [collision list v]\ndelete all of [touch v]\nwait (2.5) seconds\nforever\n erase all\n change [sy v] by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<(Jumping) = [0]> and <(SY) > [-2]>>> then\n set [sy v] to [13]\n set [jumping v] to [1]\n end\n if <(Player Y) < [-200]> then\n Respawn <>\n end\n if <<(Jumping) = [0]> and <(SY) > [-2]>> then\n set [trasparencia v] to [0]\n else\n set [trasparencia v] to [100]\n end\n change [player y v] by (SY)\n Touch Y <>\n Die Check \n change [sx v] by ((<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>) * (1.5))\n set [sx v] to ((SX) * (0.8))\n change [player x v] by (SX)\n Touch X <>\n Die Check <>\n Jump Check\n Pass Level Check\n Frame []\n touching\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\nend\n\nwhen I receive [y.... acción! v]\nforever\n wait (2.5) seconds\n play sound [City Lights v] until done\nend\n\n@miniatura\n\nwhen [timer v] > (0.00000000000001)\nerase all\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (150) %\nshow\nswitch costume to (disfraz1 v)\nset [ghost v] effect to (100)\nrepeat until <(size) < [100.3]>\n switch costume to (costume1 v)\n change size by (((100) - (size)) / (8))\n switch costume to (disfraz1 v)\n change [ghost v] effect by (-15)\nend\nset size to (100) %\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (150) %\nshow\nswitch costume to (disfraz1 v)\nset [ghost v] effect to (0)\nrepeat until <(size) < [100.3]>\n switch costume to (costume1 v)\n change size by (((100) - (size)) / (8))\n switch costume to (disfraz1 v)\n change [ghost v] effect by (5)\nend\nset size to (100) %\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [x v] to ((X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\nshow\nreset timer\nstart sound [Prismo - Stronger v]\nset volume to (100) %\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nhide\nset [clone v] to [Square]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nrepeat (2)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (4)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (2)\n Spiral spline explosion\n Rect\n Spiral spline explosion\nend\nbroadcast (y.... acción! v)\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\n
--------------------------------Español------------------------------\nTienes que pasarte el nivel (el nivel 3 es prácticamente infinito, no intentís llegar al fianl) con las teclas wad o con las flechas.\n\n---------------------------------English-----------------------------\nYou have to pass the level (level 3 is practically infinite, you do not try to reach the end) with the wad keys or with the arrows.
Dull (A Platformer game)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen [s v] key pressed\nbroadcast (next level v)\n\n@Character Ball\n\nwhen I receive [next level v]\nnext costume\ngo to x: (-200) y: (-120)\nset size to (100) %\n\nwhen flag clicked\nswitch costume to (ball-a v)\nforever\n if <touching color (#00fffe)?> then\n set size to (100) %\n broadcast (next level v)\n wait (0.5) seconds\n end\n if <touching color (#3f4d7f)?> then\n set [y v] to [-1]\n if <key (up arrow v) pressed?> then\n change y by (5)\n end\n end\n if <touching color (#e0dcc0)?> then\n if <key (right arrow v) pressed?> then\n change x by (15)\n end\n if <key (left arrow v) pressed?> then\n change x by (-15)\n end\n end\n if <touching color (#987b97)?> then\n if <([backdrop # v] of [_stage_ v]) = [34]> then\n wait (1) seconds\n else\n change y by (-100)\n end\n end\n if <touching color (#45734f)?> then\n change size by (-1)\n end\n if <touching color (#796437)?> then\n change size by (1)\n end\nend\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nshow\nshow\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000008)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#000008)?>> then\n set [y v] to [17]\n end\n change y by (1)\n if <touching color (#ffffff)?> then\n go to x: (-200) y: (-110)\n end\n if <touching color (#333333)?> then\n set [y v] to [22]\n end\nend\n\nwhen flag clicked\nset size to (100) %\nwait (9) seconds\ngo to x: (-200) y: (-120)\n\nwhen flag clicked\nswitch costume to (ball-a v)\nforever\n create clone of (_myself_ v)\n if <key (l v) pressed?> then\n forever\n end\nend\n\nwhen I start as a clone\nset [color v] effect to (5)\nset [ghost v] effect to (20)\nrepeat (15)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n play sound [neon v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nwait (2) seconds\nnext costume\nwait (2) seconds\nnext costume\nwait (2) seconds\nnext costume\nwait (2) seconds\nhide\n\n
arrow keys to move\ns to skip level\nPress L to reduce lag (it will get rid of the trail)
Dawn! (Scrolling platformer) #all #games
@Stage\n\n@Player\n\nwhen flag clicked\nbroadcast (Green flag v)\nbroadcast (Play Game v)\nstart sound [TheFatRat - Jackpot v]\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v)\n broadcast (Setup v)\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n Game - die\nend\n\ndefine Game on\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [exit v] to []\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)\nset [scroll x v] to (x)\nPosition\nif <(y) < [-180]> then\n set [exit v] to [Death..]\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest - Die\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nPosition\nTest - Die\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\nTest - Die\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - die\nset [exit v] to []\nrepeat (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 color (#ff0000)?> then\n set [exit v] to [welp you died]\nend\nif <touching color (#888888)?> then\n set [exit v] to [welp you died]\nend\n\nset [exit v] to [Death..]\n\nset [exit v] to [Death..]\n\nhide\n\nwhen [m v] key pressed\nstop all sounds\n\n@Platforms\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n
Use the arrow keys to move left and right and jump!\nPress M to mute the music!\nDon't touch the spikes or the lava!\nPart two coming when this reaches 10 loves or 10 favorites :D\n\n\nThis took me WAYY too long to finish lol \nCredit all to me :D\n\nPLEASE ASK IF YOU WANT TO USE THIS!!
|Grass Lands|Platformer|Online #Games #Platformer
@Stage\n\n@Player\n\nwhen flag clicked\nhide\nbroadcast (Reset v)\nbroadcast (Start v)\n\ndefine tick\nshow\ngo to x: (0) y: (0)\nswitch costume to (3 v)\nset size to (100) %\nset [y v] to (round (y))\ninsert (x position) at (1) of [wall v] \ndelete (5) of [wall v]\nchange [y v] by (-5)\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y v] by (-5)\n Position\n if <<touching (ground v)?> or <touching (water v)?>> then\n if <(jump) < [6]> then\n change [jump v] by (5)\n set [yv v] to [25]\n end\n end\n change [y v] by (5)\nend\nif <(xv) < [10]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [cos v] to [1]\n change [xv v] by (1.8)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [cos v] to [2]\n change [xv v] by (-1.8)\n else\n set [cos v] to [3]\n end\n end\nend\nif <(yv) < [-10]> then\n set [yv v] to [-10]\nend\nchange [yv v] by (-1.5)\nset [xv v] to ((xv) * (0.9))\nset [yv v] to ((yv) * (0.99))\nyv (yv)\nxv (xv)\nif <touching (bounce pad v)?> then\n set [yv v] to [40]\nend\nif <<<(y) < [-500]> or <touching (spikes v)?>> or <key (r v) pressed?>> then\n set [die v] to [Die]\nend\nswitch costume to (Cos)\nif <<(x) > [-490]> and <(x) < [1060]>> then\n change [scrollx v] by (round (((x) - (ScrollX)) / (10)))\nend\nchange [scrolly v] by (round (((y) - (ScrollY)) / (10)))\nPosition\nif <touching (win v)?> then\n set [win v] to [win]\n broadcast (Level 2 v)\nend\n\ndefine yv (yv)\nif <not <touching (water v)?>> then\n change [y v] by (yv)\nelse\n if <not <key (up arrow v) pressed?>> then\n change [y v] by ((yv) / (6))\n else\n change [y v] by (10)\n end\n set [jump v] to [0]\nend\nPosition\nrepeat until <not <touching (ground v)?>>\n if <(yv) > [0]> then\n set [yv v] to [5]\n change [y v] by (-1)\n else\n set [jump v] to [0]\n change [y v] by (1)\n end\n Position\nend\n\ndefine xv (xv)\nchange [x v] by (xv)\nPosition\nif <touching (ground v)?> then\n repeat (10)\n change [y v] by (1)\n Position\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-10)\nend\nrepeat until <not <touching (ground v)?>>\n change [x v] by ((([abs v] of (xv) ) / (xv)) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<not <(xv) = [0]>> and <(item (1) of [wall v]) = (item (3) of [wall v])>>> then\n set [yv v] to [23]\n if <touching (ground v)?> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (-10)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (10)\n end\n end\n end\n set [xv v] to ((xv) * (0.95))\n change [x v] by (xv)\n end\n Position\nend\n\nwhen I receive [platformer: die v]\nbroadcast (Start v)\n\ndefine Position\ngo to x: ((x) - (ScrollX)) y: ((y) - (ScrollY))\n\ndefine Reset\ngo to x: (-220) y: (-90)\nset [win v] to [0]\nset [x v] to [0]\nset [y v] to [50]\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [ghost v] effect to (0)\n\nwhen I receive [start v]\nforever\n Reset\n set [die v] to []\n repeat until <not <(Die) = []>>\n tick\n broadcast (Game Loop v)\n end\n Die\nend\n\ndefine Die\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [die v] to []\n\ndefine Joining\ndelete all of [join v]\ninsert (☁ P1) at (1) of [join v] \ninsert (☁ P2) at (2) of [join v] \ninsert (☁ P3) at (3) of [join v] \ninsert (☁ P4) at (4) of [join v] \nbroadcast (Setup v)\nbroadcast (Connecting v)\nwait (3) seconds\nif <(item (1) of [join v]) = (☁ P1)> then\n set [p# v] to [1]\n broadcast (Connected v)\nelse\n if <(item (2) of [join v]) = (☁ P2)> then\n set [p# v] to [2]\n broadcast (Connected v)\n else\n if <(item (3) of [join v]) = (☁ P3)> then\n set [p# v] to [3]\n broadcast (Connected v)\n else\n if <(item (4) of [join v]) = (☁ P4)> then\n set [p# v] to [4]\n broadcast (Connected v)\n else\n broadcast (Server Full v)\n end\n end\n end\nend\n\nwhen I receive [connected v]\nforever\n Send Cloud\nend\n\nwhen flag clicked\nbroadcast (options v)\nhide\n\ndefine Write (value)\nset [letter # v] to [1]\nrepeat (length of (value))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (value)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [99])\n\ndefine Send (encoded) to (player #)\nif <(player #) = [1]> then\n set [☁ p1 v] to (encoded)\nelse\n if <(player #) = [2]> then\n set [☁ p2 v] to (encoded)\n else\n if <(player #) = [3]> then\n set [☁ p3 v] to (encoded)\n else\n if <(player #) = [4]> then\n set [☁ p4 v] to (encoded)\n end\n end\n end\nend\n\ndefine Send Cloud\nset [encoded v] to []\nWrite (timer)\nWrite (username)\nWrite (x)\nWrite (y)\nWrite (Cos)\nSend (encoded) to (P#)\n\nwhen I receive [game v]\nshow\nJoining\n\nwhen I receive [level 2 v]\nReset\n\nwhen flag clicked\nbroadcast (Game v)\n\nwhen flag clicked\nchange [☁ visits v] by (1)\nhide variable [☁ visits v]\n\nwhen flag clicked\nforever\n if <touching (coins v)?> then\n broadcast (Coin v)\n set [coin v] to [1]\n end\n if <touching (jump pad v)?> then\n change [yv v] by (25)\n end\n if <touching (ladder v)?> then\n change [yv v] by (4)\n end\nend\n\n@Multiplayer\n\ndefine Decode\nset [value v] to []\nrepeat (round ((length of (cloud encoded)) / (2)))\n set [value v] to (join (value) (item (join (letter (letter number) of (cloud encoded)) (letter ((letter number) + (1)) of (cloud encoded))) of [code v]))\n change [letter number v] by (2)\n if <(letter (letter number) of (cloud encoded)) = [9]> then\n stop [this script v]\n end\nend\n\ndefine Load Encoded (clone #)\nif <(clone #) = [1]> then\n set [cloud encoded v] to (☁ P1)\nelse\n if <(clone #) = [2]> then\n set [cloud encoded v] to (☁ P2)\n else\n if <(clone #) = [3]> then\n set [cloud encoded v] to (☁ P3)\n else\n if <(clone #) = [4]> then\n set [cloud encoded v] to (☁ P4)\n end\n end\n end\nend\n\nwhen I receive [connected v]\nforever\n broadcast (Multiplayer v)\nend\n\ndefine Multiplayer\nLoad Encoded (Multiplayer ID)\nif <(online?) = (join [U] (cloud encoded))> then\n change [offline v] by (2)\n if <(offline) > [100]> then\n set [offline v] to [101]\n end\nelse\n if <not <(P#) = (Multiplayer ID)>> then\n show\n set [online? v] to (join [U] (cloud encoded))\n set [offline v] to [0]\n else\n hide\n end\nend\nset [letter number v] to [1]\nDecode\nDecode\nsay (value)\nDecode\nset x to ((value) - (ScrollX))\nDecode\nset y to ((value) - (ScrollY))\nDecode\nif <<<(x position) > [200]> or <(x position) < [-200]>> or <<(y position) > [160]> or <(y position) < [-160]>>> then\n set rotation style [all around v]\n switch costume to (arrow v)\n point towards (player v)\n if on edge, bounce\nelse\n switch costume to (value)\n point in direction (90)\nend\n\nwhen I receive [connected v]\nLoad Encoded (Multiplayer ID)\nset [online? v] to (join [U] (cloud encoded))\n\nwhen I receive [multiplayer v]\nMultiplayer\n\nwhen I receive [setup v]\nSetup\n\ndefine Setup\nset [multiplayer id v] to [1]\nrepeat (3)\n hide\n create clone of (_myself_ v)\n change [multiplayer id v] by (1)\nend\n\nset [☁ p1 v] to []\nset [☁ p2 v] to []\nset [☁ p3 v] to []\nset [☁ p4 v] to []\n\n@Ground\n\nwhen I receive [start v]\nswitch costume to (nothing v)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nClone x: [0] y: [0]\nClone x: [560] y: [-150]\nClone x: [-1150] y: [-300]\nClone x: [1700] y: [-100]\nClone x: [1800] y: [-300]\n\ndefine Clone x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [game loop v]\nforever\n Position ((x) - (ScrollX)) ((y) - (ScrollY))\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nswitch costume to (nothing v)\nbroadcast (Game Loop v)\nhide\n\nwhen I receive [game v]\nshow\n\n@Spikes\n\nwhen I receive [start v]\nswitch costume to (nothing v)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nClone x: [0] y: [0]\nClone x: [560] y: [-150]\nClone x: [-1150] y: [-300]\n\ndefine Clone x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [game loop v]\nforever\n Position ((x) - (ScrollX)) ((y) - (ScrollY))\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\n\nwhen I receive [level 2 v]\nbroadcast (Reset v)\nClone x: [0] y: [0]\nClone x: [560] y: [-150]\nClone x: [-1150] y: [-300]\n\n@Water\n\nwhen I receive [start v]\nswitch costume to (nothing v)\nset [x v] to [0]\nset [y v] to [0]\nWater Clone x: [-500] y: [-130]\n\ndefine Water Clone x: (x) y: (y)\nset [water v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n set [x v] to (x)\n set [y v] to (y)\n change [water v] by (1)\n switch costume to (1 v)\nend\n\nnext costume\n\nwhen I receive [game loop v]\nPosition ((x) - (ScrollX)) ((y) - (ScrollY))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nchange [y2 v] by (([sin v] of (((days since 2000) * (10000000)) * (join [1.] (Water))) ) / (1.7))\nset [ghost v] effect to (50)\nset size to (100) %\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\n\n@Server Messages\n\nwhen I receive [connected v]\nshow\nswitch costume to (connected v)\nclear graphic effects\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [connecting v]\nshow\nswitch costume to (connecting v)\n\nwhen I receive [server full v]\nshow\nswitch costume to (server full v)\nclear graphic effects\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\ngo to x: (185) y: (160)\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (-150) y: (20)\nforever\n create clone of (_myself_ v)\n wait (0.7) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (-150) y: (20)\nglide (1) secs to x: (250) y: (20)\ndelete this clone\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@Trees/bushes\n\nwhen I receive [start v]\nswitch costume to (nothing v)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nClone x: [0] y: [0]\nClone x: [560] y: [-150]\nClone x: [-1150] y: [-300]\nClone x: [1700] y: [-100]\nClone x: [1800] y: [-300]\n\ndefine Clone x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [game loop v]\nforever\n Position ((x) - (ScrollX)) ((y) - (ScrollY))\nend\n\ndefine Position (x) (y)\ngo to [front v] layer\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nbroadcast (Game Loop v)\nhide\n\nwhen I receive [game v]\nshow\n\n@Jump Pad\n\nwhen I receive [start v]\nswitch costume to (nothing v)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nClone x: [0] y: [0]\nClone x: [560] y: [-150]\nClone x: [-1150] y: [-300]\nClone x: [1700] y: [-100]\nClone x: [1800] y: [-300]\n\ndefine Clone x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [game loop v]\nforever\n Position ((x) - (ScrollX)) ((y) - (ScrollY))\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nbroadcast (Game Loop v)\nhide\n\nwhen I receive [game v]\nshow\n\n@Coins\n\nwhen I receive [start v]\nswitch costume to (nothing v)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nClone x: [0] y: [0]\nClone x: [560] y: [-150]\nClone x: [-1150] y: [-300]\nClone x: [1700] y: [-100]\nClone x: [1800] y: [-300]\n\ndefine Clone x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [game loop v]\nforever\n Position ((x) - (ScrollX)) ((y) - (ScrollY))\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\n if <(Coin) = [1]> then\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nset [coin v] to [0]\nbroadcast (Game Loop v)\nhide\n\nwhen I receive [game v]\nshow\n\nwhen I receive [coin v]\nhide\n\n@Ladder\n\nwhen I receive [start v]\nswitch costume to (nothing v)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nClone x: [0] y: [0]\nClone x: [560] y: [-150]\nClone x: [-1150] y: [-300]\nClone x: [1700] y: [-100]\nClone x: [1800] y: [-300]\n\ndefine Clone x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [game loop v]\nforever\n Position ((x) - (ScrollX)) ((y) - (ScrollY))\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nbroadcast (Game Loop v)\nhide\n\nwhen I receive [game v]\nshow\n\n
-Move-\nArrow keys/ W A S D\n----------------------------\n-Avoid-\nSpikes \n\nFulscreen recommended\nTurbo mode not recommended\n------------------------------------------\nI am taking this down
Purple || Platformer
@Stage\n\nwhen I receive [startgame v]\nforever\n play sound [Nebula v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n change [ghost v] effect by (100)\n go to [front v] layer\nend\n\n@Bounce pad\n\nwhen I receive [nextlvl v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\n\n@bounce pad 2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nswitch costume to (1 v)\nforever\n wait (2) seconds\n repeat (4)\n change [ghost v] effect by (25)\n end\n hide\n wait (2) seconds\n repeat (4)\n change [ghost v] effect by (-25)\n end\n show\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\n\nwhen I receive [nextlvl v]\nnext costume\n\n@player\n\nwhen I receive [startgame v]\nwait (0.01) seconds\nshow\nswitch costume to (right v)\nshow variable [level v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-214) y: (-90)\nforever\n if <(x position) > [230]> then\n change [level v] by (1)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n go to x: (-214) y: (-90)\n broadcast (NextLVL v)\n end\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n switch costume to (left v)\n end\n if <not <key (any v) pressed?>> then\n switch costume to (normal v)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (level v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n change [y velocity v] by (15)\n end\n end\n if <touching (spike's v)?> then\n go to x: (-214) y: (-90)\n end\n if <touching (bounce pad v)?> then\n set [y velocity v] to [20]\n end\n if <(level) = [15]> then\n hide variable [level v]\n end\n if <touching (bounce pad 2 v)?> then\n set [y velocity v] to [20]\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide variable [level v]\nhide\n\n@level\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [nextlvl v]\nshow\nnext costume\n\nwhen I receive [startgame v]\nshow\n\n@spike's\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\n\nwhen I receive [nextlvl v]\nnext costume\n\n@Intro\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nswitch costume to (5 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n show\n set [ghost v] effect to (0)\n set [pixelate v] effect to (0)\n go to [back v] layer\n go to x: (0) y: (0)\n wait (5.25) seconds\n repeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (10)\n end\n broadcast (StartGame v)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [5]> then\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n repeat (50)\n change [ghost v] effect by (2)\n end\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [2]> then\n hide\n go to [front v] layer\n go to x: (0) y: (700)\n wait (1.5) seconds\n show\n start sound [Low Whoosh v]\n glide (0.25) secs to x: (0) y: (90)\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n forever\n hide\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n hide\n go to [front v] layer\n go to x: (0) y: (-700)\n wait (2.5) seconds\n show\n start sound [Low Whoosh v]\n glide (0.25) secs to x: (0) y: (-80)\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n forever\n hide\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [4]> then\n show\n set [ghost v] effect to (100)\n set [pixelate v] effect to (100)\n go to [front v] layer\n go to x: (0) y: (-37)\n wait (3.5) seconds\n show\n start sound [Teleport2 v]\n repeat (10)\n change [ghost v] effect by (-10)\n change [pixelate v] effect by (-10)\n end\n wait (0.90) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n forever\n hide\n end\n end\nend\n\n
Purple || A Platformer EVERYTHING IS POSSIBLE!\n\n\nuse the arrows to move around\ndon't touch spikes
Sunlight platformer
@Stage\n\n@Player\n\nwhen I receive [waidomość6 v]\nask [] and wait\nsay (answer) for (2) seconds\n\nwhen I receive [wiadomośćblue v]\nforever\n if <key (any v) pressed?> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (blue right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (blue left 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 (blue right up 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 (blue left up v)\n end\n else\n switch costume to (blue normal v)\n end\nend\n\nwhen I receive [wiadomośćred v]\nforever\n if <key (any v) pressed?> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (red right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (red left 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 (red right up 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 (left red up v)\n end\n else\n switch costume to (red normal v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change [y v] by (1.5)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n change [y v] by (1.5)\n end\n if <<<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> or <key (s v) pressed?>> then\n change [y v] by (-1.5)\n end\n end\nend\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-185) y: (-114)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n point in direction (90)\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\nend\n\nwhen I receive [wiadomośćgreen v]\nforever\n if <key (any v) pressed?> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (green right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (green left 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 (green right up 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 (green left up v)\n end\n else\n switch costume to (green normal v)\n end\nend\n\nwhen I receive [wiadomośćblack v]\nforever\n if <key (any v) pressed?> then\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 (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 (right up 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 (left up v)\n end\n else\n switch costume to (normal v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<<<<<<<touching (duszek1 v)?> or <touching (duszek2 v)?>> or <touching (duszek3 v)?>> or <touching (duszek4 v)?>> or <touching (saws v)?>> or <touching (saws1 v)?>> or <touching (saws2 v)?>> or <touching (saws3 v)?>> or <touching (saws4 v)?>> then\n go to x: (-185) y: (-114)\n end\n if <(y position) < [-150]> then\n go to x: (-185) y: (-114)\n end\n if <(x position) > [210]> then\n broadcast (wiadomość1 v)\n go to x: (-185) y: (-114)\n end\nend\n\nwhen flag clicked\nforever\n if <key (any v) pressed?> then\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 (right arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (w v) pressed?> and <key (d v) pressed?>>> then\n switch costume to (right up v)\n end\n if <<<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (w v) pressed?> and <key (a v) pressed?>>> then\n switch costume to (left up v)\n end\n else\n switch costume to (normal v)\n end\nend\n\nwhen I receive [wiadomosć5 v]\nhide\n\nwhen [space v] key pressed\nbroadcast (wiadomość1 v)\ngo to x: (-185) y: (-114)\n\n@Level\n\nwhen I receive [wiadomość1 v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (kostium1 v)\n\nwhen I receive [wiadomosć5 v]\nhide\n\n@Trail thingy\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n hide\n go to [back v] layer\n go to (player v)\n create clone of (_myself_ v)\n if <(level) = [11]> then\n forever\n hide\n end\n end\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to [back v] layer\nset [ghost v] effect to (50)\ngo [forward v] (1) layers\nrepeat (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [wiadomośćgreen v]\nswitch costume to (costume2 v)\n\nwhen I receive [wiadomośćblue v]\nswitch costume to (costume3 v)\n\nwhen I receive [wiadomośćred v]\nswitch costume to (costume4 v)\n\nwhen I receive [wiadomośćblack v]\nswitch costume to (costume1 v)\n\nwhen I receive [wiadomosć5 v]\nhide\n\n@Duszek1\n\nwhen flag clicked\nhide\nset [level v] to [1]\ngo to x: (41) y: (-106)\nforever\n if <<<(level) = [3]> or <(level) = [4]>> or <(level) = [5]>> then\n broadcast (wiadomość2 v)\n end\nend\n\nwhen I receive [wiadomość2 v]\nshow\nif <(level) = [3]> then\n go to x: (41) y: (-105)\nend\nif <(level) = [4]> then\n go to x: (72) y: (-105)\nend\nif <(level) = [5]> then\n go to x: (105) y: (102)\nend\n\nwhen flag clicked\nforever\n if <not <<<(level) = [3]> or <(level) = [4]>> or <(level) = [5]>>> then\n hide\n end\nend\n\nwhen I receive [wiadomość1 v]\nchange [level v] by (1)\n\n@Duszek2\n\nwhen flag clicked\nhide\ngo to x: (150) y: (-106)\n\nwhen I receive [wiadomość2 v]\nshow\nif <(level) = [3]> then\n go to x: (150) y: (-105)\nend\nif <(level) = [4]> then\n go to x: (23) y: (-105)\nend\nif <(level) = [5]> then\n go to x: (155) y: (102)\nend\n\nwhen flag clicked\nforever\n if <not <<<(level) = [3]> or <(level) = [4]>> or <(level) = [5]>>> then\n hide\n end\nend\n\n@Duszek3\n\nwhen flag clicked\nhide\ngo to x: (-77) y: (-105)\n\nwhen I receive [wiadomość2 v]\nshow\nif <(level) = [3]> then\n go to x: (-77) y: (-105)\nend\nif <(level) = [4]> then\n go to x: (119) y: (-105)\nend\nif <(level) = [5]> then\n go to x: (205) y: (102)\nend\n\nwhen flag clicked\nforever\n if <not <<(level) = [3]> or <(level) = [4]>>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<(level) = [3]> or <(level) = [4]>> or <(level) = [5]>>> then\n hide\n end\nend\n\n@Duszek4\n\nwhen I receive [wiadomość2 v]\nif <(level) = [5]> then\n show\n go to x: (55) y: (102)\nend\n\nwhen flag clicked\nforever\n if <not <(level) = [5]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<(level) = [3]> or <(level) = [4]>> or <(level) = [5]>>> then\n hide\n end\nend\n\n@Shop \n\nwhen flag clicked\nset [zmienna1 v] to [2]\nshow\ngo to x: (-190) y: (-153)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(zmienna1) = [2]> then\n broadcast (wiadomość3 v)\n wait (0.1) seconds\n set [zmienna1 v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (mouse-pointer v)?> or <not <touching (mouse-pointer v)?>>> and <mouse down?>> then\n if <(zmienna1) = [1]> then\n broadcast (wiadomość4 v)\n wait (0.1) seconds\n set [zmienna1 v] to [2]\n end\n end\nend\n\n@Chat\n\nwhen flag clicked\ngo to x: (-120) y: (-153)\nshow\n\nwhen this sprite clicked\nbroadcast (waidomość6 v)\n\n@Green Outfit\n\nwhen flag clicked\nhide\ngo to x: (0) y: (100)\n\nwhen I receive [wiadomość3 v]\nshow\n\nwhen this sprite clicked\nbroadcast (wiadomośćgreen v)\n\nwhen I receive [wiadomość4 v]\nhide\n\n@Blue Outfit\n\nwhen flag clicked\nhide\ngo to x: (0) y: (30)\n\nwhen I receive [wiadomość3 v]\nshow\n\nwhen this sprite clicked\nbroadcast (wiadomośćblue v)\n\nwhen I receive [wiadomość4 v]\nhide\n\n@Red Outfit\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-40)\n\nwhen I receive [wiadomość3 v]\nshow\n\nwhen this sprite clicked\nbroadcast (wiadomośćred v)\n\nwhen I receive [wiadomość4 v]\nhide\n\n@Shop\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [wiadomość3 v]\nshow\n\nwhen I receive [wiadomość4 v]\nhide\n\n@Water\n\nwhen flag clicked\nswitch costume to (kostium1 v)\nhide\nforever\n go to [back v] layer\nend\n\nwhen I receive [wiadomość1 v]\nwait (0.01) seconds\nif <<(level) = [5]> or <(level) = [6]>> then\n show\n if <(level) = [5]> then\n switch costume to (kostium1 v)\n go to x: (120) y: (-165)\n repeat until <not <(level) = [5]>>\n glide (0.7) secs to x: (120) y: (-150)\n glide (0.7) secs to x: (120) y: (-165)\n end\n end\n if <(level) = [6]> then\n switch costume to (kostium2 v)\n go to x: (45) y: (-127)\n repeat until <not <(level) = [6]>>\n glide (0.7) secs to x: (45) y: (-112)\n glide (0.7) secs to x: (45) y: (-127)\n end\n end\nelse\n hide\nend\n\n@Black Outfit\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-110)\n\nwhen I receive [wiadomość4 v]\nhide\n\nwhen I receive [wiadomość3 v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-110)\n\nwhen this sprite clicked\nbroadcast (wiadomośćblack v)\n\n@Saws\n\nwhen I receive [wiadomość1 v]\nwait (0.01) seconds\nif <<<<(level) = [7]> or <(level) = [8]>> or <(level) = [9]>> or <(level) = [10]>> then\n show\n if <(level) = [7]> then\n go to x: (-65) y: (-130)\n end\n if <(level) = [8]> then\n go to x: (0) y: (-130)\n end\n if <(level) = [9]> then\n go to x: (-65) y: (-140)\n end\n if <(level) = [10]> then\n go to x: (-70) y: (-130)\n repeat until <not <(level) = [10]>>\n glide (0.8) secs to x: (-70) y: (-20)\n wait (0.1) seconds\n glide (0.8) secs to x: (-70) y: (-130)\n wait (0.1) seconds\n end\n end\nelse\n hide\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n turn right (10) degrees\nend\n\n@Saws1\n\nwhen I receive [wiadomość1 v]\nwait (0.01) seconds\nif <<<<(level) = [7]> or <(level) = [8]>> or <(level) = [9]>> or <(level) = [10]>> then\n show\n if <(level) = [7]> then\n go to x: (75) y: (-130)\n end\n if <(level) = [8]> then\n go to x: (0) y: (41)\n end\n if <(level) = [9]> then\n go to x: (0) y: (-140)\n end\n if <(level) = [10]> then\n go to x: (80) y: (-130)\n repeat until <not <(level) = [10]>>\n glide (0.8) secs to x: (80) y: (-20)\n wait (0.1) seconds\n glide (0.8) secs to x: (80) y: (-130)\n wait (0.1) seconds\n end\n end\nelse\n hide\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n turn right (10) degrees\nend\n\n@Saws2\n\nwhen I receive [wiadomość1 v]\nwait (0.01) seconds\nif <(level) = [9]> then\n show\n if <(level) = [9]> then\n go to x: (65) y: (-140)\n end\nelse\n hide\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n turn right (10) degrees\nend\n\n@Saws3\n\nwhen I receive [wiadomość1 v]\nwait (0.01) seconds\nif <(level) = [9]> then\n show\n if <(level) = [9]> then\n go to x: (130) y: (-140)\n end\nelse\n hide\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n turn right (10) degrees\nend\n\n@Saws4\n\nwhen I receive [wiadomość1 v]\nwait (0.01) seconds\nif <(level) = [9]> then\n show\n if <(level) = [9]> then\n go to x: (195) y: (-140)\n end\nelse\n hide\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n turn right (10) degrees\nend\n\n@Duszek5\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (kostium1 v)\nshow\nwait (0.7) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nforever\n go to [front v] layer\n if <(level) = [11]> then\n broadcast (wiadomosć5 v)\n switch costume to (kostium2 v)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (3) seconds\n switch costume to (kostium1 v)\n stop [all v]\n end\nend\n\n
In English:\nUse arrow keys \nor use WASD.\n\nPo Polsku:\nRuszasz się strzałkami\nalbo "WASD" (w - w górę, a - w lewo, d - w prawo)\nNaciśnij spację, aby przejść do następnego poziomu.
Void ~ A Colorless Platformer #games #platformer
@Stage\n\nwhen I receive [colorless v]\nrepeat (6)\n wait (0.2) seconds\n next backdrop\nend\n\nwhen flag clicked\nswitch costume to (blue sky v)\n\nwhen I receive [end game v]\nswitch backdrop to (blue sky v)\n\n@Scratch Kitten\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [travel v]\nhide\n\nwhen I receive [colorless v]\nswitch costume to (costume3 v)\n\n@Grass/Platforms\n\nwhen I receive [colorless v]\nrepeat (6)\n wait (0.2) seconds\n next costume\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [start game v]\nnext costume\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [end game v]\nbroadcast (Next Level v)\n\nwait (2) seconds\n\n@Narration\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nwait (3) seconds\nrepeat (4)\n next costume\n if <(costume [number v]) = [3]> then\n broadcast (Colorless v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (Travel v)\n end\n wait (3) seconds\nend\nhide\nbroadcast (Start Game v)\n\nwhen flag clicked\nwait until <(Levels) = [4]>\nswitch costume to (costume5 v)\nshow\nwait until <(Levels) = [5]>\nswitch costume to (costume7 v)\nwait until <(Levels) = [6]>\nswitch costume to (costume8 v)\nwait until <(Levels) = [7]>\nswitch costume to (costume9 v)\nwait until <(Levels) = [8]>\nswitch costume to (costume10 v)\nwait until <(Levels) = [9]>\nswitch costume to (costume11 v)\n\n@Scratch Cat\n\nwhen I receive [travel v]\nshow\n\nwhen flag clicked\ngo to x: (0) y: (-88)\nhide\n\nwhen flag clicked\nforever\n if <touching (exit v)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (-88)\n\nwhen I receive [start game v]\nshow\ngo to x: (-200) y: (-50)\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 (platform hitboxes v)?> then\n change y by (1)\n end\n if <touching (platform hitboxes v)?> then\n change y by (1)\n end\n if <touching (platform hitboxes v)?> then\n change y by (1)\n end\n if <touching (platform hitboxes v)?> then\n change y by (1)\n end\n if <touching (platform hitboxes 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 (platform hitboxes v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (platform hitboxes v)?>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <touching (spikes v)?> then\n go to x: (-199) y: (-146)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching (lava v)?> then\n go to x: (-199) y: (-146)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\nwhen flag clicked\nwait until <touching (crystal v)?>\nswitch backdrop to (stars v)\nbroadcast (Next Level v)\n\n@Scratch Cat Parents\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (-87)\nshow\n\nwhen I receive [colorless v]\nrepeat (10)\n switch costume to (costume2 v)\n change [ghost v] effect by (16)\n wait (0.2) seconds\nend\n\nwhen flag clicked\nwait until <(Levels) = [8]>\nset [ghost v] effect to (0)\ngo to x: (106) y: (-5)\n\nwhen I receive [parents freed v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (-87)\nbroadcast (End Game v)\nhide\n\n@Exit\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\n\n@Platform Hitboxes\n\nwhen I receive [start game v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\ngo to [front v] layer\nplay sound [Chill v] until done\nstart sound [Emotional Piano v]\n\nwhen I receive [start game v]\nstop all sounds\nrepeat until <(Levels) = [9]>\n play sound [Emotional Piano v] until done\nend\n\nwhen I receive [end game v]\nstop all sounds\nforever\n play sound [Chill v] until done\nend\n\n@Crystal\n\nwhen I receive [next level v]\nchange [levels v] by (1)\n\nwhen flag clicked\nhide\nset [levels v] to [0]\n\nwhen flag clicked\nwait until <(Levels) = [4]>\nrepeat until <not <(Levels) = [4]>>\n show\n wait (0.05) seconds\n next costume\nend\nhide\n\n@Cage\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait until <(Levels) = [8]>\nshow\nforever\n if <touching (scratch cat v)?> then\n hide\n broadcast (Parents Freed v)\n end\nend\n\n
Welcome to VOID ~ A Colorless Platformer!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nIn this platformer, you fight through a world without color to regain your parents and save the world of being devoid of color.\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nLeft and right arrows to move\nUp arrow to jump\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nHeart and Star for Part 2
Underground Platformer
@Stage\n\n@minon\n\nwhen I receive [y vel v]\nset [yv v] to [20]\n\nwhen flag clicked\ngo to x: (-200) y: (-1)\nset size to (80) %\nswitch costume to (alive v)\nshow\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [5]\n else\n set [xv v] to [-5]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [15]\n end\n end\n if <touching (water v)?> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (-00.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (0.9)\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 [yv v] to [2]\n end\n end\n if <touching (marshmello v)?> then\n set [yv v] to [20]\n end\n change y by (1)\n if <key (r v) pressed?> then\n reset\n end\n if < or <touching (lava variable v)?>> then\n start sound [Death v]\n reset\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n broadcast (Next level! v)\n reset\n end\nend\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n broadcast (Reset! v)\n end\nend\n\nwhen I receive [reset! v]\ngo to x: (-200) y: (-169)\n\nwhen flag clicked\nforever\n if <<(x position) = [274]> and <(y position) = [-167]>> then\n broadcast (Next level! v)\n end\nend\n\nwhen I receive [next level! v]\ngo to x: (-200) y: (-169)\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n stop [other scripts in sprite v]\n go to x: (-4) y: (-43)\n end\nend\n\n@backround\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level! v]\nnext costume\n\n@Platform\n\nwhen I receive [next level! v]\nnext costume\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\n@Danger\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level! v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n
Use arrow keys or AWDS get through the course
platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [next v]\nnext backdrop\nclear graphic effects\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [4]> or <<(backdrop [number v]) = [5]> or <(backdrop [number v]) = [6]>>> then\n change [pixelate v] effect by (0.10)\n else\n set [pixelate v] effect to (0)\n end\n if <<(backdrop [number v]) = [10]> or <(backdrop [number v]) = [11]>> then\n change [whirl v] effect by (0.5)\n else\n set [whirl v] effect to (0)\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-217) y: (-3)\nshow\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?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#363636)?> then\n change y by (1)\n end\n if <touching color (#363636)?> then\n change y by (1)\n end\n if <touching color (#363636)?> then\n change y by (1)\n end\n if <touching color (#363636)?> then\n change y by (1)\n end\n if <touching color (#363636)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#363636)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#363636)?>> then\n set [y v] to [10]\n end\n change y by (1)\n if <touching color (#9e8e8e)?> then\n go to x: (-217) y: (-3)\n end\n if <touching color (#828c9e)?> then\n set [y v] to [25]\n end\n if <touching color (#799c73)?> then\n set [x v] to [30]\n set [y v] to [5]\n end\n if <touching color (#877da8)?> then\n set [x v] to [-30]\n set [y v] to [5]\n end\n if <touching color (#8b6f8b)?> then\n set [y v] to [25]\n set [x v] to [8]\n end\n if <touching color (#000000)?> then\n broadcast (Next v)\n end\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen I receive [next v]\ngo to x: (-217) y: (-3)\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [4]> or <<(backdrop [number v]) = [5]> or <(backdrop [number v]) = [6]>>> then\n change [pixelate v] effect by (0.2)\n else\n set [pixelate v] effect to (0)\n end\nend\n\nwhen I receive [next v]\nset [pixelate v] effect to (0)\n\nwhen flag clicked\nforever\n play sound [Joel Corry - Lonely \(Official Lyric Video\) v] until done\nend\n\n@Player stickers?\n\nwhen flag clicked\nforever\n switch costume to (pick random (1) to (10))\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (60)\n go to [front v] layer\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [4]> or <<(backdrop [number v]) = [5]> or <(backdrop [number v]) = [6]>>> then\n change [pixelate v] effect by (0.2)\n else\n set [pixelate v] effect to (0)\n end\nend\n\nwhen I receive [next v]\nset [pixelate v] effect to (0)\n\n@Thumb nail\n\nwhen flag clicked\nforever\n change [ghost v] effect by (10)\nend\n\n
arrow keys.\nthis was forscratch studio thing\n\nomg 200 views wowy\n\n\n\n\nbye
Text Based Platformer Demo
@Stage\n\ndefine renderCharacters (line)\nset [counter1 v] to [1]\nrepeat (49)\n if <not <<([abs v] of ((line) - (playerYPos)) ) < [0.75]> and <([abs v] of ((counter1) - (playerXPos)) ) < [0.75]>>> then\n if <(letter (counter1) of (item (line) of [currentlevel v])) = [s]> then\n replace item (line) of [gamewindow v] with (join (item (line) of [gamewindow v]) [   ])\n else\n replace item (line) of [gamewindow v] with (join (item (line) of [gamewindow v]) (letter (counter1) of (item (line) of [currentlevel v])))\n end\n change [counter1 v] by (1)\n else\n if <([abs v] of ((playerYPos) - (round (playerYPos))) ) < [0.25]> then\n if <(round (playerYPos)) = (line)> then\n replace item (line) of [gamewindow v] with (join (item (line) of [gamewindow v]) [█])\n end\n else\n if <(playerYPos) > (line)> then\n replace item (line) of [gamewindow v] with (join (item (line) of [gamewindow v]) [▄])\n else\n replace item (line) of [gamewindow v] with (join (item (line) of [gamewindow v]) [▀])\n end\n end\n change [counter1 v] by (1)\n end\nend\n\ndefine clearGameWindow\nset [counter2 v] to [1]\nrepeat (9)\n if <[rowschanged v] contains (counter2)?> then\n replace item (counter2) of [gamewindow v] with []\n end\n change [counter2 v] by (1)\nend\n\ndefine render\nclearGameWindow\nset [counter2 v] to [1]\nrepeat (9)\n if <[rowschanged v] contains (counter2)?> then\n renderCharacters (counter2)\n end\n change [counter2 v] by (1)\nend\ndelete all of [rowschanged v]\n\nwhen flag clicked\nset [playeryvel v] to [0]\nset [playerxpos v] to [25]\nset [playerypos v] to [3]\nset [lastcontroltime v] to [0]\nforever\n controls\n render\nend\n\ndefine controls\nif <<<<key (up arrow v) pressed?> and <not <(letter (playerXPos) of (item (round ((playerYPos) + (1))) of [currentlevel v])) = [s]>>> and <(playerYVel) > [-0.1]>> and <(letter (playerXPos) of (item (round ((playerYPos) + (-1))) of [currentlevel v])) = [s]>> then\n set [playeryvel v] to [-1]\nend\nif <((lastControlTime) + (0.035)) < (timer)> then\n set [lastcontroltime v] to (timer)\n if <key (left arrow v) pressed?> then\n if <(playerXPos) > [1]> then\n if <<(letter ((playerXPos) + (-1)) of (item (round ((playerYPos) + (playerYVel))) of [currentlevel v])) = [s]> and <(letter ((playerXPos) + (-1)) of (item (round (playerYPos)) of [currentlevel v])) = [s]>> then\n change [playerxpos v] by (-1)\n end\n end\n end\n if <key (right arrow v) pressed?> then\n if <(playerXPos) < [49]> then\n if <<(letter ((playerXPos) + (1)) of (item (round ((playerYPos) + (playerYVel))) of [currentlevel v])) = [s]> and <(letter ((playerXPos) + (1)) of (item (round (playerYPos)) of [currentlevel v])) = [s]>> then\n change [playerxpos v] by (1)\n end\n end\n end\n if <(letter (playerXPos) of (item (round ((playerYPos) + (1))) of [currentlevel v])) = [s]> then\n if <(letter (playerXPos) of (item (round ((playerYPos) + (-1))) of [currentlevel v])) = [s]> then\n if <(playerYVel) < [0.8]> then\n change [playeryvel v] by (gravity)\n end\n else\n set [playerypos v] to (round (playerYPos))\n change [playeryvel v] by (gravity)\n if <[0] > (playerYVel)> then\n set [playeryvel v] to [0]\n end\n end\n else\n set [playerypos v] to (round (playerYPos))\n if <(playerYVel) > [0]> then\n set [playeryvel v] to [0]\n else\n change [playeryvel v] by (gravity)\n end\n end\n change [playerypos v] by (playerYVel)\nend\nrowChange (([ceiling v] of (playerYPos) ) + (1))\nrowChange (([floor v] of (playerYPos) ) + (-1))\nrowChange ([ceiling v] of (playerYPos) )\nrowChange ([floor v] of (playerYPos) )\n\ndefine rowChange (row)\nif <not <[rowschanged v] contains (row)?>> then\n add (row) to [rowschanged v]\nend\n\nrowChange (([ceiling v] of (playerYPos) ) + (1))\nrowChange (([floor v] of (playerYPos) ) + (-1))\nrowChange ([ceiling v] of (playerYPos) )\nrowChange ([floor v] of (playerYPos) )\n\n@tbp\n\nwhen [1 v] key pressed\nshow\nshow list [currentlevel v]\nshow list [gui v]\nshow list [gamewindow v]\n\nwhen flag clicked\nhide\nhide list [gamewindow v]\nhide list [gui v]\n\n
Arrow keys to move and jump. \n\nIf nothing moves, click OUTSIDE the game. For some reason, if you have clicked on the list, scratch thinks you are trying to copy from it and won't modify it.\n\n2021/4/16 9:36 AM - I've got an unshared project that is a copy of this with more features. A full game based on this is in the works,
Colorless - A Platformer Part - 2
@Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Force \[NCS Release\] v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <touching (sprite3 v)?> then\n play sound [Hurt v] until done\n repeat (5)\n change size by (-8)\n end\n go to x: (-200) y: (-115)\n set size to (100) %\n end\nend\n\ndefine touch ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (sprite2 v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen flag clicked\nbroadcast (flag v)\nset [level v] to [1]\ngo to x: (0) y: (0)\ngo to x: (-215) y: (-100)\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n touch ground <(speed y) > [0]>\n set rotation style [left-right v]\n if on edge, bounce\nend\n\ndefine walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slopes v] to [0]\nrepeat until <<(slopes) = [8]> or <not <touching (sprite2 v)?>>>\n change y by (2)\n change [slopes v] by (1)\nend\nif <(slopes) = [8]> then\n change x by (() - (speed))\n change y by (() - (slopes))\n if <<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [0]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [12]\n set [falling? v] to [6]\n set [wall jump v] to [5]\n end\n else\n set [speed x v] to [0]\n end\nend\n\nwhen I receive [mouse click \( jump event \) v]\nset [speed y v] to [12]\n\nwhen flag clicked\nforever\n game\nend\n\ndefine game\nif <touching (sprite4 v)?> then\n broadcast (new level v)\n change [level v] by (1)\n go to x: (-215) y: (-100)\nend\nif <(wall jump) > [0]> then\n change [wall jump v] by (-1)\nelse\n if <key (right arrow v) pressed?> then\n change [speed x v] by (2)\n set [direction v] to [90]\n end\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-2)\n set [direction v] to [-90]\n end\nend\nset [speed x v] to ((speed x) * (0.8))\nwalk (direction) (speed x)\nif <key (up arrow v) pressed?> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\n\nwhen flag clicked\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\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [new level v]\nwait (0.2) seconds\nnext costume\n\n@Sprite3\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 hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n go to x: (138) y: (-8)\n end\n if <(level) = [2]> then\n go to x: (63) y: (131)\n end\n if <(level) = [3]> then\n go to x: (62) y: (132)\n end\n if <(level) = [4]> then\n go to x: (165) y: (15)\n end\n if <(level) = [5]> then\n go to x: (165) y: (15)\n end\n if <(level) = [6]> then\n go to x: (154) y: (120)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (5)\nend\nhide\n\n@Sprite6\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 hide\n end\nend\n\n
Colorless - A Platformer \n Part - 2\n · • ✦ • ·\n \n Welcome everyone! \n\n Controls - \n\n ♦ Right key - Move left\n ♦Left key - Move left\n ♦ Up key - Jump \n \n\n Music\n · • ✦ • ·\n \n ♫ Alan Walker - Force [NC Release]⠀♫ \n⠀\n\n\n \n\n\n\n \n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n\n\n\n\n It's colorless here! =D
【鬼畜】black platformer!
@Stage\n\nwhen I receive [当たり判定 v]\nif <(タイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (タイム)\nend\n\nwhen flag clicked\nforever\n play sound [Starship v] until done\nend\n\n@ステージ\n\nwhen flag clicked\nset [スクロールx v] to [0]\nset [スクロールy v] to [0]\nset [スピード v] to [0]\nset [ジャンプ v] to [0]\nset [向き v] to [90]\nset [チェックポイント v] to [0]\nforever\n ステージ作成\n 動く\nend\n\ndefine 動く\nshow\ngo to x: (0) y: (0)\nswitch costume to (player v)\nif <<[500] < (スクロールy)> or <<touching color (#4d4949)?> or <touching color (#4c4c4c)?>>> then\n start sound [_oof v]\n if <(チェックポイント) = [0]> then\n set [スクロールx v] to [0]\n set [スクロールy v] to [0]\n set [スピード v] to [0]\n set [ジャンプ v] to [0]\n set [向き v] to [90]\n set [チェックポイント v] to [0]\n end\n if <(チェックポイント) = [1]> then\n set [スクロールx v] to [-1404]\n set [スクロールy v] to [10]\n end\nend\nchange [ジャンプ v] by (-1)\nif <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [スピード v] by (1)\n set [向き v] to [90]\nend\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [スピード v] by (-1)\n set [向き v] to [-90]\nend\nset [スピード v] to ((スピード) * (0.9))\nchange x by (スピード)\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 (-4)\n change x by ((スピード) * (-1))\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [ジャンプ v] to [15]\n if <(スピード) < [0]> then\n set [スピード v] to [10]\n else\n set [スピード v] to [-10]\n end\n else\n set [スピード v] to [0]\n end\n end\n end\n end\n end\nend\nchange y by (ジャンプ)\nif <touching color (#000000)?> then\n change y by ((ジャンプ) * (-1))\n set [ジャンプ v] to [0]\nend\nchange y by (-1)\nif <touching color (#b3adad)?> then\n set [ジャンプ v] to [25]\nend\nif <<<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> and <touching color (#000000)?>> then\n set [ジャンプ v] to [15]\nend\nchange y by (1)\nchange [スクロールx v] by ((x position) * (-1))\nchange [スクロールy v] by ((y position) * (-1))\npoint in direction (向き)\ngo to x: (0) y: (0)\nif <touching color (#800000)?> then\n set [チェックポイント v] to [1]\nend\n\nwhen I receive [スタート v]\nforever\n if <<[465] < (x position)> or <(x position) < [-465]>> then\n hide\n else\n show\n end\nend\n\ndefine ステージ作成\nshow\nerase all\npoint in direction (90)\nswitch costume to (00 v)\nrepeat until <(costume [number v]) = [1]>\n set [コスチューム v] to (costume [name v])\n switch costume to (コスチューム1 v)\n set size to (150) %\n go to x: ((スクロールx) + ((join (letter (1) of (コスチューム)) (letter (2) of (コスチューム))) * (480))) y: (スクロールy)\n switch costume to (コスチューム)\n set size to (100) %\n stamp\n next costume\nend\n\nwhen flag clicked\nset [タイム v] to [0]\nforever\n if <not <touching color (#00ff3a)?>> then\n wait (1) seconds\n change [タイム v] by (1)\n end\n if <touching color (#00ff3a)?> then\n change [コスチューム v] by (0)\n broadcast (当たり判定 v)\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen [timer v] > (0)\nhide\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\nwhen flag clicked\nforever\n if <(ターボ有無) = [1]> then\n show\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nshow\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nrepeat (10)\n switch costume to (コスチューム0 v)\nend\nforever\n if <(length of (タイム)) = [4]> then\n switch costume to (join [コスチューム] (letter (1) of (タイム)))\n show\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nshow\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nrepeat (10)\n switch costume to (コスチューム0 v)\nend\nforever\n if <(length of (タイム)) = [4]> then\n switch costume to (join [コスチューム] (letter (2) of (タイム)))\n show\n end\n if <(length of (タイム)) = [3]> then\n switch costume to (join [コスチューム] (letter (1) of (タイム)))\n show\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nshow\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nrepeat (10)\n switch costume to (コスチューム0 v)\nend\nforever\n if <(length of (タイム)) = [4]> then\n switch costume to (join [コスチューム] (letter (3) of (タイム)))\n show\n end\n if <(length of (タイム)) = [3]> then\n switch costume to (join [コスチューム] (letter (2) of (タイム)))\n show\n end\n if <(length of (タイム)) = [2]> then\n switch costume to (join [コスチューム] (letter (1) of (タイム)))\n show\n end\nend\n\n@スプライト4\n\nwhen flag clicked\nshow\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム0 v)\nforever\n if <(length of (タイム)) = [4]> then\n switch costume to (join [コスチューム] (letter (4) of (タイム)))\n show\n end\n if <(length of (タイム)) = [3]> then\n switch costume to (join [コスチューム] (letter (3) of (タイム)))\n show\n end\n if <(length of (タイム)) = [2]> then\n switch costume to (join [コスチューム] (letter (2) of (タイム)))\n show\n end\n if <(length of (タイム)) = [1]> then\n switch costume to (join [コスチューム] (letter (1) of (タイム)))\n show\n end\nend\n\n@スプライト5\n\nwhen I receive [当たり判定 v]\nshow\n\nwhen flag clicked\nshow\n\nwhen [timer v] > (0)\nhide\n\n@スプライト6\n\nwhen flag clicked\nshow\n\nwhen I receive [当たり判定 v]\nshow\n\nwhen [timer v] > (0)\nhide\n\n@スプライト7\n\nwhen flag clicked\nshow\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nforever\n if <(length of (☁ 世界記録)) = [4]> then\n switch costume to (join [コスチューム] (letter (1) of (☁ 世界記録)))\n show\n end\n if <(length of (☁ 世界記録)) = [3]> then\n switch costume to (コスチューム0 v)\n show\n end\n if <(length of (☁ 世界記録)) = [2]> then\n switch costume to (コスチューム0 v)\n show\n end\n if <(length of (☁ 世界記録)) = [1]> then\n switch costume to (コスチューム0 v)\n show\n end\nend\n\n@スプライト8\n\nwhen flag clicked\nshow\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nforever\n if <(length of (☁ 世界記録)) = [4]> then\n switch costume to (join [コスチューム] (letter (2) of (☁ 世界記録)))\n show\n end\n if <(length of (☁ 世界記録)) = [3]> then\n switch costume to (join [コスチューム] (letter (1) of (☁ 世界記録)))\n show\n end\n if <(length of (☁ 世界記録)) = [2]> then\n switch costume to (コスチューム0 v)\n show\n end\n if <(length of (☁ 世界記録)) = [1]> then\n switch costume to (コスチューム0 v)\n show\n end\nend\n\n@スプライト9\n\nwhen flag clicked\nshow\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nforever\n if <(length of (☁ 世界記録)) = [4]> then\n switch costume to (join [コスチューム] (letter (3) of (☁ 世界記録)))\n show\n end\n if <(length of (☁ 世界記録)) = [3]> then\n switch costume to (join [コスチューム] (letter (2) of (☁ 世界記録)))\n show\n end\n if <(length of (☁ 世界記録)) = [2]> then\n switch costume to (join [コスチューム] (letter (1) of (☁ 世界記録)))\n show\n end\n if <(length of (☁ 世界記録)) = [1]> then\n switch costume to (コスチューム0 v)\n show\n end\nend\n\n@スプライト10\n\nwhen flag clicked\nshow\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nforever\n if <(length of (☁ 世界記録)) = [4]> then\n switch costume to (join [コスチューム] (letter (4) of (☁ 世界記録)))\n show\n end\n if <(length of (☁ 世界記録)) = [3]> then\n switch costume to (join [コスチューム] (letter (3) of (☁ 世界記録)))\n show\n end\n if <(length of (☁ 世界記録)) = [2]> then\n switch costume to (join [コスチューム] (letter (2) of (☁ 世界記録)))\n show\n end\n if <(length of (☁ 世界記録)) = [1]> then\n switch costume to (join [コスチューム] (letter (1) of (☁ 世界記録)))\n show\n end\nend\n\n@スプライト11\n\nwhen flag clicked\nhide\n\nwhen I receive [当たり判定 v]\nshow\n\nwhen [timer v] > (0)\nhide\n\n
どうせターボでクリアできないから対策してない()\n10000+!?!?!? Thank you!!!\n日本語の説明は下にあります!\nI use google translate.\n【Method of operation】\nPC → cross key\nSmartphone → tap\nLarge screen is recommended.\n【Clearer】\n@basutaorukun 30seconds\n@qqazsedcftt 28seconds\n@Lyyat 23seconds\n@Google-100 37seconds\n@ryu2525games 39seconds\n@akabane46 28seconds\n@atu8ki_tama5 29seconds\n@hika1205 28seconds\n@aoinarafa 25seconds\n@takutaku_0128 638seconds\n@uyou0003 29seconds\n@rerusann 29seconds\n@cats-cat-cats 25seconds\n【Note】\nPlease comment if you have any bugs.\n-------------------------------------------------------------------------\n【操作方法】\nPC→十字キー\nスマートフォン→タップ\n大画面推奨\n【クリア者】\n@basutaorukun 30秒\n@qqazsedcftt 28秒\n@Lyyat 23秒\n@Google-100 37秒\n@ryu2525games 39秒\n@akabane46 28秒\n@atu8ki_tama5 29秒\n@hika1205 28秒\n@aoinarafa 25秒\n@takutaku_0128 638秒\n@uyou0003 29秒\n@rerusann 29秒\n@cats-cat-cats 25秒\n【注意】\nバグ等ありましたらコメントしてください.\n
Outer Space - a Platformer #games
@Stage\n\nwhen flag clicked\nforever\n play sound [Open Secrets v] until done\nend\n\n@Drones\n\nwhen flag clicked\nset size to (100) %\nhide\nset rotation style [left-right v]\nforever\n create clone of (_myself_ v)\n wait (pick random (0) to (1)) seconds\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (10)\ngo to [back v] layer\nset rotation style [left-right v]\nset y to (pick random (-300) to (300))\nswitch costume to (pick random (1) to (4))\nif <<(costume [name v]) = [1]> or <(costume [name v]) = [2]>> then\n point in direction (pick random (-90) to (90))\n set size to (pick random (25) to (50)) %\n if <[5] < (pick random (1) to (10))> then\n set x to (231)\n glide (pick random (1) to (2)) secs to x: (-249) y: (y position)\n else\n set x to (-249)\n glide (pick random (1) to (2)) secs to x: (231) y: (y position)\n end\nelse\n if <(costume [number v]) = [3]> then\n point in direction (-90)\n set size to (pick random (45) to (60)) %\n Point [-90] and glide (pick random (1) to (3)) secs\n end\n if <(costume [number v]) = [4]> then\n point in direction (90)\n set size to (pick random (45) to (60)) %\n Point [90] and glide (pick random (1) to (3)) secs\n end\nend\ndelete this clone\n\ndefine Point (degrees) and glide (secs) secs\npoint in direction (degrees)\nif <(degrees) = [90]> then\n set x to (-249)\n glide (secs) secs to x: (231) y: (y position)\nend\nif <(degrees) = [-90]> then\n set x to (231)\n glide (secs) secs to x: (-249) y: (y position)\nend\n\n@Platforms\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Text\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\n set [ghost v] effect to (50)\n go to [front v] layer\nend\n\n@Art\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\n set [ghost v] effect to (10)\nend\n\n@Danger\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait until <not <key (r v) pressed?>>\n broadcast (Restart v)\n go to x: (-190) y: (0)\n set [playerx v] to [0]\n set [playery v] to [0]\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\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 broadcast (Restart v)\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)?>>> or <touching (aliens v)?>> then\n go to x: (-190) y: (20)\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]\n\nwhen flag clicked\nhide\nset [level v] to [1]\nset [death v] to [0]\nset [signal v] to [disactivated]\nhide variable [death 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\nforever\n go to [front v] layer\nend\n\n@Saws\n\ndefine New Saw at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (5) degrees\nend\n\nwhen I receive [restart v]\nwait (0.01) seconds\nset size to (75) %\nhide\nif <(Level) = [2]> then\n New Saw at [100] [-70]\nend\nif <(Level) = [3]> then\n New Saw at [225] [75]\n New Saw at [117] [75]\nend\nif <(Level) = [4]> then\n New Saw at [-14] [-75]\nend\nif <(Level) = [5]> then\n New Saw at [115] [50]\n New Saw at [232] [-87]\nend\nif <(Level) = [6]> then\nif <(Level) = [7]> then\n\nwhen I receive [restart v]\ndelete this clone\n\ngo to [back v] layer\n\n@Aliens\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\nhide\n\nwhen I receive [restart v]\nwait (0.01) seconds\nset [ghost v] effect to (35)\nset size to (130) %\nhide\nif <(Level) = [3]> then\n Spawn Alien [1]\nend\nif <(Level) = [4]> then\n Spawn Alien [2]\nend\nif <(Level) = [5]> then\n\ndefine Spawn Alien (clone id)\nset [alien v] to (clone id)\ncreate clone of (_myself_ v)\n\nwhen I receive [restart v]\ndelete this clone\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\nset [ghost v] effect to (50)\nif <(Alien) = [1]> then\n go to x: (210) y: (-40)\n forever\n point in direction (-90)\n glide (1) secs to x: (100) y: (-40)\n point in direction (90)\n glide (1) secs to x: (210) y: (-40)\n end\nend\nif <(Alien) = [2]> then\n go to x: (-180) y: (100)\n forever\n point in direction (90)\n glide (1) secs to x: (180) y: (100)\n point in direction (-90)\n glide (1) secs to x: (-180) y: (100)\n end\nend\n\n@Sprite2\n\ndefine size (zz)\nset size to (0) %\nset [ghost v] effect to (100)\nshow\nrepeat (30)\n change size by (((zz) - (size)) / (5))\n change [ghost v] effect by (-1)\nend\nwait (0.1) seconds\nrepeat (30)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n point in direction (pick random (0) to (360))\n set size to (pick random (1) to (3)) %\n create clone of (_myself_ v)\n wait (0.5) seconds\n switch costume to (pick random (1) to (3))\nend\n\nwhen I receive [start game v]\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\npoint in direction (pick random (0) to (360))\ngo to (random position v)\nswitch costume to (pick random (1) to (3))\nsize (pick random (50) to (200))\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\ngo to [front v] layer\nshow\n\n
ᴏᴜᴛᴇʀ sᴘᴀᴄᴇ\n=============================================\n-Say in the comments if this was/wasn't generic\n-Follow me to be notified on any new platformers I make!\nClick this for joy and happiness:\nhttps://scratch.mit.edu/projects/516850396/\n
Platformer (tutorial)
@Stage\n\nwhen [space v] key pressed\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (main menu v)\n\nwhen flag clicked\nforever\n play sound [Dog Song2 v] until done\nend\n\n
Press space for next step--- Please read the rest\n\n#8 ON TRENDING THANK YOU GUYS \n200 LIKES AND 200 FAVS THANKS GUYS :D\nthanks for 5K views \nfollow for more EZ to follow tutorials\n\nguys my cat is flying, what do i do?
Scratch (a platformer game)
@Stage\n\n@scratch\n\nwhen flag clicked\nswitch costume to (scratch v)\nset [x v] to [0]\nset [y v] to [0]\nshow\nshow\nswitch backdrop to (backdrop1 v)\nforever\n set rotation style [left-right v]\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<<touching color (#4c97ff)?> or <touching color (#575e75)?>> or <touching color (#42b5f0)?>> then\n change y by (1)\n end\n if <<<touching color (#4c97ff)?> or <touching color (#575e75)?>> or <touching color (#42b5f0)?>> then\n change y by (1)\n end\n if <<<touching color (#4c97ff)?> or <touching color (#575e75)?>> or <touching color (#42b5f0)?>> then\n change y by (1)\n end\n if <<<touching color (#4c97ff)?> or <touching color (#575e75)?>> or <touching color (#42b5f0)?>> then\n change y by (1)\n end\n if <<<touching color (#4c97ff)?> or <touching color (#575e75)?>> or <touching color (#42b5f0)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<<touching color (#4c97ff)?> or <touching color (#575e75)?>> or <touching color (#42b5f0)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<<touching color (#4c97ff)?> or <touching color (#575e75)?>> or <touching color (#42b5f0)?>>> then\n set [y v] to [17]\n end\n change y by (1)\n if <touching color (#ffbf00)?> then\n next backdrop\n clear graphic effects\n go to x: (-150) y: (-70)\n switch costume to (right v)\n end\n if <touching color (#ff8c1a)?> then\n if <key (left arrow v) pressed?> then\n change x by (-10)\n end\n if <key (right arrow v) pressed?> then\n change x by (10)\n end\n end\n if <touching color (#ff6680)?> then\n go to x: (-150) y: (-70)\n end\n if <touching color (#59c059)?> then\n set [y v] to [22]\n end\n if <touching color (#fc662c)?> then\n set [y v] to [0]\n if <key (up arrow v) pressed?> then\n change y by (3)\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-150) y: (-70)\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <touching color (#9966ff)?> then\n next costume\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nset size to (50) %\nforever\n if <key (x v) pressed?> then\n set size to (20) %\n else\n set size to (50) %\n end\nend\n\nwhen I receive [next level v]\nnext backdrop\nclear graphic effects\ngo to x: (-150) y: (-70)\nswitch costume to (right v)\n\n@Sprite1\n\nwhen [s v] key pressed\nbroadcast (next level v)\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n turn right (5) degrees\n go to [back v] layer\nend\n\n
arrow keys to move\nx to shrink\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nUse mouse pointer to go through walls
-Grassland - A platformer.
@Stage\n\nwhen flag clicked\nforever\n play sound [Illenium - Let You Go \(ft v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nreset X [-200] Y [0]\nset [ok v] to [0]\nset [level v] to [1]\nforever\n if <(ok) = [0]> then\n Program\n if <touching (spikes v)?> then\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [crashed oof v]\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n set [ok v] to [0]\n reset X [-200] Y [0]\n end\n end\n if <[240] < (x position)> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\nend\n\ndefine reset X (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\n\ndefine Program\nchange [y v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n change [x v] by (1)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change [x v] by (-1)\n point in direction (-90)\nend\nset [x v] to ((X) * (0.88))\nchange x by (X)\nrepeat (8)\n change y by <touching (platform v)?>\nend\nif <touching (platform v)?> then\n change x by (() - (X))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y v] to [11]\n set [x v] to ((5) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <touching (platform v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n if <touching (platform v)?> then\n set [y v] to [14]\n end\nend\nchange y by (1)\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < [0]>>>> then\n switch costume to (player2 v)\nelse\n switch costume to (player v)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nif <touching (spikes v)?> then\n stop [all v]\nend\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\n@Platform\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nset size to (100) %\n\n@sun\n\nwhen flag clicked\ngo to x: (-230) y: (160)\ngo to [back v] layer\nforever\n set size to ((100) + (([cos v] of ((timer) * (200)) ) * (10))) %\nend\n\n@background\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@ \n\nwhen flag clicked\nshow\nwait (2) seconds\nhide\n\n
2000 VIEWS!!!!!!!!\n---------------------------------------------------------------------------------\nWASD or Arrow keys to move. \nS or down arrow to duck\nYou can wall jump!\nPlease make you own version with the original project.\nDont forget to heart and star!\nCheck out @ringoumai\nalso check out @sumcoder9\nThanks for playing!\nOh yea i added a trail!\nHOLY COW THIS IS GETTING POPULAR\nfind the easter egg!\ntry turbo mode its so hard ;-;\n#38 on trending when you search up Platformer\n#6 when u search grassland | a Platformer\nIm trying to think of new levels\n#Platformer #Platformer #Grassland #Grassland #trending #trending #featured #featured #proposetobefeatured \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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: save the earth!\nreply:Dont litter!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nif you made it here comment "why is it in german?"