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Stealing The Diamond || A Henry Stickmin Platformer
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@Stage\n\nwhen I receive [start \(showing game\) v]\nset volume to (35) %\nif <<(Check. Boss) = [1]> or <(Check. Airship) = [1]>> then\n stop all sounds\n stop [this script v]\nend\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 \(showing game\) 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\nwhen I receive [ask code v]\nask [Enter checkpoint code here: \(Click check to submit or close\)] and wait\nif <(answer) = [Demo22]> then\n broadcast (Checkpoint \(Demo22\) v)\nelse\n if <(answer) = [Airship22]> then\n broadcast (Checkpoint \(Airship22\) v)\n else\n if <(answer) = [Boss22]> then\n broadcast (Checkpoint \(Boss22\) v)\n end\n end\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 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 hide variable [☁ record time v]\n hide variable [☁ beat the game v]\n reset timer\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\nwhen I receive [checkpoint \(demo22\) v]\nrepeat (20)\n change volume by (-5)\n wait (0.01) seconds\nend\n\nwhen I receive [checkpoint \(airship22\) v]\nrepeat (20)\n change volume by (-5)\n wait (0.01) seconds\nend\n\nwhen I receive [checkpoint \(boss22\) v]\nrepeat (20)\n change volume by (-5)\n wait (0.01) seconds\nend\n\nwhen I receive [checkpoint \(boss22\) v]\ndelete this clone\n\nwhen I receive [checkpoint \(airship22\) v]\ndelete this clone\n\nwhen I receive [checkpoint \(demo22\) v]\ndelete this clone\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) = [19]> or <(Level) = [20]>> or <(Level) = [21]>> or <(Level) = [0]>>>> 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 flag clicked\nforever\n if <(Portal) = [0]> then\n if <touching (portal v)?> then\n broadcast (Portal v)\n wait (0.1) seconds\n set [portal v] to [1]\n end\n end\nend\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 [respawn \(airship\) 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 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\nwhen flag clicked\nforever\n if <<<<(x position) = [242]> or <(x position) > [242]>> and <(Level) = [19]>> and <(Level 19) = [0]>> then\n set [death movement v] to [1]\n broadcast (After Level 19 v)\n wait (0) seconds\n set [level 19 v] to [1]\n end\nend\n\nwhen I receive [after level 19 v]\nhide\nwait (4) seconds\nchange [level v] by (1)\nbroadcast (Next level v)\nbroadcast (Boss fight animation v)\n\nwhen I receive [boss fight animation v]\nhide\nclear graphic effects\ngo to x: (-250) y: (-117)\nwait (4.25) seconds\nshow\nglide (0.75) secs to x: (-150) y: (-117)\n\nwhen I receive [respawn \(level 19\) 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 I receive [next level v]\nif <<(Level) = [19]> or <(Level) = [20]>> then\n set [checkpoint v] to [2]\nend\n\nwhen I receive [boss fight v]\nset [death movement v] to [0]\n\nwhen I receive [boss fight v]\nforever\n if <touching (reginald copperbottom v)?> then\n if <(Invincibility) = [0]> then\n start sound [Cartoon punch sound effect2 v]\n change [health v] by (-1)\n Push Back\n end\n end\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 I receive [respawn \(level 19\) v]\nset [level 19 v] to [0]\n\nwhen I start as a clone\nif <(Clone ID \(Laser\)) = [0]> then\n forever\n if <touching (reginald copperbottom v)?> then\n if <(Boss Health) = [25]> then\n change [boss health v] by (3)\n delete this clone\n else\n change [boss health v] by (1)\n delete this clone\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID \(Laser\)) = [0]> then\n start sound [Laser Sound Effect \(No Copyright\) Bd Sound Effects \[HD\] v]\n switch costume to (costume8 v)\n repeat (20)\n move (10) steps\n end\n delete this clone\nend\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 flag clicked\nforever\n if <<(Level) = [19]> or <(Level) = [20]>> then\n set [laser activate v] to [1]\n else\n set [laser activate v] to [0]\n end\nend\n\nwhen I receive [boss fight v]\nforever\n set [laser v] to [1]\n wait (5) seconds\nend\n\nwhen flag clicked\nforever\n if <<<<(x position) = [242]> or <(x position) > [242]>> and <(Level) = [20]>> and <(Level 21!!!) = [1]>> then\n wait (0) seconds\n set [death movement v] to [1]\n broadcast (After Level 20 v)\n wait (0) seconds\n set [level 21!!! v] to [0]\n end\nend\n\nwhen I receive [after level 20 v]\nhide\nwait (4) seconds\nchange [level v] by (1)\nbroadcast (Next level v)\nbroadcast (Level 21!!! v)\n\nwhen I receive [level 21!!! v]\nset [death movement v] to [1]\nclear graphic effects\ngo to x: (-250) y: (-117)\nwait (3.5) seconds\nshow\nglide (0.75) secs to x: (-150) y: (-117)\nset [death movement v] to [0]\n\nwhen I receive [level 21!!! v]\nforever\n if <touching (crystal v)?> then\n broadcast (Win + It's A Dream v)\n stop [this script v]\n end\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 (6)\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\nwhen I receive [portal v]\nwait until <touching (laser v)?>\nbroadcast (Pick Up Laser v)\nwait (0) seconds\nstop [this script v]\n\nwhen I receive [checkpoint \(demo22\) v]\nwait (4) seconds\nbroadcast (Start \(Movement\) v)\nbroadcast (Start \(Showing Game\) v)\n\nwhen I receive [checkpoint \(airship22\) v]\nwait (1) seconds\nbroadcast (Portal v)\nwait (6) seconds\nbroadcast (Start \(Movement\) v)\nbroadcast (Start \(Showing Game\) v)\n\nwhen I receive [checkpoint \(boss22\) v]\nwait (1) seconds\nbroadcast (Portal v)\nwait (6) seconds\nbroadcast (Start \(Movement\) v)\nbroadcast (Start \(Showing Game\) v)\n\nwhen I receive [win + it's a dream v]\nset [death movement v] to [1]\nwait (0.1) seconds\nrepeat (10)\n wait (0.15) seconds\n change [brightness v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (End v)\n\nwhen I receive [end v]\nhide\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\nwhen I receive [checkpoint \(demo22\) v]\nwait (4.01) seconds\nset [level v] to [7]\nset [check. demo v] to [1]\n\nwhen I receive [checkpoint \(demo22\) v]\nset [level v] to [0]\nforever\n switch costume to ((Level) + (1))\nend\n\nwhen I receive [checkpoint \(boss22\) v]\nset [level v] to [0]\nforever\n switch costume to ((Level) + (1))\nend\n\nwhen I receive [checkpoint \(airship22\) v]\nset [level v] to [0]\nforever\n switch costume to ((Level) + (1))\nend\n\nwhen I receive [checkpoint \(airship22\) v]\nwait (7.01) seconds\nset [level v] to [11]\nset [check. airship v] to [1]\n\nwhen I receive [checkpoint \(boss22\) v]\nwait (7.01) seconds\nrepeat (100)\n set [level v] to [19]\n set [check. boss v] to [1]\nend\n\nwhen I receive [win + it's a dream v]\nwait (1) seconds\nrepeat (10)\n wait (0.15) seconds\n change [brightness v] effect by (-10)\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 [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]\nforever\n hide\nend\n\nwhen I receive [start of airship v]\nset volume to (40) %\nforever\n play sound [The Legend of Zelda Majora's Mask 3D - Pirates' Fortress - Music v] until done\nend\n\nwhen I receive [death v]\nset volume to (0) %\n\nwhen I receive [respawn \(airship\) v]\nset volume to (40) %\n\nwhen I receive [after level 19 v]\nrepeat (20)\n wait (0.1) seconds\n change volume by (-2)\nend\n\nwhen I receive [respawn \(level 19\) v]\nset volume to (40) %\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 [start of airship v]\nforever\n hide\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 [start of airship v]\nforever\n hide\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@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\nwhen I receive [start of airship v]\nclear graphic effects\n\nwhen I receive [respawn \(airship\) v]\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\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 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]\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]\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 [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 [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 I receive [win + it's a dream v]\nwait (1) seconds\nrepeat (10)\n wait (0.15) seconds\n change [brightness v] effect by (-10)\nend\n\n@Coin\n\ndefine Create Coin 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 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: (-40) Y: (-5)\n Create Coin At X: (0) Y: (-5)\n Create Coin At X: (40) Y: (-5)\nend\nif <(Level) = [9]> then\n Create Coin At X: (109) Y: (140)\n Create Coin At X: (-109) Y: (140)\nend\nif <(Level) = [10]> then\n Create Coin At X: (-160) Y: (-110)\n Create Coin At X: (-120) Y: (-110)\n Create Coin At X: (-80) Y: (-110)\n Create Coin At X: (-40) Y: (-110)\n Create Coin At X: (0) Y: (-110)\n Create Coin At X: (40) Y: (-110)\n Create Coin At X: (80) Y: (-110)\nend\nif <(Level) = [13]> then\n Create Coin At X: (-22) Y: (-115)\n Create Coin At X: (13) Y: (-115)\n Create Coin At X: (205) Y: (-10)\n Create Coin At X: (175) Y: (-10)\n Create Coin At X: (205) Y: (30)\n Create Coin At X: (175) Y: (30)\nend\nif <(Level) = [14]> then\n Create Coin At X: (110) Y: (-45)\n Create Coin At X: (110) Y: (-5)\n Create Coin At X: (110) Y: (35)\n Create Coin At X: (30) Y: (-5)\n Create Coin At X: (30) Y: (35)\n Create Coin At X: (30) Y: (75)\nend\nif <(Level) = [15]> then\n Create Coin At X: (-46) Y: (-115)\n Create Coin At X: (170) Y: (-115)\nend\nif <(Level) = [16]> then\n Create Coin At X: (0) Y: (-20)\nend\nif <(Level) = [18]> then\n Create Coin At X: (-90) Y: (40)\n Create Coin At X: (-60) Y: (40)\n Create Coin At X: (-30) Y: (40)\n Create Coin At X: (0) Y: (40)\n Create Coin At X: (30) Y: (40)\n Create Coin At X: (60) Y: (40)\n Create Coin At X: (90) Y: (40)\n Create Coin At X: (-90) Y: (80)\n Create Coin At X: (-60) Y: (80)\n Create Coin At X: (-30) Y: (80)\n Create Coin At X: (0) Y: (80)\n Create Coin At X: (30) Y: (80)\n Create Coin At X: (60) Y: (80)\n Create Coin At X: (90) Y: (80)\n Create Coin At X: (-90) Y: (120)\n Create Coin At X: (-60) Y: (120)\n Create Coin At X: (-30) Y: (120)\n Create Coin At X: (0) Y: (120)\n Create Coin At X: (30) Y: (120)\n Create Coin At X: (60) Y: (120)\n Create Coin At X: (90) Y: (120)\n Create Coin At X: (-90) Y: (160)\n Create Coin At X: (-60) Y: (160)\n Create Coin At X: (-30) Y: (160)\n Create Coin At X: (0) Y: (160)\n Create Coin At X: (30) Y: (160)\n Create Coin At X: (60) Y: (160)\n Create Coin At X: (90) Y: (160)\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 [back a level v]\ndelete this clone\n\nwhen I receive [back a level v]\ndelete this clone\n\nwhen I receive [back a 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\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]\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\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 [respawn \(airship\) v]\ndelete this clone\n\nwhen I receive [respawn \(airship\) 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 \(movement\) 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 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]\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]\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 [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 [win + it's a dream v]\nwait (1) seconds\nrepeat (10)\n wait (0.15) seconds\n change [brightness v] effect by (-10)\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\nif <(Level) = [8]> then\n change [clone id v] by (1)\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nif <(Level) = [12]> then\n change [clone id v] by (1)\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n change [clone id v] by (1)\n create clone of (_myself_ v)\n wait (0.01) seconds\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nif <(Level) = [14]> then\n change [clone id v] by (1)\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\nif <(Level) = [17]> then\n change [clone id v] by (1)\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n change [clone id v] by (1)\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\nif <<<(Level) < [8]> or <(Level) > [8]>> and <(Clone ID) = [1]>> then\n delete this clone\nend\nif <<<(Level) < [8]> or <(Level) > [8]>> and <(Clone ID) = [2]>> then\n delete this clone\nend\nif <<<(Level) < [12]> or <(Level) > [12]>> and <(Clone ID) = [3]>> then\n delete this clone\nend\nif <<<(Level) < [12]> or <(Level) > [12]>> and <(Clone ID) = [4]>> then\n delete this clone\nend\nif <<<(Level) < [12]> or <(Level) > [12]>> and <(Clone ID) = [5]>> then\n delete this clone\nend\nif <<<(Level) < [14]> or <(Level) > [4]>> and <(Clone ID) = [6]>> then\n delete this clone\nend\nif <<<(Level) < [17]> or <(Level) > [17]>> and <(Clone ID) = [7]>> then\n delete this clone\nend\nif <<<(Level) < [17]> or <(Level) > [17]>> and <(Clone ID) = [8]>> then\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n forever\n show\n switch costume to (costume1 v)\n go to x: (-120) y: (-118)\n glide (1) secs to x: (-5) y: (-118)\n switch costume to (costume2 v)\n glide (1) secs to x: (-120) y: (-118)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n forever\n show\n switch costume to (costume2 v)\n go to x: (120) y: (-118)\n glide (1) secs to x: (10) y: (-118)\n switch costume to (costume1 v)\n glide (1) secs to x: (120) y: (-118)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n forever\n show\n switch costume to (costume2 v)\n go to x: (-50) y: (-83)\n glide (2) secs to x: (-154) y: (-83)\n switch costume to (costume1 v)\n glide (2) secs to x: (-50) y: (-83)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [4]> then\n forever\n show\n switch costume to (costume2 v)\n go to x: (90) y: (-61)\n glide (2) secs to x: (-10) y: (-61)\n switch costume to (costume1 v)\n glide (2) secs to x: (90) y: (-61)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [5]> then\n forever\n show\n switch costume to (costume2 v)\n go to x: (220) y: (-38)\n glide (2) secs to x: (130) y: (-38)\n switch costume to (costume1 v)\n glide (2) secs to x: (220) y: (-38)\n end\nend\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 [respawn \(grassland\) v]\nif <(Checkpoint) = [0]> then\n set [clone id v] to [0]\nend\n\nwhen I receive [respawn \(airship\) v]\nif <(Checkpoint) = [1]> then\n set [clone id v] to [2]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [6]> then\n forever\n show\n switch costume to (costume2 v)\n go to x: (112) y: (-118)\n glide (5) secs to x: (-222) y: (-118)\n switch costume to (costume1 v)\n glide (5) secs to x: (112) y: (-118)\n end\nend\n\nwhen I receive [respawn \(grassland\) v]\nrepeat (10)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [7]> then\n switch costume to (costume7 v)\n forever\n repeat until <(costume [number v]) = [10]>\n wait (0.05) seconds\n next costume\n end\n switch costume to (costume7 v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [7]> then\n forever\n show\n go to x: (243) y: (-65)\n glide (5) secs to x: (-243) y: (-65)\n wait (0.1) seconds\n hide\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [8]> then\n switch costume to (costume3 v)\n forever\n repeat until <(costume [number v]) = [6]>\n wait (0.05) seconds\n next costume\n end\n switch costume to (costume3 v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [8]> then\n forever\n show\n go to x: (-243) y: (75)\n glide (5) secs to x: (243) y: (75)\n wait (0.1) seconds\n hide\n wait (0.5) seconds\n end\nend\n\nwhen I receive [death v]\nwait (3) seconds\nrepeat (50)\n delete this clone\nend\n\nwhen I receive [checkpoint \(airship22\) v]\nwait (9) seconds\nset [clone id v] to [2]\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 [back a 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 \(airship\) v]\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [respawn \(airship\) v]\ndelete this clone\n\nwhen I receive [respawn \(airship\) v]\ndelete this clone\n\nwhen I receive [respawn \(grassland\) v]\ndelete this clone\n\nwhen I receive [respawn \(grassland\) v]\ndelete this clone\n\n@Portal\n\nwhen flag clicked\nset [portal v] to [0]\ngo to [back v] layer\ngo to x: (175) y: (-18)\nhide\n\nwhen I receive [next level v]\nif <(Level) = [10]> then\n show\n switch costume to (giphy \(14\) v)\n set volume to (50) %\n start sound [Portal Sound Effects All Sounds v]\n repeat until <not <(Level) = [10]>>\n wait (0.05) seconds\n next costume\n end\nelse\n hide\n set volume to (0) %\n switch costume to (giphy \(14\) v)\nend\n\nwhen I receive [back a level v]\nif <(Level) = [10]> then\n show\n switch costume to (giphy \(14\) v)\n set volume to (50) %\n start sound [Portal Sound Effects All Sounds v]\n repeat until <not <(Level) = [10]>>\n wait (0.05) seconds\n next costume\n end\nelse\n hide\n set volume to (0) %\n switch costume to (giphy \(14\) v)\nend\n\nwhen I receive [end of grassland v]\nrepeat (20)\n change [brightness v] effect by (-5)\n change volume by (-2.5)\n wait (0.1) seconds\nend\nhide\n\n@Window\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start of airship v]\ngo to x: (15) y: (10)\nshow\nset [brightness v] effect to (-100)\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\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 \(airship\) v]\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [next level v]\nforever\n if <(Level) = [11]> then\n go to x: (15) y: (10)\n end\n if <(Level) = [13]> then\n go to x: (-50) y: (0)\n end\n if <(Level) = [15]> then\n go to x: (-50) y: (0)\n end\n if <(Level) = [17]> then\n go to x: (-20) y: (0)\n end\n if <(Level) = [19]> then\n go to x: (-20) y: (0)\n end\nend\n\n@Tophat Background\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n go to [back v] layer\nend\n\nwhen I receive [start of airship 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 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 \(airship\) 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]\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 [win + it's a dream v]\nwait (1) seconds\nrepeat (10)\n wait (0.15) seconds\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [new record! v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume23 v)\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (206)\nshow\nstart sound [Win v]\nglide (1) secs to x: (0) y: (140)\nwait (1.5) seconds\nglide (1) secs to x: (0) y: (206)\nhide\n\n@Poison Heart\n\nwhen flag clicked\nclear graphic effects\nset [clone id poison heart v] to [0]\nhide\n\nwhen I receive [next level v]\nif <(Level) = [15]> then\n Create Poison Heart At X: [68] Y: [-125]\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (25) %\nshow\nforever\n if <touching (player v)?> then\n start sound [Poison Sound EffectRagnarok Online v]\n delete this clone\n end\nend\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 \(airship\) v]\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [respawn \(airship\) v]\ndelete this clone\n\nwhen I receive [respawn \(airship\) v]\ndelete this clone\n\nwhen I receive [respawn \(grassland\) v]\ndelete this clone\n\nwhen I receive [respawn \(grassland\) v]\ndelete this clone\n\ndefine Create Poison 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\n@Charles\n\nwhen flag clicked\nhide\n\nwhen I receive [boss fight animation v]\nstop all sounds\nset size to (62) %\ngo to x: (5) y: (-111)\nswitch costume to (2 v)\nset [brightness v] effect to (-100)\nshow\nrepeat (20)\n wait (0.075) seconds\n change [brightness v] effect by (5)\nend\nwait (4) seconds\nstart sound [New Super Mario Bros v]\nglide (1) secs to x: (259) y: (72)\nhide\nwait (1.5) seconds\nbroadcast (Boss Fight Music v)\n\nwhen I receive [boss fight animation v]\nwait (6.5) seconds\nrepeat (50)\n wait (0.05) seconds\n next costume\nend\n\nwhen I receive [death v]\nset volume to (0) %\nstop all sounds\n\nwhen I receive [boss fight animation v]\nset volume to (50) %\n\nwhen I receive [boss fight music v]\nforever\n start sound [The Legend of Zelda Majora's Mask 3D - Boss Battle - Music v]\n wait (146) seconds\nend\n\nwhen I receive [boss fight v]\nforever\n if <(Level 21!!!) = [1]> then\n set volume to (0) %\n stop [other scripts in sprite v]\n end\nend\n\n@Golden Heart\n\nwhen flag clicked\nclear graphic effects\nset [clone id \(golden heart\) v] to [0]\nhide\n\nwhen I receive [next level v]\nif <(Level) = [20]> then\n Create Golden Heart At X: [0] Y: [147]\nend\n\nwhen I start as a clone\nset [brightness v] effect to (-100)\ngo to [back v] layer\nset size to (25) %\nshow\nrepeat (20)\n wait (0.075) seconds\n change [brightness v] effect by (5)\nend\nforever\n if <touching (player v)?> then\n set [pitch v] effect to (50)\n start sound [The Legend of Zelda Sound Effects - Obtain Heart v]\n set [health v] to [5]\n delete this clone\n end\nend\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 \(airship\) v]\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [respawn \(airship\) v]\ndelete this clone\n\nwhen I receive [respawn \(airship\) v]\ndelete this clone\n\nwhen I receive [respawn \(grassland\) v]\ndelete this clone\n\nwhen I receive [respawn \(grassland\) v]\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\ndefine Create Golden 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 [boss fight animation v]\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\n@Reginald Copperbottom\n\nwhen flag clicked\nset [stop v] to [1]\nset [boss attacks/moves v] to [0]\nset [boss fight wait v] to [0]\nset [level 21!!! v] to [0]\nset [boss health v] to [25]\nset [boss death message v] to [0]\nhide\n\nwhen I receive [boss fight animation v]\nclear graphic effects\nset size to (65) %\ngo to x: (248) y: (-112)\nswitch costume to (costume3 v)\nwait (9) seconds\nshow\nclear graphic effects\nglide (1) secs to x: (169) y: (-112)\nwait (2) seconds\nset [stop v] to [0]\nbroadcast (Boss Fight v)\n\nwhen I receive [death v]\nset [stop v] to [1]\nset [boss attacks/moves v] to [0]\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\nhide\nset [boss health v] to [25]\n\nwhen I receive [boss fight v]\nrepeat until <(Stop) = [1]>\n set [boss attacks/moves v] to (pick random (1) to (5))\n wait (0) seconds\n set [boss fight wait v] to [1]\n wait until <(Boss Fight Wait) = [0]>\nend\n\nwhen I receive [boss fight v]\nforever\n if <<<(Boss Attacks/Moves) = [1]> or <(Boss Attacks/Moves) = [2]>> or <(Boss Attacks/Moves) = [3]>> then\n wait (0.01) seconds\n repeat (pick random (1) to (4))\n Move\n end\n set [boss fight wait v] to [0]\n wait (0.01) seconds\n else\n if <(Boss Attacks/Moves) = [4]> then\n wait (0.01) seconds\n repeat (pick random (1) to (2))\n Teleport (Top)\n Teleport (Bottom)\n end\n set [boss fight wait v] to [0]\n wait (0.01) seconds\n else\n if <(Boss Attacks/Moves) = [5]> then\n wait (0.01) seconds\n repeat (pick random (1) to (2))\n Teleport (Bottom)\n Teleport (Top)\n end\n set [boss fight wait v] to [0]\n wait (0.01) seconds\n end\n end\n end\nend\n\ndefine Move\nif <(y position) = [-112]> then\n if <<<(x position) > [150]> and <(x position) < [250]>> or <<(x position) = [150]> or <(x position) = [250]>>> then\n glide (pick random (1) to (2)) secs to x: (pick random (-1) to (-75)) y: (-112)\n switch costume to (costume1 v)\n else\n if <<<(x position) > [100]> and <(x position) < [150]>> or <<(x position) = [100]> or <(x position) = [150]>>> then\n glide (pick random (1) to (2)) secs to x: (pick random (-1) to (-100)) y: (-112)\n switch costume to (costume1 v)\n else\n if <<<(x position) > [50]> and <(x position) < [100]>> or <<(x position) = [50]> or <(x position) = [100]>>> then\n glide (pick random (1) to (2)) secs to x: (pick random (25) to (-150)) y: (-112)\n switch costume to (costume1 v)\n else\n if <<<(x position) > [0]> and <(x position) < [50]>> or <<(x position) = [0]> or <(x position) = [50]>>> then\n glide (pick random (1) to (2)) secs to x: (pick random (-100) to (-200)) y: (-112)\n switch costume to (costume1 v)\n else\n if <<<(x position) > [-50]> and <(x position) < [0]>> or <<(x position) = [-50]> or <(x position) = [0]>>> then\n glide (pick random (1) to (2)) secs to x: (pick random (100) to (200)) y: (-112)\n switch costume to (costume3 v)\n else\n if <<<(x position) > [-100]> and <(x position) < [-50]>> or <<(x position) = [-100]> or <(x position) = [-50]>>> then\n glide (pick random (1) to (2)) secs to x: (pick random (25) to (150)) y: (-112)\n switch costume to (costume3 v)\n else\n if <<<(x position) > [-150]> and <(x position) < [-100]>> or <<(x position) = [-100]> or <(x position) = [-150]>>> then\n glide (pick random (1) to (2)) secs to x: (pick random (1) to (100)) y: (-112)\n switch costume to (costume3 v)\n else\n if <<<(x position) > [-250]> and <(x position) < [-150]>> or <<(x position) = [-150]> or <(x position) = [-250]>>> then\n glide (pick random (1) to (2)) secs to x: (pick random (1) to (75)) y: (-112)\n switch costume to (costume3 v)\n end\n end\n end\n end\n end\n end\n end\n end\nelse\n if <<<(x position) > [-110]> and <(x position) < [0]>> or <(x position) = [-110]>> then\n glide (pick random (0.5) to (1.5)) secs to x: (pick random (1) to (110)) y: (57)\n switch costume to (costume3 v)\n else\n if <<<(x position) > [0]> and <(x position) < [100]>> or <(x position) = [100]>> then\n glide (pick random (0.5) to (1.5)) secs to x: (pick random (-1) to (-110)) y: (57)\n switch costume to (costume1 v)\n end\n end\nend\n\ndefine Teleport (Bottom)\nrepeat (20)\n wait (pick random (0.005) to (0.025)) seconds\n change [ghost v] effect by (5)\nend\nif <(x position) > [0]> then\n go to x: (pick random (-250) to (-1)) y: (-112)\n switch costume to (costume1 v)\nelse\n if <(x position) < [0]> then\n go to x: (pick random (250) to (1)) y: (-112)\n switch costume to (costume3 v)\n end\nend\nrepeat (20)\n wait (pick random (0.005) to (0.025)) seconds\n change [ghost v] effect by (-5)\nend\n\ndefine Teleport (Top)\nrepeat (20)\n wait (pick random (0.005) to (0.025)) seconds\n change [ghost v] effect by (5)\nend\nif <(x position) > [-5]> then\n go to x: (pick random (-6) to (-110)) y: (57)\n switch costume to (costume1 v)\nelse\n if <(x position) < [-5]> then\n go to x: (pick random (-4) to (104)) y: (57)\n switch costume to (costume3 v)\n end\nend\nrepeat (20)\n wait (pick random (0.005) to (0.025)) seconds\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [boss fight v]\nforever\n if <(Boss Health) > [52]> then\n wait (0.25) seconds\n set [boss death message v] to [1]\n end\nend\n\nwhen I receive [boss fight v]\nforever\n if <(Boss Death Message) = [1]> then\n stop [other scripts in sprite v]\n change [☁ beat the game v] by (1)\n set [laser activate v] to [0]\n set [invincibility v] to [1]\n set [time v] to (timer)\n if <<<(Check. Demo) = [0]> and <(Check. Airship) = [0]>> and <(Check. Boss) = [0]>> then\n if <(Time) < (☁ Record Time)> then\n set [☁ record time v] to (Time)\n broadcast (New Record! v)\n end\n end\n clear graphic effects\n stop all sounds\n wait (1) seconds\n switch costume to (costume4 v)\n start sound [Laser Gun Charge-up Sound Effect v]\n repeat (15)\n change x by (2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change y by (2)\n wait (0.01) seconds\n change y by (-2)\n wait (0.01) seconds\n end\n start sound [sound effects explosion v]\n start sound [Boss Defeated - The Legend of Zelda Majora's Mask 3D Music v]\n repeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (6) seconds\n set [level 21!!! v] to [1]\n wait (0) seconds\n set [boss death message v] to [0]\n end\nend\n\n@Sprite1\n\nwhen I receive [death v]\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [boss fight v]\nclear graphic effects\nswitch costume to (25 v)\ngo to x: (-13) y: (-18)\nshow\nset size to (100) %\nrepeat until <(Boss Health) = [0]>\n switch costume to (Boss Health)\nend\n\nwhen I receive [level 21!!! v]\nswitch costume to (26 v)\nhide\nrepeat (20)\n wait (0.075) seconds\n change [brightness v] effect by (5)\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 [boss fight v]\nforever\n if <(Level 21!!!) = [1]> then\n switch costume to (26 v)\n end\nend\n\n@Crystal\n\nwhen flag clicked\npoint in direction (90)\nset size to (250) %\nhide\n\nwhen I receive [level 21!!! v]\nstart sound [Boss Room Calm - The Legend of ZeldaTwilight Princess v]\nswitch costume to (crystal-a v)\ngo to x: (-81) y: (-51)\nshow\nset [brightness v] effect to (-100)\nrepeat (20)\n wait (0.075) seconds\n change [brightness v] effect by (5)\nend\n\nwhen I receive [win + it's a dream v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [level 21!!! 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 [level 21!!! v]\ngo to x: (0) y: (-40)\nforever\n turn right (1) degrees\nend\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 [note \(level 10\) 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\nwhen I receive [pick up laser v]\nhide\n\nwhen I receive [win + it's a dream v]\nhide\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\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@Laser \n\nwhen flag clicked\nset [clone id \(messages\) v] to [0]\nswitch costume to (36e97ff1454e679 \(1\)6 v)\ngo to x: (10) y: (-75)\nset size to (50) %\nhide\n\nwhen I receive [start \(showing game\) v]\nwait until <(Level) = [19]>\nshow\n\nwhen I receive [pick up laser v]\nhide\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID \(Messages\)) = [2]> then\n switch costume to (costume1 v)\n go to x: (-300) y: (0)\n hide\n wait (1) seconds\n show\n glide (7) secs to x: (300) y: (0)\n hide\n delete this clone\nend\n\nwhen I start as a clone\nclear graphic effects\nwait (1) seconds\nrepeat (25)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (0.1) seconds\n repeat (20)\n wait (0.01) seconds\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [after level 19 v]\ndelete this clone\n\nwhen I receive [start of airship v]\nif <<(Check. Airship) = [0]> and <(Check. Boss) = [0]>> then\n wait (2.5) seconds\n create clone of (_myself_ v)\n wait (0) seconds\n change [clone id \(messages\) v] by (1)\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nif <(Clone ID \(Messages\)) = [0]> then\n switch costume to (costume2 v)\n go to x: (-300) y: (0)\n hide\n wait (1) seconds\n show\n glide (7) secs to x: (300) y: (0)\n hide\n delete this clone\nend\n\nwhen I receive [next level v]\nif <(Level) = [19]> then\n create clone of (_myself_ v)\n wait (0) seconds\n change [clone id \(messages\) v] by (1)\nend\n\nwhen I start as a clone\nif <(Clone ID \(Messages\)) = [1]> then\n switch costume to (costume3 v)\n go to x: (-300) y: (0)\n hide\n wait (0.1) seconds\n show\n glide (7) secs to x: (300) y: (0)\n hide\n delete this clone\nend\n\nwhen I receive [start of airship v]\nwait (7.9) seconds\nif <(Check. Boss) = [0]> then\n if <(Check. Airship) = [1]> then\n set [clone id \(messages\) v] to [0]\n end\nend\n\nwhen I receive [checkpoint \(boss22\) v]\nwait (8) seconds\nif <(Check. Boss) = [1]> then\n set [clone id \(messages\) v] to [2]\nend\n\n@Records \n\nwhen flag clicked\nforever\n if <(Records Glide) = [0]> then\n if <touching (mouse-pointer v)?> then\n glide (0.3) secs to x: (-170) y: (-160)\n else\n go to x: (-170) y: (-190)\n end\n end\nend\n\nwhen flag clicked\nhide variable [☁ beat the game v]\nhide variable [☁ record time v]\nset [records glide v] to [0]\nset [records var v] to [0]\nhide\nswitch costume to (button3-a v)\nforever\n if <(Start) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n clear graphic effects\n end\n end\nend\n\nwhen I receive [intro + play screen v]\nwait (8.75) seconds\nshow\n\nwhen I receive [start game v]\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\nhide\n\nwhen this sprite clicked\nif <(Records Var) = [0]> then\n broadcast (Records Show v)\nelse\n broadcast (Records Hide v)\n wait (0) seconds\n set [records glide v] to [0]\n set [records var v] to [0]\nend\n\nwhen I receive [records show v]\nset [records glide v] to [1]\nswitch costume to (button3-a2 v)\nwait (0) seconds\nset [records var v] to [1]\n\nwhen I receive [records hide v]\nshow\n\nwhen I receive [records hide v]\nswitch costume to (button3-a v)\n\nwhen I receive [records show v]\nshow variable [☁ beat the game v]\nshow variable [☁ record time v]\n\nwhen I receive [records hide v]\nhide variable [☁ beat the game v]\nhide variable [☁ record time v]\n\nwhen I receive [checkpoint \(airship22\) v]\nhide\n\nwhen I receive [checkpoint \(boss22\) v]\nhide\n\nwhen I receive [checkpoint \(demo22\) v]\nhide\n\n@Codes\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n glide (0.3) secs to x: (170) y: (-160)\n else\n go to x: (170) y: (-190)\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (button3-a v)\nforever\n if <(Start) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n clear graphic effects\n end\n end\nend\n\nwhen I receive [intro + play screen v]\nwait (8.75) seconds\nshow\n\nwhen I receive [start game v]\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\nhide\n\nwhen this sprite clicked\nbroadcast (Ask Code v)\n\nwhen I receive [checkpoint \(demo22\) v]\nhide\n\nwhen I receive [checkpoint \(airship22\) v]\nhide\n\nwhen I receive [checkpoint \(boss22\) v]\nhide\n\nwhen I receive [records show v]\ngo to [back v] layer\n\nwhen I receive [records hide v]\ngo to [front v] layer\n\n@detector\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\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\n@Loading Screen\n\nwhen flag clicked\nset [check. airship v] to [0]\nset [check. boss v] to [0]\nset [check. demo v] to [0]\ngo to x: (0) y: (0)\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [checkpoint \(airship22\) v]\nset [beat drop v] to [0]\nset [checkpoint v] to [1]\nshow\nwait until <(Check. Airship) = [1]>\nrepeat (20)\n change [ghost v] effect by (5)\n wait (0.01) seconds\nend\nhide\n\nwhen I receive [checkpoint \(boss22\) v]\nset [beat drop v] to [0]\nset [checkpoint v] to [2]\nshow\nwait until <(Check. Boss) = [1]>\nrepeat (20)\n change [ghost v] effect by (5)\n wait (0.01) seconds\nend\nhide\n\nwhen I receive [checkpoint \(demo22\) v]\nset [beat drop v] to [0]\nset [checkpoint v] to [0]\nshow\nwait until <(Check. Demo) = [1]>\nrepeat (20)\n change [ghost v] effect by (5)\n wait (0.01) seconds\nend\nhide\n\ndefine Loading...\nshow\nswitch costume to (costume4 v)\nwait (0.25) seconds\nrepeat (8)\n next costume\n wait (0.25) seconds\nend\n\nwhen I receive [checkpoint \(demo22\) v]\nrepeat until <(Check. Demo) = [1]>\n Loading...\nend\n\nwhen I receive [checkpoint \(airship22\) v]\nrepeat until <(Check. Airship) = [1]>\n Loading...\nend\n\nwhen I receive [checkpoint \(boss22\) v]\nrepeat until <(Check. Boss) = [1]>\n Loading...\nend\n\n@End Messages\n\nwhen flag clicked\ngo to [front v] layer\nset [brightness v] effect to (-100)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nrepeat (5)\n Next Costume\nend\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\ndefine Next Costume\nshow\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\nwait (2) seconds\nrepeat (20)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\nend\nnext costume\nwait (2) seconds\n\n@Tophat Clouds\n\nwhen I start as a clone\nif <<(Level) = [17]> or <(Level) = [19]>> then\n go to x: (-100) y: (Y)\nelse\n go to (window v)\nend\nshow\nset [ghost v] effect to (25)\nset size to (pick random (25) to (30)) %\nswitch costume to (pick random (1) to (4))\nif <<<<<(Level) = [11]> or <(Level) = [13]>> or <(Level) = [15]>> or <(Level) = [17]>> or <(Level) = [19]>> then\n set [y v] to (pick random (50) to (-40))\nelse\n set [y v] to (pick random (-175) to (175))\nend\nset y to (Y)\nif <<(Level) = [17]> or <(Level) = [19]>> then\n repeat (17)\n move ((size) / (5)) steps\n end\n repeat (17)\n move ((size) / (6)) steps\n end\n repeat until <touching (tophat background v)?>\n move ((size) / (8)) steps\n end\n delete this clone\nelse\n repeat (10)\n move ((size) / (5)) steps\n end\n repeat (10)\n move ((size) / (6)) steps\n end\n repeat until <touching (tophat background v)?>\n move ((size) / (8)) steps\n end\n delete this clone\nend\n\nwhen I receive [start of airship v]\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 [next level v]\nif <(Level) = [11]> then\n repeat until <not <(Level) = [11]>>\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\nend\nif <(Level) = [12]> then\n repeat until <not <(Level) = [12]>>\n delete this clone\n end\nend\nif <(Level) = [13]> then\n repeat until <not <(Level) = [13]>>\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\nend\nif <(Level) = [14]> then\n repeat until <not <(Level) = [14]>>\n delete this clone\n end\nend\nif <(Level) = [15]> then\n repeat until <not <(Level) = [15]>>\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\nend\nif <(Level) = [16]> then\n repeat until <not <(Level) = [16]>>\n delete this clone\n end\nend\nif <(Level) = [17]> then\n repeat until <not <(Level) = [17]>>\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\nend\nif <(Level) = [18]> then\n repeat until <not <(Level) = [18]>>\n delete this clone\n end\nend\nif <(Level) = [19]> then\n repeat until <not <(Level) = [19]>>\n delete this clone\n end\nend\n\nwhen flag clicked\nset [play v] to [0]\nforever\n hide\nend\n\nwhen I receive [start of airship v]\nif <(Level) = [11]> then\n repeat until <not <(Level) = [11]>>\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\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 \(airship\) 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]\nrepeat until <not <(Level) = [11]>>\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\n\n
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*I would not recommend playing in full screen*\n\nHey! The Toppat Clan has stolen the Okavango Diamond, and it's up to Henry to get it back! Can Henry stop the Toppat clan and save his buddy Charles?\n\nUse the arrow keys or WASD to move, space to jump\n\nOnce you get to curtain places, then the game will flash a checkpoint code on the screen. This allows you to not have to finish the whole game in one sitting. \n\n(4-20-21) Top Loved!!! :D
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The Cube (platformer)V2.1
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@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (niveau) and wait\nend\n\nwhen I receive [matin v]\nset [brightness v] effect to (-75)\nrepeat (200)\n change [brightness v] effect by (0.3)\n wait () seconds\nend\n\nwhen I receive [midi v]\nwait (25) seconds\nrepeat (200)\n change [brightness v] effect by (-0.3)\n wait () seconds\nend\n\nwhen flag clicked\nforever\n start sound [Sam Gellaitry - Assumptions v]\n wait (198) seconds\nend\n\nwhen [a v] key pressed\nchange volume by (-1)\n\nwhen [e v] key pressed\nchange volume by (1)\n\n@Sprite1\n\nwhen flag clicked\nshow\nset [niveau v] to [1]\ngo to [front v] layer\nforever\n switch costume to (niveau)\nend\n\nwhen flag clicked\nforever\n if <(Ecran) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Ecran) = [2]> then\n show\n else\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to (niveau)\nend\n\nset [niveau v] to [16]\n\nwhen flag clicked\nforever\n if <(Ecran) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [morts v]\nstart sound [Rip v]\n\n@jouer\n\nwhen flag clicked\nset [ecran v] to [0]\nforever\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n end\nend\n\nwhen this sprite clicked\nset [ecran v] to [2]\nbroadcast (a v)\nstart sound [Click - Sound Effect \(HD\) v]\n\nwhen flag clicked\nforever\n if <(Ecran) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (284) y: (-13)\nrepeat (28)\n move (-9.9) steps\nend\nwait (1) seconds\ngo to x: (7) y: (-13)\n\nwhen flag clicked\nchange [ghost v] effect by (100)\nwait (0.1) seconds\nchange [ghost v] effect by (-10)\nwait (0.1) seconds\nchange [ghost v] effect by (-20)\nwait (0.1) seconds\nchange [ghost v] effect by (-30)\nwait (0.1) seconds\nchange [ghost v] effect by (-40)\nwait (0.1) seconds\nchange [ghost v] effect by (-50)\nwait (0.1) seconds\nchange [ghost v] effect by (-60)\nwait (0.1) seconds\nchange [ghost v] effect by (-70)\nwait (0.1) seconds\nchange [ghost v] effect by (-80)\nwait (0.1) seconds\nchange [ghost v] effect by (-90)\nwait (0.1) seconds\nchange [ghost v] effect by (-100)\nwait (0.1) seconds\n\n@Sprite7\n\nwhen flag clicked\nforever\n if <(Ecran) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nchange [ghost v] effect by (100)\nwait (0.1) seconds\nchange [ghost v] effect by (-10)\nwait (0.1) seconds\nchange [ghost v] effect by (-20)\nwait (0.1) seconds\nchange [ghost v] effect by (-30)\nwait (0.1) seconds\nchange [ghost v] effect by (-40)\nwait (0.1) seconds\nchange [ghost v] effect by (-50)\nwait (0.1) seconds\nchange [ghost v] effect by (-60)\nwait (0.1) seconds\nchange [ghost v] effect by (-70)\nwait (0.1) seconds\nchange [ghost v] effect by (-80)\nwait (0.1) seconds\nchange [ghost v] effect by (-90)\nwait (0.1) seconds\nchange [ghost v] effect by (-100)\nwait (0.1) seconds\n\nwhen flag clicked\nforever\n go to x: (1) y: (131)\nend\n\n@Sprite6\n\nwhen flag clicked\nforever\n if <(Ecran) = [0]> then\n show\n else\n hide\n end\nend\n\n@info2\n\nwhen flag clicked\nset [ecran v] to [0]\ngo to x: (-190) y: (163)\nforever\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n end\nend\n\nwhen flag clicked\nforever\n if <(Ecran) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [ecran v] to [0]\nstart sound [Click - Sound Effect \(HD\) v]\n\nwhen flag clicked\nforever\n go to x: (-186) y: (155)\nend\n\n@player\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (25)\n change size by (-6)\n switch costume to (costume2 v)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [recommence v]\ngo to x: (-224) y: (62)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n spécial détéction\nend\n\nwhen flag clicked\nforever\n spécial death\nend\n\nwhen flag clicked\nhide\n\ndefine spécial death\nif <touching (sprite2 v)?> then\n repeat (10)\n change [pixelate v] effect by (8)\n end\n go to x: (-224) y: (62)\n broadcast (Recommence v)\n repeat (10)\n change [pixelate v] effect by (-8)\n end\nend\n\ndefine spécial détéction\nif <touching (trampoline v)?> then\n change [y v] by (pick random (10) to (15))\nend\n\nwhen flag clicked\nwait until <(Ecran) = [2]>\ngo to x: (-224) y: (62)\nset size to (50) %\nswitch costume to (a droite v)\ngo to [front v] layer\npoint in direction (90)\nset [yy v] to [15]\nset [xx -90 v] to [-1]\nset [xx 90 v] to [1]\ngo to [front v] layer\nshow\nforever\n go to [front v] layer\n set [x v] to [0]\n set [y v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (a gauche v)\n set [orientation de player v] to [a droite]\n change [x v] by (Xx 90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (a droite v)\n set [orientation de player v] to [a gauche]\n change [x v] by (Xx -90)\n end\n change x by (x)\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (-4)\n change x by ((x) * (-2))\n if <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n if <key (down arrow v) pressed?> then\n set [y v] to [-10]\n end\n change y by (y)\n if <touching (sprite1 v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching (sprite1 v)?> or <touching (sprite1 v)?>>> then\n change [y v] by (Yy)\n end\n change y by (1)\n if <<touching (sprite2 v)?> or <touching (sprite8 v)?>> then\n broadcast (piege v)\n broadcast (Morts v)\n repeat (10)\n change [ghost v] effect by (8)\n end\n go to x: (-224) y: (62)\n broadcast (Recommence v)\n repeat (10)\n change [ghost v] effect by (-8)\n end\n end\n if <[200] < (x position)> then\n change [niveau v] by (1)\n go to x: (-224) y: (62)\n broadcast (Recommence v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Ecran) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [a v]\ngo to x: (-224) y: (62)\n\nwhen I receive [debut1 v]\nset [niveau v] to [1]\n\n@jouer2\n\nwhen flag clicked\nset [ecran v] to [10]\nforever\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n end\nend\n\nwhen this sprite clicked\nset [ecran v] to [10]\nbroadcast (a v)\nstart sound [Click - Sound Effect \(HD\) v]\n\nwhen flag clicked\nforever\n if <(Ecran) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nchange [ghost v] effect by (100)\nwait (0.1) seconds\nchange [ghost v] effect by (-10)\nwait (0.1) seconds\nchange [ghost v] effect by (-20)\nwait (0.1) seconds\nchange [ghost v] effect by (-30)\nwait (0.1) seconds\nchange [ghost v] effect by (-40)\nwait (0.1) seconds\nchange [ghost v] effect by (-50)\nwait (0.1) seconds\nchange [ghost v] effect by (-60)\nwait (0.1) seconds\nchange [ghost v] effect by (-70)\nwait (0.1) seconds\nchange [ghost v] effect by (-80)\nwait (0.1) seconds\nchange [ghost v] effect by (-90)\nwait (0.1) seconds\nchange [ghost v] effect by (-100)\nwait (0.1) seconds\n\nwhen flag clicked\ngo to x: (-284) y: (-81)\nrepeat (28)\n move (10.4) steps\nend\nwait (1) seconds\ngo to x: (7) y: (-81)\n\n
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Bienvenue dans un nouvelle univers de Platforme,\n\nN'oublié pas de dire si il y a des bug ou autre je serais la pour vérifier.\n
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Meadow platformer!
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nwait until <not <(状況) = [intro]>>\nswitch backdrop to (背景1 v)\nforever\n play sound [yt1s2 v] until done\nend\n\n@p\n\ndefine program\nchange [yv v] by (-1)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [xv v] by (1)\n create clone of (_myself_ v)\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 [xv v] by (-1)\n create clone of (_myself_ v)\n point in direction (-90)\nend\nset [xv v] to ((Xv) * (0.88))\nchange x by (Xv)\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 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) > [0]>>> then\n set [xv v] to ((9) - ((18) * <(Xv) > [0]>))\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (-1)\nif <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [yv v] to [12.5]\n end\nend\nchange y by (1)\nchange y by (Yv)\nif <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nif <(y position) < [-205]> then\n \nend\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < [-20]>>> then\n switch costume to (θ v)\nelse\n switch costume to (α v)\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nset [ghost v] effect to (100)\nhide\nhide\nset size to (95) %\nset [状況 v] to [play]\nwait until <not <(状況) = [intro]>>\nreset\nshow\nclear graphic effects\nforever\n repeat until <(状況) = [no]>\n program\n if <touching (spike v)?> then\n \n end\n if <<(x position) > [239]> and <not <([costume name v] of [ground v]) = [コスチューム11]>>> then\n broadcast (NEXT v)\n wait until <(round ([x position v] of [next v])) = [0]>\n reset\n wait until <(round ([x position v] of [next v])) = [-558]>\n reset\n end\n end\nend\n\ndefine reset\nswitch costume to (α v)\nset rotation style [left-right v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-210) y: (10)\npoint in direction (90)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n switch costume to ( v)\nelse\n switch costume to ( v)\nend\nrepeat (8)\n change [ghost v] effect by (9)\n change size by (-4)\nend\ndelete this clone\n\nwhen [timer v] > (3)\nhide\n\ndefine \nset [状況 v] to [no]\nset rotation style [all around v]\nstart sound [crashed oof v]\nswitch costume to (* v)\nset [yv v] to [14]\nrepeat until <(y position) < [-190]>\n change [yv v] by (-1.2)\n turn right (8) degrees\n change y by (Yv)\nend\nset [状況 v] to [yes]\nreset\n\n@ground\n\nwhen flag clicked\nset [st v] to [1]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [back v] layer\ngo [forward v] (1) layers\nhide\nwait until <not <(状況) = [intro]>>\nshow\nclear graphic effects\nforever\n switch costume to (st)\nend\n\nwhen [timer v] > (3)\nhide\n\n@spike\n\nwhen flag clicked\nset [cos v] to [0]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [back v] layer\ngo [forward v] (1) layers\nhide\nwait until <not <(状況) = [intro]>>\nshow\nclear graphic effects\nforever\n switch costume to (st)\nend\n\nwhen [timer v] > (3)\nhide\n\n@^-=-^\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\ngo to [front v] layer\ngo [backward v] (2) layers\nwait until <not <(状況) = [intro]>>\nshow\nclear graphic effects\nforever\n go to (spike v)\n switch costume to (st)\nend\n\nwhen [timer v] > (3)\nhide\n\n@ \n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <not <(状況) = [intro]>>\nforever\n repeat (pick random (2) to (6))\n create clone of (_myself_ v)\n wait (join [1.] (pick random (0) to (2))) seconds\n end\n wait (pick random (2) to (2.5)) seconds\nend\n\nwhen I start as a clone\ngo to x: (-220) y: (pick random (60) to (140))\nset size to (pick random (40) to (55)) %\nset [ghost v] effect to (pick random (15) to (40))\ngo to [back v] layer\nshow\nrepeat until <(x position) > [239]>\n change x by (2)\nend\ndelete this clone\n\nwhen [timer v] > (3)\nhide\n\n@NEXT\n\nwhen flag clicked\ngo to x: (468) y: (0)\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\nset [r v] to [0]\nshow\nrepeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (6))\nend\nwait (0.2) seconds\nchange [st v] by (1)\nrepeat until <(round (x position)) = [-558]>\n change x by (r)\n change [r v] by (-1)\nend\ngo to x: (468) y: (0)\nhide\n\nwhen [timer v] > (3)\nhide\n\n@s\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\nset [ghost v] effect to (100)\nforever\n set [3 v] to (timer)\nend\n\nwhen [timer v] > (3)\ngo to x: (0) y: (0)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@sun\n\nwhen flag clicked\nset [size v] to [100]\nhide\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [back v] layer\nwait until <not <(状況) = [intro]>>\nshow\nforever\n change size by ([cos v] of (size) )\n change [size v] by (5)\nend\n\n
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<English>\nOperate with up / down / left / right keys or tap\n<japanese>\n上下左右キーまたはTapで操作します
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UNDERTALE Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [次 v]\nwait (10) seconds\nswitch backdrop to (背景2 v)\n\nwhen I receive [ゲームオーバー v]\nswitch backdrop to (背景3 v)\n\nwhen I receive [clear v]\nswitch backdrop to (背景4 v)\n\nwhen I receive [rrgt v]\nswitch backdrop to (背景1 v)\n\n@ソウル\n\ndefine 初期設定\nset [動力\(y\) v] to [0]\nset [動力\(x\) v] to [0]\nif <(体力) < [1]> then\n broadcast (ゲームオーバー v)\nend\ngo to x: (-201) y: (-80)\nwait (0.1) seconds\nif <<touching (スプライト1 v)?> or <touching (gasterintro2 v)?>> then\n change [体力 v] by (5)\nend\n\nwhen flag clicked\nset [体力 v] to [100]\nhide variable [体力 v]\nhide\nforever\n play sound [インクサンズBGM前半戦 v] until done\nend\n\nwhen I receive [rrgt v]\nwait (0.1) seconds\nswitch costume to (ソウル v)\nshow variable [体力 v]\nset [動力\(x\) v] to [0]\nset [動力\(y\) v] to [0]\nshow\nset size to (40) %\ngo to x: (-201) y: (-80)\npoint in direction (90)\nforever\n set [動力\(x\) v] to ((動力\(x\)) * (0.9))\n if <key (any v) pressed?> then\n change [動力\(x\) v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n point in direction ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (90))\n else\n change [動力\(x\) v] by (<<mouse down?> and <(mouse x) > [0]>> - <<mouse down?> and <[0] > (mouse x)>>)\n point in direction ((<<mouse down?> and <(mouse x) > [0]>> - <<mouse down?> and <[0] > (mouse x)>>) * (90))\n end\n change x by (動力\(x\))\n if <touching (バックパック 地面 v)?> then\n change y by (1)\n end\n if <touching (バックパック 地面 v)?> then\n change y by (1)\n end\n if <touching (バックパック 地面 v)?> then\n change y by (1)\n end\n if <touching (バックパック 地面 v)?> then\n change y by (1)\n end\n if <touching (バックパック 地面 v)?> then\n change y by (1)\n end\n if <touching (バックパック 地面 v)?> then\n change y by (1)\n end\n if <touching (バックパック 地面 v)?> then\n change x by ((動力\(x\)) * (-1))\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(動力\(x\)) > [0]> then\n set [動力\(x\) v] to [-7]\n else\n set [動力\(x\) v] to [7]\n end\n set [動力\(y\) v] to [10]\n else\n set [動力\(x\) v] to [0]\n end\n end\n change y by (-1)\n if <touching (バックパック 地面 v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [動力\(y\) v] to [15]\n end\n end\n if <touching (バックパック 大ジャンプ v)?> then\n set [動力\(y\) v] to [10]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [動力\(y\) v] to [20]\n end\n end\n change y by (1)\n change [動力\(y\) v] by (-1)\n change y by (動力\(y\))\n if <touching (バックパック 地面 v)?> then\n change y by ((動力\(y\)) * (-1))\n set [動力\(y\) v] to [0]\n end\n if <(x position) > [239]> then\n 初期設定\n broadcast (次のステージ v)\n end\n if <(y position) < [-170]> then\n 初期設定\n end\n if <touching (gasterintro2 v)?> then\n 初期設定\n change [体力 v] by (-5)\n end\n if <touching (スプライト1 v)?> then\n change [体力 v] by (-5)\n 初期設定\n end\n if <touching (スプライト2 v)?> then\n broadcast (CLEAR v)\n end\n switch costume to (ソウル2 v)\nend\n\nif <(costume [number v]) = [1]> then\nend\n\nwhen I receive [ゲームオーバー v]\nforever\n hide\nend\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [game clear v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n wait (0.1) seconds\nend\n\n@バックパック 地面\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [rrgt v]\nshow\n\nwhen I receive [ゲームオーバー v]\nforever\n hide\nend\n\nwhen I receive [clear v]\nnext costume\nhide\n\nwhen I receive [game clear v]\nhide\n\nwhen I receive [game clear v]\nforever\n hide\nend\n\n@GasterIntro2\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (0 v)\nhide\n\nwhen I start as a clone\nswitch costume to (0 v)\nif <(番号) = [0]> then\n go to x: (-160) y: (143)\n repeat (5)\n wait (0.05) seconds\n next costume\n end\n set [番号 v] to [1]\n create clone of (_myself_ v)\n repeat (2)\n wait (0.05) seconds\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(番号) = [2]> then\n go to x: (-60) y: (143)\n repeat (5)\n wait (0.05) seconds\n next costume\n end\n set [番号 v] to [3]\n create clone of (_myself_ v)\n repeat (2)\n wait (0.05) seconds\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(番号) = [1]> then\n go to x: (-108) y: (143)\n repeat (5)\n wait (0.05) seconds\n next costume\n end\n set [番号 v] to [2]\n create clone of (_myself_ v)\n repeat (2)\n wait (0.05) seconds\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(番号) = [3]> then\n go to x: (-8) y: (143)\n repeat (5)\n wait (0.05) seconds\n next costume\n end\n set [番号 v] to [4]\n create clone of (_myself_ v)\n repeat (2)\n wait (0.05) seconds\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(番号) = [4]> then\n go to x: (42) y: (143)\n repeat (5)\n wait (0.05) seconds\n next costume\n end\n set [番号 v] to [5]\n create clone of (_myself_ v)\n repeat (2)\n wait (0.05) seconds\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(番号) = [5]> then\n go to x: (92) y: (143)\n repeat (5)\n wait (0.05) seconds\n next costume\n end\n set [番号 v] to [6]\n create clone of (_myself_ v)\n repeat (2)\n wait (0.05) seconds\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(番号) = [6]> then\n go to x: (138) y: (143)\n repeat (5)\n wait (0.05) seconds\n next costume\n end\n set [番号 v] to [7]\n create clone of (_myself_ v)\n repeat (2)\n wait (0.05) seconds\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(番号) = [7]> then\n go to x: (195) y: (143)\n repeat (5)\n wait (0.05) seconds\n next costume\n end\n set [番号 v] to [8]\n repeat (2)\n wait (0.05) seconds\n next costume\n end\n create clone of (_myself_ v)\n delete this clone\nend\n\nwhen I receive [スタート v]\npoint in direction (180)\nwait (1) seconds\nshow\nset size to (100) %\ngo to x: (-213) y: (143)\nswitch costume to (0 v)\nrepeat (5)\n wait (0.05) seconds\n next costume\nend\nset [番号 v] to [0]\ncreate clone of (_myself_ v)\nrepeat (2)\n wait (0.05) seconds\n next costume\nend\nhide\n\nwhen I start as a clone\nif <(番号) = [8]> then\n hide\n wait (1) seconds\n show\n point in direction (90)\n go to x: (-211) y: (-67)\n create clone of (_myself_ v)\n set [番号 v] to [9]\n repeat (5)\n wait (0.05) seconds\n next costume\n end\n repeat (2)\n wait (0.05) seconds\n next costume\n end\n broadcast (次 v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(番号) = [9]> then\n point in direction (-90)\n go to x: (211) y: (-67)\n repeat (5)\n wait (0.05) seconds\n next costume\n end\n repeat (2)\n wait (0.05) seconds\n next costume\n end\n delete this clone\nend\n\nwhen I receive [ゲームオーバー v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n play sound [Blaster Appear v] until done\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [2]> then\n play sound [Blaster Appear v] until done\n end\nend\n\nwhen I receive [game clear v]\nhide\n\nwhen I receive [game clear v]\nforever\n hide\nend\n\n@Fight\n\nwhen flag clicked\nwait (0.2) seconds\ngo to [front v] layer\nswitch costume to (fight v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (fight2 v)\n else\n switch costume to (fight v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (rrgt v)\nbroadcast (スタート v)\nhide\n\nwhen I receive [clear v]\nshow\n\nwhen I receive [スタート v]\nhide\n\nwhen I receive [game clear v]\nhide\n\nwhen I receive [game clear v]\nforever\n hide\nend\n\n@スプライト1\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to [back v] layer\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [次 v]\nswitch costume to (コスチューム1 v)\nshow\ngo to x: (0) y: (27)\npoint in direction (90)\nrepeat until <(backdrop [number v]) = [2]>\n move (10) steps\n if <(x position) = [232]> then\n point in direction (-90)\n end\n if <(x position) = [-232]> then\n point in direction (90)\n end\nend\nswitch costume to (コスチューム2 v)\ngo to x: (25) y: (155)\nbroadcast (次② v)\nrepeat until <<(y position) = [-180]> or <touching (ソウル v)?>>\n change y by (-10)\nend\nhide\n\nwhen I start as a clone\nif <not <(backdrop [number v]) = [3]>> then\n show\nend\nswitch costume to (コスチューム2 v)\ngo to x: (pick random (238) to (-238)) y: (155)\nrepeat until <<(y position) = [-180]> or <touching (ソウル v)?>>\n change y by (-10)\nend\ndelete this clone\n\nwhen I receive [次② v]\nrepeat (40)\n wait (0.25) seconds\n create clone of (_myself_ v)\nend\ngo to x: (0) y: (0)\nshow\nswitch costume to (コスチューム3 v)\nset rotation style [all around v]\nrepeat (360)\n turn right (1) degrees\nend\nswitch costume to (コスチューム4 v)\ngo to x: (0) y: (0)\nrepeat (20)\n go to x: (0) y: (0)\n point towards (ソウル v)\n repeat until <<touching (ソウル v)?> or <touching (_edge_ v)?>>\n move (7) steps\n end\nend\nhide\nbroadcast (スタート v)\n\nwhen I receive [ゲームオーバー v]\nhide variable [体力 v]\nforever\n hide\nend\n\nwhen I receive [game clear v]\nhide\n\nwhen I receive [game clear v]\nforever\n hide\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (コスチューム2 v)\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen I receive [clear v]\nnext costume\nhide\n\nwhen I receive [スタート v]\nshow\n\nwhen I receive [game clear v]\nhide\n\nwhen I receive [ゲームオーバー v]\nhide\n\n@スプライト3\n\nwhen I receive [clear v]\nshow\n\nwhen I receive [rrgt v]\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\ngo to [front v] layer\nwait (0.1) seconds\ngo [backward v] (1) layers\n\nwhen I receive [game clear v]\nshow\n\nwhen I receive [ゲームオーバー v]\nswitch costume to (コスチューム2 v)\nforever\n show\nend\n\n@スプライト4\n\nwhen I receive [clear v]\nshow variable [ksi205202の体力 v]\nshow\nif <[-1] < (タイム)> then\n set [ダメージ v] to ((100) - (タイム))\n say (join (ダメージ) [ダメージ!])\nend\nif <[100] < (タイム)> then\n set [ダメージ v] to ((100) - (タイム))\n say (join ((ダメージ) * (-1)) [ksi205202は回復した!])\nend\nchange [ksi205202の体力 v] by ((ダメージ) * (-1))\n\nwhen I receive [rrgt v]\nhide\nwait (1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide variable [ksi205202の体力 v]\nhide\nwait (1) seconds\ngo to [front v] layer\n\nwhen I receive [rrgt v]\nwait (0.01) seconds\nhide variable [ksi205202の体力 v]\nset [タイム v] to [0]\nrepeat until <(backdrop [number v]) = [4]>\n wait (1) seconds\n change [タイム v] by (1)\nend\n\nwhen flag clicked\nset [ksi205202の体力 v] to [200]\nforever\n if <(ksi205202の体力) < [1]> then\n set [ksi205202の体力 v] to [2]\n hide variable [ksi205202の体力 v]\n broadcast (game clear v)\n end\nend\n\nwhen I receive [game clear v]\nshow\nsay [僕の負けだ。] for (3) seconds\nsay [負けを認める。だが、♡と☆を押せえええ!] for (4) seconds\nhide\nstop [all v]\n\nwhen I receive [game clear v]\nhide variable [体力 v]\nshow\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\nwait (0.21) seconds\ngo to [front v] layer\n\n
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日本語は下↓\nMove with the arrow keys!\nenemy? If you hit something like that, your physical strength will decrease!\nClear the stage and damage the ksi205202 (icon) (taken with a screenshot)!\nThe smaller the CLEAR time, the greater the damage done to ksi205202! After that, think for yourself! \n\n矢印キーで動かします!\n敵?みたいなのに当たると体力が減る!\nステージをクリアして(スクショで撮った)ksi205202(のアイコン)にダメージをあたえよう!\nCLEARタイムが小さいほどksi205202に与えるダメージは大きくなるよ!あとは、自分で考えてくれ!
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Mega Man - Revenge of the Robots /// Scrolling Platformer #games new
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@Stage\n\nwhen flag clicked\nset [music v] to [7]\nset [scroll x v] to [0]\nforever\n play sound (Music) until done\nend\n\nwhen I receive [die v]\nrepeat (20)\n change volume by (-5)\nend\nset volume to (0) %\nwait (2) seconds\nbroadcast (Screen Transition v)\nwait (.6) seconds\nchange [mega man extra lives v] by (-1)\nif <(Mega Man Extra lives) < [1]> then\n set [mega man extra lives v] to [3]\n broadcast (GAME OVER v)\nelse\n broadcast (SetUp v)\nend\n\nwhen I receive [ready v]\nif <(Robot Master Stage) = [4]> then\n if <(checkpoint) = [0]> then\n set [scroll x min v] to [0]\n set [scroll x max v] to [1356]\n set [scroll y max v] to [0]\n set [scroll y min v] to [0]\n end\n if <(checkpoint) = [1]> then\n set [scroll x min v] to [1370]\n set [scroll y max v] to [-525]\n set [scroll y min v] to [-525]\n set [scroll x max v] to [3752]\n end\n if <(checkpoint) = [2]> then\n set [scroll x min v] to [3752]\n set [scroll y max v] to [-1050]\n set [scroll y min v] to [-1050]\n set [scroll x max v] to [4676]\n end\n if <(checkpoint) = [3]> then\n set [scroll x min v] to [5201]\n set [scroll y max v] to [-1050]\n set [scroll y min v] to [-1050]\n set [scroll x max v] to [5201]\n end\nend\nif <(Robot Master Stage) = [3]> then\n if <(checkpoint) = [0]> then\n set [scroll x min v] to [0]\n set [scroll x max v] to [4780]\n set [scroll y max v] to [0]\n set [scroll y min v] to [0]\n end\n if <(checkpoint) = [1]> then\n set [scroll x min v] to [5305]\n set [scroll x max v] to [5305]\n set [scroll y max v] to [0]\n set [scroll y min v] to [0]\n end\nend\nif <(Robot Master Stage) = [6]> then\n if <(checkpoint) = [0]> then\n set [scroll x min v] to [0]\n set [scroll x max v] to [0]\n set [scroll y max v] to [0]\n set [scroll y min v] to [0]\n end\n if <(checkpoint) = [1]> then\n set [scroll x min v] to [0]\n set [scroll x max v] to [1730]\n set [scroll y max v] to [-2100]\n set [scroll y min v] to [-2100]\n end\n if <(checkpoint) = [2]> then\n set [scroll x min v] to [4252]\n set [scroll x max v] to [5000]\n set [scroll y max v] to [-2100]\n set [scroll y min v] to [-2100]\n end\n if <(checkpoint) = [3]> then\n set [scroll x min v] to [5525]\n set [scroll x max v] to [5525]\n set [scroll y max v] to [-2100]\n set [scroll y min v] to [-2100]\n end\nend\nif <(Robot Master Stage) = [1]> then\n if <(checkpoint) = [0]> then\n set [scroll x min v] to [0]\n set [scroll x max v] to [1615]\n set [scroll y max v] to [0]\n set [scroll y min v] to [0]\n end\n if <(checkpoint) = [1]> then\n set [scroll x min v] to [1615]\n set [scroll x max v] to [1615]\n set [scroll y max v] to [0]\n set [scroll y min v] to [0]\n end\n if <(checkpoint) = [2]> then\n set [scroll x min v] to [1615]\n set [scroll x max v] to [2435]\n set [scroll y max v] to [1575]\n set [scroll y min v] to [1575]\n end\n if <(checkpoint) = [3]> then\n set [scroll x min v] to [2960]\n set [scroll x max v] to [2960]\n set [scroll y max v] to [1575]\n set [scroll y min v] to [1575]\n end\nend\nif <(Robot Master Stage) = [2]> then\n if <(checkpoint) = [0]> then\n set [scroll x min v] to [0]\n set [scroll x max v] to [0]\n set [scroll y max v] to [0]\n set [scroll y min v] to [0]\n end\n if <(checkpoint) = [1]> then\n set [scroll x min v] to [0]\n set [scroll x max v] to [2613]\n set [scroll y max v] to [2100]\n set [scroll y min v] to [2100]\n end\n if <(checkpoint) = [2]> then\n set [scroll x min v] to [3138]\n set [scroll x max v] to [3138]\n set [scroll y max v] to [2100]\n set [scroll y min v] to [2100]\n end\nend\nif <(Robot Master Stage) = [5]> then\n if <(checkpoint) = [0]> then\n set [scroll x min v] to [0]\n set [scroll x max v] to [5000]\n set [scroll y max v] to [0]\n set [scroll y min v] to [0]\n end\n if <(checkpoint) = [1]> then\n set [scroll x min v] to [5525]\n set [scroll x max v] to [5525]\n set [scroll y max v] to [0]\n set [scroll y min v] to [0]\n end\nend\nif <(Robot Master Stage) = [7]> then\n if <(checkpoint) = [0]> then\n set [scroll x min v] to [0]\n set [scroll x max v] to [4900]\n set [scroll y max v] to [0]\n set [scroll y min v] to [0]\n end\n if <(checkpoint) = [1]> then\n set [scroll x min v] to [4900]\n set [scroll x max v] to [4900]\n set [scroll y max v] to [0]\n set [scroll y min v] to [0]\n end\n if <(checkpoint) = [2]> then\n set [scroll x min v] to [5425]\n set [scroll x max v] to [7250]\n set [scroll y max v] to [0]\n set [scroll y min v] to [0]\n end\n if <(checkpoint) = [3]> then\n set [scroll x min v] to [7250]\n set [scroll x max v] to [7250]\n set [scroll y max v] to [0]\n set [scroll y min v] to [0]\n end\n if <(checkpoint) = [4]> then\n set [scroll x min v] to [7250]\n set [scroll x max v] to [8590]\n set [scroll y max v] to [1050]\n set [scroll y min v] to [1050]\n end\n if <(checkpoint) = [5]> then\n set [scroll x min v] to [9610]\n set [scroll x max v] to [9610]\n set [scroll y max v] to [1050]\n set [scroll y min v] to [1050]\n end\n if <(checkpoint) = [6]> then\n set [scroll x min v] to [9610]\n set [scroll x max v] to [11000]\n set [scroll y max v] to [2100]\n set [scroll y min v] to [2100]\n end\n if <(checkpoint) = [7]> then\n set [scroll x min v] to [11525]\n set [scroll x max v] to [11525]\n set [scroll y max v] to [2100]\n set [scroll y min v] to [2100]\n end\nend\nif <(Robot Master Stage) = [9]> then\n if <(checkpoint) = [1]> then\n set [scroll x min v] to [3625]\n set [scroll x max v] to [3625]\n set [scroll y max v] to [525]\n set [scroll y min v] to [525]\n end\n if <(checkpoint) = [0]> then\n set [scroll x min v] to [0]\n set [scroll x max v] to [0]\n set [scroll y max v] to [0]\n set [scroll y min v] to [0]\n end\nend\nif <(Robot Master Stage) = [10]> then\n if <(checkpoint) = [0]> then\n set [scroll x min v] to [0]\n set [scroll x max v] to [0]\n set [scroll y max v] to [0]\n set [scroll y min v] to [0]\n end\nend\nif <(Robot Master Stage) = [8]> then\n if <(checkpoint) = [0]> then\n set [scroll x min v] to [0]\n set [scroll x max v] to [9000]\n set [scroll y max v] to [0]\n set [scroll y min v] to [0]\n end\n if <(checkpoint) = [1]> then\n set [scroll x min v] to [4600]\n set [scroll x max v] to [9000]\n set [scroll y max v] to [0]\n set [scroll y min v] to [0]\n end\n if <(checkpoint) = [2]> then\n set [scroll x min v] to [9525]\n set [scroll x max v] to [9525]\n set [scroll y max v] to [0]\n set [scroll y min v] to [0]\n end\nend\n\nwhen I receive [transition downwards v]\nrepeat (35)\n change [scroll y max v] by (-15)\n change [scroll y min v] by (-15)\nend\nif <(Robot Master Stage) = [4]> then\n if <(checkpoint) = [0]> then\n set [checkpoint v] to [1]\n set [scroll x min v] to [1356]\n set [scroll x max v] to [3752]\n else\n if <(checkpoint) = [1]> then\n set [checkpoint v] to [2]\n set [scroll x min v] to [3752]\n set [scroll x max v] to [4676]\n end\n end\nend\nif <(Robot Master Stage) = [6]> then\n if <<(checkpoint) = [0]> and <(Scroll Y) < [-2000]>> then\n set [checkpoint v] to [1]\n set [scroll x min v] to [0]\n set [scroll x max v] to [1730]\n else\n if <<(checkpoint) = [1]> and <(Scroll X) > [4200]>> then\n set [checkpoint v] to [2]\n set [scroll x min v] to [4252]\n set [scroll x max v] to [5000]\n end\n end\nend\n\nwhen I receive [bossgatetransition v]\nbroadcast (Transition Right v)\n\nwhen I receive [transition right v]\nset [scroll x min v] to (Scroll X Max)\nrepeat (35)\n change [scroll x max v] by (15)\n change [scroll x min v] by (15)\nend\nif <(Robot Master Stage) = [4]> then\n if <(checkpoint) = [3]> then\n wait (1) seconds\n broadcast (Boss Intro v)\n end\n if <(checkpoint) = [2]> then\n set [checkpoint v] to [3]\n wait (.5) seconds\n set [scroll x max v] to [5201]\n end\nend\nif <(Robot Master Stage) = [10]> then\n if <(checkpoint) = [0]> then\n wait (1) seconds\n broadcast (Boss Intro v)\n set [scroll x max v] to [525]\n end\nend\nif <(Robot Master Stage) = [3]> then\n if <(checkpoint) = [1]> then\n wait (1) seconds\n broadcast (Boss Intro v)\n end\n if <(checkpoint) = [0]> then\n set [checkpoint v] to [1]\n wait (.5) seconds\n set [scroll x max v] to [5305]\n end\nend\nif <(Robot Master Stage) = [6]> then\n if <(checkpoint) = [3]> then\n wait (1) seconds\n broadcast (Boss Intro v)\n set [scroll x max v] to [6050]\n end\n if <(checkpoint) = [2]> then\n set [checkpoint v] to [3]\n wait (.5) seconds\n set [scroll x max v] to [5525]\n end\nend\nif <(Robot Master Stage) = [1]> then\n if <(checkpoint) = [3]> then\n wait (1) seconds\n broadcast (Boss Intro v)\n set [scroll x max v] to [3485]\n end\n if <(checkpoint) = [2]> then\n set [checkpoint v] to [3]\n wait (.5) seconds\n set [scroll x max v] to [2960]\n end\nend\nif <(Robot Master Stage) = [2]> then\n if <(checkpoint) = [2]> then\n wait (1) seconds\n broadcast (Boss Intro v)\n set [scroll x max v] to [3663]\n end\n if <(checkpoint) = [1]> then\n set [checkpoint v] to [2]\n wait (.5) seconds\n set [scroll x max v] to [3138]\n end\nend\nif <(Robot Master Stage) = [5]> then\n if <(checkpoint) = [1]> then\n wait (1) seconds\n broadcast (Boss Intro v)\n set [scroll x max v] to [6050]\n end\n if <(checkpoint) = [0]> then\n set [checkpoint v] to [1]\n wait (.5) seconds\n set [scroll x max v] to [5525]\n end\nend\nif <(Robot Master Stage) = [8]> then\n if <(checkpoint) = [2]> then\n wait (1) seconds\n broadcast (Boss Intro v)\n end\n if <(checkpoint) = [1]> then\n set [checkpoint v] to [2]\n set [scroll x max v] to [9525]\n end\nend\nif <(Robot Master Stage) = [9]> then\n if <(checkpoint) = [1]> then\n wait (1) seconds\n broadcast (docter wily's intermission v)\n end\n if <(checkpoint) = [0]> then\n wait (1) seconds\n set [checkpoint v] to [1]\n set [scroll x max v] to [3625]\n end\nend\nif <(Robot Master Stage) = [7]> then\n if <<(checkpoint) = [0]> or <(checkpoint) = [1]>> then\n wait (1) seconds\n set [checkpoint v] to [1]\n set [scroll x max v] to [5425]\n broadcast (Boss Intro v)\n end\n if <(checkpoint) = [4]> then\n wait (1) seconds\n broadcast (Boss Intro v)\n end\n if <(checkpoint) = [7]> then\n wait (1) seconds\n broadcast (Boss Intro v)\n end\n if <(checkpoint) = [6]> then\n wait (1) seconds\n set [checkpoint v] to [7]\n end\nend\n\nwhen I receive [boss intro v]\nrepeat (10)\n change volume by (-10)\nend\nif <(Robot Master Stage) = [9]> then\n if <(Heard wily's intermission?) = [1]> then\n set [music v] to [2]\n repeat (10)\n change volume by (-10)\n end\n stop all sounds\n set volume to (0) %\n repeat (10)\n change volume by (5)\n end\n set volume to (100) %\n end\nelse\n if <(Robot Master Stage) = [10]> then\n set [music v] to [16]\n end\n if <<<(Robot Master Stage) = [7]> or <(Robot Master Stage) = [8]>> or <(Robot Master Stage) = [9]>> then\n set [music v] to [19]\n end\n if <<(Robot Master Stage) = [1]> or <(Robot Master Stage) = [2]>> then\n set [music v] to [1]\n end\n if <<(Robot Master Stage) = [3]> or <(Robot Master Stage) = [4]>> then\n set [music v] to [3]\n end\n if <<(Robot Master Stage) = [5]> or <(Robot Master Stage) = [6]>> then\n set [music v] to [2]\n end\n stop all sounds\n set volume to (0) %\n repeat (10)\n change volume by (10)\n end\n set volume to (100) %\nend\n\nwhen I receive [bossdie v]\nrepeat (10)\n change volume by (-10)\nend\nset volume to (0) %\n\nwhen I receive [stage select fade v]\nrepeat (20)\n change volume by (-5)\nend\nset volume to (0) %\n\nwhen I receive [setup v]\nset [scroll x v] to [0]\nif <(Robot Master Stage) = [1]> then\n set [scroll x max v] to [5000]\n set [music v] to [11]\n stop all sounds\nend\nif <(Robot Master Stage) = [4]> then\n set [scroll x max v] to [5000]\n set [music v] to [4]\n stop all sounds\nend\nif <(Robot Master Stage) = [3]> then\n set [scroll x max v] to [5000]\n set [music v] to [8]\n stop all sounds\nend\nif <(Robot Master Stage) = [6]> then\n set [scroll x max v] to [0]\n set [music v] to [13]\n stop all sounds\nend\nif <(Robot Master Stage) = [2]> then\n set [scroll x max v] to [0]\n set [music v] to [10]\n stop all sounds\nend\nif <(Robot Master Stage) = [5]> then\n set [scroll x max v] to [5000]\n set [music v] to [12]\n stop all sounds\nend\nif <(Robot Master Stage) = [7]> then\n set [scroll x max v] to [5000]\n set [music v] to [18]\n stop all sounds\nend\nif <(Robot Master Stage) = [8]> then\n set [scroll x max v] to [5000]\n set [music v] to [15]\n stop all sounds\nend\nif <(Robot Master Stage) = [9]> then\n set [scroll x max v] to [5000]\n set [music v] to [20]\n stop all sounds\nend\nif <(Robot Master Stage) = [10]> then\n set [scroll x max v] to [5000]\n set [music v] to [17]\n stop all sounds\nend\nbroadcast (READY v)\nset volume to (0) %\nrepeat (20)\n change volume by (5)\nend\nset volume to (100) %\n\nwhen I receive [stage select fade v]\nset [checkpoint v] to [0]\nset [scroll x max v] to [0]\nset [scroll x min v] to [0]\nset [scroll y max v] to [0]\nset [scroll y min v] to [0]\n\nwhen flag clicked\nset [mega man extra lives v] to [3]\nset [mega man costume v] to [1]\ndelete all of [robot master weapons v]\nrepeat (6)\n add [0] to [robot master weapons v]\nend\n\nwhen I receive [weapon get screen v]\nset [music v] to [9]\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\nset volume to (100) %\n\nwhen I receive [stage select v]\nrepeat (10)\n change volume by (-10)\nend\nset [music v] to [5]\nif <not <(Robot Master Weapons) = [111111]>> then\n stop all sounds\n repeat (10)\n change volume by (10)\n end\n set volume to (100) %\nend\n\nwhen I receive [stage select v]\nif <(Game Difficulty) = [1]> then\n if <(Mega Man Extra lives) < [8]> then\n set [mega man extra lives v] to [8]\n end\nend\n\nwhen I receive [game over v]\nrepeat (10)\n change volume by (-10)\nend\nset [music v] to [14]\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\nset volume to (100) %\n\nwhen I receive [ready v]\nset [mega man special weapon selected v] to [0]\n\nwhen flag clicked\nset [mega man costume v] to [1]\n\ndefine find next weapon (z/x)\nif <(z/x) = [2]> then\n set [findweaponcounter v] to [1]\n change [mega man special weapon selected v] by (1)\n if <(Mega Man Special Weapon Selected) > [6]> then\n set [mega man special weapon selected v] to [0]\n end\n repeat until <<<not <(item (Mega Man Special Weapon Selected) of [robot master weapons v]) = [0]>> and <not <(item (Mega Man Special Weapon Selected) of [robot master weapons v]) = []>>> or <(Mega Man Special Weapon Selected) = [0]>>\n change [mega man special weapon selected v] by (1)\n if <(Mega Man Special Weapon Selected) > [6]> then\n set [mega man special weapon selected v] to [0]\n end\n end\nend\nif <(z/x) = [1]> then\n set [findweaponcounter v] to [1]\n change [mega man special weapon selected v] by (-1)\n repeat until <<<not <(item (Mega Man Special Weapon Selected) of [robot master weapons v]) = [0]>> and <not <(item (Mega Man Special Weapon Selected) of [robot master weapons v]) = []>>> or <(Mega Man Special Weapon Selected) = [0]>>\n change [mega man special weapon selected v] by (-1)\n if <(Mega Man Special Weapon Selected) < [0]> then\n set [mega man special weapon selected v] to [6]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Show stage select stars?) = [1]> then\n set [mega man special weapon selected v] to [0]\n else\n if <key (x v) pressed?> then\n find next weapon [2]\n wait until <not <key (x v) pressed?>>\n else\n if <key (z v) pressed?> then\n find next weapon [1]\n wait until <not <key (z v) pressed?>>\n end\n end\n end\nend\n\nwhen I receive [transition up v]\nrepeat (35)\n change [scroll y max v] by (15)\n change [scroll y min v] by (15)\nend\nif <(Robot Master Stage) = [6]> then\n if <(checkpoint) = [1]> then\n set [checkpoint v] to [1]\n set [scroll x min v] to [0]\n set [scroll x max v] to [4252]\n end\nend\nif <(Robot Master Stage) = [1]> then\n if <(checkpoint) = [0]> then\n set [checkpoint v] to [1]\n else\n if <<(checkpoint) = [1]> and <(Scroll Y) > [1570]>> then\n set [checkpoint v] to [2]\n set [scroll x min v] to [1615]\n set [scroll x max v] to [2435]\n end\n end\nend\nif <(Robot Master Stage) = [2]> then\n if <<(checkpoint) = [0]> and <(Scroll Y) > [2050]>> then\n set [checkpoint v] to [1]\n set [scroll x min v] to [0]\n set [scroll x max v] to [2613]\n end\nend\nif <(Robot Master Stage) = [7]> then\n if <<(checkpoint) = [3]> and <(Scroll Y) > [1000]>> then\n set [checkpoint v] to [4]\n set [scroll x min v] to [7250]\n set [scroll x max v] to [8590]\n else\n if <<(checkpoint) = [5]> and <(Scroll Y) > [2000]>> then\n set [checkpoint v] to [6]\n set [scroll x min v] to [9610]\n set [scroll x max v] to [11000]\n end\n end\nend\nif <(Robot Master Stage) = [9]> then\n if <<(checkpoint) = [0]> and <(Scroll Y) > [500]>> then\n set [scroll x min v] to [0]\n set [scroll x max v] to [3100]\n end\nend\n\nwhen I receive [teleportin v]\nif <(Robot Master Stage) = [1]> then\n if <(checkpoint) = [0]> then\n wait until <(Scroll X) > [1600]>\n set [scroll x min v] to [1615]\n set [scroll x max v] to [1615]\n end\nend\nif <(Robot Master Stage) = [7]> then\n if <(checkpoint) < [3]> then\n wait until <(Scroll X) > [7248]>\n set [scroll x min v] to [7250]\n set [scroll x max v] to [7250]\n set [checkpoint v] to [3]\n end\n if <(checkpoint) < [6]> then\n wait until <(Scroll X) > [9600]>\n set [scroll x min v] to [9610]\n set [scroll x max v] to [9610]\n set [checkpoint v] to [5]\n end\nend\nif <(Robot Master Stage) = [8]> then\n if <(checkpoint) = [0]> then\n wait until <(Scroll X) > [4600]>\n set [checkpoint v] to [1]\n end\nend\n\nwhen I receive [ready v]\nset [shadow effect v] to [0]\n\nwhen flag clicked\nset [shadow effect v] to [0]\nforever\n wait until <(Shadow Effect) = [1]>\n wait (4) seconds\n set [shadow effect v] to [0]\nend\n\nwhen I receive [stage resume music v]\nif <(Robot Master Stage) = [7]> then\n set [music v] to [18]\n stop all sounds\n if <(WilyCastleBoss) = [2]> then\n set [scroll x max v] to [7250]\n end\n if <(WilyCastleBoss) = [3]> then\n set [scroll x max v] to [9610]\n end\nend\nif <(Robot Master Stage) = [9]> then\n set [music v] to [20]\n stop all sounds\nend\nrepeat (10)\n change volume by (10)\nend\nset volume to (100) %\n\nwhen I receive [wahwee castle map v]\nif <(Game Difficulty) = [1]> then\n if <(Mega Man Extra lives) < [8]> then\n set [mega man extra lives v] to [8]\n end\nend\n\nwhen flag clicked\nset volume to (0) %\nrepeat (10)\n change volume by (10)\nend\nset volume to (100) %\n\nrepeat (6)\n add [0] to [robot master weapons v]\nend\n\nwhen I receive [cycle weapon v]\nfind next weapon [2]\n\nwhen I receive [protoman teleport in v]\nrepeat (10)\n change volume by (-10)\nend\nwait (3) seconds\nset volume to (0) %\nrepeat (10)\n change volume by (10)\nend\nset volume to (100) %\n\nwhen I receive [docter wily's intermission v]\nif <(Heard wily's intermission?) = [0]> then\n set [music v] to [5]\n stop all sounds\n set volume to (0) %\n repeat (10)\n change volume by (5)\n end\n set volume to (50) %\nend\n\nwhen I receive [dr wily strikes back v]\nrepeat (20)\n change volume by (5)\nend\nset volume to (100) %\n\nwhen I receive [you win v]\nset [music v] to [7]\nwait (1) seconds\nrepeat (20)\n change volume by (-5)\nend\nset volume to (0) %\nstop all sounds\nrepeat (100)\n change volume by (1)\nend\nset volume to (100) %\n\nwhen I receive [show mind ray v]\nset [music v] to [21]\nwait (.5) seconds\nrepeat (20)\n change volume by (-5)\nend\nset volume to (0) %\nstop all sounds\nrepeat (20)\n change volume by (5)\nend\nset volume to (100) %\n\n@Level_Art\n\nwhen I receive [setup v]\nwait (.03) seconds\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (str1 v)\nCreate\n\ndefine Create\nif <(Robot Master Stage) = [10]> then\n switch costume to (what? an even darker background? impossible! v)\n set size to (250) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (3)\n create clone of (_myself_ v)\n change [level_x v] by (635)\n end\nend\nif <(Robot Master Stage) = [9]> then\n switch costume to (wily_2 v)\n set size to (200) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (1)\n create clone of (_myself_ v)\n change [level_y v] by (500)\n end\n repeat (7)\n create clone of (_myself_ v)\n change [level_x v] by (512)\n end\nend\nif <(Robot Master Stage) = [8]> then\n switch costume to (bgmm3wily1_2 v)\n set size to (250) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (15)\n create clone of (_myself_ v)\n change [level_x v] by (635)\n end\n change [level_x v] by (-5)\n switch costume to (bgmm9wily2 v)\n set size to (250) %\n create clone of (_myself_ v)\nend\nif <(Robot Master Stage) = [7]> then\n switch costume to (wily2 v)\n set size to (250) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (9)\n create clone of (_myself_ v)\n change [level_x v] by (600)\n end\n switch costume to (wily_1_2 v)\n set size to (250) %\n repeat (3)\n create clone of (_myself_ v)\n change [level_x v] by (600)\n end\n repeat (3)\n create clone of (_myself_ v)\n change [level_y v] by (500)\n end\n switch costume to (wily2 v)\n set size to (250) %\n change [level_y v] by (-450)\n repeat (3)\n change [level_x v] by (600)\n create clone of (_myself_ v)\n end\n switch costume to (wily_1_3 v)\n set size to (250) %\n change [level_x v] by (25)\n repeat (1)\n change [level_x v] by (600)\n create clone of (_myself_ v)\n end\n repeat (3)\n create clone of (_myself_ v)\n change [level_y v] by (500)\n end\n repeat (5)\n change [level_x v] by (600)\n create clone of (_myself_ v)\n end\nend\nif <(Robot Master Stage) = [2]> then\n switch costume to (elec v)\n set size to (250) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (4)\n create clone of (_myself_ v)\n change [level_y v] by (500)\n end\n switch costume to (wily3 v)\n repeat (6)\n create clone of (_myself_ v)\n change [level_x v] by (535)\n end\n switch costume to (elec v)\n repeat (2)\n create clone of (_myself_ v)\n change [level_x v] by (535)\n end\nend\nif <(Robot Master Stage) = [5]> then\n switch costume to (bgshadow_2 v)\n set size to (250) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (15)\n create clone of (_myself_ v)\n change [level_x v] by (500)\n end\nend\nif <(Robot Master Stage) = [3]> then\n switch costume to (background v)\n set size to (250) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (15)\n create clone of (_myself_ v)\n change [level_x v] by (500)\n end\nend\nif <(Robot Master Stage) = [1]> then\n switch costume to (cut v)\n set size to (250) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (4)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n end\n change [level_x v] by (-500)\n switch costume to (background v)\n repeat (3)\n change [level_y v] by (500)\n create clone of (_myself_ v)\n end\n change [level_y v] by (0)\n repeat (4)\n change [level_x v] by (510)\n create clone of (_myself_ v)\n end\nend\nif <(Robot Master Stage) = [4]> then\n switch costume to (metalbg v)\n set size to (250) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (5)\n create clone of (_myself_ v)\n change [level_x v] by (500)\n end\n wait (.02) seconds\n change [level_x v] by (-500)\n change [level_x v] by (-500)\n change [level_y v] by (-500)\n set size to (250) %\n repeat (6)\n create clone of (_myself_ v)\n change [level_x v] by (500)\n end\n change [level_x v] by (-500)\n change [level_x v] by (-500)\n change [level_y v] by (-500)\n set size to (250) %\n repeat (6)\n create clone of (_myself_ v)\n change [level_x v] by (500)\n end\nend\nif <(Robot Master Stage) = [6]> then\n switch costume to (gemini v)\n set size to (250) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (4)\n create clone of (_myself_ v)\n change [level_y v] by (-500)\n end\n repeat (5)\n create clone of (_myself_ v)\n change [level_x v] by (500)\n end\n change [level_y v] by (500)\n change [level_x v] by (-500)\n create clone of (_myself_ v)\n change [level_x v] by (-500)\n create clone of (_myself_ v)\n change [level_x v] by (500)\n change [level_x v] by (500)\n repeat (5)\n create clone of (_myself_ v)\n change [level_x v] by (500)\n end\n change [level_y v] by (-500)\n change [level_x v] by (-500)\n create clone of (_myself_ v)\n change [level_x v] by (-500)\n create clone of (_myself_ v)\n change [level_x v] by (500)\n repeat (5)\n create clone of (_myself_ v)\n change [level_x v] by (500)\n end\nend\n\nwhen I start as a clone\nset [brightness v] effect to (10)\nif <(costume [number v]) = [5]> then\n forever\n switch costume to (metalbg v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [11]> then\n forever\n switch costume to (bgshadow_2 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [20]> then\n forever\n switch costume to (wily_2 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [7]> then\n set x to (((Level_X) - (Scroll X)) + (([x position v] of [hitbox v]) / (20)))\n else\n set x to ((Level_X) - (Scroll X))\n end\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [550]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [440]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I receive [weapon get screen v]\ndelete this clone\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [blink v]\n\nbroadcast (blink v)\n\nwhen I start as a clone\nwait (1) seconds\nforever\n wait until <(Shadow Effect) = [1]>\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait until <(Shadow Effect) = [0]>\n repeat (10)\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [screenshake v]\nrepeat (2)\n change [level_y v] by (15)\n wait (0) seconds\n change [level_y v] by (-15)\n wait (0) seconds\nend\nrepeat (2)\n change [level_y v] by (10)\n wait (0) seconds\n change [level_y v] by (-10)\n wait (0) seconds\nend\nrepeat (2)\n change [level_y v] by (5)\n wait (0) seconds\n change [level_y v] by (-5)\n wait (0) seconds\nend\n\nwhen I receive [blink v]\n\nbroadcast (blink v)\n\ndelete this clone\n\ndelete this clone\n\nwhen I receive [earthquake v]\nrepeat (5)\n repeat (2)\n change [level_y v] by (15)\n wait (0) seconds\n change [level_y v] by (-15)\n wait (0) seconds\n end\nend\nrepeat (2)\n change [level_y v] by (10)\n wait (0) seconds\n change [level_y v] by (-10)\n wait (0) seconds\nend\nrepeat (2)\n change [level_y v] by (5)\n wait (0) seconds\n change [level_y v] by (-5)\n wait (0) seconds\nend\n\n@ground\n\nwhen I receive [setup v]\nwait (.03) seconds\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (vc_1 v)\nCreate\n\nwhen flag clicked\n\nbroadcast (SetUp v)\n\ndefine Create\nif <(Robot Master Stage) = [10]> then\n switch costume to (costume139 v)\n set size to (200) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (2)\n create clone of (_myself_ v)\n change [level_x v] by (560)\n next costume\n end\nend\nif <(Robot Master Stage) = [9]> then\n switch costume to (costume128 v)\n set size to (250) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (1)\n create clone of (_myself_ v)\n change [level_y v] by (512)\n next costume\n end\n repeat (15)\n create clone of (_myself_ v)\n change [level_x v] by (560)\n next costume\n end\n delete this clone\nend\nif <(Robot Master Stage) = [2]> then\n switch costume to (costume55 v)\n set size to (200) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (5)\n create clone of (_myself_ v)\n change [level_y v] by (363)\n next costume\n end\n create clone of (_myself_ v)\n change [level_x v] by (560)\n next costume\n change [level_y v] by (150)\n repeat (7)\n create clone of (_myself_ v)\n change [level_x v] by (560)\n next costume\n end\nend\nif <(Robot Master Stage) = [7]> then\n switch costume to (costume73 v)\n set size to (200) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (14)\n create clone of (_myself_ v)\n change [level_x v] by (560)\n next costume\n end\n change [level_x v] by (-560)\n repeat (2)\n change [level_y v] by (512)\n create clone of (_myself_ v)\n next costume\n end\n repeat (4)\n change [level_x v] by (560)\n create clone of (_myself_ v)\n next costume\n end\n change [level_x v] by (0)\n repeat (2)\n change [level_y v] by (512)\n create clone of (_myself_ v)\n next costume\n end\n repeat (4)\n change [level_x v] by (560)\n create clone of (_myself_ v)\n next costume\n end\nend\nif <(Robot Master Stage) = [8]> then\n switch costume to (costume104 v)\n set size to (200) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (19)\n create clone of (_myself_ v)\n change [level_x v] by (560)\n next costume\n end\nend\nif <(Robot Master Stage) = [3]> then\n switch costume to (costume19 v)\n set size to (200) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (7)\n create clone of (_myself_ v)\n change [level_x v] by (560)\n next costume\n end\n if <(Game Difficulty) = [1]> then\n switch costume to (costume24 v)\n else\n switch costume to (costume2 v)\n end\n create clone of (_myself_ v)\n change [level_x v] by (560)\n next costume\n switch costume to (costume23 v)\n repeat (3)\n create clone of (_myself_ v)\n change [level_x v] by (560)\n next costume\n end\nend\nif <(Robot Master Stage) = [5]> then\n switch costume to (costume70 v)\n set size to (200) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (15)\n create clone of (_myself_ v)\n change [level_x v] by (560)\n next costume\n end\nend\nif <(Robot Master Stage) = [1]> then\n switch costume to (costume41 v)\n set size to (200) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (4)\n create clone of (_myself_ v)\n change [level_x v] by (560)\n next costume\n end\n change [level_x v] by (-560)\n wait (.02) seconds\n repeat (3)\n change [level_y v] by (512)\n create clone of (_myself_ v)\n next costume\n end\n repeat (4)\n change [level_x v] by (560)\n create clone of (_myself_ v)\n next costume\n end\nend\nif <(Robot Master Stage) = [4]> then\n switch costume to (costume1 v)\n set size to (200) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (4)\n create clone of (_myself_ v)\n change [level_x v] by (560)\n next costume\n end\n wait (.02) seconds\n change [level_x v] by (-560)\n repeat (1)\n change [level_y v] by (-512)\n create clone of (_myself_ v)\n next costume\n end\n repeat (5)\n change [level_x v] by (560)\n create clone of (_myself_ v)\n next costume\n end\n change [level_x v] by (-560)\n switch costume to (costume9 v)\n repeat (1)\n change [level_y v] by (-512)\n create clone of (_myself_ v)\n next costume\n end\n repeat (5)\n change [level_x v] by (560)\n create clone of (_myself_ v)\n next costume\n end\nend\nif <(Robot Master Stage) = [6]> then\n switch costume to (costume20 v)\n set size to (200) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (5)\n create clone of (_myself_ v)\n change [level_y v] by (-512)\n next costume\n end\n change [level_y v] by (512)\n repeat (3)\n change [level_x v] by (560)\n create clone of (_myself_ v)\n next costume\n end\n change [level_y v] by (512)\n repeat (6)\n create clone of (_myself_ v)\n next costume\n change [level_x v] by (560)\n end\n change [level_x v] by (-560)\n change [level_y v] by (-512)\n create clone of (_myself_ v)\n next costume\n repeat (3)\n change [level_x v] by (560)\n create clone of (_myself_ v)\n next costume\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n set [ghost v] effect to (0)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [750]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [500]>> then\n hide\n else\n if <<(Robot Master Stage) = [8]> and <(Scroll X) > [10049]>> then\n hide\n else\n show\n end\n end\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I receive [weapon get screen v]\ndelete this clone\n\nwhen I receive [game over v]\ndelete this clone\n\nbroadcast (blink v)\n\nwhen I start as a clone\nwait (1) seconds\nforever\n wait until <(Shadow Effect) = [1]>\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait until <(Shadow Effect) = [0]>\n repeat (10)\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [screenshake v]\nrepeat (2)\n change [level_y v] by (15)\n wait (0) seconds\n change [level_y v] by (-15)\n wait (0) seconds\nend\nrepeat (2)\n change [level_y v] by (10)\n wait (0) seconds\n change [level_y v] by (-10)\n wait (0) seconds\nend\nrepeat (2)\n change [level_y v] by (5)\n wait (0) seconds\n change [level_y v] by (-5)\n wait (0) seconds\nend\n\nbroadcast (blink v)\n\nwhen I receive [blink v]\n\ndelete this clone\n\nwhen I receive [earthquake v]\nrepeat (5)\n repeat (2)\n change [level_y v] by (15)\n wait (0) seconds\n change [level_y v] by (-15)\n wait (0) seconds\n end\nend\nrepeat (2)\n change [level_y v] by (10)\n wait (0) seconds\n change [level_y v] by (-10)\n wait (0) seconds\nend\nrepeat (2)\n change [level_y v] by (5)\n wait (0) seconds\n change [level_y v] by (-5)\n wait (0) seconds\nend\n\n@mega man\n\nwhen flag clicked\nset [health v] to [1]\nset [health v] to [1]\n\nwhen I receive [die v]\nset [speed v] to [1]\nset [canmove? v] to [0]\n\nwhen I start as a clone\nswitch costume to (laser v)\nif <not <(HEALTH) > [14]>> then\n start sound [Mega Man 5 SFX \(4\)2 v]\nend\nset rotation style [left-right v]\nif <([falling? v] of [hitbox v]) > [2]> then\n change y by (2)\nelse\n change y by (-8)\nend\ngo to [front v] layer\nshow\n\nwhen flag clicked\nset [sliding? v] to [0]\nforever\n if <(HEALTH) < [15]> then\n if <<(CanMove?) = [1]> and <<<key (space v) pressed?> or <mouse down?>> or <key (c v) pressed?>>> then\n if <(SLIDING?) = [0]> then\n if <key (c v) pressed?> then\n if <(Mega Man Special Weapon Selected) = [0]> then\n create clone of (_myself_ v)\n else\n broadcast (Fire Special Weapon v)\n if <<(Mega Man Special Weapon Selected) < [3]> or <(Mega Man Special Weapon Selected) = [6]>> then\n wait (.3) seconds\n end\n end\n wait (.1) seconds\n else\n if <(Mega Man Special Weapon Selected) = [0]> then\n create clone of (_myself_ v)\n else\n broadcast (Fire Special Weapon v)\n if <<(Mega Man Special Weapon Selected) < [3]> or <(Mega Man Special Weapon Selected) = [6]>> then\n wait (.3) seconds\n end\n end\n wait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset [speed v] to [3]\n\nwhen flag clicked\nforever\n if <<<key (space v) pressed?> or <mouse down?>> or <key (c v) pressed?>> then\n set [animations: using gun?2 v] to [1]\n else\n set [animations: using gun?2 v] to [0]\n end\nend\n\ndefine Do (what?)\nif <<(CanMove?) = [1]> and <(mega_slide) = [0]>> then\n if <(what?) = [Walk]> then\n if <not <(dead:) = [1]>> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(animations: using gun?2) = [1]> then\n if <(mega_slide) = [0]> then\n switch costume to (join [mgunrun] ((Mega Man Costume) + (0)))\n end\n else\n if <(mega_slide) = [0]> then\n switch costume to (join [mrun] ((Mega Man Costume) + (0)))\n end\n end\n if <(mega_slide) = [0]> then\n wait (.08) seconds\n end\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(animations: using gun?2) = [1]> then\n if <(mega_slide) = [0]> then\n switch costume to (join [mgunrun] ((Mega Man Costume) + (1)))\n end\n else\n if <(mega_slide) = [0]> then\n switch costume to (join [mrun] ((Mega Man Costume) + (1)))\n end\n end\n if <(mega_slide) = [0]> then\n wait (.08) seconds\n end\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(animations: using gun?2) = [1]> then\n if <(mega_slide) = [0]> then\n switch costume to (join [mgunrun] ((Mega Man Costume) + (2)))\n end\n else\n if <(mega_slide) = [0]> then\n switch costume to (join [mrun] ((Mega Man Costume) + (2)))\n end\n end\n if <(mega_slide) = [0]> then\n wait (.08) seconds\n end\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(animations: using gun?2) = [1]> then\n if <(mega_slide) = [0]> then\n switch costume to (join [mgunrun] ((Mega Man Costume) + (3)))\n end\n else\n if <(mega_slide) = [0]> then\n switch costume to (join [mrun] ((Mega Man Costume) + (3)))\n end\n end\n if <(mega_slide) = [0]> then\n wait (.08) seconds\n end\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(animations: using gun?2) = [1]> then\n if <(mega_slide) = [0]> then\n switch costume to (join [mgunrun] ((Mega Man Costume) + (4)))\n end\n else\n if <(mega_slide) = [0]> then\n switch costume to (join [mrun] ((Mega Man Costume) + (4)))\n end\n end\n if <(mega_slide) = [0]> then\n wait (.08) seconds\n end\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(animations: using gun?2) = [1]> then\n if <(mega_slide) = [0]> then\n switch costume to (join [mgunrun] ((Mega Man Costume) + (5)))\n end\n else\n if <(mega_slide) = [0]> then\n switch costume to (join [mrun] ((Mega Man Costume) + (5)))\n end\n end\n if <(mega_slide) = [0]> then\n wait (.08) seconds\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(getting ouched ?) = [1]> then\n switch costume to (join [mouch] ((Mega Man Costume) + (0)))\n wait (.05) seconds\n switch costume to (join [mouch] ((Mega Man Costume) + (1)))\n wait (.05) seconds\n else\n if <(SLIDING?) = [1]> then\n switch costume to (join [mslide] ((Mega Man Costume) + (0)))\n else\n if <(CanMove?) = [1]> then\n if <([falling? v] of [hitbox v]) > [1]> then\n if <(animations: using gun?2) = [1]> then\n if <(SLIDING?) = [0]> then\n else\n if <(SLIDING?) = [0]> then\n end\n else\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(SLIDING?) = [0]> then\n Do [Walk]\n end\n else\n if <<not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> or <key (up arrow v) pressed?>>>> and <(Holding?) = [0]>> then\n if <(animations: using gun?2) = [1]> then\n if <(SLIDING?) = [0]> then\n switch costume to (join [mgunidle] ((Mega Man Costume) + (0)))\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to (join [midle] ((Mega Man Costume) + (0)))\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <not <(HEALTH) > [14]>> then\n move (20) steps\n repeat until <<(x position) < [-230]> or <(x position) > [230]>>\n move (20) steps\n end\n delete this clone\nend\nif <(HEALTH) > [14]> then\n set size to (100) %\n repeat until <touching (_edge_ v)?>\n go to [front v] layer\n move (10) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (idle v)\nset size to (200) %\nclear graphic effects\nset [falling v] to [0]\nset [speed y v] to [0]\nset [canmove? v] to [-1]\nset [holding? v] to [0]\nset [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\npoint in direction (90)\nset volume to (100) %\n\nwhen I receive [die v]\nset [canmove? v] to [0]\nhide\nwait (1) seconds\nswitch costume to (idle v)\n\nwhen I receive [take dmg v]\nstart sound [Mega Man 2 SFX \(5\)2 v]\nset [takingdmg v] to [1]\nset [canmove? v] to [0]\nset [getting ouched ? v] to [1]\nrepeat (4)\n set [ghost v] effect to (100)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.05) seconds\nend\nset [getting ouched ? v] to [0]\nset [canmove? v] to [1]\nset [takingdmg v] to [0]\nrepeat (4)\n set [ghost v] effect to (100)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.05) seconds\nend\n\nwhen flag clicked\nset [getting ouched ? v] to [0]\nset [takingdmg v] to [0]\n\nwhen I receive [blink v]\nif <(clone?) = [0]> then\n repeat (3)\n set [ghost v] effect to (100)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.05) seconds\n end\nend\n\nwhen I receive [teleportin v]\nif <(clone?) = [0]> then\n set [mega man costume v] to [1]\n hide\n set [canmove? v] to [-1]\n go to [front v] layer\n repeat (10)\n switch costume to (mtele1 v)\n go to x: (0) y: (899)\n end\n wait (1) seconds\n go to [front v] layer\n clear graphic effects\n switch costume to (mtele1 v)\n show\n set [y v] to [0]\n repeat (17)\n switch costume to (mtele1 v)\n change y by (y)\n change [y v] by (-2)\n end\n repeat until <<touching (ground v)?> or <touching (misc objects v)?>>\n change y by (y)\n change [y v] by (-2)\n end\n change y by (-20)\n getpos\n repeat (5)\n wait (.01) seconds\n change y by (-20)\n getpos\n next costume\n end\n wait (.01) seconds\n switch costume to (midle1 v)\n broadcast (blink v)\n wait (.4) seconds\n change [scroll x v] by (0)\n broadcast (Enable Movement v)\n set [canmove? v] to [1]\n start sound [Mega Man 5 SFX \(2\)2 v]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [teleportin v]\nclear graphic effects\n\nwhen I receive [bossdie v]\nrepeat (30)\n set [canmove? v] to [-1]\nend\nchange y by (-3)\nif <(HEALTH) < [15]> then\n if <(Robot Master Stage) = [10]> then\n switch costume to (mjump1 v)\n repeat until <touching (ground v)?>\n if <(x position) > [20]> then\n change x by (-10)\n end\n set [canmove? v] to [-1]\n change y by (-8)\n end\n set y to (-72)\n broadcast (hitboxsnap v)\n switch costume to (midle1 v)\n else\n if <(Robot Master Stage) = [9]> then\n switch costume to (mjump1 v)\n repeat until <<touching (ground v)?> or <touching (misc objects v)?>>\n set [canmove? v] to [-1]\n change y by (-8)\n end\n change y by (0)\n getpos\n switch costume to (midle1 v)\n wait (2) seconds\n start sound [Mega Man 2 SFX \(12\) v]\n point towards (boss v)\n switch costume to (mslide1 v)\n glide (.4) secs to x: (77) y: (-110)\n switch costume to (midle1 v)\n wait (.5) seconds\n point in direction (90)\n broadcast (r u okay v)\n else\n if <<(Robot Master Stage) = [7]> and <<(WilyCastleBoss) = [1]> or <(WilyCastleBoss) = [2]>>> then\n change [wilycastleboss v] by (1)\n set [canmove? v] to [-1]\n change y by (-3)\n wait (3) seconds\n change [checkpoint v] by (1)\n broadcast (Stage Resume Music v)\n broadcast (Enable Movement v)\n else\n if <([falling? v] of [hitbox v]) < [3]> then\n repeat (10)\n switch costume to (midle1 v)\n end\n else\n repeat (10)\n switch costume to (mjump1 v)\n end\n end\n if <(HEALTH) < [15]> then\n if <(x position) > [180]> then\n repeat (4)\n change x by (-10)\n end\n end\n if <(x position) < [-180]> then\n repeat (4)\n change x by (10)\n end\n end\n if <(Robot Master Stage) = [8]> then\n switch costume to (mjump1 v)\n repeat until <(y position) < [-36]>\n set [canmove? v] to [-1]\n change y by (-8)\n end\n else\n switch costume to (mjump1 v)\n repeat until <<touching (ground v)?> or <touching (misc objects v)?>>\n set [canmove? v] to [-1]\n change y by (-8)\n end\n end\n change y by (0)\n getpos\n switch costume to (midle1 v)\n wait (1) seconds\n switch costume to (midle1 v)\n play sound [Mega Man 2 - Stage Clear v] until done\n wait (1) seconds\n end\n if <(Robot Master Stage) > [6]> then\n set [y v] to [15]\n switch costume to (mjump1 v)\n repeat (20)\n change y by (y)\n change [y v] by (-1)\n end\n switch costume to (mtele1 v)\n repeat (5)\n change y by (y)\n change [y v] by (-1)\n end\n if <(Robot Master Stage) = [8]> then\n repeat until <(y position) < [-36]>\n set [canmove? v] to [-1]\n change y by (-8)\n end\n else\n repeat until <<touching (ground v)?> or <touching (misc objects v)?>>\n set [canmove? v] to [-1]\n change y by (y)\n change [y v] by (-1)\n end\n end\n getpos\n switch costume to (mtele6 v)\n repeat (5)\n wait (.02) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n set [y v] to [0]\n start sound [Mega Man 5 SFX \(31\) v]\n repeat until <(y position) > [200]>\n change y by (y)\n change [y v] by (2)\n end\n hide\n change [wily castle level v] by (1)\n broadcast (Screen Transition v)\n wait (.6) seconds\n broadcast (STAGE SELECT v)\n else\n if <(x position) < [0]> then\n point in direction (90)\n repeat until <(x position) > [-15]>\n switch costume to (mrun1 v)\n repeat (5)\n repeat (2)\n change x by (5)\n end\n next costume\n end\n repeat (2)\n change x by (5)\n end\n end\n else\n point in direction (-90)\n repeat until <(x position) < [15]>\n switch costume to (mrun1 v)\n repeat (5)\n repeat (2)\n change x by (-5)\n end\n next costume\n end\n repeat (2)\n change x by (-5)\n end\n end\n end\n set [y v] to [15]\n switch costume to (mjump1 v)\n repeat (20)\n change y by (y)\n change [y v] by (-1)\n end\n broadcast (Weapon Get Effect v)\n wait (2.5) seconds\n repeat until <<touching (ground v)?> or <touching (misc objects v)?>>\n set [canmove? v] to [-1]\n change y by (y)\n change [y v] by (-1)\n end\n getpos\n switch costume to (mtele6 v)\n repeat (5)\n wait (.02) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n start sound [Mega Man 5 SFX \(31\) v]\n set [y v] to [0]\n repeat until <(y position) > [200]>\n change y by (y)\n change [y v] by (2)\n end\n hide\n broadcast (Screen Transition v)\n wait (.6) seconds\n broadcast (Weapon Get Screen v)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\n\nwhen I receive [teleportin v]\nrepeat (10)\n clear graphic effects\nend\n\nwhen I receive [battle begin v]\nset [canmove? v] to [1]\nset rotation style [left-right v]\n\nwhen I receive [kill v]\nset [canmove? v] to [0]\nswitch costume to (idle v)\ndelete this clone\n\nwhen flag clicked\nforever\n if <(CanMove?) = [1]> then\n if <(Collide with ladder) = [1]> then\n if <(animations: using gun?2) = [1]> then\n switch costume to (mmladderfire1 v)\n else\n switch costume to (round (Ladder Climb animation))\n end\n else\n if <<([falling? v] of [hitbox v]) > [3]> and <(STAY SLIDING) = [0]>> then\n if <(animations: using gun?2) = [1]> then\n switch costume to (join [mgunjump] (Mega Man Costume))\n else\n switch costume to (join [mjump] (Mega Man Costume))\n end\n else\n if <(SLIDING?) = [1]> then\n switch costume to (join [mslide] (Mega Man Costume))\n end\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I start as a clone\nif <(HEALTH) > [14]> then\n forever\n switch costume to (death v)\n end\nend\n\nwhen I start as a clone\nset [clone? v] to [1]\n\nwhen I receive [die v]\nset [health v] to [15]\n\nwhen I receive [bossgate #1 v]\nif <(FIGHTSTART?) = [0]> then\n repeat (100)\n set [canmove? v] to [0]\n end\nend\n\nwhen I start as a clone\nset [clone v] to [1]\n\nwhen I receive [die v]\nset [canmove? v] to [0]\n\nwhen I receive [die v]\nrepeat (15)\n set [canmove? v] to [0]\nend\n\nwhen I receive [bossdie v]\ndelete this clone\n\nwhen I receive [teleportin v]\nset size to (200) %\nset [speed v] to [1]\nforever\n if <(CanMove?) = [1]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n set [speed v] to [-4]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n set [speed v] to [-4]\n end\n end\nend\n\nwhen I receive [teleportin v]\nforever\n if <<not <(HEALTH) > [14]>> and <not <(CanMove?) = [-1]>>> then\n go to x: ([x position v] of [hitbox v]) y: (([y position v] of [hitbox v]) + (-2))\n end\nend\n\nwhen I receive [stunned v]\nset [canmove? v] to [-1]\nrepeat (10)\n change x by (5)\n wait (0) seconds\n repeat (2)\n change x by (-5)\n wait (0) seconds\n end\n change x by (5)\n wait (0) seconds\nend\nset [canmove? v] to [1]\n\nwhen I start as a clone\nwait until <<touching (enemies v)?> or <touching (boss v)?>>\nif <not <(HEALTH) > [14]>> then\n wait (.05) seconds\n delete this clone\nend\n\nwhen I receive [battle begin v]\nset [canmove? v] to [0]\nwait (2.2) seconds\nset [canmove? v] to [1]\n\nwhen I receive [ready v]\nset [canmove? v] to [0]\nhide\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I receive [back to select v]\ndelete this clone\n\nwhen I receive [take dmg v]\nrepeat (45)\n set [invincibility v] to [1]\nend\nset [invincibility v] to [0]\n\nwhen I receive [enable movement v]\nset [canmove? v] to [1]\n\nwhen I receive [teleportin v]\nforever\n set [universal hold v] to (hold)\nend\n\nwhen I start as a clone\nwait until <touching (boss v)?>\nif <not <(HEALTH) > [14]>> then\n wait (.05) seconds\n delete this clone\nend\n\nwhen flag clicked\nforever\n set [sliding? v] to ([sliding?2 v] of [hitbox v])\nend\n\nwhen I receive [disable movement v]\nset [canmove? v] to [0]\n\nwhen I start as a clone\nwait until <<touching (projectiles v)?> or <touching (enemies v)?>>\nwait (.07) seconds\ndelete this clone\n\ndefine getpos\nrepeat until <<not <touching (misc objects v)?>> and <not <touching (ground v)?>>>\n change y by (.5)\nend\n\nwhen I receive [teleportin v]\nwait (.04) seconds\ngo to [front v] layer\n\nwhen I receive [teleportin v]\nset [ladder climb animation v] to [28]\nforever\n if <<mouse down?> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>>> then\n change [ladder climb animation v] by (.3)\n if <(Ladder Climb animation) > [33.4]> then\n set [ladder climb animation v] to [28]\n end\n end\nend\n\nwhen I receive [hyperstorm init battle v]\nset [canmove? v] to [-1]\npoint in direction (90)\nrepeat until <(x position) > [-180]>\n switch costume to (mrun1 v)\n repeat (5)\n repeat (2)\n change x by (5)\n end\n next costume\n end\n repeat (2)\n change x by (5)\n end\nend\nswitch costume to (midle1 v)\nbroadcast (hitboxsnap v)\n\nwhen I receive [docter wily's intermission v]\nrepeat (10)\n switch costume to (midle1 v)\nend\n\nwhen I receive [control protoman v]\nset [canmove? v] to [-1]\nrepeat (2)\n change x by (-9)\nend\nrepeat (1)\n change x by (-3)\nend\nbroadcast (hitboxsnap v)\n\nwhen I receive [docter wily's intermission v]\nbroadcast (Disable Movement v)\nrepeat (25)\n if <(x position) < [-130]> then\n change x by (3)\n end\n if <(x position) > [-80]> then\n change x by (-3)\n end\n set [canmove? v] to [-1]\n set y to (-104)\n switch costume to (midle1 v)\nend\nwait (.1) seconds\nswitch costume to (midle1 v)\n\nwhen I receive [mega and proto tele out v]\nset y to (-110)\nset [y v] to [0]\nshow\nswitch costume to (midle1 v)\nwait (0) seconds\nswitch costume to (mtele6 v)\nwait (0) seconds\nrepeat (5)\n switch costume to ((costume [number v]) + (-1))\n wait (0) seconds\nend\nrepeat (20)\n change y by (y)\n change [y v] by (2)\nend\nhide\nbroadcast (Screen Transition v)\nset [wily castle level v] to [4]\nstop all sounds\nwait (.6) seconds\nbroadcast (STAGE SELECT v)\n\nwhen I receive [drwilylose v]\npoint in direction (90)\nrepeat until <(x position) > [0]>\n switch costume to (mrun1 v)\n repeat (5)\n repeat (2)\n change x by (5)\n end\n next costume\n end\n repeat (2)\n change x by (5)\n end\nend\nswitch costume to (midle1 v)\nset y to (-72)\nbroadcast (wily defeat speech v)\n\nwhen I receive [mega man 180 v]\nturn right (180) degrees\n\nwhen I receive [wily hide v]\nset y to (-72)\nshow\nswitch costume to (mtele6 v)\nrepeat (5)\n wait (.02) seconds\n switch costume to ((costume [number v]) + (-1))\nend\nstart sound [Mega Man 5 SFX \(31\) v]\nglide (.5) secs to x: (x position) y: (250)\nhide\nbroadcast (YOU WIN v)\n\nwhen I receive [wily defeat speech v]\nrepeat (15)\n if <(x position) > [40]> then\n change x by (-5)\n end\nend\n\n@hitbox\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [using gun? v] to [1]\n else\n set [using gun? v] to [0]\n end\nend\n\nwhen I receive [teleportin v]\nset [falling? v] to [0]\nforever\n wait until <(falling?) > [3]>\n wait until <(falling?) < [2]>\n start sound [Mega Man 5 SFX \(5\) v]\nend\n\nwhen I receive [take dmg v]\nstart sound [Mega Man 5 SFX \(6\) v]\nset [takingdmg v] to [1]\nwait (.4) seconds\nset [takingdmg v] to [0]\nif <(HEALTH) < [15]> then\n set [canmove? v] to [1]\nend\n\nwhen flag clicked\nset [sliding?2 v] to [0]\n\nwhen flag clicked\nforever\n if <(SLIDING?2) = [1]> then\n switch costume to (idle4 v)\n else\n switch costume to (idle3 v)\n end\nend\n\nwhen flag clicked\nset [sliding?2 v] to [0]\n\nwhen I receive [slide v]\nif <(falling?) < [3]> then\n reset timer\n repeat until <<(timer) > [.5]> and <(STAY SLIDING) = [0]>>\n set [slide time2 v] to [0]\n set [sliding?2 v] to [1]\n if <(direction) = [90]> then\n if <(falling?) < [3]> then\n Walk (direction) [4]\n end\n else\n if <(falling?) < [3]> then\n Walk (direction) [-4]\n end\n end\n end\nend\nset [sliding?2 v] to [0]\nwait (.25) seconds\nset [slide time2 v] to [1]\n\nwhen I receive [die v]\nrepeat (10)\n set [canmove? v] to [0]\nend\n\nwhen I receive [die v]\nrepeat (10)\n set [canmove? v] to [0]\nend\n\nwhen I receive [bossdie v]\nset [canmove? v] to [0]\n\nwhen I receive [bossdie v]\nrepeat (50)\n set [canmove? v] to [0]\nend\n\nwhen flag clicked\nset [slide time2 v] to [1]\n\nwhen flag clicked\nforever\n wait (1) seconds\n wait until <(y position) < [-140]>\n if <<<(Robot Master Stage) = [6]> and <<(Scroll X) > [4200]> and <(Scroll Y) < [-1570]>>> or <<<(Robot Master Stage) = [6]> and <(Scroll X) < [1]>> or <<(Robot Master Stage) = [4]> and <<<(Scroll X) > [1330]> and <(Scroll Y) > [-1]>> or <<(Scroll X) > [3730]> and <(Scroll Y) > [-526]>>>>>> then\n broadcast (Transition downwards v)\n broadcast (Transition Effect v)\n wait (1.5) seconds\n else\n if <<(Collide with ladder) = [1]> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n broadcast (Transition downwards v)\n broadcast (Transition Effect v)\n wait (1.5) seconds\n else\n if <(Collide with ladder) = [0]> then\n set [health v] to [15]\n set [sliding?2 v] to [0]\n set [canmove? v] to [0]\n go to x: (0) y: (0)\n end\n end\n end\nend\n\nwhen I receive [stuncheck v]\nif <(falling?) < [2]> then\n broadcast (STUNNED v)\nend\n\nwhen I receive [stunned v]\nset [canmove? v] to [0]\nwait (2) seconds\nset [canmove? v] to [1]\n\nwhen I receive [hitboxsnap v]\nrepeat (3)\n go to (mega man v)\nend\nchange y by (2)\n\ndefine Tick <<> <^> <>>\nif <(CanMove?) = [1]> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>> then\n if <(Collide with ladder) = [0]> then\n change y by (speed y)\n if <<(WaterActive?) = [1]> and <(y position) < [0]>> then\n change [speed y v] by (-.2)\n else\n change [speed y v] by (-.5)\n end\n else\n if <<not <key (c v) pressed?>> and <not <key (space v) pressed?>>> then\n change y by (6)\n end\n end\n else\n if <(Collide with ladder) = [0]> then\n change [speed y v] by (-.5)\n change y by (speed y)\n end\n end\n if <(Collide with ladder) = [0]> then\n Touch Ground <(speed y) > [0]>\n if <<> then\n if <(getting ouched ?) = [0]> then\n point in direction (-90)\n Walk (direction) [-6]\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <(slide time2) = [1]> then\n broadcast (slide v)\n end\n end\n end\n end\n if <>> then\n if <(getting ouched ?) = [0]> then\n point in direction (90)\n Walk (direction) [6]\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <(slide time2) = [1]> then\n broadcast (slide v)\n end\n end\n end\n end\n set [speed x v] to ((speed x) * (.65))\n if <(Collide with ladder) = [0]> then\n change y by (speed y)\n end\n if <(Collide with ladder) = [0]> then\n Touch Ground <(speed y) > [0]>\n end\n if <<^> and <(falling?) < [3]>> then\n if <(getting ouched ?) = [0]> then\n set [speed y v] to [7]\n end\n end\n end\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) < (y position)>>>> then\n if <(Collide with ladder) = [0]> then\n change [speed y v] by (-1)\n else\n if <<not <key (c v) pressed?>> and <not <key (space v) pressed?>>> then\n if <mouse down?> then\n change y by (6)\n else\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change y by (-6)\n else\n change y by (6)\n end\n end\n end\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>> then\n if <(falling?) < [3]> then\n if <(Collide with ladder) = [0]> then\n set [speed y v] to [7]\n end\n end\n else\n if <(Collide with ladder) = [0]> then\n change [speed y v] by (-.7)\n end\n end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <<not <touching (ground v)?>> and <not <<touching (misc objects v)?> and <(Collide with ladder) = [0]>>>>>\n change [slope v] by (1)\n change y by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen flag clicked\nswitch costume to (idle v)\nset size to (200) %\nset size to (100) %\nset [falling v] to [0]\nset [speed y v] to [0]\nset [canmove? v] to [0]\nset [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\nhide\nforever\n if <<(CanMove?) = [1]> and <(TRANSITION2) = [0]>> then\n Tick <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(y position) < (mouse y)>>>> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>>\n end\nend\n\nwhen flag clicked\nset volume to (60) %\nset [canmove? v] to [0]\nset [frame v] to [0]\n\nwhen flag clicked\nset rotation style [left-right v]\nset [speed v] to [3]\n\nwhen flag clicked\nset size to (200) %\nset [speed v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n set [speed v] to [-3]\n end\n if <key (right arrow v) pressed?> then\n set [speed v] to [-3]\n end\nend\n\nwhen I receive [die v]\nset [speed v] to [1]\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <<not <touching (ground v)?>> and <not <<touching (misc objects v)?> and <(Collide with ladder) = [0]>>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen I receive [knockback v]\nset [knock v] to [15]\nif <(direction) = [90]> then\n repeat (6)\n change [knock v] by (-2.5)\n Walk [90] ((knock) * (-1))\n end\nelse\n repeat (6)\n change [knock v] by (-2.5)\n Walk [-90] (knock)\n end\nend\n\ndefine Scrolling Blocks\nchange [scroll x v] by (x position)\nif <(Scroll X) < (Scroll X Min)> then\n set [scroll x v] to (Scroll X Min)\nelse\n if <(Scroll X) > (Scroll X Max)> then\n set [scroll x v] to (Scroll X Max)\n else\n set x to (0)\n end\nend\nchange [scroll y v] by (y position)\nif <(Scroll Y) < (Scroll Y Min)> then\n set [scroll y v] to (Scroll Y Min)\nelse\n if <(Scroll Y) > (Scroll Y Max)> then\n set [scroll y v] to (Scroll Y Max)\n else\n set y to (0)\n end\nend\n\nwhen flag clicked\nforever\n Scrolling Blocks\nend\n\nwhen I receive [teleportin v]\nset [a v] to [0]\nhide\nwait (.1) seconds\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [speed y v] to [1]\nset [canmove? v] to [0]\ngo to [front v] layer\ngo to x: (0) y: (150)\nchange y by (300)\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (15)\n change y by (-20)\nend\nrepeat until <<touching (ground v)?> or <touching (misc objects v)?>>\n change y by (-20)\nend\nset x to (0)\ngetpos\nstart sound [Mega Man 5 SFX \(21\) v]\nset [a v] to [1]\n\nwhen flag clicked\nset [fightstart? v] to [0]\n\nwhen I receive [transition effect v]\nrepeat (15)\n reset timer\nend\n\nwhen I receive [battle begin v]\nset [canmove? v] to [0]\nwait (2) seconds\nset [canmove? v] to [1]\n\nwhen I receive [ready v]\nset [canmove? v] to [0]\nhide\n\nwhen I receive [back to select v]\nset [canmove? v] to [0]\n\nwhen I receive [bossdie v]\nset [canmove? v] to [0]\n\nwhen I receive [enable movement v]\nset [canmove? v] to [1]\n\nwhen flag clicked\nforever\n set [ghost v] effect to (99)\n show\nend\n\ngo to [front v] layer\nclear graphic effects\n\nwhen I receive [teleportin v]\nforever\n set [mega_slide v] to (SLIDING?2)\nend\n\nwhen I receive [slide v]\nif <<(slide time2) = [0]> and <(falling?) < [3]>> then\n create clone of (hpbar v)\nend\n\nwhen I receive [transition downwards v]\nset [canmove? v] to [0]\nrepeat (30)\n change y by (15)\nend\nwait (.5) seconds\nset [canmove? v] to [1]\n\nwhen I receive [transition right v]\nset [canmove? v] to [0]\nrepeat (30)\n change x by (-15)\nend\nwait (.5) seconds\nset [canmove? v] to [1]\n\nchange y by (15)\n\nwhen I receive [disable movement v]\nset [canmove? v] to [0]\n\nwhen I receive [conveyor push back v]\nif <(CanMove?) = [1]> then\n Walk (direction) (speed)\nend\n\nwhen I receive [conveyor push forward v]\nif <(CanMove?) = [1]> then\n Walk (direction) ((speed) * (-1))\nend\n\nwhen I receive [ready v]\nset [canmove? v] to [0]\ngo to x: (0) y: (0)\n\nwhen flag clicked\nrepeat (15)\n set [mega man costume v] to [1]\nend\n\nwhen I receive [transition up v]\nset [canmove? v] to [0]\nrepeat (30)\n change y by (-15)\nend\nwait (.5) seconds\nset [canmove? v] to [1]\n\nwhen flag clicked\nforever\n wait (1) seconds\n wait until <(y position) > [200]>\n if <(Collide with ladder) = [1]> then\n broadcast (Transition Up v)\n broadcast (Transition Effect v)\n wait (1.5) seconds\n else\n end\nend\n\ndefine getpos\nrepeat until <<not <touching (ground v)?>> and <not <touching (misc objects v)?>>>\n change y by (.2)\nend\n\n@hpbar\n\nwhen flag clicked\nwait (1) seconds\nforever\n wait until <(HEALTH) > [14]>\n if <([costume # v] of [boss hp v]) > [28]> then\n set [health v] to [13]\n else\n broadcast (die v)\n wait (5) seconds\n set [health v] to [1]\n end\n wait (.05) seconds\nend\n\nwhen flag clicked\nhide\nrepeat (10)\n set [health v] to [1]\nend\n\nwhen I receive [take dmg v]\nif <(INVINCIBILITY) = [0]> then\n set [brightness v] effect to (60)\n wait (.2) seconds\nend\nclear graphic effects\nwait (.2) seconds\n\nwhen I receive [teleportin v]\nset [health v] to [1]\npoint in direction (90)\ngo to x: (-209) y: (91)\nclear graphic effects\nset size to (250) %\nshow\nforever\n switch costume to (HEALTH)\nend\n\nwhen I receive [bossdie v]\nhide\ndelete this clone\n\nwhen I receive [heal v]\nstart sound [Mega Man 5 SFX \(16\) v]\nrepeat (2)\n set [brightness v] effect to (50)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\nend\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [die v]\nhide\nwait (6) seconds\nset [health v] to [1]\n\nwhen I start as a clone\nclear graphic effects\ngo to [front v] layer\nset size to (200) %\nstart sound [Mega Man 2 SFX \(12\) v]\ngo to (mega man v)\nif <([direction v] of [hitbox v]) = [90]> then\n change x by (-40)\nelse\n change x by (40)\nend\nchange y by (-30)\nshow\nswitch costume to (slide1 v)\nrepeat (2)\n wait (.05) seconds\n next costume\nend\nwait (.05) seconds\ndelete this clone\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I receive [teleportin v]\nset [invincibility v] to [0]\n\nwhen I receive [take dmg v]\nset [invincibility v] to [1]\nwait (.8) seconds\nset [invincibility v] to [0]\n\nwhen I receive [battle begin v]\ngo to [front v] layer\n\nwhen I receive [teleportin v]\nrepeat (50)\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change x by (-7)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change x by (7)\n end\nend\n\nwhen I receive [teleportin v]\nrepeat (10)\n set [health v] to [1]\nend\n\nwhen I receive [stage resume music v]\nshow\n\nwhen I receive [dr wily strikes back v]\nshow\n\n@slide checker\n\nwhen flag clicked\nset [ghost v] effect to (99)\nshow\nforever\n go to (hitbox v)\nend\n\nwhen flag clicked\nforever\n if <<touching (ground v)?> or <touching (misc objects v)?>> then\n set [stay sliding v] to [1]\n else\n set [stay sliding v] to [0]\n end\nend\n\n@border\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Show stage select stars?) = [1]> then\n hide\n else\n if <touching (hitbox v)?> then\n set [ghost v] effect to (80)\n else\n set [ghost v] effect to (0)\n end\n show\n end\n go to [front v] layer\nend\n\n@boss door\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n set [ghost v] effect to (0)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [300]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [teleportin v]\nwait (.03) seconds\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (vc_1 v)\nCreate\n\ndefine Create\nif <(Robot Master Stage) = [10]> then\n switch costume to (door v)\n set size to (250) %\n set [level_y v] to [-50]\n set [level_x v] to [205]\n switch costume to (door v)\n create clone of (_myself_ v)\nend\nif <(Robot Master Stage) = [4]> then\n switch costume to (door v)\n set size to (250) %\n set [level_y v] to [-1035]\n set [level_x v] to [4885]\n switch costume to (door v)\n create clone of (_myself_ v)\n change [level_x v] by (530)\n switch costume to (door v)\n create clone of (_myself_ v)\nend\nif <(Robot Master Stage) = [9]> then\n switch costume to (door v)\n set size to (250) %\n set [level_y v] to [440]\n set [level_x v] to [3312]\n switch costume to (door v)\n create clone of (_myself_ v)\n change [level_x v] by (530)\n switch costume to (door v)\n create clone of (_myself_ v)\nend\nif <(Robot Master Stage) = [8]> then\n switch costume to (door v)\n set size to (250) %\n set [level_y v] to [-14]\n set [level_x v] to [9200]\n switch costume to (door v)\n create clone of (_myself_ v)\n change [level_x v] by (530)\n switch costume to (door v)\n create clone of (_myself_ v)\nend\nif <(Robot Master Stage) = [7]> then\n switch costume to (door v)\n set size to (250) %\n set [level_y v] to [-37]\n set [level_x v] to [5100]\n switch costume to (door v)\n create clone of (_myself_ v)\n set [level_y v] to [1020]\n set [level_x v] to [8800]\n switch costume to (door v)\n create clone of (_myself_ v)\n switch costume to (door v)\n set size to (250) %\n set [level_y v] to [2042]\n set [level_x v] to [11200]\n switch costume to (door v)\n create clone of (_myself_ v)\n change [level_x v] by (530)\n switch costume to (door v)\n create clone of (_myself_ v)\nend\nif <(Robot Master Stage) = [5]> then\n switch costume to (door v)\n set size to (250) %\n set [level_y v] to [-39]\n set [level_x v] to [5210]\n switch costume to (door v)\n create clone of (_myself_ v)\n change [level_x v] by (530)\n switch costume to (door v)\n create clone of (_myself_ v)\nend\nif <(Robot Master Stage) = [2]> then\n switch costume to (door v)\n set size to (250) %\n set [level_y v] to [2078]\n set [level_x v] to [2826]\n switch costume to (door v)\n create clone of (_myself_ v)\n change [level_x v] by (530)\n switch costume to (door v)\n create clone of (_myself_ v)\nend\nif <(Robot Master Stage) = [3]> then\n switch costume to (door v)\n set size to (250) %\n set [level_y v] to [-23]\n set [level_x v] to [4980]\n switch costume to (door v)\n create clone of (_myself_ v)\n change [level_x v] by (530)\n switch costume to (door v)\n create clone of (_myself_ v)\nend\nif <(Robot Master Stage) = [6]> then\n switch costume to (door v)\n set size to (250) %\n set [level_y v] to [-2170]\n set [level_x v] to [5210]\n switch costume to (door v)\n create clone of (_myself_ v)\n change [level_x v] by (530)\n switch costume to (door v)\n create clone of (_myself_ v)\nend\nif <(Robot Master Stage) = [1]> then\n switch costume to (door v)\n set size to (250) %\n set [level_y v] to [1505]\n set [level_x v] to [2650]\n switch costume to (door v)\n create clone of (_myself_ v)\n change [level_x v] by (530)\n switch costume to (door v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nwait until <touching (hitbox v)?>\nstart sound [SE \[16\] v]\nbroadcast (bossgatetransition v)\nswitch costume to (door v)\nrepeat (6)\n wait (.02) seconds\n next costume\nend\nwait (1) seconds\nrepeat (6)\n wait (.02) seconds\n switch costume to ((costume [number v]) + (-1))\nend\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I receive [blink v]\n\nbroadcast (blink v)\n\ndelete this clone\n\n@enemies\n\nwhen flag clicked\nhide\n\ndefine Create Enemy (what enemy ) (x) (y)\ngo to [front v] layer\nset size to (200) %\nset rotation style [left-right v]\nswitch costume to (what enemy )\nset [level_x v] to (x)\nset [level_y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset rotation style [left-right v]\n\nwhen I receive [die v]\nwait (2.8) seconds\ndelete this clone\n\nwhen I start as a clone\nwait (.3) seconds\nforever\n wait until <touching (hitbox v)?>\n if <<not <(costume [number v]) = [2]>> and <not <<<(costume [number v]) = [42]> or <(costume [number v]) = [43]>> and <(y) = [0]>>>> then\n broadcast (KNOCKBACK v)\n wait (.1) seconds\n if <<<(costume [number v]) = [28]> or <(costume [number v]) = [27]>> or <(costume [number v]) = [46]>> then\n change [health v] by ((Game Difficulty) * (3))\n else\n change [health v] by (Game Difficulty)\n end\n broadcast (TAKE DMG v)\n wait (1) seconds\n end\nend\n\nwhen I receive [teleportin v]\nwait (1) seconds\nif <(Robot Master Stage) = [10]> then\n Create Enemy [extralife] [-180] [45]\n wait (.05) seconds\nend\nif <(Robot Master Stage) = [4]> then\n Create Enemy [extralife] [1900] [-415]\n wait (.05) seconds\nend\nif <(Robot Master Stage) = [3]> then\n Create Enemy [fatmegaman] [1700] [0]\n wait (.05) seconds\n Create Enemy [extralife] [2100] [-128]\n wait (.05) seconds\n Create Enemy [fatmegaman] [2850] [60]\n wait (.05) seconds\n Create Enemy [fatmegaman] [3800] [143]\n wait (.05) seconds\nend\nif <(Robot Master Stage) = [6]> then\n Create Enemy [extralife] [-178] [52]\n wait (.05) seconds\n Create Enemy [float] [-178] [-450]\n wait (.05) seconds\n Create Enemy [float] [-178] [-1500]\n wait (.05) seconds\n if <(Game Difficulty) = [2]> then\n Create Enemy [doge] [100] [-2175]\n wait (.05) seconds\n end\n Create Enemy [doge] [1072] [-2090]\n wait (.05) seconds\n Create Enemy [doge] [3390] [-1612]\n wait (.05) seconds\n Create Enemy [hover] [2300] [-1550]\n wait (.05) seconds\n Create Enemy [hover] [2700] [-1465]\n wait (.05) seconds\n Create Enemy [hover] [3300] [-1465]\n wait (.05) seconds\n Create Enemy [hover] [3900] [-1465]\n wait (.05) seconds\n if <(Game Difficulty) = [2]> then\n Create Enemy [hover] [1720] [-2035]\n wait (.05) seconds\n Create Enemy [hover] [4700] [-2150]\n wait (.05) seconds\n end\nend\nif <(Robot Master Stage) = [1]> then\n if <(Game Difficulty) = [2]> then\n Create Enemy [propel] [300] [120]\n wait (.05) seconds\n end\n if <(Game Difficulty) = [2]> then\n Create Enemy [bigeye] [750] [-78]\n wait (.05) seconds\n end\n Create Enemy [shooty] [1497] [15]\n wait (.05) seconds\n Create Enemy [sprink] [1440] [570]\n wait (.05) seconds\n if <(Game Difficulty) = [2]> then\n Create Enemy [sprink] [1440] [480]\n wait (.05) seconds\n end\n Create Enemy [spri] [1600] [1108]\n wait (.05) seconds\n Create Enemy [propel] [1900] [1700]\n wait (.05) seconds\n if <(Game Difficulty) = [2]> then\n Create Enemy [propel] [2000] [1700]\n wait (.05) seconds\n Create Enemy [bigeye] [2500] [1486]\n wait (.05) seconds\n end\n if <(Game Difficulty) = [1]> then\n Create Enemy [extralife] [400] [85]\n wait (.05) seconds\n end\nend\nif <(Robot Master Stage) = [2]> then\n Create Enemy [elecbeam] [140] [505]\n wait (.05) seconds\n Create Enemy [elecbeam] [45] [540]\n wait (.05) seconds\n if <(Game Difficulty) = [2]> then\n Create Enemy [floorthing] [75] [1005]\n wait (.05) seconds\n end\n Create Enemy [floorthing] [-177] [1072]\n wait (.05) seconds\n if <(Game Difficulty) = [2]> then\n Create Enemy [floorthing] [5] [1505]\n wait (.05) seconds\n end\n Create Enemy [spri] [-145] [1565]\n wait (.05) seconds\n if <(Game Difficulty) = [2]> then\n Create Enemy [shooty] [175] [100]\n wait (.05) seconds\n end\n if <(Game Difficulty) = [2]> then\n Create Enemy [propel] [100] [2200]\n wait (.05) seconds\n else\n Create Enemy [spri] [100] [2044]\n wait (.05) seconds\n end\n Create Enemy [elecbeam] [750] [2140]\n wait (.05) seconds\n Create Enemy [extralife] [570] [2199]\n wait (.05) seconds\n if <(Game Difficulty) = [2]> then\n Create Enemy [propel] [800] [2225]\n wait (.05) seconds\n end\n Create Enemy [elecbeam] [980] [2000]\n wait (.05) seconds\n if <(Game Difficulty) = [2]> then\n Create Enemy [floorthing] [1150] [2063]\n wait (.05) seconds\n end\n Create Enemy [spri] [1400] [2008]\n wait (.05) seconds\n Create Enemy [elecbeam] [1866] [2084]\n wait (.05) seconds\n Create Enemy [elecbeam] [1922] [2084]\n wait (.05) seconds\n Create Enemy [bigeye] [2500] [2057]\n wait (.05) seconds\nend\nif <(Robot Master Stage) = [4]> then\n if <(Game Difficulty) = [2]> then\n Create Enemy [chain] [1005] [75]\n wait (.05) seconds\n end\n Create Enemy [chain] [3680] [-326]\n wait (.05) seconds\n if <(Game Difficulty) = [2]> then\n Create Enemy [doge] [1584] [-580]\n wait (.05) seconds\n Create Enemy [spri] [2265] [-565]\n wait (.05) seconds\n Create Enemy [hover] [4050] [-1000]\n wait (.05) seconds\n end\n Create Enemy [gear] [3400] [-450]\n wait (.05) seconds\n Create Enemy [chain] [4750] [-930]\n wait (.05) seconds\nend\nif <(Robot Master Stage) = [5]> then\n Create Enemy [shadow] [1005] [90]\n wait (.05) seconds\n Create Enemy [eye] [750] [-79]\n wait (.05) seconds\n if <(Game Difficulty) = [2]> then\n Create Enemy [hover] [2000] [150]\n wait (.05) seconds\n end\n Create Enemy [extralife] [2560] [-110]\n wait (.05) seconds\n if <(Game Difficulty) = [2]> then\n Create Enemy [shadow] [2500] [25]\n wait (.05) seconds\n Create Enemy [sprink] [4228] [-50]\n wait (.05) seconds\n Create Enemy [doge] [1098] [-58]\n wait (.05) seconds\n Create Enemy [spri] [3180] [-140]\n wait (.05) seconds\n Create Enemy [spri] [3312] [-140]\n wait (.05) seconds\n end\n Create Enemy [eye] [1700] [-25]\n wait (.05) seconds\n Create Enemy [eye] [2300] [-95]\n wait (.05) seconds\n Create Enemy [eye] [3000] [-20]\n wait (.05) seconds\n Create Enemy [eye] [3900] [-80]\n wait (.05) seconds\n Create Enemy [shadow] [3795] [72]\n wait (.05) seconds\n Create Enemy [eye] [4180] [20]\n wait (.05) seconds\n Create Enemy [eye] [4652] [-70]\n wait (.05) seconds\nend\nif <(Robot Master Stage) = [7]> then\n Create Enemy [wilycannon] [600] [32]\n wait (.05) seconds\n Create Enemy [hover] [1200] [50]\n wait (.05) seconds\n Create Enemy [wilycannon] [1600] [32]\n wait (.05) seconds\n Create Enemy [hover] [1850] [80]\n wait (.05) seconds\n Create Enemy [hover] [2200] [80]\n wait (.05) seconds\n Create Enemy [hover] [2800] [0]\n wait (.05) seconds\n Create Enemy [hover] [3200] [150]\n wait (.05) seconds\n Create Enemy [bigeye] [3600] [-67]\n wait (.05) seconds\n Create Enemy [wilycannon] [4025] [32]\n wait (.05) seconds\n Create Enemy [hover] [4800] [100]\n wait (.05) seconds\n if <(Game Difficulty) = [2]> then\n Create Enemy [wilycannon] [5925] [35]\n wait (.05) seconds\n Create Enemy [shooty] [7425] [591]\n wait (.05) seconds\n Create Enemy [doge] [6350] [-5]\n wait (.05) seconds\n end\n Create Enemy [wilycannon] [7150] [591]\n wait (.05) seconds\n Create Enemy [fatmegaman] [7525] [1020]\n wait (.05) seconds\n Create Enemy [sprink] [7494] [1150]\n wait (.05) seconds\n Create Enemy [doge] [8161] [992]\n wait (.05) seconds\n Create Enemy [wilycannon] [7230] [68]\n wait (.05) seconds\n Create Enemy [shadow] [6450] [115]\n wait (.05) seconds\n if <(Game Difficulty) = [2]> then\n Create Enemy [spri] [9760] [1524]\n wait (.05) seconds\n else\n Create Enemy [extralife] [9758] [1521]\n wait (.05) seconds\n end\n Create Enemy [shooty] [9784] [1650]\n wait (.05) seconds\n Create Enemy [bigeye] [10400] [2020]\n wait (.05) seconds\n Create Enemy [bigeye] [10560] [2073]\n wait (.05) seconds\nend\nif <(Robot Master Stage) = [9]> then\n Create Enemy [sprink] [-180] [85]\n wait (.05) seconds\n if <(Game Difficulty) = [2]> then\n Create Enemy [shooty] [186] [85]\n wait (.05) seconds\n end\n Create Enemy [wilycannon] [-160] [615]\n wait (.05) seconds\n Create Enemy [hover] [400] [620]\n wait (.05) seconds\n Create Enemy [hover] [700] [620]\n wait (.05) seconds\n Create Enemy [hover] [1100] [650]\n wait (.05) seconds\n Create Enemy [fling] [1460] [508]\n wait (.05) seconds\n Create Enemy [propel] [1800] [620]\n wait (.05) seconds\n Create Enemy [propel] [2100] [650]\n wait (.05) seconds\nend\nif <(Robot Master Stage) = [8]> then\n Create Enemy [fling] [1450] [-50]\n wait (.05) seconds\n if <(Game Difficulty) = [2]> then\n Create Enemy [hover] [500] [50]\n wait (.05) seconds\n Create Enemy [hover] [900] [50]\n wait (.05) seconds\n Create Enemy [fling] [1900] [36]\n wait (.05) seconds\n end\n Create Enemy [hover] [1800] [100]\n wait (.05) seconds\n Create Enemy [hover] [2300] [80]\n wait (.05) seconds\n if <(Game Difficulty) = [1]> then\n Create Enemy [extralife] [2000] [-115]\n wait (.05) seconds\n else\n Create Enemy [spri] [2000] [-109]\n wait (.05) seconds\n Create Enemy [fling] [2525] [-106]\n wait (.05) seconds\n Create Enemy [fling] [2600] [86]\n wait (.05) seconds\n Create Enemy [hover] [3300] [80]\n wait (.05) seconds\n Create Enemy [hover] [3600] [80]\n wait (.05) seconds\n Create Enemy [hover] [4400] [80]\n wait (.05) seconds\n Create Enemy [fling] [4850] [-50]\n wait (.05) seconds\n Create Enemy [hover] [7500] [0]\n wait (.05) seconds\n Create Enemy [hover] [6000] [120]\n wait (.05) seconds\n end\n Create Enemy [extralife] [4500] [70]\n wait (.05) seconds\n Create Enemy [hover] [5500] [120]\n wait (.05) seconds\n Create Enemy [hover] [6700] [120]\n wait (.05) seconds\nend\n\nwhen I start as a clone\nset [clone v] to [1]\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [260]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>> then\n set [enemy onscreen? v] to [0]\n hide\n else\n set [enemy onscreen? v] to [1]\n show\n end\nend\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I start as a clone\nforever\n wait until <<<<touching (mega man v)?> and <not <touching (hitbox v)?>>> and <not <touching (misc collision checker v)?>>> or <<(Specialfire) = [1]> and <touching (special weapons v)?>>>\n if <<(costume [number v]) = [46]> or <<(costume [number v]) = [49]> or <(costume [number v]) = [50]>>> then\n start sound [cling v]\n set [brightness v] effect to (50)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\n else\n if <<(costume [number v]) = [42]> or <(costume [number v]) = [43]>> then\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n point in direction (90)\n set [hp v] to [1]\n wait until <touching (hitbox v)?>\n if <(Mega Man Extra lives) < [10]> then\n change [mega man extra lives v] by (1)\n end\n start sound [SE \[15\] v]\n set [ghost v] effect to (100)\n wait (1) seconds\n delete this clone\nend\nif <(costume [number v]) = [49]> then\n point in direction (90)\n set [hp v] to [10]\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n set [shadow effect v] to [1]\n switch costume to (shadow v)\n wait (.1) seconds\n switch costume to (shadowthingy2 v)\n wait (.1) seconds\n end\n end\nend\nif <(costume [number v]) = [3]> then\n point in direction (90)\n go [backward v] (5) layers\n set [hp v] to (Game Difficulty)\n change [level_y v] by (-25)\n change [level_x v] by (-70)\n repeat (8)\n change [level_x v] by (-3)\n end\n repeat (30)\n change [level_y v] by (15)\n end\n delete this clone\nend\nif <(costume [number v]) = [46]> then\n go [backward v] (50) layers\n forever\n wait until <(distance to [hitbox v]) < [150]>\n repeat (3)\n change [level_y v] by (-5)\n end\n repeat (3)\n change [level_y v] by (-8)\n end\n repeat (3)\n change [level_y v] by (-15)\n end\n start sound [Mega Man 5 SFX \(34\) v]\n wait (.4) seconds\n repeat (21)\n change [level_y v] by (4)\n end\n end\nend\nif <(costume [number v]) = [56]> then\n set [hp v] to ((Game Difficulty) * (4))\n forever\n point towards (mega man v)\n if <(ENEMY ONSCREEN?) = [1]> then\n switch costume to (wilycannon v)\n if <(Game Difficulty) = [1]> then\n wait (2) seconds\n else\n wait (.5) seconds\n end\n next costume\n point towards (mega man v)\n set [projectile name v] to [wilycannonball]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.2) seconds\n switch costume to (wilycannon v)\n end\n end\nend\nif <(costume [number v]) = [60]> then\n set [hp v] to ((Game Difficulty) * (4))\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <(Game Difficulty) = [2]> then\n repeat (3)\n switch costume to (fling v)\n repeat (3)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n end\n else\n repeat (6)\n switch costume to (fling v)\n repeat (3)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n end\n end\n next costume\n set [projectile name v] to [flingattack]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.5) seconds\n end\n end\nend\nif <(costume [number v]) = [27]> then\n set [hp v] to ((Game Difficulty) * (6))\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n switch costume to (bigeye v)\n wait (1) seconds\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <(pick random (1) to (2)) = [1]> then\n if <(Game Difficulty) = [2]> then\n set [y v] to [12]\n else\n set [y v] to [15]\n end\n else\n set [y v] to [10]\n end\n switch costume to (bigeye2 v)\n repeat (15)\n change [y v] by (-1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (6)))\n change [level_y v] by (y)\n if <touching (ground v)?> then\n change [level_y v] by (-8)\n end\n end\n repeat until <touching (ground v)?>\n change [y v] by (-1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (6)))\n change [level_y v] by (y)\n end\n start sound [12 - BigEye v]\n switch costume to (bigeye v)\n repeat until <not <touching (ground v)?>>\n change [level_y v] by (3)\n end\n end\n end\nend\nif <(costume [number v]) = [25]> then\n set [hp v] to (Game Difficulty)\n set [x v] to (Level_Y)\n set [y v] to (x)\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n repeat until <((x position) + (-45)) < ([x position v] of [hitbox v])>\n go to [front v] layer\n point in direction (-90)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (3)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (3)))\n end\n set [y v] to [0]\n repeat (10)\n change [y v] by (-3)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (3)))\n change [level_y v] by (y)\n end\n repeat (15)\n change [y v] by (5)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (3)))\n change [level_y v] by (y)\n end\n set [level_y v] to (x)\n repeat until <((x position) + (45)) > ([x position v] of [hitbox v])>\n point in direction (90)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (3)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (3)))\n end\n set [y v] to [0]\n repeat (10)\n change [y v] by (-3)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (3)))\n change [level_y v] by (y)\n end\n repeat (15)\n change [y v] by (5)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (3)))\n change [level_y v] by (y)\n end\n set [level_y v] to (x)\n end\n end\nend\nif <(costume [number v]) = [4]> then\n point in direction (90)\n go [backward v] (5) layers\n set [hp v] to (Game Difficulty)\n change [level_y v] by (-25)\n change [level_x v] by (70)\n repeat (8)\n change [level_x v] by (3)\n end\n repeat (30)\n change [level_y v] by (15)\n end\n delete this clone\nend\nif <(costume [number v]) = [42]> then\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n set [y v] to [0]\n set [ghost v] effect to (100)\n if <(Game Difficulty) = [2]> then\n wait (.6) seconds\n else\n wait (2) seconds\n end\n set [ghost v] effect to (0)\n start sound [17 - Beam v]\n set [y v] to [1]\n repeat (5)\n switch costume to (elecbeam v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\n end\n end\nend\nif <(costume [number v]) = [9]> then\n set [hp v] to ((Game Difficulty) * (3))\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n if <([x position v] of [hitbox v]) < (x position)> then\n broadcast (conveyor push back v)\n point in direction (-90)\n else\n broadcast (conveyor push forward v)\n point in direction (90)\n end\n end\n end\nend\nif <(costume [number v]) = [18]> then\n set [hp v] to ((Game Difficulty) * (1))\n wait until <(ENEMY ONSCREEN?) = [1]>\n repeat until <((x position) + (-45)) < ([x position v] of [hitbox v])>\n if <(Game Difficulty) = [1]> then\n change [level_x v] by (-4)\n else\n change [level_x v] by (-10)\n end\n end\n set [projectile name v] to [hpillar]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to ((direction) + (90))\n broadcast (CREATE PROJECTILE v)\n wait (.3) seconds\n repeat (50)\n if <(Game Difficulty) = [1]> then\n change [level_x v] by (-8)\n else\n change [level_x v] by (-18)\n end\n end\n delete this clone\nend\nif <(costume [number v]) = [12]> then\n set [hp v] to ((Game Difficulty) * (1))\n set [ghost v] effect to (100)\n wait until <(ENEMY ONSCREEN?) = [1]>\n change [level_x v] by (-200)\n clear graphic effects\n repeat until <(x position) > ([x position v] of [hitbox v])>\n if <(Game Difficulty) = [1]> then\n change [level_x v] by (4)\n else\n change [level_x v] by (10)\n end\n end\n set [projectile name v] to [pillar]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to ((direction) + (90))\n broadcast (CREATE PROJECTILE v)\n wait (.3) seconds\n repeat (50)\n if <(Game Difficulty) = [1]> then\n change [level_x v] by (8)\n else\n change [level_x v] by (18)\n end\n end\n delete this clone\nend\nif <(costume [number v]) = [20]> then\n set [hp v] to ((Game Difficulty) * (5))\n switch costume to (gemi v)\n wait (.5) seconds\n forever\n repeat until <(x position) < [-130]>\n point in direction (-90)\n repeat (2)\n switch costume to (gemirun1 v)\n repeat (2)\n change [level_x v] by (([sin v] of (direction) ) * ((Game Difficulty) * (6)))\n end\n repeat (3)\n repeat (2)\n change [level_x v] by (([sin v] of (direction) ) * ((Game Difficulty) * (6)))\n end\n next costume\n end\n end\n end\n repeat until <(Level_X) > [6140]>\n point in direction (90)\n repeat (2)\n switch costume to (gemirun1 v)\n repeat (2)\n change [level_x v] by (([sin v] of (direction) ) * ((Game Difficulty) * (6)))\n end\n repeat (3)\n repeat (2)\n change [level_x v] by (([sin v] of (direction) ) * ((Game Difficulty) * (6)))\n end\n next costume\n end\n end\n end\n end\nend\nif <(costume [number v]) = [51]> then\n set [y v] to [0]\n set [hp v] to ((Game Difficulty) * (2))\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n switch costume to (eye v)\n if <(Game Difficulty) = [1]> then\n wait (.5) seconds\n end\n next costume\n repeat (3)\n repeat (2)\n if <(x position) > ([x position v] of [hitbox v])> then\n point in direction (-90)\n change [level_x v] by ((Game Difficulty) * (-2))\n else\n point in direction (90)\n change [level_x v] by ((Game Difficulty) * (2))\n end\n if <<touching (ground v)?> or <touching (misc objects v)?>> then\n change [level_y v] by (2)\n set [y v] to [0]\n else\n change [y v] by (-2)\n change [level_y v] by (y)\n end\n end\n next costume\n end\n repeat (2)\n if <(x position) > ([x position v] of [hitbox v])> then\n point in direction (-90)\n change [level_x v] by ((Game Difficulty) * (-2))\n else\n point in direction (90)\n change [level_x v] by ((Game Difficulty) * (2))\n end\n if <<touching (ground v)?> or <touching (misc objects v)?>> then\n change [level_y v] by (2)\n set [y v] to [0]\n else\n change [y v] by (-2)\n change [level_y v] by (y)\n end\n end\n end\n end\nend\nif <(costume [number v]) = [58]> then\n set [y v] to [0]\n set [hp v] to ((Game Difficulty) * (3))\n if <(ENEMY ONSCREEN?) = [1]> then\n repeat (100)\n point in direction (-90)\n change [level_x v] by ((Game Difficulty) * (-10))\n change [y v] by (-2)\n change [level_y v] by (y)\n if <<touching (ground v)?> or <touching (misc objects v)?>> then\n set [y v] to (pick random (10) to (25))\n set y to (-100)\n end\n end\n delete this clone\n end\nend\nif <(costume [number v]) = [47]> then\n set [y v] to [0]\n set [hp v] to ((Game Difficulty) * (3))\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n if <(x position) > ([x position v] of [hitbox v])> then\n point in direction (-90)\n change [level_x v] by ((Game Difficulty) * (-3))\n else\n point in direction (90)\n change [level_x v] by ((Game Difficulty) * (3))\n end\n if <<touching (ground v)?> or <touching (misc objects v)?>> then\n change [level_y v] by (2)\n set [y v] to [0]\n else\n change [y v] by (-2)\n change [level_y v] by (y)\n end\n end\n end\nend\nif <(costume [number v]) = [44]> then\n forever\n point in direction (90)\n if <(Game Difficulty) = [1]> then\n repeat (45)\n change [level_x v] by (2)\n end\n repeat (45)\n change [level_x v] by (-2)\n end\n else\n repeat (9)\n change [level_x v] by (11)\n end\n repeat (9)\n change [level_x v] by (-11)\n end\n end\n end\nend\nif <(costume [number v]) = [37]> then\n set [hp v] to ((Game Difficulty) * (2))\n forever\n point in direction (90)\n if <(ENEMY ONSCREEN?) = [1]> then\n switch costume to (spri v)\n if <(Game Difficulty) = [1]> then\n wait (pick random (1.5) to (2)) seconds\n else\n wait (pick random (.05) to (.3)) seconds\n end\n repeat (2)\n wait (.1) seconds\n next costume\n end\n repeat (3)\n set [y v] to [-45]\n start sound [10 - EnemyShoot v]\n repeat (3)\n set [projectile name v] to [sprinklershot]\n set [proj x v] to (Level_X)\n set [proj y v] to ((Level_Y) + (0))\n set [proj direction v] to (y)\n broadcast (CREATE PROJECTILE v)\n change [y v] by (45)\n end\n switch costume to (spri3 v)\n repeat (2)\n wait (.1) seconds\n next costume\n end\n end\n repeat (4)\n switch costume to ((costume [number v]) + (-1))\n wait (.1) seconds\n end\n switch costume to (spri v)\n end\n end\nend\nif <(costume [number v]) = [33]> then\n set [hp v] to ((Game Difficulty) * (2))\n forever\n point in direction (90)\n if <(ENEMY ONSCREEN?) = [1]> then\n switch costume to (sprink v)\n if <(Game Difficulty) = [1]> then\n wait (pick random (1.8) to (2.5)) seconds\n else\n wait (pick random (.5) to (1)) seconds\n end\n repeat (3)\n wait (.1) seconds\n next costume\n end\n set [y v] to [45]\n repeat (5)\n start sound [10 - EnemyShoot v]\n set [projectile name v] to [sprinklershot]\n set [proj x v] to (Level_X)\n set [proj y v] to ((Level_Y) + (0))\n set [proj direction v] to (y)\n broadcast (CREATE PROJECTILE v)\n change [y v] by (25)\n if <(Game Difficulty) = [1]> then\n wait (.4) seconds\n else\n wait (.1) seconds\n end\n end\n repeat (3)\n switch costume to ((costume [number v]) + (-1))\n wait (.1) seconds\n end\n switch costume to (sprink v)\n end\n end\nend\nif <(costume [number v]) = [29]> then\n set [hp v] to ((Game Difficulty) * (2))\n forever\n point in direction (-90)\n if <(ENEMY ONSCREEN?) = [1]> then\n switch costume to (shooty v)\n if <(Game Difficulty) = [1]> then\n wait (pick random (1.4) to (1.9)) seconds\n else\n wait (pick random (.1) to (.35)) seconds\n end\n repeat (3)\n wait (.1) seconds\n next costume\n end\n set [y v] to [-45]\n repeat (5)\n start sound [10 - EnemyShoot v]\n set [projectile name v] to [sprinklershot]\n set [proj x v] to (Level_X)\n set [proj y v] to ((Level_Y) + (0))\n set [proj direction v] to (y)\n broadcast (CREATE PROJECTILE v)\n change [y v] by (-25)\n if <(Game Difficulty) = [1]> then\n wait (.4) seconds\n else\n wait (.1) seconds\n end\n end\n repeat (3)\n switch costume to ((costume [number v]) + (-1))\n wait (.1) seconds\n end\n switch costume to (shooty v)\n end\n end\nend\nif <(costume [number v]) = [14]> then\n set [hp v] to ((Game Difficulty) * (4))\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n point towards (mega man v)\n switch costume to (doge v)\n wait (1) seconds\n repeat (3)\n wait (.1) seconds\n next costume\n end\n point towards (mega man v)\n repeat (5)\n start sound [Mega Man 5 SFX \(34\) v]\n set [projectile name v] to [dogefire]\n set [proj x v] to (Level_X)\n set [proj y v] to ((Level_Y) + (-15))\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.03) seconds\n end\n end\n end\nend\n\nwhen I receive [boss intro v]\nif <not <(Robot Master Stage) = [7]>> then\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n forever\n switch costume to (min v)\n wait (.1) seconds\n switch costume to (min v)\n wait (.1) seconds\n switch costume to (min v)\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [4]> then\n wait (.03) seconds\n forever\n switch costume to (min v)\n wait (.1) seconds\n switch costume to (min v)\n wait (.1) seconds\n switch costume to (min v)\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [9]> then\n forever\n switch costume to (fatmegaman v)\n wait (.1) seconds\n switch costume to (fatmegaman2 v)\n wait (.1) seconds\n switch costume to (fatmegaman3 v)\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [44]> then\n forever\n switch costume to (floorthing v)\n wait (.1) seconds\n switch costume to (floorthing2 v)\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [12]> then\n forever\n switch costume to (float v)\n wait (.1) seconds\n switch costume to (float2 v)\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [25]> then\n forever\n switch costume to (propel v)\n wait (.1) seconds\n switch costume to (propel2 v)\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [47]> then\n forever\n switch costume to (gear v)\n wait (.1) seconds\n switch costume to (gear2 v)\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [58]> then\n forever\n switch costume to (hypermet v)\n wait (.1) seconds\n switch costume to (hypermet2 v)\n wait (.1) seconds\n end\nend\n\nwhen I receive [create minotaurs v]\nif <(clone) = [0]> then\n Create Enemy [min] (PROJ X) (PROJ Y)\n wait (.02) seconds\n Create Enemy [min2] (PROJ X) (PROJ Y)\nend\n\nwhen I receive [create gemini clone v]\nif <(clone) = [0]> then\n Create Enemy [gemi] (PROJ X) (PROJ Y)\nend\n\nwhen I receive [kill enemies v]\nrepeat (4)\n set [ghost v] effect to (100)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.05) seconds\nend\ndelete this clone\n\nwhen I receive [create hypermet v]\nif <(clone) = [0]> then\n Create Enemy [hypermet] (PROJ X) (PROJ Y)\nend\n\nwhen I receive [bossdie v]\nif <(Robot Master Stage) < [7]> then\n delete this clone\nend\n\n@Projectiles\n\nwhen flag clicked\nset size to (200) %\nhide\n\nwhen I receive [create projectile v]\nif <(clone) = [0]> then\n clear graphic effects\n switch costume to (PROJECTILE NAME)\n set [level_x v] to (PROJ X)\n set [level_y v] to (PROJ Y)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [clone v] to [1]\nshow\n\nwhen I start as a clone\nset [clone v] to [1]\nset rotation style [left-right v]\npoint in direction (PROJ DIRECTION)\ngo to [front v] layer\nif <(costume [number v]) = [59]> then\n start sound [05 - MegaBuster v]\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n set [y v] to ((Game Difficulty) * (12))\n repeat (5)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n end\n repeat until <touching (_edge_ v)?>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n end\n delete this clone\nend\nif <(costume [number v]) = [60]> then\n set [y v] to [15]\n repeat (5)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n change [level_y v] by (y)\n change [y v] by (-2)\n end\n repeat until <(Level_Y) < [-85]>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n change [level_y v] by (y)\n change [y v] by (-2)\n end\n set [level_y v] to [-93]\n switch costume to (wilybomb2 v)\n wait (.2) seconds\n repeat (3)\n switch costume to (wilybomb2 v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n end\n start sound [Mega Man 5 SFX \(11\)2 v]\n switch costume to (explo1 v)\n repeat (4)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n delete this clone\nend\nif <(costume [number v]) = [57]> then\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n set [y v] to ((Game Difficulty) * (12))\n repeat (5)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n end\n repeat until <touching (_edge_ v)?>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n end\n delete this clone\nend\nif <(costume [number v]) = [19]> then\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (30)))\n set [y v] to [-10]\n repeat (5)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n change [level_y v] by (y)\n change [y v] by (2)\n end\n repeat until <touching (_edge_ v)?>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n change [level_y v] by (y)\n change [y v] by (2)\n end\n delete this clone\nend\nif <(costume [number v]) = [33]> then\n start sound [18 - RollingCutter v]\n if <(Game Difficulty) = [1]> then\n set [y v] to [10]\n else\n set [y v] to [20]\n end\n forever\n repeat (35)\n turn right (4) degrees\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * ((y) / (3))))\n end\n repeat until <touching (boss v)?>\n point towards (boss v)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n delete this clone\n end\nend\nif <(costume [number v]) = [64]> then\n start sound [Mega Man 5 SFX \(11\) v]\n set rotation style [all around v]\n if <(Game Difficulty) = [1]> then\n set [y v] to [15]\n else\n set [y v] to [21]\n end\n forever\n repeat (6)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n repeat (6)\n point towards (hitbox v)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n repeat until <touching (_edge_ v)?>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n delete this clone\n end\nend\nif <(costume [number v]) = [29]> then\n start sound [Mega Man 5 SFX \(50\) v]\n set rotation style [all around v]\n switch costume to (glaser v)\n if <(Game Difficulty) = [1]> then\n set [y v] to [15]\n else\n set [y v] to [25]\n end\n forever\n repeat (3)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n repeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n switch costume to (glaser2 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n switch costume to (glaser v)\n point in direction ((direction) - (135))\n end\nend\nif <(costume [number v]) = [44]> then\n start sound [sfx28 v]\n if <(Game Difficulty) = [1]> then\n set [y v] to [12]\n else\n set [y v] to [25]\n end\n repeat (1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n repeat until <touching (_edge_ v)?>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n delete this clone\nend\nif <(costume [number v]) = [37]> then\n start sound [16 - ThunderBeam v]\n if <(Game Difficulty) = [1]> then\n set [y v] to [14]\n else\n set [y v] to [25]\n end\n repeat (1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n repeat until <touching (_edge_ v)?>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n delete this clone\nend\nif <(costume [number v]) = [52]> then\n set [y v] to ((Game Difficulty) * (14))\n start sound [Mega Man 5 SFX \(11\) v]\n repeat (1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n repeat until <<<touching (misc objects v)?> or <touching (ground v)?>> or <touching (_edge_ v)?>>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n switch costume to (pick random (53) to (55))\n wait (0.05) seconds\n delete this clone\nend\nif <(costume [number v]) = [46]> then\n set [y v] to [15]\n start sound [SE \[25\] v]\n repeat (1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n change [level_y v] by (y)\n change [y v] by (-2)\n end\n repeat until <<<touching (misc objects v)?> or <touching (ground v)?>> or <touching (_edge_ v)?>>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n change [level_y v] by (y)\n change [y v] by (-2)\n end\n start sound [Mega Man 5 SFX \(11\)2 v]\n switch costume to (explo1 v)\n repeat (4)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n delete this clone\nend\nif <(costume [number v]) = [56]> then\n if <(Game Difficulty) = [1]> then\n set [y v] to [12]\n else\n set [y v] to [25]\n end\n repeat (1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n repeat until <touching (_edge_ v)?>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n delete this clone\nend\nif <(costume [number v]) = [32]> then\n if <(Game Difficulty) = [1]> then\n set [y v] to [14]\n else\n set [y v] to [25]\n end\n repeat (1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n repeat until <touching (_edge_ v)?>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n delete this clone\nend\nif <(costume [number v]) = [6]> then\n start sound [sfx28 v]\n if <(Game Difficulty) = [1]> then\n set [y v] to [12]\n else\n set [y v] to [20]\n end\n repeat (1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n repeat until <touching (_edge_ v)?>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n delete this clone\nend\nif <(costume [number v]) = [28]> then\n set [y v] to [0]\n repeat (2)\n change [level_y v] by (y)\n change [y v] by (-1)\n end\n repeat until <<touching (ground v)?> or <touching (misc objects v)?>>\n change [level_y v] by (y)\n change [y v] by (-1)\n end\n start sound [Mega Man 6 SRX \(30\) v]\n switch costume to (hpillar v)\n repeat (7)\n wait (.02) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n repeat (7)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n delete this clone\nend\nif <(costume [number v]) = [18]> then\n set [y v] to [0]\n repeat (2)\n change [level_y v] by (y)\n change [y v] by (-1)\n end\n repeat until <touching (ground v)?>\n change [level_y v] by (y)\n change [y v] by (-1)\n end\n start sound [Mega Man 6 SRX \(30\) v]\n switch costume to (pillar v)\n repeat (7)\n wait (.02) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n repeat (7)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n point in direction (0)\n set [y v] to [20]\n repeat (14)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n point in direction (180)\n set [ghost v] effect to (100)\n wait (.2) seconds\n set [level_x v] to ((Scroll X) + (pick random (-300) to (300)))\n clear graphic effects\n set [rotate_axis v] to [0]\n set [y v] to [15]\n repeat until <touching (_edge_ v)?>\n set [level_x v] to (((Level_X) + (([sin v] of (direction) ) * (y))) + (([sin v] of (rotate_axis) ) * (-10)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n change [rotate_axis v] by (15)\n end\nend\nif <(costume [number v]) = [1]> then\n switch costume to (leaf v)\n point in direction (PROJ DIRECTION)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (30)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (30)))\n set [rotate_axis v] to [0]\n set [y v] to [15]\n repeat until <(EnemyAttackRelease) = [1]>\n set [level_x v] to ((Level_X) + (([sin v] of (rotate_axis) ) * (-10)))\n set [level_y v] to ((Level_Y) + (([cos v] of (rotate_axis) ) * (-10)))\n change [rotate_axis v] by (15)\n end\n point in direction (PROJ DIRECTION)\n repeat until <touching (_edge_ v)?>\n set [level_x v] to (((Level_X) + (([sin v] of (direction) ) * (y))) + (([sin v] of (rotate_axis) ) * (-10)))\n set [level_y v] to (((Level_Y) + (([cos v] of (direction) ) * (y))) + (([cos v] of (rotate_axis) ) * (-10)))\n change [rotate_axis v] by (15)\n end\nend\nif <(costume [number v]) = [8]> then\n if <(Game Difficulty) = [1]> then\n Smooth Glide ((Scroll X) + (pick random (-150) to (150))) (pick random (-120) to (50)) [6]\n else\n Smooth Glide ((Scroll X) + (pick random (-150) to (150))) (pick random (-120) to (50)) [4]\n end\n wait until <not <(EnemyAttackRelease) = [0]>>\n set [y v] to [0]\n if <(EnemyAttackRelease) = [-1]> then\n repeat until <touching (_edge_ v)?>\n change [y v] by (-.5)\n change [level_x v] by (y)\n end\n else\n repeat until <touching (_edge_ v)?>\n change [y v] by (.5)\n change [level_x v] by (y)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>> then\n hide\n delete this clone\n else\n show\n end\nend\n\nwhen I start as a clone\nset [internal timer v] to [0]\nrepeat until <(internal timer) > [8]>\n wait (1) seconds\n change [internal timer v] by (1)\nend\ndelete this clone\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I receive [bossdie v]\ndelete this clone\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n wait (.1) seconds\n forever\n switch costume to (leaf v)\n repeat (4)\n wait (.05) seconds\n next costume\n end\n repeat (4)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [64]> then\n forever\n switch costume to (wilymissile v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [6]> then\n forever\n switch costume to (metal v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [33]> then\n forever\n switch costume to (rcutter v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [8]> then\n forever\n switch costume to (airshooter v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [19]> then\n switch costume to (dogefire v)\n wait (.8) seconds\n next costume\nend\nif <(costume [number v]) = [37]> then\n forever\n switch costume to (elecshot v)\n repeat (6)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n end\nend\nif <(costume [number v]) = [44]> then\n forever\n switch costume to (shadowblade v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [57]> then\n forever\n switch costume to (flingattack v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\n\ndefine Smooth Glide (x) (y) (speed)\nrepeat until <<(round (Level_X)) = (round (x))> and <(round (Level_Y)) = (round (y))>>\n change [level_x v] by (((round (x)) - (round (Level_X))) / (speed))\n change [level_y v] by (((round (y)) - (round (Level_Y))) / (speed))\nend\nset [level_x v] to (x)\nset [level_y v] to (y)\n\nwhen I start as a clone\nwait (.02) seconds\nforever\n if <touching (hitbox v)?> then\n if <(INVINCIBILITY) = [0]> then\n if <(Game Difficulty) = [1]> then\n change [health v] by (1)\n else\n change [health v] by (3)\n end\n broadcast (KNOCKBACK v)\n broadcast (TAKE DMG v)\n end\n if <<<(costume [number v]) > [45]> and <(costume [number v]) < [52]>> or <(costume [number v]) > [59]>> then\n wait (.5) seconds\n else\n delete this clone\n end\n end\nend\n\nwhen I receive [transition effect v]\ndelete this clone\n\n@boss hp\n\nwhen flag clicked\nset [clone v] to [0]\nclear graphic effects\nhide\n\nwhen I receive [battle begin v]\nif <(Robot Master Stage) = [8]> then\n switch costume to (bosshpbar v)\nelse\n if <<(WilyCastleBoss) = [3]> and <(Robot Master Stage) = [7]>> then\n set [hyperstorm hp bar v] to [1]\n broadcast (setup other hpbar v)\n else\n set [hyperstorm hp bar v] to [0]\n end\n set [fightstart? v] to [1]\n go to x: (-180) y: (91)\n point in direction (90)\n set size to (250) %\n go to [front v] layer\n show\n set [brightness v] effect to (0)\n switch costume to (bosshpbar29 v)\n repeat (28)\n start sound [Mega Man 5 SFX \(16\) v]\n switch costume to ((costume [number v]) + (-1))\n wait (0) seconds\n end\nend\n\nwhen I receive [bossdmg v]\nif <(clone) = [0]> then\n repeat (3)\n set [brightness v] effect to (60)\n wait (.1) seconds\n set [brightness v] effect to (0)\n wait (.1) seconds\n end\nend\n\nwhen I receive [bossdmg v]\nif <not <(Robot Master Stage) = [8]>> then\n if <(Hyperstorm HP Bar) = [0]> then\n if <(clone) = [0]> then\n if <(Game Difficulty) = [1]> then\n next costume\n next costume\n else\n if <(Robot Master Stage) = [10]> then\n next costume\n next costume\n else\n next costume\n end\n end\n if <(costume [number v]) > [28]> then\n broadcast (BOSSDIE v)\n wait (5) seconds\n end\n end\n end\nend\n\nwhen I receive [bossdie v]\nhide\nswitch costume to (bosshpbar32 v)\n\nwhen I receive [die v]\nhide\n\nwhen I start as a clone\nset [clone v] to [1]\nset [ghost v] effect to (5)\nswitch costume to (dmg v)\ngo to [front v] layer\nshow\nstart sound [sfx6 v]\nrepeat (6)\n go to (boss v)\n if <<(Robot Master Stage) = [10]> and <(WilyBattlePhase) = [1]>> then\n change y by (85)\n end\nend\ndelete this clone\n\nwhen I receive [teleportin v]\nstop [other scripts in sprite v]\nswitch costume to (bosshpbar v)\nhide\ndelete this clone\n\nwhen I receive [bossweakness dmg v]\nif <not <(Robot Master Stage) = [8]>> then\n if <(Hyperstorm HP Bar) = [0]> then\n if <(clone) = [0]> then\n if <(Game Difficulty) = [1]> then\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n else\n next costume\n next costume\n next costume\n end\n if <(costume [number v]) > [28]> then\n broadcast (BOSSDIE v)\n wait (5) seconds\n end\n end\n end\nend\n\nwhen I receive [stage resume music v]\nswitch costume to (bosshpbar v)\n\n@Boss\n\nwhen flag clicked\nhide\n\nwhen I receive [die v]\nwait (3) seconds\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [bossdie v]\nstop [other scripts in sprite v]\nif <(Robot Master Stage) = [10]> then\n if <(WilyBattlePhase) = [1]> then\n set y to (0)\n broadcast (earthquake v)\n set [y v] to [10]\n repeat (25)\n start sound [expl v]\n change [y v] by (-2)\n change y by (y)\n end\n set [wilybattlephase v] to [2]\n hide\n wait (2) seconds\n broadcast (Dr wily strikes back v)\n else\n switch costume to (drwily1 v)\n point in direction (-90)\n clear graphic effects\n show\n repeat until <(y position) > [180]>\n change y by (15)\n end\n hide\n wait (.8) seconds\n show\n switch costume to (drwily4 v)\n go to x: (100) y: (190)\n glide (.5) secs to x: (100) y: (-86)\n switch costume to (drwily5 v)\n wait (2) seconds\n start sound [64 - Mega Man 3 - All Stages Clear v]\n repeat (15)\n switch costume to (drwily2 v)\n wait (.2) seconds\n next costume\n wait (.2) seconds\n end\n switch costume to (drwily2 v)\n broadcast (drwilylose v)\n end\nelse\n if <(Robot Master Stage) = [9]> then\n switch costume to (protoouch1 v)\n glide (.3) secs to x: (154) y: (-116)\n clear graphic effects\n broadcast (screenshake v)\n start sound [expl v]\n point in direction (-90)\n switch costume to (protoouch2 v)\n clear graphic effects\n else\n hide\n end\nend\n\nwhen I receive [battle begin v]\nwait (1) seconds\nclear graphic effects\nforever\n if <(Robot Master Stage) = [10]> then\n if <<<<touching (mega man v)?> and <not <touching (hitbox v)?>>> and <not <touching (misc collision checker v)?>>> or <<touching (special weapons v)?> and <(Specialfire) = [1]>>> then\n if <<([y position v] of [hitbox v]) > [50]> or <(WilyBattlePhase) = [2]>> then\n if <(Game Difficulty) = [1]> then\n if <<<touching (mega man v)?> and <not <touching (hitbox v)?>>> and <not <touching (misc collision checker v)?>>> then\n broadcast (BossDMG v)\n create clone of (boss hp v)\n repeat (3)\n set [ghost v] effect to (90)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.1) seconds\n end\n end\n if <<touching (special weapons v)?> and <(Specialfire) = [1]>> then\n if <(Mega Man Special Weapon Selected) = [6]> then\n broadcast (BossWeakness DMG v)\n create clone of (boss hp v)\n repeat (3)\n set [ghost v] effect to (90)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.1) seconds\n end\n else\n broadcast (BossDMG v)\n create clone of (boss hp v)\n repeat (3)\n set [ghost v] effect to (90)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.1) seconds\n end\n end\n end\n else\n if <<<touching (mega man v)?> and <not <touching (hitbox v)?>>> and <not <touching (misc collision checker v)?>>> then\n start sound [cling v]\n set [brightness v] effect to (50)\n wait (.05) seconds\n set [brightness v] effect to (0)\n wait (.05) seconds\n end\n if <<touching (special weapons v)?> and <(Specialfire) = [1]>> then\n if <(Mega Man Special Weapon Selected) = [6]> then\n broadcast (BossDMG v)\n create clone of (boss hp v)\n repeat (3)\n set [ghost v] effect to (90)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.1) seconds\n end\n else\n start sound [cling v]\n set [brightness v] effect to (50)\n wait (.05) seconds\n set [brightness v] effect to (0)\n wait (.05) seconds\n end\n end\n end\n else\n start sound [cling v]\n set [brightness v] effect to (50)\n wait (.05) seconds\n set [brightness v] effect to (0)\n wait (.05) seconds\n end\n end\n else\n if <<<touching (mega man v)?> and <not <touching (hitbox v)?>>> and <touching color (#e0c040)?>> then\n broadcast (BossDMG v)\n create clone of (boss hp v)\n repeat (2)\n set [ghost v] effect to (90)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.1) seconds\n end\n end\n if <<touching (special weapons v)?> and <(Specialfire) = [1]>> then\n if <<<(Mega Man Special Weapon Selected) = [1]> and <(Robot Master Stage) = [9]>> or <<<(Mega Man Special Weapon Selected) = [3]> and <<(Robot Master Stage) = [7]> and <(WilyCastleBoss) = [1]>>> or <<<(Mega Man Special Weapon Selected) = [5]> and <<(Robot Master Stage) = [7]> and <(WilyCastleBoss) = [3]>>> or <<<(Mega Man Special Weapon Selected) = [2]> and <<(Robot Master Stage) = [7]> and <(WilyCastleBoss) = [2]>>> or <<<<(Mega Man Special Weapon Selected) = [4]> and <(Robot Master Stage) = [1]>> or <<<(Mega Man Special Weapon Selected) = [1]> and <(Robot Master Stage) = [2]>> or <<(Mega Man Special Weapon Selected) = [5]> and <(Robot Master Stage) = [3]>>>> or <<<(Mega Man Special Weapon Selected) = [6]> and <(Robot Master Stage) = [4]>> or <<<(Mega Man Special Weapon Selected) = [2]> and <(Robot Master Stage) = [5]>> or <<(Mega Man Special Weapon Selected) = [3]> and <(Robot Master Stage) = [6]>>>>>>>>> then\n broadcast (BossWeakness DMG v)\n create clone of (boss hp v)\n repeat (3)\n set [ghost v] effect to (90)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.1) seconds\n end\n else\n broadcast (BossDMG v)\n create clone of (boss hp v)\n repeat (2)\n set [ghost v] effect to (90)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.1) seconds\n end\n end\n end\n end\nend\n\nwhen I receive [battle begin v]\nwait (1) seconds\nclear graphic effects\nforever\n if <touching (hitbox v)?> then\n change [health v] by ((Game Difficulty) * (2))\n broadcast (KNOCKBACK v)\n broadcast (TAKE DMG v)\n wait (2) seconds\n end\nend\n\nwhen I receive [battle begin v]\nwait (2) seconds\nbroadcast (Enable Movement v)\nif <(Robot Master Stage) = [8]> then\n forever\n if <(Game Difficulty) = [2]> then\n point towards (hitbox v)\n switch costume to (quintpogo2 v)\n wait (.05) seconds\n switch costume to (quintpogo1 v)\n start sound [spring v]\n set [y v] to [10]\n repeat (3)\n change [y v] by (-1)\n point towards (hitbox v)\n change y by (y)\n move (15) steps\n end\n set [quint break blocks v] to [1]\n repeat until <<touching (misc objects v)?> or <(y position) < [-200]>>\n change [y v] by (-1)\n change y by (y)\n move (15) steps\n end\n set [quint break blocks v] to [0]\n if <(y position) < [-200]> then\n if <(HEALTH) < [15]> then\n broadcast (BOSSDIE v)\n hide\n end\n else\n getpos\n switch costume to (quintpogo2 v)\n wait (.05) seconds\n switch costume to (quintpogo1 v)\n end\n else\n point towards (hitbox v)\n switch costume to (quintpogo2 v)\n wait (.2) seconds\n switch costume to (quintpogo1 v)\n start sound [spring v]\n set [y v] to [15]\n repeat (3)\n change [y v] by (-1)\n change y by (y)\n move (7) steps\n end\n set [quint break blocks v] to [1]\n repeat until <<touching (misc objects v)?> or <(y position) < [-190]>>\n change [y v] by (-1)\n change y by (y)\n move (7) steps\n end\n set [quint break blocks v] to [0]\n if <(y position) < [-190]> then\n if <(HEALTH) < [15]> then\n broadcast (BOSSDIE v)\n hide\n end\n else\n getpos\n switch costume to (quintpogo2 v)\n wait (.2) seconds\n switch costume to (quintpogo1 v)\n end\n end\n end\nend\nif <<(Robot Master Stage) = [7]> and <(WilyCastleBoss) = [3]>> then\n forever\n switch costume to (hyperstorm1 v)\n if <(Game Difficulty) = [1]> then\n wait (.8) seconds\n else\n wait (.1) seconds\n end\n start sound [SE \[173\] v]\n switch costume to (hyperstorm3 v)\n point towards (mega man v)\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (0))\n set [proj y v] to (((Scroll Y) + (y position)) + (5))\n broadcast (Create hypermet v)\n wait (.5) seconds\n switch costume to (hyperstorm1 v)\n wait (.5) seconds\n switch costume to (hyperstorm3 v)\n repeat (50)\n start sound [SE \[173\] v]\n broadcast (conveyor push back v)\n create clone of (extra battle effects v)\n end\n if <(Game Difficulty) = [1]> then\n wait (.8) seconds\n else\n wait (.1) seconds\n end\n switch costume to (hyperstorm1 v)\n end\nend\nif <<(Robot Master Stage) = [7]> and <(WilyCastleBoss) = [2]>> then\n forever\n if <(y position) < [0]> then\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (megawatershoot v)\n repeat (10)\n point towards (mega man v)\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (0))\n set [proj y v] to (((Scroll Y) + (y position)) + (5))\n set [projectile name v] to [water]\n broadcast (CREATE PROJECTILE v)\n if <(Game Difficulty) = [1]> then\n wait (.05) seconds\n end\n end\n wait (.5) seconds\n switch costume to (megawater2 v)\n else\n if <(pick random (1) to (2)) = [1]> then\n point in direction (90)\n repeat until <(x position) > [125]>\n switch costume to (megawaterrun1 v)\n repeat (3)\n repeat (2)\n change x by (10)\n end\n next costume\n end\n repeat (2)\n change x by (10)\n end\n end\n point in direction (-90)\n else\n point in direction (-90)\n repeat until <(x position) < [-125]>\n switch costume to (megawaterrun1 v)\n repeat (3)\n repeat (2)\n change x by (-10)\n end\n next costume\n end\n repeat (2)\n change x by (-10)\n end\n end\n point in direction (90)\n end\n switch costume to (megawaterjump v)\n set [y v] to [25]\n repeat (15)\n change [y v] by (-2)\n change y by (y)\n move (9) steps\n end\n switch costume to (megawater2 v)\n set y to (38)\n end\n else\n if <(pick random (1) to (2)) = [1]> then\n point towards (mega man v)\n switch costume to (megawatershoot v)\n start sound [bomb v]\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (0))\n set [proj y v] to (((Scroll Y) + (y position)) + (25))\n set [projectile name v] to [harpoon]\n broadcast (CREATE PROJECTILE v)\n wait (.5) seconds\n switch costume to (megawater2 v)\n else\n if <(pick random (1) to (2)) = [1]> then\n point in direction (90)\n repeat until <(x position) > [30]>\n switch costume to (megawaterrun1 v)\n repeat (3)\n repeat (2)\n change x by (10)\n end\n next costume\n end\n repeat (2)\n change x by (10)\n end\n end\n else\n point in direction (-90)\n repeat until <(x position) < [-50]>\n switch costume to (megawaterrun1 v)\n repeat (3)\n repeat (2)\n change x by (-10)\n end\n next costume\n end\n repeat (2)\n change x by (-10)\n end\n end\n end\n switch costume to (megawaterjump v)\n set [y v] to [15]\n repeat (20)\n change [y v] by (-2)\n change y by (y)\n move (5) steps\n end\n switch costume to (megawater2 v)\n set y to (-85)\n end\n end\n if <(Game Difficulty) = [1]> then\n wait (1) seconds\n else\n wait (0) seconds\n end\n end\nend\nif <(Robot Master Stage) = [9]> then\n forever\n repeat (pick random (2) to (4))\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n set [y v] to [20]\n switch costume to (protojump v)\n repeat (3)\n repeat (2)\n change [y v] by (-2)\n move (5) steps\n change y by (y)\n end\n change [y v] by (-2)\n move (5) steps\n change y by (y)\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (0))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n set [projectile name v] to [laser]\n broadcast (CREATE PROJECTILE v)\n end\n repeat until <(y position) < [-109]>\n change [y v] by (-1)\n move (5) steps\n change y by (y)\n end\n set y to (-116)\n switch costume to (proto1 v)\n if <(Game Difficulty) = [1]> then\n wait (.4) seconds\n end\n end\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n switch costume to (protorun1 v)\n repeat (5)\n repeat (2)\n move (7) steps\n end\n next costume\n end\n end\nend\nif <<(Robot Master Stage) = [7]> and <(WilyCastleBoss) = [1]>> then\n forever\n if <(distance to [hitbox v]) < [150]> then\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n switch costume to (busterrod1 v)\n repeat (6)\n wait (.02) seconds\n next costume\n end\n start sound [sfx28 v]\n repeat (2)\n repeat (2)\n move (10) steps\n end\n next costume\n end\n if <(Game Difficulty) = [2]> then\n wait (0) seconds\n else\n wait (1) seconds\n end\n else\n if <(Game Difficulty) = [2]> then\n point towards (mega man v)\n set [y v] to [25]\n switch costume to (busterrodjump v)\n repeat (15)\n change [y v] by (-2)\n move (5) steps\n change y by (y)\n end\n switch costume to (busterrodairattack1 v)\n repeat (2)\n wait (.02) seconds\n next costume\n end\n start sound [SE \[107\] v]\n point towards (mega man v)\n repeat until <(y position) < [-85]>\n change [y v] by (-1)\n move (10) steps\n change y by (y)\n end\n set y to (-91)\n switch costume to (busterrod1 v)\n else\n point towards (mega man v)\n set [y v] to [25]\n switch costume to (busterrodjump v)\n repeat (3)\n change [y v] by (-2)\n move (5) steps\n change y by (y)\n end\n repeat until <(y position) < [-85]>\n change [y v] by (-2)\n move (5) steps\n change y by (y)\n end\n set y to (-91)\n switch costume to (busterrod1 v)\n wait (1) seconds\n end\n end\n end\nend\nif <(Robot Master Stage) = [5]> then\n forever\n if <(pick random (1) to (3)) = [1]> then\n switch costume to (shadowthrow1 v)\n repeat (4)\n wait (.05) seconds\n next costume\n end\n wait (.2) seconds\n next costume\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (0))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n set [projectile name v] to [shadowblade]\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [proj direction v] to ((direction) + (25))\n broadcast (CREATE PROJECTILE v)\n else\n point in direction (90)\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (0))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n set [projectile name v] to [shadowblade]\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [proj direction v] to ((direction) + (-25))\n broadcast (CREATE PROJECTILE v)\n end\n if <(Game Difficulty) = [1]> then\n wait (1) seconds\n else\n wait (0) seconds\n end\n else\n if <(pick random (1) to (2)) = [1]> then\n point towards (mega man v)\n set [y v] to [25]\n switch costume to (shadowjump v)\n repeat (3)\n change [y v] by (-2)\n move (3) steps\n change y by (y)\n end\n repeat until <(y position) < [-55]>\n change [y v] by (-2)\n move (3) steps\n change y by (y)\n end\n set y to (-64)\n switch costume to (shadowman1 v)\n if <(Game Difficulty) = [1]> then\n wait (1) seconds\n else\n wait (0) seconds\n end\n else\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n repeat until <(x position) < [-200]>\n switch costume to (shadowslide v)\n if <(Game Difficulty) = [1]> then\n change x by (-10)\n else\n change x by (-25)\n end\n end\n switch costume to (shadowman1 v)\n else\n point in direction (90)\n repeat until <(x position) > [170]>\n switch costume to (shadowslide v)\n if <(Game Difficulty) = [1]> then\n change x by (10)\n else\n change x by (25)\n end\n end\n switch costume to (shadowman1 v)\n end\n if <(Game Difficulty) = [1]> then\n wait (.5) seconds\n end\n wait (.1) seconds\n end\n end\n end\nend\nif <(Robot Master Stage) = [2]> then\n forever\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n repeat (pick random (1) to (4))\n switch costume to (elecmanrun1 v)\n repeat (3)\n repeat (1)\n if <(Game Difficulty) = [2]> then\n move (15) steps\n else\n move (8) steps\n end\n end\n next costume\n end\n end\n switch costume to (elecman1 v)\n wait (.4) seconds\n switch costume to (elecmanshoot1 v)\n wait (.2) seconds\n next costume\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (0))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n set [projectile name v] to [elecshot]\n broadcast (CREATE PROJECTILE v)\n wait (.5) seconds\n if <(pick random (1) to (2)) = [1]> then\n point towards (mega man v)\n set [y v] to [20]\n switch costume to (elecmanjump v)\n repeat (3)\n change [y v] by (-2)\n move (5) steps\n change y by (y)\n end\n repeat until <(y position) < [-45]>\n change [y v] by (-2)\n move (5) steps\n change y by (y)\n end\n end\n set y to (-58)\n switch costume to (elecman1 v)\n wait (.3) seconds\n end\nend\nif <(Robot Master Stage) = [6]> then\n forever\n if <(x position) < [0]> then\n repeat until <(x position) > [-50]>\n point in direction (90)\n switch costume to (gemirun1 v)\n repeat (2)\n move ((Game Difficulty) * (6)) steps\n end\n repeat (3)\n next costume\n repeat (2)\n move ((Game Difficulty) * (6)) steps\n end\n end\n end\n else\n repeat until <(x position) < [50]>\n point in direction (-90)\n switch costume to (gemirun1 v)\n repeat (2)\n move ((Game Difficulty) * (6)) steps\n end\n repeat (3)\n next costume\n repeat (2)\n move ((Game Difficulty) * (6)) steps\n end\n end\n end\n end\n point towards (mega man v)\n switch costume to (gemi2 v)\n set [proj x v] to (((Scroll X) + (x position)) + (0))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n broadcast (create Gemini Clone v)\n wait (.5) seconds\n repeat (2)\n repeat until <(x position) > [115]>\n point in direction (90)\n switch costume to (gemirun1 v)\n repeat (2)\n move ((Game Difficulty) * (6)) steps\n end\n repeat (3)\n next costume\n repeat (2)\n move ((Game Difficulty) * (6)) steps\n end\n end\n end\n repeat until <(x position) < [-150]>\n point in direction (-90)\n switch costume to (gemirun1 v)\n repeat (2)\n move ((Game Difficulty) * (6)) steps\n end\n repeat (3)\n next costume\n repeat (2)\n move ((Game Difficulty) * (6)) steps\n end\n end\n end\n end\n broadcast (kill enemies v)\n switch costume to (gemi1 v)\n wait (.5) seconds\n point towards (mega man v)\n set [y v] to [15]\n switch costume to (gemijump v)\n repeat (3)\n change [y v] by (-1)\n move (8) steps\n change y by (y)\n if <(x position) > [175]> then\n set x to (175)\n end\n end\n repeat until <(y position) < [-94]>\n change [y v] by (-1)\n move (8) steps\n change y by (y)\n if <(x position) > [175]> then\n set x to (175)\n end\n end\n set y to (-101)\n switch costume to (gemi1 v)\n point in direction (90)\n if <(Game Difficulty) = [1]> then\n point in direction (90)\n switch costume to (gemishoot v)\n wait (.1) seconds\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (0))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n set [projectile name v] to [glaser]\n broadcast (CREATE PROJECTILE v)\n switch costume to (gemifire v)\n wait (.1) seconds\n else\n repeat (3)\n point in direction (90)\n switch costume to (gemishoot v)\n wait (.1) seconds\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (0))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n set [projectile name v] to [glaser]\n broadcast (CREATE PROJECTILE v)\n switch costume to (gemifire v)\n wait (.5) seconds\n end\n end\n switch costume to (gemi1 v)\n wait (.5) seconds\n end\nend\nif <(Robot Master Stage) = [10]> then\n if <(WilyBattlePhase) = [2]> then\n forever\n repeat (4)\n change [ghost v] effect by (25)\n end\n hide\n go to x: (pick random (-150) to (150)) y: (pick random (-20) to (80))\n show\n repeat (4)\n change [ghost v] effect by (-25)\n end\n if <(pick random (1) to (2)) = [1]> then\n broadcast (Mind ray v)\n wait (1.5) seconds\n else\n repeat (1)\n point towards (mega man v)\n start sound [bazooka v]\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (0))\n set [proj y v] to (((Scroll Y) + (y position)) + (5))\n set [projectile name v] to [wilybomb]\n broadcast (CREATE PROJECTILE v)\n wait (1.5) seconds\n end\n repeat (1)\n start sound [bomb v]\n set [proj direction v] to [-45]\n set [proj x v] to (((Scroll X) + (x position)) + (0))\n set [proj y v] to (((Scroll Y) + (y position)) + (-25))\n set [projectile name v] to [wilymissile]\n broadcast (CREATE PROJECTILE v)\n wait (.3) seconds\n end\n end\n wait (.6) seconds\n if <(Game Difficulty) = [1]> then\n wait (.6) seconds\n end\n end\n else\n forever\n switch costume to (wilyboss8 v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n start sound [bazooka v]\n set [proj direction v] to [-45]\n set [proj x v] to (((Scroll X) + (x position)) + (0))\n set [proj y v] to (((Scroll Y) + (y position)) + (5))\n set [projectile name v] to [wilybomb]\n wait (.05) seconds\n set [proj direction v] to [-90]\n broadcast (CREATE PROJECTILE v)\n wait (.05) seconds\n set [proj direction v] to [-155]\n broadcast (CREATE PROJECTILE v)\n repeat (2)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n wait (.3) seconds\n repeat ((Game Difficulty) * (4))\n switch costume to (wilybossmissile1 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n next costume\n start sound [bomb v]\n set [proj direction v] to [-45]\n set [proj x v] to (((Scroll X) + (x position)) + (50))\n set [proj y v] to (((Scroll Y) + (y position)) + (35))\n set [projectile name v] to [wilymissile]\n broadcast (CREATE PROJECTILE v)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n wait (.05) seconds\n switch costume to (wilyboss8 v)\n end\n wait (.3) seconds\n switch costume to (wilybossgrab1 v)\n wait (.2) seconds\n next costume\n broadcast (wilyhand become tangible v)\n wait (2) seconds\n start sound [SE \[82\] v]\n repeat (4)\n wait (.2) seconds\n next costume\n end\n if <(Game Difficulty) = [1]> then\n wait (1.8) seconds\n else\n wait (.8) seconds\n end\n start sound [cutter v]\n repeat (10)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n switch costume to (wilyboss8 v)\n end\n end\nend\nif <(Robot Master Stage) = [1]> then\n forever\n point towards (hitbox v)\n switch costume to (cutman1 v)\n wait (.2) seconds\n switch costume to (cutthrow1 v)\n wait (.2) seconds\n next costume\n point towards (hitbox v)\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (0))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n set [projectile name v] to [rcutter]\n broadcast (CREATE PROJECTILE v)\n wait (.2) seconds\n switch costume to (cutnohat1 v)\n wait (.2) seconds\n next costume\n wait (.2) seconds\n switch costume to (cutnohatjump v)\n set [y v] to [15]\n point towards (mega man v)\n repeat (15)\n change [y v] by (-1)\n move (5) steps\n change y by (y)\n end\n repeat until <(y position) < [-89]>\n change [y v] by (-1)\n move (5) steps\n change y by (y)\n end\n set y to (-96)\n switch costume to (cutnohat1 v)\n wait (.1) seconds\n switch costume to (cutman1 v)\n wait (.2) seconds\n switch costume to (cutman2 v)\n wait (.2) seconds\n repeat (2)\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n switch costume to (cutwalk1 v)\n repeat (4)\n repeat (2)\n move (4) steps\n end\n next costume\n end\n repeat (2)\n move (4) steps\n end\n end\n end\nend\nif <(Robot Master Stage) = [3]> then\n point in direction (-90)\n forever\n repeat (3)\n set [enemyattackrelease v] to [0]\n switch costume to (airmanshoot v)\n start sound [Mega Man 2 SFX \(11\) v]\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (0))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n set [projectile name v] to [airshooter]\n repeat ((Game Difficulty) * (2))\n broadcast (CREATE PROJECTILE v)\n end\n wait (1) seconds\n switch costume to (airman1 v)\n wait (.3) seconds\n if <(x position) > [0]> then\n set [enemyattackrelease v] to [-1]\n repeat (6)\n switch costume to (airman2 v)\n broadcast (conveyor push back v)\n repeat (3)\n broadcast (conveyor push back v)\n end\n next costume\n broadcast (conveyor push back v)\n repeat (3)\n broadcast (conveyor push back v)\n end\n end\n else\n set [enemyattackrelease v] to [1]\n repeat (6)\n switch costume to (airman2 v)\n broadcast (conveyor push forward v)\n repeat (3)\n broadcast (conveyor push forward v)\n end\n next costume\n broadcast (conveyor push forward v)\n repeat (3)\n broadcast (conveyor push forward v)\n end\n end\n end\n end\n switch costume to (airman1 v)\n wait (.3) seconds\n if <(x position) > [0]> then\n switch costume to (airmanjump v)\n set [y v] to [15]\n repeat (15)\n change [y v] by (-1)\n change x by (-5)\n change y by (y)\n end\n repeat until <(y position) < [-90]>\n change [y v] by (-1)\n change x by (-5)\n change y by (y)\n end\n set [y v] to [15]\n switch costume to (airmanjump v)\n repeat (15)\n change [y v] by (-1)\n change x by (-7)\n change y by (y)\n end\n repeat until <(y position) < [-90]>\n change [y v] by (-1)\n change x by (-8)\n change y by (y)\n end\n set y to (-97)\n switch costume to (airman1 v)\n point in direction (90)\n else\n switch costume to (airmanjump v)\n set [y v] to [15]\n repeat (15)\n change [y v] by (-1)\n change x by (5)\n change y by (y)\n end\n repeat until <(y position) < [-90]>\n change [y v] by (-1)\n change x by (5)\n change y by (y)\n end\n set [y v] to [15]\n switch costume to (airmanjump v)\n repeat (15)\n change [y v] by (-1)\n change x by (7)\n change y by (y)\n end\n repeat until <(y position) < [-90]>\n change [y v] by (-1)\n change x by (8)\n change y by (y)\n end\n set y to (-97)\n switch costume to (airman1 v)\n point in direction (-90)\n end\n wait (.5) seconds\n end\nend\nif <(Robot Master Stage) = [4]> then\n forever\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <(Game Difficulty) = [2]> then\n set [y v] to [15]\n switch costume to (mtljump v)\n repeat (15)\n change [y v] by (-1)\n change y by (y)\n end\n switch costume to (mtlthrow1 v)\n wait (.2) seconds\n next costume\n point towards (hitbox v)\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (0))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n set [projectile name v] to [metal]\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [proj direction v] to ((direction) + (30))\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [proj direction v] to ((direction) + (-30))\n broadcast (CREATE PROJECTILE v)\n repeat until <(y position) < [-50]>\n change [y v] by (-1)\n change y by (y)\n end\n set y to (-60)\n repeat (2)\n switch costume to (mtlrun1 v)\n repeat (3)\n wait (.1) seconds\n next costume\n end\n wait (.1) seconds\n end\n if <(pick random (1) to (2)) = [1]> then\n if <(x position) > [0]> then\n go to x: (185) y: (-60)\n set [y v] to [17]\n switch costume to (mtljump v)\n repeat (15)\n change [y v] by (-1)\n change x by (-11)\n change y by (y)\n end\n switch costume to (mtlthrow1 v)\n wait (.2) seconds\n next costume\n point towards (hitbox v)\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (0))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n set [projectile name v] to [metal]\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [proj direction v] to ((direction) + (30))\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [proj direction v] to ((direction) + (-30))\n broadcast (CREATE PROJECTILE v)\n repeat until <(y position) < [-50]>\n change [y v] by (-1)\n change x by (-11)\n change y by (y)\n end\n set y to (-60)\n point in direction (90)\n repeat (2)\n switch costume to (mtlrun1 v)\n repeat (3)\n wait (.1) seconds\n next costume\n end\n wait (.1) seconds\n end\n else\n go to x: (-178) y: (-60)\n set [y v] to [17]\n switch costume to (mtljump v)\n repeat (15)\n change [y v] by (-1)\n change x by (11)\n change y by (y)\n end\n switch costume to (mtlthrow1 v)\n wait (.2) seconds\n next costume\n point towards (hitbox v)\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (0))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n set [projectile name v] to [metal]\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [proj direction v] to ((direction) + (30))\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [proj direction v] to ((direction) + (-30))\n broadcast (CREATE PROJECTILE v)\n repeat until <(y position) < [-50]>\n change [y v] by (-1)\n change x by (11)\n change y by (y)\n end\n set y to (-60)\n point in direction (-90)\n repeat (2)\n switch costume to (mtlrun1 v)\n repeat (3)\n wait (.1) seconds\n next costume\n end\n wait (.1) seconds\n end\n end\n end\n else\n set [y v] to [15]\n switch costume to (mtljump v)\n repeat (15)\n change [y v] by (-1)\n change y by (y)\n end\n switch costume to (mtlthrow1 v)\n wait (.2) seconds\n next costume\n point towards (hitbox v)\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (0))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n set [projectile name v] to [metal]\n broadcast (CREATE PROJECTILE v)\n repeat until <(y position) < [-50]>\n change [y v] by (-1)\n change y by (y)\n end\n set y to (-60)\n repeat (2)\n switch costume to (mtlrun1 v)\n repeat (3)\n wait (.1) seconds\n next costume\n end\n wait (.1) seconds\n end\n end\n end\nend\n\nwhen I receive [boss intro v]\nbroadcast (Disable Movement v)\nclear graphic effects\nif <(Robot Master Stage) = [1]> then\n switch costume to (cutmanjump v)\n point in direction (-90)\n go to x: (160) y: (300)\n go to [front v] layer\n show\n glide (.5) secs to x: (160) y: (-96)\n repeat (4)\n switch costume to (cutman1 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\n broadcast (bATTLE begin v)\nend\nif <(Robot Master Stage) = [4]> then\n switch costume to (mtljump v)\n point in direction (-90)\n go to x: (181) y: (300)\n go to [front v] layer\n show\n glide (.5) secs to x: (181) y: (-60)\n switch costume to (mtl1 v)\n repeat (2)\n wait (.3) seconds\n next costume\n end\n broadcast (bATTLE begin v)\nend\nif <(Robot Master Stage) = [10]> then\n switch costume to (wilyboss v)\n point in direction (-90)\n go to [front v] layer\n go to x: (154) y: (-318)\n show\n broadcast (earthquake v)\n set [y v] to [0]\n repeat (23)\n start sound [expl v]\n change [y v] by (1)\n change y by (y)\n end\n set y to (0)\n switch costume to (wilyboss v)\n repeat (6)\n wait (.02) seconds\n next costume\n end\n broadcast (bATTLE begin v)\nend\nif <(Robot Master Stage) = [3]> then\n switch costume to (airmanjump v)\n point in direction (-90)\n go to x: (181) y: (300)\n go to [front v] layer\n show\n glide (.5) secs to x: (181) y: (-97)\n switch costume to (airman1 v)\n wait (.5) seconds\n repeat (4)\n switch costume to (airman2 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\n broadcast (bATTLE begin v)\nend\nif <(Robot Master Stage) = [9]> then\n if <(Heard wily's intermission?) = [1]> then\n switch costume to (protojump v)\n point in direction (90)\n go to x: (-50) y: (-116)\n set [y v] to [15]\n go to [front v] layer\n show\n repeat (15)\n change x by (12)\n change y by (y)\n change [y v] by (-2)\n end\n switch costume to (proto1 v)\n go to x: (154) y: (-116)\n wait (.1) seconds\n point in direction (-90)\n wait (.5) seconds\n broadcast (bATTLE begin v)\n end\nend\nif <(Robot Master Stage) = [7]> then\n if <(WilyCastleBoss) = [1]> then\n switch costume to (busterrodjump v)\n point in direction (-90)\n go to x: (152) y: (300)\n go to [front v] layer\n show\n glide (.5) secs to x: (152) y: (-91)\n switch costume to (busterrod1 v)\n wait (.5) seconds\n repeat (6)\n next costume\n wait (.05) seconds\n end\n broadcast (bATTLE begin v)\n end\n if <(WilyCastleBoss) = [2]> then\n switch costume to (megawaterjump v)\n point in direction (-90)\n go to x: (152) y: (300)\n go to [front v] layer\n show\n glide (.5) secs to x: (152) y: (-85)\n switch costume to (megawater2 v)\n wait (.5) seconds\n repeat (4)\n next costume\n wait (.1) seconds\n end\n broadcast (MegaWater raise water v)\n wait (2) seconds\n broadcast (bATTLE begin v)\n end\n if <(WilyCastleBoss) = [3]> then\n switch costume to (hyperstorm2 v)\n point in direction (-90)\n go to x: (137) y: (300)\n go to [front v] layer\n show\n glide (.5) secs to x: (137) y: (-57)\n start sound [expl v]\n broadcast (screenshake v)\n switch costume to (hyperstorm1 v)\n wait (1) seconds\n switch costume to (hyperstorm3 v)\n wait (.5) seconds\n broadcast (hyperstorm init battle v)\n wait (2) seconds\n broadcast (bATTLE begin v)\n end\nend\nif <(Robot Master Stage) = [6]> then\n switch costume to (gemijump v)\n point in direction (-90)\n go to x: (155) y: (300)\n go to [front v] layer\n show\n glide (.5) secs to x: (155) y: (-101)\n switch costume to (gemi1 v)\n wait (.5) seconds\n repeat (5)\n next costume\n wait (.05) seconds\n end\n broadcast (bATTLE begin v)\nend\nif <(Robot Master Stage) = [2]> then\n switch costume to (elecmanjump v)\n point in direction (-90)\n go to x: (155) y: (300)\n go to [front v] layer\n show\n glide (.5) secs to x: (155) y: (-58)\n switch costume to (elecman1 v)\n wait (.5) seconds\n repeat (2)\n next costume\n wait (.2) seconds\n end\n broadcast (bATTLE begin v)\nend\nif <(Robot Master Stage) = [5]> then\n switch costume to (shadowjump v)\n point in direction (-90)\n go to x: (155) y: (300)\n go to [front v] layer\n show\n glide (.5) secs to x: (155) y: (-64)\n switch costume to (shadowman1 v)\n wait (.5) seconds\n repeat (3)\n next costume\n wait (.1) seconds\n end\n broadcast (bATTLE begin v)\nend\nif <(Robot Master Stage) = [8]> then\n switch costume to (quint1 v)\n point in direction (-90)\n go to x: (155) y: (300)\n go to [front v] layer\n show\n glide (.5) secs to x: (155) y: (-42)\n start sound [04 - MegamanWarp v]\n repeat (8)\n next costume\n wait (.02) seconds\n end\n broadcast (Quint get pogo stick v)\n set y to (-42)\n switch costume to (quintjump v)\n set [y v] to [12]\n repeat (12)\n change y by (y)\n change [y v] by (-1)\n end\n switch costume to (quintpogo1 v)\n repeat (12)\n change y by (y)\n change [y v] by (-1)\n end\n switch costume to (quintpogo2 v)\n set [y v] to [5]\n start sound [spring v]\n wait (.1) seconds\n switch costume to (quintpogo1 v)\n repeat (12)\n change y by (y)\n change [y v] by (-1)\n end\n switch costume to (quintpogo2 v)\n set y to (-33)\n wait (.1) seconds\n switch costume to (quintpogo1 v)\n wait (1) seconds\n broadcast (bATTLE begin v)\nend\n\nwhen I receive [stage select fade v]\nwait (1.4) seconds\nclear graphic effects\ngo to [front v] layer\npoint in direction (90)\nif <(Robot Master Stage) = [5]> then\n switch costume to (shadowman1 v)\n show\n set [y v] to [0]\n go to x: (500) y: (0)\n repeat (15)\n change [y v] by (-2)\n change x by (y)\n end\n set x to (0)\n wait (.5) seconds\n repeat (2)\n next costume\n wait (.1) seconds\n end\n wait (.1) seconds\n next costume\n wait (.6) seconds\n set [y v] to [0]\n repeat (15)\n change [y v] by (-1)\n change x by (y)\n end\nend\nif <(Robot Master Stage) = [2]> then\n switch costume to (elecman1 v)\n show\n set [y v] to [0]\n go to x: (500) y: (0)\n repeat (15)\n change [y v] by (-2)\n change x by (y)\n end\n set x to (0)\n wait (.5) seconds\n next costume\n wait (.2) seconds\n next costume\n wait (.6) seconds\n set [y v] to [0]\n repeat (15)\n change [y v] by (-1)\n change x by (y)\n end\nend\nif <(Robot Master Stage) = [1]> then\n switch costume to (cutman1 v)\n show\n set [y v] to [0]\n go to x: (500) y: (0)\n repeat (15)\n change [y v] by (-2)\n change x by (y)\n end\n set x to (0)\n wait (.5) seconds\n repeat (4)\n next costume\n wait (.1) seconds\n switch costume to (cutman1 v)\n wait (.1) seconds\n end\n wait (.5) seconds\n set [y v] to [0]\n repeat (15)\n change [y v] by (-1)\n change x by (y)\n end\nend\nif <(Robot Master Stage) = [4]> then\n switch costume to (mtl1 v)\n show\n set [y v] to [0]\n go to x: (500) y: (0)\n repeat (15)\n change [y v] by (-2)\n change x by (y)\n end\n set x to (0)\n wait (1) seconds\n repeat (2)\n wait (.2) seconds\n next costume\n end\n wait (.5) seconds\n set [y v] to [0]\n repeat (15)\n change [y v] by (-1)\n change x by (y)\n end\nend\nif <(Robot Master Stage) = [6]> then\n switch costume to (gemi1 v)\n show\n set [y v] to [0]\n go to x: (500) y: (0)\n repeat (15)\n change [y v] by (-2)\n change x by (y)\n end\n set x to (0)\n wait (1) seconds\n repeat (5)\n next costume\n wait (.05) seconds\n end\n point in direction (90)\n create clone of (_myself_ v)\n wait (.5) seconds\n set [y v] to [0]\n repeat (15)\n change [y v] by (-1)\n change x by (y)\n end\nend\nif <(Robot Master Stage) = [3]> then\n switch costume to (airman1 v)\n show\n set [y v] to [0]\n go to x: (500) y: (0)\n repeat (15)\n change [y v] by (-2)\n change x by (y)\n end\n set x to (0)\n wait (1) seconds\n repeat (3)\n switch costume to (airman2 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\n wait (.5) seconds\n set [y v] to [0]\n repeat (15)\n change [y v] by (-1)\n change x by (y)\n end\nend\nwait (4) seconds\nbroadcast (Screen Transition v)\nwait (.6) seconds\nset [show stage select stars? v] to [0]\nbroadcast (SetUp v)\n\nwhen I receive [setup v]\nhide\ndelete this clone\n\nwhen I start as a clone\nset [y v] to [0]\nrepeat (10)\n change [y v] by (1)\n move (y) steps\nend\nrepeat (10)\n change [y v] by (-1)\n move (y) steps\nend\nrepeat (4)\n hide\n wait (.05) seconds\n show\n wait (.05) seconds\nend\ndelete this clone\n\ndefine getpos\nrepeat until <not <touching (misc objects v)?>>\n change y by (.5)\nend\n\nwhen I receive [protoman teleport in v]\nhide\nplay sound [Mega Man 3 - Proto Man v] until done\nswitch costume to (prototele1 v)\nclear graphic effects\npoint in direction (90)\ngo to x: (-50) y: (200)\nshow\nset [y v] to [0]\nrepeat (15)\n change y by (y)\n change [y v] by (-2)\nend\nset y to (-116)\nstart sound [04 - MegamanWarp v]\nrepeat (7)\n wait (0) seconds\n next costume\nend\nwait (0) seconds\nswitch costume to (proto1 v)\nif <(Heard wily's intermission?) = [1]> then\n broadcast (Boss Intro v)\nelse\n broadcast (protoman dialogue v)\n forever\n switch costume to (proto1 v)\n wait (.1) seconds\n switch costume to (proto2 v)\n wait (.1) seconds\n end\nend\n\nwhen I receive [protoman 180 v]\nturn right (180) degrees\n\nwhen I receive [protoman fall v]\nstop [other scripts in sprite v]\nswitch costume to (proto2 v)\nrepeat (25)\n change x by (1)\n wait (0) seconds\n change x by (-1)\n wait (0) seconds\nend\nswitch costume to (protoouch2 v)\nforever\n change x by (1)\n wait (0) seconds\n change x by (-1)\n wait (0) seconds\nend\n\nwhen I receive [protoman get up v]\nstop [other scripts in sprite v]\nswitch costume to (proto2 v)\nset [heard wily's intermission? v] to [1]\n\nwhen I receive [mega and proto tele out v]\nset y to (-116)\nswitch costume to (proto1 v)\nwait (0) seconds\nswitch costume to (prototele9 v)\nshow\nwait (0) seconds\nrepeat (7)\n switch costume to ((costume [number v]) + (-1))\n wait (0) seconds\nend\nstart sound [04 - MegamanWarp v]\nset [y v] to [0]\nrepeat (20)\n change y by (y)\n change [y v] by (2)\nend\nhide\n\nwhen I receive [teleportin v]\nset [wilybattlephase v] to [1]\n\nwhen I receive [dr wily strikes back v]\nforever\n switch costume to (wilycapsule1 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\nend\n\nwhen I receive [dr wily strikes back v]\nclear graphic effects\ngo to x: (150) y: (-400)\nset [y v] to [0]\nshow\nrepeat (15)\n change [y v] by (1)\n change y by (y)\nend\nrepeat (15)\n change [y v] by (-1)\n change y by (y)\nend\nbroadcast (bATTLE begin v)\n\nwhen I receive [wily back up v]\ngo to x: (100) y: (-86)\nrepeat (3)\n repeat (2)\n change x by (2)\n end\n repeat (2)\n change x by (1)\n end\n wait (1) seconds\nend\n\nwhen I receive [dr wily tremble in fear v]\nswitch costume to (drwily5 v)\nforever\n change x by (1)\n wait (0) seconds\n change x by (-1)\n wait (0) seconds\nend\n\nwhen I receive [wily get up v]\nstop [other scripts in sprite v]\nswitch costume to (wilystand1 v)\n\nwhen I receive [wily hide v]\nhide\n\n@death effect\n\nwhen flag clicked\nhide\n\nwhen I receive [bossdie v]\ngo to (boss v)\nif <(Robot Master Stage) = [9]> then\n\ndefine death\nif <(clone) = [0]> then\n set size to (150) %\n start sound [Mega Man 5 SFX \(7\)2 v]\n switch costume to (de1 v)\n point in direction (0)\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n point in direction (90)\nend\n\nwhen I start as a clone\nset [clone v] to [1]\n\nwhen I start as a clone\nshow\nforever\n wait (.05) seconds\n go to [front v] layer\n next costume\nend\n\nwhen I start as a clone\nrepeat until <touching (_edge_ v)?>\n move (4) steps\nend\ndelete this clone\n\nwhen I receive [die v]\ngo to (mega man v)\ndeath\nwait (1) seconds\n\n@Stage Select Stars\n\nwhen flag clicked\nset [show stage select stars? v] to [1]\nhide\nforever\n if <<(Show stage select stars?) = [1]> and <(AtMenu?) = [0]>> then\n set size to (pick random (25) to (100)) %\n go to x: (250) y: (pick random (200) to (-200))\n create clone of (_myself_ v)\n wait (.1) seconds\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nrepeat until <(x position) < [-230]>\n change x by (((size) / (5)) * (-1))\nend\ndelete this clone\n\nwhen I receive [stage select v]\nset [show stage select stars? v] to [1]\n\n@Stage Select\n\nwhen flag clicked\nset [wily castle level v] to [1]\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [number v]) < [7]> then\n if <(item (costume [number v]) of [robot master weapons v]) = [1]> then\n delete this clone\n end\n if <((costume [number v]) mod (3)) = [0]> then\n glide (1) secs to x: (-179) y: (y position)\n else\n if <((costume [number v]) mod (2)) = [0]> then\n glide (1) secs to x: (0) y: (y position)\n else\n glide (1) secs to x: (179) y: (y position)\n end\n end\nend\nif <(costume [number v]) = [14]> then\n go to x: (0) y: (500)\n glide (.5) secs to x: (0) y: (94)\n forever\n switch costume to (costume1 v)\n wait (.5) seconds\n next costume\n wait (.2) seconds\n end\nend\nif <(costume [number v]) = [16]> then\n go to x: (500) y: (0)\n set size to (220) %\n switch costume to ((Robot Master Stage) + (16))\n glide (.5) secs to x: (0) y: (0)\nend\nif <(costume [number v]) = [23]> then\n go to x: (500) y: (0)\n set size to (220) %\n glide (.8) secs to x: (-103) y: (0)\n wait (2) seconds\nend\n\nwhen I start as a clone\nset [costume# v] to (costume [number v])\nif <(costume [number v]) < [7]> then\n forever\n wait until <touching (mouse-pointer v)?>\n switch costume to ((costume#) + (6))\n start sound [ding v]\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume#)\n end\nend\n\nwhen I start as a clone\nif <(costume#) < [7]> then\n forever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(Able to Select) = [1]>> then\n set [able to select v] to [0]\n set [robot master stage v] to (costume#)\n broadcast (Stage Select Fade v)\n end\n end\nend\n\nwhen I receive [stage select fade v]\nwait (1) seconds\ndelete this clone\n\nwhen I receive [stage select fade v]\nwait (1.2) seconds\nstart sound [MMX4 stage intro v]\nset size to (200) %\ngo to x: (0) y: (0)\nswitch costume to (robotcutsc2 v)\nshow\nwait (3) seconds\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\ndelete this clone\n\nwhen I receive [weapon get screen v]\nswitch costume to (mm3get2 v)\ncreate clone of (_myself_ v)\nswitch costume to (mm3getweapon v)\ngo to x: (0) y: (0)\nset size to (200) %\nshow\nreplace item (Robot Master Stage) of [robot master weapons v] with [1]\n\nwhen I receive [stage select v]\nif <[1] = [1]> then\n delete this clone\nend\nset [able to select v] to [1]\nclear graphic effects\npoint in direction (90)\nset volume to (100) %\nset [wilycastleboss v] to [1]\nif <(Robot Master Weapons) = [111111]> then\n if <(Wily Castle Level) = [1]> then\n set size to (190) %\n switch costume to (willytower1 v)\n go to x: (0) y: (0)\n go to [front v] layer\n set [wilytowerscroll v] to [0]\n create clone of (_myself_ v)\n next costume\n create clone of (_myself_ v)\n go to [front v] layer\n switch costume to (ufo1 v)\n create clone of (_myself_ v)\n set volume to (100) %\n start sound [make it stop make it stop v]\n else\n broadcast (wahwee castle cutscene v)\n end\nelse\n set [able to select v] to [1]\n set size to (185) %\n hide\n switch costume to (stagese3 v)\n repeat (3)\n go to x: (500) y: (35)\n create clone of (_myself_ v)\n next costume\n end\n repeat (3)\n go to x: (500) y: (-95)\n create clone of (_myself_ v)\n next costume\n end\n switch costume to (costume1 v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [25]> then\n forever\n set y to ((WilyTowerScroll) + (-400))\n if <([abs v] of (y position) ) > [370]> then\n hide\n else\n show\n end\n end\nend\nif <(costume [number v]) = [26]> then\n forever\n set y to (WilyTowerScroll)\n if <([abs v] of (y position) ) > [370]> then\n hide\n else\n show\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [33]> then\n repeat (5)\n switch costume to (ufo1 v)\n repeat (2)\n wait (.1) seconds\n next costume\n end\n wait (.1) seconds\n end\n switch costume to (wily1 v)\n create clone of (_myself_ v)\n switch costume to (ufo3 v)\n create clone of (_myself_ v)\n repeat (6)\n switch costume to (ufo4 v)\n repeat (2)\n wait (.1) seconds\n next costume\n end\n wait (.1) seconds\n end\n repeat (5)\n switch costume to (ufo1 v)\n repeat (2)\n wait (.1) seconds\n next costume\n end\n wait (.1) seconds\n end\n set [y v] to [0]\n switch costume to (ufo8 v)\n go to x: (0) y: (0)\n repeat (2)\n repeat (49)\n change [y v] by (-5)\n set x to (([sin v] of (y) ) * (150))\n change x by (10)\n change [wilytowerscroll v] by (3)\n end\n next costume\n end\n repeat (40)\n change [y v] by (-5)\n set x to (([sin v] of (y) ) * (150))\n change x by (10)\n change [wilytowerscroll v] by (3)\n end\n broadcast (wahwee castle cutscene v)\n delete this clone\nend\nif <(costume [number v]) = [35]> then\n switch costume to (ufo7 v)\n go to [front v] layer\n change y by (20)\n repeat (15)\n change y by (5)\n end\n wait (1.84) seconds\n repeat (12)\n go to [front v] layer\n change y by (-5)\n end\n delete this clone\nend\nif <(costume [number v]) = [43]> then\n change y by (10)\n repeat (9)\n switch costume to (wily1 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\n wait (.2) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [33]> then\n go to x: (0) y: (500)\n repeat (40)\n change y by (-5)\n end\nend\nif <(costume [number v]) = [27]> then\n forever\n switch costume to (wilyskull v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [29]> then\n forever\n switch costume to (wilypoint v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\n\nwhen I receive [wahwee castle map v]\nif <<(costume [number v]) = [25]> or <(costume [number v]) = [26]>> then\n repeat (2)\n set [brightness v] effect to (0)\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 end\n set [brightness v] effect to (50)\n wait (.1) seconds\n repeat (8)\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [wahwee castle cutscene v]\nif <[1] = [1]> then\n delete this clone\nend\nset [wilycastleboss v] to [1]\nset size to (190) %\nswitch costume to (willytower1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [wilytowerscroll v] to [414]\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nstart sound [Mega Man 2 - Wily stage map v]\nwait (6) seconds\nbroadcast (Wahwee castle map v)\nwait (0) seconds\nmake wily castle map\nwait (2) seconds\ndraw castle points\nset [checkpoint v] to [0]\nset [robot master stage v] to ((6) + (Wily Castle Level))\nwait (2) seconds\nbroadcast (Screen Transition v)\nbroadcast (delete stuff v)\nwait (.6) seconds\nset [show stage select stars? v] to [0]\nbroadcast (SetUp v)\n\ndefine make wily castle map\nset rotation style [all around v]\npoint in direction (90)\ngo to [front v] layer\nset [brightness v] effect to (0)\nset size to (250) %\ngo to x: (-163) y: (-150)\nswitch costume to (wilypoint v)\ncreate clone of (_myself_ v)\nif <(Wily Castle Level) > [1]> then\n go to x: (-163) y: (-150)\n repeat (3)\n point in direction (90)\n move (20) steps\n switch costume to (wilyroad v)\n create clone of (_myself_ v)\n end\n point in direction (180)\n change x by (20)\n change y by (4)\n switch costume to (wilycurve v)\n create clone of (_myself_ v)\n repeat (6)\n point in direction (0)\n move (10) steps\n switch costume to (wilyroad v)\n create clone of (_myself_ v)\n end\nend\nif <(Wily Castle Level) > [2]> then\n go to x: (-83) y: (-78)\n repeat (3)\n point in direction (90)\n move (20) steps\n switch costume to (wilyroad v)\n create clone of (_myself_ v)\n end\n point in direction (90)\n change x by (20)\n switch costume to (wilycurve v)\n create clone of (_myself_ v)\n change x by (4)\n change y by (-10)\n repeat (2)\n point in direction (180)\n move (10) steps\n switch costume to (wilyroad v)\n create clone of (_myself_ v)\n end\n point in direction (-90)\n change x by (4)\n change y by (-15)\n switch costume to (wilycurve v)\n create clone of (_myself_ v)\n repeat (1)\n point in direction (90)\n move (10) steps\n switch costume to (wilyroad v)\n create clone of (_myself_ v)\n end\n point in direction (180)\n change x by (20)\n change y by (4)\n switch costume to (wilycurve v)\n create clone of (_myself_ v)\n repeat (6)\n point in direction (0)\n move (10) steps\n switch costume to (wilyroad v)\n create clone of (_myself_ v)\n end\nend\nif <(Wily Castle Level) > [3]> then\n go to x: (35) y: (-49)\n repeat (2)\n point in direction (0)\n move (20) steps\n switch costume to (wilyroad v)\n create clone of (_myself_ v)\n end\n point in direction (90)\n change y by (15)\n change x by (-4)\n switch costume to (wilycurve v)\n create clone of (_myself_ v)\n change x by (-9)\n repeat (2)\n point in direction (-90)\n move (10) steps\n switch costume to (wilyroad v)\n create clone of (_myself_ v)\n end\nend\npoint in direction (90)\ngo to x: (-83) y: (-78)\nswitch costume to (wilypoint v)\ncreate clone of (_myself_ v)\ngo to x: (35) y: (-49)\nswitch costume to (wilypoint v)\ncreate clone of (_myself_ v)\ngo to x: (-8) y: (6)\nswitch costume to (wilypoint v)\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (-8) y: (126)\nswitch costume to (wilyskull v)\ncreate clone of (_myself_ v)\n\ndefine draw castle points\nclear graphic effects\nif <(Wily Castle Level) = [1]> then\n go to x: (-163) y: (-150)\n repeat (3)\n point in direction (90)\n move (20) steps\n switch costume to (wilyroad v)\n create clone of (_myself_ v)\n start sound [Mega Man 2 SFX \(18\) v]\n wait (.02) seconds\n end\n point in direction (180)\n change x by (20)\n change y by (4)\n switch costume to (wilycurve v)\n create clone of (_myself_ v)\n start sound [Mega Man 2 SFX \(18\) v]\n wait (.02) seconds\n repeat (6)\n point in direction (0)\n move (10) steps\n switch costume to (wilyroad v)\n create clone of (_myself_ v)\n start sound [Mega Man 2 SFX \(18\) v]\n wait (.02) seconds\n end\nend\nif <(Wily Castle Level) = [2]> then\n go to x: (-83) y: (-78)\n repeat (3)\n point in direction (90)\n move (20) steps\n switch costume to (wilyroad v)\n create clone of (_myself_ v)\n start sound [Mega Man 2 SFX \(18\) v]\n wait (.02) seconds\n end\n point in direction (90)\n change x by (20)\n switch costume to (wilycurve v)\n create clone of (_myself_ v)\n start sound [Mega Man 2 SFX \(18\) v]\n wait (.02) seconds\n change x by (4)\n change y by (-10)\n repeat (2)\n point in direction (180)\n move (10) steps\n switch costume to (wilyroad v)\n create clone of (_myself_ v)\n start sound [Mega Man 2 SFX \(18\) v]\n wait (.02) seconds\n end\n point in direction (-90)\n change x by (4)\n change y by (-15)\n switch costume to (wilycurve v)\n create clone of (_myself_ v)\n start sound [Mega Man 2 SFX \(18\) v]\n wait (.02) seconds\n repeat (1)\n point in direction (90)\n move (10) steps\n switch costume to (wilyroad v)\n create clone of (_myself_ v)\n start sound [Mega Man 2 SFX \(18\) v]\n wait (.02) seconds\n end\n point in direction (180)\n change x by (20)\n change y by (4)\n switch costume to (wilycurve v)\n create clone of (_myself_ v)\n start sound [Mega Man 2 SFX \(18\) v]\n wait (.02) seconds\n repeat (6)\n point in direction (0)\n move (10) steps\n switch costume to (wilyroad v)\n create clone of (_myself_ v)\n start sound [Mega Man 2 SFX \(18\) v]\n wait (.02) seconds\n end\nend\nif <(Wily Castle Level) = [3]> then\n go to x: (35) y: (-49)\n repeat (2)\n point in direction (0)\n move (20) steps\n switch costume to (wilyroad v)\n create clone of (_myself_ v)\n start sound [Mega Man 2 SFX \(18\) v]\n wait (.02) seconds\n end\n point in direction (90)\n change y by (15)\n change x by (-4)\n switch costume to (wilycurve v)\n create clone of (_myself_ v)\n start sound [Mega Man 2 SFX \(18\) v]\n wait (.02) seconds\n change x by (-9)\n repeat (2)\n point in direction (-90)\n move (10) steps\n switch costume to (wilyroad v)\n create clone of (_myself_ v)\n start sound [Mega Man 2 SFX \(18\) v]\n wait (.02) seconds\n end\nend\nif <(Wily Castle Level) = [4]> then\n go to x: (-8) y: (6)\n repeat (6)\n point in direction (0)\n move (20) steps\n switch costume to (wilyroad v)\n create clone of (_myself_ v)\n start sound [Mega Man 2 SFX \(18\) v]\n wait (.02) seconds\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [27]> then\n forever\n go to [front v] layer\n end\nend\nif <(costume [number v]) = [29]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I receive [delete stuff v]\ndelete this clone\n\n@transition effect\n\nwhen flag clicked\nhide\nwait (.05) seconds\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [brightness v] effect to (0)\ngo to [front v] layer\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change [brightness v] effect by (25)\nend\nrepeat (30)\n go to [front v] layer\nend\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\n\nwhen I receive [stage select fade v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [brightness v] effect to (0)\nstart sound [ching v]\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (25)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [brightness v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [screen transition v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [brightness v] effect to (0)\ngo to [front v] layer\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (.5) seconds\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [gotostageselect v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [brightness v] effect to (0)\nstart sound [ching v]\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (25)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [brightness v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (STAGE SELECT v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [cue the epic music v]\nstart sound [Opening_Title \[MEGA MAN 3\]2 v]\n\n@READY\n\nwhen flag clicked\ngo to x: (0) y: (25)\nhide\n\nwhen I receive [ready v]\nrepeat (4)\n go to [front v] layer\n show\n wait (.2) seconds\n go to [front v] layer\n hide\n wait (.2) seconds\nend\nbroadcast (Teleportin v)\n\n@misc objects\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\ngo to [front v] layer\nforever\n set [mosaic v] effect to (0)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<touching (misc collision checker v)?> and <(letter (1) of (costume [name v])) = [k]>> then\n broadcast (conveyor push forward v)\n end\n if <<(letter (1) of (costume [name v])) = [k]> or <(letter (1) of (costume [name v])) = [c]>> then\n set [brightness v] effect to (([sin v] of ((timer) * (500)) ) * (10))\n end\n if <<touching (misc collision checker v)?> and <(letter (1) of (costume [name v])) = [c]>> then\n broadcast (conveyor push back v)\n end\n if <<touching (ladder collision checker2 v)?> and <(letter (1) of (costume [name v])) = [l]>> then\n if <(getting ouched ?) = [0]> then\n set [collide with ladder v] to [1]\n end\n end\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [400]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [360]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [setup v]\nset [quint break blocks v] to [0]\nwait (.03) seconds\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (k1 v)\nCreate\n\ndefine Create\nif <(Robot Master Stage) = [10]> then\n set size to (200) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n switch costume to (lwily11 v)\n create clone of (_myself_ v)\nend\nif <(Robot Master Stage) = [9]> then\n set size to (250) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n switch costume to (k4 v)\n create clone of (_myself_ v)\n set size to (200) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n switch costume to (lwily9 v)\n create clone of (_myself_ v)\n set size to (200) %\n set [level_y v] to [525]\n set [level_x v] to [0]\n switch costume to (lwily10 v)\n create clone of (_myself_ v)\n set size to (250) %\n set [level_y v] to [525]\n set [level_x v] to [100]\n switch costume to (c1 v)\n create clone of (_myself_ v)\n repeat (7)\n next costume\n change [level_x v] by (500)\n create clone of (_myself_ v)\n end\nend\nif <(Robot Master Stage) = [8]> then\n set size to (200) %\n set [level_y v] to [-50]\n set [level_x v] to [6950]\n switch costume to (thingy1 v)\n create clone of (_myself_ v)\n set size to (200) %\n set [level_y v] to [-50]\n set [level_x v] to [7700]\n switch costume to (thingy1 v)\n create clone of (_myself_ v)\n set size to (200) %\n set [level_y v] to [-25]\n set [level_x v] to [8025]\n switch costume to (thingy1 v)\n create clone of (_myself_ v)\n set [level_y v] to [-50]\n set [level_x v] to [8300]\n switch costume to (thingy1 v)\n create clone of (_myself_ v)\n set size to (200) %\n set [x v] to [9808]\n repeat (18)\n set [level_y v] to [-90]\n set [level_x v] to (x)\n switch costume to (brick v)\n create clone of (_myself_ v)\n change [x v] by (32)\n end\n set [x v] to [9808]\n repeat (18)\n set [level_y v] to [-122]\n set [level_x v] to (x)\n switch costume to (brick v)\n create clone of (_myself_ v)\n change [x v] by (32)\n end\nend\nif <(Robot Master Stage) = [2]> then\n set size to (250) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n switch costume to (lelec1 v)\n create clone of (_myself_ v)\n set size to (250) %\n set [level_y v] to [500]\n set [level_x v] to [0]\n switch costume to (lelec2 v)\n create clone of (_myself_ v)\n set [level_y v] to [525]\n set [level_x v] to [0]\n switch costume to (lelec3 v)\n create clone of (_myself_ v)\n set [level_y v] to [1025]\n set [level_x v] to [0]\n switch costume to (lelec4 v)\n create clone of (_myself_ v)\n set [level_y v] to [1050]\n set [level_x v] to [0]\n switch costume to (lelec5 v)\n create clone of (_myself_ v)\n set [level_y v] to [1550]\n set [level_x v] to [0]\n switch costume to (lelec6 v)\n create clone of (_myself_ v)\n set [level_y v] to [2050]\n set [level_x v] to [0]\n switch costume to (lelec7 v)\n create clone of (_myself_ v)\nend\nif <(Robot Master Stage) = [3]> then\n set size to (200) %\n set [level_y v] to [-70]\n set [level_x v] to [950]\n switch costume to (thingy1 v)\n create clone of (_myself_ v)\n set [level_y v] to [-80]\n set [level_x v] to [2500]\n switch costume to (thingy1 v)\n create clone of (_myself_ v)\n set [level_y v] to [-70]\n set [level_x v] to [3200]\n switch costume to (thingy1 v)\n create clone of (_myself_ v)\nend\nif <(Robot Master Stage) = [4]> then\n set size to (250) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n switch costume to (k1 v)\n create clone of (_myself_ v)\n repeat (2)\n change [level_x v] by (500)\n next costume\n create clone of (_myself_ v)\n end\n change [level_y v] by (-400)\n change [level_x v] by (500)\n next costume\n create clone of (_myself_ v)\n repeat (4)\n change [level_x v] by (500)\n next costume\n create clone of (_myself_ v)\n end\n set [level_y v] to [-1050]\n set [level_x v] to [5726]\n switch costume to (c2 v)\n create clone of (_myself_ v)\nend\nif <(Robot Master Stage) = [6]> then\n set size to (250) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n switch costume to (lgem1 v)\n create clone of (_myself_ v)\n set [level_y v] to [-2100]\n set [level_x v] to [1730]\n switch costume to (lgem2 v)\n create clone of (_myself_ v)\n set [level_y v] to [-1575]\n set [level_x v] to [1730]\n switch costume to (lgem3 v)\n create clone of (_myself_ v)\nend\nif <(Robot Master Stage) = [7]> then\n if <not <(checkpoint) > [1]>> then\n set size to (200) %\n set [level_y v] to [0]\n set [level_x v] to [5425]\n switch costume to (wilywall1 v)\n create clone of (_myself_ v)\n end\n set [level_y v] to [0]\n set [level_x v] to [5835]\n switch costume to (lwily1 v)\n create clone of (_myself_ v)\n set [level_y v] to [0]\n set [level_x v] to [6745]\n switch costume to (lwily2 v)\n create clone of (_myself_ v)\n set [level_y v] to [0]\n set [level_x v] to [7250]\n switch costume to (lwily3 v)\n create clone of (_myself_ v)\n set [level_y v] to [525]\n set [level_x v] to [7250]\n switch costume to (lwily4 v)\n create clone of (_myself_ v)\n set [level_y v] to [1050]\n set [level_x v] to [7250]\n switch costume to (lwily5 v)\n create clone of (_myself_ v)\n if <not <(checkpoint) > [4]>> then\n set [level_y v] to [1050]\n set [level_x v] to [9115]\n switch costume to (wilywall2 v)\n create clone of (_myself_ v)\n end\n set [level_y v] to [1050]\n set [level_x v] to [9610]\n switch costume to (lwily6 v)\n create clone of (_myself_ v)\n set [level_y v] to [1575]\n set [level_x v] to [9610]\n switch costume to (lwily7 v)\n create clone of (_myself_ v)\n set [level_y v] to [2100]\n set [level_x v] to [9610]\n switch costume to (lwily8 v)\n create clone of (_myself_ v)\nend\nif <(Robot Master Stage) = [5]> then\n set size to (250) %\n set [level_y v] to [0]\n set [level_x v] to [2326]\n switch costume to (lshadow1 v)\n create clone of (_myself_ v)\nend\nif <(Robot Master Stage) = [1]> then\n set size to (250) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n switch costume to (lcut1 v)\n create clone of (_myself_ v)\n set [level_y v] to [0]\n set [level_x v] to [1615]\n switch costume to (lcut2 v)\n create clone of (_myself_ v)\n change [level_y v] by (525)\n switch costume to (lcut3 v)\n create clone of (_myself_ v)\n switch costume to (lcut4 v)\n create clone of (_myself_ v)\n change [level_y v] by (525)\n switch costume to (lcut5 v)\n create clone of (_myself_ v)\n switch costume to (lcut6 v)\n create clone of (_myself_ v)\n change [level_y v] by (525)\n switch costume to (lcut7 v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [clone v] to [0]\nhide\n\ngo [forward v] (5) layers\n\nwhen I receive [weapon get screen v]\ndelete this clone\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [blink v]\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n forever\n if <(Game Difficulty) = [2]> then\n switch costume to (thingy1 v)\n wait (.2) seconds\n switch costume to (thingy2 v)\n wait (.1) seconds\n switch costume to (thingy3 v)\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [490]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [380]>> then\n repeat (10)\n if <<touching (hitbox v)?> and <(INVINCIBILITY) = [0]>> then\n change [health v] by (4)\n broadcast (KNOCKBACK v)\n broadcast (TAKE DMG v)\n end\n end\n switch costume to (thingy3 v)\n wait (.1) seconds\n switch costume to (thingy2 v)\n wait (.1) seconds\n else\n switch costume to (thingy1 v)\n wait (3) seconds\n switch costume to (thingy2 v)\n wait (.1) seconds\n switch costume to (thingy3 v)\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [490]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [380]>> then\n repeat (50)\n if <<touching (hitbox v)?> and <(INVINCIBILITY) = [0]>> then\n change [health v] by (2)\n broadcast (KNOCKBACK v)\n broadcast (TAKE DMG v)\n end\n end\n switch costume to (thingy3 v)\n wait (.1) seconds\n switch costume to (thingy2 v)\n wait (.1) seconds\n end\n end\nend\n\nwhen I receive [stage resume music v]\nif <<(costume [number v]) = [32]> and <(WilyCastleBoss) = [2]>> then\n repeat (10)\n change [level_y v] by (15)\n end\n delete this clone\nend\nif <<(costume [number v]) = [41]> and <(WilyCastleBoss) = [3]>> then\n repeat (10)\n change [level_y v] by (15)\n end\n delete this clone\nend\n\nwhen I start as a clone\nset [clone v] to [1]\nif <(costume [number v]) = [42]> then\n wait (1) seconds\n wait until <<(Quint break blocks) = [1]> and <touching (boss v)?>>\n wait (.1) seconds\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n create clone of (extra battle effects v)\n delete this clone\nend\n\nwhen I receive [screenshake v]\nrepeat (2)\n change [level_y v] by (15)\n wait (0) seconds\n change [level_y v] by (-15)\n wait (0) seconds\nend\nrepeat (2)\n change [level_y v] by (10)\n wait (0) seconds\n change [level_y v] by (-10)\n wait (0) seconds\nend\nrepeat (2)\n change [level_y v] by (5)\n wait (0) seconds\n change [level_y v] by (-5)\n wait (0) seconds\nend\n\nbroadcast (blink v)\n\ndelete this clone\n\nwhen I receive [wilyhand become tangible v]\nif <(clone) = [0]> then\n go to [front v] layer\n set size to (200) %\n switch costume to (wilymachinehand v)\n go to x: (25) y: (-70)\n show\n wait (2) seconds\n glide (1) secs to x: (15) y: (25)\n if <(Game Difficulty) = [1]> then\n wait (2) seconds\n else\n wait (1) seconds\n end\n hide\nend\n\nwhen I receive [bossdie v]\nif <<(clone) = [0]> and <(Robot Master Stage) = [10]>> then\n if <(WilyBattlePhase) = [1]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen I receive [dr wily strikes back v]\nif <<(clone) = [0]> and <(Robot Master Stage) = [10]>> then\n broadcast (earthquake v)\n go to x: (417) y: (-500)\n wait (.3) seconds\n switch costume to (costume140 v)\n show\n glide (.5) secs to x: (417) y: (3)\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [wahwee castle map v]\ndelete this clone\n\n@misc collision checker\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to (hitbox v)\nend\n\nset [collide with ladder v] to [1]\n\n@Weapon Get\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n wait (.05) seconds\n next costume\nend\n\nwhen I receive [weapon get effect v]\nrepeat (3)\n start sound [SE \[32\] v]\n Effect\n wait (.6) seconds\nend\n\ndefine Effect\npoint in direction (90)\nrepeat (10)\n go to (mega man v)\n move (120) steps\n create clone of (_myself_ v)\n move (-120) steps\n turn right (45) degrees\nend\n\nwhen I start as a clone\nturn left (180) degrees\ngo to [front v] layer\nshow\nrepeat (12)\n move (10) steps\nend\ndelete this clone\n\n@Text\n\ndefine Type X: (x) Y: (y) Button: (button) Delay: (delay) Message (message)\nif <(Robot Master Stage) > [8]> then\n set size to (200) %\n go to x: ((x) - (10)) y: (y)\n set [var v] to [0]\n hide\n repeat (length of (message))\n start sound (Speaker)\n show\n change [var v] by (1)\n if <(letter (Var) of (message)) = [ ]> then\n change x by (15)\n hide\n if <(delay) = [2]> then\n wait (.01) seconds\n end\n end\nelse\n set size to (245) %\n go to x: ((x) - (10)) y: (y)\n set [var v] to [0]\n hide\n repeat (length of (message))\n start sound (Speaker)\n show\n change [var v] by (1)\n if <(letter (Var) of (message)) = [ ]> then\n change x by (20)\n hide\n if <(delay) = [2]> then\n wait (.01) seconds\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(size) = [250]> then\n forever\n show\n wait (.6) seconds\n hide\n wait (.2) seconds\n end\nend\n\nwhen I receive [text_foreground_clear v]\ndelete this clone\n\nwhen flag clicked\nerase all\nhide\n\ndefine clear\nbroadcast (text_foreground_clear v)\n\ndefine pressspace\nset size to (150) %\ngo to x: (90) y: (50)\nset [var v] to [0]\nhide\nrepeat (length of [PRESS SPACE])\n show\n change [var v] by (1)\n if <(letter (Var) of [PRESS SPACE]) = [ ]> then\n change x by (12)\n hide\nend\n\ndefine Insanely fast text (x) (y) (text) (size)\nset size to (size) %\ngo to x: ((x) - (10)) y: (y)\nset [var v] to [0]\nhide\nrepeat (length of (text))\n show\n change [var v] by (1)\n if <(letter (Var) of (text)) = [ ]> then\n change x by ((size) / (13))\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [weapon get screen v]\nset [show stage select stars? v] to [1]\nset [speaker v] to [n]\nwait (1.5) seconds\nType X: (0) Y: (50) Button: (1) Delay: (1) Message [YOU GET]\nwait (1) seconds\nif <(Robot Master Stage) = [1]> then\n Type X: (-25) Y: (20) Button: (1) Delay: (1) Message [ROLLING CUTTER]\nend\nif <(Robot Master Stage) = [2]> then\n Type X: (0) Y: (20) Button: (1) Delay: (1) Message [THUNDER BEAM]\nend\nif <(Robot Master Stage) = [3]> then\n Type X: (0) Y: (20) Button: (1) Delay: (1) Message [AIR SHOOTER]\nend\nif <(Robot Master Stage) = [4]> then\n Type X: (0) Y: (20) Button: (1) Delay: (1) Message [METAL BLADE]\nend\nif <(Robot Master Stage) = [5]> then\n Type X: (0) Y: (20) Button: (1) Delay: (1) Message [SHADOW BLADE]\nend\nif <(Robot Master Stage) = [6]> then\n Type X: (0) Y: (20) Button: (1) Delay: (1) Message [GEMINI LASER]\nend\nwait (4) seconds\nbroadcast (Screen Transition v)\nwait (.7) seconds\nclear\nbroadcast (STAGE SELECT v)\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nset [speaker v] to [n]\nwait (.6) seconds\nType X: (-70) Y: (0) Button: (1) Delay: (1) Message [GAME OVER]\nwait (4) seconds\nbroadcast (Screen Transition v)\nwait (.7) seconds\nclear\nbroadcast (STAGE SELECT v)\n\nwhen I receive [stage select v]\nstop [other scripts in sprite v]\nclear\n\nwhen I receive [docter wily's intermission v]\nset [show stage select stars? v] to [0]\nset [speaker v] to [wily]\nwait (5) seconds\nif <(Heard wily's intermission?) = [0]> then\n broadcast (textbox show v)\n wait (.5) seconds\n Type X: (-100) Y: (150) Button: (1) Delay: (1) Message [WELL WELL WELL. . .]\n Type X: (-100) Y: (130) Button: (1) Delay: (1) Message [WHAT DO WE HAVE]\n Type X: (-100) Y: (110) Button: (1) Delay: (1) Message [HERE?]\n pressspace\n wait until <<key (space v) pressed?> or <mouse down?>>\n clear\n set [speaker v] to [mega]\n Type X: (-100) Y: (150) Button: (1) Delay: (1) Message [WILY!]\n Type X: (-100) Y: (130) Button: (1) Delay: (1) Message [YOU AND YOUR EVIL]\n Type X: (-100) Y: (110) Button: (1) Delay: (1) Message [SCHEMES END HERE AND]\n Type X: (-100) Y: (90) Button: (1) Delay: (1) Message [NOW!]\n pressspace\n wait until <<key (space v) pressed?> or <mouse down?>>\n clear\n broadcast (get rid of textbox v)\n wait (1) seconds\n broadcast (Protoman teleport in v)\nend\n\nwhen I receive [protoman dialogue v]\nset [show stage select stars? v] to [0]\nset [speaker v] to [wily]\nwait (.5) seconds\nbroadcast (textbox show v)\nwait (.5) seconds\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [PROTO MAN?!]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [WHAT ARE YOU DOING]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [HERE?]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [proto]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [I CAME HERE TO]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [HELP MY LITTLE BROTHER,]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [MEGAMAN!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [proto]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [AND HE IS RIGHT!]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [THIS MUST STOP!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [mega]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [THANKS.. BROTHER.]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (protoman 180 v)\nset [speaker v] to [proto]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [NO PROBLEM]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (protoman 180 v)\nset [speaker v] to [wily]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [LOOKS LIKE I HAVE A]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [TEST SUBJECT TO TRY]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [MY NEWEST SUPERWEAPON]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [ON!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (get rid of textbox v)\nwait (.5) seconds\nbroadcast (Control protoman v)\n\nwhen I receive [protoman fall v]\nset [show stage select stars? v] to [0]\nset [speaker v] to [megamad]\nwait (.5) seconds\nbroadcast (textbox show v)\nwait (.5) seconds\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [WILY?!]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [WHAT DID YOU DO?!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [wily]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [MWAH HA HA!]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [DON'T WORRY! HE WILL]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [BE FINE!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [IN CASE YOU]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [DIDN'T KNOW... THAT IS]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [MY MEMORY ZAPPER!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [IT ALLOWS ME TO]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [REPROGRAM ROBOTS]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [TO DO WHAT I WANT!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [PROTO MAN.. GET UP!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (get rid of textbox v)\nwait (.2) seconds\nbroadcast (protoman get up v)\nwait (1) seconds\nset [show stage select stars? v] to [0]\nset [speaker v] to [wily]\nwait (.5) seconds\nbroadcast (textbox show v)\nwait (.5) seconds\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [NOW, DESTROY MEGA MAN!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [proto]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [YES SIR.]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [wily]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [MWAH HA HA!]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [HAVE FUN FIGHTING]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [YOUR PATHETIC BROTHER,]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [MEGA MAN!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [HA HA HA!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (get rid of textbox v)\nwait (.5) seconds\nbroadcast (wily capsule head out v)\n\nwhen I receive [r u okay v]\nset [show stage select stars? v] to [0]\nset [speaker v] to [megamad]\nwait (.5) seconds\nbroadcast (textbox show v)\nwait (.5) seconds\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [PROTO MAN. . . ARE YOU]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [OKAY?]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [proto]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [. . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (get rid of textbox v)\nwait (.5) seconds\nbroadcast (protoman get up v)\nset [speaker v] to [proto]\nwait (.5) seconds\nbroadcast (textbox show v)\nwait (.5) seconds\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [MEGA MAN. . . IS THAT]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [YOU?]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [mega]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [THANK GOODNESS!]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [YOU'RE ALIVE!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [proto]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [WHERE IS WILY?]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [mega]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [HE ESCAPED AND MADE]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [ME FIGHT YOU. ]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (cue the epic music v)\nset [speaker v] to [proto]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [WELL WHAT ARE WE]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [WAITING FOR?]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [LETS GO TEACH THAT]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [TWISTED MAN A LESSON!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (get rid of textbox v)\nwait (.5) seconds\nbroadcast (mega and proto tele out v)\n\nwhen I receive [docter wily's intermission v]\nset [show stage select stars? v] to [0]\nset [speaker v] to [wily]\nwait (5) seconds\nif <(Heard wily's intermission?) = [0]> then\n broadcast (textbox show v)\n wait (.5) seconds\n Type X: (-100) Y: (150) Button: (1) Delay: (1) Message [WELL WELL WELL. . .]\n Type X: (-100) Y: (130) Button: (1) Delay: (1) Message [WHAT DO WE HAVE]\n Type X: (-100) Y: (110) Button: (1) Delay: (1) Message [HERE?]\n pressspace\n wait until <<key (space v) pressed?> or <mouse down?>>\n clear\n set [speaker v] to [mega]\n Type X: (-100) Y: (150) Button: (1) Delay: (1) Message [WILY!]\n Type X: (-100) Y: (130) Button: (1) Delay: (1) Message [YOU AND YOUR EVIL]\n Type X: (-100) Y: (110) Button: (1) Delay: (1) Message [SCHEMES END HERE AND]\n Type X: (-100) Y: (90) Button: (1) Delay: (1) Message [NOW!]\n pressspace\n wait until <<key (space v) pressed?> or <mouse down?>>\n clear\n broadcast (get rid of textbox v)\n wait (1) seconds\n broadcast (Protoman teleport in v)\nend\n\nwhen I receive [wily defeat speech v]\nset [show stage select stars? v] to [0]\nset [speaker v] to [wily2]\nbroadcast (textbox show v)\nwait (.5) seconds\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [. . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [wily]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [WELL WOULD YOU LOOK]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [AT THE TIME. . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [I REMEMBER ORDERING]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [PIZZA A FEW HOURS AGO. . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (wily back up v)\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [I SHOULD PROBABLY]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [GO PAY THE DELIVERY]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [MAN . . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [mega]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [SORRY WILY, BUT YOU'RE]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [GOING NOWHERE. . .]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [EXCEPT JAIL!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (get rid of textbox v)\nwait (.5) seconds\nbroadcast (proto man bring the mind ray v)\n\nwhen I receive [proto man bring the mind ray v]\nwait (4) seconds\nset [show stage select stars? v] to [0]\nset [speaker v] to [proto]\nbroadcast (textbox show v)\nwait (.5) seconds\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [WELL WELL WELL. . .]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [WHAT DO WE HAVE HERE?]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [wily3]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [PROTO MAN, WHAT ARE]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [YOU DOING WITH MY]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [MEMORY ZAPPER?!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [proto]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [WELL, WHILE YOU TWO]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [WERE FIGHTING, I]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [FIGURED OUT HOW TO]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [REPROGRAM THIS THING...]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [proto]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [AND, I MADE IT]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [CAPABLE OF WORKING ON]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [ROBOTS, AS WELL AS]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [HUMANS.]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [proto]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [WOULD YOU LIKE TO]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [TRY IT OUT, WILY?]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [wily]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [I-I I THINK I'LL]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [PASS. . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [proto]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [SORRY! YOU GOT NO]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [CHOICE!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (get rid of textbox v)\nwait (.5) seconds\nbroadcast (savage proto man v)\n\nwhen I receive [dr wily tremble in fear v]\nwait (1) seconds\nset [show stage select stars? v] to [0]\nset [speaker v] to [proto]\nbroadcast (textbox show v)\nwait (.5) seconds\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [LET'S SEE IF THIS]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [WORKS... ]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [OKAY WILY, GET UP!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (get rid of textbox v)\nwait (.5) seconds\nbroadcast (Wily get up v)\nwait (1) seconds\nbroadcast (mega man 180 v)\nset [show stage select stars? v] to [0]\nset [speaker v] to [mega]\nbroadcast (textbox show v)\nwait (.5) seconds\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [SAY. . WHAT SHOULD WE]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [DO WITH HIM...]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [NOW THAT HE'S]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [MIND CONTROLLED?]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [proto]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [WE'LL MAKE HIM]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [REBUILD ALL THE]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [ROBOTS THAT HE MADE]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [YOU DESTROY.]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nbroadcast (mega man 180 v)\nclear\nset [speaker v] to [proto]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [IS THAT A DEAL,]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [WILY?]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [wily]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [YES SIR.]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [mega]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [ALRIGHT THEN...]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [LET'S GO!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (get rid of textbox v)\nwait (.5) seconds\nbroadcast (mega and proto leave with wily v)\n\n@Lives\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\ngo to x: (-195) y: (-154)\nset [ghost v] effect to (100)\nswitch costume to (Mega Man Extra lives)\nshow\nrepeat (40)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (1.6) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Special Weapons\n\nwhen flag clicked\nset size to (200) %\nset rotation style [left-right v]\nset [clone v] to [0]\nhide\n\nwhen I receive [ready v]\nset [specialfire v] to [0]\nforever\n if <not <(Mega Man Special Weapon Selected) = [0]>> then\n if <<(HEALTH) < [15]> and <([canmove? v] of [hitbox v]) = [1]>> then\n go to (mega man v)\n change x by (pick random (-25) to (25))\n change y by (-50)\n if <(Mega Man Special Weapon Selected) = [1]> then\n switch costume to (rcutter v)\n end\n if <(Mega Man Special Weapon Selected) = [2]> then\n switch costume to (elecshot v)\n end\n if <(Mega Man Special Weapon Selected) = [6]> then\n switch costume to (glaser v)\n end\n if <(Mega Man Special Weapon Selected) = [3]> then\n switch costume to (airshooter v)\n end\n if <(Mega Man Special Weapon Selected) = [4]> then\n switch costume to (metal v)\n end\n if <(Mega Man Special Weapon Selected) = [5]> then\n switch costume to (shadowblade v)\n end\n if <(Specialfire) = [0]> then\n create clone of (_myself_ v)\n wait (.2) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n switch costume to (metal v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [3]> then\n forever\n switch costume to (airshooter v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [9]> then\n forever\n switch costume to (rcutter v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n next costume\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [20]> then\n forever\n switch costume to (shadowblade v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\nif <<<(costume [number v]) = [13]> or <(costume [number v]) = [14]>> or <(costume [number v]) = [15]>> then\n wait (.05) seconds\n forever\n switch costume to (elecshot v)\n wait (.02) seconds\n next costume\n wait (.02) seconds\n next costume\n wait (.02) seconds\n next costume\n wait (.02) seconds\n next costume\n wait (.02) seconds\n next costume\n wait (.02) seconds\n next costume\n wait (.02) seconds\n end\nend\n\nwhen I start as a clone\nset [clone v] to [1]\ngo to [front v] layer\nclear graphic effects\nshow\nif <(Specialfire) = [0]> then\n set [ghost v] effect to (5)\n repeat (20)\n change size by (-10)\n change y by (5)\n end\n delete this clone\nelse\n if <(Specialfire) = [1]> then\n if <(costume [number v]) = [13]> then\n go to (hitbox v)\n start sound [16 - ThunderBeam v]\n point in direction ([direction v] of [mega man v])\n change y by (0)\n repeat until <touching (_edge_ v)?>\n move (15) steps\n end\n delete this clone\n end\n if <(costume [number v]) = [15]> then\n set rotation style [all around v]\n go to (hitbox v)\n point in direction ([direction v] of [mega man v])\n turn right (90) degrees\n start sound [16 - ThunderBeam v]\n change y by (0)\n repeat until <touching (_edge_ v)?>\n move (15) steps\n end\n delete this clone\n end\n if <(costume [number v]) = [14]> then\n set rotation style [all around v]\n go to (hitbox v)\n point in direction ([direction v] of [mega man v])\n turn right (-90) degrees\n start sound [16 - ThunderBeam v]\n change y by (0)\n repeat until <touching (_edge_ v)?>\n move (15) steps\n end\n delete this clone\n end\n if <(costume [number v]) = [9]> then\n go to (hitbox v)\n start sound [18 - RollingCutter v]\n point in direction ([direction v] of [mega man v])\n change y by (0)\n repeat (15)\n move (15) steps\n turn right (-4) degrees\n end\n point towards (hitbox v)\n repeat (15)\n move (15) steps\n end\n delete this clone\n end\n if <(costume [number v]) = [6]> then\n set [level_x v] to (([x position v] of [hitbox v]) + (Scroll X))\n set [level_y v] to ((([y position v] of [hitbox v]) + (Scroll Y)) + (-9))\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (20)))\n start sound [Mega Man 5 SFX \(50\) v]\n set rotation style [all around v]\n point in direction ([direction v] of [mega man v])\n switch costume to (glaser v)\n set [y v] to [20]\n forever\n repeat (1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n repeat until <<<touching (_edge_ v)?> or <touching (ground v)?>> or <touching (misc objects v)?>>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n switch costume to (glaser2 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n switch costume to (glaser v)\n point in direction ((direction) - (135))\n end\n end\n if <(costume [number v]) = [3]> then\n go to (mega man v)\n start sound [Mega Man 2 SFX \(11\) v]\n change y by (-10)\n point in direction ([direction v] of [mega man v])\n move (25) steps\n set [x v] to [0]\n set [y v] to [0]\n repeat until <touching (_edge_ v)?>\n change [y v] by (.5)\n change y by (y)\n change x by (x)\n if <(direction) = [90]> then\n change [x v] by (pick random (0) to (2))\n else\n change [x v] by (pick random (-2) to (0))\n end\n end\n delete this clone\n end\n if <(costume [number v]) = [20]> then\n go to (mega man v)\n start sound [sfx28 v]\n change y by (-10)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (45)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-45)\n else\n point in direction (0)\n end\n end\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (135)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-135)\n else\n point in direction (180)\n end\n end\n else\n point in direction ([direction v] of [mega man v])\n end\n end\n move (25) steps\n repeat (10)\n move (15) steps\n end\n repeat (12)\n point towards (mega man v)\n move (15) steps\n end\n delete this clone\n end\n if <(costume [number v]) = [1]> then\n go to (mega man v)\n start sound [sfx28 v]\n change y by (-10)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (45)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-45)\n else\n point in direction (0)\n end\n end\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (135)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-135)\n else\n point in direction (180)\n end\n end\n else\n point in direction ([direction v] of [mega man v])\n end\n end\n move (25) steps\n repeat until <touching (_edge_ v)?>\n move (15) steps\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [fire special weapon v]\nif <(clone) = [0]> then\n set [specialfire v] to [1]\n if <(Mega Man Special Weapon Selected) = [3]> then\n switch costume to (airshooter v)\n end\n if <(Mega Man Special Weapon Selected) = [4]> then\n switch costume to (metal v)\n end\n if <(Mega Man Special Weapon Selected) = [6]> then\n switch costume to (glaser v)\n end\n if <(Mega Man Special Weapon Selected) = [1]> then\n switch costume to (rcutter v)\n end\n if <(Mega Man Special Weapon Selected) = [5]> then\n switch costume to (shadowblade v)\n end\n if <(Mega Man Special Weapon Selected) = [2]> then\n switch costume to (elecshot v)\n next costume\n create clone of (_myself_ v)\n next costume\n create clone of (_myself_ v)\n switch costume to (elecshot v)\n end\n create clone of (_myself_ v)\n wait (1) seconds\n if <(Mega Man Special Weapon Selected) = [6]> then\n wait (3) seconds\n end\n set [specialfire v] to [0]\nend\n\nwhen I start as a clone\nif <(Mega Man Special Weapon Selected) = [6]> then\n wait (4) seconds\nelse\n wait (1) seconds\nend\ndelete this clone\n\nwhen I receive [stage select v]\nset [mega man special weapon selected v] to [1]\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [6]> then\n if <(Specialfire) = [1]> then\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>> then\n hide\n delete this clone\n else\n show\n end\n end\n end\nend\n\n@ladder collision checker2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to (hitbox v)\nend\n\nwhen flag clicked\nforever\n if <(getting ouched ?) = [1]> then\n set [collide with ladder v] to [0]\n else\n if <touching (misc objects v)?> then\n end\nend\n\n@toenail\n\nwhen I receive [you win v]\nwait (2) seconds\nset [show stage select stars? v] to [1]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nswitch costume to (costume2 v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen flag clicked\nswitch costume to (costume3 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@Water\n\nwhen flag clicked\nset [wateractive? v] to [0]\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n switch costume to (toadwater v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\nend\n\ndefine Make Water\ngo to x: (-230) y: (-250)\nrepeat (16)\n create clone of (_myself_ v)\n change x by (30)\nend\n\nwhen I receive [die v]\nset [wateractive? v] to [0]\nrepeat (30)\n change y by (-5)\nend\ndelete this clone\n\nwhen I receive [bossdie v]\nset [wateractive? v] to [0]\nrepeat (30)\n change y by (-5)\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat (25)\n change y by (5)\nend\nset y to (-49)\n\nwhen I receive [megawater raise water v]\nstart sound [SE \[73\] v]\nset [wateractive? v] to [1]\nMake Water\n\nset [wateractive? v] to [0]\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <<(WaterActive?) = [1]> and <<([y position v] of [hitbox v]) > [-10]> and <([y position v] of [hitbox v]) < [10]>>> then\n go to (mega man v)\n set y to (-14)\n start sound [SE \[19\] v]\n switch costume to (waterjump1 v)\n show\n repeat (3)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n hide\n end\nend\n\n@Extra battle effects\n\nwhen flag clicked\nhide\n\nwhen I receive [bossdie v]\nhide\ndelete this clone\n\nwhen I receive [die v]\nwait (2.5) seconds\nhide\ndelete this clone\n\nwhen I receive [hyperstorm init battle v]\nwait (1) seconds\ngo to x: (-205) y: (500)\nstart sound [SE \[16\] v]\nswitch costume to (ouchyspikes v)\nshow\nglide (.5) secs to x: (-205) y: (90)\nwait until <touching (hitbox v)?>\nif <(HEALTH) < [15]> then\n broadcast (die v)\nend\n\nwhen I start as a clone\nif <(Robot Master Stage) = [8]> then\n start sound [SE \[62\] v]\n switch costume to (brickbreak v)\n go to [front v] layer\n go to x: (PROJ X) y: (PROJ Y)\n point in direction (pick random (-45) to (45))\n show\n set [y v] to (pick random (2) to (8))\n repeat until <touching (_edge_ v)?>\n move (10) steps\n change y by (y)\n change [y v] by (-2)\n end\n delete this clone\nelse\n switch costume to (hyperburp1 v)\n go to (boss v)\n change x by (-25)\n point in direction (pick random (-120) to (-60))\n repeat (25)\n move (15) steps\n end\n delete this clone\nend\n\nwhen I receive [quint get pogo stick v]\nstop [other scripts in sprite v]\nswitch costume to (quintpogo3 v)\npoint in direction (90)\nset size to (200) %\ngo to x: (152) y: (152)\nshow\nglide (.5) secs to x: (152) y: (0)\nhide\n\n@boss hp2\n\nwhen flag clicked\nset [clone v] to [0]\nclear graphic effects\nhide\n\nwhen I receive [setup other hpbar v]\ngo to x: (-160) y: (91)\npoint in direction (90)\nset size to (250) %\ngo to [front v] layer\nshow\nset [brightness v] effect to (0)\nswitch costume to (bosshpbar29 v)\nrepeat (28)\n start sound [Mega Man 5 SFX \(16\) v]\n switch costume to ((costume [number v]) + (-1))\n wait (0) seconds\nend\n\nwhen I receive [bossdmg v]\nif <(clone) = [0]> then\n repeat (3)\n set [brightness v] effect to (60)\n wait (.1) seconds\n set [brightness v] effect to (0)\n wait (.1) seconds\n end\nend\n\nwhen I receive [bossdmg v]\nif <(Hyperstorm HP Bar) = [1]> then\n if <(clone) = [0]> then\n if <(Game Difficulty) = [1]> then\n next costume\n next costume\n else\n next costume\n end\n if <(costume [number v]) > [28]> then\n set [hyperstorm hp bar v] to [0]\n end\n end\nend\n\nwhen I receive [bossdie v]\nhide\nswitch costume to (bosshpbar32 v)\n\nwhen I receive [die v]\nhide\n\nwhen I receive [teleportin v]\nstop [other scripts in sprite v]\nswitch costume to (bosshpbar v)\nhide\ndelete this clone\n\nwhen I receive [bossweakness dmg v]\nif <(Hyperstorm HP Bar) = [1]> then\n if <(clone) = [0]> then\n if <(Game Difficulty) = [1]> then\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\n else\n next costume\n next costume\n next costume\n end\n if <(costume [number v]) > [28]> then\n set [hyperstorm hp bar v] to [0]\n end\n end\nend\n\nwhen I receive [stage resume music v]\nswitch costume to (bosshpbar v)\n\n@HP drops\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I start as a clone\npoint in direction (90)\nset [level_x v] to (PROJ X)\nset [level_y v] to (PROJ Y)\nif <(PROJECTILE NAME) = [health3]> then\n switch costume to (health3 v)\nelse\n switch costume to (health1 v)\nend\ngo to [front v] layer\nshow\nif <(costume [number v]) = [1]> then\n forever\n switch costume to (health1 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [3]> then\n forever\n switch costume to (health3 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\n\nwhen I start as a clone\nwait (2) seconds\nrepeat (3)\n clear graphic effects\n wait (.1) seconds\n set [ghost v] effect to (100)\n wait (.1) seconds\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>> then\n hide\n delete this clone\n else\n show\n end\nend\n\nwhen I start as a clone\nwait (.1) seconds\nwait until <touching (hitbox v)?>\nif <(costume [number v]) < [3]> then\n repeat (1)\n if <(HEALTH) > [1]> then\n broadcast (Heal v)\n change [health v] by (-1)\n end\n end\nelse\n repeat (3)\n if <(HEALTH) > [1]> then\n broadcast (Heal v)\n change [health v] by (-1)\n end\n end\nend\ndelete this clone\n\nwhen I start as a clone\nset [y v] to [0]\nrepeat until <<touching (ground v)?> or <touching (misc objects v)?>>\n change [level_y v] by (y)\n change [y v] by (-2)\nend\nrepeat until <<not <touching (ground v)?>> and <not <touching (misc objects v)?>>>\n change [level_y v] by (3)\nend\n\nwhen I start as a clone\nwait until <(HEALTH) > [14]>\ndelete this clone\n\n@Rain Effect\n\nwhen flag clicked\nset size to (200) %\nset [y v] to [0]\nhide\nforever\n if <<<not <(Robot Master Stage) = [8]>> and <not <(Robot Master Stage) = [10]>>> or <(Show stage select stars?) = [1]>> then\n hide\n end\n if <<(Show stage select stars?) = [0]> and <(Robot Master Stage) = [10]>> then\n go to [front v] layer\n switch costume to (costume2 v)\n if <((y) mod (3000)) = [0]> then\n set [brightness v] effect to (100)\n start sound [thunder v]\n wait (.1) seconds\n else\n set [ghost v] effect to (([sin v] of (y) ) * (15))\n set [brightness v] effect to (0)\n end\n go to x: (0) y: (([sin v] of (y) ) * (30))\n change [y v] by (10)\n show\n end\n if <<(Show stage select stars?) = [0]> and <(Robot Master Stage) = [8]>> then\n if <not <(Scroll X) > [9000]>> then\n go to [front v] layer\n switch costume to (costume2 v)\n if <((y) mod (500)) = [0]> then\n set [brightness v] effect to (100)\n start sound [thunder v]\n wait (.1) seconds\n else\n set [ghost v] effect to (([sin v] of (y) ) * (15))\n set [brightness v] effect to (0)\n end\n go to x: (0) y: (([sin v] of (y) ) * (30))\n change [y v] by (5)\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Show stage select stars?) = [0]> and <(Robot Master Stage) = [10]>> then\n if <not <(Scroll X) > [9000]>> then\n create clone of (_myself_ v)\n wait (.01) seconds\n end\n end\n if <<(Show stage select stars?) = [0]> and <(Robot Master Stage) = [8]>> then\n if <not <(Scroll X) > [9000]>> then\n create clone of (_myself_ v)\n wait (.01) seconds\n end\n end\nend\n\nwhen I start as a clone\nif <(Robot Master Stage) = [10]> then\n point in direction (90)\n set [level_x v] to ((Scroll X) + (pick random (-400) to (200)))\n set [level_y v] to [150]\n switch costume to (costume5 v)\n set size to (pick random (100) to (300)) %\n go to [front v] layer\n show\n repeat (1)\n change [level_x v] by (2)\n change [level_y v] by (-20)\n end\n repeat until <<touching (misc objects v)?> or <touching (ground v)?>>\n change [level_x v] by (2)\n change [level_y v] by (-20)\n end\n change [level_y v] by (5)\n switch costume to (costume3 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n delete this clone\nelse\n point in direction (90)\n set [level_x v] to ((Scroll X) + (pick random (-400) to (200)))\n set [level_y v] to [150]\n switch costume to (costume1 v)\n set size to (pick random (100) to (300)) %\n go to [front v] layer\n show\n repeat (3)\n change [level_x v] by (10)\n change [level_y v] by (-10)\n end\n repeat until <touching (ground v)?>\n change [level_x v] by (10)\n change [level_y v] by (-10)\n end\n switch costume to (costume3 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n delete this clone\nend\n\nwhen I start as a clone\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nwait (2) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n if <<(Show stage select stars?) = [0]> and <(Robot Master Stage) = [8]>> then\n if <not <(Scroll X) > [9000]>> then\n broadcast (conveyor push forward v)\n end\n end\nend\n\nwhen I receive [wily defeat speech v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n@Menu\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [9]> then\n go to [back v] layer\n set size to (250) %\n point in direction (90)\n repeat (130)\n move (8) steps\n end\n delete this clone\nend\ngo to x: (0) y: (500)\nif <(costume [number v]) = [1]> then\n repeat (6)\n go to [front v] layer\n change y by (-10)\n end\n repeat (1)\n change y by (-3)\n end\n set y to (110)\nend\nif <(costume [number v]) = [2]> then\n repeat (12)\n go to [front v] layer\n change y by (-10)\n end\n repeat (7)\n change y by (-3)\n end\n set y to (95)\nend\nif <(costume [number v]) = [4]> then\n hide\n wait (.2) seconds\n set size to (80) %\n go to x: (0) y: (250)\n show\n glide (.3) secs to x: (0) y: (((costume [number v]) * (-50)) + (50))\n go to x: (0) y: (((costume [number v]) * (-50)) + (50))\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <(costume [number v]) = [5]> then\n hide\n wait (.2) seconds\n set size to (80) %\n go to x: (0) y: (250)\n show\n glide (.3) secs to x: (0) y: (((costume [number v]) * (-50)) + (160))\n repeat (1)\n go to x: (0) y: (((costume [number v]) * (-50)) + (160))\n end\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <(costume [number v]) = [3]> then\n hide\n wait (.2) seconds\n set size to (80) %\n go to x: (0) y: (250)\n show\n glide (.3) secs to x: (0) y: (((costume [number v]) * (-50)) + (120))\n go to x: (0) y: (((costume [number v]) * (-50)) + (120))\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <(costume [number v]) = [10]> then\n hide\n wait (.2) seconds\n set size to (80) %\n go to x: (170) y: (250)\n show\n glide (.3) secs to x: (170) y: (-149)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <(costume [number v]) = [7]> then\n hide\n wait (.2) seconds\n set size to (80) %\n go to x: (-170) y: (250)\n show\n glide (.3) secs to x: (-170) y: (-149)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <(costume [number v]) = [6]> then\n set size to (100) %\n go to x: (0) y: (0)\n show\nend\n\nwhen I receive [get ready v]\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I start as a clone\nwait (1.5) seconds\nset [origin_y v] to (y position)\nforever\n change [my variable v] by (1)\n set y to ((origin_y) + ([sin v] of (my variable) ))\nend\n\nwhen flag clicked\nset [atmenu? v] to [1]\nset [game difficulty v] to [1]\nset [able to select? v] to [1]\nset [how to play screen v] to [0]\nswitch costume to (revenge v)\nset size to (100) %\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nswitch costume to (robots v)\nset size to (100) %\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nset size to (400) %\nswitch costume to (border v)\ncreate clone of (_myself_ v)\nswitch costume to (costume6 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nwait (.2) seconds\nswitch costume to (costume2 v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\n wait (.1) seconds\nend\n\nwhen I receive [stage fade v]\nwait (1.5) seconds\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Able to Select?) = [1]> then\n if <(how to play screen) = [0]> then\n if <(costume [number v]) = [3]> then\n start sound [ching v]\n set [able to select? v] to [0]\n broadcast (gotostageselect v)\n end\n if <(costume [number v]) = [4]> then\n start sound [Mouse Click - Sound Effect \(HD\)2 v]\n broadcast (How to Play v)\n end\n if <(costume [number v]) = [5]> then\n start sound [Mouse Click - Sound Effect \(HD\)2 v]\n broadcast (Story v)\n end\n if <(costume [number v]) = [10]> then\n start sound [Mouse Click - Sound Effect \(HD\)2 v]\n switch costume to (costume7 v)\n set [mobile mode? v] to [1]\n wait until <not <mouse down?>>\n else\n if <(costume [number v]) = [11]> then\n start sound [Mouse Click - Sound Effect \(HD\)2 v]\n switch costume to (costume6 v)\n set [mobile mode? v] to [0]\n wait until <not <mouse down?>>\n end\n end\n if <(costume [number v]) = [7]> then\n start sound [Mouse Click - Sound Effect \(HD\)2 v]\n switch costume to (costume4 v)\n set [game difficulty v] to [2]\n wait until <not <mouse down?>>\n else\n if <(costume [number v]) = [8]> then\n start sound [Mouse Click - Sound Effect \(HD\)2 v]\n switch costume to (costume1 v)\n set [game difficulty v] to [1]\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nwait (1.5) seconds\nswitch costume to (background v)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nforever\n go to x: (-500) y: (0)\n switch costume to (background v)\n create clone of (_myself_ v)\n wait (1.7) seconds\nend\n\nwhen I receive [stage select v]\nstop [other scripts in sprite v]\nwait (0) seconds\nhide\ndelete this clone\n\nwhen I receive [gotostageselect v]\nset [atmenu? v] to [0]\n\n@Dr wahwee's intermission\n\nwhen flag clicked\nset [heard wily's intermission? v] to [0]\nhide\n\nwhen I receive [docter wily's intermission v]\nwait (1) seconds\nif <(Heard wily's intermission?) = [1]> then\n broadcast (Protoman teleport in v)\nelse\n show\n point in direction (90)\n go to x: (128) y: (250)\n set size to (200) %\n repeat (8)\n switch costume to (ufo1 v)\n repeat (2)\n repeat (2)\n change y by (-5)\n end\n next costume\n end\n repeat (2)\n change y by (-5)\n end\n end\n create clone of (_myself_ v)\n switch costume to (ufo4 v)\n create clone of (_myself_ v)\n repeat (6)\n switch costume to (ufo4 v)\n wait (.05) seconds\n repeat (2)\n next costume\n wait (.05) seconds\n end\n end\nend\n\nwhen I receive [wily capsule head out v]\nif <(costume [number v]) = [9]> then\n switch costume to (ufo7 v)\n repeat (10)\n go to [front v] layer\n change y by (-8)\n end\n delete this clone\nend\nif <<(costume [number v]) = [8]> or <(costume [number v]) = [7]>> then\n wait (1.2) seconds\n delete this clone\nend\nwait (.3) seconds\nrepeat (6)\n switch costume to (ufo1 v)\n wait (.05) seconds\n repeat (2)\n next costume\n wait (.05) seconds\n end\nend\nrepeat (8)\n switch costume to (ufo1 v)\n repeat (2)\n repeat (2)\n change y by (5)\n end\n next costume\n end\n repeat (2)\n change y by (5)\n end\nend\nhide\nbroadcast (Boss Intro v)\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n change y by (20)\n switch costume to (ufo7 v)\n repeat (10)\n go to [front v] layer\n change y by (10)\n end\nend\nif <(costume [number v]) = [4]> then\n forever\n go to x: (128) y: (-28)\n switch costume to (wily1 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\n\nwhen I receive [proto man bring the mind ray v]\nplay sound [Mega Man 3 - Proto Man v] until done\nswitch costume to (prototele1 v)\nshow\ngo to x: (-45) y: (201)\npoint in direction (90)\nglide (.5) secs to x: (x position) y: (-83)\nstart sound [04 - MegamanWarp v]\nrepeat (8)\n wait (.02) seconds\n next costume\nend\nbroadcast (show mind ray v)\nforever\n switch costume to (proto2 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\nend\n\nwhen I receive [mega and proto leave with wily v]\nstop [other scripts in sprite v]\nset rotation style [left-right v]\ngo to x: (-45) y: (-83)\nswitch costume to (protojump v)\npoint in direction (90)\nset [y v] to [15]\nshow\nrepeat (15)\n change x by (9)\n change y by (y)\n change [y v] by (-2)\nend\ngo to x: (90) y: (-84)\nswitch costume to (proto1 v)\nwait (.2) seconds\npoint in direction (-90)\nswitch costume to (proto1 v)\nstart sound [04 - MegamanWarp v]\nrepeat (9)\n wait (.02) seconds\n switch costume to ((costume [number v]) + (-1))\nend\nbroadcast (wily hide v)\nglide (.8) secs to x: (77) y: (500)\nhide\n\n@Textbox/Icons\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (textbox v)\nset [ghost v] effect to (0)\ngo to x: (16) y: (300)\ngo to [front v] layer\nshow\nrepeat (5)\n change y by (-25)\nend\ngo to x: (16) y: (112)\n\nwhen I receive [blink v]\n\nbroadcast (blink v)\n\nwhen I receive [get rid of textbox v]\nrepeat (5)\n change y by (25)\nend\nhide\ndelete this clone\n\nwhen I receive [textbox show v]\nswitch costume to (Speaker)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (100)\ngo to x: (-154) y: (127)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ngo to [front v] layer\nforever\n switch costume to (Speaker)\nend\n\ndelete this clone\n\n@light\n\nwhen flag clicked\nset [y v] to [0]\nforever\n set [ghost v] effect to ((([sin v] of (y) ) * (4)) + (60))\n go to (mega man v)\n change [y v] by (2)\n if <<<(HEALTH) < [15]> and <(Show stage select stars?) = [0]>> and <([canmove? v] of [hitbox v]) = [1]>> then\n show\n else\n hide\n end\nend\n\n@weapon select\n\nwhen flag clicked\nset [mobile mode? v] to [0]\nhide\n\nwhen flag clicked\nset [y v] to [0]\nforever\n go to [front v] layer\n if <(Mobile Mode?) = [1]> then\n clear graphic effects\n go to x: (20) y: (0)\n change [y v] by (2)\n if <<<(HEALTH) < [15]> and <(Show stage select stars?) = [0]>> and <<([canmove? v] of [hitbox v]) = [1]> and <not <(Robot Master Weapons) = [000000]>>>> then\n switch costume to (costume1 v)\n show\n else\n hide\n end\n else\n change [y v] by (2)\n if <<<(HEALTH) < [15]> and <(Show stage select stars?) = [0]>> and <<([canmove? v] of [hitbox v]) = [1]> and <not <(Robot Master Weapons) = [000000]>>>> then\n if <not <(Mega Man Special Weapon Selected) = [0]>> then\n if <touching (mega man v)?> then\n set [ghost v] effect to (75)\n else\n clear graphic effects\n end\n show\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [teleportin v]\nforever\n go to [front v] layer\n if <(Mobile Mode?) = [0]> then\n go to x: (20) y: (-500)\n hide\n wait until <<not <(Mega Man Special Weapon Selected) = [0]>> and <([canmove? v] of [hitbox v]) = [1]>>\n switch costume to ((Mega Man Special Weapon Selected) + (1))\n show\n glide (.5) secs to x: (20) y: (0)\n repeat until <(Mega Man Special Weapon Selected) = [0]>\n switch costume to ((Mega Man Special Weapon Selected) + (1))\n end\n glide (.2) secs to x: (20) y: (-100)\n hide\n end\nend\n\nwhen this sprite clicked\nif <(Mobile Mode?) = [1]> then\n broadcast (Cycle weapon v)\n wait until <not <mouse down?>>\nend\n\n@mind ray\n\nwhen flag clicked\nhide\n\nwhen I receive [control protoman v]\nswitch costume to (mind v)\ngo to x: (126) y: (-88)\ngo to [back v] layer\nshow\nstart sound [SE \[141\] v]\nglide (.2) secs to x: (126) y: (-121)\nglide (.4) secs to x: (-48) y: (-98)\ngo to [front v] layer\nstart sound [SE \[56\] v]\nrepeat (3)\n switch costume to (mind1 v)\n repeat (2)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\nend\nswitch costume to (mind v)\nwait (.4) seconds\nbroadcast (protoman fall v)\nglide (.5) secs to x: (-48) y: (500)\nhide\n\nwhen I receive [bossdie v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [mind ray v]\nswitch costume to (mind v)\ngo to (boss v)\nchange y by (-45)\ngo to [front v] layer\nshow\nstart sound [SE \[141\] v]\nrepeat (5)\n change y by (-10)\nend\nif <(Game Difficulty) = [1]> then\n glide (.7) secs to x: ([x position v] of [hitbox v]) y: ([y position v] of [hitbox v])\nelse\n glide (.3) secs to x: ([x position v] of [hitbox v]) y: ([y position v] of [hitbox v])\nend\nif <(distance to [hitbox v]) < [35]> then\n glide (.05) secs to x: ([x position v] of [hitbox v]) y: ([y position v] of [hitbox v])\n start sound [SE \[56\] v]\n repeat (3)\n change [health v] by (Game Difficulty)\n broadcast (TAKE DMG v)\n switch costume to (mind1 v)\n repeat (2)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n end\n switch costume to (mind v)\n wait (.2) seconds\nend\nwait (.2) seconds\nglide (.5) secs to (boss v)\nhide\n\nwhen I receive [show mind ray v]\nswitch costume to (mind v)\ngo to x: (-99) y: (-95)\nclear graphic effects\nshow\n\nwhen I receive [savage proto man v]\nswitch costume to (mind v)\ngo to x: (-99) y: (-95)\ngo to [front v] layer\nshow\nglide (.5) secs to x: (-99) y: (-14)\nglide (1) secs to x: (110) y: (-14)\nglide (.5) secs to x: (110) y: (-64)\nstart sound [SE \[56\] v]\nrepeat (3)\n switch costume to (mind1 v)\n repeat (2)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\nend\nswitch costume to (mind v)\nwait (.2) seconds\nbroadcast (dr wily tremble in fear v)\nglide (1) secs to x: (110) y: (500)\nhide\n\n@how to play/story\n\nwhen flag clicked\nset [how to play screen v] to [0]\nhide\n\nwhen I receive [how to play v]\ngo to x: (0) y: (0)\nclear graphic effects\nset [ghost v] effect to (100)\nif <(Mobile Mode?) = [1]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\ngo to [front v] layer\nshow\nset [how to play screen v] to [1]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [how to play screen v] to [0]\nhide\n\nwhen I receive [story v]\ngo to x: (0) y: (0)\nclear graphic effects\nset [ghost v] effect to (100)\nswitch costume to (costume3 v)\ngo to [front v] layer\nshow\nset [how to play screen v] to [1]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n wait until <<key (space v) pressed?> or <mouse down?>>\n repeat (10)\n change [brightness v] effect by (-10)\n end\n next costume\n repeat (10)\n change [brightness v] effect by (10)\n end\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [how to play screen v] to [0]\nhide\n\n
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★★★★★★★INSTRUCTIONS★★★★★★★\n\n- Arrow keys or WASD to move and jump\n- Space to fire your blaster\n- Hold down C for Rapid fire\n- Press Down while running to perform a slide\n- Press Z or X to switch Special Weapons (if you have any)\n- Hold Up or W on ladders to climb them\n\n- Mobile supported as well\n\n★★★★★★★★★★★★★★★★★★★★★★\n\nAfter over 4 months, 96 clocked hours of work, I finally finished my biggest Scratch project yet. I hope you enjoy.\n\nSTORY: Dr. Light, Mega Man's creator, has recently finished rebuilding 6 Robot Masters, which had previously been destroyed. The evil Dr. Wily, who wants world domination, is tired of his schemes being stopped by Mega Man, and is looking for revenge. Wily hears about Dr. Light's Robots, and decides to test out his newest weapon, the "Memory Zapper" on these newly built Robots. The Robots become mind-controlled and go violent and berserk. It is up to the hero, Mega Man, to destroy the brainwashed Robots, and stop Dr. Wily from mind-controlling even more Robots, or ultimately, Humans.\n\n\nFace off against 6 unique Robot Masters. Defeat them to get their signature weapon, which you can use to fight the other Robot Masters.\n\n\n\n★★★★★★★★★CREDITS★★★★★★★★★\n\n-All sprites and all sound effects belong to Capcom and Sega, the original creators of Mega Man: The Wily Wars.\n\n- Credit to Spriters Resource and Sprites Inc for additional sprites\n\n- Huge credit to all the users on Soundcloud and Khinsider who composed all the songs used.\n\n- Credit to Mega Man Maker for the backgrounds
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Rage a platformer (hard)
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@Stage\n\n@Charachter\n\ndefine potato\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 if <touching (platformer v)?> then\n change y by (1.1)\n end\nend\nif <touching (platformer v)?> then\n change x by (() - (X))\n change y by (-8.8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y v] to [11]\n set [x v] to ((7) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <touching (platformer v)?> then\n change y by (() - (Y))\n set [y v] to [0]\nend\nchange y by (-1)\nif <touching (platformer v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y v] to [13]\n end\nend\nif <<(y position) < [-180]> or <<touching (danger!!! v)?> or <touching (enemhy v)?>>> then\n i\n change [deaths v] by (1)\nend\nchange y by (1)\nif <[235] < (x position)> then\n i\n change [level v] by (1)\nend\n\ndefine i\nset size to (75) %\ngo to x: (-200) y: (0)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\n\nwhen flag clicked\ni\nset [deaths v] to [0]\nforever\n potato\nend\n\n@danger!!!\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nforever\n go to x: (0) y: (0)\n show\n go to [back v] layer\n switch costume to (join (letter (1) of (level)) (letter (2) of (level)))\nend\n\n@Platformer\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset [level v] to [1]\ngo to [back v] layer\nforever\n switch costume to (join (letter (1) of (level)) (letter (2) of (level)))\nend\n\n@irrelevant stuff\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset [level v] to [1]\ngo to [back v] layer\nforever\n switch costume to (join (letter (1) of (level)) (letter (2) of (level)))\nend\n\n@thunbnail\n\nwhen flag clicked\nhide\n\n
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WASD/arrow keys/mobile controls\n\nAll levels are possible. I completed the game so you can too. \nhave fu- wait no don't have fun\n\nBefore you try and brag in the comments about beating it with only like 4 tries, i beat it in zero deaths. TRY AND BEAT THAT!\n\n\noh snap 250 views?!? Really wasn't expecting that. This project really doesn't deserve that many\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 are reading this....\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nyou can read\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 "dang" if you finished the game without cheats
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Colorless a 360 Platformer
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@Stage\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\ngo to (random position v)\n\nglide (1) secs to x: (0) y: (0)\nglide (distance to [mouse-pointer v]) secs to (distance to [mouse-pointer v])\n\nglide (1) secs to x: (0) y: (0)\nglide (1) secs to x: (0) y: (0)\n\nglide <touching (mouse-pointer v)?> secs to (random position v)\nglide (1) secs to <color (#040aad) is touching (#32fa44)?>\nglide (1) secs to x: (0) y: (0)\nglide (1) secs to (random position v)\n\ngo to (random position v)\n\ngo to (random position v)\ngo to x: (0) y: (0)\n\n@Platform\n\ndefine SET HACK SIZE TO (number or text)\nswitch costume to (size hack v)\nset size to (number or text) %\nswitch costume to (costume2 v)\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nwhen flag clicked\nbroadcast (Green flag v)\n\nwhen I receive [win v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nstop all sounds\n\nwhen I receive [lvl2 v]\nswitch costume to (costume1 v)\nset [d vel v] to [0]\nset [y vel v] to [0]\nbroadcast (respawn v)\n\nwhen I receive [lvl3 v]\nswitch costume to (costume3 v)\nset [d vel v] to [0]\nset [y vel v] to [0]\nbroadcast (respawn v)\n\nwhen I receive [lvl2 v]\nrepeat until <(costume [number v]) = [4]>\n if <<(direction) < [141]> and <(direction) > [124]>> then\n switch costume to (costume3 v)\n set [lvl v] to [3]\n set [d vel v] to [0]\n set [y vel v] to [0]\n broadcast (respawn v)\n end\nend\n\nwhen I receive [green flag v]\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [end intro v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nSET HACK SIZE TO [200]\nforever\n forever\n change [y vel v] by (1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [d vel v] by (-0.2)\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 [d vel v] by (0.2)\n end\n set [d vel v] to ((d vel) * (0.8))\n turn right (d vel) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (4)\n turn right ((d vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (player v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y vel v] to [-16]\n end\n end\n change y by (1)\n end\nend\n\n@player\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (-1)\nhide\n\nwhen flag clicked\nforever\n change y by (-5)\n if <touching color (#0031ff)?> then\n broadcast (lvl3 v)\n end\n if <touching color (#013750)?> then\n set [y vel v] to [-20]\n end\n if <<<touching color (#a7a7a7)?> or <<touching color (#c2c2c2)?> or <touching color (#ff0000)?>>> or <touching color (#7e3f00)?>> then\n broadcast (respawn v)\n end\n if <touching color (#44ff00)?> then\n broadcast (lvl2 v)\n set [lvl v] to [2]\n end\n change y by (5)\n if <touching color (#44ff00)?> then\n broadcast (lvl2 v)\n set [lvl v] to [2]\n change y by (5)\n end\n if <touching color (#fffd00)?> then\n broadcast (Win v)\n end\nend\n\nwhen I receive [green flag v]\nbroadcast (respawn v)\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nchange y by (5)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [end intro v]\nshow\nswitch costume to (costume1 v)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Restart\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [end intro v]\nshow\nforever\n go to [front v] layer\n go to x: (-200) y: (145)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (respawn v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen I receive [end intro v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [lvl2 v]\nswitch costume to (costume3 v)\n\nwhen flag clicked\nbroadcast (Green flag v)\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (36) y: (28)\nforever\n go to [front v] layer\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 flag clicked\nhide\n\nwhen I receive [end intro v]\nshow\n\n@Sprite4\n\nwhen I receive [win v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [end intro v]\nhide\n\n@Intro\n\nwhen flag clicked\nset [clone id v] to [0]\nerase all\nhide\nswitch costume to (add logo v)\nwait (1) seconds\nClone manager [1]\nwait (0.2) seconds\nClone manager [2]\nwait (0.2) seconds\nClone manager [3]\nwait (0.4) seconds\nswitch costume to (bar v)\ngo to x: (0) y: (-180)\npoint in direction (90)\nrepeat (6)\n Clone manager [4]\n change x by (80)\n wait (0.1) seconds\nend\nClone manager [5]\nClone manager [6]\n\nwhen I start as a clone\nif <<(Clone ID) = [1]> or <<(Clone ID) = [2]> or <(Clone ID) = [3]>>> then\n go to x: (465) y: (0)\n switch costume to (Clone ID)\n set size to (100) %\n clear graphic effects\n go [forward v] (Clone ID) layers\n show\n Smooth glide: size [100] x [0] y [0] speed [4] direction [90]\n stamp\n delete this clone\nend\nif <(Clone ID) = [4]> then\n switch costume to (bar v)\n set size to (100) %\n clear graphic effects\n go to [front v] layer\n show\n Smooth glide: size [100] x (x position) y [0] speed [4] direction [90]\n stamp\n delete this clone\nend\nif <(Clone ID) = [5]> then\n go to x: (240) y: (0)\n switch costume to (half page1 v)\n set size to (100) %\n clear graphic effects\n go to [front v] layer\n show\n Smooth glide: size [100] x [-5] y [0] speed [4] direction [90]\n wait (1) seconds\n Smooth glide: size [100] x [-5] y [5] speed [5] direction [180]\n wait (1) seconds\n Smooth glide: size [100] x [5] y [-150] speed [5] direction [180]\n wait (0.6) seconds\n stamp\n delete this clone\nend\nif <(Clone ID) = [6]> then\n go to x: (-240) y: (0)\n switch costume to (half page2 v)\n set size to (100) %\n clear graphic effects\n go to [front v] layer\n show\n Smooth glide: size [100] x [5] y [0] speed [5] direction [90]\n wait (1) seconds\n Smooth glide: size [100] x [5] y [-5] speed [5] direction [180]\n wait (1) seconds\n Smooth glide: size [100] x [5] y [150] speed [5] direction [180]\n wait (0.6) seconds\n broadcast (logo v)\n stamp\n delete this clone\nend\nif <(Clone ID) = [7]> then\n go to x: (0) y: (0)\n switch costume to (add logo v)\n set size to (150) %\n clear graphic effects\n go to [front v] layer\n show\n Bounce effect: [50] times [40] speed [0.8]\n Instant clone [50] [8]\n set [clone id v] to [7]\n Instant clone [1] [9]\n set [clone id v] to [7]\n Instant clone [1] [10]\n set [clone id v] to [7]\n repeat (200)\n set y to (([cos v] of ((timer) * (300)) ) * (10))\n point in direction ((([sin v] of ((timer) * (350)) ) * (20)) + (100))\n end\n delete this clone\nend\nif <(Clone ID) = [8]> then\n go to x: (0) y: (0)\n switch costume to (pick random (8) to (10))\n set size to (pick random (75) to (100)) %\n clear graphic effects\n go to [back v] layer\n show\n set [sx v] to (pick random (-18) to (18))\n set [sy v] to (pick random (8) to (15))\n repeat until <touching (_edge_ v)?>\n set [sx v] to ((sx) * (0.9))\n change x by (sx)\n change [sy v] by (-1)\n change y by (sy)\n end\n delete this clone\nend\nif <(Clone ID) = [9]> then\n go to x: (-200) y: (0)\n set rotation style [left-right v]\n switch costume to (bar gliders v)\n point in direction (90)\n set size to (100) %\n set [ghost v] effect to (50)\n go to [back v] layer\n show\n repeat (4)\n Smooth glide: size [100] x [200] y [0] speed [4] direction [90]\n Smooth glide: size [100] x [-200] y [0] speed [4] direction [-90]\n end\n repeat (5)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(Clone ID) = [10]> then\n go to x: (200) y: (0)\n set rotation style [left-right v]\n switch costume to (bar gliders v)\n point in direction (-90)\n set size to (100) %\n set [ghost v] effect to (50)\n go to [back v] layer\n show\n repeat (4)\n Smooth glide: size [100] x [-200] y [0] speed [4] direction [-90]\n Smooth glide: size [100] x [200] y [0] speed [4] direction [90]\n end\n repeat (5)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(Clone ID) = [11]> then\n go to x: (0) y: (0)\n switch costume to ((Clone ID) + (1))\n point in direction (90)\n set size to (10) %\n clear graphic effects\n go to [back v] layer\n show\n repeat (20)\n change size by (((100) - (size)) / (5))\n end\n delete this clone\nend\nif <(Clone ID) = [12]> then\n go to x: (240) y: (0)\n next costume\n point in direction (90)\n set size to (500) %\n clear graphic effects\n go to [front v] layer\n show\n Smooth glide: size [500] x [0] y [0] speed [5] direction [90]\n repeat until <(size) = [10500]>\n change size by (800)\n go to [front v] layer\n end\n switch costume to ((costume [number v]) - (12))\nend\n\ndefine Smooth glide: size (s) x (x) y (y) speed (speed) direction (d)\nrepeat until <<(x) = (round (x position))> and <<(d) = (round (direction))> and <<(y) = (round (y position))> and <(s) = (round (size))>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((s) - (size)) / (speed))\n turn right (((d) - (direction)) / (speed)) degrees\nend\n\ndefine Clone manager (clone #s)\nset [clone id v] to (clone #s)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to [front v] layer\nplay sound [AL - intro music v] until done\nbroadcast (End intro v)\n\ndefine Bounce effect: (ef-to) times (t) speed (s)\nrepeat (t)\n set [size velocity v] to (((size velocity) * (s)) + (((ef-to) - (size)) * (0.2)))\n change size by (size velocity)\n if <(Clone ID) = [7]> then\n set y to (([cos v] of ((timer) * (300)) ) * (10))\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\n end\nend\n\nwhen I receive [logo v]\nClone manager [7]\n\ndefine Instant clone (cs#) (clone id #)\nrepeat (cs#)\n Clone manager (clone id #)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [7]> then\n wait (3) seconds\n repeat (3)\n broadcast (Message2 v)\n Instant clone [50] [8]\n set [clone id v] to [7]\n wait (0.9) seconds\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [7]> then\n wait (1) seconds\n repeat (10)\n Clone manager [11]\n set [clone id v] to [7]\n wait (0.4) seconds\n end\n switch costume to (intro assets \(1\) v)\n hide\n wait (0.4) seconds\n switch costume to (intro assets \(1\) v)\n Clone manager [12]\n set [clone id v] to [7]\n switch costume to (add logo v)\n wait (0.4) seconds\n switch costume to (intro assets \(1\) v)\n set [clone id v] to [7]\n Clone manager [12]\n switch costume to (add logo v)\n wait (0.4) seconds\n set [clone id v] to [7]\n switch costume to (intro assets \(1\) v)\n Clone manager [12]\n set [clone id v] to [7]\n switch costume to (add logo v)\nend\n\nwhen I receive [end intro v]\nhide\nforever\n delete this clone\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n@notif\n\nwhen flag clicked\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen flag clicked\n\nwhen I receive [end intro v]\nforever\n play sound [believer-8d 🎧 v] until done\n play sound [Eiffel_65_Blue_8D_Audio__ v] until done\n play sound [Eye_Of_The_Tiger_Survivor___Audio___8D__ v] until done\n play sound [Fall_out_boy_Immortals_8D_From_Big_Hero_6_ v] until done\n play sound [Alan_Walker_Faded_8D_AUDIO_ v] until done\n play sound [TONES_AND_I_DANCE_MONKEY_8D_AUDIO_🎧 v] until done\nend\n\nwhen I receive [end intro v]\ngo to x: (0) y: (50)\ngo to [front v] layer\nhide\nwait (pick random (6) to (10)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\n
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--------------==WELCOME TO COLORLESS==------------\nSo, I bet you seen a lot of platformer like this but not a 360 PLATFORMER, so I just made one with the help of @ZimWaT20 (Me) and @Zimat200 (Hope You like it)\n---------==PLEASE READ==---------\nFOR THE LAST TIME THERE IS SOME glitches IN THE GAME THAT I DON'T KNOW HOW TO FIX PLZ HELP AND THEN I WILL GIVE CREDIT TO YOU PLZ DON"T ASK THIS AGAIN!!!! How many times people asked=1200 :0\n\nMakers @ZimWaT20 and @Zimat200\nMore Notes and controls below!!! FIXED!!!\n-------------------------==STORY==---------------------------\nYou are in a world that has been colorless for many years you are the only one that has hope! Can you Save the world from this colorless spell? \n-------------------------==Controls==--------------------------\narrow keys for PC\nalso mobile friendly \nHope you like it!!!\nSome lava might be fake\n-----------------------==Notes==-------------------\nThanks so much to everyone to make this possible!!\nThis is a pretty hard platformer!!\nTime taken about 21 hours :0 \nI hope you like this, IF you do than hit the heart, fav and a follow only if you want \nPLEASE tell us if there is any glitches and we will TRY to fix them :D\n1 Hour this was at 433 views now it is at 633 :0\nGetting a view every ten minutes :000\nYou may where headphones\nBlocks of code 817 :0\n----------------==What this teaches you==--------------\n1. Never Give Up \n2. Always have hope \n3. Try and Try again \n4. You may have Bad days, the next day is a whole other start to make stuff right!!\n#4 on trending when you type up colorless!!!\nHOPE YOU ENJOYED :D\n:)
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Grogu's Galactic Quest | Scrolling Platformer #games #all
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@Stage\n\n@player\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x vel v] by (-1.3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x vel v] by (1.3)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y vel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y vel v] by (1.3)\n end\n set [x vel v] to ((X vel) * (0.81))\n set [y vel v] to ((Y vel) * (0.81))\n change [y vel v] by (((Y vel) / (14.9)) + (0.1))\n end\n set size to (20) %\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (1) layers\nhide\npoint in direction (90)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n broadcast (Tick v)\n go to [front v] layer\nend\n\ndefine Tick & Physics (jump height) (friction) (gravity) (speed)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <(costume [number v]) = [12]> then\n change [x vel v] by ((speed) * (0.5))\n switch costume to (costume1 v)\n else\n change [x vel v] by (speed)\n switch costume to (costume1 v)\n end\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x vel v] by ((speed) * (-1))\n switch costume to (costume2 v)\nend\nchange x by (X vel)\nset [x vel v] to ((X vel) * (friction))\nif <<<touching (platforms v)?> or <touching (door v)?>> or <touching (lever v)?>> then\n change y by (1)\n if <<<touching (platforms v)?> or <touching (door v)?>> or <touching (lever v)?>> then\n change y by (1)\n if <<<touching (platforms v)?> or <touching (door v)?>> or <touching (lever v)?>> then\n change y by (1)\n if <<<touching (platforms v)?> or <touching (door v)?>> or <touching (lever v)?>> then\n change y by (1)\n if <<<touching (platforms v)?> or <touching (door v)?>> or <touching (lever v)?>> then\n change y by (1)\n if <<<touching (platforms v)?> or <touching (door v)?>> or <touching (lever v)?>> then\n change x by ((X vel) * (-2))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to (jump height)\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [y vel v] by (gravity)\nchange y by (Y vel)\nif <<<touching (platforms v)?> or <touching (door v)?>> or <touching (lever v)?>> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<<touching (platforms v)?> or <touching (door v)?>> or <touching (lever v)?>> then\n set [y vel v] to ((jump height) - (2))\n end\nend\nchange y by (1)\nchange [scroll x v] by ((x position) * (-1))\nchange [scroll y v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <[730] < (Scroll Y)> then\n Position\nend\nif <touching (spikes v)?> then\n Position\nend\nif <touching (bounce pads v)?> then\n set [y vel v] to [20]\nend\nif <touching (lava v)?> then\n Position\nend\n\nwhen I receive [tick v]\nif <(Level) = [1]> then\n Tick & Physics [15] [0.875] [-0.45] [1.1]\n change [your level 1 time v] by (1)\nelse\n if <(Level) = [2]> then\n Tick & Physics [16] [0.915] [-0.3] [1.2]\n else\n if <(Level) = [3]> then\n Tick & Physics [16] [0.98] [-0.875] [0.375]\n else\n if <(Level) = [4]> then\n Tick & Physics [13] [0.85] [-0.6] [1]\n else\n if <(Level) = [5]> then\n Tick & Physics [12] [0.8] [-0.4] [0.8]\n else\n if <(Level) = [6]> then\n Tick & Physics [15] [0.95] [-0.75] [1.5]\n else\n if <(Level) = [7]> then\n Tick & Physics (([abs v] of ((Scroll Y) - (3500)) ) / (200)) [0.8] ((([abs v] of ((Scroll Y) + (3500)) ) / (3000)) * (-0.75)) [0.9]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nshow\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <touching (mandalorians v)?> then\n repeat (3)\n change size by (-20)\n change [ghost v] effect by (33)\n end\n wait until <not <touching (mandalorians v)?>>\n clear graphic effects\n point in direction (90)\n broadcast (Next level v)\n Position\n end\nend\n\nwhen flag clicked\nforever\n if <[729] < (Scroll Y)> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\n if <touching (spikes v)?> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\n if <touching (bounce pads v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\n if <touching (lava v)?> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mandalorians v)?> then\n play sound [Ding Sound Effect v] until done\n wait until <not <touching (mandalorians v)?>>\n end\nend\n\nwhen flag clicked\nforever\n set size to (20) %\n if <key (any v) pressed?> then\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n else\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n else\n if <key (down arrow v) pressed?> then\n switch costume to (costume4 v)\n repeat until <(costume [number v]) = [12]>\n next costume\n end\n wait until <not <key (any v) pressed?>>\n repeat until <(costume [number v]) = [3]>\n switch costume to ((costume [number v]) - (1))\n end\n else\n if <key (up arrow v) pressed?> then\n switch costume to (costume13 v)\n end\n end\n end\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n if <key (right arrow v) pressed?> then\n point in direction (90)\n else\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n end\nend\n\nwhen flag clicked\nhide variable [level v]\nforever\n set [level v] to (([costume # v] of [platforms v]) + (-1))\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [your level 1 time v] to [0]\nshow variable [your level 1 time v]\nshow variable [☁ level 1 record v]\nwait until <(Level) = [2]>\nif <<(Your Level 1 time) < (☁ Level 1 Record)> and <(Your Level 1 time) > [0]>> then\n set [☁ level 1 record v] to (Your Level 1 time)\nelse\nend\nwait (5) seconds\nhide variable [☁ level 1 record v]\nhide variable [your level 1 time v]\n\nwhen I receive [tick v]\nif <touching (quick left v)?> then\n change [x vel v] by (-5)\nend\nif <touching (quick right v)?> then\n change [x vel v] by (5)\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [time v] to [0]\nshow variable [time v]\nhide variable [☁ world record v]\nwait until <(Level) = [8]>\nif <<(Time) < (☁ World Record)> and <(☁ World Record) > [0]>> then\n set [☁ world record v] to (Time)\nend\nshow variable [time v]\nshow variable [☁ world record v]\nhide\n\nwhen I receive [tick v]\nif <(Level) < [8]> then\n change [time v] by (1)\nend\n\n@Platforms\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\n go to [front v] layer\n go [backward v] (3) layers\nend\n\n@Words\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\nend\n\n@Spikes\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Borders DO NOT DELETE\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n@Lava\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: ((([sin v] of ((timer) * (100)) ) * (20)) + (Scroll Y))\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Bounce Pads\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\nset size to (400) %\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Water\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: ((([sin v] of ((timer) * (100)) ) * (20)) + (Scroll Y))\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Mandalorians\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Quick Left\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Quick Right\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Door\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n if <(Lever) = [0]> then\n go to x: (Scroll X) y: (Scroll Y)\n else\n if <(Level) = [6]> then\n go to x: (Scroll X) y: ((Scroll Y) - (100))\n end\n if <(Level) = [7]> then\n go to x: ((Scroll X) - (100)) y: (Scroll Y)\n end\n end\n go to [front v] layer\n go [backward v] (3) layers\nend\n\n@Lever\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\n go to [front v] layer\n go [backward v] (3) layers\nend\n\nwhen flag clicked\nforever\n if <(Lever) = [0]> then\n set [color v] effect to (0)\n else\n set [color v] effect to (70)\n end\nend\n\nwhen I receive [next level v]\nset [lever v] to [0]\nwait until <touching (player v)?>\nset [lever v] to [1]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [forward v] (99999999999999) layers\ngo to [front v] layer\nshow\nif <(username) = [HumanCalc7]> then\n wait (2.5) seconds\nelse\n wait (0.01) seconds\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Parallax Background\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (100) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (((Scroll X) * (0.1)) + (75)) y: (((Scroll Y) * (0.1)) + (44.6))\n go to [back v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (85)\nend\n\n@Ending\n\nwhen flag clicked\nhide\nwait until <(Level) = [8]>\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go [forward v] (999999999999999999999999999999999999999999999) layers\nend\n\n
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This is a platformer I made through a collab with @JoelGalaxyKing! It has several levels and includes lots of stuff, but I'll continue to update. I'll add in enemies later.\nControls: w, a, s, d, arrow keys, or finger, as this is also mobile-friendly. This game takes place on several different planets, each with different levels of gravity and other features. You are on a quest to find the Mandalorian, who you got separated from. Good Luck!\n\nAsk me any questions you may have.\n\nNote: I am not done! I'm just sharing this early!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#games #all #HumanCalc7 #Grogu #Galaxy #planets #quest #fun #scrolling platformer #scrolling #platformer #collab #JoelGalaxyKing #art\n#games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment "HumanCalc7 is so amazing!"
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Minion World (A Simple Platformer)| Scratch Platformer
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@Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [yt1s v] until done\nend\n\nwhen flag clicked\nforever\n switch backdrop to (LEVEL)\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nset [score v] to [0]\ngo to x: (-198) y: (-42)\nshow variable [score v]\nforever\n change [y vel v] by (-1)\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n change [x vel v] by (1.2)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n change [x vel v] by (-1.2)\n end\n set [x vel v] to ((x vel) * (0.87))\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 (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 (-6)\n change y by ((x vel) * (-1))\n set [x vel v] to [0]\n end\n change y by (y vel)\n if <touching (level 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 <<key (up arrow v) pressed?> and <touching (level v)?>> then\n switch costume to (up v)\n set [y vel v] to [13]\n end\n change y by (1)\n if <(x position) > [240]> then\n broadcast (NEW LEVEL v)\n end\n if <touching (danger v)?> then\n go to x: (-199) y: (-104)\n start sound [crunch v]\n end\n if <[-180] > (y position)> then\n go to x: (-199) y: (-104)\n start sound [crunch v]\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (normal v)\n end\n if <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (up right v)\n end\n if <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (up left v)\n end\n if <(LEVEL) = [7]> then\n switch costume to (normal v)\n stop [other scripts in sprite v]\n wait (3) seconds\n stop [all v]\n end\nend\n\nwhen I receive [new level v]\nchange [level v] by (1)\ngo to x: (-199) y: (-104)\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [2]> then\n broadcast (LEVEL 2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [new level v]\nforever\n if <(LEVEL) = [3]> then\n broadcast (LEVEL 3 v)\n stop [this script v]\n end\n if <(LEVEL) = [4]> then\n broadcast (LEVEL 4 v)\n stop [this script v]\n end\n if <(LEVEL) = [5]> then\n broadcast (LEVEL 5 v)\n stop [this script v]\n end\n if <(LEVEL) = [6]> then\n broadcast (LEVEL 6 v)\n stop [this script v]\n end\n if <(LEVEL) = [7]> then\n broadcast (LEVEL 7 v)\n stop [this script v]\n end\nend\n\n@Danger\n\nwhen flag clicked\ngo [backward v] (1) layers\nforever\n switch costume to (LEVEL)\nend\n\n@coin1\n\nwhen flag clicked\ngo to x: (-91) y: (-57)\ngo [backward v] (1) layers\nforever\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (1)\n wait (0.05) seconds\n change y by (-1)\n wait (0.05) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (player v)?> then\n start sound [collect v]\n change [score v] by (5)\n hide\n end\nend\n\nwhen I receive [level 2 v]\nif <(LEVEL) = [2]> then\n show\n go to x: (-133) y: (-90)\nend\n\nwhen I receive [level 3 v]\nif <(LEVEL) = [3]> then\n show\n go to x: (-133) y: (-90)\nend\n\nwhen I receive [level 4 v]\nif <(LEVEL) = [4]> then\n show\n go to x: (-133) y: (-90)\nend\n\nwhen I receive [level 5 v]\nif <(LEVEL) = [5]> then\n show\n go to x: (-155) y: (-93)\nend\n\nwhen I receive [level 6 v]\nif <(LEVEL) = [6]> then\n show\n go to x: (-155) y: (-97)\nend\n\nwhen I receive [level 7 v]\nif <(LEVEL) = [7]> then\n hide\nend\n\n@coin2\n\nwhen flag clicked\ngo to x: (22) y: (-69)\ngo [backward v] (1) layers\nforever\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (1)\n wait (0.05) seconds\n change y by (-1)\n wait (0.05) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (player v)?> then\n start sound [collect v]\n change [score v] by (5)\n hide\n end\nend\n\nwhen I receive [level 2 v]\nif <(LEVEL) = [2]> then\n show\n go to x: (5) y: (-30)\nend\n\nwhen I receive [level 3 v]\nif <(LEVEL) = [3]> then\n show\n go to x: (5) y: (-30)\nend\n\nwhen I receive [level 4 v]\nif <(LEVEL) = [4]> then\n show\n go to x: (-18) y: (30)\nend\n\nwhen I receive [level 5 v]\nif <(LEVEL) = [5]> then\n show\n go to x: (46) y: (-40)\nend\n\nwhen I receive [level 6 v]\nif <(LEVEL) = [6]> then\n show\n go to x: (-67) y: (-98)\nend\n\nwhen I receive [level 7 v]\nif <(LEVEL) = [7]> then\n hide\nend\n\n@coin3\n\nwhen flag clicked\ngo to x: (143) y: (-88)\ngo [backward v] (1) layers\nforever\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (1)\n wait (0.05) seconds\n change y by (-1)\n wait (0.05) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (player v)?> then\n start sound [collect v]\n change [score v] by (5)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [level 2 v]\nif <(LEVEL) = [3]> then\n show\n go to x: (153) y: (-90)\nend\n\nwhen I receive [level 3 v]\nif <(LEVEL) = [2]> then\n show\n go to x: (153) y: (-90)\nend\n\nwhen I receive [new level v]\nshow\nforever\n if <touching (player v)?> then\n change [score v] by (5)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [level 4 v]\nif <(LEVEL) = [4]> then\n show\n go to x: (11) y: (149)\nend\n\nwhen I receive [level 5 v]\nif <(LEVEL) = [5]> then\n show\n go to x: (202) y: (-91)\nend\n\nwhen I receive [level 6 v]\nif <(LEVEL) = [6]> then\n show\n go to x: (202) y: (-91)\nend\n\nwhen I receive [level 7 v]\nif <(LEVEL) = [7]> then\n hide\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nhide variable [score v]\n\n
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Hi Guys\nThis is a simple Platformer \nAll are explained in the project.\nSubscribe to SL SMART MIND for more exciting videos\n\nCONTROLS\nUP = UP ARROW\nRIGHT = RIGHT ARROW\nLEFT = LEFT ARROW\n\nLOVE,FAV,FOLLOW\n\n
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Mountain Everest || 360° Platformer || #Games #Mobile #Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Popsicle v] until done\nend\n\n@Platformer\n\nwhen flag clicked\nshow\nset [level v] to [1]\nfirst [300]\nforever\n program\nend\n\ndefine first (size)\nswitch costume to (nil v)\nset size to (size) %\nset [size v] to (size)\nset [y v] to [0]\nswitch costume to ((level) + (1))\npoint in direction (105)\ngo to x: (0) y: (-500)\n\ndefine program\nchange [y v] by (1)\nif <<<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> or <key (d v) pressed?>> then\n change [angle v] by (0.2)\nend\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change [angle v] by (-0.2)\nend\nset [angle v] to ((Angle) * (0.8))\nturn left (Angle) degrees\nrepeat (8)\n if <touching (player v)?> then\n change y by (-1)\n end\nend\nif <touching (player v)?> then\n change y by (8)\n turn right (Angle) degrees\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <[20] < (mouse y)>>> or <key (w v) pressed?>> then\n if <[0] < (Angle)> then\n set [angle v] to [-1.5]\n else\n set [angle v] to [1.5]\n end\n set [y v] to [-10]\n else\n set [angle v] to [0]\n end\nend\nchange y by (Y)\nif <touching (player v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (1)\nif <touching (player 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)\n\nwhen I receive [reset v]\nfirst [320]\n\n@player \n\nwhen flag clicked\nshow\nset drag mode [not draggable v]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nset [ok v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n point in direction (-90)\n end\n if <touching (dangerous v)?> then\n start sound [crashed oof v]\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 (win flag v)?> then\n if <(ok) = [0]> then\n start sound [High Whoosh v]\n set [ok v] to [1]\n broadcast (Reset v)\n change [level v] by (1)\n end\n end\nend\n\n@Dangerous \n\ndefine Set hack size to (size)\nswitch costume to (nil v)\nset size to (size) %\nswitch costume to ((level) + (1))\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nSet hack size to (size)\nforever\n switch costume to ((level) + (1))\n go to (platformer v)\n point in direction ([direction v] of [platformer v])\nend\n\nwhen I receive [reset v]\nSet hack size to (size)\n\n@ \n\nwhen I receive [reset v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Trampoline \n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nSet hack size to (size)\nforever\n go to (platformer v)\n point in direction ([direction v] of [platformer v])\n switch costume to ((level) + (1))\nend\n\ndefine Set hack size to (size)\nswitch costume to (nil v)\nset size to (size) %\nswitch costume to ((level) + (1))\n\nwhen I receive [reset v]\nSet hack size to (size)\n\n@Win flag\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\ngo to [back v] layer\nSet hack size to (size)\nforever\n go to (platformer v)\n point in direction ([direction v] of [platformer v])\n switch costume to ((level) + (1))\nend\n\ndefine Set hack size to (size)\nswitch costume to (nil v)\nset size to (size) %\nswitch costume to ((level) + (1))\n\nwhen I receive [reset v]\nSet hack size to (size)\n\n@text\n\ndefine Set hack size to (size)\nswitch costume to (nil v)\nset size to (size) %\nswitch costume to ((level) + (1))\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nSet hack size to (size)\nforever\n switch costume to ((level) + (1))\n go to (platformer v)\n point in direction ([direction v] of [platformer v])\nend\n\nwhen I receive [reset v]\nSet hack size to (size)\n\n@Tb\n\nwhen flag clicked\nhide\n\n@Snow\n\nwhen I start as a clone\nwhen i start as a clo...\n\nwhen flag clicked\nwhen flag clicked h...\n\nwhen flag clicked\nwhen flag pressed set deta to 0 forever if mouse down ...\n\ndefine when flag clicked h...\nhide\n\ndefine when flag pressed set deta to 0 forever if mouse down ...\nset [deta v] to [0]\nwait (2) seconds\ncreate clone of (_myself_ v)\nset x to (pick random (240) to (-240))\nset y to (180)\nwait (2) seconds\ncreate clone of (_myself_ v)\nset x to (pick random (240) to (-240))\nset y to (180)\nwait (1) seconds\ncreate clone of (_myself_ v)\nset x to (pick random (240) to (-240))\nset y to (180)\nwait (1) seconds\nforever\n create clone of (_myself_ v)\n set x to (pick random (240) to (-240))\n set y to (180)\nend\n\ndefine when i start as a clo...\nset [data v] to [100]\nshow\nset [ghost v] effect to (0)\nnext costume\nset size to (1100) %\nset [deta v] to (pick random (-5) to (-1))\nset size to (pick random (-5) to (35)) %\nrepeat until <<<touching (platformer v)?> or <touching (dangerous v)?>> or <<touching (player v)?> or <touching (win flag v)?>>>\n change y by (deta)\nend\nif <<<touching (platformer v)?> or <touching (dangerous v)?>> or <<touching (player v)?> or <touching (win flag v)?>>> then\n repeat (100)\n change [ghost v] effect by (1)\n end\nend\ndelete this clone\n\n
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Hi everyone! Welcome to my 360° platformer game called "Mountain Everest" I hope you'll enjoy it! If you did, then please consider by liking this project! Thank you.\n\nInstructions: Arrow keys or touch screen to move. Have fun!!!!!!!!
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Prison Break || An Interactive scrolling platformer #Games #Art #Music #All
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@Stage\n\nwhen I receive [start v]\nforever\n play sound [PYLOT - A Race Against Time \[Monstercat Release\] v] until done\nend\n\n@Blank\n\n@Blank2\n\n@Blank3\n\n@Blank4\n\n@Blank5\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [in air v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (150) %\nset [ghost v] effect to (0)\npoint in direction (90)\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [sx v] by (-2)\n if <(Dress no.) = [2]> then\n switch costume to (policeleft v)\n else\n switch costume to (left v)\n end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [sx v] by (2)\n if <(Dress no.) = [2]> then\n switch costume to (policeright v)\n else\n switch costume to (right v)\n end\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <(Dress no.) = [2]> then\n switch costume to (policecrouch v)\n else\n switch costume to (crouch v)\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <key (k v) pressed?> then\n switch costume to (smoke v)\n broadcast (Smoke v)\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\n if <(Dress no.) = [2]> then\n switch costume to (policeup v)\n else\n switch costume to (up v)\n end\nend\nif <(sy) > [20]> then\n change [sy v] by (-2)\nend\nif <<<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (d v) pressed?> and <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\n if <(Dress no.) = [2]> then\n switch costume to (policerightup v)\n else\n switch costume to (rightup v)\n end\nend\nif <<<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (a v) pressed?> and <key (w v) pressed?>>> then\n change [y v] by (sy)\n change [in air v] by (1)\n Position\n repeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\n end\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\n if <(Dress no.) = [2]> then\n switch costume to (policeleftup v)\n else\n switch costume to (leftup v)\n end\nend\nif <not <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (up arrow v) pressed?>>>> then\n if <(Dress no.) = [2]> then\n switch costume to (policeidle v)\n else\n switch costume to (idle v)\n end\nend\nchange [sy v] by (-2)\nChange player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <touching (main gate v)?> then\n broadcast (Free v)\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-20]\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\n\ndefine Test - Die\nif <<touching (police v)?> or <<touching (spikes v)?> or <<touching (saws v)?> or <<touching (lasers v)?> or <touching (laser2 v)?>>>>> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [playerreply \( 1 \) v]\nwait (7) seconds\nset [exit v] to [die]\n\nwhen I receive [playerreply \( 2 \) v]\nwait (7) seconds\nset [exit v] to [die]\n\nwhen I receive [playerreply \( 3 \) v]\nset [idk v] to [xD]\n\nwhen I receive [playerreply \( 6 \) v]\nset [idk v] to [xD]\n\nwhen I receive [playerreply \( 4 \) v]\nwait (7) seconds\nset [exit v] to [die]\n\nwhen I receive [playerrelpy \( 5 \) v]\nwait (7) seconds\nset [exit v] to [die]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [free v]\n\nhide\nstop [this script v]\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]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [1395] y: [-57]\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]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [360] y: [350]\n\nClone at x: [360] y: [0]\n\n@Home Page\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (costume2 v)\nforever\n wait (1) seconds\n next costume\nend\n\nwhen I receive [start v]\nhide\n\n@Start\n\nwhen I receive [green flag v]\nshow\nset size to (100) %\ngo to x: (166) y: (77)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-40)\n if <mouse down?> then\n hide\n broadcast (Start v)\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [about v]\nhide\n\nwhen I receive [home from about v]\nshow\n\n@Jail and police rooms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (jail v)\n Clone at x: [0] y: [-18]\n switch costume to (jail2 v)\n Clone at x: [460] y: [-18]\n switch costume to (jail3 v)\n Clone at x: [569] y: [-18]\n switch costume to (jail4 v)\n Clone at x: [1159] y: [-18]\n switch costume to (jail5 v)\n Position [1269] [-18]\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)\ncreate clone of (_myself_ v)\n\nClone at x: [-133] y: [367]\nClone at x: [490] y: [417]\nClone at x: [380] y: [417]\n\nPosition [1379] [-18]\n\n@Textboard1\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n Textboard function\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (0 v)\n Clone at x: [590] y: [-57]\nend\nset [x v] to [-9999999999999999999999999999]\n\ndefine Textboard function\nif <touching (player v)?> then\n switch costume to (1 v)\n if <<touching (player v)?> and <key (z v) pressed?>> then\n switch costume to (2 v)\n broadcast (Alarm1 v)\n end\nelse\n switch costume to (0 v)\nend\n\nnext costume\n\n@Alarm1\n\nwhen I receive [alarm1 v]\nshow\nplay sound [Alarm v] until done\nwait (2) seconds\nhide\n\nwhen I receive [green flag v]\nhide\n\n@Police\n\nwhen I receive [green flag v]\nhide\nset size to (200) %\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (police1 v)\n Clone at x: [780] y: [-55]\n switch costume to (police2 v)\n Clone at x: [880] y: [-55]\n switch costume to (police3 v)\n Clone at x: [3855] y: [-55]\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)\ncreate clone of (_myself_ v)\n\nClone at x: [-133] y: [367]\nClone at x: [490] y: [417]\nClone at x: [380] y: [417]\n\n@Table1\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n Documents function\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (0 v)\n Clone at x: [1020] y: [-48]\nend\nset [x v] to [-9999999999999999999999999999]\n\ndefine Documents function\nif <touching (player v)?> then\n switch costume to (1 v)\n if <<touching (player v)?> and <key (z v) pressed?>> then\n switch costume to (2 v)\n end\nelse\n switch costume to (0 v)\nend\n\ngo to [front v] layer\ngo [forward v] (99) layers\n\n@Saws\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [1720] y: [-70]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n turn right (5) degrees\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [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: [350]\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\n@Lasers\n\nwhen I receive [green flag v]\nshow\nset [ghost v] effect to (100)\nset [lasers visible v] to [No]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [1560] y: [-56]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [3100] y: [206]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [ghost v] effect to (99)\n if <(Lasers visible) = [Yes]> then\n repeat (9)\n change [ghost v] effect by (-10)\n end\n end\nelse\n set [ghost v] effect to (99)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [show lasers v]\nshow\nset [lasers visible v] to [Yes]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (10) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [hide lasers v]\nshow\nset [lasers visible v] to [No]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Smoke\n\nwhen I receive [green flag v]\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [smoke v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (Show lasers v)\nwait (10) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (Hide lasers v)\n\n@CheckPoint1\n\nwhen I receive [green flag v]\nhide\nset size to (200) %\nset [answer v] to [No]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (police1 v)\n Clone at x: [2277] y: [-56]\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\n Talk\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine Talk\nif <<touching (player v)?> and <(Answer) = [No]>> then\n switch costume to (police2 v)\n broadcast (Answer1 v)\nelse\n if <<touching (player v)?> and <(Answer) = [Yes]>> then\n set [idk v] to [idk]\n end\nend\n\nwhen I receive [playerreply \( 1 \) v]\nset [answer v] to [yes]\nswitch costume to (police3 v)\n\nwhen I receive [playerreply \( 2 \) v]\nset [answer v] to [Yes]\nswitch costume to (police4 v)\n\nwhen I receive [playerreply \( 3 \) v]\nset [answer v] to [Yes]\nswitch costume to (police5 v)\n\n@Dress\n\nwhen I receive [green flag v]\nhide\nset size to (200) %\nset [dress no. v] to [1]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [1957] y: [128]\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\n Dress Function\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine Dress Function\nif <touching (player v)?> then\n switch costume to (dress2 v)\n if <<touching (player v)?> and <key (c v) pressed?>> then\n broadcast (Change Dress v)\n set [dress no. v] to [2]\n end\nelse\n switch costume to (dress v)\nend\n\n@Answers\n\nwhen I receive [green flag v]\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [answer1 v]\nshow\ngo to x: (-28) y: (-194)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-40)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (PlayerReply \( 1 \) v)\n hide\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [green flag v]\nforever\n if <(Answer) = [Yes]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [hide all v]\nhide\nstop [this script v]\n\n@Answers2\n\nwhen I receive [green flag v]\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [answer1 v]\nshow\ngo to x: (50) y: (-194)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-40)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (PlayerReply \( 2 \) v)\n hide\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [green flag v]\nforever\n if <(Answer) = [Yes]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [hide all v]\nhide\nstop [this script v]\n\n@Answers3\n\nwhen I receive [green flag v]\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [answer1 v]\nshow\ngo to x: (28) y: (-194)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-40)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (PlayerReply \( 3 \) v)\n broadcast (Hide all v)\n hide\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [green flag v]\nforever\n if <(Answer) = [Yes]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [hide all v]\nhide\nstop [this script v]\n\n@Textboard2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (0 v)\n Clone at x: [2719] y: [-57]\nend\nset [x v] to [-9999999999999999999999999999]\n\n@Textboard3\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (0 v)\n Clone at x: [3463] y: [-30]\nend\nset [x v] to [-9999999999999999999999999999]\n\n@Laser2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\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: [532] y: [207]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set [ghost v] effect to (90)\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [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: [350]\n\n@Main Gate\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (0 v)\n Clone at x: [4819] y: [15]\nend\nset [x v] to [-9999999999999999999999999999]\n\n@CheckPoint2\n\nwhen I receive [green flag v]\nhide\nset size to (200) %\nset [answer2 v] to [No]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (police6 v)\n Clone at x: [4556] y: [-56]\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\n Talk2\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine Talk2\nif <<touching (player v)?> and <(Answer2) = [No]>> then\n switch costume to (police7 v)\n broadcast (Answer2 v)\nelse\n if <<touching (player v)?> and <(Answer2) = [Yes]>> then\n set [idk v] to [idk]\n end\nend\n\nwhen I receive [playerreply \( 4 \) v]\nset [answer2 v] to [yes]\nswitch costume to (police2 v)\n\nwhen I receive [playerrelpy \( 5 \) v]\nset [answer2 v] to [Yes]\nswitch costume to (police3 v)\n\nwhen I receive [playerreply \( 6 \) v]\nset [answer2 v] to [Yes]\nswitch costume to (police4 v)\n\nClone at x: [4556] y: [-56]\n\n@Answers4\n\nwhen I receive [green flag v]\nhide\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\n\nwhen I receive [answer1 v]\nshow\ngo to x: (-28) y: (-194)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-40)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (PlayerReply \( 1 \) v)\n hide\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [green flag v]\nforever\n if <(Answer2) = [Yes]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [answer2 v]\nshow\ngo to x: (-28) y: (-194)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-40)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (PlayerReply \( 4 \) v)\n hide\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [hide all2 v]\nhide\nset [ghost v] effect to (100)\nstop [this script v]\n\n@Answers5\n\nwhen I receive [green flag v]\nhide\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\n\nwhen I receive [answer1 v]\nshow\ngo to x: (50) y: (-194)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-40)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (PlayerReply \( 2 \) v)\n hide\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [green flag v]\nforever\n if <(Answer2) = [Yes]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [answer2 v]\nshow\ngo to x: (50) y: (-194)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-40)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (PlayerRelpy \( 5 \) v)\n hide\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [hide all2 v]\nhide\nset [ghost v] effect to (100)\nstop [this script v]\n\n@Answers6\n\nwhen I receive [green flag v]\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [answer1 v]\nshow\ngo to x: (28) y: (-194)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-40)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (PlayerReply \( 3 \) v)\n broadcast (Hide all v)\n hide\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [green flag v]\nforever\n if <(Answer2) = [Yes]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [answer2 v]\nshow\ngo to x: (28) y: (-194)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-40)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (PlayerReply \( 6 \) v)\n broadcast (Hide all2 v)\n hide\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [hide all2 v]\nhide\nstop [this script v]\n\n@Win!\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [free v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen [n v] key pressed\nnext costume\nstop [all v]\n\n@TB\n\nwhen I receive [green flag v]\nshow\ngo to [front v] layer\nwait (3) seconds\nhide\n\n
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YAY!!! I GOT 1st in @THUNDERcloudof08's contest!!!\nTOP LOVED?!?!?!?!?! - May 7, 2021\n94k+ views?!?! 2.4+ loves, 2.1k+ favs and 140+ remixes?!?! Wow :O\n\n--Prison Break || An Interactive Scrolling Platformer--\n\nAbout this game:\nHello and welcome to Prison Break! Finally after 2 months of work it's finished! It consists of 1401 blocks!! Sorry, but this was late due to my school. But still I made this as fast as I can! And also, I worked really hard on this!! I made my own game!\n\n❗❗❗ ALL ADS WILL BE REPORTED ❗❗❗\n Credits are below!!\n\nControls:\n➡ <^>, WASD keys or tap to move\n➡ Don't touch spikes, policemen, lasers and saws\n➡ Answer cleverly to the questions that those policemen ask!\n➡ Press K to switch on smoke\n➡ C to change your dress\n➡ Get to the Main Gate to win!!\n➡ Have fun!\n\nNOTE: If you don't answer a question and try to skip it, then a laggy mode will be activated.\nLagging? Try this: https://turbowarp.org/501845772\n\nThis is my entry for @THUNDERcloudof8's contest!\n\nSTORY: \nYou did not make a project for a looong time, and thus, the Scratch Police put you into the jail. But you were a brave and clever fellow. So you took the risk and tried to jail break, not at all knowing the dangers of your journey!\n\nI really hope I win :)\n\nAlso I'd really appreciate if you like my hard work and give it at least a ❤️ and a ⭐. And if you absolutely love this then why not a follow???\nAnd also, 50 loves = Part 2 :D\n------------------------------Credits------------------------------@THUNDERcloudof8 for the contest!\n@griffpatch for the tutorials\n@KIKOKO_ for the amazing music!\n@-UltraProgrammer- ( me ) for the rest!\nCooltext.com for the ebik text!\nYou all for viewing :)\n100% art by me!\n\n HINTS\n\n1. Smoke shows you lasers! So use it when you think you should.\n2. Read the documents for help.\n3. You should use your brain to answer the questions, because if you give the wrong answer then you'll have to again start from the beginning, because in real, there aren't any checkpoints in a prison, right? :D\nFamous ❤️ and ⭐:\n@BillyBomb ❤️ and ⭐\n@Techno-Programmer ❤️ and ⭐\n@doodleshark ❤️ and ⭐\n@cesa23 ❤️\n@Indian-Programmer ❤️\n@DrEverything ❤️\n@THUNDERcloudof08 ❤️ and ⭐\n\nNew:\n• Added smoke\n• Added invisible lasers\n• Made the whole thing myself\n• Made all police costumes\n• Added textboards\n\nAlso make sure to check this out made by @HeroOfWar: https://scratch.mit.edu/projects/515920040/
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Colorless - A Platformer
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@Stage\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (3) seconds\nrepeat (4)\n change [ghost v] effect by (25)\nend\n\n@Black\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 (dark grey v)?> then\n change y by (1)\nend\nif <touching (dark grey v)?> then\n change y by (1)\nend\nif <touching (dark grey v)?> then\n change y by (1)\nend\nif <touching (dark grey v)?> then\n change y by (1)\nend\nif <touching (dark grey 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 (dark grey 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 (dark grey 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 (less dark gray v)?> then\n Reset\n repeat (10)\n set [ghost v] effect to (10)\n end\n end\nend\n\nhide\n\n@Dark Grey\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nhide\n\n@Less Dark Gray\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
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WELCOME TO:\n \n C O L O R L E S S A P L A T F O R M E R
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The Green Adventure | Platformer v1.1 | #games #all #platformer #art
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@Stage\n\nwhen flag clicked\n\n@Ludek\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen flag clicked\nset [wysokość skoku v] to [50]\nshow list [pytania v]\ngo to x: (-207) y: (-40)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-207) y: (-42)\n play drum (17 v) for (0.1) beats\n end\n if on edge, bounce\n set [y v] to ((y position) - (1))\n if <touching color (#000000)?> then\n switch costume to (stay v)\n change y by (1)\n set [skok v] to [1]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [skok v] to ((wysokość skoku) / (5))\n switch costume to (jump v)\n end\n else\n change [skok v] by (-0.5)\n end\n change y by (skok)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n move (5) steps\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n move (5) steps\n end\n if <(y position) = ((y) + (1))> then\n change y by (-5)\n end\n if <key (space v) pressed?> then\n switch costume to (hit v)\n end\n if <touching (portal v)?> then\n go to x: (-207) y: (-43)\n next backdrop\n play drum (2 v) for (0.1) beats\n end\nend\n\n\n\nchange y by (1)\nswitch costume to (stay v)\nif <key (up arrow v) pressed?> then\n\nswitch costume to (run v)\n\nif <(backdrop [number v]) = [1]> then\n \n switch backdrop to (lvl 1 v)\n go to x: (-207) y: (-40)\n end\nend\nif <(backdrop [number v]) = [2]> then\n if <touching (portal v)?> then\n switch backdrop to (lvl 2 v)\n go to x: (-207) y: (-40)\n end\nend\nif <(backdrop [number v]) = [3]> then\n if <touching (portal v)?> then\n switch backdrop to (lvl 3 v)\n go to x: (-207) y: (-40)\n end\nend\nif <(backdrop [number v]) = [4]> then\n if <touching (portal v)?> then\n switch backdrop to (lvl 4 v)\n go to x: (-207) y: (-40)\n end\nend\nif <(backdrop [number v]) = [5]> then\n if <touching (portal v)?> then\n switch backdrop to (lvl 5 v)\n go to x: (-207) y: (-40)\n end\nend\nif <(backdrop [number v]) = [6]> then\n if <touching (portal v)?> then\n switch backdrop to (wygrana v)\n go to x: (-207) y: (-40)\n end\nend\n\nforever\n\nhide\n\nhide list [pytania v]\n\nrepeat (10)\n change y by (15)\nend\nswitch costume to (run v)\n\nwait (1) seconds\n\nwhen flag clicked\nforever\n play sound [Hair-Trigger-WST011601 v] until done\nend\n\nplay drum (3 v) for (0.25) beats\n\n@Portal\n\nwhen flag clicked\nshow\nswitch backdrop to (lvl 0 v)\ngo to x: (207) y: (-40)\n\nif <(backdrop [number v]) = [1]> then\n if <touching (ludek v)?> then\n switch backdrop to (lvl 1 v)\n end\nend\nif <(backdrop [number v]) = [2]> then\n if <touching (ludek v)?> then\n switch backdrop to (lvl 2 v)\n end\nend\nif <(backdrop [number v]) = [3]> then\n if <touching (ludek v)?> then\n switch backdrop to (lvl 3 v)\n end\nend\nif <(backdrop [number v]) = [4]> then\n if <touching (ludek v)?> then\n switch backdrop to (lvl 4 v)\n end\nend\nif <(backdrop [number v]) = [5]> then\n if <touching (ludek v)?> then\n switch backdrop to (lvl 5 v)\n end\nend\n\n\n\n\n\n\nif <touching (ludek v)?> then\n\nswitch backdrop to (wygrana v)\n\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@Ludek2\n\n
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Możesz dać obsa :3\n100 serc - PART 2\n----------------------------------------------------------------------------\narrows/wasd to move\nspace to hit\nE to ask \n----------------------------------------------------------------------------\nWelcome to the green adventure!\nIt's my first platformer and i want to ubdate it!\nHave fun playing it!\n----------------------------------------------------------------------
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Pen Platformer #Trending #Games #Art #All
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@Stage\n\nwhen flag clicked\nforever\n play sound [Warriyo - Mortals v] until done\nend\n\nwhen [space v] key pressed\nset [x and y v] to (join (join (mouse x) [:]) (mouse y))\n\n@Render\n\ndefine Draw Level At X (x) Y (y) X2 (x2) Y2 (y2) Size (size) Type (type)\nset pen size to (size)\nif <(type) = [Grass]> then\n set pen color to (#03b500)\nelse\n if <(type) = [Dirt]> then\n set pen color to (#ad8d00)\n end\nend\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Draw Sky Color (color)\npen up\ngo to x: (0) y: (0)\nif <(color) = [Light Blue]> then\n set pen color to (#00bfff)\nelse\n if <(color) = [Blue]> then\n set pen color to (#168eff)\n else\n if <(color) = [Dark Blue]> then\n set pen color to (#0008ff)\n else\n set pen color to (#fdfdfd)\n end\n end\nend\npen down\nchange pen size by ((1) / ())\ngo to (random position v)\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 else\n if <(Level) = [4]> then\n Level 4\n else\n if <(Level) = [5]> then\n Level 5\n else\n if <(Level) = [6]> then\n Level 6\n else\n Level 7\n end\n end\n end\n end\n end\nend\n\ndefine Level 1\nDraw Sky Color [Light Blue]\nDraw Sun [100]\nDraw Level At X [-300] Y [-180] X2 [300] Y2 [-180] Size [60] Type [Dirt]\nDraw Level At X [-300] Y [-140] X2 [300] Y2 [-140] Size [20] Type [Grass]\n\nwhen flag clicked\nReset\nforever\n erase all\n RENDER\n broadcast (Tick v)\nend\n\ndefine Level 2\nDraw Sky Color [Light Blue]\nDraw Sun [100]\nDraw Level At X [-300] Y [-180] X2 [300] Y2 [-180] Size [60] Type [Dirt]\nDraw Level At X [-50] Y [-100] X2 [-50] Y2 [-20] Size [100] Type [Dirt]\nDraw Level At X [-50] Y [-20] X2 [70] Y2 [-20] Size [100] Type [Dirt]\nDraw Level At X [70] Y [-20] X2 [70] Y2 [-100] Size [100] Type [Dirt]\nDraw Level At X [-50] Y [-100] X2 [70] Y2 [-100] Size [100] Type [Dirt]\nDraw Level At X [-300] Y [-140] X2 [300] Y2 [-140] Size [20] Type [Grass]\nDraw Level At X [-100] Y [-140] X2 [-100] Y2 [20] Size [20] Type [Grass]\nDraw Level At X [-100] Y [20] X2 [120] Y2 [20] Size [20] Type [Grass]\nDraw Level At X [120] Y [20] X2 [120] Y2 [-140] Size [20] Type [Grass]\n\ndefine Draw Sun (brightness)\nset pen color to (#e7ff39)\nset pen size to (250)\nset pen (brightness v) to (brightness)\npen up\ngo to x: (270) y: (200)\npen down\npen up\n\nwhen I receive [hide v]\nerase all\n\ndefine Reset\nset [level v] to [1]\nerase all\nset pen size to (1)\nset pen (color v) to (0)\n\ndefine Level 3\nDraw Sky Color [Light Blue]\nDraw Sun [100]\nDraw Level At X [-300] Y [-180] X2 [300] Y2 [-180] Size [60] Type [Dirt]\nDraw Level At X [-100] Y [-150] X2 [90] Y2 [-70] Size [50] Type [Dirt]\nDraw Level At X [90] Y [-70] X2 [300] Y2 [-70] Size [55] Type [Dirt]\nDraw Level At X [-70] Y [-140] X2 [300] Y2 [-140] Size [60] Type [Dirt]\nDraw Level At X [-50] Y [-130] X2 [300] Y2 [-130] Size [60] Type [Dirt]\nDraw Level At X [-30] Y [-120] X2 [300] Y2 [-120] Size [60] Type [Dirt]\nDraw Level At X [-110] Y [-130] X2 [90] Y2 [-50] Size [20] Type [Grass]\nDraw Level At X [-300] Y [-140] X2 [300] Y2 [-140] Size [20] Type [Grass]\nDraw Level At X [90] Y [-50] X2 [300] Y2 [-50] Size [20] Type [Grass]\nDraw Lava X [200] Y [-40] X2 [140] Y2 [-40] Size [15]\n\ndefine Level 4\nDraw Sky Color [Light Blue]\nDraw Sun [100]\nDraw Level At X [-300] Y [-180] X2 [300] Y2 [-180] Size [60] Type [Dirt]\nDraw Level At X [155] Y [-127] X2 [300] Y2 [-127] Size [60] Type [Dirt]\nDraw Level At X [170] Y [-127] X2 [300] Y2 [0] Size [70] Type [Dirt]\nDraw Level At X [200] Y [-127] X2 [300] Y2 [0] Size [70] Type [Dirt]\nDraw Level At X [155] Y [0] X2 [155] Y2 [-127] Size [60] Type [Dirt]\nDraw Level At X [155] Y [0] X2 [300] Y2 [0] Size [60] Type [Dirt]\nDraw Level At X [155] Y [-127] X2 [300] Y2 [-127] Size [20] Type [Grass]\nDraw Level At X [140] Y [20] X2 [140] Y2 [-127] Size [30] Type [Grass]\nDraw Level At X [140] Y [20] X2 [300] Y2 [20] Size [30] Type [Grass]\nDraw Level At X [-300] Y [-140] X2 [300] Y2 [-140] Size [20] Type [Grass]\nDraw Bouncy At X [-50] Y [-130] X2 [30] Y2 [-130] Size [20]\n\ndefine Draw Lava X (x) Y (y) X2 (x2) Y2 (y2) Size (size)\nset pen color to (#ff0000)\nset pen size to (size)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Draw Bouncy At X (x) Y (y) X2 (x2) Y2 (y2) Size (size)\nset pen color to (#e1ff00)\nset pen size to (size)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Level 5\nDraw Sky Color [Light Blue]\nDraw Sun [100]\nDraw Level At X [-300] Y [-140] X2 [300] Y2 [-140] Size [20] Type [Grass]\nDraw Level At X [-300] Y [-180] X2 [300] Y2 [-180] Size [60] Type [Dirt]\nDraw Bouncy At X [-150] Y [-130] X2 [-50] Y2 [-130] Size [20]\nDraw Lava X [100] Y [-130] X2 [0] Y2 [-130] Size [20]\nDraw Lava X [200] Y [-130] X2 [300] Y2 [-130] Size [20]\n\ndefine Level 6\nDraw Sky Color [Light Blue]\nDraw Sun [100]\nDraw Level At X [-300] Y [-180] X2 [300] Y2 [-180] Size [60] Type [Dirt]\nDraw Lava X [0] Y [-130] X2 [0] Y2 [0] Size [20]\nDraw Lava X [200] Y [-130] X2 [200] Y2 [0] Size [20]\nDraw Level At X [-300] Y [-140] X2 [300] Y2 [-140] Size [20] Type [Grass]\nDraw Bouncy At X [-150] Y [-130] X2 [-50] Y2 [-130] Size [20]\nDraw Bouncy At X [50] Y [-130] X2 [150] Y2 [-130] Size [20]\n\ndefine Level 7\nDraw Sky Color [Light Blue]\nDraw Sun [100]\nDraw Level At X [-300] Y [-180] X2 [300] Y2 [-180] Size [60] Type [Dirt]\nDraw Level At X [-300] Y [-140] X2 [300] Y2 [-140] Size [20] Type [Grass]\n\ndefine Draw White Line At X (x) Y (y) X2 (x2) Y2 (y2) Size (size)\nset pen size to (size)\nset pen color to (#ffffff)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nwhen I receive [tick v]\nif <(Level) = [7]> then\n Draw White Line At X [-60] Y [100] X2 [-30] Y2 [50] Size [20]\n Draw White Line At X [0] Y [100] X2 [-30] Y2 [50] Size [20]\n Draw White Line At X [0] Y [100] X2 [30] Y2 [50] Size [20]\n Draw White Line At X [50] Y [100] X2 [30] Y2 [50] Size [20]\n Draw White Line At X [90] Y [100] X2 [90] Y2 [50] Size [20]\n Draw White Line At X [90] Y [130] X2 [90] Y2 [130] Size [20]\n Draw White Line At X [130] Y [100] X2 [130] Y2 [50] Size [20]\n Draw White Line At X [130] Y [100] X2 [170] Y2 [50] Size [20]\n Draw White Line At X [170] Y [50] X2 [170] Y2 [100] Size [20]\nend\n\n@Thumbnail\n\ndefine Smooth Glide Y (y) Speed (speed)\nrepeat until <(round (y position)) = (round (y))>\n change y by (((y) - (y position)) / (speed))\nend\nset y to (y)\n\nwhen [timer v] > (-)\ngo to x: (0) y: (0)\nRun Script\n\ndefine Run Script\nswitch costume to (thumbnail v)\nbroadcast (Hide v)\nset size to (100) %\ngo to x: (0) y: (-365)\nSmooth Glide Y [0] Speed [7]\n\nwhen flag clicked\nforever\n reset timer\n broadcast (Show v)\nend\n\nwhen I receive [show v]\nhide\n\nwhen I receive [hide v]\nshow\n\n@Player\n\ndefine Change Player X (sx) (friction)\nchange [x v] by ((<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> - <<<mouse down?> and <(mouse x) < (x position)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>) * (sx))\nset [x v] to ((X) * (friction))\nchange x by (X)\nSlope [12]\nif <<touching color (#02b500)?> or <touching color (#ad8c00)?>> then\n change x by (() - (X))\n if <not <(Level) = [4]>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X) > [0]> then\n set [x v] to [-10]\n set [y v] to [10]\n else\n set [x v] to [10]\n set [y v] to [10]\n end\n else\n set [x v] to [0]\n end\n Slope [12]\n end\nend\nif <not <(Level) = [7]>> then\n if <(x position) > [230]> then\n Next Level\n end\nend\n\ndefine Slope (degrees)\nset [slope v] to [0]\nrepeat until <<not <<touching color (#02b500)?> or <touching color (#ad8c00)?>>> or <(Slope) = (degrees)>>\n change [slope v] by (1)\n change y by (1)\nend\nif <<touching color (#02b500)?> or <touching color (#ad8c00)?>> then\n change y by ((0) - (degrees))\nend\n\ndefine Change Player Y (gravity) (height)\nchange [y v] by (gravity)\nchange y by (Y)\nif <<touching color (#02b500)?> or <touching color (#ad8c00)?>> then\n if <[0] < (Y)> then\n repeat until <not <<touching color (#02b500)?> or <touching color (#ad8c00)?>>>\n change [y v] by (-1)\n change y by (-1)\n end\n else\n change y by (() - (Y))\n set [y 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 set [y v] to (height)\n end\n end\nend\nif <[-20] > (Y)> then\n set [y v] to [-20]\nend\nif <touching color (#e1ff00)?> 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 ((height) + (10))\n else\n set [y v] to ((height) + (5))\n end\nend\n\ndefine Platformer Gravity (gravity) Jump height (height ) Speed X (sx) Friction (friction)\nChange Player Y (gravity) (height )\nChange Player X (sx) (friction)\nDie\nif <key (r v) pressed?> then\n Reset\nend\n\nwhen flag clicked\nReset\n\ndefine Die\nif <[-180] > (y position)> then\n Reset\nend\nif <touching color (#ff0000)?> then\n Reset\nend\n\ndefine Reset\ngo to x: (-200) y: (0)\nset [y v] to [0]\nset [x v] to [0]\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [tick v]\nshow\ngo to [front v] layer\nset size to (100) %\nPlatformer Gravity [-1] Jump height [11] Speed X [1.5] Friction [0.88]\n\ndefine Next Level\nReset\nchange [level v] by (1)\n\n
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Use WASD or Arrow keys Or tap to move. Press WASD or Arrow keys Or tap up on the yellow tramp to jump Very high. \nNote this is a 90% Pen Platformer.\nHope You Enjoy!
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Adventure - A Platformer
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@Stage\n\nwhen flag clicked\nset volume to (70) %\nforever\n set volume to (70) %\n play sound [Vexento - Syndrome v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <not <<touching color (#4c86ff)?> or <touching color (#437de0)?>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to ((jump height) - (3.5))\n if <[0] < (Xvel)> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (ground v)?> then\n set [yvel v] to (jump height)\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n broadcast (Ded v) and wait\n end\n if <touching (bouncy v)?> then\n set [yvel v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#54ceff)?> or <touching color (#63d2ff)?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1.3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (1.3)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [yvel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yvel v] by (1.3)\n end\n set [xvel v] to ((Xvel) * (0.81))\n set [yvel v] to ((Yvel) * (0.81))\n change [yvel v] by (((Yvel) / (14.9)) + (0.1))\n end\n set size to (125) %\nend\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (10) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Lava\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [backward v] (9) layers\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\n@Bouncy\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (8) layers\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat until <(costume [number v]) = [5]>\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go [backward v] (8) layers\nend\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (8) layers\nhide\nif <(Level) = [4]> then\n Clone at x: [-120] y: [-115]\nelse\n hide\n delete this clone\nend\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n Clone at x: [-120] y: [-115]\nelse\n hide\n delete this clone\nend\n\nwhen I receive [next level v]\nif <(Level) = [12]> then\n Clone at x: [-175] y: [-115]\n Clone at x: [-60] y: [-115]\n Clone at x: [50] y: [-115]\n Clone at x: [160] y: [-115]\nelse\n hide\n delete this clone\nend\n\n@Water\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [backward v] (11) layers\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\n@Saw\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n set size to (70) %\n hide\n go to [front v] layer\n go [backward v] (9) layers\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [next level v]\nif <(Level) = [1]> then\n Clone at x: [150] y: [-125]\nelse\n if <(Level) = [3]> then\n Clone at x: [30] y: [125]\n else\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (8) layers\nhide\nif <(Level) = [2]> then\n Clone at x: [150] y: [-125]\nelse\n if <(Level) = [4]> then\n Clone at x: [30] y: [125]\n else\n hide\n delete this clone\n end\nend\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (8) layers\nswitch costume to (costume1 v)\nshow\nforever\n turn right (10) degrees\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwait until <(Level) = [50]>\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (2) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Tb\n\nwhen flag clicked\nhide variable [timer v]\ngo to [front v] layer\nhide\nset [ghost v] effect to (100)\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (Timer)\nset [ghost v] effect to (0)\nshow\nforever\n go to [front v] layer\nend\n\n
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Use the arrow keys to move. Your goal is to avoid the danger (spikes, lava, saw, etc.), and beat all the levels! Good luck and try your best!!\n\nIf the game is lagging please go to the link below:\nturbowarp.org/518509363
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Elements | Platformer #games
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@Stage\n\nwhen flag clicked\nrepeat until <not <(speedrun) = [0]>>\n switch backdrop to (blank v)\nend\nswitch backdrop to (vcn v)\nwait until <(Level) = [7]>\nswitch backdrop to (jgl v)\nwait until <(Level) = [13]>\nswitch backdrop to (bch v)\n\nwhen flag clicked\nforever\n play sound [Bumping-FesliyanStudios v] until done\n play sound [Tobu - Caelum.mp3 v] until done\nend\n\nwhen flag clicked\nwait until <(backdrop [number v]) = [1]>\nforever\n if <key (q v) pressed?> then\n if <(speedrun) = [n]> then\n if <(Level) < [16]> then\n broadcast (set player v)\n change [level v] by (1)\n wait until <not <key (q v) pressed?>>\n end\n end\n end\nend\n\n@Player fire\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-1.5)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <<touching (bubbles v)?> or <touching (bubbles2 v)?>> then\n set [speed y v] to [2]\n change [speed y v] by (3)\nend\nif <touching (lava v)?> then\n change [speed y v] by (3)\nend\nif <touching (bouncy v)?> then\n set [speed y v] to [25]\nend\nif <<key (w v) pressed?> or <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 end\nelse\n set [jump key v] to [0]\nend\nif <key (r v) pressed?> then\n Reset Level\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\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 Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Reset Level\nset size to (100) %\nset rotation style [left-right v]\ngo to x: (-146) y: (60)\nset [flame v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [wall jump v] to [0]\n\nwhen flag clicked\nset [_element v] to [1]\nset [level v] to [1]\nhide\nwait until <not <(speedrun) = [0]>>\nwait until <(_element) = [2]>\nshow\nReset Level\nforever\n if <<touching (boat v)?> and <touching color (#482a00)?>> then\n glide (3) secs to x: (300) y: (0)\n end\n switch costume to (stand_1 v)\n set [frame v] to [1]\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <<touching (spikes v)?> or <touching (water v)?>> then\n if <not <(flame) = [0]>> then\n Reset Level\n end\n end\n if <(y position) < [-175]> then\n Reset Level\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [frame v] to [2]\n set [flame v] to [0]\n end\n if <(x position) > [240]> then\n Reset Level\n change [level v] by (1)\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n end\n end\n switch costume to (frame)\n broadcast (tick v) and wait\nend\n\nwhen I receive [set player v]\nReset Level\n\nwhen flag clicked\nforever\n if <(flame) = [0]> then\n wait (0.7) seconds\n set [flame v] to [1]\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\nwait until <not <(speedrun) = [0]>>\nshow\nforever\n switch costume to (Level)\nend\n\n@choose element\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [clone v] to [1]\nhide\nswitch costume to (costume1 v)\nrepeat (3)\n next costume\n change [clone v] by (1)\n wait (0) seconds\n create clone of (_myself_ v)\nend\nswitch costume to (costume1 v)\nshow\nwait until <mouse down?>\ngo to x: (999) y: (999)\nhide\n\nwhen I start as a clone\nwait until <mouse down?>\nstart sound [select.mp3 v]\nwait (0) seconds\ndelete this clone\n\nwhen I start as a clone\nshow\nswitch costume to (clone)\ngo to [front v] layer\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [_element v] to (costume [number v])\n end\nend\n\n@text\n\nwhen flag clicked\ngo [backward v] (3) layers\nhide\nwait until <not <(speedrun) = [0]>>\nshow\nforever\n switch costume to (Level)\nend\n\n@Player nature\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-1.5)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <touching (bouncy v)?> then\n set [speed y v] to [25]\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <<touching (vines v)?> or <(falling?) < [3]>>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n end\nelse\n set [jump key v] to [0]\nend\nif <key (s v) pressed?> then\n set [in platforrm v] to [2]\nend\nif <<touching (bubbles v)?> or <touching (bubbles2 v)?>> then\n set [speed y v] to [2]\n change [speed y v] by (3)\nend\nif <key (r v) pressed?> then\n Reset Level\nend\n\nset [jump key v] to [1]\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <not <touching (vines v)?>> then\n change [speed y v] by (-1)\n end\nelse\n change [speed y v] by (-2)\nend\nif <touching (water v)?> then\n change [speed y v] by (3)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\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 Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Reset Level\nset size to (100) %\nset rotation style [left-right v]\ngo to x: (-146) y: (60)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [wall jump v] to [0]\n\nwhen flag clicked\nset [_element v] to [1]\nset [level v] to [1]\nhide\nwait until <not <(speedrun) = [0]>>\nwait until <(_element) = [3]>\nshow\nReset Level\nforever\n if <<touching (boat v)?> and <touching color (#482a00)?>> then\n glide (3) secs to x: (300) y: (0)\n end\n switch costume to (stand_1 v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <<(y position) < [-175]> or <<touching (heat v)?> or <touching (spikes v)?>>> then\n Reset Level\n end\n if <(x position) > [240]> then\n Reset Level\n change [level v] by (1)\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n end\n end\n broadcast (tick v) and wait\nend\n\nwhen I receive [set player v]\nReset Level\n\n@Player water\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-1.5)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<touching (water v)?> or <([abs v] of (speed) ) > [3.5]>>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [falling? v] to [6]\n set [wall jump v] to [15]\n if <touching (water v)?> then\n set [speed y v] to [4]\n else\n set [speed y v] to [11]\n end\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <touching (bouncy v)?> then\n set [speed y v] to [25]\nend\nif <<key (w v) pressed?> or <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 end\nelse\n set [jump key v] to [0]\nend\nif <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <(costume [number v]) = [1]> then\n change y by (8)\n switch costume to (stand_2 v)\n else\n switch costume to (stand_1 v)\n end\nend\n\nset [jump key v] to [1]\n\ndefine Gravity\nif <<touching (bubbles v)?> or <touching (bubbles2 v)?>> then\n set [speed y v] to [2]\n change [speed y v] by (3)\nend\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\nelse\n if <touching (water v)?> then\n set [speed y v] to [-0.5]\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\nend\nif <(costume [number v]) = [2]> then\n if <touching (water v)?> then\n change [speed y v] by (0.3)\n else\n change [speed y v] by (0.8)\n end\nend\nif <touching (water v)?> then\n change [speed y v] by (2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\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 if <key (r v) pressed?> then\n Reset Level\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Reset Level\nset size to (100) %\nset rotation style [left-right v]\ngo to x: (-146) y: (60)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [wall jump v] to [0]\n\nwhen flag clicked\nset [_element v] to [1]\nset [level v] to [1]\nhide\nwait until <not <(speedrun) = [0]>>\nwait until <(_element) = [4]>\nshow\nReset Level\nforever\n if <<touching (boat v)?> and <touching color (#482a00)?>> then\n glide (3) secs to x: (300) y: (0)\n end\n switch costume to (stand_1 v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <<<(y position) < [-175]> or <touching (lava v)?>> or <touching (spikes v)?>> then\n Reset Level\n end\n if <(x position) > [240]> then\n Reset Level\n change [level v] by (1)\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n end\n end\n broadcast (tick v) and wait\nend\n\nwhen I receive [set player v]\nReset Level\n\nwhen flag clicked\nforever\n if <(y position) > [189]> then\n repeat until <not <touching (ground v)?>>\n change y by (-100)\n end\n end\nend\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\n if <(Level) = [7]> then\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@heat\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n if <(Level) = [7]> then\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n glide (0.7) secs to x: (0) y: (15)\n glide (0.7) secs to x: (0) y: (-15)\nend\n\n@vines\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\n if <(Level) = [13]> then\n hide\n stop [this script v]\n end\nend\n\n@portals\n\nwhen flag clicked\nset [whirl v] effect to (100)\nforever\n turn right (3) degrees\n if <<touching (player nature v)?> or <<touching (player fire v)?> or <touching (player water v)?>>> then\n change [level v] by (1)\n broadcast (set player v)\n end\nend\n\nwhen flag clicked\nhide\nforever\n repeat (10)\n change [brightness v] effect by (1)\n end\n repeat (10)\n change [brightness v] effect by (-1)\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [6]>\nswitch costume to (costume1 v)\nshow\nwait until <(Level) = [7]>\nhide\nwait until <(Level) = [12]>\nswitch costume to (costume2 v)\nshow\nwait until <(Level) = [13]>\nhide\nwait until <(Level) = [16]>\nswitch costume to (costume3 v)\nshow\nwait until <(Level) = [17]>\nhide\n\n@spikes\n\nwhen flag clicked\nwait (0) seconds\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@bouncy\n\nwhen flag clicked\nhide\nwait until <(Level) = [9]>\nswitch costume to (shroom v)\ngo to [front v] layer\nshow\nwait until <(Level) = [10]>\nhide\nwait until <(Level) = [11]>\nswitch costume to (shroom2 v)\nshow\nwait until <(Level) = [12]>\nhide\n\n@water\n\nwhen flag clicked\nhide\ngo to [back v] layer\nwait until <(Level) = [11]>\nswitch costume to (costume1 v)\nshow\nwait until <(Level) = [13]>\nswitch costume to (costume3 v)\nwait until <(Level) = [14]>\nswitch costume to (costume2 v)\nwait until <(Level) = [15]>\nhide\nwait until <(Level) = [16]>\nshow\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n if <touching (player fire v)?> then\n set [steaming v] to [1]\n else\n set [steaming v] to [0]\n end\nend\n\n@speedrun?\n\nwhen flag clicked\nset [speedrun v] to [0]\nhide variable [time v]\nhide variable [☁ wr time v]\nset [time v] to [0]\ngo to [front v] layer\nset [clone v] to [1]\nhide\nwait until <(_element) > [1]>\nwait until <not <mouse down?>>\nswitch costume to (costume1 v)\nrepeat (2)\n next costume\n change [clone v] by (1)\n wait (0) seconds\n create clone of (_myself_ v)\nend\nswitch costume to (costume1 v)\nshow\nwait until <mouse down?>\nhide\nreset timer\nif <(speedrun) = [n]> then\n hide variable [time v]\nend\n\nwhen I start as a clone\nwait until <mouse down?>\nstart sound [select.mp3 v]\nwait (0) seconds\ndelete this clone\n\nwhen I start as a clone\nwait (0.2) seconds\nshow\nswitch costume to (clone)\ngo to [front v] layer\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [speedrun v] to (costume [name v])\n end\nend\n\nwhen flag clicked\nforever\n if <(speedrun) = [y]> then\n show variable [☁ wr time v]\n show variable [time v]\n set [time v] to (timer)\n if <(Level) = [17]> then\n if <(time) < (☁ WR Time)> then\n set [☁ wr time v] to (time)\n end\n wait (0.2) seconds\n stop [this script v]\n end\n end\nend\n\n@bubbles\n\nwhen flag clicked\nhide\nwait until <(Level) = [13]>\nforever\n if <(Level) = [13]> then\n go to x: (pick random (180) to (200)) y: (-175)\n wait (0.1) seconds\n create clone of (_myself_ v)\n end\n if <(Level) = [14]> then\n go to x: (pick random (-180) to (-150)) y: (-130)\n wait (0.1) seconds\n create clone of (_myself_ v)\n end\n if <(Level) = [15]> then\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nshow\nrepeat (pick random (50) to (60))\n change y by (2)\n if <(Level) = [15]> then\n delete this clone\n end\nend\ndelete this clone\n\n@bubbles2\n\nwhen flag clicked\nhide\nwait until <(Level) = [14]>\nforever\n if <(Level) = [14]> then\n go to x: (pick random (70) to (90)) y: (-140)\n wait (0.1) seconds\n create clone of (_myself_ v)\n end\n if <(Level) = [15]> then\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nshow\nrepeat (pick random (55) to (66))\n change y by (2)\n if <(Level) = [15]> then\n delete this clone\n end\nend\ndelete this clone\n\n@boat\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\nwait until <(Level) = [16]>\nshow\nglide (3) secs to x: (400) y: (28)\nhide\n\n@winscreen\n\nwhen flag clicked\nhide\nwait until <(Level) = [17]>\nshow\nif <(speedrun) = [n]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\nforever\n go to [front v] layer\nend\n\n@tb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
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❗double click flag\nWASD or arrows to move\nr to reset level, q to skip\nsome elements have special powers, s or down arrow to use\nafter beating the game with one element, you can try again as another\ncongrats @pokemonjimmy for having the current world record!
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Dark factory - a platformer
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@Stage\n\nwhen I receive [escape v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop6 v)\n\nwhen I receive [text hide v]\nswitch backdrop to (backdrop4 v)\n\nwhen I receive [ice place v]\nswitch backdrop to (backdrop6 v)\n\nwhen I receive [start 3 ice v]\nswitch backdrop to (backdrop7 v)\n\n@Player\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\nend\ndelete this clone\n\ndefine sx\nrepeat until <<not <touching (levels v)?>> and <not <touching color (#ff0000)?>>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine speed\nrepeat (6)\n if <<touching (levels v)?> and <not <touching color (#ff0000)?>>> then\n change y by (1)\n end\nend\n\ndefine sy\nrepeat until <<not <touching (levels v)?>> and <not <touching color (#ff0000)?>>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen I receive [start 2 v]\nset [exit v] to []\nset [level v] to [1]\nshow\ngo to x: (-200) y: (-85)\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (levels v)?> and <not <<touching color (#ff0000)?> or <touching color (#29ff00)?>>>> then\n speed\n if <<touching (levels v)?> and <not <<touching color (#ff0000)?> or <touching color (#29ff00)?>>>> then\n change y by (-6)\n sx\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<touching (levels v)?> and <not <<touching color (#ff0000)?> or <touching color (#29ff00)?>>>>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> 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)?> and <not <<touching color (#ff0000)?> or <touching color (#29ff00)?>>>> then\n sy\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 <<touching color (#ff0000)?> or <touching color (#29ff00)?>> then\n go to x: (-200) y: (-85)\n end\n if <[212] < (x position)> then\n broadcast (next backdrop v)\n go to x: (-200) y: (-85)\n end\n if <touching color (#37b700)?> then\n broadcast (escape v)\n end\n if <<(y position) > [180]> and <(variable) > [1]>> then\n broadcast (the sky v)\n go to x: (-200) y: (-85)\n end\n if <(level) = [15]> then\n broadcast (ice place v) and wait\n end\nend\n\nwhen I receive [start 2 v]\nshow\nchange y by (-1)\nforever\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo [backward v] (1) layers\nhide\n\nwhen I receive [ice place v]\nhide\n\nwhen flag clicked\nhide variable [x v]\nhide variable [y v]\nforever\n if <<<(current [date v]) > [0]> and <(current [date v]) < [2]>> and <<(current [month v]) > [3]> and <(current [month v]) < [5]>>> then\n change [color v] effect by (3)\n end\nend\n\nwhen I receive [start 2 v]\nforever\n play sound [Frantic-Factory v] until done\nend\n\nwhen I receive [start 3 ice v]\nhide\n\n@Levels\n\nwhen I receive [next backdrop v]\nif <(costume [number v]) < [16]> then\n next costume\n change [level v] by (1)\nelse\n switch costume to (costume11 v)\nend\n\nwhen I receive [start 2 v]\nshow\nforever\n if <(costume [name v]) = [costume10]> then\n broadcast (escape v)\n set [variable v] to [0]\n end\n if <(costume [number v]) = [12]> then\n broadcast (text hide v)\n set [variable v] to [0]\n end\n if <(costume [number v]) = [11]> then\n broadcast (gold cave v)\n set [variable v] to [5]\n end\n if <(costume [number v]) = [12]> then\n set [variable v] to [0]\n end\n if <(costume [number v]) = [15]> then\n broadcast (ice place v)\n switch costume to (costume14 v)\n end\nend\n\nwhen flag clicked\nset [lobby? v] to [0]\nhide variable [your time v]\nset [variable v] to [0]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [the sky v]\nswitch costume to (costume16 v)\nset [variable v] to [5]\n\nwhen I receive [ice place v]\nshow variable [your time v]\nset [lobby? v] to [5]\nhide\n\nwhen I receive [start 2 v]\nswitch costume to (costume1 v)\n\nwhen I receive [start 2 v]\nset [your time v] to [0]\nrepeat until <(lobby?) = [5]>\n wait (1) seconds\n change [your time v] by (1)\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (1)\n\n@Love fave\n\nwhen I receive [start 2 v]\nswitch costume to (costume2 v)\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\n if <(backdrop [number v]) = [2]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nsay [DO IT NOW!!!] for (2) seconds\n\n@Gold thing\n\nwhen flag clicked\nhide\n\nwhen I receive [gold cave v]\nshow\nforever\n if <touching color (#efefef)?> then\n hide\n end\nend\n\nwhen I receive [text hide v]\nhide\n\nwhen I receive [the sky v]\nhide\n\n@Start game\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\nhide\ngo to x: (0) y: (3)\n\nwhen I receive [start 2 v]\nhide\n\n@Play button\n\nwhen flag clicked\nset [fade v] to [0]\ngo to x: (-134) y: (-135)\nset size to (70) %\nhide\n\nwhen I receive [start v]\nshow\n\nwhen this sprite clicked\nset size to (80) %\nwait (0.3) seconds\nset size to (70) %\nswitch backdrop to (backdrop1 v)\nhide\nbroadcast (start 2 v)\n\n@Intro\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch backdrop to (backdrop6 v)\nswitch costume to (costume1 v)\nstop all sounds\nstart sound [sound1 v]\nset size to (100) %\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nset size to (84) %\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nbroadcast (start v)\nset volume to (100) %\nhide\n\nwhen flag clicked\nforever\n if <(Your time) > (☁ highscore time)> then\n set [☁ highscore time v] to (Your time)\n end\nend\n\nwhen [space v] key pressed\nstop all sounds\nbroadcast (start v)\nhide\n\n@Highscore\n\nwhen flag clicked\nset [fade v] to [no]\nhide\n\nwhen I receive [ice place v]\nwait until <(fade) = [yes]>\ngo to x: (-7) y: (-83)\nshow\n\nset [☁ highscore time v] to [38]\n\nwhen flag clicked\nforever\n switch costume to (☁ highscore time)\nend\n\n@Outro\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [ice place v]\nshow\nrepeat (3)\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n next costume\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\nend\nset [fade v] to [yes]\nbroadcast (start 3 ice v)\nhide\n\nwhen I receive [ice place v]\nstop all sounds\nplay sound [Castle Crashers - End Of Level Theme.mp3 v] until done\n\n
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Use the arrow keys to move and get past each level.\nPress space to skip the intro.\n\nHere is the in progress sequel: https://scratch.mit.edu/projects/552212382/\n\n⚠️This project may be glitchy on some computers.⚠️\n\nThis is for the Scratch Design Studio: Expect the unexpected.\n\nStory: You are a lost cube from a group of cubes called the Suncubes. You have to find your way back home over a long journey through the factory.\n\nWill you survive???\n\n\nShoutout to @Jonas_W20 for 50th love\nShoutout to @aravs1615 for 100th love\nShoutout to someone who beat this game in 10 seconds (I'm still not sure it actually happened)...\nCode 100% by me, @bunnygold.\nThanks to Viproxi for the song Frantic Factory.\nAdded new intro\n\n#Games #All #Platformer #Fun #bunnygold
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Grogu's Galactic Quest | Scrolling Platformer #games #all
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@Stage\n\n@player\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x vel v] by (-1.3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x vel v] by (1.3)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y vel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y vel v] by (1.3)\n end\n set [x vel v] to ((X vel) * (0.81))\n set [y vel v] to ((Y vel) * (0.81))\n change [y vel v] by (((Y vel) / (14.9)) + (0.1))\n end\n set size to (20) %\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (1) layers\nhide\npoint in direction (90)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n broadcast (Tick v)\n go to [front v] layer\nend\n\ndefine Tick & Physics (jump height) (friction) (gravity) (speed)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <(costume [number v]) = [12]> then\n change [x vel v] by ((speed) * (0.5))\n switch costume to (costume1 v)\n else\n change [x vel v] by (speed)\n switch costume to (costume1 v)\n end\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x vel v] by ((speed) * (-1))\n switch costume to (costume2 v)\nend\nchange x by (X vel)\nset [x vel v] to ((X vel) * (friction))\nif <<<touching (platforms v)?> or <touching (door v)?>> or <touching (lever v)?>> then\n change y by (1)\n if <<<touching (platforms v)?> or <touching (door v)?>> or <touching (lever v)?>> then\n change y by (1)\n if <<<touching (platforms v)?> or <touching (door v)?>> or <touching (lever v)?>> then\n change y by (1)\n if <<<touching (platforms v)?> or <touching (door v)?>> or <touching (lever v)?>> then\n change y by (1)\n if <<<touching (platforms v)?> or <touching (door v)?>> or <touching (lever v)?>> then\n change y by (1)\n if <<<touching (platforms v)?> or <touching (door v)?>> or <touching (lever v)?>> then\n change x by ((X vel) * (-2))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to (jump height)\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [y vel v] by (gravity)\nchange y by (Y vel)\nif <<<touching (platforms v)?> or <touching (door v)?>> or <touching (lever v)?>> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<<touching (platforms v)?> or <touching (door v)?>> or <touching (lever v)?>> then\n set [y vel v] to ((jump height) - (2))\n end\nend\nchange y by (1)\nchange [scroll x v] by ((x position) * (-1))\nchange [scroll y v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <[730] < (Scroll Y)> then\n Position\nend\nif <touching (spikes v)?> then\n Position\nend\nif <touching (bounce pads v)?> then\n set [y vel v] to [20]\nend\nif <touching (lava v)?> then\n Position\nend\n\nwhen I receive [tick v]\nif <(Level) = [1]> then\n Tick & Physics [15] [0.875] [-0.45] [1.1]\n change [your level 1 time v] by (1)\nelse\n if <(Level) = [2]> then\n Tick & Physics [16] [0.915] [-0.3] [1.2]\n else\n if <(Level) = [3]> then\n Tick & Physics [16] [0.98] [-0.875] [0.375]\n else\n if <(Level) = [4]> then\n Tick & Physics [13] [0.85] [-0.6] [1]\n else\n if <(Level) = [5]> then\n Tick & Physics [12] [0.8] [-0.4] [0.8]\n else\n if <(Level) = [6]> then\n Tick & Physics [15] [0.95] [-0.75] [1.5]\n else\n if <(Level) = [7]> then\n Tick & Physics (([abs v] of ((Scroll Y) - (3500)) ) / (200)) [0.8] ((([abs v] of ((Scroll Y) + (3500)) ) / (3000)) * (-0.75)) [0.9]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nshow\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <touching (mandalorians v)?> then\n repeat (3)\n change size by (-20)\n change [ghost v] effect by (33)\n end\n wait until <not <touching (mandalorians v)?>>\n clear graphic effects\n point in direction (90)\n broadcast (Next level v)\n Position\n end\nend\n\nwhen flag clicked\nforever\n if <[729] < (Scroll Y)> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\n if <touching (spikes v)?> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\n if <touching (bounce pads v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\n if <touching (lava v)?> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mandalorians v)?> then\n play sound [Ding Sound Effect v] until done\n wait until <not <touching (mandalorians v)?>>\n end\nend\n\nwhen flag clicked\nforever\n set size to (20) %\n if <key (any v) pressed?> then\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n else\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n else\n if <key (down arrow v) pressed?> then\n switch costume to (costume4 v)\n repeat until <(costume [number v]) = [12]>\n next costume\n end\n wait until <not <key (any v) pressed?>>\n repeat until <(costume [number v]) = [3]>\n switch costume to ((costume [number v]) - (1))\n end\n else\n if <key (up arrow v) pressed?> then\n switch costume to (costume13 v)\n end\n end\n end\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n if <key (right arrow v) pressed?> then\n point in direction (90)\n else\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n end\nend\n\nwhen flag clicked\nhide variable [level v]\nforever\n set [level v] to (([costume # v] of [platforms v]) + (-1))\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [your level 1 time v] to [0]\nshow variable [your level 1 time v]\nshow variable [☁ level 1 record v]\nwait until <(Level) = [2]>\nif <<(Your Level 1 time) < (☁ Level 1 Record)> and <(Your Level 1 time) > [0]>> then\n set [☁ level 1 record v] to (Your Level 1 time)\nelse\nend\nwait (5) seconds\nhide variable [☁ level 1 record v]\nhide variable [your level 1 time v]\n\nwhen I receive [tick v]\nif <touching (quick left v)?> then\n change [x vel v] by (-5)\nend\nif <touching (quick right v)?> then\n change [x vel v] by (5)\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [time v] to [0]\nshow variable [time v]\nhide variable [☁ world record v]\nwait until <(Level) = [8]>\nif <<(Time) < (☁ World Record)> and <(☁ World Record) > [0]>> then\n set [☁ world record v] to (Time)\nend\nshow variable [time v]\nshow variable [☁ world record v]\nhide\n\nwhen I receive [tick v]\nif <(Level) < [8]> then\n change [time v] by (1)\nend\n\n@Platforms\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\n go to [front v] layer\n go [backward v] (3) layers\nend\n\n@Words\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\nend\n\n@Spikes\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Borders DO NOT DELETE\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n@Lava\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: ((([sin v] of ((timer) * (100)) ) * (20)) + (Scroll Y))\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Bounce Pads\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\nset size to (400) %\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Water\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: ((([sin v] of ((timer) * (100)) ) * (20)) + (Scroll Y))\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Mandalorians\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Quick Left\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Quick Right\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Door\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n if <(Lever) = [0]> then\n go to x: (Scroll X) y: (Scroll Y)\n else\n if <(Level) = [6]> then\n go to x: (Scroll X) y: ((Scroll Y) - (100))\n end\n if <(Level) = [7]> then\n go to x: ((Scroll X) - (100)) y: (Scroll Y)\n end\n end\n go to [front v] layer\n go [backward v] (3) layers\nend\n\n@Lever\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\n go to [front v] layer\n go [backward v] (3) layers\nend\n\nwhen flag clicked\nforever\n if <(Lever) = [0]> then\n set [color v] effect to (0)\n else\n set [color v] effect to (70)\n end\nend\n\nwhen I receive [next level v]\nset [lever v] to [0]\nwait until <touching (player v)?>\nset [lever v] to [1]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [forward v] (99999999999999) layers\ngo to [front v] layer\nshow\nif <<(username) = [HumanCalc7]> or <(username) = [JoelGalaxyKing]>> then\n wait (2.5) seconds\nelse\n wait (0.05) seconds\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Parallax Background\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [750]\nset [scroll y v] to [446]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nswitch costume to (blank, do not erase, this is crucial to the scrolling v)\nset size to (100) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (((Scroll X) * (0.1)) + (75)) y: (((Scroll Y) * (0.1)) + (44.6))\n go to [back v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (85)\nend\n\n@Ending\n\nwhen flag clicked\nhide\nwait until <(Level) = [8]>\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go [forward v] (999999999999999999999999999999999999999999999) layers\nend\n\n
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This is a platformer Collab with @HumanCalc7! It has several levels and includes lots of stuff....yeah\n\nControls: \n\nA and D keys to move left/right and W and up arrow to jump! (S and down key to block, but that isn't needed yet...)\n\n(MOBILE FRIENDLY! YESSIR!)\n\nThis game takes place on several different planets, each with different levels of gravity and other features. You are on a quest to find the Mandalorian, who you got separated from. Good Luck!\n\nAsk any questions about the project and report any bugs to us! (me and @Humancalc7)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#games #all #HumanCalc7 #Grogu #Galaxy #planets #quest #fun #scrolling platformer #scrolling #platformer #collab #JoelGalaxyKing #art\n\n#games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment "HumanCalc7 is so amazing! :D"
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Get the Gold | Platformer
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@Stage\n\nwhen flag clicked\nset [which song next v] to (pick random (1) to (4))\nplay sound (Which song next) until done\nforever\n change [which song next v] by (1)\n if <(Which song next) = [5]> then\n set [which song next v] to [1]\n end\n play sound (Which song next) until done\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nhide\nhide variable [☁ fastest time: v]\nhide variable [☁ least amount of deaths: v]\nhide variable [your deaths: v]\nhide variable [your time: v]\nswitch costume to (player v)\nset [death sound ready? v] to [0]\nset [level v] to [1]\nset [spawnx v] to [0]\nset [spawny v] to [0]\ngo to x: (0) y: (0)\nset [xspeed v] to [0]\nset [yspeed v] to [0]\nset [your deaths: v] to [0]\nset [your time: v] to [0]\nforever\n if <(Death Sound Ready?) > [0]> then\n wait (0.4) seconds\n set [death sound ready? v] to [0]\n end\nend\n\ndefine Special Blocks\nif <touching (levels v)?> then\n if <touching color (#ff0000)?> then\n if <(Death Sound Ready?) = [0]> then\n start sound [Death v]\n set [death sound ready? v] to [1]\n change [your deaths: v] by (1)\n end\n go to x: (spawnX) y: (spawnY)\n set [xspeed v] to [0]\n set [yspeed v] to [0]\n end\n if <touching color (#68ff68)?> then\n if <([sqrt v] of ((((x position) - (spawnX)) * ((x position) - (spawnX))) + (((y position) - (spawnY)) * ((y position) - (spawnY)))) ) > [20]> then\n Checkpoint Position\n start sound [Checkpoint v]\n end\n end\n if <touching color (#ff00ff)?> then\n set [yspeed v] to [15]\n start sound [Bounce v]\n end\n if <touching color (#00e1ff)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yspeed v] to [15]\n start sound [Bounce v]\n end\n end\n if <touching color (#ffd900)?> then\n if <not <<(Level) > [8]> and <(Level) < [33]>>> then\n start sound [win v]\n end\n change [level v] by (1)\n Reset Level\n broadcast (Next v)\n set [xspeed v] to [0]\n set [yspeed v] to [0]\n end\n if <touching color (#ffa600)?> then\n set [level v] to [9]\n Reset Level\n broadcast (Next v)\n set [xspeed v] to [0]\n set [yspeed v] to [0]\n end\nend\n\ndefine Reset Level\nif <(Level) = [1]> then\n set [spawnx v] to [0]\n set [spawny v] to [0]\nend\nif <(Level) = [2]> then\n set [spawnx v] to [-225]\n set [spawny v] to [-125]\nend\nif <(Level) = [3]> then\n set [spawnx v] to [225]\n set [spawny v] to [125]\nend\nif <(Level) = [4]> then\n set [spawnx v] to [222]\n set [spawny v] to [-160]\nend\nif <(Level) = [5]> then\n set [spawnx v] to [-213]\n set [spawny v] to [-120]\nend\nif <(Level) = [6]> then\n set [spawnx v] to [-224]\n set [spawny v] to [150]\nend\nif <(Level) = [7]> then\n set [spawnx v] to [-224]\n set [spawny v] to [-161]\nend\nif <(Level) = [8]> then\n set [spawnx v] to [-224]\n set [spawny v] to [154]\n switch costume to (maze v)\nend\nif <<(Level) > [8]> and <(Level) < [33]>> then\n set [spawnx v] to [205]\n set [spawny v] to [125]\n switch costume to (player v)\nend\nif <(Level) = [33]> then\n set [spawnx v] to [-213]\n set [spawny v] to [-160]\nend\nif <(Level) = [34]> then\n set [spawnx v] to [-213]\n set [spawny v] to [-160]\nend\nif <(Level) = [35]> then\n set [spawnx v] to [213]\n set [spawny v] to [-160]\nend\nif <(Level) = [36]> then\n set [spawnx v] to [213]\n set [spawny v] to [-160]\nend\nif <(Level) = [37]> then\n set [spawnx v] to [-213]\n set [spawny v] to [-160]\nend\nif <(Level) = [38]> then\n set [spawnx v] to [-225]\n set [spawny v] to [-165]\nend\nif <(Level) = [39]> then\n set [spawnx v] to [0]\n set [spawny v] to [-160]\nend\nif <(Level) = [40]> then\n set [spawnx v] to [-213]\n set [spawny v] to [-160]\n hide variable [☁ fastest time: v]\n hide variable [☁ least amount of deaths: v]\n hide variable [your deaths: v]\n hide variable [your time: v]\nend\nif <(Level) = [41]> then\n set [spawnx v] to [0]\n set [spawny v] to [-160]\nend\ngo to x: (spawnX) y: (spawnY)\nset [xspeed v] to [0]\nset [yspeed v] to [0]\n\ndefine Fix Y\nif <touching color (#000000)?> then\n if <(ySpeed) > [0]> then\n repeat until <not <touching color (#000000)?>>\n change y by (-1)\n end\n end\n if <(ySpeed) < [0]> then\n if <(ySpeed) < [-1]> then\n if <(ySpeed) < [-7]> then\n start sound [Land 1 v]\n else\n start sound [Land 2 v]\n end\n end\n repeat until <not <touching color (#000000)?>>\n change y by (1)\n end\n end\nend\n\ndefine Fix X\nif <touching color (#000000)?> then\n if <(xSpeed) > [0]> then\n repeat until <not <touching color (#000000)?>>\n change x by (-1)\n end\n end\n if <(xSpeed) < [0]> then\n repeat until <not <touching color (#000000)?>>\n change x by (1)\n end\n end\nend\n\ndefine Checkpoint Position\nset [x v] to (x position)\nset [y v] to (y position)\nchange x by (-30)\nrepeat until <touching color (#68ff68)?>\n change x by (1)\nend\nset [1 v] to (x position)\nrepeat until <not <touching color (#68ff68)?>>\n change x by (1)\nend\nset [2 v] to ((x position) - (1))\nset [spawnx v] to (((1) + (2)) / (2))\nchange x by (-10)\nchange y by (-30)\nrepeat until <touching color (#68ff68)?>\n change y by (1)\nend\nset [1 v] to (y position)\nrepeat until <not <touching color (#68ff68)?>>\n change y by (1)\nend\nset [2 v] to ((y position) - (1))\nset [spawny v] to (((1) + (2)) / (2))\ngo to x: (x) y: (y)\n\nwhen I receive [play v]\nshow\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xspeed v] by (1.3)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xspeed v] by (-1.3)\n end\n change x by (xSpeed)\n if <touching color (#000000)?> then\n Fix X\n set [xspeed v] to [0]\n else\n set [xspeed v] to ((xSpeed) * (0.7))\n if <<(xSpeed) > [-0.1]> and <(xSpeed) < [0.1]>> then\n set [xspeed v] to [0]\n end\n end\n change y by (ySpeed)\n if <touching color (#000000)?> then\n Fix Y\n set [yspeed v] to [0]\n if <(Can Jump) = [0]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yspeed v] to [8]\n set [can jump v] to [1]\n end\n end\n else\n change [yspeed v] by (-1)\n if <(ySpeed) < [-15]> then\n set [yspeed v] to [-15]\n end\n set [can jump v] to [0]\n end\n Special Blocks\n if <key (r v) pressed?> then\n go to x: (spawnX) y: (spawnY)\n set [xspeed v] to [0]\n set [yspeed v] to [0]\n if <(Death Sound Ready?) = [0]> then\n start sound [Death v]\n set [death sound ready? v] to [1]\n change [your deaths: v] by (1)\n end\n end\nend\n\nwhen I receive [play v]\nforever\n wait (1) seconds\n if <(Level) = [39]> then\n if <(Your time:) < (☁ Fastest time:)> then\n set [☁ fastest time: v] to (Your time:)\n end\n if <(Your deaths:) < (☁ Least amount of deaths:)> then\n set [☁ least amount of deaths: v] to (Your deaths:)\n end\n set [☁ fastest time: v] to (☁ Fastest time:)\n set [your time: v] to (join (join ([floor v] of ((Your time:) / (3600)) ) [ : ]) (join (([floor v] of ((Your time:) / (60)) ) mod (60)) (join [ : ] ((Your time:) mod (60)))))\n set [☁ fastest time: v] to (join (join ([floor v] of ((☁ Fastest time:) / (3600)) ) [ : ]) (join (([floor v] of ((☁ Fastest time:) / (60)) ) mod (60)) (join [ : ] ((☁ Fastest time:) mod (60)))))\n show variable [☁ fastest time: v]\n show variable [your deaths: v]\n show variable [☁ least amount of deaths: v]\n show variable [your time: v]\n stop [this script v]\n else\n change [your time: v] by (1)\n end\nend\n\n@Levels\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\nhide\n\nwhen I receive [next v]\nswitch costume to (Level)\n\nwhen I receive [play v]\nshow\n\n@Thumbnail\n\nwhen [m v] key pressed\nif <<key (a v) pressed?> and <<key (n v) pressed?> and <key (t v) pressed?>>> then\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n@Menu\n\nwhen flag clicked\nset [game v] to [false]\nshow\n\nwhen this sprite clicked\nif <(mouse y) < [-61]> then\n start sound [Pop v]\n hide\n broadcast (Play v) and wait\nend\n\n
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Everything is explained in the game.\n❤, ⭐ for a sequel that has a bonus feature! Follow me to know when it comes out!\n\nFor your information every level is possible, don't stop believing!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#scratch #game #games #fun #platformer #gold #cloud #highscore #all #trending #games #art #music #stories \n #nongeneric #get-the-gold #contest #--MantaRay-- @--MantaRay-- #prequel #gameseries #enjoy
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|\Colorless/| Platformer
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@Stage\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n point towards (mouse-pointer v)\n go to x: (x pos) y: (y pos)\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n wait (0.01) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset drag mode [draggable v]\nshow\nforever\n move (8) steps\nend\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n repeat (4)\n move (-10) steps\n next costume\n end\n wait (0.2) seconds\n delete this clone\n end\nend\n\nshow\n\nwhen I start as a clone\nforever\n if <touching (sprite1 v)?> then\n repeat (4)\n move (-10) steps\n next costume\n end\n wait (0.2) seconds\n delete this clone\n end\nend\n\n@ball with gun\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (sprite1 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 [jumps v] to [0]\n set [speed y v] to [0]\nend\n\ndefine Walk (speed)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (sprite1 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))\n if <<key (w v) pressed?> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen flag clicked\nset [costume v] to [13]\nset size to (25) %\ngo to x: (-200) y: (100)\nset rotation style [all around v]\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n if <<(costume) = [14]> and <touching (sprite3 v)?>> then\n switch costume to (costume)\n if <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-1.5)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<<(jump key) = [0]> and <(falling?) < [20]>> and <(jumps) < [4]>> then\n change [jumps v] by (1)\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <(y position) < [-169]> then\n go to x: (-200) y: (100)\n set [speed y v] to [0]\n end\nend\n\nSet Costume\n\nwhen flag clicked\nforever\n set [y pos v] to (y position)\n set [x pos v] to (x position)\nend\n\nchange [falling? v] by (1)\nset [x pos v] to (x position)\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [costume v] to [14]\n else\n set [costume v] to [13]\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume) = [14]> and <touching (sprite3 v)?>> then\n set [speed x v] to [0]\n set [speed y v] to [0]\n go to x: (X POS) y: (Y POS)\n if <(direction) > [0]> then\n change [swing speed v] by (-1)\n end\n if <(direction) < [0]> then\n change [swing speed v] by (1)\n end\n if <key (right arrow v) pressed?> then\n change [swing speed v] by (-1)\n end\n if <key (left arrow v) pressed?> then\n change [swing speed v] by (1)\n end\n turn right (swing speed) degrees\n end\nend\n\npoint in direction ((180) + ())\n\nturn left (15) degrees\n\n\n\nturn right (15) degrees\n\nwhen flag clicked\nforever\n if <not <<(costume) = [14]> and <touching (sprite3 v)?>>> then\n change [speed x v] by ((swing speed) / (10))\n change [speed y v] by ((swing speed) / (10))\n end\nend\n\nset [speed x v] to [0]\nset [speed y v] to [0]\n\nwhen flag clicked\nforever\n if <<(costume) = [14]> and <touching (sprite3 v)?>> then\nend\n\nwhen I receive [next v]\ngo to x: (-200) y: (100)\n\nwhen flag clicked\nforever\n if <touching (sprite5 v)?> then\n go to x: (-200) y: (100)\n end\n if <touching (boss v)?> then\n go to x: (-200) y: (100)\n end\n if <key (r v) pressed?> then\n go to x: (-200) y: (70)\n end\nend\n\nwhen flag clicked\nsay (join [Hello ] (join (username) [!])) for (2) seconds\nif <(username) = [JosephMichaels]> then\n say [Hallo British Boy] for (2) seconds\nelse\nend\n\nif <key (r v) pressed?> then\n go to x: (-200) y: (100)\nend\n\nwhen flag clicked\nset voice to (tenor v)::tts\nspeak [a game made by boogal003 and meonguy1]::tts\nforever\n if <touching (boss wall v)?> then\n go to x: (-200) y: (-95)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\ngo to x: (19) y: (-10)\n\n@Sprite3\n\nwhen flag clicked\nshow\nforever\n set [x pos v] to (x position)\n set [y pos v] to (y position)\nend\n\nwhen flag clicked\ngo to x: (-103) y: (0)\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nshow\n\nwhen I receive [next v]\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nbroadcast (next v)\n\n@Sprite7\n\nwhen flag clicked\nshow variable [level v]\nshow variable [swing speed v]\nhide\n\nhide variable [level v]\nhide variable [swing speed v]\n\nwhen flag clicked\nforever\n play sound [Dex Arson - Round 1 v] until done\nend\n\nshow\n\n@Sprite4\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nforever\n if <touching (ball with gun v)?> then\n broadcast (next v)\n end\nend\n\nwhen I receive [next v]\nchange [level v] by (1)\nnext costume\n\nshow\n\nforever\n wait (100) seconds\n forever\n if <key (q v) pressed?> then\n broadcast (next v)\n end\n end\nend\n\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nreset timer\nforever\n if <(level) = [14]> then\n if <(timer) < (☁ fastest speedrun)> then\n set [☁ fastest speedrun v] to (timer)\n add (☁ fastest speedrun) to [fastest speedrun list v]\n add (username) to [fastest speedrunner v]\n end\n end\nend\n\nset [☁ fastest speedrun v] to [1000]\n\nbroadcast (next v)\n\nwhen flag clicked\nshow list [fastest speedrun list v]\nshow list [fastest speedrunner v]\nwait until <(level) = [14]>\nhide list [fastest speedrun list v]\nhide list [fastest speedrunner v]\n\nwhen flag clicked\nforever\n if <(length of [fastest speedrun list v]) = [10]> then\n delete (1) of [fastest speedrun list v]\n end\n if <(length of [fastest speedrunner v]) = [10]> then\n delete (1) of [fastest speedrun list v]\n end\nend\n\n@Boss\n\nwhen flag clicked\nshow\ngo to x: (-29) y: (-20)\nswitch costume to (costume1 v)\nwait (0.1) seconds\nwait until <(level) = [13]>\npoint in direction (90)\ngo to x: (-36) y: (-20)\nforever\n move (8) steps\n if <touching (sprite1 v)?> then\n turn right (180) degrees\n end\n if <(HP) = [0]> then\n hide\n end\nend\n\nwhen I receive [next v]\nnext costume\n\nbroadcast (next v)\n\nwhen flag clicked\nwait (0.1) seconds\nhide variable [hp v]\nset [hp v] to [100]\nwait until <(level) = [13]>\nshow variable [hp v]\nforever\n if <touching (sprite2 v)?> then\n change [hp v] by (-1)\n wait (0.2) seconds\n end\nend\n\nturn right (180) degrees\n\n@Boss wall\n\nwhen flag clicked\nhide\nwait until <(level) = [13]>\nshow\nwait until <(HP) = [0]>\nhide\n\n
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WARNING LOUD NOISE\n.\nREAD ALL OF THE INSTRUCTIONS BEFORE PLAYING \n.\nTHIS GAME USES INTENTIONAL BUGS\nPLEASE REPORT IF U FIND ANY POSSIBLE UNINTENTIONAL BUGS SO THAT I CAN MAKE NEW LEVELS and also keep on scrolling down for the keybinds\n.\nleft click to shoot.\npress spacebar and touch the gray circle to swing\nspam W to double/triple/multiple jumps\nu can do a wall jump by pressing W while touching the wall\nand do\n use fullscreen\n\nPress "r" key to restart level if you get stuck! ENJOY!!!\n\nUpdate 1 : Added boss and fixed Multiple Glitches!\n\n\nUpdate 2 : Made a Speedrun!! Be the world record holder! (:\n\nUpdate 3: Made a new level! Level 14!
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Breakfast Battle! || Version 1.1 A Platformer #all #games #trending
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@Stage\n\n@Thumbnail\n\nwhen flag clicked\nreset timer\nif <(username) = [_G-L-I-T-C-H_]> then\n set [ghost v] effect to (100)\n wait (0.1) seconds\n go to [front v] layer\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <(Level) = [25]> then\n show variable [boss timer v]\n hide variable [time v]\n repeat until <(Level) = [26]>\n wait (1) seconds\n change [boss timer v] by (0)\n end\n show variable [time v]\n hide variable [boss timer v]\n set [time v] to ((Time) + (Boss timer))\n end\n if <(Level) = [26]> then\n if <(Time) < (☁ World record!)> then\n set [☁ world record! v] to (Time)\n show variable [time v]\n hide variable [boss timer v]\n else\n show variable [time v]\n hide variable [boss timer v]\n reset timer\n end\n else\n show variable [time v]\n hide variable [boss timer v]\n set [time v] to (timer)\n end\nend\n\n@player\n\ndefine Player Script\ngo to x: (-206) y: (-95)\ngo to [front v] layer\nshow\ngo [forward v] (1) layers\nset [level v] to [1]\nset [dead v] to [0]\nset size to (16) %\nforever\n set [player x v] to (x position)\n set [player y v] to (y position)\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead) = [0]>> then\n switch costume to (4 v)\n change [xv v] by (-0.8)\n else\n switch costume to (1 v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (3 v)\n change [xv v] by (.8)\n else\n switch costume to (1 v)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <<touching (platforms v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platforms v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platforms v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platforms v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platforms v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platforms v)?> or <touching (locked v)?>> then\n change x by ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.8)\n change y by (Yv)\n if <<touching (platforms v)?> or <touching (platforms v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (platforms v)?> or <touching (platforms v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [yv v] to [11]\n end\n end\n change y by (1)\n if <<(y position) = [-178]> or <<touching (danger v)?> or <<touching (saws v)?> or <<touching (liquids v)?> or <touching (boss v)?>>>>> then\n if <(Safe?) = [yes]> then\n end\n if <(y position) < [-178]> then\n broadcast (Restart v)\n end\n if <<touching (toasters v)?> or <touching (tramps2 v)?>> then\n set [yv v] to [17]\n end\n if <<touching (platforms v)?> or <touching (platforms v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\nend\n\nwhen I receive [start v]\nforever\n if <[230] < (x position)> then\n broadcast (Restart v)\n change [level v] by (1)\n Setup\n end\nend\n\ndefine Setup\nclear graphic effects\npoint in direction (90)\ngo to x: (-220) y: (-16)\nswitch costume to (1 v)\nset [dead v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (16) %\nshow\n\nwhen I receive [restart v]\ngo to x: (-212) y: (-81)\nset [ghost v] effect to (0)\nset [dead v] to [1]\nwait (0.5) seconds\nset [dead v] to [0]\n\nwhen I receive [start v]\nPlayer Script\n\nwhen flag clicked\nbroadcast (Start v)\nhide\n\nwhen flag clicked\nforever\n play sound [TheFatRat & Phaera - Sunlight v] until done\nend\n\n@Boss\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (costume1 v)\nset [safe? v] to [no]\nset [boss is dead? v] to [no]\nset [boss hp v] to [3]\nset [start boss v] to [0]\ngo to x: (0) y: (219)\nhide\nwait (1) seconds\nforever\n if <(Level) = [25]> then\n broadcast (Bossfight v)\n wait until <(start boss) = [1]>\n show\n forever\n change [yv2 v] by (-0.8)\n change y by (Yv2)\n set [xv2 v] to ((Xv2) * (.9))\n change x by (Xv2)\n if <<touching (platforms v)?> or <touching (platforms v)?>> then\n change y by ((Yv2) * (-1))\n set [yv2 v] to [0]\n end\n if <(Boss hp) = [0]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [boss is dead? v] to [yes]\n broadcast (Le boss is dead v)\n hide\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [jump attack v]\nif <(x position) > [0]> then\n repeat until <(x position) < [50]>\n change [xv2 v] by (-0.8)\n end\n set [yv2 v] to [13]\n wait (1) seconds\n broadcast (wave from boss jump v)\nend\nif <(x position) < [0]> then\n repeat until <(x position) > [-50]>\n change [xv2 v] by (0.8)\n end\n set [yv2 v] to [13]\n wait (1) seconds\n broadcast (wave from boss jump v)\nend\n\nwhen I receive [follow player v]\nrepeat until <(stop) = [1]>\n if <(dead) = [1]> then\n change [xv2 v] by (0.7)\n else\n if <(player x) > (x position)> then\n change [xv2 v] by (0.7)\n end\n if <(player x) < (x position)> then\n change [xv2 v] by (-0.7)\n end\n end\nend\nset [next attack v] to [1]\n\nwhen I receive [follow player v]\nset [stop v] to [0]\nwait (pick random (3) to (5)) seconds\nset [stop v] to [1]\nwait (0.1) seconds\nset [stop v] to [0]\n\nwhen I receive [zoom attack v]\nset [safe? v] to [no]\nif <(player x) > (x position)> then\n point in direction (90)\n set y to (-52)\nend\nif <(player x) < (x position)> then\n point in direction (-90)\n set y to (-52)\nend\nswitch costume to (costume2 v)\nwait () seconds\nset y to (-52)\nrepeat until <touching (platforms v)?>\n move (8) steps\nend\nset [safe? v] to [yes]\nswitch costume to (costume3 v)\npoint in direction (90)\ngo to x: (x position) y: (-52)\nif <(x position) < [0]> then\n change [xv2 v] by (10)\nend\nif <(x position) > [0]> then\n change [xv2 v] by (-10)\nend\nwait until <touching (player v)?>\nchange [boss hp v] by (-1)\nif <(player x) > (x position)> then\n change [xv2 v] by (-10)\nend\nif <(player x) < (x position)> then\n change [xv2 v] by (10)\nend\nwait (1) seconds\nset [safe? v] to [no]\nset [next attack v] to [1]\nswitch costume to (costume1 v)\n\nwhen I receive [bossfight v]\nwait until <(start boss) = [1]>\nrepeat until <(boss is dead?) = [yes]>\n set [next attack v] to [0]\n wait (1) seconds\n set [boss attack v] to (pick random (1) to (3))\n if <(boss attack) = [1]> then\n broadcast (jump attack v)\n wait until <(next attack) = [1]>\n end\n if <(boss attack) = [2]> then\n broadcast (Follow player v)\n wait until <(next attack) = [1]>\n end\n if <(boss attack) = [3]> then\n broadcast (zoom attack v)\n wait until <(next attack) = [1]>\n end\nend\n\n@Toasters\n\nwhen I receive [start v]\nhide\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (6)\n next costume\n end\n end\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 show\n go to x: (-80) y: (-22)\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [8]> then\n show\n go to x: (-70) y: (-22)\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: (-140) y: (-22)\n end\n if <(Level) = [12]> then\n show\n go to x: (-50) y: (-22)\n end\n if <(Level) = [13]> then\n hide\n end\n if <(Level) = [14]> then\n show\n go to x: (230) y: (-22)\n end\n if <(Level) = [15]> then\n show\n go to x: (-110) y: (-17)\n end\n if <(Level) = [16]> then\n hide\n end\n if <(Level) = [17]> then\n hide\n end\n if <(Level) = [18]> then\n hide\n end\n if <(Level) = [19]> then\n hide\n end\n if <(Level) = [20]> then\n show\n go to x: (-10) y: (80)\n end\n if <(Level) = [21]> then\n show\n go to x: (-120) y: (-17)\n end\n if <(Level) = [22]> then\n show\n go to x: (50) y: (-17)\n end\n if <(Level) = [23]> then\n hide\n end\n if <(Level) = [24]> then\n hide\n end\n if <(Level) = [25]> then\n hide\n end\n if <(Level) = [26]> then\n show\n go to x: (190) y: (-17)\n end\nend\n\n@Saws\n\nwhen I receive [start v]\ngo to [back v] layer\nhide\nswitch costume to (1 v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\n go to x: (52) y: (-110)\n set size to (85) %\n else\n if <(Level) = [14]> then\n show\n go to x: (-80) y: (-110)\n set size to (85) %\n else\n if <(Level) = [19]> then\n show\n go to x: (52) y: (-110)\n set size to (85) %\n else\n if <(Level) = [22]> then\n show\n go to x: (-40) y: (-110)\n set size to (85) %\n else\n hide\n end\n end\n end\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nforever\n turn right (10) degrees\nend\n\n@platforms\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [bossfight v]\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [start boss v] by (1)\n\nif <(Level) = [25]> then\n\nwhen I start as a clone\nset [yv3 v] to [0]\ngo to x: (0) y: (274)\nswitch costume to (costume25 v)\nrepeat until <<(Yv3) = [0]> and <(y position) = [0]>>\n change [yv3 v] by (-0.8)\n change y by (Yv3)\n if <<touching (platforms v)?> or <touching (platforms v)?>> then\n change y by ((Yv3) * (-1))\n set [yv3 v] to [0]\n end\n if <(boss is dead?) = [yes]> then\n glide (1) secs to x: (0) y: (274)\n delete this clone\n end\nend\n\nwhen I receive [jump attack v]\nwait (1) seconds\nwait until <touching (boss v)?>\nbroadcast (wave from boss jump v)\n\n@Danger\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Boss hp bar\n\nwhen flag clicked\nhide\nset [boss timer v] to [0]\nforever\n if <(boss is dead?) = [no]> then\n if <(Level) = [25]> then\n show\n switch costume to ((Boss hp) + (1))\n else\n hide\n end\n end\nend\n\nwhen I receive [le boss is dead v]\nhide\n\n@liquids \n\nwhen flag clicked\nset [whoosh! v] to [0]\ngo [backward v] (3) layers\ngo to x: (0) y: (0)\nshow\nforever\n show\n if <not <(Level) = [25]>> then\n show\n switch costume to (Level)\n set y to (([sin v] of ((timer) * (100)) ) * (5))\n else\n hide\n set y to (-9)\n wait until <(whoosh!) = [1]>\n show\n reset timer\n repeat until <(y position) < [-9]>\n switch costume to (Level)\n set y to (([sin v] of ((timer) * (200)) ) * (10))\n end\n set [whoosh! v] to [0]\n set [next attack v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen I receive [wave from boss jump v]\nset [whoosh! v] to [1]\n\nwhen flag clicked\nhide variable [boss timer v]\nwait until <(Level) = [25]>\nshow variable [boss timer v]\nrepeat until <not <(Level) = [25]>>\n wait (1) seconds\n change [boss timer v] by (1)\nend\nset [time v] to ((Time) + (Boss timer))\nhide variable [boss timer v]\n\n
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Scratch Cat's Journey | A Scrolling Platformer
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@Stage\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nset [level v] to [1]\n\n@Thumb\n\nwhen flag clicked\nhide\nset [# v] to [0]\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nchange [# v] by (1)\nif <(#) = [1]> then\n set [id v] to [1]\n switch costume to (thumb 1 v)\n create clone of (_myself_ v)\n set [id v] to [0]\nelse\n switch costume to (thumb 3 v)\n clear graphic effects\n go to [front v] layer\n show\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\n repeat (50)\n change [ghost v] effect by (-2)\n end\nelse\n go to x: (185) y: (160)\n set [ghost v] effect to (100)\n repeat (18)\n change [ghost v] effect by (-4)\n go to [front v] layer\n change x by (-10)\n change y by (-8.6)\n end\n go to x: (0) y: (0)\nend\n\nwhen [timer v] > (1)\nif <(#) = [1]> then\n if <(ID) = [0]> then\n set [id v] to [2]\n switch costume to (thumb 2 v)\n create clone of (_myself_ v)\n set [id v] to [0]\n end\nend\nforever\n reset timer\nend\n\n@Scratch Cat\n\nwhen flag clicked\nset [cam x v] to [100]\nset [cam y v] to [10]\nset [stars collected v] to [0]\nbroadcast (Begin v)\n\nwhen I receive [begin v]\nbroadcast (Setup Stars v) and wait\nforever\n Scroll to Beginning\n Setup\n broadcast (Start Playing v)\n repeat until <[] < (end)>\n Tick\n broadcast (Tick v)\n end\n if <(end) = [:\(]> then\n broadcast (Die Animation v) and wait\n else\n broadcast (Win Animation v) and wait\n change [level v] by (1)\n broadcast (Setup v) and wait\n set [stars collected v] to [0]\n broadcast (Setup Stars v) and wait\n end\nend\n\ndefine Tick\nswitch costume to (hitbox v)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n if <[0] < (SX)> then\n set [sx v] to ((SX) * (0.9))\n end\n point in direction (-90)\n change [sx v] by (-1)\n if <(SX) < [-12]> then\n set [sx v] to [-12]\n end\n if <(SY) = [0]> then\n change [frame v] by (1)\n end\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n if <(SX) < [0]> then\n set [sx v] to ((SX) * (0.9))\n end\n point in direction (90)\n change [sx v] by (1)\n if <[12] < (SX)> then\n set [sx v] to [12]\n end\n if <(SY) = [0]> then\n change [frame v] by (1)\n end\nend\nif <(SY) = [0]> then\n if <[19] < (frame)> then\n set [frame v] to [4]\n end\n if <not <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>>>> then\n if <(frame) = [4]> then\n set [frame v] to [1]\n end\n if <(frame) = [1]> then\n set [sx v] to ((SX) * (0.7))\n else\n set [sx v] to ((SX) * (0.9))\n change [frame v] by (1)\n if <[19] < (frame)> then\n set [frame v] to [1]\n end\n end\n end\nend\nif <(SY) < [0]> then\n set [sx v] to ((SX) * (0.9))\n set [frame v] to [3]\n set [was falling v] to [1]\nelse\n if <(SY) > [0]> then\n set [sx v] to ((SX) * (0.9))\n set [frame v] to [2]\n set [was jumping v] to [1]\n end\nend\nChange X By (SX)\nchange [sy v] by (-1)\nif <(SY) < [-14]> then\n set [sy v] to [-14]\nend\nChange Y By (SY)\nif <(was falling) = [1]> then\n if <(SY) = [0]> then\n set [was falling v] to [0]\n if <<[0.3] < ([abs v] of (SX) )> or <(hit wall) = [1]>> then\n set [frame v] to [4]\n else\n set [frame v] to [1]\n end\n end\nend\nif <(was jumping) = [1]> then\n if <(SY) < [0]> then\n set [frame v] to [3]\n set [was jumping v] to [0]\n end\nend\nchange [cam x v] by ((((X) + ((SX) * (20))) - (Cam X)) / (12))\nchange [cam y v] by (((((Y) + ((SY) * (9))) - (60)) - (Cam Y)) / (12))\nMax Cams\nExtra\nPosition\nTest - Die\nswitch costume to (frame)\n\ndefine Setup\nset [end v] to []\nset [sx v] to [0]\nset [sy v] to [0]\nset [x v] to [0]\nset [y v] to [100]\nset [frame v] to [1]\nswitch costume to (frame)\nMax Cams\nPosition\nbroadcast (Setup v) and wait\nbroadcast (Tick v)\npoint in direction (90)\nset [ghost v] effect to (100)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.5) seconds\nclear graphic effects\ngo to [front v] layer\nshow\n\ndefine Change X By (sx)\nset [hit wall v] to [0]\nchange [x v] by (sx)\nPosition\nif <touching (level v)?> then\n repeat (8)\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 if <touching (level v)?> then\n change [y v] by (-8)\n Position\n repeat until <not <touching (level v)?>>\n set [hit wall v] to [1]\n set [sx v] to [0]\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\n end\nend\n\ndefine Change Y By (sy)\nchange [y v] by (sy)\nPosition\nrepeat until <not <touching (level v)?>>\n set [sy v] to [0]\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n Position\nend\nif <(SY) = [0]> then\n if <(sy) < [0]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((y position) + (20)) < (mouse y)>>> then\n set [sy v] to [14]\n end\n end\nend\n\ndefine Position\ngo to x: ((X) - (Cam X)) y: ((Y) - (Cam Y))\n\ndefine Max Cams\nif <(Level) = [1]> then\n if <(Cam Y) < [-70]> then\n set [cam y v] to [-70]\n end\n if <[300] < (Cam Y)> then\n set [cam y v] to [300]\n end\n if <(Cam X) < [100]> then\n set [cam x v] to [100]\n end\nend\nif <(Level) = [2]> then\n if <(Cam Y) < [-70]> then\n set [cam y v] to [-70]\n end\n if <(Cam X) < [-50]> then\n set [cam x v] to [-50]\n end\n if <[50] < (Cam X)> then\n set [cam x v] to [50]\n end\nend\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [end v] to [:\(]\nend\nif <(Level) = [1]> then\n if <(Y) < [-250]> then\n set [end v] to [:\(]\n end\nend\nif <(Level) = [2]> then\n if <(Y) < [-240]> then\n set [end v] to [:\(]\n end\nend\n\nwhen I receive [die animation v]\nrepeat (2)\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.1) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine Extra\nif <touching (end v)?> then\n if <([costume name v] of [end v]) = [Open]> then\n set [end v] to [:\)]\n end\nend\nif <(Level) = [1]> then\n if <(X) < [-120]> then\n set [x v] to [-120]\n set [sx v] to [0]\n end\nend\n\nwhen I receive [win animation v]\nrepeat until <<(round (X)) = ([x v] of [end v])> and <(round (Y)) = ([y v] of [end v])>>\n change [x v] by ((([x v] of [end v]) - (X)) / (12))\n change [y v] by ((([y v] of [end v]) - (Y)) / (12))\n change [ghost v] effect by (1)\n Position\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (1) seconds\n\ndefine Scroll to Beginning\nif <(Level) = [1]> then\n repeat until <<(round (Cam X)) = (round (100))> and <(round (Cam Y)) = (round (10))>>\n change [cam x v] by (((100) - (Cam X)) / (8))\n change [cam y v] by (((10) - (Cam Y)) / (8))\n broadcast (Tick v)\n Position\n end\nend\nif <(Level) = [2]> then\n repeat until <<(round (Cam X)) = (round (0))> and <(round (Cam Y)) = (round (10))>>\n change [cam x v] by (((0) - (Cam X)) / (8))\n change [cam y v] by (((10) - (Cam Y)) / (8))\n broadcast (Tick v)\n Position\n end\nend\nif <(Level) = [3]> then\n repeat until <<(round (Cam X)) = (round (0))> and <(round (Cam Y)) = (round (10))>>\n change [cam x v] by (((0) - (Cam X)) / (8))\n change [cam y v] by (((10) - (Cam Y)) / (8))\n broadcast (Tick v)\n Position\n end\nend\n\nwhen [r v] key pressed\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [stars collected v] to [0]\nbroadcast (Begin v)\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nhide\nswitch costume to (join (Level) (join [ - ] [1]))\nif <(Level) = [1]> then\n Clone | X: [0] Y: [0]\n Clone | X: [500] Y: [80]\n Clone | X: [800] Y: [20]\n switch costume to ((costume [number v]) - (1))\n Clone | X: [800] Y: [-300]\n Clone | X: [1200] Y: [-100]\nend\nif <(Level) = [2]> then\n Clone | X: [0] Y: [0]\n Clone | X: [0] Y: [650]\nend\nif <(Level) = [3]> then\n Clone | X: [0] Y: [0]\nend\nswitch costume to ( v)\n\ndefine Clone | X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [tick v]\nPosition | X: ((x) - (Cam X)) Y: ((y) - (Cam Y))\n\ndefine Position | X: (x) Y: (y)\ngo to x: (round (x)) y: (round (y))\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nbroadcast (Setup v) and wait\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nswitch costume to (join (Level) (join [ - ] [1]))\nif <(Level) = [1]> then\n Clone | X: [500] Y: [80]\nend\nswitch costume to ( v)\n\ndefine Clone | X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [tick v]\nPosition | X: ((x) - (Cam X)) Y: ((y) - (Cam Y))\n\ndefine Position | X: (x) Y: (y)\ngo to x: (round (x)) y: (round (y))\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\ndelete this clone\n\n@Art\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nswitch costume to (join (Level) (join [ - ] [1]))\nif <(Level) = [1]> then\n Clone | X: [50] Y: [0]\n Clone | X: [800] Y: [0]\nend\nswitch costume to ( v)\n\ndefine Clone | X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [tick v]\nPosition | X: ((x) - (Cam X)) Y: ((y) - (Cam Y))\n\ndefine Position | X: (x) Y: (y)\ngo to x: (round (x)) y: (round (y))\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen I receive [setup v]\ndelete this clone\n\n@Stars\n\nwhen flag clicked\nhide\n\nwhen I receive [setup stars v]\nwait (0) seconds\nswitch costume to (1 - 1 v)\nset [falling? v] to [0]\nset [stars collected v] to [0]\nif <(Level) = [1]> then\n Clone | X: [810] Y: [-130]\n Clone | X: [1170] Y: [180]\n Clone | X: [600] Y: [230]\nend\nif <(Level) = [2]> then\n Clone | X: [200] Y: [200]\n Clone | X: [0] Y: [280]\n Clone | X: [-40] Y: [700]\nend\nswitch costume to ( v)\n\ndefine Clone | X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nPosition | X: ((x) - (Cam X)) Y: ((y) - (Cam Y))\n\ndefine Position | X: (x) Y: (y)\ngo to x: (round (x)) y: (round (y))\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\nif <touching (scratch cat v)?> then\n if <(falling?) = [0]> then\n set [falling? v] to [1]\n change [stars collected v] by (1)\n set [sy v] to [5]\n end\nend\nif <(falling?) = [1]> then\n change [sy v] by (-0.25)\n change [y v] by (sy)\n change [ghost v] effect by (5)\n if <(y) < [-500]> then\n delete this clone\n end\nend\ngo to [front v] layer\n\nwhen I receive [setup stars v]\ndelete this clone\n\nbroadcast (Setup Stars v)\n\n@Boost\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nswitch costume to (join (Level) (join [ - ] [1]))\nif <(Level) = [1]> then\n Clone | X: [800] Y: [-200]\n Clone | X: [1000] Y: [0]\nend\nif <(Level) = [2]> then\n Clone | X: [50] Y: [0]\n Clone | X: [-50] Y: [100]\n Clone | X: [-50] Y: [300]\n Clone | X: [50] Y: [650]\nend\nswitch costume to ( v)\n\ndefine Clone | X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [tick v]\nPosition | X: ((x) - (Cam X)) Y: ((y) - (Cam Y))\n\ndefine Position | X: (x) Y: (y)\ngo to x: (round (x)) y: (round (y))\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\ngo to [back v] layer\nif <touching (scratch cat v)?> then\n if <(costume [number v]) = [2]> then\n set [sx v] to [40]\n set [sy v] to [12]\n end\n if <(costume [number v]) = [3]> then\n set [sx v] to [-5]\n set [sy v] to [15]\n end\n if <(costume [number v]) = [4]> then\n set [sx v] to [-40]\n set [sy v] to [20]\n end\n if <(costume [number v]) = [5]> then\n set [sx v] to [10]\n set [sy v] to [18]\n end\n if <(costume [number v]) = [6]> then\n set [sx v] to [10]\n set [sy v] to [18]\n end\n if <(costume [number v]) = [7]> then\n set [sx v] to [-30]\n set [sy v] to [2]\n end\nend\n\nwhen I receive [setup v]\ndelete this clone\n\n@End\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nif <(Level) = [1]> then\n Go To | X: [1700] Y: [100]\nend\nif <(Level) = [2]> then\n Go To | X: [-150] Y: [700]\nend\n\ndefine Go To | X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [tick v]\nPosition | X: ((x) - (Cam X)) Y: ((y) - (Cam Y))\n\ndefine Position | X: (x) Y: (y)\ngo to x: (round (x)) y: (round (y))\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\nif <(Stars Collected) = [3]> then\n turn left (5) degrees\n switch costume to (open v)\nelse\n switch costume to (closed v)\nend\n\n@Tiles\n\n@Collected #\n\nwhen I receive [start playing v]\nshow\nswitch costume to (join [#] (Stars Collected))\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n switch costume to (join [#] (Stars Collected))\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [die animation v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n
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ᴡɪᴛʜ ᴜɴɪǫᴜᴇ ɢᴀᴍᴇᴘʟᴀʏ ᴀɴᴅ ᴀɴ ᴀᴅᴠᴇɴᴛᴜʀᴏᴜs sᴛᴏʀʏ, ᴛʜɪs ɢᴀᴍᴇ ɪs sᴜʀᴇ ᴛᴏ ᴅʀᴀᴡ ʏᴏᴜ ɪɴ ᴀɴᴅ ᴡɪʟʟ ᴋᴇᴇᴘ sᴜʀᴘʀɪsɪɴɢ ʏᴏᴜ ᴀs ʏᴏᴜ ᴘʟᴀʏ ᴛʜʀᴏᴜɢʜ ᴛʜᴇsᴇ ᴇᴘɪᴄ ʟᴇᴠᴇʟs!!\nI hope you like this game that I put a ton of effort into! :D\n⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯\n- Arrow Keys, WASD, or Mobile to Move :)\nThis was Created in the space of 6 Hours!!! :OOO\nThe unique Gameplay is quite cool actually ;)\nHope you Enjoy!! :D\n⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯\nStory:\n\nScratch Cat was going on his regular morning walk when he got lost, help him find his way home!! :D\n⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯\nSorry about the cheesy blurb lol :PPP\nbtw, don't press left and right at the same time ;-;\nSorry it's short and sort of boring and easy right now :P\nI only had 6 hours to make all of this xD\n⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯\nSorry, more levels coming soon, \nI totally ran out of time :(
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swamp a platformer #all #games #art #lost #swamp
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@Stage\n\n@you\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (-200) y: (-39)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (levels map v)?> then\n change y by (1)\n if <touching (levels map v)?> then\n change y by (1)\n if <touching (levels map v)?> then\n change y by (1)\n if <touching (levels map v)?> then\n change y by (1)\n if <touching (levels map v)?> then\n change y by (1)\n if <touching (levels map v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (space v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [yv 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 (levels map v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (levels map v)?> then\n if <<key (space v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I receive [wiadomość1 v]\ngo to x: (-200) y: (-39)\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-200) y: (-39)\n change volume by (50)\n play sound [roblox_death v] until done\n change volume by (-50)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo \(320 kbps\) v] until done\n set volume to (50) %\nend\n\nwhen [m v] key pressed\nrepeat until <key (u v) pressed?>\n stop all sounds\nend\n\nwait until \n\n@levels map\n\nwhen I receive [wiadomość1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (kostium1 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [zombie7]> then\n broadcast (zobie come v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n broadcast (lololol v)\n end\nend\n\n@tale\n\nwhen flag clicked\nforever\n go to (you v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (20)\n change size by (-1)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Duszek1\n\nwhen flag clicked\nforever\n if <touching (you v)?> then\n broadcast (wiadomość1 v)\n end\nend\n\n@spikes\n\nwhen flag clicked\nswitch costume to (kostium1 v)\n\nwhen I receive [wiadomość1 v]\nnext costume\n\n@Duszek2\n\nwhen flag clicked\nhide\n\n@Duszek3\n\nwhen flag clicked\nhide\ngo to x: (-160) y: (85)\ngo [backward v] (1) layers\n\nwhen I start as a clone\nshow\npoint in direction (pick random (0) to (360))\nforever\n move (10) steps\nend\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [lololol v]\nforever\n repeat (10)\n create clone of (_myself_ v)\n end\nend\n\n@Duszek4\n\nwhen flag clicked\nhide\ngo to x: (143) y: (-20)\ngo [backward v] (1) layers\n\nwhen I start as a clone\nshow\npoint in direction (pick random (0) to (360))\nforever\n move (10) steps\nend\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [lololol v]\nforever\n repeat (2)\n create clone of (_myself_ v)\n end\nend\n\n@GOST\n\nwhen flag clicked\nhide variable [☁ world record v]\n\nwhen I receive [zobie come v]\nshow variable [☁ world record v]\nforever\n if <(timer) < (☁ WORLD RECORD)> then\n set [☁ world record v] to (timer)\n end\nend\n\n@gost 3\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen I receive [zobie come v]\nstop [other scripts in sprite v]\n\n
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-----------------------------instructions-----------------------------\n>green flag\n>Kays or WASD + space to move !\n>m to mute\n>u to un mute\n>❤⭐\n-------------------------------------------------------------------------\nI think It's my best platformer in my life...\n-------------------------------------------------------------------------\n<-LOVES BOARD->\n10 loves-done\n30 loves-done\n50 loves-done\n100 loves-done\n130 loves-done\n150 loves- doneeee\n200 loves- DONE EZ\n240 loves - donee <3\n----------------------------------------------------------------------\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#art #all #games #lost #gry #wszystkie #sztuka #zagubiony #zadórzochasztaków
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Sunset | a scrolling platformer | #games #all
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@Stage\n\nwhen flag clicked\nplay sound [Varexito, Exlo & Almebo - Melodic Hills v] until done\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\npoint in direction (90)\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (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)\nTesting Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Testing Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n set [exit v] to [Die]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (forward v)?> then\n change [sy v] by (5)\n change [sx v] by (8)\n end\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Platforms art\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Coins\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [setup v]\nhide\nset [collected max v] to [0]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n Clone at x: [90] y: [-5]\n Clone at x: [245] y: [20]\n Clone at x: [530] y: [20]\n Clone at x: [760] y: [90]\n Clone at x: [1500] y: [200]\n Clone at x: [1780] y: [180]\n Clone at x: [1980] y: [230]\nelse\nend\nset [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 [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n hide variable [collected v]\nend\n\n@Forward\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Tb\n\nwhen flag clicked\nforever\n go to [front v] layer\n hide\nend\n\n
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I didn’t expect this to blow up...\n\nArrow keys or WASD to move!\nAvoid spikes and lava\nSpeed boosts let you jump FAR!\nPlease “don’t” scroll to the bottom!\n\nYe\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment: I just drank floor juice\n\nFirst person to comment that gets follows from all my alts + a shoutout right here so please follow @DosaKing4422\n:D
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Scratch History Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@coolcat\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\ngo to x: (-209) y: (-149)\nwait (0.5) seconds\nshow\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n switch costume to (costume2 v)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (costume1 v)\n end\n if <touching color (#47ff82)?> then\n go to x: (-209) y: (-148)\n set [x v] to [0]\n set [y v] to [0]\n change [death v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#ff6666)?> then\n change y by (1)\n end\n if <touching color (#ff6666)?> then\n change y by (1)\n end\n if <touching color (#ff6666)?> then\n change y by (1)\n end\n if <touching color (#ff6666)?> then\n change y by (1)\n end\n if <touching color (#ff6666)?> 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 [-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 (#ff6666)?> 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 (#ff6666)?>> then\n set [y v] to [10]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n switch backdrop to (backdrop12 v)\n end\nend\n\nwhen flag clicked\nset size to (50) %\n\nwhen I receive [play v]\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [play v]\nforever\n if <(x position) > [236]> then\n broadcast (next level v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-209) y: (-148)\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\n\nwhen I receive [play v]\nwait (0.5) seconds\nhide\n\n@play\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (10) y: (-90)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Play v)\nrepeat (3)\n change y by (-55)\nend\nhide\nforever\n play sound [Monkeys-Spinning-Monkeys v] until done\nend\n\nwhen [c v] key pressed\nchange volume by (-10)\n\nwhen [v v] key pressed\nchange volume by (10)\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\n\nwhen I receive [play v]\nrepeat (8)\n change x by (55)\nend\nhide\n\nchange y by (55)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (125) y: (139)\nforever\n wait (20) seconds\n show\n wait (5) seconds\n hide\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen flag clicked\nset [name v] to (username)\n\n@Sprite6\n\nwhen flag clicked\nhide\nset size to (70) %\n\nwhen I receive [play v]\nwait (0.5) seconds\nshow\ngo to x: (-33) y: (149)\n\nwhen this sprite clicked\nbroadcast (next level v)\nforever\n if <mouse down?> then\n set size to (55) %\n else\n set size to (70) %\n end\nend\n\n
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Welcome to my first game on this account!\nThis is a platformer about the history of scratch. You will learn many things over 9 (sometimes) hard levels.\nMove with ARROW KEYS\nTurn volume down with C \nTurn volume up with V \n@MasterAndras commented "Great"\n@JC_ProGold loved and faved\nPlease, Follow @TheAsteroid, he is a great guy lol
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Among us Platformer (no sound)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (screen shot 2021-04-20 at 9 v)\n\n@Mini Crewmate?\n\nwhen flag clicked\ngo to x: (-207) y: (-137)\nhide variable [slope v]\nhide variable [x vel. v]\nhide variable [y vel. v]\nset [x vel. v] to [0]\nset [y vel. v] to [0]\nforever\n platformer physics [1] [0.9] [13]\nend\n\ndefine platformer physics (speed) (friction) (jump hight)\nchange [y vel. v] by (-1)\nif <key (right arrow v) pressed?> then\n change [x vel. v] by (speed)\nend\nif <key (left arrow v) pressed?> 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 (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 (-8)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (x vel.) ) / (x vel.)) * (-1))\n end\n set [x vel. v] to [0]\n end\n end\n end\n end\n end\n end\n end\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?> and <touching (level v)?>> then\n set [y vel. v] to (jump hight)\nend\nchange y by (1)\n\nwhen flag clicked\nswitch costume to (crewmate-stand v)\nforever\n broadcast (level 1-2 v)\n broadcast (Level 2-3 v)\n broadcast (Level 3-4 v)\n broadcast (Level 4-5 v)\n broadcast (Level 5-6 v)\n broadcast (Level 6-7 v)\n broadcast (Level 7-8 v)\n broadcast (Level 8-9 v)\n broadcast (Level 9-10 v)\n broadcast (Level 10-WIN v)\nend\n\nwhen I receive [level 1-2 \(3\) v]\ngo to x: (-207) y: (-137)\n\nwhen [left arrow v] key pressed\nrepeat until <not <key (left arrow v) pressed?>>\n switch costume to (crewmate-running\(l\) 1 v)\n wait (0.2) seconds\n if <key (right arrow v) pressed?> then\n stop [this script v]\n end\n switch costume to (crewmate-running\(l\) 2 v)\n wait (0.2) seconds\n if <key (right arrow v) pressed?> then\n stop [this script v]\n end\n switch costume to (crewmate-running\(l\) 3 v)\n wait (0.2) seconds\n if <key (right arrow v) pressed?> then\n stop [this script v]\n end\n switch costume to (crewmate-running\(l\) 4 v)\n wait (0.2) seconds\n if <key (right arrow v) pressed?> then\n stop [this script v]\n end\nend\n\nwhen [right arrow v] key pressed\nrepeat until <not <key (right arrow v) pressed?>>\n switch costume to (crewmate-running\(r\) 1 v)\n wait (0.2) seconds\n if <key (left arrow v) pressed?> then\n stop [this script v]\n end\n switch costume to (crewmate-running\(r\) 2 v)\n wait (0.2) seconds\n if <key (left arrow v) pressed?> then\n stop [this script v]\n end\n switch costume to (crewmate-running\(r\) 3 v)\n wait (0.2) seconds\n if <key (left arrow v) pressed?> then\n stop [this script v]\n end\n switch costume to (crewmate-running\(r\) 4 v)\n wait (0.2) seconds\n if <key (left arrow v) pressed?> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [level 2-3 \(1\) v]\ngo to x: (-207) y: (-137)\n\nwhen [up arrow v] key pressed\nrepeat until <not <key (up arrow v) pressed?>>\n switch costume to (crewmate-stand v)\nend\n\nwhen I receive [tongue kill v]\nif <touching color (#f59292)?> then\n go to x: (-210) y: (-115)\n switch costume to (crewmate-stand v)\nend\n\nwhen I receive [level 3-4 \(2\) v]\ngo to x: (-207) y: (-137)\n\nwhen I receive [level 4-5 \(2\) v]\ngo to x: (-207) y: (-137)\n\nwhen I receive [level 5-6 \(2\) v]\ngo to x: (-207) y: (-137)\n\nwhen I receive [level 6-7 \(2\) v]\ngo to x: (-207) y: (-137)\n\nwhen I receive [imposter kill v]\nif <<touching color (#f59292)?> or <touching color (#ea0000)?>> then\n go to x: (-210) y: (-115)\n switch costume to (crewmate-stand v)\nend\n\nwhen I receive [level 7-8 \(2\) v]\ngo to x: (-207) y: (-137)\n\nwhen I receive [level 9-10 \(2\) v]\ngo to x: (-207) y: (-137)\n\nwhen I receive [level 10-win\(2\) v]\ngo to x: (0) y: (-116)\nforever\n Win Dance\nend\n\ndefine Win Dance\nswitch costume to (crewmate-win v)\n\n@Level\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen I receive [level 1-2 \(2\) v]\nswitch costume to (level 2 v)\nbroadcast (level 1-2 \(3\) v)\n\nwhen I receive [level 5-6 \(2\) v]\nswitch costume to (level 6 v)\n\nwhen I receive [level 3-4 \(2\) v]\nswitch costume to (level 4 v)\n\nwhen I receive [level 4-5 \(2\) v]\nswitch costume to (level 5 v)\nbroadcast (Level 4-5 \(3\) v)\n\nwhen I receive [level 8-9 \(2\) v]\nswitch costume to (level 9 v)\n\nwhen I receive [level 2-3 \(1\) v]\nswitch costume to (level 3 v)\n\nwhen I receive [level 7-8 \(2\) v]\nswitch costume to (level 8 v)\n\nwhen I receive [level 9-10 \(2\) v]\nswitch costume to (level 10 v)\n\nwhen I receive [level 10-win\(2\) v]\nswitch costume to (level win v)\n\nwhen I receive [level 6-7 \(2\) v]\nswitch costume to (level 7 v)\n\nwhen flag clicked\n\n@Mom Crewmate?\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10-win\(2\) v]\nshow\n\n@The "Imposter"\n\nwhen flag clicked\nrepeat until <touching (mom crewmate? v)?>\n switch costume to (imposter-running\(l\) 1 v)\n wait (1) seconds\n switch costume to (imposter-running\(l\) 2 v)\n wait (1) seconds\n switch costume to (imposter-running\(l\) 3 v)\n wait (1) seconds\n switch costume to (imposter-running\(l\) 4 v)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n broadcast (Imposter Kill v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6-7 \(2\) v]\nshow\ngo to x: (0) y: (-70)\nrepeat until <touching color (#dde000)?>\n glide (3) secs to (mini crewmate? v)\nend\n\nwhen I receive [level 7-8 \(2\) v]\ngo to x: (111) y: (-118)\n\nwhen I receive [level 8-9 \(2\) v]\nhide\n\nwhen I receive [level 10-win\(2\) v]\nshow\ngo to [back v] layer\ngo to x: (54) y: (-117)\nforever\n switch costume to (imposter?-dead\(l\) 4 v)\nend\n\n@Tongue\n\nwhen flag clicked\nhide\npoint in direction (90)\n\nwhen I receive [level 2-3 \(1\) v]\ngo to [front v] layer\nshow\ngo to x: (-118) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (-51) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (17) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (87) y: (-100)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n broadcast (Tongue Kill v)\nend\n\nwhen I receive [level 3-4 \(2\) v]\nhide\n\nwhen I receive [level 4-5 \(3\) v]\nshow\ngo to x: (-165) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (-38) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (106) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (-200) y: (-13)\nturn right (180) degrees\ncreate clone of (_myself_ v)\ngo to x: (-99) y: (-13)\ncreate clone of (_myself_ v)\ngo to x: (31) y: (-13)\ncreate clone of (_myself_ v)\ngo to x: (183) y: (-13)\n\nturn right (180) degrees\n\nwhen I receive [level 5-6 \(2\) v]\npoint in direction (0)\ndelete this clone\n\nwhen I receive [level 5-6 \(2\) v]\ngo to [front v] layer\nwait (0.001) seconds\nchange size by (-50)\ngo to x: (-39) y: (18)\ncreate clone of (_myself_ v)\ngo to x: (115) y: (94)\ncreate clone of (_myself_ v)\npoint in direction (90)\nchange size by (150)\ngo to x: (157) y: (-67)\ncreate clone of (_myself_ v)\nchange size by (-150)\ngo to x: (203) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (215) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (226) y: (-117)\ncreate clone of (_myself_ v)\n\nwhen I receive [level 6-7 \(2\) v]\nchange size by (50)\nhide\ndelete this clone\n\nwhen I receive [level 7-8 \(2\) v]\nshow\nwait (0.01) seconds\ngo to x: (-142) y: (-117)\nchange size by (-50)\ncreate clone of (_myself_ v)\ngo to x: (-130) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-117) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-106) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-93) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-78) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-66) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-53) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-53) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-39) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-23) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-12) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-117)\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\n\nwhen I receive [level 7-8 \(2\) v]\ndelete this clone\n\ngo to x: (-106) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-93) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-78) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-66) y: (-117)\ncreate clone of (_myself_ v)\n\nwhen I receive [level 8-9 \(2\) v]\nchange size by (50)\nhide\ndelete this clone\n\n@Task Bar\n\nwhen I receive [task hide v]\nglide (0.5) secs to x: (-115) y: (23)\ngo to [back v] layer\n\nwhen I receive [task show v]\nglide (0.5) secs to x: (36) y: (27)\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (task bar 0 v)\nshow\n\nwhen I receive [level 1-2 \(2\) v]\nswitch costume to (task bar 1 v)\n\nwhen I receive [level 2-3 \(1\) v]\nswitch costume to (task bar 2 v)\n\nwhen I receive [level 3-4 \(2\) v]\nswitch costume to (task bar 3 v)\n\nwhen I receive [level 4-5 \(2\) v]\nswitch costume to (task bar 4 v)\n\nwhen I receive [level 5-6 \(2\) v]\nswitch costume to (task bar 5 v)\n\nwhen I receive [level 6-7 \(2\) v]\nswitch costume to (task bar 6 v)\n\nwhen I receive [level 7-8 \(2\) v]\nswitch costume to (task bar 7 v)\n\nwhen I receive [level 8-9 \(2\) v]\nswitch costume to (task bar 8 v)\n\nwhen I receive [level 9-10 \(2\) v]\nswitch costume to (task bar 9 v)\n\nwhen I receive [level 10-win\(2\) v]\nswitch costume to (task bar 10 v)\n\n@Task Bar 2\n\nwhen flag clicked\nshow\nswitch costume to (task bar 0 v)\n\nwhen I receive [level 5-6 \(2\) v]\nswitch costume to (task bar 5 v)\n\nwhen I receive [level 6-7 \(2\) v]\nswitch costume to (task bar 6 v)\n\nwhen I receive [level 4-5 \(2\) v]\nswitch costume to (task bar 4 v)\n\nwhen I receive [level 3-4 \(2\) v]\nswitch costume to (task bar 3 v)\n\nwhen I receive [level 2-3 \(1\) v]\nswitch costume to (task bar 2 v)\n\nwhen I receive [level 1-2 \(3\) v]\nswitch costume to (task bar 1 v)\n\nwhen I receive [level 8-9 \(2\) v]\nswitch costume to (task bar 8 v)\n\nwhen I receive [level 10-win\(2\) v]\nswitch costume to (task bar 10 v)\n\nwhen I receive [level 7-8 \(2\) v]\nswitch costume to (task bar 7 v)\n\nwhen I receive [level 9-10 \(2\) v]\nswitch costume to (task bar 9 v)\n\n@Task Hide\n\nwhen this sprite clicked\nbroadcast (Task Hide v)\nhide\n\nwhen I receive [task show v]\nwait (0.5) seconds\nshow\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\n@Task Show\n\nwhen this sprite clicked\nbroadcast (Task Show v)\nhide\n\nwhen I receive [task hide v]\nwait (0.5) seconds\nshow\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@Spinning Tongue 1\n\nwhen flag clicked\npoint in direction (90)\nhide\nforever\n turn left (5) degrees\nend\n\nwhen I receive [level 8-9 \(2\) v]\nshow\n\nwhen I receive [level 10-win\(2\) v]\nhide\n\nshow\n\n@Spinning Tongue 2\n\nwhen flag clicked\npoint in direction (90)\nhide\nforever\n turn left (5) degrees\nend\n\nwhen I receive [level 9-10 \(2\) v]\nshow\n\nwhen I receive [level 10-win\(2\) v]\nhide\n\nshow\n\n@Spinning Tongue 3\n\nwhen flag clicked\npoint in direction (90)\nhide\nforever\n turn left (5) degrees\nend\n\nwhen I receive [level 9-10 \(2\) v]\nshow\n\nwhen I receive [level 10-win\(2\) v]\nhide\n\n@ID\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10-win\(2\) v]\nshow\n\n@Vent 1\n\nwhen I receive [level 1-2 v]\nif <touching (mini crewmate? v)?> then\n broadcast (level 1-2 \(2\) v)\nend\n\nwhen I receive [level 1-2 \(3\) v]\nhide\n\nwhen flag clicked\nshow\n\n@Vent 2\n\nwhen I receive [level 1-2 \(3\) v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2-3 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 2-3 \(1\) v)\nend\n\nwhen I receive [level 2-3 \(1\) v]\nhide\n\n@Vent 3\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2-3 \(1\) v]\nshow\n\nwhen I receive [level 3-4 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 3-4 \(2\) v)\nend\n\nwhen I receive [level 3-4 \(2\) v]\nhide\n\n@Vent 4\n\nwhen flag clicked\nhide\n\nwhen I receive [level 4-5 \(2\) v]\nhide\n\nwhen I receive [level 4-5 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 4-5 \(2\) v)\nend\n\nwhen I receive [level 3-4 \(2\) v]\nshow\n\n@Vent 5\n\nwhen flag clicked\nhide\n\nwhen I receive [level 5-6 \(2\) v]\nhide\n\nwhen I receive [level 5-6 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 5-6 \(2\) v)\nend\n\nwhen I receive [level 4-5 \(3\) v]\nshow\n\n@Vent 6\n\nwhen flag clicked\nhide\n\nwhen I receive [level 5-6 \(2\) v]\nshow\n\nwhen I receive [level 6-7 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 6-7 \(2\) v)\nend\n\nwhen I receive [level 6-7 \(2\) v]\nhide\n\n@Vent 7\n\nwhen flag clicked\nhide\n\nwhen I receive [level 7-8 \(2\) v]\nhide\n\nwhen I receive [level 7-8 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 7-8 \(2\) v)\nend\n\nwhen I receive [level 6-7 \(2\) v]\nshow\n\n@Vent 8\n\nwhen flag clicked\nhide\n\nwhen I receive [level 7-8 \(2\) v]\nshow\n\nwhen I receive [level 8-9 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 8-9 \(2\) v)\nend\n\nwhen I receive [level 8-9 \(2\) v]\nhide\n\n@Vent 9\n\nwhen flag clicked\nhide\n\nwhen I receive [level 8-9 \(2\) v]\nshow\n\nwhen I receive [level 9-10 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 9-10 \(2\) v)\nend\n\nwhen I receive [level 9-10 \(2\) v]\nhide\n\n@Vent 10\n\nwhen flag clicked\nhide\n\nwhen I receive [level 9-10 \(2\) v]\nshow\n\nwhen I receive [level 10-win v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 10-WIN\(2\) v)\nend\n\nwhen I receive [level 10-win\(2\) v]\nhide\n\n@Skip 1\n\nwhen this sprite clicked\nhide\nbroadcast (level 1-2 \(2\) v)\nbroadcast (level 1-2 \(3\) v)\n\nwhen flag clicked\nshow\n\nwhen I receive [level 1-2 \(3\) v]\nhide\n\n@Skip 2\n\nwhen this sprite clicked\nhide\nbroadcast (Level 2-3 \(1\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2-3 \(1\) v]\nhide\n\nwhen I receive [level 1-2 \(3\) v]\nshow\n\n@Skip 3\n\nwhen this sprite clicked\nhide\nbroadcast (Level 3-4 \(2\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 3-4 \(2\) v]\nhide\n\nwhen I receive [level 2-3 \(1\) v]\nshow\n\n@Skip 4\n\nwhen this sprite clicked\nhide\nbroadcast (Level 4-5 \(2\) v)\nbroadcast (Level 4-5 \(3\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 4-5 \(2\) v]\nhide\n\nwhen I receive [level 3-4 \(2\) v]\nshow\n\n@Skip 5\n\nwhen this sprite clicked\nhide\nbroadcast (Level 5-6 \(2\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 5-6 \(2\) v]\nhide\n\nwhen I receive [level 4-5 \(3\) v]\nshow\n\n@Skip 6\n\nwhen this sprite clicked\nhide\nbroadcast (Level 6-7 \(2\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6-7 \(2\) v]\nhide\n\nwhen I receive [level 5-6 \(2\) v]\nshow\n\n@Skip 7\n\nwhen this sprite clicked\nhide\nbroadcast (Level 7-8 \(2\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 7-8 \(2\) v]\nhide\n\nwhen I receive [level 6-7 \(2\) v]\nshow\n\n@Skip 8\n\nwhen this sprite clicked\nhide\nbroadcast (Level 8-9 \(2\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 8-9 \(2\) v]\nhide\n\nwhen I receive [level 7-8 \(2\) v]\nshow\n\n@Skip 9\n\nwhen this sprite clicked\nhide\nbroadcast (Level 9-10 \(2\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 9-10 \(2\) v]\nhide\n\nwhen I receive [level 8-9 \(2\) v]\nshow\n\n@Skip 10\n\nwhen this sprite clicked\nhide\nbroadcast (Level 10-WIN\(2\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10-win\(2\) v]\nhide\n\nwhen I receive [level 9-10 \(2\) v]\nshow\n\n
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Help the mini Crew mate get back to their mom\nall levels are possible, I am sorry if its glitchy, I used a lot of blocks and sprites. If it glitches i would suggest closing the tab then open it after a minute\nWhat ENJemoji said\nInstructions:\narrow keys to move\ndon't touch the imposter tongues\nyou can close and open the tool bar by pressing the "Task" button\nUse the mute and un mute buttons to toggle the music/effects \navoid the imposters don't touch them\nmore⤵\nQ and A:\n\nQ:will you make a part 2\nA:i will make a part 2 if I get 100 loves and 10 favourites\n\nQ:was this hard to make\nA: Yes this was hard to make it took me 8 days to make\n\nQ: Can we advertise \nA please do advertise If you want your project to become popular or if you want someone to see It add it to a Studio\n\nQ:can we use your sprites\nA:Yes you can but please give credit same thing with the code
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Superfires platformer: Part 2
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@Stage\n\nwhen flag clicked\nforever\n play sound [Dance Chill Out v] until done\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (right v)\nhide\nbroadcast (Green Flag v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Exit) > []>\n Tick\n set [scroll x v] to (X)\n Position\n broadcast (Tick v)\n end\n if <(Exit) = [w i n]> then\n Game- WIN HOORAY\n else\n Game- Death :(\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\npoint in direction (90)\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (left2 v)\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (right2 v)\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By (round (sx))\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <(In Air) < [5]> then\n set [sy v] to [21]\n switch costume to (up2 v)\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <(In Air) < [5]> then\n change y by (-1)\n switch costume to (down v)\n end\n end\n change [sy v] by (-2)\n Change Player Y By (sy)\n set [scroll x v] to (X)\n Position\n if <(Y) < [-180]> then\n set [exit v] to [dieeee]\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 [dieeee]\nend\n\ndefine Change Player Y By (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nDeath\nrepeat until <not <touching (plataforma 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\nDeath\nif <touching (plataforma v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (plataforma 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 <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> 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 (plataforma 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- Death :(\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.09) seconds\n show\nend\n\ndefine Game- WIN HOORAY\nrepeat (50)\n go to (exit v)\n move ((distance to [exit v]) / (2)) steps\n turn right (50) degrees\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [start project v]\nshow\nbroadcast (GO v)\n\nwhen I receive [go v]\n\nwhen flag clicked\nforever\n if <<touching color (#fff100)?> or <touching color (#e8dd00)?>> then\n set [y v] to [15]\n end\nend\n\nwhen flag clicked\nbroadcast (Play Game v) and wait\nshow\n\nwhen flag clicked\ngo to x: (☁ 0) y: (25)\n\nwhen I receive [miauuuuuuuu v]\nswitch costume to (left v)\n\nwhen flag clicked\nforever\n change [color v] effect by (25)\n wait (0.1) seconds\n if <touching (plataforma v)?> then\n switch backdrop to (backdrop v)\n broadcast (GO v)\n end\nend\n\nwhen flag clicked\nforever\n \nend\n\ndefine Death\n\n@Exit\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [w i n]\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (portal v)\n Clone at x: [1331] y: [63]\nelse\n Clone at x: [1962] y: [69]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [2139] y: [103]\nend\nif <(LEVEL) = [5]> then\n Clone at x: [2236] y: [60]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen flag clicked\nhide\n\n@assets\n\n@plataforma\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [634] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [634] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [634] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [600] y: [0]\n Clone at x: [634] y: [0]\n Clone at x: [638] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (game end win! v)\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nnext costume\n\nwhen I receive [miauuuuuuuu v]\nhide\n\nwhen flag clicked\nset [crowns v] to [0]\n\n@=)\n\ndefine Movement (movement v.1)\nforever\n if <(movement v.1) = [1]> then\n start sound [Low Whoosh v]\n show\n go to [front v] layer\n glide (1) secs to x: (106) y: (150)\n repeat (2)\n point in direction (90)\n wait (0.1) seconds\n turn right (4) degrees\n wait (0.1) seconds\n turn left (6) degrees\n wait (0.1) seconds\n turn right (8) degrees\n wait (0.1) seconds\n end\n set [ghost v] effect to (999999)\n wait (1) seconds\n clear graphic effects\n go to [back v] layer\n hide\n end\n if <(movement v.1) = [2]> then\n go to x: (106) y: (206)\n point in direction (90)\n go to [front v] layer\n show\n start sound [Low Whoosh v]\n glide (1) secs to x: (106) y: (150)\n repeat (2)\n point in direction (90)\n wait (0.1) seconds\n turn right (4) degrees\n wait (0.1) seconds\n turn left (6) degrees\n wait (0.1) seconds\n turn right (8) degrees\n wait (0.1) seconds\n end\n point in direction (90)\n set [ghost v] effect to (999)\n wait (1) seconds\n go to [back v] layer\n hide\n end\n wait (15) seconds\nend\n\nwhen flag clicked\nclear graphic effects\ngo to x: (106) y: (206)\npoint in direction (90)\nhide\nwait (pick random (15) to (25)) seconds\nMovement [1]\nwait (pick random (15) to (25)) seconds\nMovement [2]\n\n@Sprite1\n\nwhen this sprite clicked\nask [What's the code?] and wait\nif <<(answer) = [griffpatch]> or <<(answer) = [SuperFire87654321]> or <<(answer) = [Reborn]> or <<(answer) = [kamehameha]> or <(answer) = [Scratch]>>>>> then\n change [crowns v] by (100)\nend\n\nwhen this sprite clicked\nask [Answer code.] and wait\nif <(answer) = [turquoisetreats]> then\n broadcast (donut v)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Player2\n\nwhen flag clicked\nhide\n\n@Donut\n\nwhen flag clicked\nhide\n\nwhen I receive [donut v]\nshow\nplay sound [Chomp v] until done\n\n
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please heart star and follow!\nTHIS IS NOT A COPY I CHANGED BACKDROP PLAYER AND PORTAL TO NEXT LEVEL
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vexcube || scrolling platformer #games #Scrolling #Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [all-decked-out-tonight_GJ3jELHO v] until done\nend\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Hard!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thank you.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nset [connect v] to [Connecting]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [620]\n set [y v] to [30]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n set [x v] to [1370]\n set [y v] to [670]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [5]\nset [timout v] to [0]\nset [exit v] to []\nset size to (90) %\nshow\nset rotation style [left-right v]\n\ndefine Tick\nchange [sx v] by ((2.2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\nset [sx v] to ((sx) * (0.7))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n set [sy v] to [12]\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [20]\nend\nif <(sy) > [-20]> then\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\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timout v] to [0]\nelse\n change [timout v] by (1)\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<touching (spinny v)?> or <touching (danger v)?>> then\n set [exit v] to [die]\n Reset\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen I receive [timeout v]\nhide\n\nset [checkpoint v] to [2]\n\nif <(timer) < [50]> then\nend\n\nif <(timer) < [50]> then\nend\n\nif <(timer) < [50]> then\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [481] [0]\nClone at [152] [500]\nClone at [700] [0]\nClone at [700] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Checkpoint\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n switch costume to (open v)\n change [checkpoint v] by (1)\n end\nend\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nClone at [620] [12]\nClone at [1370] [660]\nClone at [2787] [428]\nset [x v] to [-99999]\n\nClone at [1280] [645]\n\n@Bouncy\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [555] [-102]\nClone at [2300] [420]\nClone at [2370] [420]\nClone at [2440] [420]\nClone at [2510] [420]\nClone at [2580] [420]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nswitch costume to (bouncy2 v)\n\n@Spinny\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (6) degrees\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [175] [-110]\nClone at [675] [0]\nClone at [1170] [515]\nClone at [1280] [645]\nClone at [2141] [669]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [152] [400]\nClone at [700] [0]\nClone at [700] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@thumbnail\n\nwhen [timer v] > (0.01)\nshow\n\nwhen flag clicked\nbroadcast (begin v)\nset [timer v] to [0]\nbroadcast (Play Game v)\nhide\nforever\n show variable [timer v]\n reset timer\n hide\nend\n\nwhen flag clicked\nhide\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen I receive [win v]\nif <<(timer) < (☁ world record)> and <not <(timer) = [0.1]>>> then\n set [☁ world record v] to (timer)\nend\n\nwhen I receive [tick v]\nif <not <(CHECKPOINT) = [3]>> then\n change [timer v] by (0.1)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(CHECKPOINT) = [3]> then\n show\n end\nend\n\n
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1000+ views! type your score to get on leaderboad\npart 2: https://scratch.mit.edu/projects/521558551/\nleaderboard:\n@--Greenwood-- :94.6\n@John-Wick0591: 95.4 \n@yash_dev: 98.4 \nnew game:https://scratch.mit.edu/projects/521225157/\nthere is a platformer game called vex i tried making the checkpoints,platforms like the ones in vex\nlaggy? play here :https://turbowarp.org/519749310\n__intructions__\narrows to move\nget to the last checkpoint to win\nafter you win you can type the time it took you\n\ntags\n#vex #Scrolling #Platformer #games #all
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Danganronpa platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [like v]\nswitch backdrop to (backdrop2 v)\n\n@Bowl\n\nwhen flag clicked\nwait (0.5) seconds\nshow\ngo to [front v] layer\nset [my variable v] to [0]\ngo to x: (-224) y: (-29)\nset rotation style [left-right v]\nforever\n if <touching color (#ffffff)?> then\n set [my variable v] to [0]\n if <key (up arrow v) pressed?> then\n set [my variable v] to [11]\n change y by (my variable)\n end\n end\n if <not <touching color (#ffffff)?>> then\n change [my variable v] by (-1)\n change y by (my variable)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change x by (6)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change x by (-6)\n end\n if <touching color (#b41212)?> then\n if <key (right arrow v) pressed?> then\n change x by (-6)\n end\n if <key (left arrow v) pressed?> then\n change x by (6)\n end\n if <(my variable) > [0]> then\n change [my variable v] by ((my variable) * (-1))\n end\n end\n if <touching color (#de42dc)?> then\n wait (0.1) seconds\n go to x: (-199) y: (-44)\n end\n if <touching color (#ff1410)?> then\n start sound [Collect v]\n broadcast (Next v)\n go to x: (-199) y: (-44)\n end\n if <touching color (#ff00fb)?> then\n broadcast (End v)\n hide\n stop [this script v]\n end\nend\n\nstart sound [recording2 v]\n\nwhen [space v] key pressed\nforever\n if <touching color (#de42dc)?> then\n play sound [recording1 v] until done\n end\nend\n\n@Sprite1\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [end v]\nwait (2) seconds\nhide\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to x: (-3) y: (10)\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n play sound [recording2 v] until done\n play sound [recording1 v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (-193) y: (75)\nforever\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (8)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (2))\n else\n change size by (((100) - (size)) / (4))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (5)) ) * (3)))\n change size by (((90) - (size)) / (2))\n end\n set size to (100) %\n wait (0) seconds\n if <<touching (mouse-pointer v)?> and <not <([costume # v] of [levels v]) = [15]>>> then\n broadcast (Next v)\n end\n end\nend\n\nwhen flag clicked\nshow\nwait until <([costume # v] of [platforms v]) = [12]>\nhide\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset size to (100) %\nset [zine v] to [0]\n\nwhen I receive [end v]\nstop [this script v]\n\nwhen I receive [like v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nwait (2) seconds\nshow\nwait (3) seconds\nbroadcast (like v)\n\nwhen I receive [like v]\nforever\n change [ghost v] effect by (5)\nend\n\n@Sprite5\n\nwhen I receive [like v]\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\n\nwhen I receive [like v]\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (-137) y: (0)\nforever\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (8)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (2))\n else\n change size by (((100) - (size)) / (4))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (5)) ) * (3)))\n change size by (((90) - (size)) / (2))\n end\n set size to (100) %\n wait (0) seconds\n end\nend\n\n@Sprite6\n\nwhen I receive [like v]\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen flag clicked\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (120) y: (0)\nforever\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (8)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (2))\n else\n change size by (((100) - (size)) / (4))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (5)) ) * (3)))\n change size by (((90) - (size)) / (2))\n end\n set size to (100) %\n wait (0) seconds\n end\nend\n\n@Sprite7\n\nwhen I receive [like v]\ngo to x: (20) y: (0)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Sprite8\n\n
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press space for the body discovery announcment to play!\ndon't touch your friends blood! {dark pink}\n100% possible but sometimes hard!\nclick the monokuma to skip\nUse ⬆⬅➡ \ndon't forget to ❤️ and ⭐️ :D\n\n
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Train Heist - Platformer #games
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@Stage\n\nwhen flag clicked\nset volume to (100) %\n\nforever\nend\n\nplay sound [Music v] until done\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Player\n\nwhen flag clicked\nwait (.5) seconds\nshow\ngo to [front v] layer\nset [y v] to [0]\ngo to x: (-199) y: (-38)\nset rotation style [left-right v]\nforever\n if <touching color (#000000)?> then\n set [y v] to [0]\n if <key (up arrow v) pressed?> then\n set [y v] to [11]\n change y by (Y)\n end\n end\n if <not <touching color (#000000)?>> then\n change [y v] by (-1)\n change y by (Y)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change x by (6)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change x by (-6)\n end\n if <touching color (#b41212)?> then\n if <key (right arrow v) pressed?> then\n change x by (-6)\n end\n if <key (left arrow v) pressed?> then\n change x by (6)\n end\n if <(Y) > [0]> then\n change [y v] by ((Y) * (-1))\n end\n end\n if <touching color (#ffffff)?> then\n start sound [Collect v]\n broadcast (Next v)\n go to x: (-199) y: (-44)\n end\n if <touching color (#969696)?> then\n start sound [Crunch v]\n go to x: (-199) y: (-44)\n end\n if <touching (gold v)?> then\n broadcast (End v)\n hide\n stop [this script v]\n end\nend\n\n@Train\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [end v]\nhide\n\n@Moving BackDrop\n\nwhen flag clicked\nshow\ngo to x: (0) y: (70)\nforever\n change x by (-10)\n if <(x position) < [-556]> then\n go to x: (541) y: (70)\n end\nend\n\nwhen I receive [end v]\ngo to [back v] layer\n\n@Moving BackDrop2\n\nwhen flag clicked\ngo to x: (541) y: (70)\nhide\nwait (.5) seconds\nshow\nforever\n change x by (-10)\n if <(x position) < [-556]> then\n go to x: (541) y: (70)\n end\nend\n\nwhen I receive [end v]\ngo to [back v] layer\n\n@Gold\n\nwhen flag clicked\nforever\n go to x: (172) y: (-111)\n if <([costume # v] of [train v]) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@You\n\nwhen I receive [end v]\nswitch costume to (normal v)\nshow\nrepeat (40)\n change x by (5)\nend\n\nwhen flag clicked\nhide\ngo to x: (-203) y: (32)\n\n@Cutscene Background\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [end v]\nshow\n\n@Speak\n\nwhen flag clicked\nhide\ngo to x: (-5) y: (-139)\n\nwhen I receive [end v]\nwait (1) seconds\nshow\nwait (6) seconds\nbroadcast (Lkei it? v)\n\n@Fade\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [lkei it? v]\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\n
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This is my another game. It is platformer game where the man heists the train.\nPlay and Enjoy:) \n\nINSTRUCTIONS___\n*Avoid spikes \n* Avoid falling under train if happens\n*Get to the end \n\nCONTROLS__\n[Arrow keys] to move\n[up arrow] to jump\n\n\n\n\n\n\n
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Colorless- a platformer online!
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@Stage\n\nwhen flag clicked\nswitch backdrop to (normal v)\nplay sound [Connect v] until done\nforever\n play sound [Distant_Lands v] until done\nend\n\nwhen I receive [blue brush collected v]\nswitch backdrop to (blue backdrop v)\n\nwhen I receive [game complete! v]\nswitch backdrop to (game complete v)\n\n@Player\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\n\ndefine Physics\nif <(Player) = [1]> then\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 (2)\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 (-2)\n end\n change x by (x)\n if <touching (level v)?> then\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 if <(x) > [0]> then\n set [x v] to [-10]\n set [y v] to [10]\n else\n set [x v] to [10]\n set [y v] to [10]\n end\n end\n else\n set [x v] to ((x) * (0.8))\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 if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Jumping?) = [y]> then\n set [y v] to [12]\n set [jumping? v] to [n]\n end\n end\n else\n change [y v] by (-1)\n set [jumping? v] to [y]\n end\n if <<touching (spike v)?> or <touching (lava v)?>> then\n Restart\n end\n if <(x position) > [225]> then\n change [level v] by (1)\n Restart\n end\nend\n\nwhen flag clicked\nchange [☁ players v] by (1)\nset [player v] to [0]\nswitch costume to (costume1 v)\nRestart\nshow\nset [level v] to [1]\nforever\n Physics\n if <touching (brush v)?> then\n switch costume to (costume2 v)\n set [level v] to [9]\n Restart\n broadcast (blue brush collected v)\n end\n if <key (r v) pressed?> then\n Restart\n end\n if <key (s v) pressed?> then\n wait until <not <key (s v) pressed?>>\n Skip level\n end\n if <touching (brush2 v)?> then\n switch costume to (costume2 v)\n set [level v] to [13]\n Restart\n broadcast (Red brush collected v)\n end\n if <(Level) = [9]> then\n switch costume to (costume2 v)\n broadcast (blue brush collected v)\n end\n if <touching (brush3 v)?> then\n switch costume to (costume2 v)\n set [level v] to [16]\n Restart\n broadcast (Game complete! v)\n end\nend\n\ndefine Slope Detection\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n change x by (1)\n change [slope v] by (1)\nend\nif <touching (level v)?> then\n change y by (-8)\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-184]> then\n Restart\n end\nend\n\ndefine Skip level\nchange [level v] by (1)\nRestart\n\nwhen flag clicked\nforever\n if <(Player) = [1]> then\n set [☁ p1 x v] to (x position)\n set [☁ p1 y v] to (y position)\n end\nend\n\nwhen flag clicked\nforever\n online movement\nend\n\ndefine online movement\ngo to x: (☁ p1 x) y: (☁ p1 y)\n\nwhen flag clicked\nforever\n if <(Player) = [1]> then\n set [☁ p1lvl v] to (Level)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = (☁ p2lvl)>> then\n broadcast (ghost p2 v)\n else\n broadcast (unghost p2 v)\n end\nend\n\nif <(Player) = [1]> then\n\nwhen flag clicked\nforever\n if <not <(Level) = (☁ p3lvl)>> then\n broadcast (ghost p3 v)\n else\n broadcast (unghost p3 v)\n end\nend\n\nif <(Player) = [1]> then\n\nwhen flag clicked\nforever\n if <not <(Level) = (☁ p1lvl)>> then\n broadcast (ghost p1 v)\n else\n broadcast (unghost p1 v)\n end\nend\n\nwhen I receive [ghost p1 v]\nset [ghost v] effect to (50)\n\nwhen I receive [unghost p1 v]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(Player) = [0]> then\n set [timer v] to [0]\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n set size to (90) %\n switch costume to (Level)\nend\n\n@text\n\nwhen flag clicked\ngo to x: (28) y: (-7)\nforever\n set size to (100) %\n switch costume to (Level)\n if <(Level) = [2]> then\n go to x: (13) y: (75)\n end\n if <(Level) = [3]> then\n go to x: (13) y: (85)\n end\n if <(Level) = [4]> then\n go to x: (5) y: (140)\n end\n if <(Level) = [6]> then\n go to x: (-100) y: (135)\n end\n if <(Level) = [7]> then\n go to x: (5) y: (75)\n end\n if <(Level) = [9]> then\n go to x: (5) y: (12)\n end\n if <(Level) = [10]> then\n go to x: (5) y: (100)\n end\nend\n\n@Brush\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n show\n else\n hide\n end\nend\n\n@spike\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [13]> then\n go to x: (-73) y: (-123)\n show\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n else\n hide\n if <(Level) = [50]> then\n end\nend\n\nwhen I start as a clone\ngo to x: (120) y: (-123)\nswitch costume to (costume1 v)\nforever\n if <(Level) = [13]> then\n show\n else\n delete this clone\n end\nend\n\nif <not <(Level) = [13]>> then\n delete this clone\nend\n\n@Brush2\n\nwhen flag clicked\ngo to x: (27) y: (-55)\nforever\n if <(Level) = [12]> then\n show\n else\n hide\n end\nend\n\n@Lava\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n show\n else\n hide\n end\nend\n\n@Brush3\n\nwhen flag clicked\nforever\n go to x: (21) y: (-70)\n if <(Level) = [15]> then\n show\n else\n hide\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nset size to (100) %\nhide\ngo to x: (-121) y: (90)\nforever\n go to x: (0) y: (00)\n reset timer\n go to [front v] layer\nend\n\nwhen [timer v] > (0)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Player2\n\nwhen flag clicked\nforever\n if <(Player) = [2]> then\n set [☁ p2lvl v] to (Level)\n end\nend\n\ndefine online movement\ngo to x: (☁ p2 x) y: (☁ p2 y)\n\nwhen flag clicked\nforever\n online movement\nend\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\n\ndefine Physics\nif <(Player) = [2]> then\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 (2)\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 (-2)\n end\n change x by (x)\n if <touching (level v)?> then\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 if <(x) > [0]> then\n set [x v] to [-10]\n set [y v] to [10]\n else\n set [x v] to [10]\n set [y v] to [10]\n end\n end\n else\n set [x v] to ((x) * (0.8))\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 if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Jumping?) = [y]> then\n set [y v] to [12]\n set [jumping? v] to [n]\n end\n end\n else\n change [y v] by (-1)\n set [jumping? v] to [y]\n end\n if <<touching (spike v)?> or <touching (lava v)?>> then\n Restart\n end\n if <(x position) > [225]> then\n change [level v] by (1)\n Restart\n end\nend\n\nwhen flag clicked\nset [player v] to [1]\nswitch costume to (costume1 v)\nRestart\nshow\nset [level v] to [1]\nforever\n Physics\n if <touching (brush v)?> then\n switch costume to (costume2 v)\n set [level v] to [9]\n Restart\n broadcast (blue brush collected v)\n end\n if <key (r v) pressed?> then\n Restart\n end\n if <key (s v) pressed?> then\n wait until <not <key (s v) pressed?>>\n Skip level\n end\n if <touching (brush2 v)?> then\n switch costume to (costume2 v)\n set [level v] to [13]\n Restart\n broadcast (Red brush collected v)\n end\n if <(Level) = [9]> then\n switch costume to (costume2 v)\n broadcast (blue brush collected v)\n end\n if <touching (brush3 v)?> then\n switch costume to (costume2 v)\n set [level v] to [16]\n Restart\n broadcast (Game complete! v)\n end\nend\n\ndefine Slope Detection\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n change x by (1)\n change [slope v] by (1)\nend\nif <touching (level v)?> then\n change y by (-8)\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-184]> then\n Restart\n end\nend\n\ndefine Skip level\nchange [level v] by (1)\nRestart\n\nwhen flag clicked\nforever\n if <(Player) = [2]> then\n set [☁ p2 x v] to (x position)\n set [☁ p2 y v] to (y position)\n end\nend\n\nwhen I receive [ghost p2 v]\nset [ghost v] effect to (50)\n\nwhen I receive [unghost p2 v]\nset [ghost v] effect to (0)\n\n@Player3\n\nwhen flag clicked\nforever\n if <(Player) = [3]> then\n set [☁ p3lvl v] to (Level)\n end\nend\n\nwhen flag clicked\nforever\n online movement\nend\n\ndefine online movement\ngo to x: (☁ p3 x) y: (☁ p3 y)\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\n\ndefine Physics\nif <(Player) = [3]> then\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 (2)\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 (-2)\n end\n change x by (x)\n if <touching (level v)?> then\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 if <(x) > [0]> then\n set [x v] to [-10]\n set [y v] to [10]\n else\n set [x v] to [10]\n set [y v] to [10]\n end\n end\n else\n set [x v] to ((x) * (0.8))\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 if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Jumping?) = [y]> then\n set [y v] to [12]\n set [jumping? v] to [n]\n end\n end\n else\n change [y v] by (-1)\n set [jumping? v] to [y]\n end\n if <<touching (spike v)?> or <touching (lava v)?>> then\n Restart\n end\n if <(x position) > [225]> then\n change [level v] by (1)\n Restart\n end\nend\n\nwhen flag clicked\nset [player v] to [1]\nswitch costume to (costume1 v)\nRestart\nshow\nset [level v] to [1]\nforever\n Physics\n if <touching (brush v)?> then\n switch costume to (costume2 v)\n set [level v] to [9]\n Restart\n broadcast (blue brush collected v)\n end\n if <key (r v) pressed?> then\n Restart\n end\n if <key (s v) pressed?> then\n wait until <not <key (s v) pressed?>>\n Skip level\n end\n if <touching (brush2 v)?> then\n switch costume to (costume2 v)\n set [level v] to [13]\n Restart\n broadcast (Red brush collected v)\n end\n if <(Level) = [9]> then\n switch costume to (costume2 v)\n broadcast (blue brush collected v)\n end\n if <touching (brush3 v)?> then\n switch costume to (costume2 v)\n set [level v] to [16]\n Restart\n broadcast (Game complete! v)\n end\nend\n\ndefine Slope Detection\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n change x by (1)\n change [slope v] by (1)\nend\nif <touching (level v)?> then\n change y by (-8)\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-184]> then\n Restart\n end\nend\n\ndefine Skip level\nchange [level v] by (1)\nRestart\n\nwhen flag clicked\nset [timer v] to [0.1]\nforever\n wait (0.1) seconds\n change [timer v] by (0.1)\nend\n\nwhen flag clicked\nforever\n if <(Player) = [3]> then\n set [☁ p3 x v] to (x position)\n set [☁ p3 y v] to (y position)\n end\nend\n\nwhen flag clicked\nforever\n go to x: (☁ p3 x) y: (☁ p3 y)\nend\n\nwhen I receive [ghost p3 v]\nset [ghost v] effect to (50)\n\nwhen I receive [unghost p3 v]\nset [ghost v] effect to (0)\n\n
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Use arrow keys or w,a,s,d to move.\nAlso is mobile!\nPress s to skip and press r to reset\n----------------NOTE------------------\nyou cannot play if you are a new scratcher or signed out.\n\nupload videos here\n---------------------------------------\nhttps://scratch.mit.edu/studios/29653454/projects/
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Cute - A platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Frozen Droplets v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n repeat until <(level) = [13]>\n hide\n end\n if <(level) = [13]> then\n show\n broadcast (A v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n hide\nend\n\nshow\ngo to [front v] layer\n\n@Level stuffs\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\n if <(level) = [11]> then\n switch costume to (11 v)\n go to x: (-77) y: (-110)\n end\n if <(level) = [12]> then\n switch costume to (12 v)\n go to x: (-77) y: (-110)\n broadcast (e v)\n end\n if <(level) = [13]> then\n switch costume to (13 v)\n go to x: (-77) y: (-110)\n end\nend\n\n@ground\n\nwhen I receive [e v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [a v]\nswitch costume to (costume1 v)\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 (level stuffs v)?> then\n go to x: (-207) y: (-117)\n play sound [die v] until done\n end\nend\n\nwhen flag clicked\nif <touching (level stuffs v)?> then\n go to x: (-207) y: (-116)\nend\n\n
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\n\n\n\nE\n\n\n\n200?! WHAT?! I THOUGHT THIS WOULD GET LIKE 20 VIEWS OR SUM OMG 4/25/2021\n\n\nI forgot who did part of the thumbnail but credit to him/her\n\n600 views?! THAT MEANS 600 PEOPLE ON SCRATCH SAW THIS! :0\n\n
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Sunrise - A Platformer
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@Stage\n\nwhen flag clicked\nforever\n if <([costume # v] of [platform v]) = [10]> then\n broadcast (Game Over v) and wait\n end\nend\n\nwhen backdrop switches to [game over v]\nbroadcast (hide v)\nstop [all v]\n\nwhen I receive [game over v]\nswitch backdrop to (game over v) and wait\n\nwhen flag clicked\nswitch backdrop to (fp v)\n\nwhen flag clicked\nforever\n play sound [Bg Music v] until done\nend\n\n@Player\n\nwhen I receive [tick v]\nHandle y\nHandle x\n\nwhen I receive [next level v]\nset x to (-185)\n\nwhen I receive [hide v]\nhide\n\ndefine Handle y\nchange y by (speed y)\nif <touching (platform v)?> then\n if <(speed y) > [0]> then\n repeat until <not <touching (platform v)?>>\n change y by (-1)\n end\n set [speed y v] to [0]\n end\n if <(speed y) < [0]> then\n set [on the ground v] to [TRUE]\n repeat until <not <touching (platform v)?>>\n change y by (1)\n end\n set [speed y v] to [0]\n end\nelse\n set [on the ground v] to [FALSE]\nend\nchange [speed y v] by (-2)\n\ndefine Handle x\nchange x by (speed x)\nif <touching (platform v)?> then\n if <(speed x) > [0]> then\n repeat until <not <touching (platform v)?>>\n change x by (-1)\n end\n set [speed x v] to [0]\n end\n if <(speed x) < [0]> then\n repeat until <not <touching (platform v)?>>\n change x by (1)\n end\n set [speed x v] to [0]\n end\nend\nif <(speed x) > [0]> then\n change [speed x v] by (-1)\nend\nif <(speed x) < [0]> then\n change [speed x v] by (1)\nend\n\nwhen backdrop switches to [game play v]\nshow\ngo to x: (-185) y: (-43)\nset [on the ground v] to [TRUE]\nset [speed x v] to [0]\nset [speed y v] to [0]\nforever\n if <touching (danger v)?> then\n repeat (5)\n set [ghost v] effect to (100)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n wait (0.1) seconds\n end\n show\n set x to (-185)\n end\n if <touching (right edge v)?> then\n broadcast (next level v) and wait\n end\n if <key (left arrow v) pressed?> then\n set [speed x v] to [-7]\n end\n if <key (right arrow v) pressed?> then\n set [speed x v] to [7]\n end\n if <mouse down?> then\n if <(mouse x) > [0]> then\n set [speed x v] to [7]\n end\n end\n if <mouse down?> then\n if <[0] > (mouse x)> then\n set [speed x v] to [-7]\n end\n end\n if <<key (up arrow v) pressed?> and <(on the ground) = [TRUE]>> then\n set [speed y v] to [25]\n end\n if <mouse down?> then\n if <(mouse y) > [-100]> then\n if <(on the ground) = [TRUE]> then\n set [speed y v] to [25]\n end\n end\n end\nend\n\nwhen backdrop switches to [game play v]\nshow\nset [speed y v] to [0]\ngo to [front v] layer\nforever\n broadcast (tick v) and wait\nend\n\nwhen backdrop switches to [front page v]\nhide\n\nwhen flag clicked\nswitch backdrop to (game play v)\n\nwhen backdrop switches to [fp v]\nhide\n\nwhen backdrop switches to [game play v]\nshow\n\n@Platform\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [hide v]\nhide\n\nwhen backdrop switches to [game play v]\nshow\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [fp v]\nhide\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [hide v]\nhide\n\nwhen backdrop switches to [game play v]\nshow\nswitch costume to (level 1 v)\ngo to [front v] layer\n\nwhen backdrop switches to [fp v]\nhide\n\n@Decorations\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [game play v]\ngo to [front v] layer\nshow\n\nwhen backdrop switches to [fp v]\nhide\n\n@right edge\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [game over v]\nhide\n\nwhen backdrop switches to [game play v]\nshow\n\nwhen backdrop switches to [fp v]\nhide\n\nwhen flag clicked\nforever\n if <touching (birds v)?> then\n broadcast (new v) and wait\n end\nend\n\n@Play\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-14) y: (-22)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (85) %\n set [ghost v] effect to (30)\n else\n set size to (100) %\n set [ghost v] effect to (-10)\n end\nend\n\nwhen this sprite clicked\nswitch backdrop to (game play v)\n\nwhen backdrop switches to [fp v]\nshow\n\nwhen backdrop switches to [game play v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nhide variable [my variable v]\nhide variable [ᴇʀᴀꜱᴇʀ ꜱɪᴢᴇ v]\nshow\ngo to [front v] layer\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nrepeat (20)\n change [brightness v] effect by (-5)\n change [ghost v] effect by (-5)\nend\n\n@Birds\n\nwhen flag clicked\nset size to (75) %\ngo to x: (-207) y: (123)\nset [move bird v] to [4]\nhide\n\nwhen backdrop switches to [game play v]\nshow\nforever\n move (move bird) steps\n wait (0.1) seconds\n next costume\nend\n\nwhen I receive [new v]\ngo to x: (-300) y: (126)\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen backdrop switches to [fp v]\nhide\n\n
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-------------------------------------------------------------------------\n ѕυηяιѕє α ρℓαтƒσямєя\n-------------------------------------------------------------------------\nFRONT PAGED ON 10.07.2021!!!\nTʜᴀɴᴋ ʏᴏᴜ ꜱᴏᴏ ᴍᴜᴄʜ @Yadesh123 ꜰᴏʀ ᴄᴜʀᴀᴛɪɴɢ ᴍʏ ᴘʀᴏᴊᴇᴄᴛ! \n✎ INSTRUCTIONS:-\n⇒ Uꜱᴇ ᴛʜᴇ ᴀʀʀᴏᴡ ᴋᴇʏꜱ ᴛᴏ ᴏᴘᴇʀᴀᴛᴇ ᴛʜᴇ ᴘʟᴀʏᴇʀ ᴀɴᴅ \n ʜᴇʟᴘ ɪᴛ ᴄʀᴏꜱꜱ ᴀʟʟ ᴛʜᴇ ʟᴇᴠᴇʟꜱ.\n⇒ Mᴀᴋᴇ ꜱᴜʀᴇ ʏᴏᴜ ᴅᴏɴ'ᴛ ᴛᴏᴜᴄʜ ᴛʜᴇ ᴅᴀɴɢᴇʀ! Bᴇᴡᴀʀᴇ!\n⇒ Eɴᴊᴏʏ Sᴜɴʀɪꜱᴇ!\n ------------------------------------------------------------------------\n✎Cʀᴇᴅɪᴛs:-\n⨀ Cᴏᴅᴇ - ʙʏ ᴍᴇ\n⨀ Aʀᴛ - ʙʏ ᴍᴇ\n⨀ Sᴘʀɪᴛᴇꜱ - ꜰᴇᴡ ꜰʀᴏᴍ Gᴏᴏɢʟᴇ \n⨀ Mᴜꜱɪᴄ - Bᴇɴꜱᴏᴜɴᴅᴢ\n⨀ Tʜᴀɴᴋꜱ ᴛᴏ Cᴀɴᴠᴀ ꜰᴏʀ ᴛʜᴇ ꜰᴏɴᴛꜱ.\n------------------------------------------------------------------------\n✂¦ Tᴀɢꜱ :-\nsunrise#platformer#fun#creative#easy#all#\n------------------------------------------------------------------------\nMᴀᴋᴇ ꜱᴜʀᴇ ʏᴏᴜ ʟᴇᴀᴠᴇ ᴀ ʟᴏᴠᴇ ᴀɴᴅ ꜰᴀᴠ ɪꜰ ʏᴏᴜ ʟɪᴋᴇ ɪᴛ!\n-------------------------------------------------------------------------\nTʜᴀɴᴋ Yᴏᴜ!
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┈━═☆ Earth Dude ~ A Platformer ☆═━┈
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@Stage\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [23]> then\n broadcast (End Da Game v)\n end\nend\n\nwhen I receive [passed level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop23 v)\n\nwhen I receive [earth dude v]\nnext backdrop\n\nwhen I receive [earth dudette! v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [MUSIIIIIIIIIIIIICCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC v] until done\nend\n\n@Earth Dude\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop21 v]\nclear graphic effects\n\nwhen backdrop switches to [backdrop1 v]\nset [time v] to [0]\nrepeat until <(backdrop [number v]) = [21]>\n wait (.1) seconds\n change [time v] by (.1)\nend\n\nwhen I receive [end da game v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [earth dude v]\nswitch costume to (right-facing ed v)\nshow\npoint in direction (90)\ngo to x: (-201) y: (33)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (right-facing ed v)\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left-facing ed v)\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 (#47ff5a)?> then\n change y by (1)\n if <touching color (#47ff5a)?> then\n change y by (1)\n if <touching color (#47ff5a)?> then\n change y by (1)\n if <touching color (#47ff5a)?> then\n change y by (1)\n if <touching color (#47ff5a)?> then\n change y by (1)\n change x by ((Xv) * (-1))\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#47ff5a)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#47ff5a)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <<<touching color (#fbff2d)?> or <touching color (#fdff67)?>> or > then\n go to x: (-193) y: (31)\n broadcast (Passed Level v)\n end\n if <touching color (#000000)?> then\n go to x: (-193) y: (31)\n end\n if <key (r v) pressed?> then\n go to x: (-193) y: (31)\n end\n if <touching color (#ffffff)?> then\n set [yv v] to [0]\n end\nend\n\nwhen I receive [earth dudette! v]\nhide\n\nwhen flag clicked\nset [time v] to [0]\n\n@MOOOOONEY\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop22 v]\nhide\n\nwhen I receive [end da game v]\nhide\n\n@Sprite1\n\nturn right (15) degrees\n\nturn left (15) degrees\n\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop21 v]\nshow\nforever\n wait (0.05) seconds\n next costume\n wait (0.05) seconds\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop21 v]\nswitch costume to (costume1 v)\nshow\nforever\n turn right (15) degrees\n wait (0.5) seconds\n turn left (15) degrees\n wait (0.5) seconds\nend\n\n@Sprite4\n\nwhen backdrop switches to [backdrop21 v]\nswitch costume to (costume1 v)\nshow\nforever\n turn right (15) degrees\n wait (0.5) seconds\n turn left (15) degrees\n wait (0.5) seconds\nend\n\nwhen flag clicked\nhide\n\n@Earth Dudette \n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop21 v]\nclear graphic effects\n\nwhen backdrop switches to [backdrop1 v]\nset [time v] to [0]\nrepeat until <(backdrop [number v]) = [21]>\n wait (.1) seconds\n change [time v] by (.1)\nend\n\nwhen I receive [end da game v]\nhide\n\nwhen I receive [earth dudette! v]\nswitch costume to (right-facing ed v)\nshow\npoint in direction (90)\ngo to x: (-201) y: (33)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (right-facing ed v)\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left-facing ed v)\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 (#47ff5a)?> then\n change y by (1)\n if <touching color (#47ff5a)?> then\n change y by (1)\n if <touching color (#47ff5a)?> then\n change y by (1)\n if <touching color (#47ff5a)?> then\n change y by (1)\n if <touching color (#47ff5a)?> then\n change y by (1)\n change x by ((Xv) * (-1))\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#47ff5a)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#47ff5a)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <<<touching color (#fbff2d)?> or <touching color (#fdff67)?>> or > then\n go to x: (-193) y: (31)\n broadcast (Passed Level v)\n end\n if <touching color (#000000)?> then\n go to x: (-193) y: (31)\n end\n if <key (r v) pressed?> then\n go to x: (-193) y: (31)\n end\n if <touching color (#2ca5e2)?> then\n set [yv v] to [20]\n end\nend\n\nwhen I receive [earth dude v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen backdrop switches to [backdrop23 v]\nshow\n\nwhen this sprite clicked\nbroadcast (Earth Dudette! 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\nnext costume\n\n\n\nwhen I receive [earth dude v]\nhide\n\n@Sprite6\n\nwhen backdrop switches to [backdrop23 v]\nshow\n\nwhen this sprite clicked\nbroadcast (Earth Dude v)\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (wha v)\n else\n switch costume to (clickie v)\n end\nend\n\nwhen I receive [earth dudette! v]\nhide\n\n
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\n ┈━═☆ Earth Dude ~ A Platformer ☆═━┈\n By @229395\n\n ┈━═☆ Information ☆═━┈ \n☆ Sequel: https://scratch.mit.edu/projects/534580720/\n☆ This would make my earth if you propose this to be featured (lol, bad pun)!!\n☆ Remix only if you want to change something!!!!!!!!!!!!!!\n☆ My first platformer!!\n☆ Also: Happy (belated) Earth Day!!\n☆ 20 levels!\n☆ I won't be able to respond to every comment, sowwy!\n\n ┈━═☆ Instructions ☆═━┈\n☆ Click the green flag (dur)\n☆ Choose your player (Earth Dude, or Earth Dudette!)\n☆ Play (20 levels)! *All levels are possible*\n☆ When you are done: share your time below in the comments (Mine is 101.5, LOL I am SO bad)!!\n☆ Leave feedback in the comments as well (please nice comments only! I have gotten hate comments)!\n\n ┈━═☆ Credits ☆═━┈\n☆ Art by me (made on Scratch)\n☆ Got coding off various platformers, but all coding is by me!\n☆ And all of my viewers, followers, players for getting this project so many views, loves, and favs!!! <3333\n\n ┈━═☆ Updates and More ☆═━┈\n☆ May 31: Popularity is dying xD\n☆ May 27, 2021: 2200 VIEWS!!!!!!!!!!!\n☆ May 16: TRENDIIIIIIIIIIIIIIIIIINGGGGGGG :D Go follow @olympiangryffindor8 he's the one who let me know!\n☆ May 14: Hit 2090+ views!!! Also guys follow @12d123 her b-day is coming up and I want to surprise her!\n☆ May 12: Checking in to see stats . . . 147 loves, 129 faves, and 1828 VIEWS?\n☆ May 9: Added music . . . not sure where I got it from it was in my files :0 Also 1450+ views?????????????????\n☆ May 7: 1367 views!!!!!!!!! *hyperventilating* TYSM!\n☆ May 3: 757 views! Tysm y'all! Working on updates . . .\n☆ April 29: 570 VIEWS???? TYSM!!! And I am working on mobile-friendly version! Wow, these views are CLIMBING\n☆ April 28: 300+ views :DDDDDDDDDDDDDD\n☆ April 27: Waking up to 32 loves and faves and 250 views!! :DD <333\n☆ Also April 26, 2021: Thanks to @olivewg and @PoppyDaKitty2 for pointing out some bugs that I fixed :D Tysm to @12d123 for proposing this! Follow her!!\n☆ April 26, 2021: 200+ views, 29 loves, and faves . . . :D\n☆ April 25, 2021: Updated description, fixed levels, fixed a bug, added cooler font, and . . . 115+ VIEWS?\n☆ April 24, 2021: Added Earth Dudette, smoothened coding, made coin spin, and got sixty+ views!!! Tysm @Sparkly_Wreath_Wreck for proposing this\n☆ April 23, 2021: Shared with the world (finally xD) and got proposed to be featured by: @Koolsquish!!!!!\n☆ April 21-22, 2021: Work, work, work!!!\n\n ┈━═☆ Tags ☆═━┈\n☆ #earth\n☆ #day\n☆ #platformers\n☆ #all\n☆ #games\n☆ #dude\n☆ #platformer\n☆ #trending\n☆ #fun
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Colossal- a platformer
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@Stage\n\n@player\n\nwhen flag clicked\nhide\n\ndefine reset\ngo to x: (0) y: (0)\ndelete all of [respawn v]\ndelete all of [respawn y v]\ndelete all of [respawn x v]\nupdate respawn list [200]\nset [xv v] to [0]\nset [yv v] to [0]\nset [slope v] to [0]\nset [offset x v] to [0]\nset [offset y v] to [0]\nset [state v] to [game]\n\ndefine physics- gravity: (gravity) jump height: (jump height) speed (speed) friction (friction) slope (slope) scroll intensity (scroll)\nswitch costume to (hitbox v)\nmove Y (gravity) (jump height)\nMove X (slope) (speed) (friction)\nswitch costume to (idle v)\nscroll (scroll)\nupdate respawn list [200]\nswitch to right costume\n\ndefine scroll (scroll intensity)\nchange [scroll x v] by (round (((Player X) - (scroll X)) / (scroll intensity)))\nchange [scroll y v] by (round (((Player Y) - (scroll Y)) / (scroll intensity)))\nset [scroll x v] to ((scroll X) - (Offset X))\nset [scroll y v] to ((scroll Y) - (Offset Y))\ncheck borders\nbroadcast (scroll v)\n\ndefine switch to right costume\nif <<([abs v] of (xv) ) > [3]> and <(touching floor?) > [0]>> then\n switch costume to ((3) + (([floor v] of ((timer) * (20)) ) mod (5)))\nend\nif <(yv) > [1]> then\n switch costume to (jump v)\nelse\n if <[-1] > (yv)> then\n switch costume to (fall v)\n end\nend\n\nwhen I receive [scroll v]\nset size to (500) %\ngo to x: ((Player X) - (scroll X)) y: ((Player Y) - (scroll Y))\nset size to (80) %\n\ndefine update respawn list (length of respawn list?)\nif <<(length of [respawn x v]) > (length of respawn list?)> and <(length of [respawn y v]) > (length of respawn list?)>> then\n repeat until <not <<(length of [respawn x v]) > (length of respawn list?)> and <(length of [respawn y v]) > (length of respawn list?)>>>\n delete (1) of [respawn x v]\n delete (1) of [respawn y v]\n end\nend\nif <<<not <(Player X) = (item (length of [respawn x v]) of [respawn x v])>> or <not <(Player Y) = (item (length of [respawn y v]) of [respawn y v])>>> and <(touching floor?) = [4]>> then\n add (Player X) to [respawn x v]\n add (Player Y) to [respawn y v]\nend\n\nwhen I receive [reset death v]\nhide\nset [state v] to [load]\ndelete all of [respawn v]\nadd (Player X) to [respawn v]\nadd (Player Y) to [respawn v]\nset [player x v] to (item ([ceiling v] of ((length of [respawn x v]) / (2)) ) of [respawn x v])\nset [player y v] to (item ([ceiling v] of ((length of [respawn y v]) / (2)) ) of [respawn y v])\nbroadcast (scroll v)\nset [xv v] to [0]\nset [yv v] to [0]\ndelete all of [respawn x v]\ndelete all of [respawn y v]\nupdate respawn list [200]\nwait (1) seconds\nshow\nset [state v] to [game]\n\nwhen I receive [start v]\nshow\nreset\nforever\n if <(state) = [game]> then\n physics- gravity: [-1] jump height: [13] speed [3] friction [.7] slope [5] scroll intensity [6]\n else\n if <(state) = [load]> then\n physics- gravity: [0] jump height: [13] speed [0] friction [.7] slope [5] scroll intensity [6]\n else\n if <(state) = [camera]> then\n move camera [10]\n end\n end\n end\nend\n\nwhen I receive [reset level v]\nwait until <(level) = [2]>\ngo to x: (0) y: (0)\nlevel reset\n\ndefine check borders\nif <(scroll Y) < [0]> then\n set [scroll y v] to [0]\nend\nif <(scroll X) < [-268]> then\n set [scroll x v] to [-268]\nend\nif <(Player Y) < [-360]> then\n broadcast (reset death v)\nend\nif <[2100] < (scroll Y)> then\n set [scroll y v] to [2100]\nend\nif <[20000] < (Player X)> then\n set [state v] to [fade]\n broadcast (end cutscene v)\nend\nif <[20000] < (scroll X)> then\n set [scroll x v] to [20000]\nend\n\ndefine move camera (speed)\nchange [scroll x v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (speed))\nchange [scroll y v] by ((<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) * (speed))\ncheck borders\nbroadcast (scroll v)\n\nwhen I receive [start v]\nforever\n if <<([abs v] of (xv) ) > [1]> and <(touching floor?) = [4]>> then\n play sound [Walk Sound v] until done\n end\nend\n\ndefine level reset\ndelete all of [respawn v]\ndelete all of [respawn y v]\ndelete all of [respawn x v]\nupdate respawn list [200]\nset [xv v] to [0]\nset [yv v] to [0]\nset [slope v] to [0]\nset [offset x v] to [0]\nset [offset y v] to [0]\nset [player x v] to [0]\nset [player y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [state v] to [game]\n\ndefine move Y (grvty) (jh)\nchange [yv v] by (grvty)\nchange y by (yv)\nchange [player y v] by (yv)\nchange [touching floor? v] by (-1)\nif <(yv) < [-30]> then\n set [yv v] to [-30]\nend\nif <touching (ground v)?> then\n set [touching floor? v] to [4]\n repeat until <not <touching (ground v)?>>\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n change [player y v] by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\n if <<(([abs v] of (yv) ) / (yv)) = [-1]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n start sound [jump v]\n set [yv v] to (jh)\n else\n set [yv v] to [0]\n end\nend\nif <<(touching floor?) < [-5]> and <(yv) < [-10]>> then\n start sound [Fall v]\nend\n\ndefine Move X (slope) (speed) (friction)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [xv v] by (speed)\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [xv v] by ((speed) * (-1))\n end\nend\nset [xv v] to ((xv) * (friction))\nchange x by (xv)\nchange [player x v] by (xv)\nif <touching (ground v)?> then\n set [slope v] to [0]\n repeat until <<(slope) = (slope)> or <not <touching (ground v)?>>>\n change y by (1)\n change [player y v] by (1)\n change [slope v] by (1)\n end\n if <touching (ground v)?> then\n change y by ((slope) * (-1))\n change [player y v] by ((slope) * (-1))\n repeat (([abs v] of (xv) ) + (1))\n if <touching (ground v)?> then\n change [player x v] by ((([abs v] of (xv) ) / (xv)) * (-1))\n change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n end\n end\n set [xv v] to [0]\n end\nend\n\nset [player x v] to [20000]\n\n@ground\n\nwhen I receive [scroll v]\ncheck if on border\nset size to (200) %\ngo to x: ((Tile X) - (scroll X)) y: ((Tile Y) - (scroll Y))\nset size to (100) %\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nclear graphic effects\nshow\nswitch to right costume\ncheck if on border\n\ndefine check if on border\nif <((Tile X) - (scroll X)) > [480]> then\n change [tile x v] by (-960)\n switch to right costume\nend\nif <[-480] > ((Tile X) - (scroll X))> then\n change [tile x v] by (960)\n switch to right costume\nend\nif <((Tile Y) - (scroll Y)) > [360]> then\n change [tile y v] by (-720)\n switch to right costume\nend\nif <((Tile Y) - (scroll Y)) < [-360]> then\n change [tile y v] by (720)\n switch to right costume\nend\n\ndefine switch to right costume\nswitch costume to (join (join (level) [-]) (join (join ((Tile X) / (480)) [-]) ((Tile Y) / (360))))\nif <not <(costume [name v]) = (join (join (level) [-]) (join (join ((Tile X) / (480)) [-]) ((Tile Y) / (360))))>> then\n switch costume to (blank v)\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\ncreate clones\nset volume to (50) %\nif <(level) = [1]> then\n forever\n play sound [death by glamour \(by toby fox\) v] until done\n if <(level) = [2]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [boss battle v]\nwait until <(level) = [2]>\nswitch to right costume\ncheck if on border\n\nset [player x v] to [20000]\n\ndefine create clones\nset [tile x v] to [0]\nset [tile y v] to [0]\nswitch costume to (1-0-0 v)\ncreate clone of (_myself_ v)\nset [tile x v] to [480]\nset [tile y v] to [0]\ncreate clone of (_myself_ v)\nset [tile x v] to [480]\nset [tile y v] to [360]\ncreate clone of (_myself_ v)\nset [tile x v] to [0]\nset [tile y v] to [360]\ncreate clone of (_myself_ v)\n\n@background\n\nwhen I receive [scroll v]\ncheck if on border\nset size to (200) %\ngo to x: ((Tile X) - ((scroll X) * (.7))) y: (() - ((scroll Y) * (.7)))\nset size to (100) %\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I start as a clone\ncheck if on border\nshow\n\ndefine check if on border\nif <((Tile X) - ((scroll X) * (.7))) > [480]> then\n change [tile x v] by (-960)\n switch to right costume\nend\nif <[-480] > ((Tile X) - ((scroll X) * (.7)))> then\n change [tile x v] by (960)\n switch to right costume\nend\n\nwhen I receive [start v]\ncreate clones\n\ndefine switch to right costume\nswitch costume to (level)\nif <not <(costume [name v]) = (level)>> then\n switch costume to (blank v)\nend\n\ndefine create clones\nset [tile x v] to [0]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nset [tile x v] to [480]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\n\n@background 2\n\nwhen I receive [scroll v]\ncheck if on border\nset size to (200) %\ngo to x: ((Tile X) - ((scroll X) * (.3))) y: (() - ((scroll Y) * (.3)))\nset size to (100) %\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I start as a clone\nshow\nswitch to right costume\n\ndefine check if on border\nif <((Tile X) - ((scroll X) * (.3))) > [480]> then\n change [tile x v] by (-960)\n switch to right costume\nend\nif <[-480] > ((Tile X) - ((scroll X) * (.3)))> then\n change [tile x v] by (960)\n switch to right costume\nend\n\nwhen I receive [start v]\ncreate clones\n\ndefine switch to right costume\nswitch costume to (join (join (level) [-]) (((Tile X) / (480)) mod (3)))\nif <not <(costume [name v]) = (join (join (level) [-]) (((Tile X) / (480)) mod (3)))>> then\n switch costume to (blank v)\nend\n\ndefine create clones\nset [tile x v] to [0]\nswitch costume to (1-0 v)\ncreate clone of (_myself_ v)\nset [tile x v] to [480]\nswitch costume to (1-1 v)\ncreate clone of (_myself_ v)\n\n@fader\n\nwhen flag clicked\nhide\n\nwhen I receive [reset level v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [level v] to [2]\nset [state v] to [load]\nwait (1) seconds\nwait until <(state) = [game]>\nstop all sounds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nif <(intro played?) = [0]> then\n set [ghost v] effect to (0)\n show\n wait (.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n broadcast (start v)\n hide\nend\n\nwhen I receive [fade v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (start v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [end cutscene v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nset [level v] to [2]\nstop all sounds\nbroadcast (final thing v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [end v]\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1) seconds\nset [level v] to [1]\nset [intro played? v] to [0]\nset [player x v] to [0]\nset [player y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [giant x v] to [0]\nset [giant y v] to [0]\nstop [all v]\n\n@intro\n\nwhen flag clicked\nif <(intro played?) = [0]> then\n switch costume to (costume3 v)\n show\n wait (2) seconds\n start sound [Walk Sound v]\n repeat (3)\n next costume\n end\n wait (1) seconds\n start sound [Low Whoosh v]\n switch costume to (costume7 v)\n wait (4) seconds\n switch costume to (costume8 v)\n wait (1) seconds\n set [level v] to [1]\n broadcast (fade v)\n set [intro played? v] to [1]\nelse\n hide\nend\n\nwhen I receive [start v]\nhide\n\nset [intro played? v] to [0]\n\n@thumb\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\nset [level v] to [1]\nset [intro played? v] to [0]\nset [player x v] to [0]\nset [player y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [giant x v] to [0]\nset [giant y v] to [0]\n\n@end\n\nwhen flag clicked\nhide\n\nwhen I receive [final thing v]\nswitch costume to (costume1 v)\nshow\nrepeat (2)\n wait (1) seconds\n next costume\nend\nwait (1) seconds\nswitch costume to (costume4 v)\nwait (3) seconds\nbroadcast (end v)\n\n
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-Colossal-\nHelp stickman find his son!\nWAD / arrow keys to move\ndon't fall off!
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Platformer Part-2 (Colorless)
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@Stage\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?>> then\n change [x v] by (.8)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> 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?>> 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@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@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@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@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@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@Sprite1\n\nwhen this sprite clicked\nif <(costume [name v]) = [unmute]> then\n switch costume to (mute v)\n forever\n stop all sounds\n end\nend\nif <(costume [name v]) = [mute]> then\n switch costume to (unmute v)\n play sound [Perfect Harmony v] until done\nend\n\nwhen flag clicked\nswitch costume to (unmute v)\nhide\nforever\n play sound [Harold Faltermeyer - Axel F \(1984\) Beverly Hills Cop - Soundtrack 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\n
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╔∘ ★ ∘══════╗\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 (light grey on top of dark grey) and spikes (grey).\nThere are 12 levels.\nEvery level is possible.\n ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧\n. UPDATES\n24th April 2021 - shared\n25th April 2021 - made the basic levels\n26th April 2021 - made the basic levels\n. - finished the game\n. - discolored lava\n6th May 2021 - changed the background music\n ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧
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Impossible platformer. [30 LEVELS]
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@Stage\n\nwhen flag clicked\nswitch backdrop to (3 v)\nrepeat until <key (space v) pressed?>\n wait (4) seconds\n play sound [Bob-omb Battlefi v] until done\nend\n\nwhen [space v] key pressed\nstop all sounds\n\n@player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\npoint in direction (90)\nset [x v] to (checkpoint x)\nset [y v] to ((checkpoint y) + (16))\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [die? v] to [0]\nset [scroll x v] to (checkpoint x)\nset [scroll y v] to (checkpoint y)\nset size to (100) %\nclear graphic effects\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-1.5)\n set [costume v] to [p2]\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (1.5)\n set [costume v] to [p]\nend\nset [speed x v] to ((Speed x) * (0.8))\nChange player x by (Speed x)\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [speed y v] to [14]\n end\nend\nif <(Speed y) > [-24]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [Die]\nend\nif <<<touching (danger v)?> or <key (r v) pressed?>> or <(die?) = [1]>> then\n set [exit v] to [Die]\nend\nif <touching (tramp v)?> then\n set [speed y v] to [24]\nend\nswitch costume to (costume)\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n set [count v] to [0]\n if <([abs v] of (sx) ) > ([abs v] of (Speed y) )> then\n set [saved v] to (sx)\n else\n set [saved v] to (Speed y)\n end\n repeat until <<not <touching (platforms v)?>> or <(count) > ([ceiling v] of ([abs v] of (saved) ) )>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n change [count v] by (1)\n end\n if <(count) > ([ceiling v] of ([abs v] of (saved) ) )> then\n change [y v] by (-4)\n Position\n if <touching (platforms v)?> then\n set [die? v] to [1]\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (4)\n hide\n wait (0.125) seconds\n show\n wait (0.125) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (60) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\nwhen flag clicked\ngo to x: (-12) y: (0)\ngo to [front v] layer\nset [checkpoint x v] to [0]\nset [checkpoint y v] to [0]\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@blank\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [tick v]\nif <(x2) = [0]> then\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nelse\n position ((round ((x) - (((x) - (x2)) * ([abs v] of ((((timer) / (((x) - (x2)) / (speed))) mod (2)) - (1)) )))) - (SCROLL X)) ((round ((y) - (((y) - (y2)) * ([abs v] of ((((timer) / (((y) - (y2)) / (speed))) mod (2)) - (1)) )))) - (SCROLL Y))\nend\n\nwhen I receive [setip v]\nhide\nset [x2 v] to [0]\nset [y2 v] to [0]\nset [addx v] to [0]\nset [addy v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (is 4 4 v)\n switch backdrop to (backdrop1 v)\n clone of [is 4 4] at x: y: [0] [0]\n clone of [is 4 4] at x: y: [192] [0]\n clone of [is 4 4] at x: y: [416] [0]\n clone of [is 2 2] at x: y: [576] [0]\n clone of [is 4 4] at x: y: [736] [0]\n clone of [is 4 4] at x: y: [928] [32]\n clone of [is 2 2] at x: y: [1056] [64]\n clone of [is 2 2] at x: y: [1248] [32]\n set [addx v] to [1440]\n set [addy v] to [0]\n clone of [is 4 4] at x: y: [0] [0]\n clone of [is 4 4] at x: y: [192] [32]\n clone of [is 4 4] at x: y: [384] [0]\n clone of [is 4 4] at x: y: [576] [0]\n clone of [is 2 2] at x: y: [608] [80]\n clone of [is 4 4] at x: y: [768] [32]\n clone of [is 2 2] at x: y: [928] [64]\n clone of [is 2 2] at x: y: [1120] [0]\n clone of [is 2 2] at x: y: [1312] [32]\n clone of [is 4 4] at x: y: [1504] [0]\n clone of [is 4 4] at x: y: [1680] [0]\n clone of [is 4 4] at x: y: [1856] [0]\n clone of [is 2 2] at x: y: [2048] [0]\n set [addx v] to [3680]\n set [addy v] to [0]\n clone of [is 4 4] at x: y: [0] [0]\n clone of [is 2 2] at x: y: [224] [0]\n clone of [is 2 2] at x: y: [416] [96]\n clone of [is 4 4] at x: y: [544] [32]\n clone of [is 4 4] at x: y: [704] [0]\n clone of [is 2 2] at x: y: [864] [96]\n clone of [is 4 4] at x: y: [1068] [64]\n clone of [is 4 4] at x: y: [1228] [0]\n clone of [is 4 2] at x: y: [1292] [192]\n clone of [is 4 4] at x: y: [1404] [0]\n clone of [is 4 2] at x: y: [1468] [192]\n clone of [is 2 2] at x: y: [1564] [32]\n clone of [is 4 4] at x: y: [1756] [64]\n clone of [is 2 2] at x: y: [1948] [128]\n clone of [is 2 2] at x: y: [1948] [304]\n clone of [is 4 4] at x: y: [2140] [384]\n clone of [is 4 4] at x: y: [2396] [288]\n clone of [is 4 2] at x: y: [2396] [512]\n clone of [is 4 2] at x: y: [2508] [496]\n clone of [is 4 4] at x: y: [2508] [272]\n set [addx v] to [6444]\n set [addy v] to [128]\n clone of [is 4 4] at x: y: [0] [0]\n clone of [is 4 4] at x: y: [288] [-64]\n clone of [is 2 2] at x: y: [544] [-128]\n clone of [is 4 4] at x: y: [672] [-96]\n clone of [is 4 4] at x: y: [864] [-32]\n clone of [is 4 4] at x: y: [1120] [-64]\n clone of [is 2 2] at x: y: [1120] [16]\n clone of [is 4 4] at x: y: [1376] [-128]\n clone of [is 2 2] at x: y: [1504] [-96]\n clone of [is 2 8] at x: y: [1664] [160]\n clone of [is 2 8] at x: y: [1824] [256]\n clone of [is 2 2] at x: y: [1760] [320]\n clone of [is 2 2] at x: y: [1824] [-32]\n clone of [is 4 4] at x: y: [1952] [-96]\n clone of [is 4 4 h] at x: y: [2208] [-128]\n clone of [is 4 4] at x: y: [2464] [-128]\n clone of [is 4 4] at x: y: [2720] [-128]\n clone of [is 2 8] at x: y: [2912] [128]\n clone of [is 2 2] at x: y: [3104] [0]\n set [addx v] to [9740]\n set [addy v] to [64]\n clone of [is 4 4] at x: y: [0] [0]\n moving [mp 2 1] from x: y: [160] [0] to x: y: [512] [0] speed [96]\n clone of [is 2 2] at x: y: [672] [64]\n clone of [is 4 4] at x: y: [786] [-64]\n moving [mp 2 1] from x: y: [930] [-64] to x: y: [930] [192] speed [96]\n clone of [is 2 2] at x: y: [962] [64]\n clone of [is 2 2] at x: y: [962] [256]\n clone of [is 2 2] at x: y: [1122] [192]\n clone of [is 4 4] at x: y: [1378] [48]\n clone of [is 2 2] at x: y: [1622] [48]\n clone of [is 4 4] at x: y: [1702] [-64]\n clone of [is 4 4] at x: y: [1894] [-64]\n moving [mp 2 1] from x: y: [2086] [-64] to x: y: [2086] [192] speed [96]\n moving [mp 2 1] from x: y: [2086] [192] to x: y: [2086] [-64] speed [96]\n clone of [is 2 2] at x: y: [2278] [192]\n clone of [is 2 2] at x: y: [2406] [64]\n clone of [is 2 2] at x: y: [2534] [-64]\n clone of [is 4 4] at x: y: [2758] [64]\n clone of [is 2 2] at x: y: [3014] [0]\n moving [mp 2 1] from x: y: [3014] [128] to x: y: [3014] [256] speed [96]\n clone of [is 2 2] at x: y: [3238] [224]\n clone of [is 4 4] at x: y: [3462] [64]\n set [addx v] to [13236]\n set [addy v] to [128]\n clone of [is 2 2] at x: y: [32] [-64]\n clone of [is 2 2] at x: y: [256] [-128]\n clone of [is 4 4] at x: y: [496] [-128]\n clone of [is 2 8] at x: y: [672] [192]\n clone of [is 2 8] at x: y: [800] [288]\n moving [mp 2 1] from x: y: [832] [96] to x: y: [832] [256] speed [96]\n clone of [is 2 2] at x: y: [736] [352]\n clone of [is 4 4] at x: y: [832] [-64]\n clone of [is 4 4] at x: y: [960] [384]\n clone of [is 4 4] at x: y: [1216] [256]\n clone of [is 8 4] at x: y: [1472] [80]\n clone of [is 2 2] at x: y: [1562] [-72]\n clone of [is 1 1] at x: y: [1754] [-128]\n clone of [is 1 1] at x: y: [1834] [-128]\n clone of [is 4 4] at x: y: [1930] [0]\n clone of [is 1 1] at x: y: [2090] [64]\n clone of [is 1 1] at x: y: [2218] [128]\n clone of [is 4 2] at x: y: [2538] [368]\n clone of [is 8 4] at x: y: [2474] [192]\n clone of [is 8 4] at x: y: [2858] [64]\n moving [mp 2 1] from x: y: [3098] [128] to x: y: [3098] [256] speed [96]\n clone of [is 4 4] at x: y: [3226] [384]\n moving [mp 2 1] from x: y: [3418] [384] to x: y: [3674] [128] speed [96]\n clone of [is 2 2] at x: y: [3866] [128]\n clone of [is 1 1] at x: y: [4058] [96]\n clone of [is 1 1] at x: y: [4250] [64]\n clone of [is 4 4] at x: y: [4442] [-64]\nelse\nend\nclone of [is 4 4] at x: y: [0] [-65536]\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 of (costume) at x: y: (x) (y)\nswitch costume to (costume)\nset [x v] to ((x) + (addX))\nset [y v] to ((y) + (addY))\ncreate clone of (_myself_ v)\n\nbroadcast (Reset v)\nbroadcast (Setip v)\nwait (0) seconds\n\ndefine moving (costume) from x: y: (x) (y) to x: y: (x2) (y2) speed (speed)\nswitch costume to (costume)\nset [x v] to ((x) + (addX))\nset [y v] to ((y) + (addY))\nset [x2 v] to ((x2) + (addX))\nset [y2 v] to ((y2) + (addY))\nset [speed v] to (speed)\ncreate clone of (_myself_ v)\nset [x2 v] to [0]\n\n@Danger\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\ngo [forward v] (2) layers\n\nwhen I receive [tick v]\nif <not <(type) = [1]>> then\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nelse\n Position ((round ((x) - (((x) - (x2)) * ([abs v] of ((((timer) / (((x) - (x2)) / (speed))) mod (2)) - (1)) )))) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen I receive [setip v]\nhide\nset [x2 v] to [0]\nset [y2 v] to [0]\nset [addx v] to [1440]\nif <(LEVEL) = [1]> then\n clone of [sp 1 1] at x: y: [192] [32]\n clone of [sp 1 1] at x: y: [544] [0]\n clone of [sp 1 1] at x: y: [1632] [0]\n clone of [sp 1 1] at x: y: [1728] [0]\n clone of [sp 1 1] at x: y: [2048] [0]\n set [addx v] to [3680]\n set [addy v] to [0]\n clone of [sp 1 1] at x: y: [416] [96]\n clone of [sp 1 1] at x: y: [656] [0]\n clone of [sp 1 1] at x: y: [752] [0]\n clone of [sp 1 1] at x: y: [864] [96]\n clone of [sp 1 1] at x: y: [1228] [0]\n clone of [sp 1 1] at x: y: [1404] [0]\n clone of [sp 1 1 o] at x: y: [1292] [102]\n clone of [sp 1 1 o] at x: y: [1468] [102]\n clone of [sp 1 1] at x: y: [1564] [32]\n clone of [sp 1 1] at x: y: [1948] [304]\n clone of [sp 1 1] at x: y: [1244] [192]\n clone of [sp 1 1 o3] at x: y: [2396] [422]\n clone of [sp 1 1 o3] at x: y: [2508] [406]\n set [addx v] to [6444]\n set [addy v] to [128]\n moving [e] from x: y: [240] [-64] to x: y: [336] [-64] speed [96]\n clone of [sp 1 1] at x: y: [560] [-128]\n moving [e] from x: y: [816] [-32] to x: y: [912] [-32] speed [128]\n clone of [sp 1 1] at x: y: [1072] [-64]\n clone of [sp 1 1] at x: y: [1168] [-64]\n clone of [sp 1 1] at x: y: [1664] [160]\n moving [e] from x: y: [2160] [-128] to x: y: [2256] [-128] speed [96]\n clone of [sp 1 1 s] at x: y: [2208] [-136]\n clone of [sp 1 1 s] at x: y: [1504] [-96]\n moving [e] from x: y: [2416] [-128] to x: y: [2464] [-128] speed [48]\n moving [e] from x: y: [3088] [0] to x: y: [3120] [0] speed [48]\n set [addx v] to [9740]\n set [addy v] to [64]\n clone of [sp 1 2] at x: y: [672] [64]\n clone of [sp 1 1] at x: y: [978] [256]\n clone of [sp 1 1] at x: y: [1144] [192]\n clone of [sp 1 1] at x: y: [1638] [48]\n clone of [sp 1 1] at x: y: [1846] [-64]\n moving [e] from x: y: [1878] [-64] to x: y: [1942] [-64] speed [64]\n moving [e] from x: y: [3222] [224] to x: y: [3254] [224] speed [64]\n set [addx v] to [13236]\n set [addy v] to [128]\n rotating [rs 6] a x: y: [256] [96] speed: [128]\n clone of [sp 1 2] at x: y: [256] [-128]\n clone of [sp 1 1] at x: y: [40] [-64]\n clone of [sp 1 1] at x: y: [672] [192]\n rotating [rs 6] a x: y: [496] [144] speed: [64]\n moving [e] from x: y: [912] [384] to x: y: [1008] [384] speed [48]\n moving [e] from x: y: [1008] [384] to x: y: [912] [384] speed [48]\n moving [e] from x: y: [1376] [80] to x: y: [1568] [80] speed [128]\n moving [e] from x: y: [1568] [80] to x: y: [1376] [80] speed [128]\n clone of [sp 1 1] at x: y: [1758] [-128]\n rotating [rs 6] a x: y: [2090] [240] speed: [96]\n rotating [rs 6] a x: y: [2218] [304] speed: [96]\n clone of [sp 1 1] at x: y: [2474] [192]\n clone of [sp 1 1 o3] at x: y: [2538] [278]\n moving [e] from x: y: [2744] [64] to x: y: [2826] [64] speed [128]\n moving [e] from x: y: [2890] [64] to x: y: [2970] [64] speed [128]\n clone of [sp 1 1] at x: y: [2858] [64]\n rotating [rs 6] a x: y: [4058] [304] speed: [160]\nend\nclone of [sp 1 1] at x: y: [0] [-65536]\nset [addy v] to [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <(type) = [0]> then\n set size to (800) %\n point in direction (90)\nelse\n if <(type) = [1]> then\n set size to (100) %\n point in direction (90)\n else\n if <(type) = [2]> then\n set size to (800) %\n point in direction ((timer) * (speed))\n end\n end\nend\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n if <(type) = [1]> then\n if <((((timer) / (((x) - (x2)) / (speed))) mod (2)) - (1)) > [0]> then\n switch costume to (join (costume) [2])\n else\n switch costume to (costume)\n end\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone of (costume) at x: y: (x) (y)\nswitch costume to (costume)\nset [type v] to [0]\nset [x v] to ((x) + (addX))\nset [y v] to ((y) + (addY))\ncreate clone of (_myself_ v)\n\ndefine moving (costume) from x: y: (x) (y) to x: y: (x2) (y2) speed (speed)\nset [type v] to [1]\nset [costume v] to (costume)\nset [x v] to ((x) + (addX))\nset [y v] to ((y) + (addY))\nset [x2 v] to ((x2) + (addX))\nset [y2 v] to ((y2) + (addY))\nset [speed v] to (speed)\ncreate clone of (_myself_ v)\n\nbroadcast (Reset v)\nbroadcast (Setip v)\n\ndefine rotating (costume) a x: y: (x) (y) speed: (speed)\nswitch costume to (costume)\nset [type v] to [2]\nset [x v] to ((x) + (addX))\nset [y v] to ((y) + (addY))\nset [speed v] to (speed)\ncreate clone of (_myself_ v)\n\n@deco\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nif <(LEVEL) = [1]> then\n clone of [sign] at x: y: [-32] [0]\n clone of [sign2] at x: y: [1408] [0]\n clone of [sign3] at x: y: [3648] [0]\n clone of [sign4] at x: y: [6412] [128]\n clone of [sign5] at x: y: [9708] [64]\n clone of [sign6] at x: y: [13170] [128]\n clone of [sign7] at x: y: [17646] [64]\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 of (costume) at x: y: (x) (y)\ncreate clone of (_myself_ v)\nswitch costume to (costume)\nset [x v] to (x)\nset [y v] to (y)\n\n@checkpoint\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [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\n if <touching (player v)?> then\n set [checkpoint x v] to (x)\n set [checkpoint y v] to (y)\n set [level v] to (set level)\n end\nelse\n hide\nend\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [set level v] to [2]\nif <(LEVEL) = [1]> then\n clone of [checkpoint] at x: y: [192] [0]\n clone of [checkpoint] at x: y: [416] [0]\n clone of [checkpoint] at x: y: [736] [0]\n clone of [checkpoint] at x: y: [928] [32]\n clone of [checkpoint] at x: y: [1472] [0]\n clone of [checkpoint] at x: y: [1824] [0]\n clone of [checkpoint] at x: y: [2208] [32]\n clone of [checkpoint] at x: y: [2944] [0]\n clone of [checkpoint] at x: y: [3296] [0]\n clone of [checkpoint] at x: y: [3712] [0]\n clone of [checkpoint] at x: y: [4224] [32]\n clone of [checkpoint] at x: y: [4748] [64]\n clone of [checkpoint] at x: y: [5436] [64]\n clone of [checkpoint] at x: y: [5820] [384]\n clone of [checkpoint] at x: y: [6476] [128]\n clone of [checkpoint] at x: y: [7116] [32]\n clone of [checkpoint] at x: y: [7820] [0]\n clone of [checkpoint] at x: y: [8396] [32]\n clone of [checkpoint] at x: y: [9164] [0]\n clone of [checkpoint] at x: y: [9772] [64]\n clone of [checkpoint] at x: y: [10526] [0]\n clone of [checkpoint] at x: y: [11118] [112]\n clone of [checkpoint] at x: y: [11442] [0]\n clone of [checkpoint] at x: y: [12498] [128]\n clone of [checkpoint] at x: y: [13236] [128]\n clone of [checkpoint] at x: y: [13748] [0]\n clone of [checkpoint] at x: y: [14452] [384]\n clone of [checkpoint] at x: y: [15166] [128]\n clone of [checkpoint] at x: y: [16462] [512]\n clone of [checkpoint] at x: y: [17710] [64]\nend\n\ndefine clone of (costume) at x: y: (x) (y)\nswitch costume to (costume)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [set level v] by (1)\n\nwhen [space v] key pressed\nif <(username) = [BasisEssence779]> then\n set [checkpoint x v] to [16462]\n set [checkpoint y v] to [512]\nend\n\n@tramp\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [addx v] to [3680]\nset [addy v] to [0]\nif <(LEVEL) = [1]> then\n clone of [tramp] at x: y: [224] [0]\n clone of [tramp] at x: y: [703] [0]\n clone of [tramp] at x: y: [1948] [128]\n clone of [tramp] at x: y: [2396] [288]\n clone of [tramp] at x: y: [2508] [272]\n set [addx v] to [6444]\n set [addy v] to [128]\n clone of [tramp] at x: y: [1120] [16]\n clone of [tramp] at x: y: [2502] [-128]\n clone of [tramp] at x: y: [2912] [128]\n set [addx v] to [9740]\n set [addy v] to [64]\n clone of [tramp] at x: y: [1100] [192]\n clone of [tramp] at x: y: [2534] [-64]\n clone of [tramp] at x: y: [3014] [0]\n set [addx v] to [13236]\n set [addy v] to [128]\n clone of [tramp] at x: y: [832] [-64]\n clone of [tramp] at x: y: [1834] [-128]\nend\n\ndefine clone of (costume) at x: y: (x) (y)\nswitch costume to (costume)\nset [x v] to ((x) + (addX))\nset [y v] to ((y) + (addY))\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\ngo [forward v] (2) layers\n\nwhen I receive [reset v]\ndelete this clone\n\n@number engine\n\nwhen flag clicked\nhide\nset [clones v] to [0]\nset [level v] to [1]\n\nwhen I receive [green flag v]\nrepeat (4)\n create clone of (_myself_ v)\n change [clones v] by (1)\nend\n\nwhen I receive [tick v]\nshow\nswitch costume to (0 v)\nif <(length of (level)) > (clones)> then\n show\n go to x: ((((length of (level)) - (clones)) * (30)) - (242)) y: (144)\n switch costume to (letter ((length of (level)) - (clones)) of (level))\nelse\n hide\nend\n\ndelete this clone\n\n@cloud\n\nwhen flag clicked\nset [x v] to [clone]\nset [random v] to [512]\nrepeat (pick random (2) to (4))\n create clone of (_myself_ v)\nend\nset [x v] to [nil]\n\nwhen I receive [tick v]\nif <(x) = [nil]> then\n if <(pick random (1) to (random)) = [1]> then\n create clone of (_myself_ v)\n set [random v] to [512]\n else\n change [random v] by (-1)\n end\nelse\n go to [back v] layer\n change [x v] by (speed)\n set x to (x)\n if <<(x) < (x position)> or <(x position) < [-360]>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (4))\nset [speed v] to (pick random (-0.25) to (-1))\nif <(x) = [clone]> then\n go to x: (pick random (-240) to (240)) y: (pick random (180) to (-180))\nelse\n go to x: (360) y: (pick random (180) to (-180))\nend\nset [x v] to (x position)\n\n
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INSTRUCTIONS (english)\nThis is a game where the goal is to go as far as possible. The levels get harder as you progress.\n\nIn you are stuck, you can comment the level where you are stuck.\n-------------------------------------------------------------------------\nINSTRUCTIONS (français)\nC'est un jeu où le but est d'aller le plus loin possible. Les niveau vont devenir de plus en plus dur au fur et a mesure que vous progressez.\n\nSi vous êtes bloqué dans un niveau, vous pouvez commenter le niveau ou tu est bloqué.
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CandyLand 3D platformer!
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@Stage\n\nwhen flag clicked\nswitch backdrop to (choose v)\n\nwhen I receive [play v]\nswitch backdrop to (play v)\n\n@candy(obstacles)\n\nwhen flag clicked\nhide\n\nwhen I receive [restart v]\nstop [other scripts in sprite v]\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (-10)\nforever\n set size to (5) %\n set [ghost v] effect to (0)\n repeat until <<(size) > [750]> or <<touching (player v)?> and <<(size) > [600]> and <(size) < [650]>>>>\n change size by ((.1) * (size))\n if <(size) > [680]> then\n change [ghost v] effect by (30)\n end\n end\n if <touching (player v)?> then\n change [lives v] by (-1)\n end\nend\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nforever\n wait (3) seconds\n next costume\nend\n\n@Sprite1\n\nwhen I start as a clone\npoint in direction (pick random (-360) to (360))\nset size to (pick random (90) to (110)) %\nswitch costume to (pick random (1) to (7))\nglide (pick random (1) to (3)) secs to x: (x position) y: (-183)\ndelete this clone\n\nwhen flag clicked\nshow\nforever\n wait (pick random (.04) to (0.4)) seconds\n go to x: (pick random (-225) to (225)) y: (183)\n create clone of (_myself_ v)\nend\n\n@PLAYER\n\nwhen flag clicked\nset [score v] to [0]\n\nwhen flag clicked\nset [lives v] to [5]\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [restart v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(LIVES) < [1]> then\n broadcast (STOP v)\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\nwhen I receive [next c. v]\nnext costume\n\nwhen I receive [previous c. v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [xv v] to ((xv) * (.9))\n change x by (xv)\n change y by ((yv) * (2))\n change [xv v] by <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>\n change [xv v] by (<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> * (-1))\n change [yv v] by (<(y position) > [-120]> * (-1))\n if <<([abs v] of (x position) ) > [232]> and <(y position) = [-117]>> then\n go to [back v] layer\n change [yv v] by (-1)\n broadcast (STOP v)\n else\n if <(y position) < [-115]> then\n set [yv v] to [0]\n set y to (-117)\n end\n end\n if <<(y position) = [-117]> and <<key (up arrow v) pressed?> or <mouse down?>>> then\n set [yv v] to [13]\n end\nend\n\nwhen flag clicked\ngo to x: (-6) y: (-122)\n\nwhen I receive [play v]\nforever\n wait (0.01) seconds\n change [score v] by (1)\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [restart v]\nhide\n\nwhen I receive [stop v]\nhide\n\n@Cloud\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\n@Cloud2\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\n@Sprite3\n\nwhen this sprite clicked\nbroadcast (pREVIOUS C. v)\n\nwhen flag clicked\nshow\n\nwhen I receive [play v]\nhide\n\n@Sprite2\n\nwhen this sprite clicked\nbroadcast (NEXT C. v)\n\nwhen flag clicked\nshow\n\nwhen I receive [play v]\nhide\n\n@Sprite4\n\nwhen this sprite clicked\nbroadcast (PLAY v)\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nhide variable [lives v]\nhide variable [score v]\nhide variable [☁ high score v]\n\nwhen I receive [play v]\nshow variable [lives v]\nshow variable [score v]\nhide variable [☁ high score v]\n\nwhen I receive [play v]\nforever\n if <(SCORE) > (☁ HIGH SCORE)> then\n set [☁ high score v] to (SCORE)\n end\nend\n\nwhen I receive [stop v]\nshow variable [☁ high score v]\n\nwhen I receive [stop v]\nhide variable [score v]\nhide variable [lives v]\n\n@CANDYLAND 3D PLATFORMER\n\nwhen flag clicked\nforever\n show\n go [forward v] (209) layers\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n play sound [12- \(5\) Kiki Delivery's Service - Joe Hisaishi \(Music Box Collection\) Ghibli's movies -.mp3 v] until done\nend\n\n@Sprite5\n\nwhen I receive [stop v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nforever\n go [forward v] (162) layers\nend\n\n
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✂ ᴄᴀɴᴅʏʟᴀɴᴅ 3ᴅ ᴘʟᴀᴛғᴏʀᴍᴇʀ ˊˎ- \nᴀ ᴏʀɪɢɪɴᴀʟ ᴘʀᴏᴊᴇᴄᴛ ʙʏ - @ARD_2009\n✂ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \nʜᴏᴡᴅʏ!! ɪ ᴀᴍ ʙᴀᴄᴋ ᴡɪᴛʜ ᴀ ᴘʟᴀᴛғᴏʀᴍᴇʀ [ᴘʀᴏʙᴀʙʟʏ ʟᴏᴛ ᴍᴏʀᴇ ʙᴇᴛᴛᴇʀ ᴛʜᴀɴ ᴍʏ ᴘʀᴇᴠɪᴏᴜs ᴏɴᴇ xᴅ]\n✂ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \n ◦°☆ ᕼOᗯ TO ᑭᒪᗩY☆°◦\n✎ᴘᴄ ᴄᴏɴᴛʀᴏʟs- ʀɪɢʜᴛ,ʟᴇғᴛ,ᴜᴘ ᴀʀʀᴏᴡs ᴛᴏ ᴍᴏᴠᴇ ɪɴ ʀᴇsᴘᴇᴄᴛɪᴠᴇ ᴅɪʀᴇᴄᴛɪᴏɴs!\n\n✎ ᴍᴏʙɪʟᴇ ᴄᴏɴᴛʀᴏʟs-sᴡɪᴘᴇ ᴛᴏ ᴍᴏᴠᴇ ɪɴ ᴛʜᴇ ʀᴇsᴘᴇᴄᴛɪᴠᴇ ᴅɪʀᴇᴄᴛɪᴏɴs!\n\n⌨ʀɪᴇ ʟᴏɢɢᴇᴅ ᴏᴜᴛ \n
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platformer
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@Stage\n\n@Спрайт 2\n\ndefine старт\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [скорость у v] to [0]\nset [скроллинг х v] to [0]\nset [скроллинг у v] to [0]\nset [скорость х v] to [0]\n\ndefine ху\ngo to x: ((x) - (скроллинг х)) y: ((y) - (скроллинг у))\n\ndefine х (x)\nchange [x v] by (скорость х)\nху\nif <touching (спрайт 1 v)?> then\n repeat (8)\n change [y v] by (1)\n ху\n if <not <touching (спрайт 1 v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(x) > [0]> then\n set [скорость х v] to [-2]\n else\n set [скорость х v] to [2]\n end\n else\n set [скорость х v] to [0]\n end\n repeat until <not <touching (спрайт 1 v)?>>\n if <(x) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n ху\n end\nend\n\ndefine у (y)\nchange [y v] by (скорость у)\nху\nchange [от земли v] by (1)\nrepeat until <not <touching (спрайт 1 v)?>>\n if <(y) < [0]> then\n change [y v] by (1)\n set [от земли v] to [0]\n else\n change [y v] by (-1)\n end\n ху\n set [скорость у v] to [0]\nend\n\ndefine управление\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [скорость х v] by (2)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [скорость х v] by (-2)\nend\nset [скорость х v] to ((скорость х) * (.8))\nif <([abs v] of (скорость х) ) > [.9]> then\n х (скорость х)\nend\nchange [скорость у v] by (-1)\nif <(скорость у) < [-24]> then\n set [скорость у v] to [-24]\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(от земли) < [4]>> then\n set [скорость у v] to [10]\nend\nу (скорость у)\nif <([abs v] of (скорость х) ) > [3]> then\n next costume\nend\nif <<(y) < [-200]> or <touching color (#ff0000)?>> then\n старт\nend\n\nwhen I receive [старт платформер v]\nshow\ngo to [front v] layer\nстарт\nforever\n delete all of [положения х v]\n delete all of [положения у v]\n repeat until <touching (спрайт 5 v)?>\n управление\n change [скроллинг х v] by (round (((x) - (скроллинг х)) / (5)))\n change [скроллинг у v] by (round (((y) - (скроллинг у)) / (8)))\n ху\n broadcast (платформа v)\n if < ((round ((timer) * (40))) / (2)) contains [.]?> then\n add (x) to [положения х v]\n add (y) to [положения у v]\n end\n end\n broadcast (таймер в обратную v)\n repeat until <(length of [положения х v]) < [1]>\n set [x v] to (item (length of [положения х v]) of [положения х v])\n set [y v] to (item (length of [положения у v]) of [положения у v])\n change [скроллинг х v] by (round (((x) - (скроллинг х)) / (5)))\n change [скроллинг у v] by (round (((y) - (скроллинг у)) / (8)))\n ху\n broadcast (платформа v)\n delete (length of [положения х v]) of [положения х v]\n delete (length of [положения у v]) of [положения у v]\n end\nend\n\n@Спрайт 1\n\nwhen I receive [платформа v]\nswitch costume to (костюм 5 v)\ngo to x: ((смещение х) - (скроллинг х)) y: ((смещение у) - (скроллинг у))\nswitch costume to (костюм)\n\nwhen flag clicked\nset [смещение х v] to [0]\nset [костюм v] to [1]\nset [смещение у v] to [0]\nrepeat (4)\n create clone of (_myself_ v)\n change [смещение х v] by (720)\n change [костюм v] by (1)\nend\ncreate clone of (_myself_ v)\nchange [смещение у v] by (540)\nchange [костюм v] by (1)\ncreate clone of (_myself_ v)\nchange [смещение у v] by (540)\nchange [костюм v] by (1)\ncreate clone of (_myself_ v)\nchange [смещение у v] by (540)\nchange [смещение х v] by (-720)\nchange [костюм v] by (1)\ncreate clone of (_myself_ v)\nchange [смещение х v] by (-720)\nchange [костюм v] by (1)\ncreate clone of (_myself_ v)\nchange [смещение х v] by (-720)\nchange [костюм v] by (1)\ncreate clone of (_myself_ v)\nchange [смещение х v] by (-720)\nchange [костюм v] by (1)\ncreate clone of (_myself_ v)\nchange [смещение х v] by (-760)\nchange [костюм v] by (1)\n\n@Спрайт 3\n\nwhen I receive [платформа v]\nswitch costume to (костюм 5 v)\ngo to x: ((смещение х) - (скроллинг х)) y: ((смещение у) - (скроллинг у))\nswitch costume to (костюм)\n\nwhen flag clicked\nset [смещение х v] to [0]\nset [костюм v] to [1]\nset [смещение у v] to [0]\nrepeat (4)\n create clone of (_myself_ v)\n change [смещение х v] by (720)\n change [костюм v] by (1)\nend\ncreate clone of (_myself_ v)\nchange [смещение у v] by (540)\nchange [костюм v] by (1)\ncreate clone of (_myself_ v)\nchange [смещение у v] by (540)\nchange [костюм v] by (1)\ncreate clone of (_myself_ v)\nchange [смещение у v] by (540)\nchange [смещение х v] by (-720)\nchange [костюм v] by (1)\ncreate clone of (_myself_ v)\nchange [смещение х v] by (-720)\nchange [костюм v] by (1)\ncreate clone of (_myself_ v)\nchange [смещение х v] by (-720)\nchange [костюм v] by (1)\ncreate clone of (_myself_ v)\nchange [смещение х v] by (-720)\nchange [костюм v] by (1)\ncreate clone of (_myself_ v)\nchange [смещение х v] by (-760)\nchange [костюм v] by (1)\n\n@Спрайт 4\n\nwhen flag clicked\nset [таймер есть? v] to [нет]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n go to [front v] layer\n go to x: (156) y: (85)\n repeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\n broadcast (старт платформер v)\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n go to [front v] layer\n go to x: (156) y: (0)\n show\n forever\n repeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\n broadcast (спрятать кнопу старт v)\n switch costume to (4 v)\n create clone of (_myself_ v)\n switch costume to (5 v)\n create clone of (_myself_ v)\n switch costume to (7 v)\n create clone of (_myself_ v)\n switch costume to (3 v)\n hide\n end\nend\nif <(costume [number v]) = [4]> then\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(costume [number v]) = [5]> then\n go to [front v] layer\n go to x: (-25) y: (145)\n set [ghost v] effect to (100)\n set [brightness v] effect to (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(costume [number v]) = [5]> then\n switch costume to (6 v)\n set [таймер есть? v] to [да]\n else\n switch costume to (5 v)\n set [таймер есть? v] to [нет]\n end\n set [brightness v] effect to (0)\n wait until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <(costume [number v]) = [7]> then\n go to [front v] layer\n go to x: (-193) y: (-145)\n set [ghost v] effect to (100)\n set [brightness v] effect to (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\n broadcast (конец настроек v)\nend\n\nwhen I receive [старт платформер v]\nhide\n\nwhen I receive [конец настроек v]\nif <<(costume [number v]) = [4]> or <<(costume [number v]) = [5]> or <<(costume [number v]) = [6]> or <(costume [number v]) = [7]>>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>> then\n show\nend\n\nwhen I receive [спрятать кнопу старт v]\nif <(costume [number v]) = [2]> then\n hide\nend\n\n@Timer\n\nwhen I receive [старт платформер v]\nif <(таймер есть?) = [да]> then\n show\n set [таймер v] to [0]\n set [клон таймера v] to [1]\n create clone of (_myself_ v)\n set [клон таймера v] to [2]\n create clone of (_myself_ v)\n set [клон таймера v] to [3]\n create clone of (_myself_ v)\n hide\n forever\n change [таймер v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n switch costume to (letter (клон таймера) of (таймер))\n if <<(length of (таймер)) = [1]> and <(клон таймера) = [1]>> then\n go to x: (218) y: (152)\n end\n if <<(length of (таймер)) = [2]> and <(клон таймера) = [1]>> then\n go to x: (200) y: (152)\n end\n if <<(length of (таймер)) = [3]> and <(клон таймера) = [1]>> then\n go to x: (182) y: (152)\n end\n if <<(length of (таймер)) = [3]> and <(клон таймера) = [2]>> then\n go to x: (200) y: (152)\n end\nend\n\nwhen I receive [таймер в обратную v]\nhide\n\n@Спрайт 5\n\nwhen I receive [платформа v]\nswitch costume to (костюм 2 v)\ngo to x: ((-1080) - (скроллинг х)) y: ((1860) - (скроллинг у))\nswitch costume to (костюм 1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [старт платформер v]\nshow\n\n@Спрайт 6\n\nwhen flag clicked\nhide\n\n
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"PLATFORMER"\nCONTROL:\n‖ To play click on the "play" button\n‖ Arrow control\n‖ Don't touch red\n‖ Click on "settings" to customize the game\nPROJECT:\n‖ I did it for 4 days\n‖ 300+ blocks\nplease ❤
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Quick a 100% pen platformer #pen #platformer #game #all
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@Stage\n\nwhen flag clicked\nplay sound [Super World v] until done\n\n@Levels\n\nwhen I receive [start v]\npoint in direction (90)\nRender ground\n\ndefine Render ground\nif <(Level) = [1]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] size [100]\n set pen color to (#71d019)\n Draw line from [-237] [-114] to [237] [-114] size [13]\n set pen color to (#82f11c)\n Draw line from [-237] [-105] to [237] [-105] size [13]\nelse\n if <(Level) = [2]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] size [100]\n set pen color to (#71d019)\n Draw line from [-237] [-114] to [237] [-114] size [13]\n set pen color to (#82f11c)\n Draw line from [-237] [-105] to [237] [-105] size [13]\n set pen color to (#ff0000)\n Draw line from [-30] [-93] to [30] [-93] size [10]\n else\n if <(Level) = [3]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] size [100]\n set pen color to (#71d019)\n Draw line from [-237] [-114] to [237] [-114] size [13]\n set pen color to (#82f11c)\n Draw line from [-237] [-105] to [237] [-105] size [13]\n set pen color to (#ff0000)\n Draw line from [-20] [-93] to [120] [-93] size [10]\n set pen color to (#b3b3b3)\n Draw line from [-55] [-93] to [-55] [-75] size [10]\n set pen color to (#ffd000)\n Draw line from [-70] [-60] to [-40] [-83] size [12]\n else\n if <(Level) = [4]> then\n pen up\n set pen color to (#ff0000)\n Draw line from [102] [-97] to [102] [54] size [10]\n set pen color to (#b35a2e)\n Draw line from [120] [-93] to [120] [50] size [14]\n set pen color to (#71d019)\n Draw line from [130] [-97] to [130] [54] size [8]\n set pen color to (#82f11c)\n Draw line from [135] [-97] to [135] [54] size [8]\n set pen color to (#71d019)\n Draw line from [116] [-97] to [116] [54] size [8]\n set pen color to (#82f11c)\n Draw line from [110] [-97] to [110] [54] size [8]\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] size [100]\n set pen color to (#71d019)\n Draw line from [-237] [-114] to [237] [-114] size [13]\n set pen color to (#82f11c)\n Draw line from [-237] [-105] to [237] [-105] size [13]\n set pen color to (#ff0000)\n Draw line from [-100] [-94] to [100] [-94] size [10]\n set pen color to (#b3b3b3)\n Draw line from [-130] [-93] to [-130] [-75] size [10]\n set pen color to (#ffd000)\n Draw line from [-145] [-60] to [-115] [-83] size [12]\n else\n if <(Level) = [4]> then\n pen up\n set pen color to (#ff0000)\n Draw line from [102] [-97] to [102] [54] size [10]\n set pen color to (#b35a2e)\n Draw line from [120] [-93] to [120] [50] size [14]\n set pen color to (#71d019)\n Draw line from [130] [-97] to [130] [54] size [8]\n set pen color to (#82f11c)\n Draw line from [135] [-97] to [135] [54] size [8]\n set pen color to (#71d019)\n Draw line from [116] [-97] to [116] [54] size [8]\n set pen color to (#82f11c)\n Draw line from [110] [-97] to [110] [54] size [8]\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] size [100]\n set pen color to (#71d019)\n Draw line from [-237] [-114] to [237] [-114] size [13]\n set pen color to (#82f11c)\n Draw line from [-237] [-105] to [237] [-105] size [13]\n set pen color to (#ff0000)\n Draw line from [-100] [-94] to [100] [-94] size [10]\n set pen color to (#b3b3b3)\n Draw line from [-130] [-93] to [-130] [-75] size [10]\n set pen color to (#ffd000)\n Draw line from [-145] [-60] to [-115] [-83] size [12]\n else\n if <(Level) = [5]> then\n pen up\n set pen color to (#b3b3b3)\n Draw line from [65] [25] to [65] [50] size [10]\n set pen color to (#ffd000)\n Draw line from [50] [50] to [80] [50] size [12]\n set pen color to (#ff0000)\n Draw line from [-100] [-94] to [1000] [-94] size [10]\n Draw line from [-1000] [200] to [1000] [200] size [10]\n Draw line from [135] [-40] to [1000] [-40] size [10]\n set pen color to (#82f11c)\n Draw line from [] [-20] to [-70] [-20] size [15]\n Draw line from [-107] [-80] to [-107] [-100] size [7]\n Draw line from [50] [15] to [100] [30] size [15]\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] size [100]\n set pen color to (#71d019)\n Draw line from [-237] [-114] to [237] [-114] size [13]\n set pen color to (#82f11c)\n Draw line from [-237] [-105] to [237] [-105] size [13]\n set pen color to (#82f11c)\n Draw line from [50] [-50] to [1000] [-50] size [15]\n else\n if <(Level) = [6]> then\n pen up\n set pen color to (#ff0000)\n Draw line from [-100] [-94] to [1000] [-94] size [10]\n set pen color to (#82f11c)\n Draw line from [-110] [-97] to [-110] [54] size [15]\n set pen color to (#82f11c)\n Draw line from [0] [-97] to [0] [54] size [15]\n Draw line from [50] [-97] to [50] [130] size [15]\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] size [100]\n set pen color to (#71d019)\n Draw line from [-237] [-114] to [237] [-114] size [13]\n set pen color to (#82f11c)\n Draw line from [-237] [-105] to [237] [-105] size [13]\n else\n if <(Level) = [7]> then\n pen up\n set pen color to (#ff0000)\n Draw line from [-1000] [10] to [-140] [010] size [13]\n set pen color to (#b3b3b3)\n Draw line from [10] [-65] to [10] [-98] size [10]\n set pen color to (#ffd000)\n Draw line from [-10] [-65] to [30] [-65] size [12]\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] size [100]\n set pen color to (#71d019)\n Draw line from [-237] [-114] to [237] [-114] size [13]\n set pen color to (#82f11c)\n Draw line from [-237] [-105] to [237] [-105] size [13]\n set pen color to (#ff0000)\n Draw line from [135] [-93] to [1000] [-93] size [10]\n set pen color to (#82f11c)\n Draw line from [-135] [100] to [-135] [-45] size [13]\n set pen color to (#ff0000)\n Draw line from [-60] [0] to [40] [0] size [10]\n set pen color to (#82f11c)\n Draw line from [-1000] [0] to [-135] [0] size [13]\n else\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] size [100]\n set pen color to (#71d019)\n Draw line from [-237] [-114] to [237] [-114] size [13]\n set pen color to (#82f11c)\n Draw line from [-237] [-105] to [237] [-105] size [13]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Draw line from (x) (y) to (x) (y) size (s)\nset pen size to (s)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x) y: (y)\n\nif then\nend\nif then\nend\n\nset pen color to (#b3b3b3)\n\nset pen color to (#b35a2e)\n\nif <(Level) = [3]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] size [100]\n set pen color to (#71d019)\n Draw line from [-237] [-114] to [237] [-114] size [13]\n set pen color to (#82f11c)\n Draw line from [-237] [-105] to [237] [-105] size [13]\n set pen color to (#ff0000)\n Draw line from [-30] [-93] to [30] [-93] size [10]\n Draw line from [-1000] [10] to [1000] [10] size [10]\n set pen color to (#4e4e4e)\n Draw line from [-1000] [115] to [1000] [115] size [200]\nelse\nend\n\n@Player\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume1 v)\nset [xval v] to [0]\nset [yval v] to [0]\nforever\n clear graphic effects\n set [xval v] to ((xval) * (0.85))\n change x by (xval)\n if <touching color (#81f01c)?> then\n change y by (-2)\n if <touching color (#81f01c)?> then\n change y by (1)\n if <touching color (#81f01c)?> then\n change y by (1)\n if <touching color (#81f01c)?> then\n change y by (1)\n if <touching color (#81f01c)?> then\n change y by (1)\n if <touching color (#81f01c)?> then\n change y by (1)\n if <touching color (#81f01c)?> then\n change y by (-5)\n change x by ((-1) * (xval))\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <not <(xval) = [0]>>> then\n set [yval v] to [8]\n set [xval v] to (((xval) / ([abs v] of (xval) )) * (-10))\n else\n set [xval v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xval v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xval v] by (1)\n end\n change y by (-3)\n if <touching color (#81f01c)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yval v] to [7.1]\n end\n end\n change y by (3)\n if <(yval) > [-15]> then\n change [yval v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#81f01c)?>> then\n change y by (-1)\n if <not <touching color (#81f01c)?>> then\n change y by (-1)\n if <not <touching color (#81f01c)?>> then\n change y by (-1)\n if <not <touching color (#81f01c)?>> then\n change y by (-1)\n if <not <touching color (#81f01c)?>> then\n change y by (-1)\n if <not <touching color (#81f01c)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yval)\n if <touching color (#81f01c)?> then\n change y by (-2)\n if <touching color (#81f01c)?> then\n change y by ((-1) * (yval))\n set [yval v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen flag clicked\nset [animation size v] to [5]\ngo to x: (-216) y: (-20)\nshow\nforever\n go to [front v] layer\n Render Player\nend\n\ndefine Render Player\nif <touching color (#ff0000)?> then\n go to x: (-216) y: (-20)\n set [xval v] to [0]\n set [yval v] to [0]\n broadcast (Reset v)\nend\nif <touching color (#ffd000)?> then\n set [yval v] to [13]\n set [xval v] to [11]\nend\nhide\nerase all\nset pen color to (#000000)\nset pen size to (31)\npen down\npen up\nif <not <(Animation size) < [1.1]>> then\n change [animation size v] by (-0.1)\nelse\n set [animation size v] to [5]\nend\nset pen size to (Animation size)\nset pen color to (#ffffff)\npen down\npen up\nbroadcast (Start v)\n\nwhen I receive [start v]\nif <<(x position) > [230]> or <(x position) = [240]>> then\n change [level v] by (1)\n go to x: (-216) y: (-20)\n if <(Level) = [7]> then\n broadcast (Jump v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\n@PTE\n\ndefine Render letter (letter) Position? (x) (y) Size (s)\ngo to x: (x) y: (y)\nset pen size to ((4) * (s))\nif <[a] = (letter)> then\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: ((y position) - ((20) * (s)))\n go to x: (((-2) * (s)) + (x position)) y: (((7) * (s)) + (y position))\n change x by ((-5) * (s))\n pen up\nend\nif <[b] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change y by ((9) * (s))\n change x by ((-10) * (s))\n change y by ((2) * (s))\n change x by ((7) * (s))\n change y by ((9) * (s))\n change x by ((-7) * (s))\n pen up\nend\nif <[c] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((20) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[d] = (letter)> then\n pen down\n change y by ((20) * (s))\n change x by ((8) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-8) * (s))\n pen up\nend\nif <[e] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[f] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[g] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((7) * (s))\n change y by ((5) * (s))\n change x by ((-2) * (s))\n change x by ((4) * (s))\n change x by ((-2) * (s))\n change y by ((-5) * (s))\n change x by ((-7) * (s))\n change y by ((20) * (s))\n change x by ((7) * (s))\n pen up\nend\nif <[h] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change y by ((-20) * (s))\n pen up\nend\nif <[i] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n change x by ((5) * (s))\n change y by ((-20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n change x by ((5) * (s))\n pen up\nend\nif <[j] = (letter)> then\n pen down\n change y by ((10) * (s))\n change y by ((-10) * (s))\n change x by ((5) * (s))\n change y by ((20) * (s))\n change x by ((-5) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[k] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-10) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((-10) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n go to x: (((10) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n pen up\nend\nif <[l] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[m] = (letter)> then\n pen down\n change y by ((20) * (s))\n go to x: (((5) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n change y by ((-20) * (s))\n pen up\nend\nif <[n] = (letter)> then\n pen down\n change y by ((20) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n change y by ((20) * (s))\n pen up\nend\nif <[o] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\nend\nif <[p] = (letter)> then\n pen down\n change y by ((15) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-1) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\nend\nif <[q] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: ((2) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: ((2) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: ((-2) + (x position)) y: ((-5) + (y position))\n change x by ((-6) * (s))\n go to x: ((-2) + (x position)) y: (((5) * (s)) + (y position))\n pen up\n change x by ((6) * (s))\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n pen up\nend\nif <[r] = (letter)> then\n pen down\n change y by ((15) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-1) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change y by ((-3) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-11) * (s)) + (y position))\n pen up\nend\nif <[s] = (letter)> then\n pen down\n change y by ((2) * (s))\n change y by ((-2) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change y by ((-2) * (s))\n change y by ((2) * (s))\n pen up\nend\nif <[t] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[u] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((15) * (s))\n pen up\n change x by ((10) * (s))\n pen down\n change y by ((-15) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\n change x by ((10) * (s))\n pen down\n change y by ((-5) * (s))\n pen up\nend\nif <[v] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[w] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((2.5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[x] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((10) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n pen up\n change x by ((-10) * (s))\n pen down\n go to x: (((10) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[y] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: (((5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n go to x: (((-5) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((-5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n pen up\nend\nif <[z] = (letter)> then\n pen down\n change x by ((10) * (s))\n go to x: (((-10) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n change x by ((10) * (s))\n pen up\nend\nif <[0] = (letter)> then\n pen down\n change y by ((20) * (s))\n change x by ((10) * (s))\n change y by ((-20) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[1] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n go to x: (((-5) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n pen up\nend\nif <[2] = (letter)> then\n pen down\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[3] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[4] = (letter)> then\n change x by ((10) * (s))\n pen down\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n pen up\nend\nif <[5] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[6] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change y by ((20) * (s))\n pen up\nend\nif <[7] = (letter)> then\n change y by ((20) * (s))\n pen down\n change x by ((10) * (s))\n change y by ((-20) * (s))\n pen up\nend\nif <[8] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change y by ((20) * (s))\n change x by ((10) * (s))\n change y by ((-10) * (s))\n pen up\nend\nif <[9] = (letter)> then\n change x by ((10) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n pen up\nend\n\ndefine Word (word) Position? (x) (y) size: (s)\nset [start x v] to (x)\nset [start y v] to (y)\nset [letter v] to [0]\nrepeat (length of (word))\n change [letter v] by (1)\n Render letter (letter (Letter) of (word)) Position? (Start x) (Start y) Size (s)\n change [start x v] by ((15) * (s))\nend\n\nwhen flag clicked\nreset timer\nforever\n set [time v] to (round (timer))\n if <(Level) = [1]> then\n set pen color to (#70d019)\n Word [welcome to qiuck a 100 pen ] Position? [-195] [145] size: [1]\n Word [platformer] Position? [-75] [111] size: [1]\n else\n if <(Level) = [2]> then\n set pen color to (#ff0000)\n Word [Stay away from red] Position? [-135] [145] size: [1]\n else\n if <(Level) = [3]> then\n set pen color to (#ffd000)\n Word [Yellow makes you bounce] Position? [-170] [145] size: [1]\n else\n if <(Level) = [4]> then\n set pen color to (#616161)\n Word [Comen quick the time is running] Position? [-226] [145] size: [1]\n else\n if <(Level) = [5]> then\n set pen color to (#b35a2e)\n Word [This is very easy] Position? [-140] [145] size: [1]\n else\n if <(Level) = [6]> then\n set pen color to (#ff4141)\n Word [Some easy parkour] Position? [-140] [147] size: [1]\n else\n if <(Level) = [7]> then\n set pen color to (#ff1212)\n Word [Stay away from the lava bot] Position? [-200] [140] size: [1]\n else\n set pen color to (#ffd000)\n Word [Yay you did it] Position? [-115] [140] size: [1]\n Word (join (join [Your time ] (Time)) [ Seconds]) Position? [-145] [100] size: [1]\n Word [Fav] Position? [-40] [0] size: [1]\n set pen color to (#ff0000)\n Word [Love] Position? [-120] [0] size: [1]\n set pen color to (#167ddd)\n Word [Follow] Position? [18] [0] size: [1]\n if <(Time) < (☁ HIGH SCORE)> then\n set [☁ high score v] to (Time)\n end\n reset timer\n stop [all v]\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Ai\n\nwhen flag clicked\nset [enemyx v] to [216]\nset [enemyy v] to [0]\ngo to x: (216) y: (-88)\n\ndefine Render Ai\nset pen color to (#ff0000)\nset pen size to (20)\npen down\npen up\nset pen size to (Size)\nset pen color to (#ffffff)\npen down\npen up\nif <not <(Size) < [1.1]>> then\n change [size v] by (-0.1)\nelse\n set [size v] to [5]\nend\n\nif <touching color (#ffd000)?> then\n change [enemyx v] by (13)\n set y to (13)\nend\n\nwhen I receive [reset v]\nset [enemyx v] to [216]\nset [enemyy v] to [0]\ngo to x: (216) y: (-88)\n\nwhen I receive [jump v]\nif <(Level) = [7]> then\n repeat until <not <(Level) = [7]>>\n Render Ai\n follow\n end\nend\n\nchange y by (-3)\nchange y by (3)\n\ndefine follow\nif <touching color (#ffd000)?> then\n set [enemyy v] to [14]\nend\nif <([x position v] of [player v]) < (x position)> then\n change [enemyx v] by (-0.2)\nend\nif <([x position v] of [player v]) > ((x position) - (10))> then\n change [enemyx v] by (0.2)\nend\nset [enemyx v] to ((Enemyx) * (0.9))\nchange x by (Enemyx)\nif <touching color (#81f01c)?> then\n change y by (1)\nend\nif <touching color (#81f01c)?> then\n change y by (1)\nend\nif <touching color (#81f01c)?> then\n change y by (1)\nend\nif <touching color (#81f01c)?> then\n change y by (1)\nend\nif <touching color (#81f01c)?> then\n change y by (5)\n change x by ((Enemyx) * (-1))\n if <(y position) < ([y position v] of [player v])> then\n set [enemyy v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [enemyx v] to [-10]\n else\n set [enemyx v] to [10]\n end\n else\n set [enemyx v] to [0]\n end\nend\nchange y by (-1)\nif <touching color (#81f01c)?> then\n change y by ((Enemyy) - ((Enemyy) * (2)))\nend\nif <<(y position) < ([y position v] of [player v])> and <touching color (#81f01c)?>> then\n change y by (14)\n set [enemyy v] to [14]\nend\nchange y by (1)\nchange x by (Enemyx)\nchange y by (Enemyy)\n\n@TN\n\nwhen flag clicked\nhide\n\n
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Welcome to Quick a 100% pen platformer!\n\nThank you so much for 500 views!\n\nIt's not very big as this is my first pen game :D\n\nINSTRUCTIONS - \n1) Arrow keys to move!\n2) Stay away from lava!\n3) Yellow makes you bounce!\n4) Stay away from the lava bot!\n5) Do it as fast as possible! :D \n\nCan you beat the high score?\n\nLove Fav and follow for more!\n
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platformer cat
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@Stage\n\n@Platformer\n\nwhen flag clicked\nbroadcast (Green Flag v)\n\nwhen I receive [green flag v]\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-215) y: (-72)\nset rotation style [left-right v]\nforever\n Run game\nend\n\ndefine Run game\nchange [speed y v] by (-1)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (3.4)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-3.4)\nend\nset [speed x v] to ((Speed x) * (0.7))\nchange x by (Speed x)\nif <touching (plat v)?> then\n change y by (1)\n if <touching (plat v)?> then\n change y by (1)\n if <touching (plat v)?> then\n change y by (1)\n if <touching (plat v)?> then\n change y by (1)\n if <touching (plat v)?> then\n change y by (1)\n if <touching (plat v)?> then\n change y by (1)\n if <touching (plat v)?> then\n change y by (1)\n if <touching (plat v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\nend\nif <touching (plat v)?> then\n change y by (10)\n repeat until <not <touching (plat v)?>>\n change x by ((Speed x) * (-1))\n end\n if <<<key (space v) pressed?> or <key (space v) pressed?>> and <touching (plat v)?>> then\n set [speed y v] to [10]\n if <(Speed x) < [0]> then\n set [speed x v] to [16]\n else\n set [speed x v] to [0]\n end\n else\n set [speed x v] to [0]\n end\nend\nchange y by (Speed Y)\nif <touching (plat v)?> then\n repeat until <not <touching (plat v)?>>\n change y by ((Speed Y) * (-1))\n end\n set [speed y v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (plat v)?>> then\n change [speed y v] by (15)\nend\nchange y by (1)\nif <(x position) > [238]> then\n change [level v] by (1)\n Reset\nend\nif <touching (dieeeeeeee v)?> then\n Reset\nend\n\nwhen I receive [green flag v]\nReset\nforever\n Run game\nend\n\ndefine Reset\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-215) y: (-72)\nset rotation style [left-right v]\n\n@Plat\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Unity\n\nwhen flag clicked\nhide\ngo to x: (-126) y: (-74)\nstop all sounds\nforever\n play sound [TheFatRat - Unity v] until done\nend\n\n@DIEEEEEEEE\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n
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why the heck does this have so many veiws?!
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Scrolling Platformer ?mode=trending
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@Stage\n\nwhen [space v] key pressed\n\nset [mouse v] to (join ((mouse x) + (scroll x)) (join [, ] ((mouse y) + (scroll y))))\nshow variable [mouse v]\nwait (5) seconds\nhide variable [mouse v]\n\nwhen flag clicked\nhide variable [mouse v]\nset [mouse v] to []\n\nwhen I receive [flag v]\n\nwhen I receive [music start v]\nforever\n\n@Blank\n\n@player\n\nwhen flag clicked\nhide\nbroadcast (intro start v) and wait\n\nwhen I receive [flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play the game v]\nshow\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n broadcast (upndown v)\n end\n if <(EXIT) = [WIN]> then\n Game - Win\n else\n Game - die\n end\nend\n\ndefine Game on\nset [sx v] to [0]\nset [in air v] to [0]\nset [x v] to [-50]\nset [y v] to [0]\nset [sy v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\nset [deaths v] to [0]\n\ndefine Position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine Tick\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(rightnleft) = [right]>> then\n change [sx v] by (2)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(rightnleft) = [left]>> then\n change [sx v] by (-2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(jump) = [1]>> then\n if <(in air) < [7]> then\n set [sy v] to [14]\n end\nend\nif <(sy) > [-18]> then\n change [sy v] by (-2)\nend\nUp & Down 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) < [-300]> then\n set [exit v] to [die]\nend\n\nChange x by [8]\n\ndefine Up & Down by (this)\nchange [y v] by (this)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(this) > [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 x by (this2)\nchange [x v] by (this2)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n repeat until <not <touching (platforms v)?>>\n if <(this2) > [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 (3)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n hide\nend\nwait (0.5) seconds\nbroadcast (setup v) and wait\nchange [deaths v] by (1)\nset [x v] to [0]\nset [y v] to [0]\n\nrepeat (3)\n\nshow\n\ndefine Test - Die\nif <touching (red v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nset rotation style [don't rotate v]\nstart sound [Whiz v]\nrepeat (50)\n point towards (exit v)\n turn left (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\nbroadcast (setup v) and wait\nbroadcast (reset v) and wait\nbroadcast (next level v)\n\nshow\nglide (1) secs to (random position v)\n\nrepeat until <touching (mouse-pointer v)?>\n\nglide (1) secs to x: (100) y: (50)\n\nbroadcast (Flag v) and wait\nbroadcast (Play the Game v) and wait\n\nwhen I receive [go v]\nforever\n play sound [kevin_macleod_carefree_-5902357390034925961 v] until done\nend\n\n@platforms\n\nwhen I receive [flag v]\nset [scroll x v] to [0]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nif <(Level) = [1]> then\n switch costume to (1 1 v)\n Clone at X: [450] Y [0]\n Clone at X: [450] Y [0]\n Clone at X: [450] Y [0]\nelse\n if <(Level) = [2]> then\n switch costume to (2 1 v)\n Clone at X: [450] Y [0]\n Clone at X: [400] Y [-50]\n else\n if <(Level) = [3]> then\n switch costume to (3 1 v)\n Clone at X: [0] Y [25]\n Clone at X: [0] Y [150]\n Clone at X: [200] Y [150]\n Clone at X: [300] Y [-50]\n else\n if <(Level) = [4]> then\n switch costume to (4 1 v)\n Clone at X: [0] Y [50]\n Clone at X: [200] Y [150]\n Clone at X: [0] Y [-200]\n else\n broadcast (FINISH v) and wait\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at X: [600] Y [-450]\n\nClone at X: [200] Y [150]\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (450)\n\n@COINS\n\nwhen I receive [flag v]\nset [scroll x v] to [0]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (scroll x)) ((y) - (scroll y))\nif <touching (player v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (OPEN v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nswitch costume to (dot9 v)\nset size to (100) %\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nif <(Level) = [1]> then\n switch costume to (dot v)\n Clone at X: [200] Y [0]\n Clone at X: [450] Y [0]\n Clone at X: [1040] Y [52]\n Clone at X: [1364] Y [24]\nelse\n if <(Level) = [2]> then\n switch costume to (dot v)\n Clone at X: [213] Y [-10]\n Clone at X: [491] Y [149]\n Clone at X: [872] Y [-126]\n else\n if <(Level) = [3]> then\n switch costume to (dot v)\n Clone at X: [-180] Y [-90]\n Clone at X: [-225] Y [335]\n Clone at X: [286] Y [529]\n Clone at X: [300] Y [285]\n else\n if <(Level) = [4]> then\n switch costume to (dot v)\n Clone at X: [-194] Y [50]\n Clone at X: [29] Y [206]\n Clone at X: [222] Y [115]\n Clone at X: [539] Y [83]\n end\n end\n end\nend\nset [x v] to [-999999]\n\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (450)\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 [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nchange [x v] by (450)\nchange [y v] by (450)\n\nrepeat (3)\n change [scroll y v] by (1)\nend\nrepeat (3)\n change [scroll y v] by (-1)\nend\n\nchange y by (3)\nchange y by (-3)\n\nwhen I receive [tick v]\n\nchange y by (3)\n\nchange y by (-3)\n\nrepeat (3)\n change size by (10)\nend\nrepeat (3)\n change size by (-10)\nend\n\nrepeat ((costume [number v]) - (1))\n next costume\nend\n\nwait (0.001) seconds\n\nrepeat (8)\n\nnext costume\n\nswitch costume to (dot9 v)\n\nchange size by (-10)\nchange size by (10)\n\nchange [brightness v] effect by (0.001)\n\n\nset [fisheye v] effect to (0)\n\nset [whirl v] effect to (0)\n\nturn right (10) degrees\n\nClone at X: [213] Y [-10]\nClone at X: [491] Y [149]\nClone at X: [872] Y [-126]\n\n@RED\n\nwhen I receive [flag v]\nset [scroll x v] to [0]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nif <(Level) = [1]> then\n switch costume to (1 1 v)\n Clone at X: [450] Y [0]\n Clone at X: [450] Y [0]\n Clone at X: [450] Y [0]\nelse\n if <(Level) = [2]> then\n switch costume to (2 1 v)\n Clone at X: [450] Y [0]\n Clone at X: [450] Y [0]\n Clone at X: [450] Y [0]\n else\n if <(Level) = [3]> then\n switch costume to (3 1 v)\n Clone at X: [0] Y [25]\n Clone at X: [0] Y [150]\n Clone at X: [200] Y [150]\n Clone at X: [300] Y [-50]\n else\n if <(Level) = [4]> then\n switch costume to (4 1 v)\n Clone at X: [0] Y [50]\n Clone at X: [200] Y [150]\n Clone at X: [0] Y [-200]\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (450)\n\nClone at X: [600] Y [-450]\n\nClone at X: [0] Y [25]\nClone at X: [0] Y [150]\nClone at X: [200] Y [150]\nClone at X: [300] Y [-50]\n\nif <(Level) = [4]> then\n switch costume to (4 1 v)\nend\n\n@exit\n\nwhen I receive [flag v]\nset [scroll x v] to [0]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (scroll x)) ((y) - (scroll y))\nif <<(COLLECTED) = (COLLECTED MAX)> and <touching (player v)?>> then\n set [exit v] to [WIN]\nend\n\nwhen I receive [setup v]\nhide\nswitch costume to (closed v)\nset [collected v] to [0]\nset [y v] to []\nset [x v] to []\nif <(Level) = [1]> then\n Clone at X: [1597] Y [-30]\nelse\n if <(Level) = [2]> then\n Clone at X: [1073] Y [-74]\n else\n if <(Level) = [3]> then\n Clone at X: [430] Y [90]\n else\n if <(Level) = [4]> then\n Clone at X: [400] Y [0]\n else\n hide\n end\n end\n end\nend\n\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (450)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at X: [1040] Y [52]\nClone at X: [1364] Y [24]\nClone at X: [1364] Y [24]\n\nset [x v] to [-999999]\n\nwhen I receive [open v]\nswitch costume to (open v)\n\nwhen I receive [next level v]\nswitch costume to (closed v)\n\nchange [y v] by (450)\n\nrepeat (3)\n change [y v] by (3)\n change [scroll y v] by (3)\nend\nwait (0.2) seconds\nrepeat (3)\n change [y v] by (-3)\n change [scroll y v] by (-3)\nend\nwait (0.2) seconds\n\nwhen I receive [tick v]\n\nturn right (1) degrees\n\nwhen I receive [flag v]\nset size to (60) %\n\n\n\nClone at X: [430] Y [90]\n\nset size to (60) %\n\nif <(Level) = [3]> then\n set size to (60) %\nelse\n set size to (100) %\nend\n\n@Sprite2\n\nwhen I receive [finish v]\nshow\nshow variable [deaths v]\nshow variable [time v]\nhide variable [collected v]\nhide variable [level v]\nset [time v] to (round (timer))\nforever\n play sound [Kevin MacLeod Pixel Peeker Polka - faster \(1\) v] until done\n repeat (3)\n change size by (10)\n end\n repeat (3)\n change size by (-10)\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nshow variable [level v]\nshow variable [collected v]\nhide variable [deaths v]\nhide variable [time v]\nset size to (130) %\nhide\n\nwhen I receive [flag v]\n\nforever\n\nwhen I receive [music start v]\nforever\n\nif <[] = [0]> then\nif <[] > [50]> then\n\nbroadcast (FINISH v)\n\n@Sprite1\n\nwhen I receive [intro start v]\nshow\n\nwhen I receive [flag v]\nhide\n\ngo [forward v] (100) layers\n\n@Sprite3\n\nwhen I receive [intro start v]\ngo [forward v] (10000) layers\nshow\nset size to (100) %\npoint in direction (90)\ngo to x: (-240) y: (0)\nrepeat (48)\n change x by (5)\n turn right (7.5) degrees\nend\nwait (0.2) seconds\nrepeat (3)\n change size by (10)\nend\nrepeat (3)\n change size by (-10)\nend\nwait (0.2) seconds\nrepeat (48)\n change x by (-5)\n turn left (7.5) degrees\nend\nhide\nbroadcast (Flag v) and wait\nbroadcast (Play the Game v) and wait\nbroadcast (music start v)\nbroadcast (go v)\n\nstop [this script v]\n\n@Sprite4\n\nwhen flag clicked\nset [rightnleft v] to []\n\n set [mobile hit v] to [0]\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [rightnleft v] to [right]\n set [mobile hit v] to [1]\n else\n if <not <(mobile hit) = [1]>> then\n set [rightnleft v] to []\n set [rightnleft v] to []\n end\n end\nend\n\nwhen this sprite clicked\n\n@Sprite5\n\nwhen flag clicked\n\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [jump v] to [1]\n else\n set [jump v] to [0]\n end\nend\n\nwhen this sprite clicked\n\nset [upndown v] to [up]\nset [upndown v] to []\n\nset [mobile hit v] to [1]\n\nset [mobile hit v] to []\n\nif <not <(mobile hit) = [1]>> then\nend\n\n@Sprite6\n\nwhen flag clicked\n\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [rightnleft v] to [left]\n set [mobile hit v] to [1]\n else\n if <not <(mobile hit) = [1]>> then\n set [rightnleft v] to []\n end\n end\nend\n\nwhen this sprite clicked\n\n@Sprite7\n\nwhen flag clicked\nhide\nforever\n set [timer2 v] to (timer)\nend\n\nwhen [timer v] > ((timer2) + (0.01))\nshow\ngo to x: (0) y: (150)\ngo to [front v] layer\nrepeat (10)\n set y to ((y position) / (2))\nend\nforever\n set y to (([sin v] of ((timer) * (200)) ) * (7))\nend\n\n
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https://scratch.mit.edu/projects/512357369\nI've Finished this now! I spent yesterday Searching for music and trying to add Music but it wouldn't let me. I'll add music soon enough.\nOk, arrow keys or WASD to move. Avoid the bottom and Red. Get to the portal to Proceed. Hold Up Arrow/W to Jump higher. The portal Won't open until \n you Collect all the coins. There is only 4 Levels, so I tried to make it tricky. Also, the Dying animation is about 1 1/2 seconds, so it may effect your Overall time! \nPLEASE CONSIDER THAT I WORKED MORE THAN 10 HOURS ON THIS OVER 2 WEEKS AND THAT HALF WAY THROUGH IT ALL DELETED AND LEAVE A HEART AND FAVE THANK YOU SO MUCH!!!!?\n2300 (done)\n3000 (not done)\n3500 (not done)\n4000 (not done)\n5000 (not done) \n10000000000000000000000000000 (not done)\n\nMobile version: https://scratch.mit.edu/projects/706782100\n(Credits to @CO112010)\n\n-@DadiDab\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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: "7+4=3 so this is good"
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Tropical - A platformer #games #all
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@Stage\n\nwhen flag clicked\nplay sound [Sneaky adventure v] until done\n\nwhen I receive [start game v]\nset [level v] to [0]\nforever\n play sound [Coconut Mall v] until done\nend\n\nwhen I receive [stop music v]\nstop [other scripts in sprite v]\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y velocity v] by (-1)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by ((speed) * (-1))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n 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 (-8)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\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 [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (level v)?>> then\n set [y velocity v] to (jump height)\nend\nchange y by (1)\n\nwhen I receive [go to next level v]\ngo to x: (-192) y: (-27)\n\nwhen flag clicked\nforever\n if <touching (hot sand v)?> then\n go to x: (-192) y: (-27)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y velocity v] to [5]\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [y velocity v] to [-5]\n else\n set [y velocity v] to [-1]\n end\n end\n end\nend\n\nwhen I receive [water appear v]\ngo to x: (-167) y: (116)\n\nwhen I receive [water tp 1 v]\ngo to x: (-211) y: (-107)\n\nwhen I receive [start game v]\nshow\nset size to (40) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-192) y: (-27)\nforever\n Platformer Physics [1] [0.9] [15]\nend\n\nwhen I receive [in the car v]\nhide\n\n@Level\n\nwhen I receive [level change v]\nswitch costume to ((Level) + (1))\nbroadcast (Go to next level v)\n\nwhen flag clicked\nshow variable [time v]\nset [time v] to [0]\nswitch costume to (level 1 v)\nwait until <(costume [number v]) = [2]>\nbroadcast (Coconut TP 1 v)\nwait until <(costume [number v]) = [3]>\nbroadcast (Coconut TP 2 v)\nbroadcast (Hot sand appear v)\nwait until <(costume [number v]) = [4]>\nbroadcast (Coconut TP 3 v)\nbroadcast (Hot sand TP v)\nwait until <(costume [number v]) = [5]>\nbroadcast (Coconut TP 4 v)\nbroadcast (Hot sand hide v)\nbroadcast (Water appear v)\nwait until <(costume [number v]) = [6]>\ngo to x: (-1) y: (-33)\nbroadcast (Coconut TP 5 v)\nbroadcast (Hot sand appear again v)\nbroadcast (Water TP 1 v)\nwait until <(costume [number v]) = [7]>\nbroadcast (Coconut TP 6 v)\nbroadcast (Hot banana v)\nbroadcast (Water hide v)\nwait until <(costume [number v]) = [8]>\nbroadcast (Coconut TP 7 v)\nbroadcast (Change hot sand 1 v)\nwait until <(costume [number v]) = [9]>\nbroadcast (Change hot sand 2 v)\nbroadcast (Water appear again v)\nwait until <(costume [number v]) = [10]>\nbroadcast (Coconut TP 8 v)\nbroadcast (Change hot sand 3 v)\nbroadcast (Water TP 2 v)\nwait until <(costume [number v]) = [11]>\nbroadcast (Coconut TP 9 v)\nbroadcast (Water hide v)\nwait until <(costume [number v]) = [12]>\nbroadcast (Coconut TP 10 v)\nbroadcast (Change hot sand 2 v)\nbroadcast (Water appear 3 v)\nwait until <(costume [number v]) = [13]>\nbroadcast (Hide coconut v)\nbroadcast (Hot sand hide v)\nbroadcast (Water hide 2 v)\nbroadcast (Coconut car v)\n\nwhen I receive [start game v]\nwait (1) seconds\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [in the car v]\nstop [other scripts in sprite v]\n\n@Coconut\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (1)\n wait (0.1) seconds\n end\n repeat (10)\n change y by (-1)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [level v] by (1)\n broadcast (Level Change v)\n end\nend\n\nwhen I receive [coconut tp 1 v]\ngo to x: (9) y: (119)\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to x: (190) y: (9)\n\nwhen I receive [coconut tp 2 v]\ngo to x: (167) y: (-14)\n\nwhen I receive [coconut tp 3 v]\ngo to x: (-169) y: (142)\n\nwhen I receive [coconut tp 4 v]\ngo to x: (197) y: (-120)\n\nwhen I receive [coconut tp 5 v]\ngo to x: (207) y: (150)\n\nwhen I receive [coconut tp 6 v]\ngo to x: (198) y: (-36)\n\nwhen I receive [coconut tp 7 v]\ngo to x: (198) y: (-38)\n\nwhen I receive [coconut tp 8 v]\ngo to x: (193) y: (26)\n\nwhen I receive [coconut tp 9 v]\ngo to x: (175) y: (135)\n\nwhen I receive [hide coconut v]\nhide\n\n@Hot sand\n\nwhen flag clicked\nhide\n\nwhen I receive [hot sand appear v]\nshow\nswitch costume to (hot sand v)\nset size to (40) %\ngo to x: (-6) y: (-104)\n\nwhen I receive [hot sand tp v]\nset size to (100) %\ngo to x: (66) y: (-119)\n\nwhen I receive [hot sand hide v]\nhide\n\nwhen I receive [hot sand appear again v]\nshow\nset size to (30) %\ngo to x: (182) y: (94)\n\nwhen I receive [hot banana v]\nswitch costume to (hot banana v)\nset size to (100) %\ngo to x: (70) y: (-2)\n\nwhen I receive [change hot sand 1 v]\nswitch costume to (hot sand 3 v)\n\nwhen I receive [change hot sand 2 v]\nswitch costume to (hot sand 4 v)\ngo to x: (9) y: (-60)\nforever\n glide (2) secs to x: (9) y: (45)\n glide (2) secs to x: (9) y: (-60)\nend\n\nwhen I receive [change hot sand 3 v]\nstop [other scripts in sprite v]\nswitch costume to (hot sand 5 v)\ngo to x: (11) y: (-10)\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [water appear v]\nshow\nswitch costume to (water v)\nset size to (100) %\ngo to x: (79) y: (10)\n\nwhen I receive [water tp 1 v]\nswitch costume to (water 2 v)\ngo to x: (-85) y: (26)\n\nwhen I receive [water hide v]\nhide\n\nwhen I receive [water appear again v]\nshow\nswitch costume to (water 3 v)\n\nwhen I receive [water tp 2 v]\nswitch costume to (water 4 v)\n\nwhen I receive [water appear 3 v]\nshow\nset size to (25) %\nrepeat (10)\n create clone of (_myself_ v)\nend\nforever\n glide (2) secs to (random position v)\nend\n\nwhen I start as a clone\nforever\n glide (2) secs to (random position v)\nend\n\nwhen I receive [water hide 2 v]\nhide\n\n@Story board\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (293)\nglide (2) secs to x: (0) y: (0)\n\nwhen I receive [hide board v]\nglide (2) secs to x: (0) y: (293)\nrepeat (4)\n change [ghost v] effect by (25)\nend\nhide\nstop all sounds\nbroadcast (Start game v)\n\n@Story\n\nwhen flag clicked\nhide\nwait (3) seconds\nshow\nswitch costume to (story 1 v)\ngo to x: (0) y: (-32)\nwait (2) seconds\nstart sound [Nani v]\nswitch costume to (story 2 v)\nwait (3) seconds\nswitch costume to (story 3 v)\nwait (2) seconds\nbroadcast (Hide board v)\nhide\n\n@Coconut car\n\nwhen flag clicked\nhide\n\nwhen I receive [coconut car v]\nshow\nset [ghost v] effect to (0)\nswitch costume to (coconut car v)\nbroadcast (Stop music v)\ngo to x: (66) y: (-96)\nwait until <touching (player v)?>\nbroadcast (In the car v)\nswitch costume to (player in car v)\nwait (2) seconds\nstart sound [Nyoom v]\nglide (1) secs to x: (256) y: (-96)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nwait (1) seconds\nbroadcast (Thanks for playing v)\n\n@Thanks for playing\n\nwhen flag clicked\nhide\n\nwhen I receive [thanks for playing v]\nshow\ngo to x: (0) y: (0)\nforever\n repeat (10)\n change size by (1)\n wait (0.1) seconds\n end\n repeat (10)\n change size by (-1)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [thanks for playing v]\nforever\n play sound [Bubblaine Music v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
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Summer is coming in the year 2021!! And, this is my first platformer! It has 12 levels but they're possible without walljumps so I didn't add them :/ (Maybe I'll add them in my next platformer.)\nI also added a stopwatch so you can speedrun and maybe comment your time?\nPart 2 - Sunset Version: https://scratch.mit.edu/projects/549387205/\n=======================================\n~Story~\nYou are going to visit a place with your coconut-fueled car. But unfortunately your car is out of coconut oil!!! You decided to go on a quest to gather coconuts and make coconut oil for the car. Can you get all 12 coconuts and repair your coconut car??\n~Controls~\nA or left arrow → Move left\nD or right arrow → Move right\nW or up arrow → Jump or swim up faster\nS or down arrow → Swim down faster\nRed → Hot sand that will burn your feet!!!\nLight blue → Water, very cool, you'll like it there\n======================================\nThey're might be some bugs or other weird stuff. If there is, just tell me.\nBy the way, what are you planning to do for this summer? Lemme know in the comments!!\nPlease consider \nThanks so much for playing this project!! #EnjoyThisProject
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Slime Platformer 3: Earth Day Special
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@Stage\n\nwhen I receive [bye ocean v]\nswitch backdrop to (jungle3 v)\n\nwhen I receive [new message v]\nswitch backdrop to (jungle2 v)\n\n@Good Slime\n\nwhen flag clicked\nshow\n\nwhen I receive [mute v]\nset volume to (0) %\n\nwhen I receive [unmute v]\nset volume to (100) %\n\nwhen I receive [start v]\nshow variable [☁ record v]\nshow variable [time v]\nset [time v] to [0]\nforever\n change [time v] by (0.04)\nend\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ record v]\n\nwhen flag clicked\nwait (4) seconds\nbroadcast (Unmute v)\nforever\n play sound [the piano moosic v] until done\nend\n\nwhen flag clicked\nset size to (100) %\nshow\ngo to [front v] layer\nswitch backdrop to (1 v)\ngo to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [220]> then\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (New v)\n go to x: (-200) y: (0)\n end\n if <<<[-160] > (y position)> or <touching (lava v)?>> or <key (r v) pressed?>> then\n set [xv v] to [0]\n set [yv v] to [0]\n start sound [Crunch v]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (.2)\n change [pixelate v] effect by (20)\n end\n set size to (100) %\n clear graphic effects\n go to x: (-200) y: (0)\n go to x: (-200) y: (0)\n end\n if <<touching (sprite1 v)?> or <touching (spikes v)?>> then\n set [xv v] to [0]\n set [yv v] to [0]\n start sound [Crunch v]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (.2)\n change [pixelate v] effect by (20)\n end\n set size to (15) %\n clear graphic effects\n go to x: (-200) y: (0)\n end\n if <touching (bouncer v)?> then\n set [yv v] to [22]\n end\nend\n\nwhen [space v] key pressed\nbroadcast (Mute v)\n\nwhen flag clicked\nforever\n set size to (100) %\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [kiokiokiobaby v]\nhide\n\nwhen I receive [bye ocean v]\nstop [other scripts in sprite v]\nhide\n\n@SPIKES\n\nwhen flag clicked\nset size to (50) %\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [bounce training v]\ngo to x: (199) y: (16)\n\nwhen flag clicked\ngo to x: (244) y: (14)\n\nwhen I receive [roof spikes 1 v]\ngo to x: (160) y: (19)\n\nwhen I receive [duplicate of 1 but harder v]\ngo to x: (145) y: (13)\n\nwhen I receive [mushroom mario v]\ngo to x: (145) y: (13)\n\nwhen I receive [lava 1 v]\ngo to x: (265) y: (15)\n\nwhen I receive [ocean v]\ngo to x: (150) y: (7)\n\nwhen I receive [kiokiokiobaby v]\ngo to x: (178) y: (12)\nchange [ghost v] effect by (25)\nchange [pixelate v] effect by (25)\n\nwhen I receive [babyteach v]\ngo to x: (246) y: (9)\n\nwhen I receive [roof earth =? v]\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nforever\n set size to (50) %\nend\n\n@Platform\n\nwhen I receive [new v]\nif <(costume [name v]) = [12]> then\n broadcast (End v)\nelse\n next costume\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [2]> then\n broadcast (BOUNCE TRAINING v)\n end\nend\n\nwhen [space v] key pressed\nbroadcast (Mute v)\n\nwhen [u v] key pressed\nbroadcast (Unmute v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [3]> then\n broadcast (Roof spikes 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [4]> then\n broadcast (DUPLICATE OF 1 but harder v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [6]> then\n broadcast (MUSHROOM MARIO v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [5]> then\n broadcast (ROOF EARTH =? v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [9]> then\n broadcast (Lava 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [10]> then\n broadcast (OCEAN v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [11]> then\n broadcast (BYE OCEAN v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [11]> then\n broadcast (KIOKIOKIOBABY v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [12]> then\n broadcast (BABYTEACH v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [7]> then\n broadcast (ROOF EATH 2 v)\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [kiokiokiobaby v]\nhide\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [8]> then\n broadcast (New Message v)\n end\nend\n\n@LAVA \n\nwhen I receive [lava 1 v]\ngo to x: (35) y: (-80)\nshow\n\nwhen flag clicked\nhide\nswitch costume to (lavaaaaaa!!!!!! v)\n\nwhen I receive [ocean v]\nswitch costume to (lavaaaaaa!!!!!!2 v)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [kiokiokiobaby v]\nhide\n\n
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=============== Series so Far=================\n1. https://scratch.mit.edu/projects/501459810\n2. https://scratch.mit.edu/projects/505124384\n3. https://scratch.mit.edu/projects/520963964\n==========================================\n✅ Advertising - Please keep it to a minimum and don't force it on anyone who doesn't want it. :)\n✅ Feedback\n❌ Spam\n❌ F4F\n❌ Hate\n❌ Reporting Advertising/ Saying it isn't allowed\n\nArrow Keys or AWSD to move.\nR to reset the stage if you want to, though I'm not sure why?\nAvoid the Rubbish & Water!
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Worlds - A platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n switch backdrop to (World #)\nend\n\n@player\n\ndefine Respawn (x) (y)\ngo to x: (x) y: (y)\nset [sy v] to [0]\nset [sx v] to [0]\n\ndefine Tick <ceiling>\nchange [in air v] by (1)\nrepeat until <not <touching (level v)?>>\n if <ceiling> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [sy v] to [0]\nend\n\ndefine Walk\nrepeat until <<(wall angle) = [4]> or <not <touching (level v)?>>>\n change y by (1)\n change [wall angle v] by (1)\nend\nif <(wall angle) = [4]> then\n change x by ((0) - (sx))\n change y by (-4)\nend\nif <(x position) < [-220]> then\n set x to (-220)\nend\nif <(x position) > [221]> then\n set x to (221)\nend\nchange [sx v] by ((<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>) * (2))\nset [sx v] to ((sx) * (0.8))\nif <(<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>) = [1]> then\n switch costume to (moving player v)\n point in direction (90)\nend\nset [wall angle v] to [0]\nif <(<<key (a v) pressed?> or <key (left arrow v) pressed?>> - <<key (d v) pressed?> or <key (right arrow v) pressed?>>) = [1]> then\n switch costume to (moving player v)\n point in direction (-90)\nend\nif <(<<key (a v) pressed?> or <key (left arrow v) pressed?>> - <<key (d v) pressed?> or <key (right arrow v) pressed?>>) = [0]> then\n switch costume to (still player v)\n point in direction (0)\nend\n\nwhen I receive [start game loop v]\nset [in air v] to [10]\nforever\n change [sy v] by (-1)\n change y by (sy)\n change x by (sx)\n Walk\n Tick <(sy) > [0]>\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <[3] > (in air)>> then\n set [sy v] to [13]\n end\n Next Level Check\n Respawn Check\n create clone of (_myself_ v)\nend\n\ndefine Respawn Check\nif <<touching (spike v)?> or <touching (lava v)?>> then\n stop [other scripts in sprite v]\n repeat (25)\n change [ghost v] effect by (4)\n end\n Respawn [-180] [0]\n wait (0.5) seconds\n repeat (25)\n change [ghost v] effect by (-4)\n end\n broadcast (Start Game Loop v)\nend\n\ndefine Next Level Check\nif <[220] < (x position)> then\n stop [other scripts in sprite v]\n repeat (25)\n change [ghost v] effect by (4)\n end\n change [level # v] by (1)\n if <(Level #) = [2]> then\n Respawn [-200] [0]\n else\n Respawn [-180] [0]\n end\n wait (0.5) seconds\n repeat (25)\n change [ghost v] effect by (-4)\n end\n broadcast (Start Game Loop v)\nend\n\nwhen I start as a clone\nswitch costume to (blank v)\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [green flag v]\nRespawn [-180] [0]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nbroadcast (Start Game Loop v) and wait\n\nwhen flag clicked\nhide\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to ((Level #) + (2))\nend\n\n@Lava\n\nwhen flag clicked\nforever\n switch costume to (Level #)\n if <(costume [number v]) = [1]> then\n go to x: (([cos v] of (((timer) - (3)) * (200)) ) * (50)) y: (0)\n else\n go to x: (0) y: ((([cos v] of (((timer) - (3)) * (200)) ) * (7)) - (10))\n end\n if <<<(World #) = [2]> or <<(World #) = [3]> or <(World #) = [4]>>> and <not <(STOP EVERYTHING BUT INTRO) = [1]>>> then\n go to [back v] layer\n end\nend\n\n@Spike\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level #)\nend\n\n@Type 2 Level\n\nwhen flag clicked\nforever\n switch costume to ((Level #) + (1))\n if <<<(World #) = [1]> or <(World #) = [3]>> and <not <(STOP EVERYTHING BUT INTRO) = [1]>>> then\n go to [back v] layer\n end\n if <<(World #) = [2]> and <not <(STOP EVERYTHING BUT INTRO) = [1]>>> then\n go to [front v] layer\n end\nend\n\n@Type 2 Lava\n\nwhen flag clicked\nforever\n switch costume to (Level #)\n if <(costume [number v]) = [1]> then\n go to x: (([cos v] of (((timer) - (3)) * (200)) ) * (50)) y: (0)\n else\n go to x: (0) y: ((([cos v] of (((timer) - (3)) * (200)) ) * (7)) - (10))\n end\n if <<<(World #) = [1]> or <(World #) = [4]>> and <not <(STOP EVERYTHING BUT INTRO) = [1]>>> then\n go to [back v] layer\n end\nend\n\n@Type 2 Spike\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level #)\n if <<<(World #) = [1]> or <(World #) = [3]>> and <not <(STOP EVERYTHING BUT INTRO) = [1]>>> then\n go to [back v] layer\n end\n if <<<(World #) = [2]> or <(World #) = [4]>> and <not <(STOP EVERYTHING BUT INTRO) = [1]>>> then\n go to [front v] layer\n end\nend\n\n@Type 4 Level\n\nwhen flag clicked\nforever\n switch costume to ((Level #) + (1))\n if <<<(World #) = [1]> or <<(World #) = [2]> or <(World #) = [3]>>> and <not <(STOP EVERYTHING BUT INTRO) = [1]>>> then\n go to [back v] layer\n end\n if <<(World #) = [4]> and <not <(STOP EVERYTHING BUT INTRO) = [1]>>> then\n go to [front v] layer\n end\nend\n\n@Type 4 Lava\n\nwhen flag clicked\nforever\n switch costume to (Level #)\n if <(costume [number v]) = [1]> then\n go to x: (([cos v] of (((timer) - (3)) * (200)) ) * (50)) y: (0)\n else\n go to x: (0) y: ((([cos v] of (((timer) - (3)) * (200)) ) * (7)) - (10))\n end\n if <<<(World #) = [1]> or <<(World #) = [2]> or <(World #) = [3]>>> and <not <(STOP EVERYTHING BUT INTRO) = [1]>>> then\n go to [back v] layer\n end\nend\n\n@Text\n\nwhen I receive [green flag v]\nset [green flag v] to [1]\nforever\n if <(Darkness text) = [1]> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [green flag v] to [0]\nforever\n switch costume to (Level #)\n if <(World #) = [4]> then\n set [darkness text v] to [1]\n else\n set [darkness text v] to [0]\n end\n if <(green flag) = [0]> then\n hide\n else\n show\n end\nend\n\n@World Setter\n\nwhen I receive [green flag v]\nforever\n if <key (1 v) pressed?> then\n set [world # v] to [1]\n end\n if <key (2 v) pressed?> then\n set [world # v] to [2]\n end\n if <key (3 v) pressed?> then\n set [world # v] to [3]\n end\n if <key (4 v) pressed?> then\n set [world # v] to [4]\n end\nend\n\n@intro\n\nwhen flag clicked\nset [stop everything but intro v] to [0]\nswitch costume to (blank fader v)\nset [level # v] to [1]\nrepeat (4)\n set [world # v] to [1]\n wait (0.4) seconds\n set [world # v] to [2]\n wait (0.4) seconds\n set [world # v] to [3]\n wait (0.4) seconds\n set [world # v] to [4]\n wait (0.4) seconds\nend\nset [stop everything but intro v] to [1]\ncreate clone of (_myself_ v)\nwait (4) seconds\nrepeat (4)\n next costume\n create clone of (_myself_ v)\nend\nnext costume\nwait (4) seconds\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.7) seconds\nend\nwait (2) seconds\nnext costume\ncreate clone of (_myself_ v)\nnext costume\nwait (1) seconds\nrepeat (10)\n create clone of (_myself_ v)\n wait (0.7) seconds\nend\nwait (1) seconds\nset [stop everything but intro v] to [0]\nset [stop intro v] to [1]\nbroadcast (Green Flag v) and wait\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n set size to (100) %\n set [ghost v] effect to (100)\n repeat (100)\n change [ghost v] effect by (-1)\n end\nend\nif <(costume [number v]) = [2]> then\n go to x: (-220) y: (0)\n set [ghost v] effect to (50)\n repeat (50)\n change [ghost v] effect by (-1)\n end\n repeat (10)\n change x by (22)\n end\nend\nif <(costume [number v]) = [3]> then\n go to x: (220) y: (0)\n set [ghost v] effect to (50)\n repeat (50)\n change [ghost v] effect by (-1)\n end\n repeat (10)\n change x by (-22)\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n go to x: (0) y: (180)\n set [ghost v] effect to (50)\n repeat (50)\n change [ghost v] effect by (-1)\n end\n repeat (10)\n change y by (-18)\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n go to x: (0) y: (-180)\n set [ghost v] effect to (50)\n repeat (50)\n change [ghost v] effect by (-1)\n end\n repeat (10)\n change y by (18)\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (1) seconds\n repeat (25)\n change size by (2)\n end\nend\nif <(costume [number v]) = [6]> then\n set size to (0) %\n repeat (25)\n change size by (20)\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (4) seconds\n repeat (5)\n change y by (7)\n end\nend\nif <(costume [number v]) = [7]> then\n set size to (0) %\n go to x: (0) y: (-20)\n repeat (25)\n change size by (2)\n end\nend\nif <(costume [number v]) = [8]> then\n set size to (0) %\n repeat (25)\n change size by (10)\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (9) seconds\n delete this clone\nend\nif <(costume [number v]) = [1]> then\n wait (17.75) seconds\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n wait (7.9) seconds\n delete this clone\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen [t v] key pressed\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (final thumbnail v)\nshow\nstop [all v]\n\n
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After 50+ hours of work, I present to you... Worlds - A platformer! Please love, favorite, and follow @sciencedolphin9! Thank you! This is just a platformer engine, but still check it out!\nIt contains:\n- All collisions\n- Spikes\n- Moving Lava\n- Player Animation\n- Different Worlds\n- Much much more!\n---How To Play---\nWASD or arrow keys to move. \nI kept no wall jumping on purpose but if you want I can still add it. \nGet to the right edge of the screen for the next level.\nAvoid lava and spikes\n1, 2, 3, and 4 to switch between different worlds.\nT to show the thumbnail (Just a warning it will stop everything because I don't want people to play and have the thumbnail showing.)\n---Credits---\nFor the first time in all my games, I have no credits (except for the thumbnail next)! 100% code and art is from me! I made most of the art in vector, with some additional changes in bitmap. \nCooltext.com for the "Worlds A Platformer" on the thumbnail/\n---What I Am Working On--- \n[I will not add anything as of May 2021]\nThis is probably the best project I have made in scratch, so I will probably keep on adding lots of stuff to it. This is what I will add:\n- Trampolines\n- Saws\n- Bosses/Bossfights\n- More Worlds\n- More skins (For different worlds)\n-Mobile\n- More! (Please comment for ideas and suggestions! If you comment, there is a higher chance I will add it because user suggestions always add what they want more and is more fun!)\n---Lag---\nIf you experience lag please tell what happened in the comments and use this turbowarp link: https://turbowarp.org/521385332\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n---Tags---\n#All #Games #Platformer #Art #Animation #Engine #Best\n#Remix #Friendly
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Among Us Platformer Mobile
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@Stage\n\nwhen flag clicked\nswitch backdrop to (screen shot 2021-04-20 at 9 v)\n\n@Level\n\nwhen I receive [level 4-5 \(2\) v]\nswitch costume to (level 5 v)\nbroadcast (Level 4-5 \(3\) v)\ngo to x: (-2) y: (-56)\n\nwhen I receive [level 7-8 \(2\) v]\nswitch costume to (level 8 v)\ngo to x: (1) y: (-63)\n\nwhen I receive [level 8-9 \(2\) v]\nswitch costume to (level 9 v)\ngo to x: (1) y: (-63)\n\nwhen I receive [level 10-win\(2\) v]\nswitch costume to (level win v)\ngo to x: (1) y: (-63)\n\nwhen I receive [level 9-10 \(2\) v]\nswitch costume to (level 10 v)\ngo to x: (1) y: (-63)\n\nwhen I receive [level 1-2 \(2\) v]\nswitch costume to (level 2 v)\nbroadcast (level 1-2 \(3\) v)\ngo to x: (1) y: (-63)\n\nwhen I receive [level 6-7 \(2\) v]\nswitch costume to (level 7 v)\ngo to x: (1) y: (-63)\n\nwhen I receive [level 5-6 \(2\) v]\nswitch costume to (level 6 v)\ngo to x: (0) y: (-31)\n\nwhen I receive [level 2-3 \(1\) v]\nswitch costume to (level 3 v)\ngo to x: (1) y: (-63)\n\nwhen I receive [level 3-4 \(2\) v]\nswitch costume to (level 4 v)\ngo to x: (1) y: (-63)\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (level 1 v)\ngo to x: (1) y: (-63)\n\n@Mini Crewmate?\n\nwhen flag clicked\ngo to x: (-215) y: (-118)\nhide variable [slope v]\nhide variable [x vel. v]\nhide variable [y vel. v]\nset [x vel. v] to [0]\nset [y vel. v] to [0]\nforever\n platformer physics [0.7] [0.9] [13]\nend\n\ndefine platformer physics (speed) (friction) (jump hight)\nchange [y vel. v] by (-1)\nif <<mouse down?> and <(x position) < (mouse x)>> then\n change [x vel. v] by (speed)\nend\nif <<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 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 (-8)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (x vel.) ) / (x vel.)) * (-1))\n end\n set [x vel. v] to [0]\n end\n end\n end\n end\n end\n end\n end\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 <<<mouse down?> and <(mouse y) > (y position)>> and <touching (level v)?>> then\n set [y vel. v] to (jump hight)\nend\nchange y by (1)\n\nwhen flag clicked\nswitch costume to (crewmate-stand v)\nforever\n broadcast (level 1-2 v)\n broadcast (Level 2-3 v)\n broadcast (Level 3-4 v)\n broadcast (Level 4-5 v)\n broadcast (Level 5-6 v)\n broadcast (Level 6-7 v)\n broadcast (Level 7-8 v)\n broadcast (Level 8-9 v)\n broadcast (Level 9-10 v)\n broadcast (Level 10-WIN v)\nend\n\nwhen I receive [level 1-2 \(3\) v]\ngo to x: (-215) y: (-118)\n\nwhen flag clicked\nshow\n\nwhen I receive [level 2-3 \(1\) v]\ngo to x: (-215) y: (-118)\n\nwhen [up arrow v] key pressed\nrepeat until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\n switch costume to (crewmate-stand v)\nend\n\nwhen I receive [tongue kill v]\nif <touching color (#f59292)?> then\n go to x: (-215) y: (-118)\n switch costume to (crewmate-stand v)\nend\n\nwhen I receive [level 3-4 \(2\) v]\ngo to x: (-215) y: (-118)\n\nwhen I receive [level 4-5 \(2\) v]\ngo to x: (-215) y: (-118)\n\nwhen I receive [level 5-6 \(2\) v]\ngo to x: (-215) y: (-118)\n\nwhen I receive [level 6-7 \(2\) v]\ngo to x: (-215) y: (-118)\n\nwhen I receive [imposter kill v]\nif <<touching color (#f59292)?> or <touching color (#ea0000)?>> then\n go to x: (-210) y: (-115)\n switch costume to (crewmate-stand v)\nend\n\nwhen I receive [level 7-8 \(2\) v]\ngo to x: (-215) y: (-118)\n\nwhen I receive [level 9-10 \(2\) v]\ngo to x: (-215) y: (-118)\n\nwhen I receive [level 10-win\(2\) v]\ngo to x: (0) y: (-116)\nWin Dance\n\ndefine Win Dance\nforever\n switch costume to (crewmate-win v)\nend\n\nwhen [w v] key pressed\nrepeat until <not <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>>>\n switch costume to (crewmate-stand v)\nend\n\nwhen I receive [mute v]\nset volume to (25) %\n\nwhen I receive [unmute v]\nset volume to (0) %\n\nwhen flag clicked\nset volume to (0) %\n\n@Mom Crewmate?\n\nwhen flag clicked\nhide\nforever\n switch costume to (crewmate-win 1 v)\n wait (0.75) seconds\n switch costume to (crewmate-win 2 v)\n wait (0.75) seconds\nend\n\nwhen I receive [level 10-win\(2\) v]\nshow\n\n@The "Imposter"\n\nwhen flag clicked\nrepeat until <touching (mom crewmate? v)?>\n switch costume to (imposter-running\(l\) 1 v)\n wait (1) seconds\n switch costume to (imposter-running\(l\) 2 v)\n wait (1) seconds\n switch costume to (imposter-running\(l\) 3 v)\n wait (1) seconds\n switch costume to (imposter-running\(l\) 4 v)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n broadcast (Imposter Kill v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6-7 \(2\) v]\nshow\ngo to x: (0) y: (-70)\nrepeat until <touching color (#dde000)?>\n glide (3) secs to (mini crewmate? v)\nend\n\nwhen I receive [level 7-8 \(2\) v]\ngo to x: (111) y: (-118)\n\nwhen I receive [level 8-9 \(2\) v]\nhide\n\nwhen I receive [level 10-win\(2\) v]\nshow\ngo to [back v] layer\ngo to x: (54) y: (-117)\nforever\n switch costume to (imposter?-dead\(l\) 4 v)\nend\n\n@Tongue\n\nwhen flag clicked\nhide\npoint in direction (90)\nset size to (100) %\n\nwhen I receive [level 2-3 \(1\) v]\ngo to [front v] layer\nshow\ngo to x: (-118) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (-51) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (17) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (87) y: (-100)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n broadcast (Tongue Kill v)\nend\n\nwhen I receive [level 3-4 \(2\) v]\nhide\n\nwhen I receive [level 4-5 \(3\) v]\nshow\ngo to x: (-165) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (-38) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (106) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (-200) y: (-13)\nturn right (180) degrees\ncreate clone of (_myself_ v)\ngo to x: (-99) y: (-13)\ncreate clone of (_myself_ v)\ngo to x: (31) y: (-13)\ncreate clone of (_myself_ v)\ngo to x: (183) y: (-13)\n\nturn right (180) degrees\n\nwhen I receive [level 5-6 \(2\) v]\npoint in direction (0)\ndelete this clone\n\nwhen I receive [level 5-6 \(2\) v]\ngo to [front v] layer\nwait (0.001) seconds\nchange size by (-50)\ngo to x: (-39) y: (18)\ncreate clone of (_myself_ v)\ngo to x: (115) y: (94)\ncreate clone of (_myself_ v)\npoint in direction (90)\nchange size by (150)\ngo to x: (157) y: (-67)\ncreate clone of (_myself_ v)\nchange size by (-150)\ngo to x: (203) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (215) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (226) y: (-117)\ncreate clone of (_myself_ v)\n\nwhen I receive [level 6-7 \(2\) v]\nchange size by (50)\nhide\ndelete this clone\n\nwhen I receive [level 7-8 \(2\) v]\nshow\nwait (0.01) seconds\ngo to x: (-142) y: (-117)\nchange size by (-50)\ncreate clone of (_myself_ v)\ngo to x: (-130) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-117) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-106) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-93) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-78) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-66) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-53) y: (-117)\ncreate clone of (_myself_ v)\n\nwhen I receive [level 7-8 \(2\) v]\ndelete this clone\n\nwhen I receive [level 8-9 \(2\) v]\nchange size by (50)\nhide\ndelete this clone\n\n@Task Bar 2\n\nwhen flag clicked\nshow\nswitch costume to (task bar 0 v)\n\nwhen I receive [level 5-6 \(2\) v]\nswitch costume to (task bar 5 v)\n\nwhen I receive [level 6-7 \(2\) v]\nswitch costume to (task bar 6 v)\n\nwhen I receive [level 4-5 \(2\) v]\nswitch costume to (task bar 4 v)\n\nwhen I receive [level 3-4 \(2\) v]\nswitch costume to (task bar 3 v)\n\nwhen I receive [level 2-3 \(1\) v]\nswitch costume to (task bar 2 v)\n\nwhen I receive [level 1-2 \(3\) v]\nswitch costume to (task bar 1 v)\n\nwhen I receive [level 8-9 \(2\) v]\nswitch costume to (task bar 8 v)\n\nwhen I receive [level 10-win\(2\) v]\nswitch costume to (task bar 10 v)\n\nwhen I receive [level 7-8 \(2\) v]\nswitch costume to (task bar 7 v)\n\nwhen I receive [level 9-10 \(2\) v]\nswitch costume to (task bar 9 v)\n\n@Task Bar\n\nwhen I receive [task hide v]\nglide (0.5) secs to x: (-115) y: (23)\ngo to [back v] layer\n\nwhen I receive [task show v]\nglide (0.5) secs to x: (36) y: (27)\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (task bar 0 v)\nshow\n\nwhen I receive [level 1-2 \(2\) v]\nswitch costume to (task bar 1 v)\n\nwhen I receive [level 2-3 \(1\) v]\nswitch costume to (task bar 2 v)\n\nwhen I receive [level 3-4 \(2\) v]\nswitch costume to (task bar 3 v)\n\nwhen I receive [level 4-5 \(2\) v]\nswitch costume to (task bar 4 v)\n\nwhen I receive [level 5-6 \(2\) v]\nswitch costume to (task bar 5 v)\n\nwhen I receive [level 6-7 \(2\) v]\nswitch costume to (task bar 6 v)\n\nwhen I receive [level 7-8 \(2\) v]\nswitch costume to (task bar 7 v)\n\nwhen I receive [level 8-9 \(2\) v]\nswitch costume to (task bar 8 v)\n\nwhen I receive [level 9-10 \(2\) v]\nswitch costume to (task bar 9 v)\n\nwhen I receive [level 10-win\(2\) v]\nswitch costume to (task bar 10 v)\n\n@Task Hide\n\nwhen this sprite clicked\nbroadcast (Task Hide v)\nhide\n\nwhen I receive [task show v]\nwait (0.5) seconds\nshow\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\n@Task Show\n\nwhen this sprite clicked\nbroadcast (Task Show v)\nhide\n\nwhen I receive [task hide v]\nwait (0.5) seconds\nshow\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@Spinning Tongue 1\n\nwhen flag clicked\npoint in direction (90)\nhide\nforever\n turn left (5) degrees\nend\n\nwhen I receive [level 8-9 \(2\) v]\nshow\n\nwhen I receive [level 10-win\(2\) v]\nhide\n\nshow\n\n@Spinning Tongue 2\n\nwhen flag clicked\npoint in direction (90)\nhide\nforever\n turn left (5) degrees\nend\n\nwhen I receive [level 9-10 \(2\) v]\nshow\n\nwhen I receive [level 10-win\(2\) v]\nhide\n\nshow\n\n@Spinning Tongue 3\n\nwhen flag clicked\npoint in direction (90)\nhide\nforever\n turn left (5) degrees\nend\n\nwhen I receive [level 9-10 \(2\) v]\nshow\n\nwhen I receive [level 10-win\(2\) v]\nhide\n\n@ID\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10-win\(2\) v]\nshow\n\n@Mute\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nclear sound effects\nbroadcast (UnMute v)\n\nwhen I receive [mute v]\nshow\n\n@Un Mute\n\nwhen flag clicked\nshow\nset volume to (25) %\n\nwhen this sprite clicked\nbroadcast (Music v)\nhide\nbroadcast (Mute v)\n\nwhen I receive [unmute v]\nshow\n\n@Vent 1\n\nwhen I receive [level 1-2 v]\nif <touching (mini crewmate? v)?> then\n broadcast (level 1-2 \(2\) v)\nend\n\nwhen I receive [level 1-2 \(3\) v]\nhide\n\nwhen flag clicked\nshow\n\n@Vent 2\n\nwhen I receive [level 1-2 \(3\) v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2-3 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 2-3 \(1\) v)\nend\n\nwhen I receive [level 2-3 \(1\) v]\nhide\n\n@Vent 3\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2-3 \(1\) v]\nshow\n\nwhen I receive [level 3-4 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 3-4 \(2\) v)\nend\n\nwhen I receive [level 3-4 \(2\) v]\nhide\n\n@Vent 4\n\nwhen flag clicked\nhide\n\nwhen I receive [level 4-5 \(2\) v]\nhide\n\nwhen I receive [level 4-5 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 4-5 \(2\) v)\nend\n\nwhen I receive [level 3-4 \(2\) v]\nshow\n\n@Vent 5\n\nwhen flag clicked\nhide\n\nwhen I receive [level 5-6 \(2\) v]\nhide\n\nwhen I receive [level 5-6 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 5-6 \(2\) v)\nend\n\nwhen I receive [level 4-5 \(3\) v]\nshow\n\n@Vent 6\n\nwhen flag clicked\nhide\n\nwhen I receive [level 5-6 \(2\) v]\nshow\n\nwhen I receive [level 6-7 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 6-7 \(2\) v)\nend\n\nwhen I receive [level 6-7 \(2\) v]\nhide\n\n@Vent 7\n\nwhen flag clicked\nhide\n\nwhen I receive [level 7-8 \(2\) v]\nhide\n\nwhen I receive [level 7-8 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 7-8 \(2\) v)\nend\n\nwhen I receive [level 6-7 \(2\) v]\nshow\n\n@Vent 8\n\nwhen flag clicked\nhide\n\nwhen I receive [level 7-8 \(2\) v]\nshow\n\nwhen I receive [level 8-9 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 8-9 \(2\) v)\nend\n\nwhen I receive [level 8-9 \(2\) v]\nhide\n\n@Vent 9\n\nwhen flag clicked\nhide\n\nwhen I receive [level 8-9 \(2\) v]\nshow\n\nwhen I receive [level 9-10 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 9-10 \(2\) v)\nend\n\nwhen I receive [level 9-10 \(2\) v]\nhide\n\n@Vent 10\n\nwhen flag clicked\nhide\n\nwhen I receive [level 9-10 \(2\) v]\nshow\n\nwhen I receive [level 10-win v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 10-WIN\(2\) v)\nend\n\nwhen I receive [level 10-win\(2\) v]\nhide\n\n@Skip 1\n\nwhen this sprite clicked\nhide\nbroadcast (level 1-2 \(2\) v)\nbroadcast (level 1-2 \(3\) v)\n\nwhen flag clicked\nshow\ngo to x: (10) y: (162)\n\nwhen I receive [level 1-2 \(3\) v]\nhide\n\n@Skip 2\n\nwhen this sprite clicked\nhide\nbroadcast (Level 2-3 \(1\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2-3 \(1\) v]\nhide\n\nwhen I receive [level 1-2 \(3\) v]\nshow\n\n@Skip 3\n\nwhen this sprite clicked\nhide\nbroadcast (Level 3-4 \(2\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 3-4 \(2\) v]\nhide\n\nwhen I receive [level 2-3 \(1\) v]\nshow\n\n@Skip 4\n\nwhen this sprite clicked\nhide\nbroadcast (Level 4-5 \(2\) v)\nbroadcast (Level 4-5 \(3\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 4-5 \(2\) v]\nhide\n\nwhen I receive [level 3-4 \(2\) v]\nshow\n\n@Skip 5\n\nwhen this sprite clicked\nhide\nbroadcast (Level 5-6 \(2\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 5-6 \(2\) v]\nhide\n\nwhen I receive [level 4-5 \(3\) v]\nshow\n\n@Skip 6\n\nwhen this sprite clicked\nhide\nbroadcast (Level 6-7 \(2\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6-7 \(2\) v]\nhide\n\nwhen I receive [level 5-6 \(2\) v]\nshow\n\n@Skip 7\n\nwhen this sprite clicked\nhide\nbroadcast (Level 7-8 \(2\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 7-8 \(2\) v]\nhide\n\nwhen I receive [level 6-7 \(2\) v]\nshow\n\n@Skip 8\n\nwhen this sprite clicked\nhide\nbroadcast (Level 8-9 \(2\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 8-9 \(2\) v]\nhide\n\nwhen I receive [level 7-8 \(2\) v]\nshow\n\n@Skip 9\n\nwhen this sprite clicked\nhide\nbroadcast (Level 9-10 \(2\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 9-10 \(2\) v]\nhide\n\nwhen I receive [level 8-9 \(2\) v]\nshow\n\n@Skip 10\n\nwhen this sprite clicked\nhide\nbroadcast (Level 10-WIN\(2\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10-win\(2\) v]\nhide\n\nwhen I receive [level 9-10 \(2\) v]\nshow\n\n
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Original1: https://scratch.mit.edu/projects/512351950/\nOriginal2: https://scratch.mit.edu/projects/521313822/\nOriginal3: https://scratch.mit.edu/projects/539509295/\nHelp the mini Crew mate get back to their mom\nall levels are possible, I am sorry if its glitchy, I used a lot of blocks and sprites. If it glitches i would suggest closing the tab then open it after a minute, I added effects, I will be updating this so it might restart the page\nI added a skip button. please do not say I scroll\ncopied scroll this from someone else I made the original platform and the link for it is this: \nInstructions:\narrow keys to move, space button or w, a, d,\ndon't touch the imposter tongues\nyou can close and open the tool bar by pressing the "Task" button\nUse the mute and un mute buttons to toggle the music/effects \navoid the imposters don't touch them\nmore⤵\nQ and A:\n\nQ:will you make a part 2\nA:i will make a part 2 if I get 10 loves and 5 favourites\n\nQ:was this hard to make\nA: Yes this was hard to make it took me 8 days to make\n\nQ: Can we advertise \nA:No please do not advertise If you want your project to become popular or if you want someone to see It add it to a Studio\n\nQ:can we use your sprites\nA:Yes you can but please give credit same thing with the code
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Secrets platformer (Mobile friendly)
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@Stage\n\nwhen I receive [begin v]\nswitch costume to (lvl 1 v)\n\nwhen I receive [went right v]\nnext backdrop\nif <(costume [name v]) = [Secret 1 lvl 4]> then\n next costume\nend\nif <(backdrop [name v]) = [Secret 4 lvl 5]> then\n set [gravity v] to [1]\nend\nset [beginning costume v] to (backdrop [number v])\n\nwhen I receive [went left v]\nswitch backdrop to ((backdrop [number v]) - (1))\nif <(backdrop [name v]) = [Secret 4 lvl 4]> then\n set [gravity v] to [-1]\nend\nset [beginning costume v] to (backdrop [number v])\n\nwhen I receive [reset v]\nswitch backdrop to (Beginning costume)\n\nwhen I receive [break v]\nswitch costume to (secret 1 lvl 4 broken v)\n\nwhen I receive [up? v]\nif <(backdrop [name v]) = [Secret 1 lvl 6]> then\n broadcast (Went up v)\nend\n\nwhen I receive [went up v]\nswitch backdrop to (secret 1 ending v)\nset [beginning costume v] to (backdrop [number v])\n\nwhen I receive [went down v]\nif <(backdrop [name v]) = [Secret 1 ending]> then\n switch backdrop to (secret 1 lvl 6 v)\nelse\n if <(backdrop [name v]) = [Lvl 4]> then\n switch backdrop to (secret 3 lvl 1 v)\n else\n if <(costume [name v]) = [Secret 3 bottomless pit]> then\n switch costume to (secret 3 falling v)\n else\n if <(costume [name v]) = [Secret 3 falling]> then\n if <(...) = [300]> then\n switch backdrop to (secret 4 lvl 1 v)\n end\n end\n end\n end\nend\nset [beginning costume v] to (backdrop [number v])\n\nif <(Gravity) = [-1]> then\n\nif <(Gravity) = [-1]> then\n\nwhen I receive [special right v]\nswitch costume to (secret 5 lvl 1 v)\nset [beginning costume v] to (costume [number v])\n\nwhen I receive [special left v]\nswitch costume to (lvl 6 v)\nset [beginning costume v] to (costume [number v])\n\nwhen I receive [second \(or back to first\) dimension v]\nif <(costume [name v]) = [Secret 5 lvl 5]> then\n switch costume to (secret 5 lvl 5 d2 v)\nelse\n if <(costume [name v]) = [Secret 5 lvl 6]> then\n switch costume to (secret 5 lvl 6 d2 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 6 D2]> then\n switch costume to (secret 5 lvl 6 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 7]> then\n switch costume to (secret 5 lvl 7 d2 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 7 D2]> then\n switch costume to (secret 5 lvl 7 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 8]> then\n switch costume to (secret 5 lvl 8 d2 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 8 D2]> then\n switch costume to (secret 5 lvl 8 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 9]> then\n switch costume to (secret 5 lvl 9 d2 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 9 D2]> then\n switch costume to (secret 5 lvl 9 v)\n else\n if <(costume [name v]) = [Secret 5 ending]> then\n switch costume to (secret 5 ending d2 v)\n else\n if <(costume [name v]) = [Secret 5 ending D2]> then\n switch costume to (secret 5 ending 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\nforever\n play sound [Dirtmouth v] until done\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1]\nset [came from v] to [Left]\nset [x velocity v] to [0]\nbroadcast (Begin v)\nset [go to y v] to (y position)\nrepeat (5)\n go to x: (-200) y: (-74)\nend\nforever\n switch costume to (idle v)\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 change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n switch costume to (right v)\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 ((0) - (Gravity))\n end\n if <touching (ground v)?> then\n change y by ((0) - (Gravity))\n end\n if <touching (ground v)?> then\n change y by ((0) - (Gravity))\n end\n if <touching (ground v)?> then\n change y by ((0) - (Gravity))\n end\n if <touching (ground v)?> then\n if <(Gravity) = [-1]> then\n change y by (-4)\n else\n change y by (4)\n end\n change x by ((X velocity) * (-1))\n if <(Gravity) = [-1]> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>> 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 else\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [-15]\n else\n set [x velocity v] to [0]\n end\n end\n end\n change [y velocity v] by (Gravity)\n change y by (Y velocity)\n if <touching (ground v)?> then\n change y by ((Y velocity) - ((Y velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (Gravity)\n if <(Gravity) = [-1]> then\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>>> then\n set [y velocity v] to [15]\n end\n else\n if <<touching (ground v)?> and <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>>>> then\n set [y velocity v] to [-15]\n end\n end\n change y by ((0) - (Gravity))\n if <(x position) > [234]> then\n if <<(backdrop [name v]) = [Lvl 6]> and <[149] < (y position)>> then\n broadcast (Special right v)\n else\n broadcast (Went right v)\n end\n set x to (-230)\n set [go to x v] to (x position)\n set [go to y v] to (y position)\n end\n if <(x position) < [-234]> then\n if <<(backdrop [name v]) = [Secret 5 lvl 1]> and <[149] < (y position)>> then\n broadcast (Special left v)\n else\n broadcast (Went left v)\n end\n set x to (230)\n set [go to x v] to (x position)\n set [go to y v] to (y position)\n end\n if <[-175] > (y position)> then\n if <<(Gravity) = [-1]> and <not <touching (death v)?>>> then\n broadcast (Went down v)\n set y to (170)\n set [go to x v] to (x position)\n set [go to y v] to (y position)\n end\n end\n if <(y position) > [175]> then\n broadcast (Up? v)\n end\n if <<touching (death v)?> or <touching (evil player v)?>> then\n broadcast (Reset v)\n end\nend\n\nwhen I receive [reset v]\ngo to x: (Go to X) y: (Go to Y)\n\nwhen I receive [went right v]\nwait (0.01) seconds\nif <touching (ground v)?> then\n if <(Gravity) = [-1]> then\n change y by (-5)\n else\n change y by (5)\n end\n if <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n if <(Gravity) = [-1]> then\n change y by (5)\n else\n change y by (-5)\n end\n end\n end\n set [go to x v] to (x position)\n set [go to y v] to (y position)\nend\n\nwhen I receive [went left v]\nwait (0.01) seconds\nif <touching (ground v)?> then\n if <(Gravity) = [-1]> then\n change y by (-5)\n else\n change y by (5)\n end\n if <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n if <(Gravity) = [-1]> then\n change y by (5)\n else\n change y by (-5)\n end\n end\n end\n set [go to x v] to (x position)\n set [go to y v] to (y position)\nend\n\nwhen flag clicked\nforever\n if <[200] < (y position)> then\n set y to (200)\n end\nend\n\nwhen I receive [went up v]\nset y to (-170)\nset [go to x v] to [0]\nset [go to y v] to [-75]\nif <touching (ground v)?> then\n if <(Gravity) = [-1]> then\n change y by (-5)\n else\n change y by (5)\n end\n if <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n if <(Gravity) = [-1]> then\n change y by (5)\n else\n change y by (-5)\n end\n end\n end\nend\n\nwhen I receive [went down v]\nwait (0.1) seconds\nif <(backdrop [name v]) = [Secret 1 lvl 6]> then\n change y by (10)\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-200]> then\n set y to (-200)\n end\nend\n\nwhen flag clicked\nset [go to x v] to [-200]\nset [go to y v] to [-75]\nwait until <(Gravity) = [1]>\nset [go to x v] to (x position)\nset [go to y v] to (y position)\n\nwhen flag clicked\nforever\n if <(Gravity) = [-1]> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>> then\n if <(costume [name v]) = [Left]> then\n switch costume to (left-up v)\n else\n if <(costume [name v]) = [Right]> then\n switch costume to (right-up v)\n else\n if <(costume [name v]) = [Idle]> then\n switch costume to (jump v)\n end\n end\n end\n end\n else\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>>> then\n if <(costume [name v]) = [Left]> then\n switch costume to (left—-up v)\n else\n if <(costume [name v]) = [Right]> then\n switch costume to (right—-up v)\n else\n if <(costume [name v]) = [Idle]> then\n switch costume to (jump antigravity v)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <touching color (#ff8800)?> then\n broadcast (Second \(or back to first\) dimension v)\n end\nend\n\nwhen [r v] key pressed\nbroadcast (Reset v)\n\n@Ground\n\nwhen I receive [begin v]\nswitch costume to (lvl 1 v)\nset [beginning costume ground v] to (costume [number v])\n\nwhen I receive [went right v]\nnext costume\nset [beginning costume ground v] to (costume [number v])\n\nwhen I receive [went left v]\nswitch costume to ((costume [number v]) - (1))\nset [beginning costume ground v] to (costume [number v])\n\nwhen I receive [went up v]\nswitch costume to (secret 1 ending v)\nset [beginning costume ground v] to (costume [number v])\n\nwhen I receive [went down v]\nif <(costume [name v]) = [Secret 1 ending]> then\n switch costume to (secret 1 lvl 6 v)\nelse\n if <(costume [name v]) = [Lvl 4]> then\n switch costume to (secret 3 lvl 1 v)\n else\n if <(costume [name v]) = [Secret 3 bottomless pit]> then\n switch costume to (secret 3 falling v)\n change [... v] by (1)\n else\n if <(costume [name v]) = [Secret 3 falling]> then\n if <(...) = [300]> then\n switch costume to (secret 4 lvl 1 v)\n else\n change [... v] by (1)\n end\n end\n end\n end\nend\nset [beginning costume ground v] to (costume [number v])\n\nwhen flag clicked\nset [... v] to [0]\n\nwhen flag clicked\nforever\n set [y v] to (mouse y)\nend\n\nwhen I receive [special right v]\nswitch costume to (secret 5 lvl 1 v)\nset [beginning costume ground v] to (costume [number v])\n\nwhen I receive [special left v]\nswitch costume to (lvl 6 v)\nset [beginning costume ground v] to (costume [number v])\n\nwhen I receive [second \(or back to first\) dimension v]\nif <(costume [name v]) = [Secret 5 lvl 5]> then\n switch costume to (secret 5 lvl 5 d2 v)\nelse\n if <(costume [name v]) = [Secret 5 lvl 6]> then\n switch costume to (secret 5 lvl 6 d2 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 6 D2]> then\n switch costume to (secret 5 lvl 6 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 7]> then\n switch costume to (secret 5 lvl 7 d2 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 7 D2]> then\n switch costume to (secret 5 lvl 7 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 8]> then\n switch costume to (secret 5 lvl 8 d2 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 8 D2]> then\n switch costume to (secret 5 lvl 8 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 9]> then\n switch costume to (secret 5 lvl 9 d2 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 9 D2]> then\n switch costume to (secret 5 lvl 9 v)\n else\n if <(costume [name v]) = [Secret 5 ending]> then\n switch costume to (secret 5 ending d2 v)\n else\n if <(costume [name v]) = [Secret 5 ending D2]> then\n switch costume to (secret 5 ending v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [reset v]\nswitch costume to (Beginning costume ground)\n\n@Death\n\nwhen I receive [begin v]\nswitch costume to (lvl 1 v)\nset [beginning costume v] to (costume [number v])\n\nwhen I receive [went right v]\nnext costume\nif <(costume [name v]) = [Secret 1 lvl 4]> then\n next costume\nend\nset [beginning costume v] to (costume [number v])\n\nwhen I receive [went left v]\nswitch costume to ((costume [number v]) - (1))\nset [beginning costume v] to (costume [number v])\n\nwhen I receive [reset v]\nswitch costume to (Beginning costume)\n\nwhen I receive [break v]\nswitch costume to (secret 1 lvl 4 broken v)\n\nwhen I receive [went up v]\nswitch costume to (secret 1 ending v)\nset [beginning costume v] to (costume [number v])\n\nwhen I receive [went down v]\nif <(costume [name v]) = [Secret 1 ending]> then\n switch costume to (secret 1 lvl 6 v)\nelse\n if <(costume [name v]) = [Lvl 4]> then\n switch costume to (secret 3 lvl 1 v)\n else\n if <(costume [name v]) = [Secret 3 bottomless pit]> then\n switch costume to (secret 3 falling v)\n else\n if <(costume [name v]) = [Secret 3 falling]> then\n if <(...) = [300]> then\n switch costume to (secret 4 lvl 1 v)\n end\n end\n end\n end\nend\nset [beginning costume v] to (costume [number v])\n\nwhen I receive [special right v]\nswitch costume to (secret 5 lvl 1 v)\nset [beginning costume v] to (costume [number v])\n\nwhen I receive [special left v]\nswitch costume to (lvl 6 v)\nset [beginning costume v] to (costume [number v])\n\nwhen I receive [second \(or back to first\) dimension v]\nif <(costume [name v]) = [Secret 5 lvl 5]> then\n switch costume to (secret 5 lvl 5 d2 v)\nelse\n if <(costume [name v]) = [Secret 5 lvl 6]> then\n switch costume to (secret 5 lvl 6 d2 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 6 D2]> then\n switch costume to (secret 5 lvl 6 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 7]> then\n switch costume to (secret 5 lvl 7 d2 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 7 D2]> then\n switch costume to (secret 5 lvl 7 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 8]> then\n switch costume to (secret 5 lvl 8 d2 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 8 D2]> then\n switch costume to (secret 5 lvl 8 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 9]> then\n switch costume to (secret 5 lvl 9 d2 v)\n else\n if <(costume [name v]) = [Secret 5 lvl 9 D2]> then\n switch costume to (secret 5 lvl 9 v)\n else\n if <(costume [name v]) = [Secret 5 ending]> then\n switch costume to (secret 5 ending d2 v)\n else\n if <(costume [name v]) = [Secret 5 ending D2]> then\n switch costume to (secret 5 ending v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Pick\n\nwhen flag clicked\nhide\nforever\n wait until <(backdrop [name v]) = [Secret 1 lvl 4]>\n show\n wait until <not <(backdrop [name v]) = [Secret 1 lvl 4]>>\n hide\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Break v)\n end\nend\n\n@Lava gem\n\nwhen flag clicked\ngo to x: (3) y: (-53)\nforever\n if <(backdrop [name v]) = [Failed ending]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [lava gem movement v] to [0]\nforever\n change [lava gem movement v] by (2.5)\n set [lava gem actual movement v] to ([cos v] of (Lava gem movement) )\n change y by ((Lava gem actual movement) / (1))\nend\n\n@Lava gem holder\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [Failed ending]> then\n show\n else\n hide\n end\nend\n\n@Lava gem connector 1\n\n@Lava gem connector 2\n\n@Lava gem connector 3\n\n@Lava gem connector 4\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [found? v] to [0]\nforever\n hide\n wait until <(backdrop [name v]) = [Secret 1 lvl 5]>\n if <(Found?) = [0]> then\n show\n end\n wait until <not <(backdrop [name v]) = [Secret 1 lvl 5]>>\nend\n\nwhen flag clicked\nwait until <touching (player v)?>\nwait (0.1) seconds\nif <touching (player v)?> then\n set [found? v] to [1]\n repeat (100)\n change [ghost v] effect by (1)\n end\n hide\nend\n\n@Anti-gravity\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [Secret 2 lvl 2]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nwait (0.2) seconds\nforever\n if <touching (player v)?> then\n set [gravity v] to [1]\n set [y velocity v] to [15]\n end\nend\n\n@Gravity orb\n\nwhen flag clicked\ngo to x: (-3) y: (52)\nforever\n if <(backdrop [name v]) = [Secret 2 ending]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [gravity orb movement v] to [0]\nforever\n change [gravity orb movement v] by (2.5)\n set [gravity orb actual movement v] to ([cos v] of (Gravity orb movement) )\n change y by ((Gravity orb actual movement) / (1))\nend\n\n@Watchful eye\n\nwhen flag clicked\nforever\n hide\n wait until <(backdrop [name v]) = [Secret 4 lvl 6]>\n wait (0.02) seconds\n go to [back v] layer\n show\n wait until <not <(backdrop [name v]) = [Secret 4 lvl 6]>>\nend\n\n@Lens\n\nwhen flag clicked\nforever\n point towards (player v)\nend\n\nwhen flag clicked\nforever\n hide\n wait until <(backdrop [name v]) = [Secret 4 lvl 6]>\n wait (0.01) seconds\n go to [back v] layer\n show\n wait until <not <(backdrop [name v]) = [Secret 4 lvl 6]>>\nend\n\n@Sprite2\n\nwhen flag clicked\nbroadcast (Wait v)\n\nwhen I receive [wait v]\nhide\nwait until <(backdrop [name v]) = [Secret 4 lvl 6]>\ngo to x: (-83) y: (-35)\ngo to [back v] layer\nshow\nwait (1) seconds\nif <(backdrop [name v]) = [Secret 4 lvl 6]> then\n repeat (10)\n change y by (-4)\n end\n hide\nelse\n broadcast (Wait v)\nend\n\n@Sprite3\n\nwhen flag clicked\nbroadcast (Wait2 v)\n\nwhen I receive [wait2 v]\nhide\nwait until <(backdrop [name v]) = [Secret 4 lvl 6]>\ngo to x: (-83) y: (84)\ngo to [back v] layer\nshow\nwait (1) seconds\nif <(backdrop [name v]) = [Secret 4 lvl 6]> then\n repeat (10)\n change y by (4)\n end\n hide\nelse\n broadcast (Wait2 v)\nend\n\n@Lens 2\n\nwhen flag clicked\nforever\n point towards (player v)\nend\n\nwhen flag clicked\nforever\n hide\n wait until <(backdrop [name v]) = [Secret 4 ending]>\n wait (0.01) seconds\n go to [back v] layer\n show\n wait until <not <(backdrop [name v]) = [Secret 4 ending]>>\nend\n\n@Lens 3\n\nwhen flag clicked\nforever\n point towards (player v)\nend\n\nwhen flag clicked\nforever\n hide\n wait until <(backdrop [name v]) = [Secret 4 ending]>\n wait (0.01) seconds\n go to [back v] layer\n show\n wait until <not <(backdrop [name v]) = [Secret 4 ending]>>\nend\n\n@Lens 4\n\nwhen flag clicked\nforever\n point towards (player v)\nend\n\nwhen flag clicked\nforever\n hide\n wait until <(backdrop [name v]) = [Secret 4 ending]>\n wait (0.01) seconds\n go to [back v] layer\n show\n wait until <not <(backdrop [name v]) = [Secret 4 ending]>>\nend\n\n@Lens 5\n\nwhen flag clicked\nforever\n point towards (player v)\nend\n\nwhen flag clicked\nforever\n hide\n wait until <(backdrop [name v]) = [Secret 4 ending]>\n wait (0.01) seconds\n go to [back v] layer\n show\n wait until <not <(backdrop [name v]) = [Secret 4 ending]>>\nend\n\n@Lens 6\n\nwhen flag clicked\nforever\n point towards (player v)\nend\n\nwhen flag clicked\nforever\n hide\n wait until <(backdrop [name v]) = [Secret 4 ending]>\n wait (0.01) seconds\n go to [back v] layer\n show\n wait until <not <(backdrop [name v]) = [Secret 4 ending]>>\nend\n\n@Lens 7\n\nwhen flag clicked\nforever\n point towards (player v)\nend\n\nwhen flag clicked\nforever\n hide\n wait until <(backdrop [name v]) = [Secret 4 ending]>\n wait (0.01) seconds\n go to [back v] layer\n show\n wait until <not <(backdrop [name v]) = [Secret 4 ending]>>\nend\n\n@Communication globe\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [Secret 4 ending]> then\n show\n else\n hide\n end\nend\n\n@Evil player\n\nwhen flag clicked\nforever\n switch costume to (idle v)\n if <([x position v] of [player v]) < (x position)> then\n switch costume to (left v)\n change [ex velocity v] by (-1.5)\n end\n if <(x position) < ([x position v] of [player v])> then\n switch costume to (right v)\n change [ex velocity v] by (1.5)\n end\n set [ex velocity v] to ((Ex velocity) * (0.85))\n change x by (Ex velocity)\n if <touching (ground v)?> then\n change y by ((0) - (Gravity))\n end\n if <touching (ground v)?> then\n change y by ((0) - (Gravity))\n end\n if <touching (ground v)?> then\n change y by ((0) - (Gravity))\n end\n if <touching (ground v)?> then\n change y by ((0) - (Gravity))\n end\n if <touching (ground v)?> then\n if <(Gravity) = [-1]> then\n change y by (-4)\n else\n change y by (4)\n end\n change x by ((X velocity) * (-1))\n if <(Gravity) = [-1]> then\n if <(y position) < (([y position v] of [player v]) - (5))> then\n if <(Ex velocity) > (y position)> then\n set [ex velocity v] to [-10]\n else\n set [ex velocity v] to [10]\n end\n set [ey velocity v] to [15]\n else\n set [ex velocity v] to [0]\n end\n else\n if <(([y position v] of [player v]) + (5)) < (y position)> then\n if <(Ex velocity) > [0]> then\n set [ex velocity v] to [-10]\n else\n set [ex velocity v] to [10]\n end\n set [ey velocity v] to [-15]\n else\n set [ex velocity v] to [0]\n end\n end\n end\n change [ey velocity v] by (Gravity)\n change y by (Ey velocity)\n if <touching (ground v)?> then\n change y by ((Ey velocity) - ((Ey velocity) * (2)))\n set [ey velocity v] to [0]\n end\n change y by (Gravity)\n if <(Gravity) = [-1]> then\n if <<touching (ground v)?> and <(([y position v] of [player v]) - (5)) > (y position)>> then\n set [ey velocity v] to [15]\n end\n else\n if <<touching (ground v)?> and <(([y position v] of [player v]) + (5)) < (y position)>> then\n set [ey velocity v] to [-15]\n end\n end\n change y by ((0) - (Gravity))\nend\n\nwhen flag clicked\nforever\n if <[200] < (y position)> then\n set y to (200)\n end\nend\n\nwhen I receive [went up v]\nset y to (-170)\nset [go to x v] to [0]\nset [go to y v] to [-75]\nif <touching (ground v)?> then\n if <(Gravity) = [-1]> then\n change y by (-5)\n else\n change y by (5)\n end\n if <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n if <(Gravity) = [-1]> then\n change y by (5)\n else\n change y by (-5)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-200]> then\n set y to (-200)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [Secret 5 lvl 3]> then\n show\n go to x: (-95) y: (-57)\n wait until <not <(backdrop [name v]) = [Secret 5 lvl 3]>>\n else\n hide\n end\nend\n\nwhen I receive [reset v]\ngo to x: (-95) y: (-57)\n\n@Dimensional orb\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [name v]) = [Secret 5 ending]> or <(backdrop [name v]) = [Secret 5 ending D2]>> then\n show\n else\n hide\n end\nend\n\n@Mobile restart\n\nwhen flag clicked\nforever\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n broadcast (Reset v)\n end\n set [mouse y storage v] to (mouse y)\n wait until <not <(Mouse y storage) = (mouse y)>>\nend\n\nforever\n set [test var v] to <touching (mouse-pointer v)?>\nend\n\n
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MOBILE FRIENDLY!\nIn this game, the goal is to find secrets and see where they lead. It's ok if you don’t find any. Avoid spikes and lava! You are the green square. There are 5 secrets!\nControls:\nPC controls:\nArrow keys/WASD to move. (also space to jump) R to restart!\nMobile controls:\nThe green square follows your finger/mouse. Click/tap to the left past the screen to restart!
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Platformer 〜天気が変わる!?〜
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@Stage\n\n@ \n\nwhen I start as a clone\npoint in direction (90)\nshow\nif <(costume [number v]) = [1]> then\n set size to (0) %\n point in direction (0)\n hide\n wait (((((x position) + (240)) / (240)) + (((y position) + (180)) / (180))) / (5)) seconds\n show\n repeat (30)\n change size by (((105) - (size)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n wait until <[5] < (timer)>\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n set size to (0) %\n set [variable v] to [0]\n repeat (55)\n set [variable v] to (((variable) * (0.75)) + (((100) - (size)) / (3)))\n change size by (variable)\n end\n point in direction (180)\n change x by (150)\n repeat (20)\n turn right (((90) - (direction)) / (3)) degrees\n change x by (((0) - (x position)) / (3))\n end\n wait until <[4.5] < (timer)>\n hide\n go to x: (0) y: (500)\n go to [front v] layer\n wait until <[7] < (timer)>\n show\n set [variable v] to [0]\n repeat (60)\n set [variable v] to (((variable) * (0.75)) + (((25) - (y position)) / (3)))\n change y by (variable)\n end\n wait until <[11] < (timer)>\n delete this clone\n else\n if <(costume [number v]) = [3]> then\n go to [front v] layer\n if <(variable) = [3.14]> then\n go to x: (0) y: (-500)\n repeat (50)\n change y by (((0) - (y position)) / (6))\n end\n wait until <[11] < (timer)>\n delete this clone\n else\n go to x: (0) y: (-500)\n repeat (50)\n change y by (((0) - (y position)) / (6))\n end\n wait until <[12] < (timer)>\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n else\n if <(costume [number v]) = [4]> then\n go to [front v] layer\n go to x: (0) y: (0)\n set size to (0) %\n repeat (50)\n change size by (((100) - (size)) / (6))\n end\n wait until <[7] < (timer)>\n set [variable v] to [0]\n repeat (60)\n set [variable v] to (((variable) * (0.75)) + (((-100) - (y position)) / (3)))\n change y by (variable)\n end\n wait until <[11] < (timer)>\n delete this clone\n else\n if <<[4] < (costume [number v])> and <[10] > (costume [number v])>> then\n if <(variable) = [1]> then\n go to x: (0) y: (0)\n set size to (pick random (80) to (150)) %\n set [ghost v] effect to (pick random (0) to (30))\n set [variable v] to (pick random (-20) to (20))\n set [?/? v] to (pick random (1) to (360))\n set [? v] to [0]\n repeat (60)\n go to [front v] layer\n point in direction (?/?)\n move (variable) steps\n change [? v] by (variable)\n point in direction ((?) + (?/?))\n if <touching (_edge_ v)?> then\n if on edge, bounce\n set [?/? v] to (direction)\n end\n set [variable v] to ((variable) * (0.95))\n change [ghost v] effect by (3.4)\n end\n delete this clone\n else\n go to (random position v)\n set size to (pick random (80) to (150)) %\n set [ghost v] effect to (100)\n point in direction (pick random (1) to (360))\n repeat until <[6] < (timer)>\n move (0.2) steps\n if <(pick random (1) to (2)) = [1]> then\n turn right (2) degrees\n else\n turn left (2) degrees\n end\n change [ghost v] effect by (-4)\n end\n delete this clone\n end\n end\n end\n end\n end\nend\n\ndefine ◇\ngo to x: (-240) y: (180)\nswitch costume to (正方形 v)\nrepeat (11)\n repeat (13)\n create clone of (_myself_ v)\n change x by (40)\n end\n set x to (-240)\n change y by (-36)\nend\n\ndefine Dust\nset [variable v] to [1]\nrepeat (20)\n switch costume to (pick random (5) to (9))\n create clone of (_myself_ v)\nend\n\ndefine Back Dust\nset [variable v] to [29]\nrepeat (40)\n switch costume to (pick random (5) to (9))\n create clone of (_myself_ v)\nend\n\nwhen I receive [intro v]\nreset timer\nstart sound [Lensko - Cetus \[NCS Release\] v]\n◇\nwait until <[1.8] < (timer)>\nBack Dust\nset [brightness v] effect to (-100)\nDust\nclear graphic effects\nswitch costume to (icon v)\ncreate clone of (_myself_ v)\nwait until <[4] < (timer)>\nset [variable v] to [3.14]\nswitch costume to ( v)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-25)\n wait (0.1) seconds\nend\nwait until <[5.25] < (timer)>\nclear graphic effects\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nDust\nDust\nwait until <[9] < (timer)>\nset [variable v] to [8.97]\nswitch costume to ( v)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-25)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nbroadcast (intro v)\n\nwhen flag clicked\nwait (13) seconds\nbroadcast (START v)\n\nwhen I receive [start v]\nhide\n\n@Player\n\nwhen flag clicked\nset [color v] effect to (0)\nhide\n\nwhen I receive [start v]\nset [brightness v] effect to (0)\nshow\nset rotation style [left-right v]\nhide variable [x v]\nhide variable [y v]\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (1 v)\nshow\nset size to (55) %\n最初の位置\ngo to x: (-217) y: (30)\npoint in direction (90)\nforever\n if <(x position) > [240]> then\n broadcast (NEXT v)\n 最初の位置\n end\n if <touching ( v)?> then\n 死\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<touching color (#00ff6a)?> or <<touching color (#00cc55)?> or <<touching color (#009940)?> or <<touching color (#ba5700)?> or <<touching color (#00bf2a)?> or <<touching color (#008c15)?> or <<touching color (#005900)?> or >>>>>>> then\n change y by (1)\n if <<touching color (#00ff6a)?> or <<touching color (#00cc55)?> or <<touching color (#009940)?> or <<touching color (#ba5700)?> or <<touching color (#00bf2a)?> or <<touching color (#008c15)?> or <<touching color (#005900)?> or >>>>>>> then\n change y by (1)\n if <<touching color (#00ff6a)?> or <<touching color (#00cc55)?> or <<touching color (#009940)?> or <<touching color (#ba5700)?> or <<touching color (#00bf2a)?> or <<touching color (#008c15)?> or <<touching color (#005900)?> or >>>>>>> then\n change y by (1)\n if <<touching color (#00ff6a)?> or <<touching color (#00cc55)?> or <<touching color (#009940)?> or <<touching color (#ba5700)?> or <<touching color (#00bf2a)?> or <<touching color (#008c15)?> or <<touching color (#005900)?> or >>>>>>> then\n change y by (1)\n if <<touching color (#00ff6a)?> or <<touching color (#00cc55)?> or <<touching color (#009940)?> or <<touching color (#ba5700)?> or <<touching color (#00bf2a)?> or <<touching color (#008c15)?> or <<touching color (#005900)?> or >>>>>>> then\n change y by (1)\n if <<touching color (#00ff6a)?> or <<touching color (#00cc55)?> or <<touching color (#009940)?> or <<touching color (#ba5700)?> or <<touching color (#00bf2a)?> or <<touching color (#008c15)?> or <<touching color (#005900)?> or >>>>>>> then\n change y by (1)\n if <<touching color (#00ff6a)?> or <<touching color (#00cc55)?> or <<touching color (#009940)?> or <<touching color (#ba5700)?> or <<touching color (#00bf2a)?> or <<touching color (#008c15)?> or <<touching color (#005900)?> or >>>>>>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n if <(x) > [0]> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#00ff6a)?> or <<touching color (#00cc55)?> or <<touching color (#009940)?> or <<touching color (#ba5700)?> or <<touching color (#00bf2a)?> or <<touching color (#008c15)?> or <<touching color (#005900)?> or >>>>>>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n change y by (y)\n end\n change y by (-1)\n if <<touching color (#00ff6a)?> or <<touching color (#00cc55)?> or <<touching color (#009940)?> or <<touching color (#ba5700)?> or <<touching color (#00bf2a)?> or <<touching color (#008c15)?> or <<touching color (#005900)?> or >>>>>>> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [y v] to [16]\n end\n end\n change y by (1)\n if <<(y position) < [-183]> or <<<touching color (#b5b5b5)?> or <touching color (#000000)?>> or <touching color (#757575)?>>> then\n 死\n end\n if <touching (障害物 v)?> then\n 死\n end\nend\n\nchange y by (x)\n\ndefine 最初の位置\nshow\nswitch costume to (1 v)\ngo to x: (-360) y: (50)\nset [y v] to [10]\nset [ghost v] effect to (0)\nset rotation style [left-right v]\ngo to [front v] layer\n\nwhen I receive [start v]\nforever\n play sound [Illenium - Let You Go \(ft v] until done\nend\n\ndefine 死\n死2\n\nchange [ghost v] effect by (5)\nrepeat (20)\n\nwhen I start as a clone\n\n死\n\ndefine 死2\nset rotation style [all around v]\nset [y v] to [15]\ngo to [back v] layer\ngo [forward v] (5) layers\nswitch costume to (1 v)\nset size to (60) %\nrepeat until <(y position) = [-187]>\n turn right (15) degrees\n change y by (y)\n change [y v] by (-1)\nend\nstart sound [Rip v]\n最初の位置\n\nrepeat (10)\n change y by (10)\nend\n\ngo to [back v] layer\n\nset rotation style [left-right v]\n\nwait (1) seconds\n\nset [y v] to [15]\n\nstart sound [水ドポン v]\n\nwhen I receive [復活 v]\n\nswitch costume to (2 v)\n\nplay sound [ v] until done\n\nbroadcast (ストップ v)\n\nwhen I receive [ストップ v]\nrepeat (40)\n 最初の位置\nend\n\nwhen I receive [start v]\n\nset [brightness v] effect to (-70)\n\nset size to (55) %\n\n@地面\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nhide\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nshow\nforever\n go to [front v] layer\n if <(costume [name v]) = [3]> then\n broadcast (🙏 v)\n stop [this script v]\n end\nend\n\nwhen I receive [雨 v]\nset [brightness v] effect to (-25)\n\nchange [brightness v] effect by (-25)\n\nwhen I receive [晴れ v]\nset [brightness v] effect to (0)\n\n@障害物\n\nwhen I receive [🙏 v]\nshow\ngo to x: (0) y: (-110)\ngo to [back v] layer\ngo [forward v] (5) layers\nforever\n repeat (10)\n turn right (15) degrees\n end\n repeat (10)\n turn right (10) degrees\n end\n repeat (10)\n turn right (5) degrees\n end\n repeat (10)\n turn left (15) degrees\n end\n repeat (10)\n turn left (10) degrees\n end\n repeat (10)\n turn left (5) degrees\n end\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (117) y: (-110)\nforever\n repeat (10)\n turn right (15) degrees\n end\n repeat (10)\n turn right (10) degrees\n end\n repeat (10)\n turn right (5) degrees\n end\n repeat (10)\n turn left (15) degrees\n end\n repeat (10)\n turn left (10) degrees\n end\n repeat (10)\n turn left (5) degrees\n end\nend\n\n\n\nwhen I start as a clone\ngo to x: (117) y: (-110)\nforever\n if <([costume name v] of [地面 v]) = [4]> then\n delete this clone\n end\nend\n\nwhen I receive [🙏 v]\nforever\n if <([costume name v] of [地面 v]) = [4]> then\n hide\n stop [this script v]\n end\nend\n\n@お天気\n\nwhen flag clicked\nhide\n\nshow\n\nwhen I receive [start v]\npoint in direction (90)\nswitch costume to (pick random (1) to (5))\nforever\n if <<<<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> or <(costume [number v]) = [3]>> or <(costume [number v]) = [6]>> then\n broadcast (晴れ v)\n stop [this script v]\n end\n if <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>> then\n broadcast (雨 v)\n stop [this script v]\n end\nend\n\nwhen I receive [晴れ v]\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 (6 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [雨 v]\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nswitch costume to (5 v)\nforever\n go to x: (pick random (-249) to (249)) y: (185)\n wait (0.0001) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n forever\n go to [back v] layer\n go to x: (0) y: (0)\n set size to (100) %\n end\nend\nif <(costume [number v]) = [2]> then\n go [backward v] (6) layers\n set size to (60) %\n forever\n show\n set x to (249)\n set y to (pick random (110) to (140))\n repeat (332)\n change x by (-1.5)\n end\n hide\n end\nend\nif <(costume [number v]) = [3]> then\n go [backward v] (6) layers\n set size to (60) %\n wait (5) seconds\n forever\n show\n set x to (249)\n set y to (pick random (110) to (140))\n repeat (332)\n change x by (-1.5)\n end\n hide\n wait (5) seconds\n end\nend\nif <(costume [number v]) = [6]> then\n show\n set size to (60) %\n go to x: (239) y: (182)\nend\nif <(costume [number v]) = [4]> then\n show\n forever\n go to [back v] layer\n go to x: (0) y: (0)\n set size to (100) %\n end\nend\nif <(costume [number v]) = [5]> then\n show\n forever\n point in direction (105)\n change x by (-5)\n change y by (-10)\n if <<touching color (#ba5700)?> or <<touching color (#009940)?> or <<touching color (#00cc55)?> or >>> then\n delete this clone\n end\n end\nend\n\ngo to [back v] layer\ngo to x: (0) y: (0)\nset size to (100) %\n\nif <(costume [number v]) = [1]> then\n set size to (100) %\n go to [back v] layer\nend\n\nchange y by (-1.5)\n\nchange x by (-1.5)\n\nshow\nset size to (60) %\ngo to x: (239) y: (182)\n\npoint in direction (0)\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n wait (0.5) seconds\n delete this clone\nend\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\n
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〜〜〜〜〜〜English〜〜〜〜〜〜〜\nLet's move the character and reach the goal!\nThe weather will change!\n\n〜〜〜〜〜〜日本語〜〜〜〜〜〜〜〜\nキャラクターを動かしてゴールしましょう!\n天気が変わります!
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Gladiator Platformer
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@Stage\n\nwhen I receive [green flag v]\nswitch backdrop to (colosseum v)\nforever\n play sound [World 4 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (intro v)\nstart sound [Triumph v]\n\n@Baddy\n\ndefine Move\nswitch costume to (hit box v)\nif <(bvx) < [0]> then\n point in direction (-90)\nelse\n if <not <(bvx) = [0]>> then\n point in direction (90)\n end\nend\nif <([x position v] of [gladiator v]) > (x position)> then\n change [bvx v] by (1)\nend\nif <([x position v] of [gladiator v]) < (x position)> then\n change [bvx v] by (-1)\nend\nset [bvx v] to ((bvx) * (0.8))\nif <<([y position v] of [gladiator v]) > (y position)> and <(bia) < [8]>> then\n set [bvy v] to [30]\n change [bia v] by (1)\nend\nchange [bvy v] by (-2)\nchange [bia v] by (1)\nchange y by (bvy)\nif <touching (level v)?> then\n if <(bvy) > [0]> then\n repeat until <not <touching (level v)?>>\n set [bvy v] to [0]\n change y by (-1)\n end\n else\n repeat until <not <touching (level v)?>>\n set [bia v] to [0]\n set [bvy v] to [0]\n change y by (1)\n end\n end\nend\nchange x by (bvx)\nif <touching (level v)?> then\n repeat (8)\n if <touching (level v)?> then\n change y by (1)\n end\n end\n if <touching (level v)?> then\n change y by (-8)\n if <(bvx) > [0]> then\n repeat until <not <touching (level v)?>>\n set [bvx v] to [0]\n change x by (-1)\n end\n else\n repeat until <not <touching (level v)?>>\n set [bvx v] to [0]\n change x by (1)\n end\n end\n end\nend\nswitch costume to (baddy v)\n\ndefine Test die\nswitch costume to (hit box v)\nif <<<(y position) < [-180]> or <touching (lava v)?>> or <<touching (spike2 v)?> or <<touching (spike v)?> or <(Die or Win) > []>>>> then\n set [bdow v] to [die]\nend\nswitch costume to (baddy v)\n\nwhen I receive [lava v]\nif <([costume # v] of [level v]) = [3]> then\n point in direction (90)\n set rotation style [left-right v]\n hide\n set [bdow v] to []\n set [bvx v] to [0]\n set [bvy v] to [0]\n go to x: (240) y: (item (level) of [bs v])\n show\n repeat until <(bdow) > []>\n Move\n Test die\n end\n hide\nend\n\nstop [this script v]\n\nwhen flag clicked\nhide\n\nwhen I receive [restart v]\nif <([costume # v] of [level v]) = [3]> then\n point in direction (90)\n set rotation style [left-right v]\n hide\n set [bdow v] to []\n set [bvx v] to [0]\n set [bvy v] to [0]\n go to x: (240) y: (item (level) of [bs v])\n show\n repeat until <(bdow) > []>\n Move\n Test die\n end\n hide\nend\n\nwhen I receive [next v]\n\n@Saturn-Rings\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [message1 v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [green flag v]\nhide\n\n@S\n\nwhen flag clicked\nhide\nrepeat (120)\n go to x: (pick random (-230) to (-200)) y: (pick random (-120) to (120))\n create clone of (_myself_ v)\n go to x: (pick random (230) to (200)) y: (pick random (-120) to (120))\n create clone of (_myself_ v)\nend\nbroadcast (green flag v)\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (pick random (10) to (30)) %\nif <not <touching color (#000000)?>> then\n show\nend\nif <(x position) > [0]> then\n repeat until <(x position) < [0]>\n point in direction (-90)\n move (10) steps\n end\nelse\n repeat until <(x position) > [0]>\n point in direction (90)\n move (10) steps\n end\nend\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\n@Logo\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nrepeat (7)\n change size by (10)\nend\nrepeat (4)\n change size by (-5)\nend\nbroadcast (message1 v)\nrepeat (5)\n change y by (10)\nend\n\nwhen I receive [green flag v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\ngo to [back v] layer\nswitch costume to (level 1 v)\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [next v]\nnext costume\nbroadcast (Lava v)\n\n@Gladiator\n\ndefine Move\nswitch costume to (hit box v)\nif <(X Velocity) < [0]> then\n point in direction (-90)\nelse\n if <not <(X Velocity) = [0]>> then\n point in direction (90)\n end\nend\nif <key (right arrow v) pressed?> then\n change [x velocity v] by (2)\nend\nif <key (left arrow v) pressed?> then\n change [x velocity v] by (-2)\nend\nset [x velocity v] to ((X Velocity) * (0.8))\nif <<key (up arrow v) pressed?> and <(In Air) < [8]>> then\n set [y velocity v] to [20]\n change [in air v] by (1)\nend\nchange [y velocity v] by (-2)\nchange [in air v] by (1)\nchange y by (Y Velocity)\nif <touching (level v)?> then\n if <(Y Velocity) > [0]> then\n repeat until <not <touching (level v)?>>\n set [y velocity v] to [0]\n change y by (-1)\n end\n else\n repeat until <not <touching (level v)?>>\n set [in air v] to [0]\n set [y velocity v] to [0]\n change y by (1)\n end\n end\nend\nchange x by (X Velocity)\nif <touching (level v)?> then\n repeat (8)\n if <touching (level v)?> then\n change y by (1)\n end\n end\n if <touching (level v)?> then\n change y by (-8)\n if <(X Velocity) > [0]> then\n repeat until <not <touching (level v)?>>\n set [x velocity v] to [0]\n change x by (-1)\n end\n else\n repeat until <not <touching (level v)?>>\n set [x velocity v] to [0]\n change x by (1)\n end\n end\n end\nend\nswitch costume to (gladiator v)\n\ndefine Test win\nswitch costume to (hit box v)\nif <(x position) > [240]> then\n set [die or win v] to [win]\nend\nswitch costume to (gladiator v)\n\ndefine Test die\nswitch costume to (hit box v)\nif <<<(y position) < [-180]> or <touching (lava v)?>> or <<touching (spike2 v)?> or <<touching (spike v)?> or <touching (baddy v)?>>>> then\n set [die or win v] to [die]\nend\nswitch costume to (gladiator v)\n\nwhen I receive [green flag v]\nset [level v] to [1]\npoint in direction (90)\nset rotation style [left-right v]\nforever\n hide\n go to x: (-240) y: (item (level) of [spawn v])\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [die or win v] to []\n show\n repeat until <(Die or Win) > []>\n Move\n Test die\n Test win\n end\n if <(Die or Win) = [win]> then\n set [die or win v] to []\n broadcast (next v) and wait\n change [level v] by (1)\n else\n set [die or win v] to []\n broadcast (restart v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [lava v]\nhide\ngo to x: (-18) y: (-210)\nif <([costume # v] of [level v]) = [2]> then\n switch costume to (lava v)\n go to [back v] layer\n go [forward v] (1) layers\n show\n repeat until <(Die or Win) > [win]>\n go to x: (-18) y: (-210)\n repeat (10)\n change y by (-2)\n end\n repeat (10)\n change y by (2)\n end\n end\n hide\n stop [this script v]\nend\nif <([costume # v] of [level v]) = [5]> then\n switch costume to (lava2 v)\n go to [back v] layer\n go [forward v] (1) layers\n show\n go to x: (-18) y: (-210)\n repeat until <(Die or Win) > [win]>\n repeat (10)\n change y by (-2)\n end\n repeat (10)\n change y by (2)\n end\n end\n hide\n stop [this script v]\nend\nif <([costume # v] of [level v]) = [8]> then\n switch costume to (lava2 v)\n go to [back v] layer\n go [forward v] (1) layers\n show\n go to x: (-18) y: (-210)\n repeat until <(Die or Win) > [win]>\n repeat (10)\n change y by (-2)\n end\n repeat (10)\n change y by (2)\n end\n end\n hide\n stop [this script v]\nend\nif <([costume # v] of [level v]) = [10]> then\n switch costume to (lava3 v)\n go to [back v] layer\n go [forward v] (1) layers\n go [forward v] (1) layers\n show\n go to x: (-18) y: (-210)\n repeat until <(Die or Win) > [win]>\n repeat (10)\n change y by (-2)\n end\n repeat (10)\n change y by (2)\n end\n end\n hide\n stop [this script v]\nend\nhide\nstop [this script v]\n\nhide\nstop [this script v]\n\nhide\nstop [this script v]\n\nhide\nstop [this script v]\n\n@spike\n\nwhen I receive [lava v]\ngo to [back v] layer\nif <([costume # v] of [level v]) = [4]> then\n go to x: (114) y: (-18)\n show\n wait until <(Die or Win) > [win]>\n hide\n stop [this script v]\nend\nif <([costume # v] of [level v]) = [9]> then\n go to x: (162) y: (-115)\n go [forward v] (1) layers\n show\n wait until <(Die or Win) > [win]>\n hide\n stop [this script v]\nend\nhide\nstop [this script v]\n\nhide\nstop [this script v]\n\nwhen flag clicked\nhide\n\n@spike2\n\nwhen flag clicked\nhide\n\nwhen I receive [lava v]\ngo to [back v] layer\ngo [forward v] (3) layers\nif <([costume # v] of [level v]) = [4]> then\n go to x: (-14) y: (-125)\n switch costume to (costume1 v)\n show\n repeat until <(Die or Win) > [win]>\n turn right (9) degrees\n end\n hide\n stop [this script v]\nend\nif <([costume # v] of [level v]) = [6]> then\n go to x: (0) y: (-117)\n switch costume to (costume2 v)\n show\n repeat until <(Die or Win) > [win]>\n turn right (4) degrees\n end\n hide\n stop [this script v]\nend\nif <([costume # v] of [level v]) = [7]> then\n go to x: (0) y: (-130)\n switch costume to (costume1 v)\n show\n repeat until <(Die or Win) > [win]>\n turn right (4) degrees\n end\n hide\n stop [this script v]\nend\nif <([costume # v] of [level v]) = [10]> then\n go to x: (-20) y: (-125)\n switch costume to (costume1 v)\n show\n repeat until <(Die or Win) > [win]>\n turn right (9) degrees\n end\n hide\n stop [this script v]\nend\nhide\nstop [this script v]\n\nhide\nstop [this script v]\n\nhide\nstop [this script v]\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\nswitch costume to (costume2 v)\nset size to (110) %\nswitch costume to (colosseum v)\nshow\nforever\n go to x: (([x position v] of [gladiator v]) * (-0.07)) y: (([y position v] of [gladiator v]) * (-0.07))\nend\n\nwhen I receive [lava v]\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\nswitch costume to (costume2 v)\n\n
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• Arrow keys to move.\n• Avoid lava, other gladiators, spikes & more.\n• All levels are possible.\n• Sorry it's short.\n• Love, Fav and Follow.\n• Propose to be featured here: https://scratch.mit.edu/studios/28715018/\n• Constructive criticism is valued.\n• This is my entry for @l_ecureuil's contest.
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Pen Platformer
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@Stage\n\n@Pen\n\nwhen flag clicked\nSetup\nbroadcast (Game v)\n\ndefine Setup\nOptimize\nErase All\nPen Up\nSet Level to [1]\nTiny [5]\nset [camera x v] to [0]\nset [camera y v] to [0]\nset [editor v] to [0]\nset [project state v] to [1]\nset [frame v] to [0]\nset [toggle frame v] to [0]\npoint in direction (90)\nswitch costume to (pen v)\nshow\n\ndefine Erase All\nerase all\n\ndefine Pen Up\npen up\n\ndefine Pen Down\npen down\n\ndefine Go to x: (x) y: (y)\ngo to x: (x) y: (y)\n\ndefine Set Level to (level)\nset [level v] to (level)\n\ndefine Game Start\nset [player x v] to [0]\nset [player y v] to [10]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [Infinity]\nset [playerspeed v] to [2]\nset [friction v] to [0.8]\nset [gravity v] to [2]\nset [jump height v] to [14]\nset [max gravity v] to [-18]\nset [player size v] to [10]\nset [max speed x v] to [9]\nset [type v] to [0]\nset [fade v] to [0]\nset [ice v] to [0.99]\nset [stick v] to [0]\nset [origpensize v] to [5]\nset [offset v] to ((OrigPenSize) + (1))\nset [dieanimate v] to [20]\nset [right v] to [0]\nset [left v] to [0]\nset [up v] to [0]\nset [down v] to [0]\nset [mobile v] to [50]\nset [frame v] to [0]\nset [toggle frame v] to [0]\nset [platform/danger toggle v] to [0]\nset [game state v] to []\nset [exit v] to []\nshow variable [level title v]\ndelete all of [level v]\n\ndefine Game - Win\nrepeat (((DieAnimate) / (5)) + (1))\n Erase All\n Clear Data\n Render\n change [fade v] by ([ceiling v] of (((100) / (DieAnimate)) * (5)) )\nend\nSet Level to ((Level) + (1))\nset [camera x v] to [0]\nset [camera y v] to [0]\nwait (1) seconds\n\ndefine Check Controls\nset [right v] to <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (((Player X) - (Camera X)) + ((Player Size) + ((Offset) + (Mobile))))>>>>\nset [left v] to <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (((Player X) - (Camera X)) - ((Player Size) - ((Offset) - (Mobile))))>>>>\nset [up v] to <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (((Player Y) - (Camera Y)) + ((Player Size) + ((Offset) + (Mobile))))>>>>\nset [down v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (((Player Y) - (Camera Y)) - ((Player Size) - ((Offset) - (Mobile))))>>>>\nset [x axis v] to ((Right) - (Left))\nset [y axis v] to ((Up) - (Down))\n\ndefine Player Physics\nchange [frame v] by (1)\nchange [toggle frame v] by (0.07)\nchange [platform/danger toggle v] by (0.01)\nset [disco frame floor v] to ([floor v] of (Toggle Frame) )\nset [disco2 v] to ((Disco Frame Floor) mod (2))\nset [disco3 v] to ((Disco Frame Floor) mod (3))\nset [disco4 v] to ((Disco Frame Floor) mod (4))\nset [disco5 v] to ((Disco Frame Floor) mod (5))\nset [disco6 v] to ((Disco Frame Floor) mod (6))\nset [platform/danger disco v] to (([floor v] of (Platform/Danger Toggle) ) mod (2))\nif <(Game State) = []> then\n set [game state v] to [1]\nend\nif <not <(Level Length) = (length of [level v])>> then\n set [level length v] to (length of [level v])\nend\nif <(Editor) = [1]> then\n Handle Keys - God Mode\n Limit Player Edge x: [-225] Edge y: [-166]\nelse\n Handle Keys - Jump\n Move Player Y (Speed Y)\n Test\n Handle Keys - Right Left\n Move Player X (Speed X)\n Test\n Limit Player Edge x: [-256] Edge y: [-200]\nend\nMove Camera [5] [10]\nLimit Camera Edge x: [0] Edge y: [0]\nset [thumbnail? v] to [1]\n\ndefine Render Player\nRender Player at (Player X) (Player Y) (Player Size) (Fade)\n\ndefine Render Level\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 else\n if <(Level) = [4]> then\n Level 4\n else\n if <(Level) = [5]> then\n Level 5\n else\n if <(Level) = [6]> then\n Level 6\n else\n if <(Level) = [7]> then\n Level 7\n else\n if <(Level) = [8]> then\n Level 8\n else\n Thank You!!!\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Draw Line from (x1) (y1) to (x2) (y2) <add?> (type) (fade)\nSet Pen Size to (OrigPenSize)\nSet Color (type) <> [50]\nif <(Exit) > []> then\n set pen (transparency v) to (fade)\nelse\n set pen (transparency v) to (pick random (1) to (50))\nend\nset pen (transparency v) to (fade)\nif <not <add?>> then\n if <((Player X) + (240)) > (x1)> then\n if <((Player X) - (240)) < (x2)> then\n if <((Player Y) + (180)) > (y1)> then\n if <((Player Y) - (180)) < (y2)> then\n Add Lists (x1) (y1) (x2) (y2) (type)\n end\n end\n end\n end\nend\nPen Up\nGo to x: ((x1) - (Camera X)) y: ((y1) - (Camera Y))\nPen Down\nGo to x: ((x2) - (Camera X)) y: ((y2) - (Camera Y))\nPen Up\n\ndefine Render Player at (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\ndefine Handle Keys - Right Left\nif <<not <(Type) = (item # of [Ice] in [type v])>> and <not <(Type) = (item # of [Slime] in [type v])>>> then\n set [speed x v] to (((X Axis) * (PlayerSpeed)) + ((Speed X) * (Friction)))\n if <([abs v] of (Speed X) ) > (Max Speed X)> then\n if <(Speed X) > [0]> then\n set [speed x v] to (Max Speed X)\n else\n set [speed x v] to (() - (Max Speed X))\n end\n end\nelse\n if <(Type) = (item # of [Ice] in [type v])> then\n set [speed x v] to (((X Axis) * (PlayerSpeed)) + ((Speed X) * (Ice)))\n if <<(Y Axis) > [0]> or <(Speed Y) < [0]>> then\n set [type v] to [0]\n end\n else\n set [speed x v] to (((X Axis) * (PlayerSpeed)) + ((Speed X) * (Stick)))\n end\nend\n\ndefine Move Player X (speed x)\nchange [player x v] by (speed x)\nCollision Detection\nif <(Colliding?) = [1]> then\n repeat until <not <(Colliding?) = [1]>>\n if <(speed x) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n Collision Detection\n set [speed x v] to [0]\n end\nend\n\ndefine Handle Keys - Jump\nchange [speed y v] by (() - (Gravity))\nif <(Speed Y) < (Max Gravity)> then\n set [speed y v] to (Max Gravity)\nend\nif <not <(Type) = (item # of [Slime] in [type v])>> then\n if <(Y Axis) > [0]> then\n if <(Falling) < [4]> then\n set [speed y v] to (Jump Height)\n end\n end\nend\n\ndefine Move Player Y (speed y)\nchange [player y v] by (speed y)\nchange [falling v] by (1)\nCollision Detection\nif <(Colliding?) = [1]> then\n repeat until <not <(Colliding?) = [1]>>\n if <(speed y) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [falling v] to [0]\n end\n Collision Detection\n set [speed y v] to [0]\n end\nend\n\ndefine Move Camera <delay?> (x delay) (y delay)\nif <delay?> then\n change [camera x v] by (((Player X) - (Camera X)) / (x delay))\nelse\n set [camera x v] to (round (Player X))\nend\nchange [camera y v] by (round (((Player Y) - (Camera Y)) / (y delay)))\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\n\ndefine Collision Detection\nCollision Detection w/ <not > ?\n\ndefine Draw Level from (x1) (y1) to (x2) (y2)\nDraw Line from (x1) (y1) to (x2) (y2) <> (item # of [Platforms] in [type v]) []\n\ndefine Add Lists (x1) (y1) (x2) (y2) (type)\nadd (type) to [level v]\nif <<(x1) < (x2)> or <(y1) < (y2)>> then\n add (x1) to [level v]\n add (y1) to [level v]\n add (x2) to [level v]\n add (y2) to [level v]\nelse\n add (x2) to [level v]\n add (y2) to [level v]\n add (x1) to [level v]\n add (y1) to [level v]\nend\n\ndefine Draw Danger from (x1) (y1) to (x2) (y2)\nDraw Line from (x1) (y1) to (x2) (y2) <> (item # of [Danger] in [type v]) []\n\ndefine Test - Die (trigger)\nif <(Type) = (trigger)> then\n set [exit v] to [Die]\nend\n\ndefine Set Pen Color to (color) (sat) (bright)\nset pen (color v) to (color)\nset pen (saturation v) to (sat)\nset pen (brightness v) to (bright)\n\ndefine Set Color (type) <flicker?> (flicker effect)\nif <(type) = [0]> then\n Set Pen Color to [58] [74] [100]\n Set Pen Color to [58] [63] [100]\nelse\n if <[type v] contains (item (type) of [type v])?> then\n set [color index v] to [1]\n set [col features v] to ((length of (item (1) of [colors v])) / (3))\n set [color v] to []\n set [saturation v] to []\n set [col brightness v] to []\n repeat (Col Features)\n set [color v] to (join (Color) (letter (Color Index) of (item (type) of [colors v])))\n change [color index v] by (1)\n end\n set [color index v] to [1]\n repeat (Col Features)\n set [saturation v] to (join (Saturation) (letter ((Color Index) + (Col Features)) of (item (type) of [colors v])))\n change [color index v] by (1)\n end\n set [color index v] to [1]\n repeat (Col Features)\n set [col brightness v] to (join (Col Brightness) (letter ((Color Index) + ((Col Features) * (2))) of (item (type) of [colors v])))\n change [color index v] by (1)\n end\n Set Pen Color to (Color) (Saturation) (Col Brightness)\n else\n Set Pen Color to [] [] []\n end\nend\n\ndefine Spawn\nset [fade v] to [100]\nrepeat ((DieAnimate) / (5))\n Erase All\n Clear Data\n Render\n change [fade v] by (() - ([ceiling v] of (((100) / (DieAnimate)) * (5)) ))\nend\n\ndefine Render\nRender Background\nRender Level\nRender Player\n\ndefine Render Background\nSet Pen Color to [] [] []\nset pen (transparency v) to (0)\nGo to x: [] y: []\nSet Pen Size to [1000]\nPen Down\nPen Up\n\ndefine Set Pen Size to (size)\nset pen size to (size)\n\ndefine Limit Player Edge x: (edge x) Edge y: (edge y)\nif <(Player X) < (edge x)> then\n set [player x v] to (edge x)\n set [speed x v] to [0]\n if <(Editor) < [1]> then\n set [exit v] to [Die]\n end\nend\nif <(Player Y) < (edge y)> then\n set [player y v] to (edge y)\n set [speed y v] to [0]\n if <(Editor) < [1]> then\n set [exit v] to [Die]\n end\nend\n\ndefine Draw Trampoline from (x1) (y1) to (x2) (y2) with Height: (height)\nDraw Line from (x1) (y1) to (x2) (y2) <> (item # of [Trampoline] in [type v]) []\nTest - Trampoline (item # of [Trampoline] in [type v]) (height)\n\ndefine Test - Trampoline (trigger) (height)\nif <(Editor) < [1]> then\n if <(Type) = (trigger)> then\n set [type v] to (item # of [Platforms] in [type v])\n set [speed y v] to (height)\n end\nend\n\ndefine Draw Flag at (x) (y)\nDraw Flag at (x) (y) [50] [10]\n\ndefine Test - Win (trigger)\nif <(Type) = (trigger)> then\n set [exit v] to [Win]\nend\n\ndefine Test\nTest - Win (item # of [Flag] in [type v])\nTest - Die (item # of [Danger] in [type v])\n\ndefine Game - Die\nset [fade v] to [0]\nrepeat (DieAnimate)\n Erase All\n Clear Data\n Render\n change [fade v] by ([ceiling v] of ((100) / (DieAnimate)) )\nend\n\ndefine Draw Spike at (x) (y) (width) (height) (dir) (size)\nif <(dir) = [Up]> then\n Draw Line from ((x) - ((width) / (2))) (y) to ((x) + ((width) / (2))) (y) <> [2] []\n Draw Line from ((x) - ((width) / (2))) (y) to (x) ((y) + (height)) [2] []\n Draw Line from ((x) + ((width) / (2))) (y) to (x) ((y) + (height)) [2] []\n Draw Line from (x) (((y) + (height)) - (1)) to (x) (((y) + (height)) - (1)) <> [2] []\nend\nif <(dir) = [Down]> then\n Draw Line from ((x) - ((width) / (2))) (y) to ((x) + ((width) / (2))) (y) <> [2] []\n Draw Line from ((x) - ((width) / (2))) (y) to (x) ((y) - (height)) [2] []\n Draw Line from ((x) + ((width) / (2))) (y) to (x) ((y) - (height)) [2] []\n Draw Line from (x) (((y) - (height)) + (1)) to (x) (((y) - (height)) + (1)) <> [2] []\nend\nif <(dir) = [Right]> then\n Draw Line from (x) ((y) - ((height) / (2))) to (x) ((y) + ((height) / (2))) <> [2] []\n Draw Line from (x) ((y) - ((height) / (2))) to ((x) + (width)) (y) [2] []\n Draw Line from (x) ((y) + ((height) / (2))) to ((x) + (width)) (y) [2] []\n Draw Line from (((x) + (width)) - (1)) (y) to (((x) + (width)) - (1)) (y) <> [2] []\nend\nif <(dir) = [Left]> then\n Draw Line from (x) ((y) - ((height) / (2))) to (x) ((y) + ((height) / (2))) <> [2] []\n Draw Line from (x) ((y) - ((height) / (2))) to ((x) - (width)) (y) [2] []\n Draw Line from (x) ((y) + ((height) / (2))) to ((x) - (width)) (y) [2] []\n Draw Line from (((x) - (width)) + (1)) (y) to (((x) - (width)) + (1)) (y) <> [2] []\nend\n\ndefine Clear Data\ndelete all of [level v]\n\ndefine Draw Flag at (x) (y) (h) (z)\nDraw Line from (x) (y) to (x) ((y) + (h)) <> (item # of [Flag] in [type v]) []\nDraw Line from (x) ((y) + (h)) to (x) ((y) + ((h) - (OrigPenSize))) <> (item # of [Flag] in [type v]) []\nDraw Line from (x) ((y) + ((h) - (5))) to ((x) + (z)) ((y) + (h)) <> (item # of [Flag] in [type v]) []\nDraw Line from ((x) + (z)) ((y) + (h)) to ((x) + ((z) * (2))) ((y) + ((h) - (5))) <> (item # of [Flag] in [type v]) []\nDraw Line from ((x) + ((z) * (2))) ((y) + ((h) - (5))) to ((x) + ((z) * (3))) ((y) + (h)) <> (item # of [Flag] in [type v]) []\nDraw Line from ((x) + ((z) * (3))) ((y) + (h)) to ((x) + ((z) * (3))) ((y) + ((z) * (3))) <> (item # of [Flag] in [type v]) []\nDraw Line from ((x) + ((z) * (3))) ((y) + ((z) * (3))) to ((x) + ((z) * (2))) ((y) + (((h) - (5)) - ((z) * (2)))) <> (item # of [Flag] in [type v]) []\nDraw Line from ((x) + ((z) * (2))) ((y) + (((h) - (5)) - ((z) * (2)))) to ((x) + (z)) ((y) + ((z) * (3))) <> (item # of [Flag] in [type v]) []\nDraw Line from ((x) + (z)) ((y) + ((z) * (3))) to (x) ((y) + (((h) - (5)) - ((z) * (2)))) <> (item # of [Flag] in [type v]) []\n\nwhen I receive [game v]\nforever\n Game Start\n Spawn\n repeat until <(Exit) > []>\n Erase All\n Check Controls\n Player Physics\n Clear Data\n Render\n Optimize\n end\n if <(Exit) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Collision Detection w/ <god mode?> ?\nset [colliding? v] to [0]\nset [collision index v] to [0]\nif <god mode?> then\n if <<not <(Type) = (item # of [Flag] in [type v])>> and <not <(Type) = (item # of [Trampoline] in [type v])>>> then\n set [type v] to [0]\n end\nend\nrepeat until <(length of [level v]) = (Collision Index)>\n change [collision index v] by (5)\n if <((Player X) - ((Player Size) + (Offset))) < (item ((Collision Index) - (1)) of [level v])> then\n if <((Player X) + ((Player Size) + (Offset))) > (item ((Collision Index) - (3)) of [level v])> then\n if <((Player Y) - ((Player Size) + (Offset))) < (item ((Collision Index) - (0)) of [level v])> then\n if <((Player Y) + ((Player Size) + (Offset))) > (item ((Collision Index) - (2)) of [level v])> then\n set [type v] to (item ((Collision Index) - (4)) of [level v])\n if <(Editor) < [1]> then\n set [colliding? v] to [1]\n end\n end\n end\n end\n end\nend\n\ndefine Optimize\nGo to x: [0] y: [0]\nswitch costume to (pen v)\nshow\n\nwhen [m v] key pressed\nif <(username) = [ImRohan10187]> then\n set [mouse x abs v] to (round ([abs v] of (mouse x) ))\n set [mouse y abs v] to (round ([abs v] of (mouse y) ))\n if <<(Mouse X Abs) < [240]> and <(Mouse Y Abs) < [180]>> then\n set [mouse x v] to (round ((mouse x) + (Camera X)))\n set [mouse y v] to (round ((mouse y) + (Camera Y)))\n set [mouse v] to (join (Mouse X) (join [,] (join [ ] (Mouse Y))))\n show variable [mouse v]\n else\n hide variable [mouse v]\n end\nend\n\nwhen [timer v] > (Tiny)\nThumbnail\n\ndefine Draw Moving Platform at (x) (y) (move?) with Length: (length) and Speed: (speed) Distance: (distance) Type: (type)\nset [movepx v] to ((((x) * (2)) - ((length) / (2))) + (([sin v] of ((Frame) * (speed)) ) * (distance)))\nset [movepy v] to ((y) + (([sin v] of ((Frame) * (speed)) ) * (distance)))\nif < (move?) contains [H]?> then\n Draw Line from ((MovePX) - ((length) / (2))) (y) to ((MovePX) + ((length) / (2))) (y) <> (type) []\nend\nif < (move?) contains [V]?> then\n Draw Line from ((x) - ((length) / (2))) (MovePY) to ((x) + ((length) / (2))) (MovePY) <> (type) []\nend\n\nwhen [0 v] key pressed\nif <(username) = [ImRohan10187]> then\n \n stop [other scripts in sprite v]\n end\n change [editor v] by (1)\n set [editor v] to ((Editor) mod (2))\n if <not <(Editor) = [1]>> then\n set [type v] to [1]\n end\n \n broadcast (Game v)\n end\nend\n\nwhen I receive [game v]\nforever\n reset timer\nend\n\ndefine Handle Keys - God Mode\nset [god speed v] to ((PlayerSpeed) + (1))\nset [speed x v] to (((X Axis) * (God Speed)) + ((Speed X) * (Friction)))\nset [speed y v] to (((Y Axis) * (God Speed)) + ((Speed Y) * (Friction)))\nMove Player X (Speed X)\nMove Player Y (Speed Y)\n\nwhen [l v] key pressed\nif <(Project State) > []> then\n stop [other scripts in sprite v]\n set [thumbnail? v] to [0]\n ask (join [Enter Level Number \(Current ] (join (Level) [\)])) and wait\n if <(answer) = [Blank]> then\n set [level v] to [Blank]\n broadcast (Game v)\n end\n if <<(round (answer)) < [1]> or <(round (answer)) > [10]>> then\n broadcast (Game v)\n stop [this script v]\n end\n set [level v] to (round (answer))\n broadcast (Game v)\nend\n\ndefine Draw Ice from (x1) (y1) to (x2) (y2)\nDraw Line from (x1) (y1) to (x2) (y2) <> (item # of [Ice] in [type v]) []\n\ndefine Draw Slime from (x1) (y1) to (x2) (y2)\nDraw Line from (x1) (y1) to (x2) (y2) <> (item # of [Slime] in [type v]) []\n\ndefine Draw Box at (x) (y) and Type: (type) With Length: (length) Width: (width) Height: (tramp height)\nif <not <(type) = [3]>> then\n Draw Line from ((x) - ((length) / (2))) ((y) + ((width) / (2))) to ((x) + ((length) / (2))) ((y) + ((width) / (2))) <> (type) []\n Draw Line from ((x) - ((length) / (2))) ((y) - ((width) / (2))) to ((x) + ((length) / (2))) ((y) - ((width) / (2))) <> (type) []\n Draw Line from ((x) + ((length) / (2))) ((y) - ((width) / (2))) to ((x) + ((length) / (2))) ((y) + ((width) / (2))) <> (type) []\n Draw Line from ((x) - ((length) / (2))) ((y) - ((width) / (2))) to ((x) - ((length) / (2))) ((y) + ((width) / (2))) <> (type) []\nelse\n Draw Trampoline from ((x) - ((length) / (2))) ((y) + ((width) / (2))) to ((x) + ((length) / (2))) ((y) + ((width) / (2))) with Height: (tramp height)\n Draw Trampoline from ((x) - ((length) / (2))) ((y) - ((width) / (2))) to ((x) + ((length) / (2))) ((y) - ((width) / (2))) with Height: (tramp height)\n Draw Trampoline from ((x) + ((length) / (2))) ((y) - ((width) / (2))) to ((x) + ((length) / (2))) ((y) + ((width) / (2))) with Height: (tramp height)\n Draw Trampoline from ((x) - ((length) / (2))) ((y) - ((width) / (2))) to ((x) - ((length) / (2))) ((y) + ((width) / (2))) with Height: (tramp height)\nend\n\ndefine Draw Moving Box at (x) (y) (move?) with Length: (length) Width: (width) and Speed: (speed) Distance: (distance) Type: (type) Delay: (float delay)\nset [movexoffset v] to ((x) + ((length) + (distance)))\nset [moveyoffset v] to ((y) + ((width) + (distance)))\nif <(move?) = [h]> then\n set [movebx+ v] to ((((MoveXOffset) - ((length) / (2))) + (([sin v] of ((Frame) * (speed)) ) * (distance))) + ((length) / (2)))\n set [movebx- v] to ((((MoveXOffset) - ((length) / (2))) + (([sin v] of ((Frame) * (speed)) ) * (distance))) - ((length) / (2)))\n set [moveby+ v] to ((y) + ((width) / (2)))\n set [moveby- v] to ((y) - ((width) / (2)))\nend\nif <(move?) = [v]> then\n set [movebx+ v] to ((x) + ((length) / (2)))\n set [movebx- v] to ((x) - ((length) / (2)))\n set [moveby+ v] to ((((MoveYOffset) - ((width) / (2))) + (([sin v] of ((Frame) * (speed)) ) * (distance))) - ((width) / (2)))\n set [moveby- v] to ((((MoveYOffset) - ((width) / (2))) + (([sin v] of ((Frame) * (speed)) ) * (distance))) + ((width) / (2)))\nend\nif <<(move?) = [l]> or <(move?) = [t]>> then\n set [movebx+ v] to ((x) + ((length) / (2)))\n set [movebx- v] to ((x) - ((length) / (2)))\n set [moveby+ v] to ((y) - ((width) / (2)))\n set [moveby- v] to ((((MoveYOffset) - ((width) / (2))) + (([sin v] of (((Frame) - (float delay)) * (speed)) ) * (distance))) - ((width) / (2)))\nend\nDraw Line from (MoveBX-) (MoveBY+) to (MoveBX+) (MoveBY+) <> (type) []\nDraw Line from (MoveBX-) (MoveBY-) to (MoveBX+) (MoveBY-) <> (type) []\nDraw Line from (MoveBX-) (MoveBY+) to (MoveBX-) (MoveBY-) <> (type) []\nDraw Line from (MoveBX+) (MoveBY+) to (MoveBX+) (MoveBY-) <> (type) []\n\ndefine _Print Text: (text) at: (x) (y) Size: (size) Color: (col) (sat) (bright) Thickness: (thickness) Width: (width) Height: (height) Spacing: (spacing)\nPrint Text: (text) at (x) (y) Size: (size) Color: (col) (sat) (bright) Thickness: (thickness) Width: (width) Height: (height) Spacing: (spacing)\n\ndefine Setup Chars\nif <(length of [text v]) < [54]> then\n delete all of [text v]\n add [/00/0444404202] to [text v]\n add [/00/0434320232424000] to [text v]\n add [/44/040040] to [text v]\n add [/00/043443413000] to [text v]\n add [/40/000232020444] to [text v]\n add [/00/0232020444] to [text v]\n add [/44/0400404222] to [text v]\n add [/00/0402424044] to [text v]\n add [/04/4424200040] to [text v]\n add [/24/2000] to [text v]\n add [/34/010004011240] to [text v]\n add [/04/0040] to [text v]\n add [/00/04224440] to [text v]\n add [/00/044044] to [text v]\n add [/00/04444000] to [text v]\n add [/00/04444202] to [text v]\n add [/00/044440004022] to [text v]\n add [/00/043432024240] to [text v]\n add [/44/14031232413000] to [text v]\n add [/20/240444] to [text v]\n add [/04/004044] to [text v]\n add [/04/2044] to [text v]\n add [/04/00224044] to [text v]\n add [/00/44/04/40] to [text v]\n add [/04/22202244] to [text v]\n add [/04/440040] to [text v]\n add [/00/0444400044] to [text v]\n add [/13/24201030] to [text v]\n add [/04/4442020040] to [text v]\n add [/04/444212424000] to [text v]\n add [/04/02424044] to [text v]\n add [/44/0402424000] to [text v]\n add [/44/040242400004] to [text v]\n add [/04/4420] to [text v]\n add [/00/044440000242] to [text v]\n add [/00/404202044442] to [text v]\n add [/20/20/22/24] to [text v]\n add [/00/14/30/44/01/41/03/43] to [text v]\n add [/04/14130304/40/30314140/00/44] to [text v]\n add [/13/2433] to [text v]\n add [/12/34/32/14] to [text v]\n add [/20/111324] to [text v]\n add [/20/313324] to [text v]\n add [/12/32] to [text v]\n add [/21/23221232] to [text v]\n add [/00/40] to [text v]\n add [/13/33/11/31] to [text v]\n add [/00/44] to [text v]\n add [/20/20] to [text v]\n add [/10/21] to [text v]\n add [/20/20/22/424424] to [text v]\n add [/23/24] to [text v]\n add [/13/14/33/34] to [text v]\n add [/21/21/23/23] to [text v]\nend\nset [characters v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!#%^*\(\)-+_=/.,?'":]\n\ndefine Level Display: (title)\nif <(Editor) = [0]> then\n set [level title v] to (title)\nelse\n set [level title v] to (join (title) (join [ - ] [Editor]))\nend\n\nwhen [r v] key pressed\nif <(Project State) > []> then\n if <(Game State) > []> then\n set [camera x v] to [0]\n set [camera y v] to [0]\n Game Start\n Spawn\n end\nend\n\ndefine Print Text: (text) at (x) (y) Size: (size) Color: (col) (sat) (bright) Thickness: (thickness) Width: (width) Height: (height) Spacing: (spacing)\nSetup Chars\nSet Pen Size to (((size) / (4.5)) * (thickness))\nSet Pen Color to (col) (sat) (bright)\nset pen (transparency v) to (0)\nset [xint v] to (x)\nset [ilength v] to [0]\nset [text v] to [1]\nrepeat (length of [text v])\n change [ilength v] by (1)\n set [iletter v] to [0]\n repeat until <<(letter (iLength) of (text)) = (letter (iLetter) of (Characters))> or <(iLetter) > (length of [text v])>>\n change [iletter v] by (1)\n end\n if <(iLetter) < ((length of (Characters)) + (1))> then\n set [idetect v] to [0]\n set [detectxy v] to [1]\n repeat (length of (item (iLetter) of [text v]))\n change [idetect v] by (1)\n if <(letter (iDetect) of (item (iLetter) of [text v])) = [/]> then\n set [text v] to (() - (Text))\n if <(Text) = [1]> then\n Pen Down\n else\n Pen Up\n end\n else\n set [detectxy v] to (() - (DetectXY))\n if <(DetectXY) = [1]> then\n set [writey v] to ((y) + ((((size) * (height)) * (0.2)) * (letter (iDetect) of (item (iLetter) of [text v]))))\n go to x: ((WriteX) - (Camera X)) y: ((WriteY) - (Camera Y))\n else\n set [writex v] to ((xInt) + ((((size) * (width)) * (0.2)) * (letter (iDetect) of (item (iLetter) of [text v]))))\n end\n end\n end\n end\n change [xint v] by ((width) * ((size) * (((spacing) * (0.5)) + (1))))\nend\nPen Up\n\ndefine _Print tMoving Text: (text) at (x) (y) Size: (size) Color: (col) (sat) (bright) Thickness: (thickness) Width: (width) Height: (height) Spacing: (spacing) Speed: (speed) Distance: (distance) Move: (move?)\nset [movetx v] to (((x) + (distance)) + (([sin v] of ((Frame) * (speed)) ) * (distance)))\nset [movety v] to (((y) + (distance)) + (([sin v] of ((Frame) * (speed)) ) * (distance)))\nif < (move?) contains [h]?> then\n Print Text: (text) at (MoveTX) (y) Size: (size) Color: (col) (sat) (bright) Thickness: (thickness) Width: (width) Height: (height) Spacing: (spacing)\nend\nif < (move?) contains [v]?> then\n Print Text: (text) at (x) (MoveTY) Size: (size) Color: (col) (sat) (bright) Thickness: (thickness) Width: (width) Height: (height) Spacing: (spacing)\nend\n\ndefine Level 1\nLevel Display: [Yikes! Spikes!]\nLevel Display: [Bright Beginnings]\n_Print Text: [Level 1] at: [-70] [85] Size: [15] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\n_Print Text: [Jump!] at: [415] [75] Size: [11] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [0] [-50] and Type: [1] With Length: [300] Width: [35] Height: []\nDraw Level from [300] [0] to [300] [-45]\nDraw Level from [300] [-45] to [600] [-45]\nDraw Level from [400] [0] to [400] [40]\nDraw Level from [400] [40] to [500] [40]\nDraw Level from [500] [40] to [500] [-5]\nDraw Level from [500] [-5] to [600] [-5]\nDraw Level from [600] [-5] to [600] [-45]\nDraw Level from [300] [0] to [400] [0]\nDraw Box at [850] [-50] and Type: [1] With Length: [200] Width: [30] Height: []\n_Print Text: [Don't touch] at: [740] [50] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\n_Print Text: [Red] at: [920] [50] Size: [10] Color: [] [100] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Spike at [835] [-35] [30] [30] [Up] [1]\nDraw Spike at [869] [-35] [30] [30] [Up] [1]\nDraw Box at [1100] [10] and Type: [1] With Length: [100] Width: [25] Height: []\nDraw Box at [1300] [10] and Type: [1] With Length: [100] Width: [25] Height: []\nDraw Box at [1500] [10] and Type: [1] With Length: [100] Width: [25] Height: []\n_Print Text: [Green Flag] at: [1435] [120] Size: [10] Color: [33] [100] [78] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Flag at [1500] [25]\n\ndefine Level 2\nLevel Display: [Stair-Gazing]\n_Print Text: [Level 2] at: [-70] [85] Size: [15] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [0] [-50] and Type: [1] With Length: [200] Width: [50] Height: []\n_Print Text: [My Old Enemy...] at: [265] [-55] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [0.95]\n_Print Text: [Stairs!] at: [275] [-120] Size: [20] Color: [] [] [100] Thickness: [0.7] Width: [1] Height: [1] Spacing: [1]\nDraw Level from [250] [-25] to [310] [-25]\nDraw Level from [250] [-25] to [250] [-75]\nDraw Level from [250] [-75] to [490] [-75]\nDraw Level from [310] [-25] to [310] [25]\nDraw Level from [310] [25] to [370] [25]\nDraw Level from [370] [25] to [370] [75]\nDraw Level from [370] [75] to [430] [75]\nDraw Level from [430] [75] to [430] [125]\nDraw Level from [430] [125] to [490] [125]\nDraw Level from [490] [125] to [490] [-75]\nDraw Box at [675] [110] and Type: [1] With Length: [150] Width: [30] Height: []\nDraw Spike at [675] [125] [30] [30] [Up] [1]\nDraw Box at [950] [155] and Type: [1] With Length: [150] Width: [30] Height: []\nDraw Spike at [950] [170] [30] [30] [Up] [1]\nDraw Box at [1225] [200] and Type: [1] With Length: [150] Width: [30] Height: []\nDraw Spike at [1225] [215] [30] [30] [Up] [1]\n_Print Text: [Drop!] at: [1325] [300] Size: [13] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [1470] [-115] and Type: [1] With Length: [300] Width: [35] Height: []\n_Print Text: [Avoid] at: [1465] [30] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\n_Print Text: [Lava!] at: [1460] [0] Size: [13] Color: [] [100] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Danger from [1455] [-97.5] to [1550] [-97.5]\nDraw Box at [1725] [-60] and Type: [1] With Length: [60] Width: [25] Height: []\nDraw Box at [1840] [0] and Type: [1] With Length: [60] Width: [25] Height: []\nDraw Box at [1725] [65] and Type: [1] With Length: [60] Width: [25] Height: []\nDraw Box at [1840] [130] and Type: [1] With Length: [60] Width: [25] Height: []\nDraw Box at [1725] [195] and Type: [1] With Length: [60] Width: [25] Height: []\nDraw Box at [1840] [260] and Type: [1] With Length: [60] Width: [25] Height: []\nDraw Box at [2000] [300] and Type: [1] With Length: [100] Width: [30] Height: []\n_Print Text: [Green Flag] at: [1935] [400] Size: [10] Color: [33] [100] [79] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Flag at [2000] [315]\n\ndefine Level 3\nLevel Display: [Tramp-topia]\n_Print Text: [Level 3] at: [-70] [85] Size: [15] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [0] [-50] and Type: [1] With Length: [300] Width: [35] Height: []\nDraw Box at [350] [-50] and Type: [1] With Length: [100] Width: [35] Height: []\n_Print Text: [Trampoline!] at: [525] [20] Size: [10] Color: [15] [100] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [600] [-50] and Type: [3] With Length: [100] Width: [35] Height: [40]\n_Print Text: [Woah!] at: [655] [450] Size: [14] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [700] [330] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Box at [900] [380] and Type: [1] With Length: [100] Width: [30] Height: []\n_Print Text: [Let's Try That] at: [1000] [550] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\n_Print Text: [One More Time!] at: [985] [520] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1.2] Height: [1] Spacing: [1]\nDraw Box at [1100] [430] and Type: [1] With Length: [100] Width: [30] Height: []\n_Print Text: [Drop!] at: [1230] [450] Size: [15] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [1300] [200] and Type: [3] With Length: [250] Width: [30] Height: [40]\n_Print Text: [So Fun xD] at: [1525] [650] Size: [11] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [1700] [525] and Type: [1] With Length: [500] Width: [30] Height: []\nDraw Spike at [1545] [540] [30] [30] [Up] [1]\nDraw Spike at [1655] [540] [30] [30] [Up] [1]\nDraw Spike at [1765] [540] [30] [30] [Up] [1]\nDraw Spike at [1875] [540] [30] [30] [Up] [1]\nDraw Box at [2125] [525] and Type: [1] With Length: [100] Width: [30] Height: []\n_Print Text: [Green Flag] at: [2065] [640] Size: [10] Color: [33] [100] [79] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Flag at [2125] [540]\n\ndefine Level 4\nLevel Display: [Moving Mania]\n_Print Text: [Level 4] at: [-75] [85] Size: [15] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [0] [-50] and Type: [1] With Length: [300] Width: [35] Height: []\n_Print Text: [Moving Platforms!] at: [230] [85] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Moving Box at [450] [-50] [h] with Length: [100] Width: [35] and Speed: [2] Distance: [-150] Type: [1] Delay: []\nDraw Box at [600] [-50] and Type: [1] With Length: [100] Width: [35] Height: []\nDraw Box at [800] [-50] and Type: [1] With Length: [100] Width: [35] Height: []\nDraw Moving Box at [700] [-50] [l] with Length: [100] Width: [35] and Speed: [5] Distance: [9] Type: [2] Delay: []\n_Print Text: [Floating Lava!] at: [600] [50] Size: [10] Color: [] [100] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [900] [-50] and Type: [3] With Length: [100] Width: [35] Height: [40]\nDraw Box at [1100] [300] and Type: [1] With Length: [200] Width: [30] Height: []\nDraw Spike at [1084] [315] [30] [30] [Up] []\nDraw Spike at [1116] [315] [30] [30] [Up] []\nDraw Moving Box at [1250] [-65] [v] with Length: [100] Width: [30] and Speed: [2] Distance: [175.5] Type: [1] Delay: []\n_Print Text: [An Elevator!] at: [1150] [400] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [1350] [-50] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Box at [1550] [-50] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Moving Box at [1450] [-47.5] [l] with Length: [100] Width: [35] and Speed: [5] Distance: [7] Type: [2] Delay: []\nDraw Box at [1700] [0] and Type: [1] With Length: [50] Width: [20] Height: []\nDraw Box at [1810] [60] and Type: [1] With Length: [50] Width: [20] Height: []\nDraw Box at [1700] [120] and Type: [1] With Length: [50] Width: [20] Height: []\nDraw Box at [1810] [180] and Type: [1] With Length: [50] Width: [20] Height: []\nDraw Box at [1700] [240] and Type: [1] With Length: [50] Width: [20] Height: []\nDraw Box at [1810] [300] and Type: [1] With Length: [50] Width: [20] Height: []\n_Print tMoving Text: [Moving Words!] at [1795] [350] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [0.6] Speed: [2] Distance: [150] Move: [h]\nDraw Moving Box at [1835] [300] [h] with Length: [100] Width: [20] and Speed: [2] Distance: [147.5] Type: [1] Delay: []\nDraw Box at [2280] [295] and Type: [1] With Length: [100] Width: [30] Height: []\n_Print Text: [Green Flag] at: [2210] [400] Size: [10] Color: [33] [100] [79] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Flag at [2280] [310]\n\ndefine Level 5\nLevel Display: [Level 5]\nLevel Display: [Danger Dilemma]\n_Print Text: [Level 5] at: [-70] [85] Size: [15] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [0] [-50] and Type: [1] With Length: [300] Width: [35] Height: []\nDraw Moving Box at [150] [-50] [h] with Length: [100] Width: [35] and Speed: [4] Distance: [100] Type: [1] Delay: []\nDraw Box at [500] [-50] and Type: [1] With Length: [100] Width: [35] Height: []\n_Print Text: [Watch Out...] at: [630] [-55] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\n_Print Text: [Danger] at: [590] [-87] Size: [10] Color: [] [100] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\n_Print Text: [Incoming!] at: [690] [-87] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [700] [0] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Box at [900] [0] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Box at [1100] [0] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Moving Box at [650] [40] [h] with Length: [75] Width: [25] and Speed: [1.5] Distance: [212.5] Type: [2] Delay: []\nDraw Box at [1250] [90] and Type: [3] With Length: [30] Width: [50] Height: [30]\nDraw Box at [700] [200] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Box at [900] [200] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Box at [1100] [200] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Moving Box at [650] [240] [h] with Length: [75] Width: [25] and Speed: [1.5] Distance: [212.5] Type: [2] Delay: []\nDraw Box at [575] [290] and Type: [3] With Length: [30] Width: [50] Height: [30]\nDraw Box at [1250] [90] and Type: [3] With Length: [30] Width: [50] Height: [30]\nDraw Box at [700] [400] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Box at [900] [400] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Box at [1100] [400] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Moving Box at [650] [440] [h] with Length: [75] Width: [25] and Speed: [1.5] Distance: [212.5] Type: [2] Delay: []\nDraw Box at [1350] [400] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Box at [1550] [400] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Moving Box at [1450] [400] [l] with Length: [100] Width: [30] and Speed: [5] Distance: [8] Type: [2] Delay: []\nDraw Moving Box at [1650] [85] [v] with Length: [100] Width: [30] and Speed: [2] Distance: [150] Type: [1] Delay: []\n_Print Text: [Wait for it...] at: [1570] [500] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [1750] [100] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Box at [1950] [100] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Moving Box at [1850] [100] [l] with Length: [100] Width: [30] and Speed: [5] Distance: [8] Type: [2] Delay: []\nDraw Box at [2150] [100] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Moving Box at [2050] [100] [l] with Length: [100] Width: [30] and Speed: [5] Distance: [8] Type: [2] Delay: []\nDraw Box at [2500] [100] and Type: [1] With Length: [350] Width: [30] Height: []\n_Print Text: [Careful Now!] at: [2330] [30] Size: [12] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Moving Box at [2400] [120] [v] with Length: [25] Width: [60] and Speed: [10] Distance: [50] Type: [2] Delay: []\nDraw Moving Box at [2495] [220] [v] with Length: [25] Width: [60] and Speed: [10] Distance: [-50] Type: [2] Delay: []\nDraw Moving Box at [2590] [120] [v] with Length: [25] Width: [60] and Speed: [10] Distance: [50] Type: [2] Delay: []\nDraw Moving Box at [2675] [100] [h] with Length: [100] Width: [30] and Speed: [3] Distance: [100] Type: [1] Delay: []\nDraw Box at [3025] [100] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Box at [3250] [100] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Moving Box at [3135] [80] [v] with Length: [25] Width: [60] and Speed: [5] Distance: [50] Type: [2] Delay: []\n_Print Text: [Green Flag] at: [3190] [200] Size: [10] Color: [33] [100] [78] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Flag at [3250] [115]\n\ndefine Level 6\nLevel Display: [Slippery Slopes]\n_Print Text: [Level 6] at: [-70] [85] Size: [15] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [0] [-50] and Type: [1] With Length: [300] Width: [35] Height: []\nDraw Box at [300] [-50] and Type: [1] With Length: [100] Width: [35] Height: []\nDraw Moving Box at [200] [-50] [l] with Length: [100] Width: [35] and Speed: [5] Distance: [8.5] Type: [2] Delay: []\nDraw Moving Box at [350] [-50] [h] with Length: [100] Width: [35] and Speed: [3] Distance: [100] Type: [1] Delay: []\nDraw Box at [700] [-50] and Type: [1] With Length: [100] Width: [35] Height: []\nDraw Box at [925] [-50] and Type: [1] With Length: [50] Width: [35] Height: []\nDraw Box at [825] [-50] and Type: [4] With Length: [150] Width: [35] Height: []\n_Print Text: [Ice] at: [718] [50] Size: [10] Color: [52] [55] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\n_Print Text: [Is Slippery!] at: [775] [50] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Moving Box at [1000] [-67.5] [v] with Length: [100] Width: [35] and Speed: [2] Distance: [100] Type: [1] Delay: []\nDraw Box at [1137.5] [150] and Type: [1] With Length: [175] Width: [35] Height: []\nDraw Spike at [1150] [167.5] [30] [30] [Up] [1]\n_Print Text: [Critical] at: [1340] [290] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\n_Print Text: [Jump!] at: [1362.5] [260] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [1275] [150] and Type: [4] With Length: [100] Width: [35] Height: []\nDraw Box at [1525] [150] and Type: [1] With Length: [100] Width: [35] Height: []\nDraw Moving Box at [1400] [150] [l] with Length: [150] Width: [35] and Speed: [5] Distance: [8.5] Type: [2] Delay: []\nDraw Box at [1660] [90] and Type: [1] With Length: [50] Width: [20] Height: []\nDraw Box at [1600] [30] and Type: [1] With Length: [50] Width: [20] Height: []\nDraw Box at [1660] [-30] and Type: [1] With Length: [50] Width: [20] Height: []\nDraw Box at [1600] [-90] and Type: [1] With Length: [50] Width: [20] Height: []\nDraw Box at [1660] [-150] and Type: [1] With Length: [50] Width: [20] Height: []\nDraw Moving Box at [1685] [-150] [h] with Length: [100] Width: [20] and Speed: [2] Distance: [150] Type: [1] Delay: []\nDraw Box at [2135] [-150] and Type: [1] With Length: [100] Width: [20] Height: []\nDraw Box at [2250] [-90] and Type: [3] With Length: [20] Width: [20] Height: [40]\nDraw Box at [2350] [270] and Type: [4] With Length: [100] Width: [35] Height: []\nDraw Box at [2500] [270] and Type: [4] With Length: [100] Width: [35] Height: []\nDraw Box at [2650] [270] and Type: [4] With Length: [100] Width: [35] Height: []\nDraw Moving Box at [2425] [270] [l] with Length: [50] Width: [35] and Speed: [5] Distance: [8.5] Type: [2] Delay: []\nDraw Moving Box at [2575] [270] [l] with Length: [50] Width: [35] and Speed: [5] Distance: [8.5] Type: [2] Delay: []\n_Print Text: [So Slippery...] at: [2400] [200] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\n_Print Text: [Phew...] at: [2810] [400] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\n_Print Text: [That was Hard!] at: [2755] [370] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [2850] [270] and Type: [1] With Length: [100] Width: [35] Height: []\nDraw Moving Box at [2950] [252.5] [v] with Length: [100] Width: [35] and Speed: [2] Distance: [-100] Type: [1] Delay: []\nDraw Box at [3050] [70] and Type: [1] With Length: [100] Width: [35] Height: []\n_Print Text: [Double] at: [3020] [-20] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\n_Print Text: [Decker!] at: [3015] [-50] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Moving Box at [2950] [52.5] [v] with Length: [100] Width: [35] and Speed: [2] Distance: [-100] Type: [1] Delay: []\nDraw Box at [3050] [-130] and Type: [1] With Length: [100] Width: [35] Height: []\nDraw Box at [3450] [-130] and Type: [1] With Length: [100] Width: [35] Height: []\nDraw Box at [3250] [-130] and Type: [4] With Length: [300] Width: [35] Height: []\nDraw Spike at [3180] [-112.5] [30] [30] [Up] []\nDraw Spike at [3320] [-112.5] [30] [30] [Up] []\nDraw Level from [3225] [-112.5] to [3275] [-112.5]\nDraw Box at [3550] [-130] and Type: [3] With Length: [100] Width: [35] Height: [40]\nDraw Box at [3650] [210] and Type: [1] With Length: [100] Width: [30] Height: []\n_Print Text: [Green Flag] at: [3590] [310] Size: [10] Color: [33] [100] [78] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Flag at [3650] [225]\n\nwhen I receive [game v]\ndelete all of [features v]\nadd [Spikes] to [features v]\nadd [Stairs] to [features v]\nadd [Trampolines] to [features v]\nadd [Moving Platforms and Floating Lava and Elevators] to [features v]\nadd [Moving Danger] to [features v]\nadd [Ice] to [features v]\nadd [Slime] to [features v]\nadd [Moving Ice, Moving Slime] to [features v]\nadd [Moving Enemies \(Square Danger\)] to [features v]\nadd [Lava Fill] to [features v]\n\ndefine Tiny (decimal)\nset [tiny v] to [0.]\nrepeat ((decimal) - (1))\n set [tiny v] to (join (Tiny) [0])\nend\nset [tiny v] to (join (Tiny) [1])\n\nwhen I receive [game v]\ndelete all of [type v]\nadd [Platforms] to [type v]\nadd [Danger] to [type v]\nadd [Trampoline] to [type v]\nadd [Ice] to [type v]\nadd [Slime] to [type v]\nadd [Flag] to [type v]\nColors List (length of [type v])\n\ndefine Colors List (types)\ndelete all of [colors v]\nrepeat (types)\n add [] to [colors v]\nend\nreplace item (item # of [Platforms] in [type v]) of [colors v] with [000000100]\nreplace item (item # of [Danger] in [type v]) of [colors v] with [000100100]\nreplace item (item # of [Trampoline] in [type v]) of [colors v] with [015100100]\nreplace item (item # of [Ice] in [type v]) of [colors v] with [053055099]\nreplace item (item # of [Slime] in [type v]) of [colors v] with [083084087]\nreplace item (item # of [Flag] in [type v]) of [colors v] with [033100079]\n\nwhen [t v] key pressed\nif <(username) = [ImRohan10187]> then\n stop [other scripts in sprite v]\n Thumbnail\n stop [all v]\nend\n\ndefine Thumbnail\nif <(Thumbnail?) > [0]> then\n set [project state v] to []\n Erase All\n Pen Up\n Go to x: [0] y: [0]\n switch costume to (thumbnail v)\n stamp\n switch costume to (pen v)\n Clear Data\n set [thumbnail? v] to [0]\n hide variable [level title v]\n hide variable [type v]\nend\n\ndefine Level 7\nLevel Display: [Stagnant Slime]\n_Print Text: [Level 7] at: [-70] [85] Size: [15] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [0] [-50] and Type: [1] With Length: [300] Width: [35] Height: []\nDraw Box at [430] [0] and Type: [1] With Length: [300] Width: [35] Height: []\nDraw Box at [430] [0] and Type: [5] With Length: [175] Width: [35] Height: []\n_Print Text: [This is] at: [355] [-8] Size: [10] Color: [] [] [100] Thickness: [1] Width: [0.8] Height: [2] Spacing: [1]\n_Print Text: [Slime] at: [447] [-8] Size: [10] Color: [83] [84] [100] Thickness: [1] Width: [0.8] Height: [2] Spacing: [1]\n_Print Text: [So Slow.....] at: [300] [-47] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1.5] Height: [1] Spacing: [1.1]\nDraw Box at [750] [-50] and Type: [1] With Length: [75] Width: [35] Height: []\nDraw Box at [1025] [-50] and Type: [1] With Length: [75] Width: [35] Height: []\nDraw Box at [887.5] [-50] and Type: [5] With Length: [200] Width: [35] Height: []\n_Print Text: [No Jumping :\(] at: [800] [-56.5] Size: [12] Color: [] [] [100] Thickness: [1] Width: [0.83] Height: [1.3] Spacing: [0.9]\n_Print Text: [Slime] at: [780] [-100] Size: [10] Color: [83] [84] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\n_Print Text: [is Sticky] at: [865] [-100] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\n_Print Text: [So you can't Jump] at: [765] [-130] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [1220] [0] and Type: [3] With Length: [100] Width: [35] Height: [40]\nDraw Box at [1450] [370] and Type: [4] With Length: [100] Width: [35] Height: []\nDraw Box at [1350] [370] and Type: [5] With Length: [100] Width: [35] Height: []\nDraw Box at [1550] [370] and Type: [5] With Length: [100] Width: [35] Height: []\nDraw Box at [1990] [370] and Type: [1] With Length: [100] Width: [35] Height: []\nDraw Moving Box at [1600] [370] [h] with Length: [100] Width: [35] and Speed: [3] Distance: [120] Type: [1] Delay: []\n_Print Text: [Did you miss it?] at: [1897] [500] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\n_Print Text: [Comment Down!] at: [1920] [470] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [2190] [370] and Type: [4] With Length: [100] Width: [35] Height: []\nDraw Box at [2295] [370] and Type: [5] With Length: [110] Width: [35] Height: []\nDraw Moving Box at [2090] [370] [l] with Length: [100] Width: [35] and Speed: [5] Distance: [8.5] Type: [2] Delay: []\nDraw Moving Box at [2400] [355] [v] with Length: [100] Width: [35] and Speed: [2] Distance: [-100] Type: [1] Delay: []\nDraw Moving Box at [2500] [-45] [v] with Length: [100] Width: [35] and Speed: [2] Distance: [100] Type: [1] Delay: []\nDraw Moving Box at [2550] [-27.5] [h] with Length: [100] Width: [35] and Speed: [2] Distance: [150] Type: [1] Delay: []\n_Print Text: [This is Annoying xD] at: [2960] [30] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [3300] [-27.5] and Type: [1] With Length: [100] Width: [35] Height: []\nDraw Box at [3100] [-27.5] and Type: [5] With Length: [300] Width: [35] Height: []\nDraw Box at [3450] [20] and Type: [1] With Length: [50] Width: [25] Height: []\nDraw Box at [3550] [80] and Type: [1] With Length: [50] Width: [25] Height: []\nDraw Box at [3450] [140] and Type: [1] With Length: [50] Width: [25] Height: []\nDraw Box at [3550] [200] and Type: [1] With Length: [50] Width: [25] Height: []\nDraw Box at [3450] [260] and Type: [1] With Length: [50] Width: [25] Height: []\nDraw Box at [3550] [320] and Type: [1] With Length: [50] Width: [25] Height: []\nDraw Level from [3700] [320] to [3750] [320]\nDraw Level from [3700] [320] to [3700] [100]\nDraw Level from [3750] [320] to [3750] [150]\nDraw Level from [3750] [150] to [3950] [150]\nDraw Level from [3950] [150] to [3950] [225]\nDraw Level from [3950] [225] to [4000] [225]\nDraw Level from [4000] [225] to [4000] [100]\nDraw Level from [3700] [100] to [4000] [100]\nDraw Box at [3860] [275] and Type: [1] With Length: [50] Width: [20] Height: []\nDraw Ice from [3700] [320] to [3750] [320]\nDraw Ice from [3835] [285] to [3885] [285]\nDraw Ice from [3950] [225] to [4000] [225]\nDraw Slime from [3750] [150] to [3900] [150]\nDraw Box at [4150] [200] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Box at [4310] [200] and Type: [1] With Length: [20] Width: [30] Height: []\nDraw Box at [4250] [200] and Type: [5] With Length: [100] Width: [30] Height: []\nDraw Box at [4470] [200] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Moving Box at [4370] [200] [l] with Length: [100] Width: [30] and Speed: [5] Distance: [7.5] Type: [2] Delay: []\nDraw Box at [4700] [150] and Type: [1] With Length: [100] Width: [30] Height: []\n_Print Text: [Green Flag] at: [4635] [250] Size: [10] Color: [33] [100] [79] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Flag at [4700] [165]\n\ndefine Level 8\nLevel Display: [Let's Disco!]\nLevel Display: [Disco Dance!]\nLevel Display: [Disco!]\nLevel Display: [Ice n' Slime - Disco!]\nLevel Display: [Disco!]\n_Print Text: [Level 8] at: [-70] [85] Size: [15] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [0] [-50] and Type: [1] With Length: [300] Width: [35] Height: []\nDraw Box at [300] [0] and Type: [1] With Length: [100] Width: [35] Height: []\n_Print Text: [Disco!] at: [460] [70] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [500] [-50] and Type: ((4) + (Disco2)) With Length: [100] Width: [35] Height: []\nDraw Box at [700] [0] and Type: ((5) - (Disco2)) With Length: [100] Width: [35] Height: []\nDraw Box at [900] [-50] and Type: ((4) + (Disco2)) With Length: [100] Width: [35] Height: []\nDraw Box at [1100] [0] and Type: ((5) - (Disco2)) With Length: [100] Width: [35] Height: []\nDraw Box at [1250] [50] and Type: [1] With Length: [50] Width: [25] Height: []\nDraw Box at [1360] [110] and Type: [1] With Length: [50] Width: [25] Height: []\nDraw Box at [1250] [170] and Type: [1] With Length: [50] Width: [25] Height: []\nDraw Box at [1360] [230] and Type: [1] With Length: [50] Width: [25] Height: []\nDraw Box at [1250] [290] and Type: [1] With Length: [50] Width: [25] Height: []\nDraw Box at [1360] [350] and Type: [1] With Length: [50] Width: [25] Height: []\n_Print Text: [Sticky n' Slippery] at: [1395] [420] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Moving Box at [1385] [350] [h] with Length: [100] Width: [25] and Speed: [3] Distance: [75] Type: ((4) + (Disco2)) Delay: []\nDraw Box at [1685] [348.5] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Box at [1835] [348.5] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Box at [1985] [348.5] and Type: [1] With Length: [100] Width: [30] Height: []\nDraw Box at [2135] [348.5] and Type: [1] With Length: [100] Width: [35] Height: []\n_Print Text: [Wow!] at: [1500] [450] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Moving Box at [1760] [348.5] [l] with Length: [50] Width: [30] and Speed: [3] Distance: [75] Type: ((5) - (Disco2)) Delay: []\nDraw Moving Box at [1910] [348.5] [l] with Length: [50] Width: [30] and Speed: [3] Distance: [75] Type: ((5) - (Disco2)) Delay: [10]\nDraw Moving Box at [2060] [348.5] [l] with Length: [50] Width: [30] and Speed: [3] Distance: [75] Type: ((5) - (Disco2)) Delay: [20]\nDraw Box at [2375] [40] and Type: [1] With Length: [100] Width: [30] Height: []\nif <(Disco2) = [0]> then\n _Print Text: [Sometimes Normal, Sometimes Lava...] at: [1920] [295] Size: [11] Color: [] [] [100] Thickness: [1] Width: [0.65] Height: [1] Spacing: [1]\nelse\n _Print Text: [Sometimes Normal, Sometimes Lava...] at: [1920] [295] Size: [11] Color: [] [100] [100] Thickness: [1] Width: [0.65] Height: [1] Spacing: [1]\nend\nDraw Box at [2215] [250] and Type: ((1) + (Platform/Danger Disco)) With Length: [50] Width: [30] Height: []\nDraw Box at [2300] [180] and Type: ((1) + (Platform/Danger Disco)) With Length: [50] Width: [30] Height: []\nDraw Box at [2215] [110] and Type: ((1) + (Platform/Danger Disco)) With Length: [50] Width: [30] Height: []\nDraw Box at [2300] [40] and Type: ((1) + (Platform/Danger Disco)) With Length: [50] Width: [30] Height: []\nDraw Moving Box at [2425] [40] [h] with Length: [100] Width: [30] and Speed: [3] Distance: [100] Type: [1] Delay: []\nDraw Box at [2580] [80] and Type: [2] With Length: [20] Width: [20] Height: []\nDraw Box at [2775] [40] and Type: [1] With Length: [100] Width: [30] Height: []\nif <(Disco2) = [0]> then\n _Print Text: [I am a Disco Dancer!] at: [2980] [270] Size: [10] Color: [83] [84] [87] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nelse\n _Print Text: [I am a Disco Dancer!] at: [2980] [270] Size: [10] Color: [52] [55] [99] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nend\nDraw Moving Box at [2850] [40] [l] with Length: [50] Width: [30] and Speed: [3] Distance: [75] Type: ((5) - (Disco2)) Delay: []\nDraw Moving Box at [2900] [40] [l] with Length: [50] Width: [30] and Speed: [3] Distance: [75] Type: ((5) - (Disco2)) Delay: [5]\nDraw Moving Box at [2950] [40] [l] with Length: [50] Width: [30] and Speed: [3] Distance: [75] Type: ((5) - (Disco2)) Delay: [10]\nDraw Moving Box at [3000] [40] [l] with Length: [50] Width: [30] and Speed: [3] Distance: [75] Type: ((5) - (Disco2)) Delay: [15]\nDraw Moving Box at [3050] [40] [l] with Length: [50] Width: [30] and Speed: [3] Distance: [75] Type: ((5) - (Disco2)) Delay: [20]\nDraw Moving Box at [3100] [40] [l] with Length: [50] Width: [30] and Speed: [3] Distance: [75] Type: ((5) - (Disco2)) Delay: [25]\nDraw Moving Box at [3150] [40] [l] with Length: [50] Width: [30] and Speed: [3] Distance: [75] Type: ((5) - (Disco2)) Delay: [30]\nDraw Moving Box at [3200] [40] [l] with Length: [50] Width: [30] and Speed: [3] Distance: [75] Type: ((5) - (Disco2)) Delay: [35]\nDraw Moving Box at [3250] [40] [l] with Length: [50] Width: [30] and Speed: [3] Distance: [75] Type: ((5) - (Disco2)) Delay: [40]\nDraw Moving Box at [3300] [40] [l] with Length: [50] Width: [30] and Speed: [3] Distance: [75] Type: ((5) - (Disco2)) Delay: [45]\nDraw Moving Box at [3350] [40] [l] with Length: [50] Width: [30] and Speed: [3] Distance: [75] Type: ((5) - (Disco2)) Delay: [50]\nDraw Moving Box at [3400] [40] [l] with Length: [50] Width: [30] and Speed: [3] Distance: [75] Type: ((5) - (Disco2)) Delay: [55]\nDraw Box at [3600] [40] and Type: [1] With Length: [100] Width: [30] Height: []\n_Print Text: [Green Flag] at: [3532] [135] Size: [10] Color: [33] [100] [78] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Flag at [3600] [55]\n\n_Print Text: [] at: [] [] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\n\ndefine Level 9\nLevel Display: [Level 9]\n_Print Text: [Level 9] at: [-70] [85] Size: [15] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [100] [-50] and Type: [1] With Length: [500] Width: [35] Height: []\nDraw Moving Box at [120] [-16] [h] with Length: [22] Width: [22] and Speed: [3] Distance: [100] Type: [2] Delay: []\nDraw Moving Box at [327.5] [-16] [h] with Length: [22] Width: [22] and Speed: [3] Distance: [-100] Type: [2] Delay: []\nDraw Box at [225] [-50] and Type: ((4) + (Disco2)) With Length: [250] Width: [35] Height: []\nDraw Box at [] [] and Type: [] With Length: [] Width: [] Height: []\n\ndefine Thank You!!!\nDraw Line from [-160] [140] to [160] [140] <> [] []\n_Print Text: [Thank You for Playing!] at: [-160] [120] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\n_Print Text: [Please Love, Fave and Follow :\)] at: [-225] [85] Size: [10] Color: [] [] [100] Thickness: [1] Width: [1] Height: [1] Spacing: [1]\nDraw Box at [0] [-50] and Type: [1] With Length: [300] Width: [35] Height: []\n\nwhen [x v] key pressed\nif <(Project State) > []> then\n change [level v] by (1)\n Game Start\n Spawn\nend\n\n
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☁ Rᴇᴠᴇʀsᴇᴅ || Oɴʟɪɴᴇ Pʟᴀᴛғᴏʀᴍᴇʀ ☁ #games #platformer #reversed
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@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Treenan v] until done\nend\n\nwhen I receive [win v]\nset volume to (100) %\nrepeat (10)\n change volume by (-10)\nend\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <key (m v) pressed?> then\n if <(volume) = [100]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n wait until <not <key (m v) pressed?>>\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo to [front v] layer\nset size to (100) %\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n go to [front v] layer\n change y by (((1) - (y position)) / (-2))\nend\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to x: (0) y: (-65)\ngo to [front v] layer\nset size to (100) %\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2))\nend\nset y to (0)\n\n@Multiplayer Engine\n\ndefine save list on var\nif <(length of [list v]) = [0]> then\n stop [this script v]\nend\ndelete (all) of [return v]\nset [item v] to [1]\nrepeat (length of [list v])\n set [letter v] to [1]\n repeat (length of (item (item) of [list v]))\n set [symbol v] to [1]\n repeat until <<(letter (symbol) of (characters)) = (letter (letter) of (item (item) of [list v]))> or <(symbol) > (length of (characters))>>\n change [symbol v] by (1)\n end\n if <not <(symbol) > (length of (characters))>> then\n if <not <(symbol) > [26]>> then\n switch costume to (lowercase v)\n switch costume to (letter (letter) of (item (item) of [list v]))\n if <(costume [number v]) = [27]> then\n change [symbol v] by (26)\n end\n end\n if <(length of (symbol)) < [2]> then\n set [symbol v] to (join [0] (symbol))\n end\n add (letter (1) of (symbol)) to [return v]\n add (letter (2) of (symbol)) to [return v]\n end\n change [letter v] by (1)\n end\n add (letter (1) of [0]) to [return v]\n add (letter (1) of [0]) to [return v]\n change [item v] by (1)\nend\nset [var v] to (return)\n\ndefine load (number) to list\ndelete (all) of [list v]\nset [item v] to []\nset [letter v] to [1]\nrepeat ((length of (number)) / (2))\n set [symbol v] to (join (letter (letter) of (number)) (letter ((letter) + (1)) of (number)))\n if <(symbol) = [0]> then\n add (item) to [list v]\n set [item v] to []\n else\n set [item v] to (join (item) (letter (symbol) of (characters)))\n end\n change [letter v] by (2)\nend\n\ndefine connect\nset percent from [0] / [10]\nset [tick v] to [0]\nset [player id v] to [0]\ndelete all of [players v]\ndelete all of [slots v]\nrepeat (10)\n add [0] to [slots v]\nend\nset percent from [0.25] / [10]\nload player [1]\nset [old-tick v] to (item (3) of [player1 v])\nif <(item (5) of [player1 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [1]\nend\nwait (0.1) seconds\nif <(item (3) of [player1 v]) = (old-tick)> then\n reset player [1]\n if <(Player ID) = [0]> then\n set [player id v] to [1]\n replace item (4) of [player1 v] with (username)\n replace item (5) of [player1 v] with [1]\n save player [1]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player1 v]) to [players v]\n replace item (1) of [slots v] with [1]\nend\nset percent from [1] / [10]\nload player [2]\nset [old-tick v] to (item (3) of [player2 v])\nif <(item (5) of [player2 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [2]\nend\nwait (0.1) seconds\nif <(item (3) of [player2 v]) = (old-tick)> then\n reset player [2]\n if <(Player ID) = [0]> then\n set [player id v] to [2]\n replace item (4) of [player2 v] with (username)\n replace item (5) of [player2 v] with [1]\n save player [2]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player2 v]) to [players v]\n replace item (2) of [slots v] with [1]\nend\nset percent from [2] / [10]\nload player [3]\nset [old-tick v] to (item (3) of [player3 v])\nif <(item (5) of [player3 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [3]\nend\nwait (0.1) seconds\nif <(item (3) of [player3 v]) = (old-tick)> then\n reset player [3]\n if <(Player ID) = [0]> then\n set [player id v] to [3]\n replace item (4) of [player3 v] with (username)\n replace item (5) of [player3 v] with [1]\n save player [3]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player3 v]) to [players v]\n replace item (3) of [slots v] with [1]\nend\nset percent from [3] / [10]\nload player [4]\nset [old-tick v] to (item (3) of [player4 v])\nif <(item (5) of [player4 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [4]\nend\nwait (0.1) seconds\nif <(item (3) of [player4 v]) = (old-tick)> then\n reset player [4]\n if <(Player ID) = [0]> then\n set [player id v] to [4]\n replace item (4) of [player4 v] with (username)\n replace item (5) of [player4 v] with [1]\n save player [4]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player4 v]) to [players v]\n replace item (4) of [slots v] with [1]\nend\nset percent from [4] / [10]\nload player [5]\nset [old-tick v] to (item (3) of [player5 v])\nif <(item (5) of [player5 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [5]\nend\nwait (0.1) seconds\nif <(item (3) of [player5 v]) = (old-tick)> then\n reset player [5]\n if <(Player ID) = [0]> then\n set [player id v] to [5]\n replace item (4) of [player5 v] with (username)\n replace item (5) of [player5 v] with [1]\n save player [5]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player5 v]) to [players v]\n replace item (5) of [slots v] with [1]\nend\nset percent from [5] / [10]\nload player [6]\nset [old-tick v] to (item (3) of [player6 v])\nif <(item (5) of [player6 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [6]\nend\nwait (0.1) seconds\nif <(item (3) of [player6 v]) = (old-tick)> then\n reset player [6]\n if <(Player ID) = [0]> then\n set [player id v] to [6]\n replace item (4) of [player6 v] with (username)\n replace item (5) of [player6 v] with [1]\n save player [6]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player6 v]) to [players v]\n replace item (6) of [slots v] with [1]\nend\nset percent from [6] / [10]\nload player [7]\nset [old-tick v] to (item (3) of [player7 v])\nif <(item (5) of [player7 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [7]\nend\nwait (0.1) seconds\nif <(item (3) of [player7 v]) = (old-tick)> then\n reset player [7]\n if <(Player ID) = [0]> then\n set [player id v] to [7]\n replace item (4) of [player7 v] with (username)\n replace item (5) of [player7 v] with [1]\n save player [7]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player7 v]) to [players v]\n replace item (7) of [slots v] with [1]\nend\nset percent from [7] / [10]\nload player [8]\nset [old-tick v] to (item (3) of [player8 v])\nif <(item (5) of [player8 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [8]\nend\nwait (0.1) seconds\nif <(item (3) of [player8 v]) = (old-tick)> then\n reset player [8]\n if <(Player ID) = [0]> then\n set [player id v] to [8]\n replace item (4) of [player8 v] with (username)\n replace item (5) of [player8 v] with [1]\n save player [8]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player8 v]) to [players v]\n replace item (8) of [slots v] with [1]\nend\nset percent from [8] / [10]\nload player [9]\nset [old-tick v] to (item (3) of [player9 v])\nif <(item (5) of [player9 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [9]\nend\nwait (0.1) seconds\nif <(item (3) of [player9 v]) = (old-tick)> then\n reset player [9]\n if <(Player ID) = [0]> then\n set [player id v] to [9]\n replace item (4) of [player9 v] with (username)\n replace item (5) of [player9 v] with [1]\n save player [9]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player9 v]) to [players v]\n replace item (9) of [slots v] with [1]\nend\nset percent from [9] / [10]\nload player [10]\nset [old-tick v] to (item (3) of [player10 v])\nif <(item (5) of [player10 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [10]\nend\nwait (0.1) seconds\nif <(item (3) of [player10 v]) = (old-tick)> then\n reset player [10]\n if <(Player ID) = [0]> then\n set [player id v] to [10]\n replace item (4) of [player10 v] with (username)\n replace item (5) of [player10 v] with [1]\n save player [10]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player10 v]) to [players v]\n replace item (10) of [slots v] with [1]\nend\nset percent from [10] / [10]\n\ndefine reset cloud\nset [c v] to [0]\nrepeat (8)\n change [c v] by (1)\n reset player (c)\n save player (c)\nend\n\ndefine reset player (p)\nif <(p) = [1]> then\n delete all of [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [] to [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [1] to [player1 v]\nelse\n if <(p) = [2]> then\n delete all of [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [] to [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [1] to [player2 v]\n else\n if <(p) = [3]> then\n delete all of [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [] to [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [1] to [player3 v]\n else\n if <(p) = [4]> then\n delete all of [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [] to [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [1] to [player4 v]\n else\n if <(p) = [5]> then\n delete all of [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [] to [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [1] to [player5 v]\n else\n if <(p) = [6]> then\n delete all of [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [] to [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [1] to [player6 v]\n else\n if <(p) = [7]> then\n delete all of [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [] to [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [1] to [player7 v]\n else\n if <(p) = [8]> then\n delete all of [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [] to [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [1] to [player8 v]\n else\n if <(p) = [9]> then\n delete all of [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [] to [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [1] to [player9 v]\n else\n if <(p) = [10]> then\n delete all of [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [] to [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [1] to [player10 v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nsave player (p)\n\ndefine save player (p)\nset [i v] to [0]\ndelete all of [list v]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [list v]\n end\n save list on var\n set [☁ p1 v] to (var)\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [list v]\n end\n save list on var\n set [☁ p2 v] to (var)\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [list v]\n end\n save list on var\n set [☁ p3 v] to (var)\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [list v]\n end\n save list on var\n set [☁ p4 v] to (var)\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [list v]\n end\n save list on var\n set [☁ p5 v] to (var)\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [list v]\n end\n save list on var\n set [☁ p6 v] to (var)\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [list v]\n end\n save list on var\n set [☁ p7 v] to (var)\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [list v]\n end\n save list on var\n set [☁ p8 v] to (var)\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [list v]\n end\n save list on var\n set [☁ p9 v] to (var)\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [list v]\n end\n save list on var\n set [☁ p10 v] to (var)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine load player (p)\nset [i v] to [0]\nif <(p) = [1]> then\n load (☁ p1) to list\n delete all of [player1 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player1 v]\n end\nelse\n if <(p) = [2]> then\n load (☁ p2) to list\n delete all of [player2 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player2 v]\n end\n else\n if <(p) = [3]> then\n load (☁ p3) to list\n delete all of [player3 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player3 v]\n end\n else\n if <(p) = [4]> then\n load (☁ p4) to list\n delete all of [player4 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player4 v]\n end\n else\n if <(p) = [5]> then\n load (☁ p5) to list\n delete all of [player5 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player5 v]\n end\n else\n if <(p) = [6]> then\n load (☁ p6) to list\n delete all of [player6 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player6 v]\n end\n else\n if <(p) = [7]> then\n load (☁ p7) to list\n delete all of [player7 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player7 v]\n end\n else\n if <(p) = [8]> then\n load (☁ p8) to list\n delete all of [player8 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player8 v]\n end\n else\n if <(p) = [9]> then\n load (☁ p9) to list\n delete all of [player9 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player9 v]\n end\n else\n if <(p) = [10]> then\n load (☁ p10) to list\n delete all of [player10 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player10 v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Update\nif <(Player ID) = [1]> then\n replace item (1) of [player1 v] with (round (player_x))\n replace item (2) of [player1 v] with (round (player_y))\n replace item (3) of [player1 v] with (tick)\n replace item (4) of [player1 v] with (username)\n replace item (5) of [player1 v] with [1]\n replace item (6) of [player1 v] with (player_shown?)\n replace item (7) of [player1 v] with (Crouch?)\nelse\n if <(Player ID) = [2]> then\n replace item (1) of [player2 v] with (round (player_x))\n replace item (2) of [player2 v] with (round (player_y))\n replace item (3) of [player2 v] with (tick)\n replace item (4) of [player2 v] with (username)\n replace item (5) of [player2 v] with [1]\n replace item (6) of [player2 v] with (player_shown?)\n replace item (7) of [player2 v] with (Crouch?)\n else\n if <(Player ID) = [3]> then\n replace item (1) of [player3 v] with (round (player_x))\n replace item (2) of [player3 v] with (round (player_y))\n replace item (3) of [player3 v] with (tick)\n replace item (4) of [player3 v] with (username)\n replace item (5) of [player3 v] with [1]\n replace item (6) of [player3 v] with (player_shown?)\n replace item (7) of [player3 v] with (Crouch?)\n else\n if <(Player ID) = [4]> then\n replace item (1) of [player4 v] with (round (player_x))\n replace item (2) of [player4 v] with (round (player_y))\n replace item (3) of [player4 v] with (tick)\n replace item (4) of [player4 v] with (username)\n replace item (5) of [player4 v] with [1]\n replace item (6) of [player4 v] with (player_shown?)\n replace item (7) of [player4 v] with (Crouch?)\n else\n if <(Player ID) = [5]> then\n replace item (1) of [player5 v] with (round (player_x))\n replace item (2) of [player5 v] with (round (player_y))\n replace item (3) of [player5 v] with (tick)\n replace item (4) of [player5 v] with (username)\n replace item (5) of [player5 v] with [1]\n replace item (6) of [player5 v] with (player_shown?)\n replace item (7) of [player5 v] with (Crouch?)\n else\n if <(Player ID) = [6]> then\n replace item (1) of [player6 v] with (round (player_x))\n replace item (2) of [player6 v] with (round (player_y))\n replace item (3) of [player6 v] with (tick)\n replace item (4) of [player6 v] with (username)\n replace item (5) of [player6 v] with [1]\n replace item (6) of [player6 v] with (player_shown?)\n replace item (7) of [player6 v] with (Crouch?)\n else\n if <(Player ID) = [7]> then\n replace item (1) of [player7 v] with (round (player_x))\n replace item (2) of [player7 v] with (round (player_y))\n replace item (3) of [player7 v] with (tick)\n replace item (4) of [player7 v] with (username)\n replace item (5) of [player7 v] with [1]\n replace item (6) of [player7 v] with (player_shown?)\n replace item (7) of [player7 v] with (Crouch?)\n else\n if <(Player ID) = [8]> then\n replace item (1) of [player8 v] with (round (player_x))\n replace item (2) of [player8 v] with (round (player_y))\n replace item (3) of [player8 v] with (tick)\n replace item (4) of [player8 v] with (username)\n replace item (5) of [player8 v] with [1]\n replace item (6) of [player8 v] with (player_shown?)\n replace item (7) of [player8 v] with (Crouch?)\n else\n if <(Player ID) = [9]> then\n replace item (1) of [player9 v] with (round (player_x))\n replace item (2) of [player9 v] with (round (player_y))\n replace item (3) of [player9 v] with (tick)\n replace item (4) of [player9 v] with (username)\n replace item (5) of [player9 v] with [1]\n replace item (6) of [player9 v] with (player_shown?)\n replace item (7) of [player9 v] with (Crouch?)\n else\n if <(Player ID) = [10]> then\n replace item (1) of [player10 v] with (round (player_x))\n replace item (2) of [player10 v] with (round (player_y))\n replace item (3) of [player10 v] with (tick)\n replace item (4) of [player10 v] with (username)\n replace item (5) of [player10 v] with [1]\n replace item (6) of [player10 v] with (player_shown?)\n replace item (7) of [player10 v] with (Crouch?)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nsave player (Player ID)\n\ndefine Tick\nchange [tick v] by (1)\nif <(tick) > [9]> then\n set [tick v] to [0]\nend\n\ndefine Update Players\nif <not <(Player ID) = [1]>> then\n load player [1]\nend\nif <not <(Player ID) = [2]>> then\n load player [2]\nend\nif <not <(Player ID) = [3]>> then\n load player [3]\nend\nif <not <(Player ID) = [4]>> then\n load player [4]\nend\nif <not <(Player ID) = [5]>> then\n load player [5]\nend\nif <not <(Player ID) = [6]>> then\n load player [6]\nend\nif <not <(Player ID) = [7]>> then\n load player [7]\nend\nif <not <(Player ID) = [8]>> then\n load player [8]\nend\nif <not <(Player ID) = [9]>> then\n load player [9]\nend\nif <not <(Player ID) = [10]>> then\n load player [10]\nend\n\ndefine set percent from (1) / (2)\nset [connect-percent v] to ((1) / ((2) / (100)))\n\nwhen I receive [play v]\nset [player_shown? v] to [1]\nforever\n Update\n Measure Memory\nend\n\nwhen I receive [play v]\nforever\n Tick\n wait (0.25) seconds\nend\n\nwhen I receive [play v]\nforever\n Update Players\nend\n\ndefine Measure Memory\nif <(Player ID) = [1]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p1)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p1)) [ of 128])) [\)]))\nelse\n if <(Player ID) = [2]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p2)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p2)) [ of 128])) [\)]))\n else\n if <(Player ID) = [3]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p3)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p3)) [ of 128])) [\)]))\n else\n if <(Player ID) = [4]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p4)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p4)) [ of 128])) [\)]))\n else\n if <(Player ID) = [5]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p5)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p5)) [ of 128])) [\)]))\n else\n if <(Player ID) = [6]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p6)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p6)) [ of 128])) [\)]))\n else\n if <(Player ID) = [7]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p7)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p7)) [ of 128])) [\)]))\n else\n if <(Player ID) = [8]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p8)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p8)) [ of 128])) [\)]))\n else\n if <(Player ID) = [9]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p9)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p9)) [ of 128])) [\)]))\n else\n if <(Player ID) = [10]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p10)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p10)) [ of 128])) [\)]))\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [demotick v]\nforever\n Tick\n Update\n Update Players\n Measure Memory\n wait (0.5) seconds\nend\n\ndefine check player (p)\nload player (p)\nif <(item (5) of [list v]) = [0]> then\n if <not <(item (4) of [list v]) = []>> then\n reset player (p)\n end\n stop [this script v]\nend\nif <(p) = [1]> then\n set [ot1 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot1)> then\n reset player (p)\n end\nelse\n if <(p) = [2]> then\n set [ot2 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot2)> then\n reset player (p)\n end\n else\n if <(p) = [3]> then\n set [ot3 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot3)> then\n reset player (p)\n end\n else\n if <(p) = [4]> then\n set [ot4 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot4)> then\n reset player (p)\n end\n else\n if <(p) = [5]> then\n set [ot5 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot5)> then\n reset player (p)\n end\n else\n if <(p) = [6]> then\n set [ot6 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot6)> then\n reset player (p)\n end\n else\n if <(p) = [7]> then\n set [ot7 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot7)> then\n reset player (p)\n end\n else\n if <(p) = [8]> then\n set [ot8 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot8)> then\n reset player (p)\n end\n else\n if <(p) = [9]> then\n set [ot9 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot9)> then\n reset player (p)\n end\n else\n if <(p) = [9]> then\n set [ot10 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot10)> then\n reset player (p)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [3]>> then\n check player [3]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [4]>> then\n check player [4]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [5]>> then\n check player [5]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [6]>> then\n check player [6]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [7]>> then\n check player [7]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [8]>> then\n check player [8]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [1]>> then\n check player [1]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [2]>> then\n check player [2]\n end\nend\n\ndefine get data of player (p)\ndelete all of [data v]\nset [i v] to [0]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [data v]\n end\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [data v]\n end\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [data v]\n end\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [data v]\n end\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [data v]\n end\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [data v]\n end\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [data v]\n end\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [data v]\n end\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [data v]\n end\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [data v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [connect & start v]\nif <(username) = []> then\n broadcast (Not logged in! v)\n stop [other scripts in sprite v]\n stop [this script v]\nend\nset [characters v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789~`!@#$%^&*\(\)-_=+\[\]{}/\|;:'",.<>? ]\nset [offline limit v] to [1500]\nset [player id v] to [0]\nconnect\nsay []\nif <(Player ID) = [0]> then\n broadcast (Game full! v)\nelse\n broadcast (Connected! v)\nend\nstop [other scripts in sprite v]\nbroadcast (play v)\n\nwhen flag clicked\nbroadcast (connect & start v)\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [9]>> then\n check player [9]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [10]>> then\n check player [10]\n end\nend\n\n@Status\n\nwhen I receive [connect & start v]\nset [ghost v] effect to (1000)\nswitch costume to (connecting v)\nshow\nset y to (1000)\nrepeat until <(round (y position)) = [155]>\n change [ghost v] effect by (-20)\n change y by (((155) - (y position)) / (2))\nend\nset y to (155)\nclear graphic effects\n\nwhen flag clicked\ngo to x: (140) y: (1000)\ngo to [front v] layer\nhide\n\nwhen I receive [connected! v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\n change y by (((154) - (y position)) / (-1.25))\nend\nhide\nset volume to ([volume v] of [player v]) %\nstart sound [Connect v]\nset [ghost v] effect to (1000)\nswitch costume to (connected v)\nshow\nset y to (1000)\nrepeat until <(round (y position)) = [155]>\n change [ghost v] effect by (-20)\n change y by (((155) - (y position)) / (2))\nend\nclear graphic effects\nset y to (155)\nwait (2) seconds\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\n change y by (((154) - (y position)) / (-1.25))\nend\nhide\n\nwhen I receive [game full! v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\n change y by (((154) - (y position)) / (-1.25))\nend\nhide\nset volume to ([volume v] of [player v]) %\nstart sound [Bonk v]\nset [ghost v] effect to (1000)\nswitch costume to (game full! v)\nshow\nset y to (1000)\nrepeat until <(round (y position)) = [155]>\n change [ghost v] effect by (-20)\n change y by (((155) - (y position)) / (2))\nend\nclear graphic effects\nset y to (155)\nwait (2) seconds\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\n change y by (((154) - (y position)) / (-1.25))\nend\nhide\n\nwhen I receive [not logged in! v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\n change y by (((154) - (y position)) / (-1.25))\nend\nhide\nset volume to ([volume v] of [player v]) %\nstart sound [Bonk v]\nset [ghost v] effect to (1000)\nswitch costume to (not logged in! v)\nshow\nset y to (1000)\nrepeat until <(round (y position)) = [155]>\n change [ghost v] effect by (-20)\n change y by (((155) - (y position)) / (2))\nend\nclear graphic effects\nset y to (155)\nwait (2) seconds\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\n change y by (((154) - (y position)) / (-1.25))\nend\nhide\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <key (v v) pressed?> then\n if <(volume) = [100]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n wait until <not <key (v v) pressed?>>\n end\nend\n\nwhen flag clicked\nset [player_shown? v] to [1]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [scroll x v] to [0]\nset [x v] to [0]\npoint in direction (-90)\nset y to (-86)\nshow\nset [ghost v] effect to (0)\nwait (0) seconds\nforever\n set rotation style [don't rotate v]\n switch costume to (hitbox check v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n switch costume to (hitbox check - crouch v)\n end\n if <touching color (#82fff1)?> then\n stop [other scripts in sprite v]\n broadcast (Win v)\n set rotation style [left-right v]\n if <<(Loved?) = [1]> and <(Faved?) = [1]>> then\n switch costume to (player orange v)\n else\n switch costume to (player v)\n end\n repeat (10)\n if <<(Loved?) = [1]> and <(Faved?) = [1]>> then\n switch costume to (player orange v)\n else\n switch costume to (player v)\n end\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n if <<touching color (#802b2b)?> or <(y position) < [-173]>> then\n start sound [Oops v]\n set rotation style [left-right v]\n if <<(Loved?) = [1]> and <(Faved?) = [1]>> then\n switch costume to (player orange v)\n else\n switch costume to (player v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [x v] to (Spawn point)\n set [xvel v] to [0]\n set [yvel v] to [0]\n set y to (-86)\n wait (0.4) seconds\n end\n if <touching color (#ffd966)?> then\n start sound [Boing v]\n set [yvel v] to [20]\n end\n switch costume to (hitbox v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n switch costume to (hitbox - crouch v)\n end\n change [ghost v] effect by (-10)\n if <touching (water v)?> then\n set [accel. speed v] to [0.4]\n set [gravity v] to [-0.75]\n else\n set [accel. speed v] to [1]\n set [gravity v] to [-1.25]\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n if <not <touching (level v)?>> then\n change [xvel v] by (Accel. speed)\n point in direction (90)\n end\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n if <not <touching (level v)?>> then\n change [xvel v] by ((Accel. speed) * (-1))\n point in direction (-90)\n end\n end\n set [xvel v] to ((Xvel) * (0.9))\n switch costume to (hitbox right v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n switch costume to (hitbox right - crouch v)\n end\n set [bump? v] to [0]\n if <<touching (level v)?> and <(Bump?) = [0]>> then\n if <not <(Xvel) < [0]>> then\n set [bump? v] to [1]\n set [xvel v] to ((Xvel) * (-1.1))\n end\n end\n switch costume to (hitbox left v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n switch costume to (hitbox left - crouch v)\n end\n if <<touching (level v)?> and <(Bump?) = [0]>> then\n if <not <(Xvel) > [0]>> then\n set [bump? v] to [1]\n set [xvel v] to ((Xvel) * (-1.1))\n end\n end\n if <(x position) < [-213]> then\n if <not <(Xvel) > [0]>> then\n set [bump? v] to [1]\n set [xvel v] to ((Xvel) * (-1.1))\n end\n end\n if <(x position) > [213]> then\n if <not <(Xvel) < [0]>> then\n set [bump? v] to [1]\n set [xvel v] to ((Xvel) * (-1.1))\n end\n end\n switch costume to (hitbox v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n switch costume to (hitbox - crouch v)\n end\n change [x v] by (Xvel)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yvel v] by (Gravity)\n change y by (Yvel)\n if <touching (level v)?> then\n if <<touching color (#802b2b)?> or <(y position) < [-173]>> then\n start sound [Oops v]\n set rotation style [left-right v]\n if <<(Loved?) = [1]> and <(Faved?) = [1]>> then\n switch costume to (player orange v)\n else\n switch costume to (player v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [x v] to (Spawn point)\n set [xvel v] to [0]\n set [yvel v] to [0]\n set y to (-86)\n wait (0.4) seconds\n end\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-5)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<mouse down?> and <(y position) < ((mouse y) - (20))>>> then\n start sound [Jump v]\n set [yvel v] to [15]\n end\n end\n change y by (5)\n set rotation style [left-right v]\n if <<(Loved?) = [1]> and <(Faved?) = [1]>> then\n switch costume to (player orange v)\n set [crouch? v] to [3]\n else\n switch costume to (player v)\n set [crouch? v] to [1]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n if <<(Loved?) = [1]> and <(Faved?) = [1]>> then\n switch costume to (player orange - crouch v)\n set [crouch? v] to [4]\n else\n switch costume to (player - crouch v)\n set [crouch? v] to [2]\n end\n end\n set [player_x v] to (X)\n set [player_y v] to (y position)\nend\n\nwhen flag clicked\nshow\nset [spawn point v] to [0]\nset [scroll x v] to [0]\nset [x v] to [0]\nforever\n set size to (1000) %\n if <<(X) > [0]> or <(X) = [0]>> then\n change [scroll x v] by (((0) - (scroll x)) / (3))\n else\n if <<(X) < [-9120]> or <(X) = [-9120]>> then\n change [scroll x v] by (((-9120) - (scroll x)) / (3))\n else\n change [scroll x v] by (((X) - (scroll x)) / (3))\n end\n end\n if <<(X) < [-2400]> and <(Spawn point) = [0]>> then\n set [spawn point v] to [-2400]\n end\n if <<(X) < [-4800]> and <(Spawn point) = [-2400]>> then\n set [spawn point v] to [-4800]\n end\n if <<(X) < [-7200]> and <(Spawn point) = [-4800]>> then\n set [spawn point v] to [-7200]\n end\n set x to (((X) - (scroll x)) - (-184))\n set size to (100) %\nend\n\n@Players on cloud\n\ndefine get data of player (p)\ndelete all of [data v]\nset [i v] to [0]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [data v]\n end\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [data v]\n end\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [data v]\n end\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [data v]\n end\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [data v]\n end\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [data v]\n end\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [data v]\n end\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [data v]\n end\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [data v]\n end\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [data v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (100) %\ngo to x: (-200) y: (-109)\npoint in direction (-90)\nset [current_x v] to [0]\nset [current_y v] to [-130]\nset [ghost v] to [100]\nif <not <(pID) = (Player ID)>> then\n get data of player (pID)\n set [current_x v] to (item (1) of [data v])\n set [current_y v] to (item (2) of [data v])\n point in direction (-90)\n go to x: (current_x) y: (current_y)\n forever\n get data of player (pID)\n if <(item (5) of [data v]) = [1]> then\n switch costume to (item (7) of [data v])\n change [current_x v] by (((item (1) of [data v]) - (Xpos)) / (3))\n change [current_y v] by (((item (2) of [data v]) - (Ypos)) / (3))\n set [xpos v] to (current_x)\n set [ypos v] to (current_y)\n set size to (400) %\n go to x: ((((scroll x) - (current_x)) * (-1)) - (-184)) y: (current_y)\n set size to (100) %\n set rotation style [left-right v]\n if <((item (1) of [data v]) - (Xpos)) > [0]> then\n point in direction (90)\n end\n if <((item (1) of [data v]) - (Xpos)) < [0]> then\n point in direction (-90)\n end\n if <<(x position) < [-300]> or <(x position) > [300]>> then\n hide\n end\n end\n if <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>> then\n show\n think (item (4) of [data v])\n change [ghost v] by (((0) - (Ghost)) / (3))\n if <<(x position) < [-300]> or <(x position) > [300]>> then\n hide\n end\n else\n say []\n change [ghost v] by (((100) - (Ghost)) / (3))\n if <(round (Ghost)) = [100]> then\n hide\n else\n show\n if <<(x position) < [-300]> or <(x position) > [300]>> then\n hide\n end\n end\n end\n set [ghost v] effect to (Ghost)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <not <(pID) = (Player ID)>> then\n get data of player (pID)\n if <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>> then\n wait until <not <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>>>\n if <not <(length of [players v]) = [1]>> then\n broadcast (Left v)\n end\n end\n forever\n if <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>> then\n broadcast (Join v)\n wait until <not <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>>>\n broadcast (Left v)\n end\n end\nend\n\nwhen I receive [play v]\nset [pid v] to [0]\nrepeat (10)\n change [pid v] by (1)\n create clone of (_myself_ v)\nend\n\n@Level\n\nwhen I receive [tick v]\nset size to (400) %\ngo to x: (((scroll x) * (-1)) + (ox)) y: (0)\nswitch costume to (join [P] (ID))\nshow\nset y to (0)\nif <<(((scroll x) * (-1)) + (ox)) < [-500]> or <(((scroll x) * (-1)) + (ox)) > [500]>> then\n hide\nend\nset size to (100) %\n\nwhen I receive [clear all v]\ndelete this clone\n\nwhen flag clicked\nhide\nset [id v] to [0]\nif <(ID) = [0]> then\n set [scroll x v] to [0]\n broadcast (Clear all v)\n go to [back v] layer\n Clone all\n forever\n broadcast (tick v)\n end\nend\n\ndefine Clone all\ngo to [back v] layer\nset [id v] to [0]\nset [ox v] to [0]\nrepeat (19)\n change [id v] by (1)\n change [ox v] by (-480)\n set size to (100) %\n create clone of (_myself_ v)\nend\nset [id v] to [0]\nset [ox v] to [0]\n\nwhen I receive [win v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@Parallax\n\nwhen I receive [tick v]\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nset size to (400) %\ngo to [back v] layer\ngo to x: (((((scroll x) * (-0.5)) mod (480)) + (ox)) - (480)) y: (0)\nshow\nset y to (0)\nif <<(((((scroll x) * (-0.5)) mod (480)) + (ox)) - (480)) < [-530]> or <(((((scroll x) * (-0.5)) mod (480)) + (ox)) - (480)) > [530]>> then\n hide\nend\nset size to (100) %\n\nwhen I receive [clear all v]\ndelete this clone\n\nwhen flag clicked\nhide\nset [ox v] to [0]\ncreate clone of (_myself_ v)\nset [ox v] to [480]\n\nwhen I receive [win v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@Win screen\n\nwhen I receive [win v]\nshow\nswitch costume to (resize v)\ngo to x: (0) y: (1000)\ngo to [front v] layer\nset size to (100) %\nswitch costume to (win v)\nset [ghost v] effect to (100)\nrepeat (20)\n change y by (((0) - (y position)) / (2.5))\n change [ghost v] effect by (-10)\nend\nswitch costume to (win v)\nset y to (0)\n\nwhen I receive [win v]\nplay sound [Win v] until done\nwait (3) seconds\nstop [all v]\n\nwhen flag clicked\nset y to (0)\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\n@Love/Fav detector\n\nwhen I start as a clone\nif <(Clone) = [Love]> then\n show\n switch costume to (love v)\n go to x: (0) y: (0)\n forever\n if <touching (mouse-pointer v)?> then\n set [loved? v] to [1]\n delete this clone\n end\n end\nelse\n if <(Clone) = [Fav]> then\n show\n switch costume to (fav v)\n go to x: (0) y: (0)\n forever\n if <touching (mouse-pointer v)?> then\n set [faved? v] to [1]\n delete this clone\n end\n end\n else\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nif <not <<(Loved?) = [1]> and <(Faved?) = [1]>>> then\n set [loved? v] to [0]\n set [faved? v] to [0]\n set [clone v] to [Love]\n create clone of (_myself_ v)\n set [clone v] to [Fav]\n create clone of (_myself_ v)\n wait until <<(Loved?) = [1]> and <(Faved?) = [1]>>\n wait (1) seconds\n show\n go to x: (-120) y: (1000)\n switch costume to (pick random (1) to (4))\n start sound [Thank you! ^w^ v]\n set size to (100) %\n set [ghost v] effect to (100)\n repeat (25)\n change y by (((116) - (y position)) / (5))\n change [ghost v] effect by (-4)\n end\n set y to (116)\n wait (3) seconds\n repeat (10)\n change y by (((115) - (y position)) / (-1.8))\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nif <<(Loved?) = [1]> and <(Faved?) = [1]>> then\n stop [other scripts in sprite v]\n repeat (10)\n go to [front v] layer\n change y by (((115) - (y position)) / (-1.8))\n change [ghost v] effect by (10)\n end\n hide\nend\n\n
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Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop23 v]\nstop [all v]\n\nwhen flag clicked\nforever\n\n@Player\n\nwhen flag clicked\ngo to x: (-210) y: (-150)\nswitch costume to (costume1 v)\nset [level v] to [1]\nset [deaths v] to [0]\nhide variable [deaths v]\nset [level select v] to [2]\ngo to [front v] layer\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) * (0.9))\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 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 color (#000000)?> 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 (#000000)?> 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\ngo to x: (-210) y: (-150)\n\nwhen flag clicked\nforever\n if <touching color (#170000)?> then\n go to x: (-210) y: (-150)\n end\nend\n\nwhen I receive [message1 v]\ngo to x: (-210) y: (-150)\n\nwhen flag clicked\nforever\n if <(x position) > [238]> then\n go to x: (-210) y: (-150)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-210) y: (-150)\n end\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (10)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-210) y: (-150)\n end\nend\n\nwhen backdrop switches to [backdrop23 v]\nhide\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n wait (0.2) seconds\n go to x: (-210) y: (-150)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (p v) pressed?> then\n wait (0.2) seconds\n go to x: (-210) y: (-150)\n switch backdrop to (previous backdrop v)\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen backdrop switches to [backdrop23 v]\nset [time v] to (Time)\n\nwhen flag clicked\nset [☁ world record v] to (☁ World Record)\n\nwhen backdrop switches to [backdrop23 v]\nif <(Time) < (☁ World Record)> then\n set [☁ world record v] to (Time)\nend\n\nwhen [s v] key pressed\nwait (0.25) seconds\nchange [time v] by (50)\n\nwhen backdrop switches to [backdrop23 v]\nstop [all v]\n\n@Button\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (28)\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen flag clicked\npoint in direction (90)\nforever\n wait (1) seconds\n go to x: (100) y: (28)\n wait (1) seconds\n go to x: (0) y: (28)\nend\n\n@Sprite2\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop15 v]\nshow\n\nwhen backdrop switches to [backdrop16 v]\nhide\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\nwhen backdrop switches to [backdrop15 v]\nforever\n go to [front v] layer\n say [Click Me] for (2.5) seconds\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n say [Haha, tricked you!] for (5) seconds\n end\n end\nend\n\n
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Arrow keys to move.\nR to restart level\nS to skip level (time changes by 50)\nP to go to previous level\nPart 2 is out (click on my username)\nThis is my first platformer.\n20 Levels\nSorry if it's laggy
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Forest! ll A Multiplayer Scrolling Platformer! #Games #All
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n set [timer v] to ((join (letter (10) of (days since 2000)) (letter (11) of (days since 2000))) mod (50))\nend\n\nwhen I receive [green flag v]\nforever\n play sound [Tobu & Itro - Sunburst.mp3 v] until done\nend\n\nwhen I receive [start v]\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\n@Blank\n\n@Connnect\n\nwhen flag clicked\nhide\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 I receive [done v]\nclear graphic effects\nswitch costume to (connecting2 v)\ngo to x: (10) y: (10)\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected!2 v)\n wait (2) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n stop [this script v]\n else\n if <(CONNECT) = [Full]> then\n switch costume to (fail2 v)\n else\n switch costume to (connecting2 v)\n end\n end\nend\n\n@Platforms\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [250]\nClone at [480] [400]\nClone at [-480] [0]\nClone at [-480] [0]\nClone at [480] [400]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [ghost v] effect to (99)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go [backward v] (1) layers\n go to [back v] layer\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Checkpoint\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\n\nwhen I receive [green flag v]\nhide\n\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 [1500] [180]\nClone at [3150] [580]\nset [x v] to [-99999]\n\nClone at [4000] [160]\nClone at [5000] [160]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (2 . game_player v)?> then\n switch costume to (open v)\n change [coins v] by (10)\n change [checkpoint v] by (1)\n end\nend\ngo to [front v] layer\n\nClone at [] []\n\n@Saws\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\ngo to [back v] layer\nturn right (6) degrees\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [-240] [-85]\nClone at [2100] [152]\nClone at [2250] [152]\nClone at [2400] [152]\nClone at [3100] [-90]\nClone at [4200] [130]\nClone at [5100] [130]\nset [x v] to [-99999]\n\nClone at [3100] [-90]\nClone at [4200] [130]\nClone at [5100] [130]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n hide variable [mouse v]\nend\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [300]\nClone at [480] [400]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Chat\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(is the chat open) = [1]>\n repeat (10)\n set size to ((size) + (((100) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(is the chat open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\ndefine GO\ngo [forward v] (111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111) layers\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n GO\nend\n\n@Ladder\n\nwhen I receive [green flag v]\ngo [backward v] (1) layers\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\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 [4000] [160]\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\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Platforms_Art\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [250]\nClone at [480] [400]\nClone at [-480] [0]\nClone at [-480] [0]\nClone at [480] [400]\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 go [forward v] (1) layers\n go to [back v] layer\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (1.5) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nif <(pick random (1) to (2)) = [2]> then\n set [d v] to [-250]\nelse\n set [d v] to [250]\nend\ngo to x: (d) y: (pick random (-130) to (170))\nset [ghost v] effect to (pick random (40) to (70))\nif <(d) = [250]> then\n repeat until <(x position) < [-267]>\n change x by (pick random (-1) to (-3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nelse\n repeat until <(x position) > [267]>\n change x by (pick random (1) to (3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nend\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to [back v] layer\n go [backward v] (10000000000) layers\nend\n\n@Coin_counter\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n go to x: (((clone#) * (15)) - (111)) y: (150)\n if <(length of (COINS)) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (COINS))\n end\nend\n\nwhen I receive [green flag v]\ngo to [front v] layer\nshow\nset size to (140) %\nset [clone# v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\nhide\n\n@26 . 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 [1000] [-145]\nClone at [1000] [-145]\nClone at [1000] [-145]\nClone at [1000] [-145]\nClone at [1000] [-145]\nClone at [1000] [-145]\nClone at [4000] [100]\nClone at [1000] [-145]\nClone at [1000] [-145]\nClone at [1000] [-145]\nClone at [1000] [-145]\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 Clone at (x) (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [reset v]\nset [sy v] to [0]\nset [water tick v] to ((swing amount) * (-1))\n\nwhen flag clicked\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\n go [backward v] (1) layers\n go to [back v] layer\nelse\n hide\nend\n\n@2 . Game_Player\n\nwhen flag clicked\ndelete all of [chat v]\ninsert [Hi!] at (1) of [chat v] \ninsert [Come With Me!] at (2) of [chat v] \ninsert [Ok!] at (3) of [chat v] \ninsert [Nice!] at (4) of [chat v] \ninsert [Look At Me!] at (5) of [chat v] \ninsert [Be Careful!] at (6) of [chat v] \ninsert [Lol!] at (7) of [chat v] \ninsert [Bye!] at (8) of [chat v] \ninsert [This Is Cool!] at (9) of [chat v] \ninsert [Whats Up!] at (10) of [chat v] \ninsert [Go To My Profile!] at (11) of [chat v] \ninsert [Lets Play!] at (12) of [chat v] \ninsert [Lets Chat!] at (13) of [chat v] \ninsert [Lets Be Friends!] at (14) of [chat v] \ninsert [Yes!] at (15) of [chat v] \ninsert [😀] at (16) of [chat v] \ninsert [😂] at (17) of [chat v] \ninsert [😎] at (18) of [chat v] \ninsert [🥰] at (19) of [chat v] \ninsert [😁] at (20) of [chat v] \ninsert [😨] at (21) of [chat v] \ninsert [🤭] at (22) of [chat v] \ninsert [🤯] at (23) of [chat v] \ninsert [😲] at (24) of [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\nwhen flag clicked\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\n\nwhen I receive [green flag v]\nshow\ngo to [front v] layer\n\nhide\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 <(is the chat open) = [0]> then\n if <(TS \(mouse touching shop\)) = [0]> then\n if <(TSB \(mouse touching shop button\)) = [0]> then\n if <(Speed boost) = [1]> then\n if <touching (26 . water v)?> then\n change [sx v] by ((1.3) * ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>)))\n set [sx v] to ((sx) * (1.0))\n else\n if <touching (ladder v)?> then\n change [sx v] by ((1.3) * ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>)))\n set [sx v] to ((sx) * (1.0))\n else\n change [sx v] by ((1.3) * ((1.8) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>)))\n set [sx v] to ((sx) * (0.75))\n end\n end\n else\n if <touching (26 . water v)?> then\n change [sx v] by ((1.8) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.7))\n else\n if <touching (ladder v)?> then\n change [sx v] by ((3) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.65))\n else\n change [sx v] by ((1.8) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.75))\n end\n end\n end\n end\n end\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <(TS \(mouse touching shop\)) = [0]> then\n if <(TSB \(mouse touching shop button\)) = [0]> then\n if <(is the chat open) = [0]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n if <(Jump boost) = [1]> then\n set [sy v] to [15]\n else\n set [sy v] to [12]\n end\n end\n end\n end\n end\n end\nend\nif <touching (26 . water v)?> then\n if <(TS \(mouse touching shop\)) = [0]> then\n if <(TSB \(mouse touching shop button\)) = [0]> then\n if <(is the chat open) = [0]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> then\n change [y v] by (2)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) - (20)) < (y position)> and <mouse down?>>> then\n change [y v] by (-2)\n end\n end\n end\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 set [water tick v] to [-15]\n if <touching (ladder v)?> then\n if <(TS \(mouse touching shop\)) = [0]> then\n if <(TSB \(mouse touching shop button\)) = [0]> then\n if <(is the chat open) = [0]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> then\n change [y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) - (20)) < (y position)> and <mouse down?>>> then\n change [y v] by (-6)\n end\n end\n end\n end\n set [sy v] to [0]\n else\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\n end\nend\nChange player y by (sy)\n Test - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timeout v] to [1000]\nelse\n change [timeout v] by (-1)\nend\nif <(Timeout) < [1]> then\n if <not <<(username) = [kimj12]> or <(username) = [-InfinityCloud-]>>> then\n broadcast (timeout v)\n hide\n end\nend\nif <(parashoot) = [1]> then\n if <(Para or Jet?) = [p]> then\n if <<key (space v) pressed?> and <<not <touching (platforms v)?>> and <not <touching (26 . water v)?>>>> then\n set [sy v] to [-1]\n else\n if <<key (space v) pressed?> and <<key (right arrow v) pressed?> and <<not <touching (platforms v)?>> and <not <touching (26 . water v)?>>>>> then\n set [sy v] to [-1]\n else\n if <<key (space v) pressed?> and <<key (left arrow v) pressed?> and <<not <touching (platforms v)?>> and <not <touching (26 . water v)?>>>>> then\n set [sy v] to [-1]\n end\n end\n end\n end\nend\nif <(jetpack) = [1]> then\n if <(Para or Jet?) = [j]> then\n if <key (space v) pressed?> then\n change [sy v] by (1.8)\n broadcast (Jetpack v)\n end\n end\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<touching (saws v)?> or <<touching (lava v)?> or <touching (danger v)?>>> then\n set [exit v] to [die]\n Reset\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (2) layers\n set size to (120) %\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right up v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left up v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<not <key (space v) pressed?>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (-20)) > (x position)> and <mouse down?>>>> then\n switch costume to (right v)\n else\n if <<not <key (space v) pressed?>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (-20)) < (x position)> and <mouse down?>>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n if <(parashoot) = [1]> then\n if <(Para or Jet?) = [p]> then\n if <<not <key (left arrow v) pressed?>> and <<not <key (right arrow v) pressed?>> and <<key (space v) pressed?> and <<not <touching (platforms v)?>> and <not <touching (26 . water v)?>>>>>> then\n switch costume to (3b v)\n else\n if <<key (space v) pressed?> and <<key (right arrow v) pressed?> and <<not <touching (platforms v)?>> and <not <touching (26 . water v)?>>>>> then\n switch costume to (2b v)\n else\n if <<key (space v) pressed?> and <<key (left arrow v) pressed?> and <<not <touching (platforms v)?>> and <not <touching (26 . water v)?>>>>> then\n switch costume to (1b v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\n if <(jetpack) = [1]> then\n if <(Para or Jet?) = [j]> then\n if <<key (space v) pressed?> and <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>>> then\n switch costume to (jetpack v)\n else\n if <<key (space v) pressed?> and <<key (right arrow v) pressed?> and <not <key (left arrow v) pressed?>>>> then\n switch costume to (jetpack2 v)\n else\n if <<key (space v) pressed?> and <<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>>> then\n switch costume to (jetpack3 v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [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 [1500]\n set [y v] to [185]\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 [3150]\n set [y v] to [600]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [3]> then\n set [x v] to [5000]\n set [y v] to [160]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n end\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [water tick v] to [-7]\nset [in air v] to [10]\nset [timeout v] to [1000]\nset [exit v] to []\nset size to (100) %\nshow\nset rotation style [left-right v]\n\nset [sy v] to [0]\n\nset [sy v] to [0]\n\nwhen I receive [small_bounce v]\nset [sy v] to [15]\n\nwhen I receive [die v]\nset [exit v] to [die]\nReset\n\nwhen I receive [boucne v]\nset [sy v] to [20]\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 (1) of [chat v])\n set [is the chat open v] to [0]\n wait (5) 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 (2) of [chat v])\n set [is the chat open v] to [0]\n wait (5) 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 (3) of [chat v])\n set [is the chat open v] to [0]\n wait (5) 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 (4) of [chat v])\n set [is the chat open v] to [0]\n wait (5) 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 (5) of [chat v])\n set [is the chat open v] to [0]\n wait (5) 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 (6) of [chat v])\n set [is the chat open v] to [0]\n wait (5) 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 (7) of [chat v])\n set [is the chat open v] to [0]\n wait (5) 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 set [is the chat open v] to [0]\n say (item (8) of [chat v])\n wait (5) 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 (9) of [chat v])\n set [is the chat open v] to [0]\n wait (5) seconds\n say []\n set [chat v] to [0]\n else\n if <key (b v) pressed?> then\n set [chat v] to [10]\n say (item (10) of [chat v])\n set [is the chat open v] to [0]\n wait (5) seconds\n say []\n set [chat v] to [0]\n else\n if <key (c v) pressed?> then\n set [chat v] to [11]\n say (item (11) of [chat v])\n set [is the chat open v] to [0]\n wait (5) seconds\n say []\n set [chat v] to [0]\n else\n if <key (e v) pressed?> then\n set [chat v] to [12]\n say (item (12) of [chat v])\n set [is the chat open v] to [0]\n wait (5) seconds\n say []\n set [chat v] to [0]\n else\n if <key (f v) pressed?> then\n set [chat v] to [13]\n say (item (13) of [chat v])\n set [is the chat open v] to [0]\n wait (5) seconds\n say []\n set [chat v] to [0]\n else\n if <key (d v) pressed?> then\n set [chat v] to [14]\n say (item (14) of [chat v])\n set [is the chat open v] to [0]\n wait (5) seconds\n say []\n set [chat v] to [0]\n else\n if <key (a v) pressed?> then\n set [chat v] to [15]\n say (item (15) of [chat v])\n set [is the chat open v] to [0]\n wait (5) seconds\n say []\n set [chat v] to [0]\n else\n if <key (i v) pressed?> then\n set [chat v] to [16]\n say (item (16) of [chat v])\n set [is the chat open v] to [0]\n wait (5) seconds\n say []\n set [chat v] to [0]\n else\n if <key (j v) pressed?> then\n set [chat v] to [17]\n say (item (17) of [chat v])\n set [is the chat open v] to [0]\n wait (5) seconds\n say []\n set [chat v] to [0]\n else\n if <key (k v) pressed?> then\n set [chat v] to [18]\n say (item (18) of [chat v])\n set [is the chat open v] to [0]\n wait (5) seconds\n say []\n set [chat v] to [0]\n else\n if <key (l v) pressed?> then\n set [chat v] to [19]\n say (item (19) of [chat v])\n set [is the chat open v] to [0]\n wait (5) seconds\n say []\n set [chat v] to [0]\n else\n if <key (m v) pressed?> then\n set [chat v] to [20]\n say (item (20) of [chat v])\n set [is the chat open v] to [0]\n wait (5) seconds\n say []\n set [chat v] to [0]\n else\n if <key (n v) pressed?> then\n set [chat v] to [21]\n say (item (21) of [chat v])\n set [is the chat open v] to [0]\n wait (5) seconds\n say []\n set [chat v] to [0]\n else\n if <key (o v) pressed?> then\n set [chat v] to [22]\n say (item (22) of [chat v])\n set [is the chat open v] to [0]\n wait (5) seconds\n say []\n set [chat v] to [0]\n else\n if <key (p v) pressed?> then\n set [chat v] to [23]\n say (item (23) of [chat v])\n set [is the chat open v] to [0]\n wait (5) seconds\n say []\n set [chat v] to [0]\n else\n if <key (q v) pressed?> then\n set [chat v] to [24]\n say (item (24) of [chat v])\n set [is the chat open v] to [0]\n wait (5) seconds\n say []\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\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\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start v]\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\nwait (0.1) seconds\n\nwhen I receive [start v]\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\n@Coins\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [x v] to [0]\nset [tick v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [0] [0]\nClone at [0] [0]\nClone at [0] [0]\nClone at [0] [0]\nClone at [0] [0]\nClone at [0] [0]\nClone at [0] [0]\nClone at [0] [0]\nClone at [80] [-60]\nClone at [120] [-60]\nClone at [160] [-60]\nClone at [250] [200]\nClone at [300] [200]\nClone at [450] [200]\nClone at [560] [200]\nClone at [670] [200]\nClone at [] []\nClone at [800] [200]\nClone at [900] [200]\nClone at [1000] [200]\nClone at [1900] [200]\nClone at [2000] [200]\nClone at [2300] [200]\nClone at [2900] [440]\nClone at [2950] [440]\nClone at [2650] [320]\nClone at [2700] [320]\nClone at [2650] [600]\nClone at [2700] [600]\nClone at [2500] [600]\nClone at [2600] [600]\nClone at [2550] [600]\nClone at [3200] [600]\nClone at [3200] [600]\nClone at [3200] [600]\nClone at [3200] [600]\nClone at [3150] [603]\nset [x v] to [9999999999999999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nif <touching (2 . game_player v)?> then\n change [coins v] by (1)\n delete this clone\nend\n\nClone at [-200] [40]\n\n@3 . Opponents_Cloud\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\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value = cloud # (player #)\nif <(player #) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player #) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player #) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player #) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player #) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player #) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player #) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player #) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player #) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player #) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine tick\nset size to (120) %\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\nset [_username v] to (value)\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\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]\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nif <(costume [name v]) = [Arrow]> then\n if on edge, bounce\n set rotation style [all around v]\n point towards (2 . game_player v)\nend\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n think []\n if <(value) = [0]> then\nelse\n if <(value) = [0]> then\n think (_username)\n else\n think (join (join (_username) [: ]) (item (value) of [chat v]))\n end\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nif <(#) = [0]> then\n\n@art\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\n@Enemy\n\nwhen flag clicked\nset [bounce???? v] to [0]\nhide\n\ndefine CLONE @ (x) (y) (type) (change)\nswitch costume to (type)\nset [@change v] to (change)\nset [@offsetx v] to (x)\nset [@offsety v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nGO_TO (((@offsetx) - (SCROLL X)) + (@Change_OFFSET)) ((Y_SHAKE) + ((@offsety) - (SCROLL Y)))\n\ndefine GO_TO (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n show\nelse\n hide\nend\nif <(timer) > [25]> then\n set [@change_offset v] to ((((((100) - ((timer) * (2))) * ((@Change) / (50))) - (@Change_OFFSET)) / (5)) + (@Change_OFFSET))\n point in direction (-90)\nend\nif <(timer) < [26]> then\n set [@change_offset v] to ((@Change_OFFSET) + (((((timer) * (2)) * ((@Change) / (50))) - (@Change_OFFSET)) / (5)))\n point in direction (90)\nend\n\nwhen I start as a clone\nset size to (30) %\nset rotation style [left-right v]\nif <(costume [name v]) = [red1]> then\n wait (1) seconds\n forever\n if <touching (2 . game_player v)?> then\n if <<([sy v] of [2 . game_player v]) > (y position)> and <([sy v] of [2 . game_player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n switch costume to (costume1 v)\n change [coins v] by (3)\n repeat (6)\n next costume\n change [ghost v] effect by (0)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [lootxy v] to (join (round (((@offsetx) + (@Change_OFFSET)) + (5000))) (round ((@offsety) + (5000))))\n delete this clone\n else\n broadcast (die v)\n end\n wait (4) seconds\n end\n end\nelse\n if <(costume [name v]) = [bot1]> then\n forever\n if <touching (2 . game_player v)?> then\n if <<([y position v] of [2 . game_player v]) > (y position)> and <([sy v] of [2 . game_player v]) < [-1]>> then\n broadcast (boucne v)\n switch costume to (bot1 v)\n repeat (4)\n next costume\n end\n wait (0.02) seconds\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\n wait (0.1) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (125) layers\nif <(costume [name v]) = [red1]> then\n forever\n if <touching (_edge_ v)?> then\n switch costume to (blank v)\n hide\n end\n if <<([abs v] of ((y position) - ([y position v] of [game_player v])) ) < [200]> and <<(([x position v] of [game_player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [game_player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> then\n switch costume to (red1 v)\n repeat (6)\n next costume\n end\n wait (0.01) seconds\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\n end\n end\nend\n\nwhen I receive [play game v]\nrepeat (1)\n delete this clone\nend\nswitch costume to (blank v)\nCLONE @ [200] [-70] [bot1] [0]\nCLONE @ [3300] [583] [red1] [250]\nCLONE @ [9999999999999999999] [-70] [bot1] [0]\n\nwhen I start as a clone\n\nforever\n\nwhen flag clicked\nforever\n set [hide when touchig edge v] to (touching edge?)\n Hide when touching edge [True] Not touching edge? [Fasle]\nend\n\ndefine Hide when touching edge (touching edge?) Not touching edge? (not touching edge)\nforever\n if <(Hide when touchig edge) = (touching edge?)> then\n if <touching (_edge_ v)?> then\n hide\n end\n else\n if <not <touching (_edge_ v)?>> then\n show\n end\n end\nend\n\n@Love fave\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [costume v] to [0]\nswitch costume to (pick random (30) to (40))\nforever\n switch costume to (pick random (30) to (40))\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n go to x: (-93) y: (-3)\n repeat (10)\n change [ghost v] effect by (-1)\n end\n repeat (20)\n change [ghost v] effect by (-2)\n end\n repeat (20)\n change [ghost v] effect by (-2)\n end\n repeat (10)\n change [ghost v] effect by (-1)\n end\n wait (pick random (30) to (40)) seconds\n repeat (10)\n change [ghost v] effect by (1)\n end\n repeat (20)\n change [ghost v] effect by (2)\n end\n repeat (20)\n change [ghost v] effect by (2)\n end\n repeat (10)\n change [ghost v] effect by (1)\n end\nend\n\n@23 . Shop\n\nwhen I receive [green flag v]\nset [jump boost v] to [0]\nset [speed boost v] to [0]\nset [jetpack v] to [0]\nset [parashoot v] to [0]\n\nwhen I receive [tick v]\nif <(costume [name v]) = [Shop Button]> then\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [tsb \(mouse touching shop button\) v] to [1]\n else\n set [tsb \(mouse touching shop button\) v] to [0]\n end\nelse\n if <(costume [name v]) = [Shop]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ts \(mouse touching shop\) v] to [1]\n else\n set [ts \(mouse touching shop\) v] to [0]\n end\n else\n if <(costume [name v]) = [Buy jump boost]> then\n go to [front v] layer\n go [forward v] (11) layers\n if <touching (mouse-pointer v)?> then\n set [bounce v] to (((Bounce) * (.8)) + (((115) - (size)) / (5)))\n change size by (Bounce)\n if <mouse down?> then\n if <(Jump boost) = [0]> then\n if <(COINS) > [19]> then\n set [jump boost v] to [1]\n change [coins v] by (-20)\n else\n if <not <touching (mouse-pointer v)?>> then\n set [bounce v] to (((Bounce) * (.8)) + (((100) - (size)) / (5)))\n change size by (Bounce)\n end\n end\n end\n end\n end\n else\n if <(costume [name v]) = [Buy speed boost]> then\n go to [front v] layer\n go [forward v] (11) layers\n if <touching (mouse-pointer v)?> then\n set [bounce v] to (((Bounce) * (.8)) + (((115) - (size)) / (5)))\n change size by (Bounce)\n if <mouse down?> then\n if <(Speed boost) = [0]> then\n if <(COINS) > [14]> then\n set [speed boost v] to [1]\n change [coins v] by (-15)\n else\n set [bounce v] to (((Bounce) * (.8)) + (((100) - (size)) / (5)))\n change size by (Bounce)\n end\n end\n end\n end\n else\n if <(costume [name v]) = [Buy jet]> then\n go to [front v] layer\n go [forward v] (11) layers\n if <touching (mouse-pointer v)?> then\n set [bounce v] to (((Bounce) * (.8)) + (((115) - (size)) / (5)))\n change size by (Bounce)\n if <mouse down?> then\n if <(jetpack) = [0]> then\n if <(COINS) > [29]> then\n set [jetpack v] to [1]\n change [coins v] by (-30)\n else\n set [bounce v] to (((Bounce) * (.8)) + (((100) - (size)) / (5)))\n change size by (Bounce)\n end\n end\n end\n end\n else\n if <(costume [name v]) = [Buy para]> then\n go to [front v] layer\n go [forward v] (11) layers\n if <touching (mouse-pointer v)?> then\n set [bounce v] to (((Bounce) * (.8)) + (((115) - (size)) / (5)))\n change size by (Bounce)\n if <mouse down?> then\n if <(parashoot) = [0]> then\n if <(COINS) > [24]> then\n set [parashoot v] to [1]\n change [coins v] by (-25)\n else\n set [bounce v] to (((Bounce) * (.8)) + (((100) - (size)) / (5)))\n change size by (Bounce)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play game v]\ngo to x: (-190) y: (145)\nswitch costume to (shop button v)\nset [shop v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [delete clone v]\ndelete this clone\n\nwhen [timer v] > (0.01)\n\nhide\n\ndefine Open shop\nset [shop v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (shop v)\ncreate clone of (_myself_ v)\nswitch costume to (buy jump boost v)\ncreate clone of (_myself_ v)\nswitch costume to (buy speed boost v)\ncreate clone of (_myself_ v)\nswitch costume to (buy jet v)\ncreate clone of (_myself_ v)\nswitch costume to (buy para v)\ncreate clone of (_myself_ v)\nswitch costume to (shop button v)\ngo to x: (-190) y: (145)\n\nset [jump boost v] to [0]\nset [speed boost v] to [0]\n\nwhen flag clicked\nhide\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set [bounce v] to (((Bounce) * (.8)) + (((115) - (size)) / (5)))\n change size by (Bounce)\n else\n set [bounce v] to (((Bounce) * (.8)) + (((100) - (size)) / (5)))\n change size by (Bounce)\n end\nend\n\nwhen I receive [start v]\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n start sound [click v]\n if <(SHOP) = [0]> then\n Open shop\n else\n set [shop v] to [0]\n broadcast (Delete clone v)\n go to x: (-190) y: (145)\n switch costume to (shop button v)\n end\n wait until <not <mouse down?>>\n end\n end\nend\n\n@lava\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 [1000] [-145]\nClone at [1700] [-145]\nClone at [1700] [-145]\nClone at [1700] [-145]\nClone at [1700] [-145]\nClone at [1700] [-145]\nClone at [1700] [-145]\nClone at [1700] [-145]\nClone at [1700] [-145]\nClone at [1700] [-145]\nClone at [3000] [-145]\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)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [reset v]\nset [sy v] to [0]\nset [water tick v] to ((swing amount) * (-1))\n\nwhen flag clicked\ngo to [back v] layer\n\n@Game\n\nwhen flag clicked\nforever\n if <<(parashoot) = [1]> and <(jetpack) = [1]>> then\n if <(Para or Jet?) = [p]> then\n if <key (z v) pressed?> then\n set [para or jet? v] to [j]\n wait until <not <key (z v) pressed?>>\n end\n else\n if <key (z v) pressed?> then\n set [para or jet? v] to [p]\n wait until <not <key (z v) pressed?>>\n end\n end\n else\n if <<(parashoot) = [1]> and <(jetpack) = [0]>> then\n set [para or jet? v] to [p]\n else\n if <<(parashoot) = [0]> and <(jetpack) = [1]>> then\n set [para or jet? v] to [j]\n else\n set [para or jet? v] to []\n end\n end\n end\nend\n\n@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@intro\n\nwhen I start as a clone\nif <(intro: clone id) = [1]> then\n show\n go to [front v] layer\n set size to (0) %\n switch costume to (new oc!! v)\n go to x: (-700) y: (0)\n smooth glide x [0] y [0] speed [5] smooth size [100] speed [6]\n Particles\n Particles\n wait (1) seconds\n smooth glide x [700] y [0] speed [30] smooth size [0] speed [20]\nend\n\nwhen I start as a clone\nif <(intro: clone id) = [2]> then\n switch costume to (pick random (3) to (5))\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 Smooth Glide x (x) y (y) Speed (speed)\nrepeat until <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nstart sound (pick random (2) to (5))\nhide\nset [intro: clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [intro: clone id v] to [1]\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nset [intro: clone id v] to [3]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [intro: clone id v] to [4]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [intro: clone id v] to [5]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [intro: clone id v] to [6]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [intro: clone id v] to [7]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [intro: clone id v] to [8]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [intro: clone id v] to [9]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [intro: clone id v] to [10]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\n\ndefine smooth size change (size) speed (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\ndefine bounce finish size (size)\nset [size v] to [0]\nrepeat (40)\n set [size v] to (((Size) * (0.8)) + (((size) - (size)) / (2)))\n change size by (Size)\nend\n\nwhen I start as a clone\nif <(intro: clone id) = [0]> then\n show\n go to [back v] layer\n set size to (100) %\n switch costume to (costume2 v)\n go to x: (-700) y: (0)\n Smooth Glide x [0] y [0] Speed [9]\nend\n\ndefine smooth glide x (x) y (y) speed (speed) smooth size (size) speed (speed)\nrepeat until <<(round (size)) = (round (size))> and <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\nend\ngo to x: (x) y: (y)\nset size to (size) %\n\ndefine Particles\nset [intro: clone id v] to [2]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\ndefine Spiral spline explosion\nset [intro: clone id v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (size)) - (round (s))) / (spd))\n\nwhen I start as a clone\n\ndefine Rect\nset [intro: clone id v] to [Rect]\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\n\nwhen I receive [message1 v]\nrepeat (10)\n delete this clone\nend\n\nwhen I start as a clone\nif <(intro: clone id) = [3]> then\n show\n go to [front v] layer\n set size to (0) %\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n smooth glide x [0] y [0] speed [5] smooth size [100] speed [6]\nelse\n if <(intro: clone id) = [4]> then\n show\n go to [front v] layer\n set size to (0) %\n switch costume to (costume4 v)\n go to x: (0) y: (0)\n smooth glide x [0] y [0] speed [5] smooth size [100] speed [6]\n else\n if <(intro: clone id) = [5]> then\n show\n go to [front v] layer\n set size to (0) %\n switch costume to (costume5 v)\n go to x: (0) y: (0)\n smooth glide x [0] y [0] speed [5] smooth size [100] speed [6]\n end\n end\nend\n\n\n\nsmooth glide x [700] y [0] speed [30] smooth size [0] speed [20]\n\nwhen I start as a clone\nif <(intro: clone id) = [6]> then\n show\n go to [front v] layer\n set size to (100) %\n switch costume to (costume6 v)\n go to x: (-700) y: (0)\n Smooth Glide x [0] y [0] Speed [9]\nend\n\nwhen I start as a clone\nif <(intro: clone id) = [7]> then\n show\n go to [front v] layer\n set size to (100) %\n switch costume to (costume7 v)\n go to x: (-700) y: (0)\n Smooth Glide x [0] y [0] Speed [9]\nend\n\nwhen I start as a clone\nif <(intro: clone id) = [8]> then\n show\n go to [front v] layer\n set size to (100) %\n switch costume to (t1 v)\n go to x: (0) y: (300)\n Smooth Glide x [0] y [-70] Speed [9]\nend\n\nwhen I start as a clone\nif <(intro: clone id) = [9]> then\n show\n go to [front v] layer\n set size to (0) %\n switch costume to (new oc!! v)\n go to x: (0) y: (300)\n smooth glide x [0] y [0] speed [7] smooth size [100] speed [8]\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nif <(intro: clone id) = [10]> then\n show\n go to [front v] layer\n set size to (100) %\n switch costume to (t2 v)\n go to x: (300) y: (300)\n Smooth Glide x [0] y [0] Speed [5]\n wait (1) seconds\n broadcast (start v)\nend\n\nwhen flag clicked\nwait (7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\n delete this clone\nend\nhide\ndelete this clone\n\nwhen I receive [start v]\nrepeat (111)\n delete this clone\nend\n\n
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•Forests!•\n•A Multiplayer Scrolling Platformer•\nBiraz kısa oldu farkındayım zamanım yoktu\n✦✦ How to play ✦✦\n➜ Collect coins, use them to buy items in the shop\n➜ [T] to chat, click the player on moble.\n➜ [N] to turn on/off names\n➜ Jump on Monsters\n➜Press Space to use parashoot or jetpack. [Z] to switch\n\n✦✦ Less lag ✦✦\n➜ https://turbowarp.org/523102512\n\n✦✦ Credits ✦✦\n➜ @TheCactusMaster \n➜ @stradfordjames \n➜ @uvbeach\n➜ @-InfinityCloud- for shop and entitys\n➜ @susbiberi adam takip et\n➜@-xaf-\n\n #Games #art #all #platformer #Multiplayer #Scrolling #MultiplayerScrollingplatformer # trend
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Online Platformer
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@Stage\n\nwhen flag clicked\nstart sound [Pixelland v]\nforever\n set [brightness v] effect to (((0) - ((SCROLL Y) - (5))) / (23))\nend\n\n@I\n\nwhen flag clicked\nbroadcast (Start v)\nbroadcast (begin v)\n\n@Worked\n\n@Hard\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\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nshow list [chat v]\nbroadcast (GREEN FLAG v) and wait\nbroadcast (PLAY GAME v) and wait\n\ndefine CHANGE PLAYER Y BY (sy)\nchange [y v] by (sy)\nchange [inair v] by (1)\nPosition\nrepeat until <not <touching (this v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [inair v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine GAME ON\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [inair v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Game-Win\nhide\nchange [level v] by (1)\nwait (0.5) seconds\n\ndefine TICK\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((SX) * (0.8))\nif <[0.9] < ([abs v] of (SX) )> then\n CHANGE PLAYER X By (round (SX))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(inair) < [1]> then\n set [sy v] to [20]\n start sound [Jump v]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nCHANGE PLAYER Y BY (sy)\nTEST-DIE\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <[6000] < (SCROLL X)> then\n set [scroll x v] to [6000]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-175]> then\n set [exit v] to [die]\nend\n\nwhen I receive [begin v]\ngo to [front v] layer\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\ndefine GAME - DIE\nset [exit v] to []\nhide\n\ndefine TEST-DIE\nif <touching (hope v)?> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (this v)?> then\n repeat (18)\n change [y v] by (1)\n Position\n if <not <touching (this v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-18)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [inair v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (this v)?>>\n if <(sx) > [0]> then\n if <not <(Has powers) = [1]>> then\n change [x v] by (-1)\n else\n change [x v] by (-2)\n end\n else\n if <not <(Has powers) = [1]>> then\n change [x v] by (1)\n else\n change [x v] by (2)\n end\n end\n Position\n end\nend\n\nwhen flag clicked\nhide\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (SETUP v) and wait\n GAME ON\n repeat until <(EXIT) > []>\n TICK\n broadcast (tick v)\n if <(My Player #) > [0]> then\n send cloud data\n end\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n GAME - DIE\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen I receive [begin v]\nwait (5) seconds\nswitch backdrop to (blank v)\n\nadd [HI] to [chat v]\n\nhide\n\nwhen I receive [begin v]\ngo to [front v] layer\nset [level v] to [1]\nforever\n if <(SCROLL X) > [6000]> then\nend\n\nset [exit v] to [win]\n\nwhen I receive [start v]\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n start sound [Connect v]\n broadcast (joined v)\nelse\n start sound [Disconnect v]\n broadcast (full v)\nend\nbroadcast (begin v)\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\n@On\n\ndefine Decode chat (chat)\nif <(chat) = [0]> then\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n if <(My Player #) = (player #)> then\n hide\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nif <<(names) = [1]> and <not <touching (_edge_ v)?>>> then\n think (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue=read from encode\nvalue=read from encode\nset x to ((value) - (SCROLL X))\nvalue=read from encode\nset y to ((value) - (SCROLL Y))\nvalue=read from encode\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (2) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\nDecode chat (value)\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\n\n\nwhen I start as a clone\nforever\nend\n\n@This\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n switch costume to (level 2 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Hope\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (SCROLL X)) ((y) - ((SCROLL Y) + (updown)))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [-10]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\nelse\n if <(LEVEL) = [2]> then\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nset [updown v] to [0]\nforever\n repeat (20)\n change [updown v] by (1)\n end\n repeat (20)\n change [updown v] by (-1)\n end\nend\n\n@you\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@have\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\ngo to [front v] layer\nwait (3) seconds\nhide\n\nwhen I receive [start v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (joined v)\nshow\n\nwhen I receive [full v]\nswitch costume to (joined2 v)\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Fun and\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n wait (pick random (40) to (60)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Love and fave \n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <(title) = [1]>> then\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\n end\nend\n\n
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click or move with WASD\ntry to reach the end \n[T] chat\n-----------------------------------------------------------------\n⚠ MOST IMPORTANT RULE HAVE FUN ⚠\n-----------------------------------------------------------------
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Why did this get so popular lol
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [death screen v]\nswitch backdrop to (death v) and wait\n\nwhen flag clicked\nforever\n play sound [ONE TWO BUCKLE MY SHOE PHONK v] until done\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\n\nwhen I receive [next level v]\ngo to [front v] layer\nnext costume\n\nwhen I receive [death screen v]\nhide\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\n\n@Player\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X velocity) * (0.85))\n change x by (X velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y velocity)\n if <touching (ground v)?> then\n change y by ((Y velocity) - ((Y velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n end\nend\n\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: (-10)\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\ngo to x: (-200) y: (120)\nshow\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n broadcast (DIE v)\n end\nend\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\nbroadcast (Death screen v)\n\nwhen I receive [death screen v]\nhide\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\ngo to [front v] layer\nnext costume\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [death screen v]\nhide\n\nwhen flag clicked\nreset timer\n\nwhen flag clicked\nwait until <(costume [number v]) = [43]>\nset [speedrun time v] to (timer)\nshow variable [speedrun time v]\n\nwhen flag clicked\nhide variable [speedrun time v]\n\n@DANGER\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [death screen v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\n
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Mr. Beast - A platformer v1.7
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@Stage\n\n@Ground\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (blob v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Dance Celebrate v] until done\nend\n\n@mr beast thumb\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen flag clicked\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (dead v)\n end\nend\n\n@Words\n\nwhen flag clicked\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\n@too much money\n\nwhen flag clicked\nhide\n\nwhen I receive [blob v]\nshow\n\n@Player2\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <not <<touching color (#4c86ff)?> or <touching color (#437de0)?>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to ((jump height) - (3.5))\n if <[0] < (Xvel)> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (ground v)?> then\n set [yvel v] to (jump height)\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-137)\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n broadcast (Ded v) and wait\n end\n if <touching (bouncy v)?> then\n set [yvel v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#54ceff)?> or <touching color (#63d2ff)?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1.3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (1.3)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [yvel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yvel v] by (3)\n wait (1) seconds\n end\n set [xvel v] to ((Xvel) * (0.81))\n set [yvel v] to ((Yvel) * (0.81))\n change [yvel v] by (((Yvel) / (14.9)) + (0.1))\n end\n set size to (125) %\nend\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-137)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\nwhen flag clicked\nshow\n\n
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Arrow keys, mobile and wasd\nLove, fave and follow me :) or I'll steal all your cookies\n1 level will be added every 50 loves\nI will release 2 levels if I reach 75 followers\n\n\n\n\n#platformer#MrBeast#Awesome#arrowkeys#all#cool#Money#games#underrrated
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Firework A Scrolling Platformer
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@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nset [level v] to [1]\nswitch backdrop to (newbackground2048x1536 v)\nforever\n set volume to (50) %\n play sound [TheFatRat - Unity v] until done\nend\n\n@Water\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\n\nwhen I receive [play game v]\nshow\nwait (7) seconds\ngo to [front v] layer\nforever\n repeat (10)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\nend\n\nwhen [timer v] > (TIMER)\nhide\n\nwhen I receive [play game v]\nhide variable [level v]\nhide variable [timer v]\nhide variable [deaths v]\n\nwhen I receive [open portal v]\nplay sound [Doorbell v] until done\n\nwhen I receive [player die v]\nwait (0.5) seconds\nstart sound [Oops v]\n\n@Sprite5\n\nwhen flag clicked\npoint in direction (90)\nhide\nforever\n repeat (5)\n turn right (5) degrees\n end\n repeat (5)\n turn right (3) degrees\n end\n repeat (5)\n turn right (1) degrees\n end\n repeat (5)\n turn right (-1) degrees\n end\n repeat (5)\n turn right (-3) degrees\n end\n repeat (5)\n turn right (-5) degrees\n end\n repeat (5)\n turn right (-5) degrees\n end\n repeat (5)\n turn right (-3) degrees\n end\n repeat (5)\n turn right (-1) degrees\n end\n repeat (5)\n turn right (1) degrees\n end\n repeat (5)\n turn right (3) degrees\n end\n repeat (5)\n turn right (5) degrees\n end\nend\n\nwhen I receive [play game v]\nshow\ngo to x: (-205) y: (105)\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [level select v]\nhide\ndelete this clone\n\nwhen [timer v] > (TIMER)\nhide\n\nwhen [timer v] > (TIMER)\nhide\n\n@Fireworks\n\ndefine Edit\nif <not <<[type v] contains [1]?> or <[10] < (length of [pyv v])>>> then\n if <mouse down?> then\n add (pick random (3) to (4)) to [particles v]\n add (mouse x) to [px v]\n add [-190] to [py v]\n add (pick random (-2) to (2)) to [pxv v]\n add [7] to [pyv v]\n add [1] to [type v]\n Random colour\n else\n add (pick random (3) to (4)) to [particles v]\n add (pick random (-200) to (200)) to [px v]\n add [-190] to [py v]\n add (pick random (-2) to (2)) to [pxv v]\n add [11] to [pyv v]\n add [1] to [type v]\n Random colour\n end\nend\nset [iterate v] to [0]\nrepeat (length of [particles v])\n change [iterate v] by (1)\n replace item (iterate) of [px v] with ((item (iterate) of [px v]) + (item (iterate) of [pxv v]))\n replace item (iterate) of [py v] with ((item (iterate) of [py v]) + (item (iterate) of [pyv v]))\n replace item (iterate) of [pxv v] with ((0) + ((item (iterate) of [pxv v]) * (0.99)))\n replace item (iterate) of [pyv v] with ((-0.05) + ((item (iterate) of [pyv v]) * (0.99)))\n replace item (iterate) of [particles v] with ((item (iterate) of [particles v]) + (0.2))\n if <[10] < (item (iterate) of [particles v])> then\n delete (iterate) of [particles v]\n delete (iterate) of [px v]\n delete (iterate) of [py v]\n delete (iterate) of [pxv v]\n delete (iterate) of [pyv v]\n delete (iterate) of [type v]\n delete (iterate) of [colour v]\n else\n if <[7] < (item (iterate) of [particles v])> then\n if <[1] = (item (iterate) of [type v])> then\n replace item (iterate) of [type v] with [0]\n repeat (50)\n add (pick random (2) to (-2)) to [particles v]\n add (item (iterate) of [px v]) to [px v]\n add (item (iterate) of [py v]) to [py v]\n add (([sin v] of (pick random (1) to (360)) ) * (pick random (-5) to (5))) to [pxv v]\n add ((3) + (([cos v] of (pick random (1) to (360)) ) * (pick random (-5) to (5)))) to [pyv v]\n add [0] to [type v]\n add (item (iterate) of [colour v]) to [colour v]\n end\n end\n end\n end\n if <(item (iterate) of [py v]) < [-200]> then\n delete (iterate) of [particles v]\n delete (iterate) of [px v]\n delete (iterate) of [py v]\n delete (iterate) of [pxv v]\n delete (iterate) of [pyv v]\n delete (iterate) of [type v]\n delete (iterate) of [colour v]\n end\nend\n\ndefine Render\ngo to x: (0) y: (0)\nset [ghost v] effect to (88)\nstamp\nset [iterate v] to [0]\nrepeat (length of [particles v])\n change [iterate v] by (1)\n set pen color to (join [0x] (item (iterate) of [colour v]))\n if <(item (iterate) of [particles v]) < [9]> then\n if <[5] < (item (iterate) of [particles v])> then\n if <(item (iterate) of [type v]) = [1]> then\n set pen color to (join [0x] (item (iterate) of [colour v]))\n else\n set pen color to (join (join [0x] (join (round ((14) - ((item (iterate) of [particles v]) * (1.6)))) [1])) (item (iterate) of [colour v]))\n end\n end\n set pen size to (1)\n go to x: (item (iterate) of [px v]) y: (item (iterate) of [py v])\n pen down\n if <(item (iterate) of [type v]) = [1]> then\n set pen size to (((12) + (item (iterate) of [particles v])) / (4))\n else\n set pen size to (item (iterate) of [particles v])\n end\n go to x: ((item (iterate) of [pxv v]) + (item (iterate) of [px v])) y: ((item (iterate) of [pyv v]) + (item (iterate) of [py v]))\n pen up\n end\n go to x: (item (iterate) of [px v]) y: (item (iterate) of [py v])\n if <<[7] < (item (iterate) of [particles v])> or <<(item (iterate) of [particles v]) < [3]> or <[1] = (item (iterate) of [type v])>>> then\n repeat (pick random (1) to (pick random (1) to (2)))\n set pen size to (pick random (pick random (1) to (20)) to (pick random (120) to (90)))\n set pen color to (join [0x] (join [03] (item (iterate) of [colour v])))\n if <(item (iterate) of [particles v]) < [3]> then\n set pen color to (join [0x] (join [02] (item (iterate) of [colour v])))\n end\n pen down\n pen up\n end\n if <[1] = (item (iterate) of [type v])> then\n repeat (3)\n set pen size to (pick random (item (iterate) of [particles v]) to (((item (iterate) of [particles v]) - (3)) * (30)))\n set pen color to (join (join [0x0] (letter (round ((5) + (item (iterate) of [particles v]))) of [0123456789ABCDEF])) (item (iterate) of [colour v]))\n pen down\n pen up\n end\n end\n end\nend\n\ndefine Random colour\nif <(pick random (1) to (3)) = [1]> then\n add (join [FF] (join (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])))) to [colour v]\nelse\n if <(pick random (1) to (2)) = [1]> then\n add (join (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join [FF] (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])))) to [colour v]\n else\n add (join (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) [FF])) to [colour v]\n end\nend\n\nadd [FF99FF] to [colour v]\n\nerase all\ndelete (all) of [particles v]\ndelete (all) of [px v]\ndelete (all) of [py v]\ndelete (all) of [pxv v]\ndelete (all) of [pyv v]\ndelete (all) of [type v]\ndelete (all) of [colour v]\nrepeat (3)\n add (pick random (7) to (7)) to [particles v]\n add (pick random (-2) to (2)) to [pxv v]\n add (pick random (-50) to (50)) to [py v]\n add [11] to [pyv v]\n add [1] to [type v]\n add (pick random (-240) to (240)) to [px v]\n if <[1] = (pick random (1) to (3))> then\n add [FFFF00] to [colour v]\n else\n if <[1] = (pick random (1) to (2))> then\n add [00FFFF] to [colour v]\n else\n add [FF00FF] to [colour v]\n end\n end\nend\n\nwhen flag clicked\nset rotation style [don't rotate v]\nhide\ndelete (all) of [particles v]\ndelete (all) of [px v]\ndelete (all) of [py v]\ndelete (all) of [pxv v]\ndelete (all) of [pyv v]\ndelete (all) of [type v]\ndelete (all) of [colour v]\nforever\n Render\n Edit\nend\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]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [150] y: [200]\n Clone at x: [360] y: [100]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [145]\n Clone at x: [360] y: [200]\n Clone at x: [360] y: [100]\n Clone at x: [360] y: [50]\nend\nif <(LEVEL) = [6]> then\n switch costume to (level 1 1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [150] y: [200]\n Clone at x: [360] y: [100]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [145]\n Clone at x: [360] y: [200]\n Clone at x: [360] y: [100]\n Clone at x: [360] y: [50]\nend\nif <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Trampoline\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [360] y: [-35]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [539] y: [-75]\nend\nif <(LEVEL) = [4]> then\n Clone at x: [300] y: [-40]\nend\nif <(LEVEL) = [5]> then\n Clone at x: [250] y: [-50]\n Clone at x: [890] y: [74]\n Clone at x: [1075] y: [220]\nend\nset [x v] to [-999999999]\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)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (springboarddown v)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (Bounce v)\n start sound [boing v]\n repeat (2)\n next costume\n wait (0.1) seconds\n end\n switch costume to (springboardup v)\n end\nend\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open Portal]> and <touching (player v)?>> then\n play sound [Teleport2 v] until done\n set [exit v] to [Win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) < [6]> then\n if <(LEVEL) = [1]> then\n switch costume to (close portal v)\n Clone at x: [1110] y: [-5]\n end\n if <(LEVEL) = [2]> then\n switch costume to (close portal v)\n Clone at x: [709] y: [541]\n end\n if <(LEVEL) = [3]> then\n switch costume to (close portal v)\n Clone at x: [1235] y: [150]\n end\n if <(LEVEL) = [4]> then\n switch costume to (close portal v)\n Clone at x: [990] y: [50]\n end\n if <(LEVEL) = [5]> then\n switch costume to (close portal v)\n Clone at x: [2480] y: [360]\n end\nelse\n set [x v] to [-9999999999]\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 (open portal v)\n\n@Laggy\n\n@Player\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [activate rock trap v] to [N]\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 set [activate rock trap v] to [N]\n change [deaths v] by (1)\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [sx v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (50) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [sx v] by (-2)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By (round (sx))\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(In Air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player Y By (sy)\nTrap-Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [Die]\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 <(ACTIVATE ROCK TRAP) = [N]> then\n if <<(LEVEL) = [3]> and <(x) > [590]>> then\n set [activate rock trap v] to [Y]\n end\n if <<(LEVEL) = [5]> and <(x) > [170]>> then\n set [activate rock trap v] to [Y]\n end\nend\n\ndefine Change Player Y By (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n 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)\nchange [in air v] by (1)\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 <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game-Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Trap-Die\nif <touching (danger v)?> then\n set [exit v] to [Die]\n start sound [crunch v]\nend\n\ndefine Game-Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nset [activate rock trap v] to [N]\nwait (1) seconds\nbroadcast (changeBackdrop v) and wait\n\nwhen I receive [player die v]\nset [exit v] to [Die]\n\nwhen [timer v] > (STOP TIMER)\nhide\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\nset [deaths v] to [0]\nbroadcast (changeBackdrop v) and wait\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [bounce v]\nset [sy v] to [30]\nChange Player Y By (sy)\n\nwhen I receive [play game v]\nforever\n if <touching (water v)?> then\n broadcast (Player Die v)\n end\nend\n\nwhen [1 v] key pressed\nsay [Hello!] for (2) seconds\n\nwhen [3 v] key pressed\nsay [Good Job] for (2) seconds\n\nwhen [2 v] key pressed\nsay [Congrans] for (2) seconds\n\nwhen [4 v] key pressed\nsay [Your amazing ] for (2) seconds\n\nwhen [5 v] key pressed\nsay [1000] for (2) seconds\n\nwhen [6 v] key pressed\nsay [Super] for (2) seconds\n\nwhen [7 v] key pressed\nsay [im lagging ] for (2) seconds\n\nwhen [8 v] key pressed\nsay [got to go] for (2) seconds\n\nwhen [9 v] key pressed\nsay [bye] for (2) seconds\n\nwhen flag clicked\nif <key (up arrow v) pressed?> then\n play sound [Jump v] until done\nend\n\nwhen flag clicked\nshow\n\n@Water2\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\n\nwhen I receive [connected v]\nshow\nwait (7) seconds\ngo to [front v] layer\nforever\n repeat (10)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\nend\n\n@Words\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [connected v]\nset size to (0) %\ngo to x: (-6) y: (70)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (30)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\nwhen flag clicked\nshow\n\n@Play2\n\nwhen flag clicked\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nstart sound [pop v]\nhide\nbroadcast (Start Game v)\nstop [this script v]\n\nwhen I receive [connected v]\nset size to (0) %\ngo to x: (0) y: (-90)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (30)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\nwhen flag clicked\nshow\n\n@Colectables3\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [collect v]\n if <(COLLECTED) = (COINS)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [coins v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [-170] y: [10]\n Clone at x: [100] y: [40]\n Clone at x: [311] y: [60]\n Clone at x: [611] y: [20]\n Clone at x: [611] y: [104]\n Clone at x: [730] y: [50]\n Clone at x: [1025] y: [-20]\nend\nif <(LEVEL) = [2]> then\n Clone at x: [-79] y: [-76]\n Clone at x: [166] y: [232]\n Clone at x: [226] y: [232]\n Clone at x: [191] y: [270]\n Clone at x: [428] y: [339]\n Clone at x: [543] y: [396]\n Clone at x: [635] y: [481]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [-75] y: [0]\n Clone at x: [56] y: [-65]\n Clone at x: [250] y: [-10]\n Clone at x: [685] y: [20]\n Clone at x: [910] y: [-60]\n Clone at x: [988] y: [60]\n Clone at x: [1120] y: [168]\nend\nif <(LEVEL) = [4]> then\n Clone at x: [-175] y: [5]\n Clone at x: [80] y: [40]\n Clone at x: [370] y: [60]\n Clone at x: [550] y: [75]\n Clone at x: [715] y: [195]\n Clone at x: [815] y: [90]\n Clone at x: [910] y: [90]\nend\nif <(LEVEL) = [5]> then\n Clone at x: [-90] y: [0]\n Clone at x: [370] y: [220]\n Clone at x: [340] y: [-35]\n Clone at x: [810] y: [130]\n Clone at x: [1470] y: [460]\n Clone at x: [1920] y: [530]\n Clone at x: [2295] y: [480]\nend\nset [x v] to [-999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n next costume\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 [coins v] by (1)\nset size to (20) %\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nforever\n\n@Exit3\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open Portal]> and <touching (player v)?>> then\n start sound [portal v]\n set [exit v] to [Win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) < [6]> then\n if <(LEVEL) = [1]> then\n switch costume to (close portal v)\n Clone at x: [1110] y: [-5]\n end\n if <(LEVEL) = [2]> then\n switch costume to (close portal v)\n Clone at x: [709] y: [541]\n end\n if <(LEVEL) = [3]> then\n switch costume to (close portal v)\n Clone at x: [1235] y: [150]\n end\n if <(LEVEL) = [4]> then\n switch costume to (close portal v)\n Clone at x: [990] y: [50]\n end\n if <(LEVEL) = [5]> then\n switch costume to (close portal v)\n Clone at x: [2480] y: [360]\n end\nelse\n set [x v] to [-9999999999]\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 (open portal v)\n\n@Danger4\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]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [150] y: [200]\n Clone at x: [360] y: [100]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [145]\n Clone at x: [360] y: [200]\n Clone at x: [360] y: [100]\n Clone at x: [360] y: [50]\nend\nif <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Chat button\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (36) y: (330)\nswitch costume to (costume1 v)\n\nwhen I receive [play game v]\nwait (1) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (C H A T v)\nend\n\nwhen [c v] key pressed\nbroadcast (Close C H A T v)\n\nwhen [timer v] > (TIMER)\nhide\n\n@Chat!\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [c h a t v]\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\nshow\n\nwhen I receive [close c h a t v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngo to [back v] layer\nclear graphic effects\n\nwhen [timer v] > (TIMER)\nhide\n\n@fireworks_1f386 (1)\n\nwhen I start as a clone\nset size to (99) %\nrepeat (20)\n change size by (-2)\n change [ghost v] effect by (5)\n go to (pick random (x position) to (y position))\nend\nwait (0.5) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n go to (mouse-pointer v)\n point towards (pick random (x position) to (y position))\nend\n\n@RockHead\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [3]> then\n Clone at x: [660] y: [100]\nend\nif <(LEVEL) = [5]> then\n Clone at x: [315] y: [45]\n Clone at x: [350] y: [45]\nend\nset [x v] to [-999999999]\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))\nif <<touching (player v)?> and <(PLAYER DYING) = [N]>> then\n set [player dying v] to [Y]\n broadcast (Player Die v) and wait\n set [player dying v] to [N]\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (rockhead1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\nforever\n next costume\n wait (1) seconds\n if <(ACTIVATE ROCK TRAP) = [Y]> then\n change [y v] by (-90)\n wait (pick random (2) to (5)) seconds\n change [y v] by (90)\n end\nend\n\n@FrogNinja\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\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)\nswitch costume to (saw1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [6]> then\n switch costume to (ninjafrogrun1 v)\n Clone at x: [-110] y: [-10]\nend\nset [x v] to [-999999999]\n\nwhen I start as a clone\nforever\n next costume\n wait (0.1) seconds\nend\n\n@Danger2\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]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [150] y: [200]\n Clone at x: [360] y: [100]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [145]\n Clone at x: [360] y: [200]\n Clone at x: [360] y: [100]\n Clone at x: [360] y: [50]\nend\nif <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Saw\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (player v)?> and <(PLAYER DYING) = [N]>> then\n set [player dying v] to [Y]\n broadcast (Player Die v) and wait\n set [player dying v] to [N]\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)\nswitch costume to (saw1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [player dying v] to [N]\nif <(LEVEL) = [2]> then\n switch costume to (saw1 v)\n Clone at x: [65] y: [130]\nend\nif <(LEVEL) = [3]> then\n switch costume to (saw1 v)\n Clone at x: [-63] y: [-85]\n Clone at x: [1128] y: [85]\nend\nif <(LEVEL) = [4]> then\n switch costume to (saw1 v)\n Clone at x: [915] y: [-20]\nend\nif <(LEVEL) = [5]> then\n switch costume to (saw1 v)\n Clone at x: [800] y: [70]\n Clone at x: [830] y: [70]\nend\nset [x v] to [-999999999]\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\n@Joining\n\nwhen flag clicked\nshow\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connected v]\nswitch costume to (joining v)\nhide\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\nwhen flag clicked\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@481300158_144x108\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\n
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@clifton-2711 2021 \n\nNEW UPDATE !! PLAY NOW ! IT'S ONLINE !!\n__________________________________________\nThis is not really big projects . Sometimes it's lagging !! With pen !!\n---------------------------------------------------------------------\nPlanned version : \n\nV.2.0 : Add to online [ Done ']\nV.3.0 : Add select character \nV.3.8 : Add Intro \nV.4.9 : Add more enemy [ Done ] \n\nMore version out coming soon !!\n---------------------------------------------------------------------\nI hope this projects is popular then super mario oddsey and up than #10 trending . \n---------------------------------------------------------------------\n__________________________________________\nThis game is finished if you navigate to Level 6\n----------------------------------------------------------------------\nHello welcome back to @clifton-2711 . This game is actually really fun ! Also , this game is mobile friendly . Use arrow key to move the player . Don't touch the enemy and spikes . This game has 6 level . In scratch , i search firework a platformer , there are only 1 firework a platformer projects ! I am just imagine ! Collect all the coin to navigate to the next level ! Also , don't touch a sea . Sorry if there are no boss and the shop it too hard to make it . For mobile , touch a mobile with your finger . Collect all the coin for enter the portal . I hope you enjoy it !! Don't report this without respect or I will report to Scratch Team !!! Adservising is allow on this projects . Thanks !! Stay safe @clifton-2711 . When you heard sound door bell it mean the portal is open \n-----------------------------------------------------------------------\nLevel : \n\nLevel 1 : Easy \nLevel 2 : Medium\nLevel 3 : Medium\nLevel 4 : Medium\nLevel 5 : HARD \nLevel 6 : End \n\n-----------------------------------------------------------------------\n\n
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spring/春 [Platformer]
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@Stage\n\n@Player\n\nwhen flag clicked\nshow\npoint in direction (90)\nset [スピード v] to [0]\nset [ジャンプ v] to [0]\ngo to x: (-200) y: (0)\nforever\n switch costume to (1 v)\n if <(リセット) = [0]> then\n change [ジャンプ v] by (-0.8)\n change y by (ジャンプ)\n if <touching (stage v)?> then\n change y by ((ジャンプ) * (-1))\n set [ジャンプ v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [ジャンプ v] to [10]\n start sound [ジャンプ v]\n end\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n switch costume to (2 v)\n change [スピード v] by (0.65)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n switch costume to (3 v)\n change [スピード v] by (-0.65)\n end\n set [スピード v] to ((スピード) * (0.9))\n change x by (スピード)\n point in direction (((スピード) * (1.7)) + (90))\n change y by <touching (stage v)?>\n if <key (up arrow v) pressed?> then\n switch costume to (6 v)\n if <key (right arrow v) pressed?> then\n switch costume to (4 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (5 v)\n end\n end\n if <touching (stage v)?> then\n change x by ((スピード) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [ジャンプ v] to [10]\n start sound [ジャンプ v]\n if <[0] < (スピード)> then\n set [スピード v] to [-5]\n else\n set [スピード v] to [5]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n go to [back v] layer\n if <[220] < (x position)> then\n broadcast (次 v)\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n リセット\n end\nend\n\nwhen flag clicked\nset [リセット v] to [0]\nset [ghost v] effect to (0)\nforever\n if <<(y position) < [-150]> or <touching (magma v)?>> then\n set [リセット v] to [1]\n start sound [タヒぬ v]\n change y by (8)\n set [ジャンプ v] to [8]\n repeat until <(y position) < [-170]>\n change y by (ジャンプ)\n change [ジャンプ v] by (-0.5)\n turn right (3.5) degrees\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n point in direction (90)\n リセット\n end\nend\n\ndefine リセット\nset [リセット v] to [0]\nset [ジャンプ v] to [0]\ngo to x: (-200) y: (0)\nchange [スピード v] by (0.3)\nchange [ジャンプ v] by (-0.8)\nchange y by (ジャンプ)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [player v]\nリセット\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (影 v)\nrepeat (2)\n change [ghost v] effect by (40)\n go to [back v] layer\nend\ndelete this clone\n\n@Stage\n\nwhen flag clicked\nshow\nswitch costume to (stage1 v)\nforever\n go [forward v] (10) layers\nend\n\nwhen I receive [次 v]\ngo to [front v] layer\nnext costume\n\n@magma\n\nwhen flag clicked\nshow\nset size to (100) %\nswitch costume to (stage1 v)\ngo to x: (0) y: (0)\nset [上下 v] to [0]\nforever\n repeat (30)\n change [上下 v] by (-0.05)\n set [上下 v] to ((上下) * (0.9))\n change y by (上下)\n end\n repeat (30)\n change [上下 v] by (0.05)\n set [上下 v] to ((上下) * (0.9))\n change y by (上下)\n end\nend\n\nwhen I receive [次 v]\ngo [forward v] (5) layers\nnext costume\n\n@light\n\nwhen flag clicked\nswitch costume to (stage1 v)\nforever\n go to (magma v)\nend\n\nwhen I receive [次 v]\ngo to [back v] layer\nnext costume\n\n@桜\n\nwhen I start as a clone\nshow\nglide (pick random (3) to (5)) secs to x: ((-150) + (x position)) y: (-180)\n\nwhen flag clicked\nhide\npoint in direction (120)\nforever\n set size to (pick random (70) to (120)) %\n go to x: (pick random (-200) to (200)) y: (150)\n create clone of (_myself_ v)\n wait (pick random (0.5) to (1)) seconds\nend\n\nwhen I start as a clone\nforever\n turn right (pick random (3) to (6)) degrees\n if <touching (_edge_ v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n go [forward v] (1000) layers\nend\n\n@sun\n\nwhen flag clicked\nshow\nset size to (85) %\nforever\n go [backward v] (100) layers\n change size by (([sin v] of ((タイマー) * (200)) ) * (1))\nend\n\nwhen flag clicked\nset [タイマー v] to [0]\nforever\n change [タイマー v] by ((1) / (30))\nend\n\n@music\n\nwhen flag clicked\nforever\n play sound [Time To Leaf v] until done\nend\n\nwhen flag clicked\nshow\nset size to (70) %\nset volume to (100) %\nswitch costume to ( v)\ngo to x: (-100) y: (155)\nforever\n change size by (([sin v] of ((タイマー) * (300)) ) * (0.8))\nend\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n repeat until <(volume) = [0]>\n change volume by (-3)\n switch costume to (ミュート v)\n end\nelse\n repeat until <(volume) = [100]>\n change volume by (3)\n switch costume to ( v)\n end\nend\n\n@skip\n\nwhen flag clicked\nswitch costume to (skip v)\nforever\n change size by (([sin v] of ((タイマー) * (300)) ) * (0.8))\nend\n\nwhen flag clicked\nset [skip回数 v] to [0]\nset [brightness v] effect to (0)\nshow\nset [ghost v] effect to (100)\nset size to (70) %\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nrepeat until <([costume # v] of [stage v]) = [6]>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-15)\n else\n set [brightness v] effect to (0)\n end\nend\nブロック名\n\nwhen this sprite clicked\nrepeat (10)\n set [brightness v] effect to (0)\nend\n\ndefine ブロック名\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen this sprite clicked\nchange [skip回数 v] by (1)\nif <(skip回数) < [3]> then\n if <(リセット) = [0]> then\n broadcast (Player v)\n broadcast (次 v)\n if <(skip回数) = [2]> then\n ブロック名\n end\n end\nelse\nend\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n go [forward v] (1000000000000000000) layers\n reset timer\nend\n\nwhen [timer v] > (.1)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n
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春のPlatformerです!\n❤️と⭐️を押してくれると嬉しいです!\nスキップは2回までです。バグった場合は、もう一度旗を押してください。\nーーー操作方法 / How to playーーー\n ▽PC▽\n矢印キーで移動 / left,right keys to move\n上キーでジャンプ / app keys to jump\n\n ▽スマホ・タブレット / mobile |tablet▽\n左側、右側タップで移動 / tap left | right move\n上側をタップで移動 / Tap the top to jump
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#3 NATURE platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (サムネ v)\nbroadcast (整列 v)\n\nwhen I receive [次のステージ2 v]\nstop all sounds\nswitch backdrop to (背景2 v)\nplay sound [Popsicle v] until done\n\nwhen I receive [プレイ v]\nstop all sounds\nswitch backdrop to (コスチューム2 v)\nplay sound [Popsicle v] until done\n\nwhen I receive [ステージ選択 v]\nswitch backdrop to (背景3 v)\n\nwhen I receive [整列 v]\nswitch backdrop to (サムネ v)\n\nwhen I receive [次のステージ v]\nstop all sounds\nplay sound [Popsicle v] until done\n\n@サムネ\n\nwhen flag clicked\nswitch costume to (サムネ v)\ngo to x: (0) y: (0)\nhide\nforever\n reset timer\nend\n\n@プレイ\n\nwhen this sprite clicked\nstart sound [決定、ボタン押下47 v]\nrepeat (10)\n change size by (-10)\nend\nbroadcast (ステージ選択 v)\nhide\n\nwhen I receive [整列 v]\nswitch costume to (コスチューム1 v)\nset size to (100) %\ngo to x: (155) y: (37)\nshow\n\nwhen I receive [遊び方 v]\nhide\n\nwhen I receive [クレジット v]\nhide\n\nwhen I receive [プレイ v]\nhide\n\nwhen I receive [次のステージ v]\nhide\n\n@遊び方\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n start sound [決定、ボタン押下47 v]\n repeat (10)\n change size by (-10)\n end\n broadcast (遊び方 v)\n hide\nend\n\nwhen I receive [整列 v]\nswitch costume to (コスチューム2 v)\nset size to (100) %\ngo to x: (154) y: (-37)\nshow\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n broadcast (整列 v)\nend\n\nwhen I receive [ステージ選択 v]\nhide\n\nwhen I receive [クレジット v]\nhide\n\nwhen I receive [次のステージ v]\nhide\n\nwhen I receive [プレイ v]\nhide\n\nwhen I receive [遊び方 v]\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (コスチューム1 v)\nshow\n\n@ステージ選択\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n start sound [決定、ボタン押下47 v]\n repeat (10)\n change size by (-10)\n end\n broadcast (プレイ v)\n hide\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n start sound [決定、ボタン押下47 v]\n repeat (10)\n change size by (-10)\n end\n broadcast (次のステージ v)\n hide\nend\n\nwhen I receive [ステージ選択 v]\nswitch costume to (コスチューム2 v)\nset size to (100) %\ngo to x: (-60) y: (-100)\nshow\n\nwhen I receive [右 v]\nnext costume\n\nwhen I receive [次のステージ v]\nhide\n\nwhen I receive [プレイ v]\nhide\n\nwhen I receive [遊び方 v]\nhide\n\nwhen I receive [クレジット v]\nhide\n\nwhen I receive [整列 v]\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [3]> then\n start sound [決定、ボタン押下47 v]\n repeat (10)\n change size by (-10)\n end\n broadcast (次のステージ2 v)\n hide\nend\n\nwhen I receive [整列 v]\nhide\n\n@ステージ選択2\n\nwhen flag clicked\nhide\n\nwhen I receive [右 v]\nnext costume\n\nwhen I receive [ステージ選択 v]\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (50)\nset size to (100) %\nshow\n\nwhen I receive [プレイ v]\nhide\n\nwhen I receive [次のステージ v]\nhide\n\nwhen I receive [次のステージ2 v]\nhide\n\n@クレジット・右\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n start sound [決定、ボタン押下47 v]\n repeat (10)\n change size by (-10)\n end\n broadcast (クレジット v)\n hide\nend\n\nwhen I receive [整列 v]\nswitch costume to (コスチューム2 v)\nset size to (100) %\ngo to x: (155) y: (-114)\nshow\n\nwhen I receive [遊び方 v]\nhide\n\nwhen I receive [ステージ選択 v]\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n broadcast (整列 v)\nend\n\nwhen I receive [クレジット v]\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [ステージ選択 v]\ngo to x: (120) y: (-100)\nset size to (100) %\nswitch costume to (コスチューム3 v)\nshow\n\nwhen this sprite clicked\nif <(costume [number v]) = [3]> then\n broadcast (右 v)\nend\n\nwhen I receive [次のステージ v]\nhide\n\nwhen I receive [プレイ v]\nhide\n\nwhen I receive [次のステージ2 v]\nhide\n\n@Player\n\nwhen I receive [次のステージ v]\n初期位置\nhide\nwait (2) seconds\nbroadcast (プログラム v)\n\nwhen flag clicked\nhide\n\nwhen I receive [プレイ v]\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\nwhen I receive [次のステージ2 v]\ngo to [back v] layer\n\nwhen I receive [次のステージ v]\ngo to [front v] layer\n\nwhen I receive [プレイ v]\ngo [backward v] (1) layers\n\nwhen I receive [次のステージ2 v]\n初期位置\nhide\nwait (2) seconds\nbroadcast (プログラム v)\n\nwhen I receive [整列 v]\nhide\n\ndefine 動作\nshow\nchange [yの力 v] by (-1)\nif <touching (海 v)?> then\n change [yの力 v] by ((yの力) * (-0.3))\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n switch costume to (コスチューム1 v)\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n switch costume to (コスチューム2 v)\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4 v)?> or <<touching (ステージ2 v)?> or <touching (ステージ3 v)?>>> then\n change y by (1)\n end\nend\nif <<touching (ステージ4 v)?> or <<touching (ステージ2 v)?> or <touching (ステージ3 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4 v)?> or <<touching (ステージ2 v)?> or <touching (ステージ3 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4 v)?> or <<touching (ステージ2 v)?> or <touching (ステージ3 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\nif <<<touching (海 v)?> or <touching (ステージ2 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 [3]\nend\nchange y by (1.1)\nif <<(Y) < [-800]> or <<touching (障害物 v)?> or <touching (障害物2 v)?>>> then\n start sound [Roblox Death Sound - OOF Sound Effect v]\n 初期位置\nend\nif <<touching (海 v)?> and <<(Y) > [250]> or <[-250] > (Y)>>> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\ngo to [front v] layer\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <<touching (ステージ4 v)?> or <<touching (ステージ2 v)?> or <touching (ステージ3 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)?> or <<touching (ステージ2 v)?> or <touching (ステージ3 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4 v)?> or <<touching (ステージ3 v)?> or <touching (ステージ2 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)?> or <<touching (ステージ2 v)?> or <touching (ステージ3 v)?>>>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\n@チェックポイント\n\nwhen I receive [プログラム2 v]\n移動 ((1800) - (Camera_x)) ((700) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to (a v)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (player v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n broadcast (次のステージ v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [プレイ v]\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [次のステージ2 v]\nhide\n\nwhen I receive [整列 v]\nhide\n\n@チェックポイント2\n\nwhen I receive [プログラム2 v]\n移動 ((3650) - (Camera_x)) ((0) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to (a v)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (player v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n broadcast (次のステージ2 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [次のステージ v]\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [整列 v]\nhide\n\n@障害物\n\nwhen I receive [プレイ 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] [300] [4]\nステージ配置 [1300] [400] [5]\nステージ配置 [1440] [500] [6]\nswitch costume to (none v)\n\nwhen I receive [次のステージ v]\nhide\n\nwhen I receive [次のステージ2 v]\nhide\n\nwhen I receive [整列 v]\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [次のステージ v]\nhide\ndelete this clone\n\nwhen I receive [整列 v]\nhide\n\n@ステージ2\n\nwhen I receive [次のステージ v]\nhide\ngo to [front v] layer\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2500] [0] [6]\nステージ配置 [2850] [0] [7]\nステージ配置 [3600] [0] [8]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen flag clicked\nhide\n\nwhen I receive [次のステージ2 v]\nhide\n\nwhen I receive [次のステージ2 v]\nhide\ndelete this clone\n\nwhen I receive [整列 v]\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@障害物2\n\nwhen I receive [次のステージ 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 [2500] [0] [6]\nステージ配置 [2850] [0] [7]\nステージ配置 [3600] [0] [8]\nswitch costume to (none v)\n\nwhen I receive [プレイ v]\nhide\n\nwhen I receive [整列 v]\nhide\n\nwhen I receive [次のステージ2 v]\nhide\n\nwhen I receive [次のステージ2 v]\nhide\ndelete this clone\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [整列 v]\nhide\n\n@太陽\n\nwhen flag clicked\nhide\n\nwhen I receive [プレイ v]\nshow\ngo to [back v] layer\ngo to x: (205) y: (137)\nset size to (100) %\nset [太陽 v] to [100]\nforever\n change size by ([cos v] of (太陽) )\n change [太陽 v] by (7)\nend\n\nwhen I receive [次のステージ2 v]\nshow\ngo to [back v] layer\ngo to x: (205) y: (137)\nset size to (100) %\nset [太陽 v] to [100]\nforever\n change size by ([cos v] of (太陽) )\n change [太陽 v] by (7)\nend\n\nwhen I receive [次のステージ v]\nhide\n\nwhen I receive [整列 v]\nhide\n\n@ステージ3\n\nwhen I receive [次のステージ2 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] [-200] [4]\nステージ配置 [1920] [-300] [5]\nステージ配置 [2500] [-300] [6]\nステージ配置 [2850] [-400] [7]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen flag clicked\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [整列 v]\nhide\n\n@雲\n\nwhen I receive [次のステージ2 v]\ngo to [front v] layer\nset [ghost v] effect to (40)\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] [-200] [4]\nステージ配置 [1920] [-300] [5]\nステージ配置 [2500] [-300] [6]\nステージ配置 [2850] [-400] [7]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen flag clicked\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [整列 v]\nhide\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen I receive [ステージ選択 v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\n\nwhen I receive [プレイ v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\n\nwhen I receive [次のステージ2 v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\n\nwhen I receive [次のステージ v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\n\nwhen I receive [整列 v]\nhide\n\n@海\n\nwhen I receive [次のステージ v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [次のステージ2 v]\nhide\n\nwhen I receive [整列 v]\nhide\n\n@魚\n\nwhen I receive [次のステージ v]\nhide\nrepeat until <(backdrop [number v]) = [4]>\n repeat (pick random (1) to (3))\n create clone of (_myself_ v)\n end\n wait (pick random (4) to (8)) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo [backward v] (5) layers\nshow\nswitch costume to (pick random (1) to (3))\nset size to (pick random (80) to (100)) %\ngo to x: (600) y: (pick random (150) to (-150))\nset [ghost v] effect to (pick random (30) to (50))\nいけー!\ndelete this clone\n\ndefine いけー!\nrepeat until <[-300] > (x position)>\n glide (7) secs to x: (-300) y: (pick random (150) to (-150))\n if <[-230] > (x position)> then\n hide\n end\nend\n\nwhen backdrop switches to [背景2 v]\nhide\ndelete this clone\n\n@Decoration3\n\ndefine 移動 (x) (y)\ngo [backward v] (1) layers\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 [プレイ 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] [300] [4]\nステージ配置 [1300] [400] [5]\nステージ配置 [1440] [500] [6]\nswitch costume to (コスチューム5 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\nwhen I receive [次のステージ v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\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 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 receive [整列 v]\nhide\n\n@Decoration4\n\ndefine 移動 (x) (y)\ngo to [back v] layer\ngo [forward v] (1) layers\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 [プレイ 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] [300] [4]\nステージ配置 [1300] [400] [5]\nステージ配置 [1440] [500] [6]\nswitch costume to (コスチューム5 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\nwhen I receive [次のステージ v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\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 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 receive [整列 v]\nhide\n\n@ステージ4\n\nwhen I receive [次のステージ v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [プレイ v]\ngo to [front v] layer\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] [300] [4]\nステージ配置 [1300] [400] [5]\nステージ配置 [1440] [500] [6]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen I receive [次のステージ2 v]\nhide\n\nwhen I receive [整列 v]\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n
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最高自信作!\n\n日本語の説明はプロジェクト内\n【English】\nhow to play\nOperation method: w.a.b key or arrow key or tap\nImportant: If you touch a thorn, from the beginning of the stage\nBe careful not to float too much on the sea stage ❗️
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Night- a mobile friendly platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Blank\n\nwhen flag clicked\nforever\n play sound [Fade v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-200) y: (-45)\nset size to (100) %\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [level v]\nhide variable [xv v]\nhide variable [yv v]\nforever\n change [yv v] by (-1)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (0.9)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> 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 (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <<key (up arrow v) pressed?> or <mouse down?>> then\n set [yv v] to [16]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n end\n end\n change y by (Yv)\n if <touching (platforms v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <mouse down?>> and <touching (platforms v)?>> then\n change [yv v] by (16)\n end\n change y by (1)\n if <(x position) > [240]> then\n change [level v] by (1)\n go to x: (-200) y: (-45)\n end\n if <<touching (ennemi v)?> or <(y position) < [-175]>> then\n go to x: (-200) y: (-45)\n end\nend\n\n@Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Light\n\nwhen flag clicked\nset size to (100) %\nforever\n go to [back v] layer\n go to (player v)\nend\n\n@Ennemi\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Grass\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [back v] layer\n show\nend\n\n
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Welcome to my new platformer! Use arrows keys to move, or tap the screen. 100% possible. I am very happy on this platformer, because I did it entirely by myself. I also did it for SDS ( scratch design studio ). I hope you enjoy! \n @QualityQ
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Coin Grab- A Mobile Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [GYVUS - To Wherever \[Chillhop Records\] v] until done\nend\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Spike /\\n\nwhen flag clicked\nshow\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Sprite2\n\nset [coin? v] to [Yes]\n\nwhen flag clicked\nset [coin? v] to [Yes]\n\nwhen flag clicked\ngo to [front v] layer\n\nset [y v] to [10]\n\nforever\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [fails v] to [0]\n\nwhen flag clicked\n\nset [y v] to [20]\n\nchange [fails v] by (1)\n\nchange y by (y)\n\nforever\n show\n go to [front v] layer\n forever\n if <touching (water v)?> then\n repeat (100)\n change y by (1)\n end\n end\n end\nend\n\nrepeat (10)\n change y by (-1)\nend\nrepeat (10)\n change y by (1)\nend\n\nchange y by (-5)\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nshow\nswitch backdrop to (backdrop2 v)\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (-58)\nswitch costume to (costume3 v)\nset [level v] to [0]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n if <touching (water v)?> then\n change [y v] by (-0.1)\n else\n change [y v] by (-1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching (spike /\ v)?> or <touching (lava2 v)?>> then\n go to x: (-192) y: (-76)\n broadcast (Again v)\n set [coin? v] to [No]\n end\n if <touching (well v)?> then\n if <(Coin?) = [Yes]> then\n change [level v] by (1)\n set [coin? v] to [No]\n go to x: (-192) y: (-76)\n end\n end\n if <(y position) < [-180]> then\n go to x: (-177) y: (12)\n end\n if <touching (water v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (1)\n set [y v] to ((y) * (0.9))\n end\n end\n if <touching (bouncy v)?> then\n set [y v] to [20]\n end\nend\n\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <<touching (coin v)?> and <(level) = [2]>> then\n set [coin? v] to [Yes]\n end\n if <<touching (coin v)?> and <(level) = [3]>> then\n set [coin? v] to [Yes]\n end\n if <<touching (coin v)?> and <(level) = [4]>> then\n set [coin? v] to [Yes]\n end\n if <<touching (coin v)?> and <(level) = [5]>> then\n set [coin? v] to [Yes]\n end\n if <<touching (coin v)?> and <(level) = [6]>> then\n set [coin? v] to [Yes]\n end\n if <<touching (coin v)?> and <(level) = [7]>> then\n set [coin? v] to [Yes]\n end\n if <<touching (coin v)?> and <(level) = [8]>> then\n set [coin? v] to [Yes]\n end\n if <<touching (coin v)?> and <(level) = [9]>> then\n set [coin? v] to [Yes]\n end\n if <<touching (coin v)?> and <(level) = [10]>> then\n set [coin? v] to [Yes]\n end\n if <<touching (coin v)?> and <(level) = [11]>> then\n set [coin? v] to [Yes]\n end\n if <<touching (coin v)?> and <(level) = [12]>> then\n set [coin? v] to [Yes]\n end\n if <<touching (coin v)?> and <(level) = [13]>> then\n set [coin? v] to [Yes]\n end\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\ngo to [back v] layer\ngo [backward v] (1) layers\nforever\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\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Coin\n\nwhen I start as a clone\nshow\nif <(level) = [1]> then\nif <(level) = [2]> then\n go to x: (-67) y: (4)\n forever\n if <touching (sprite2 v)?> then\n delete this clone\n end\n end\nend\nif <(level) = [3]> then\n go to x: (27) y: (61)\n forever\n if <touching (sprite2 v)?> then\n delete this clone\n end\n end\nend\nif <(level) = [4]> then\n go to x: (-166) y: (51)\n forever\n if <touching (sprite2 v)?> then\n delete this clone\n end\n end\nend\nif <(level) = [5]> then\n go to x: (26) y: (104)\n forever\n if <touching (sprite2 v)?> then\n delete this clone\n end\n end\nend\nif <(level) = [6]> then\n go to x: (-30) y: (112)\n forever\n if <touching (sprite2 v)?> then\n delete this clone\n end\n end\nend\nif <(level) = [7]> then\n go to x: (208) y: (-63)\n forever\n if <touching (sprite2 v)?> then\n delete this clone\n end\n end\nend\nif <(level) = [8]> then\n go to x: (113) y: (125)\n forever\n if <touching (sprite2 v)?> then\n delete this clone\n end\n end\nend\nif <(level) = [9]> then\n go to x: (230) y: (85)\n forever\n if <touching (sprite2 v)?> then\n delete this clone\n end\n end\nend\nif <(level) = [10]> then\n go to x: (26) y: (-17)\n forever\n if <touching (sprite2 v)?> then\n delete this clone\n end\n end\nend\nif <(level) = [11]> then\n go to x: (-42) y: (49)\n forever\n if <touching (sprite2 v)?> then\n delete this clone\n end\n end\nend\nif <(level) = [12]> then\n go to x: (-42) y: (49)\n forever\n if <touching (sprite2 v)?> then\n delete this clone\n end\n end\nend\n\ncreate clone of (_myself_ v)\n\nswitch costume to (level)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(level) = [2]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen I receive [again v]\nforever\n if <(level) = [2]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen I receive [again v]\nforever\n if <(level) = [3]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nset [level v] to [1]\nforever\n if <(level) = [3]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen I receive [again v]\nforever\n if <(level) = [4]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen I receive [again v]\nforever\n if <(level) = [5]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nset [level v] to [1]\nforever\n if <(level) = [4]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nset [level v] to [1]\nforever\n if <(level) = [5]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen I receive [again v]\nforever\n if <(level) = [6]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nset [level v] to [1]\nforever\n if <(level) = [6]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nset [level v] to [1]\nforever\n if <(level) = [7]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen I receive [again v]\nforever\n if <(level) = [7]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen I receive [again v]\nforever\n if <(level) = [8]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nset [level v] to [1]\nforever\n if <(level) = [8]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen I receive [again v]\nforever\n if <(level) = [9]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nset [level v] to [1]\nforever\n if <(level) = [9]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen I receive [again v]\nforever\n if <(level) = [10]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nset [level v] to [1]\nforever\n if <(level) = [10]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen I receive [again v]\nforever\n if <(level) = [11]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nset [level v] to [1]\nforever\n if <(level) = [11]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwait (20) seconds\n\nwhen I receive [again v]\nforever\n if <(level) = [12]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nset [level v] to [1]\nforever\n if <(level) = [12]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\n@Deco\n\ngo to [back v] layer\n\nwhen flag clicked\nshow\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Bouncy\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n repeat (5)\n change y by (-2)\n end\n repeat (5)\n change y by (2)\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Lava2\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [back v] layer\nshow\nforever\n repeat (20)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Well\n\nwhen flag clicked\nshow\nforever\n if <(level) = [1]> then\n go to x: (185) y: (-59)\n end\n if <(level) = [2]> then\n go to x: (185) y: (-59)\n end\n if <(level) = [3]> then\n go to x: (185) y: (-59)\n end\n if <(level) = [4]> then\n go to x: (185) y: (92)\n end\n if <(level) = [5]> then\n go to x: (157) y: (-60)\n end\n if <(level) = [6]> then\n go to x: (165) y: (-59)\n end\n if <(level) = [7]> then\n go to x: (190) y: (120)\n end\n if <(level) = [8]> then\n go to x: (-27) y: (102)\n end\n if <(level) = [9]> then\n go to x: (101) y: (37)\n end\n if <(level) = [10]> then\n go to x: (194) y: (-59)\n end\n if <(level) = [11]> then\n go to x: (194) y: (-59)\n end\n if <(level) = [12]> then\n go to x: (194) y: (-59)\n end\n if <(level) = [13]> then\n hide\n end\nend\n\ngo to x: (-27) y: (102)\n\nwhen flag clicked\n\ngo to [back v] layer\n\ngo [forward v] (1) layers\n\n@Sprite1\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nset [ghost v] effect to (100)\n\n@Sprite3\n\ngo to [back v] layer\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nset [ghost v] effect to (100)\n\n
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Coin Grab- A Mobile Platformer\nUse Arrow Keys or mobile to move.\nAvoid spikes, they hurt.\nGet the coin and then go to the well to progress.\nThere are many levels, so keep going!
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Bennett Bullets (platformer) #all #games
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@Stage\n\nwhen I receive [play v]\nswitch backdrop to (backdrop1 v)\nstop [other scripts in sprite v]\nwait (0.05) seconds\nset volume to (35) %\nforever\n play sound [Cool Pixel Music! v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n play sound [Pixel Theme v] until done\nend\n\nwhen flag clicked\nset volume to (0) %\nrepeat (30)\n change volume by (2.5)\nend\n\nwhen I receive [black screen v]\nrepeat (30)\n change volume by (-2.5)\nend\nset volume to (0) %\n\nwhen I receive [credit v]\nwait (3) seconds\nset volume to (45) %\nswitch backdrop to (backdrop3 v)\nstop [other scripts in sprite v]\nforever\n play sound [Pixel Theme v] until done\nend\n\nwhen I receive [boss v]\nstop [other scripts in sprite v]\nwait (0.05) seconds\nset volume to (30) %\nforever\n play sound [8-Bit_RPG_Music_-_Boss_Battle_Original_Composition-NzFKyZc_va4 v] until done\nend\n\n@sprite sheet\n\nwhen flag clicked\nchange [☁ times this game is played v] by (1)\nforever\n reset timer\nend\n\nset [☁ times ppl got to the boss v] to [0]\n\nwhen I receive [boss v]\nchange [☁ times ppl got to the boss v] by (1)\n\n@player\n\ndefine plat (gravity) (jump) (speed) (friction) (slope) <up> <left> <right>\nswitch costume to (hitbox v)\nchange [y v] by (gravity)\nchange y by (y)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((([abs v] of (y) ) / (y)) * (-1))\n end\n set [y v] to (<<up> and <(([abs v] of (y) ) / (y)) = [-1]>> * (((1) - (<key (space v) pressed?> * (0.25))) * (<(talkin?) = [n]> * (jump))))\nend\nset [x v] to ((friction) * ((x) + (((<right> * (speed)) + (<left> * ((speed) * (-1)))) * <(talkin?) = [n]>)))\nif <key (space v) pressed?> then\n set [x v] to ((x) * ((friction) + (0.06)))\nend\nchange x by (x)\nset [slope v] to [0]\nrepeat until <<not <touching (ground v)?>> or <((slope) * (-1)) = (slope)>>\n change [slope v] by (-1)\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (slope)\n repeat until <not <touching (ground v)?>>\n change x by ((([abs v] of (x) ) / (x)) * (-1))\n end\nend\nif <(boss) = [n]> then\n position (round (x position))\nelse\n broadcast (position v)\nend\nif <(y position) < [-180]> then\n broadcast (death v)\n stop [this script v]\nend\nif <touching (enemies v)?> then\n if <not <(dialogue) > [18]>> then\n broadcast (death v)\n end\nend\nif <(boss) = [n]> then\n if <(scroll x) > [5100]> then\n set [boss v] to [y]\n broadcast (boss v)\n end\nend\nswitch costume to (hitbox2 v)\nif <key (space v) pressed?> then\n switch costume to (costume)\nelse\n if <touching (ground v)?> then\n switch costume to (costume)\n else\n switch costume to (costume1 v)\n end\nend\nif <touching (ene bullets v)?> then\n broadcast (death v)\n stop [this script v]\nend\npoint in direction ((<(x) > [0]> * (90)) + (<[0] > (x)> * (-90)))\n\ndefine position (x)\nchange [scroll x v] by (x)\ngo to x: (0) y: (y position)\nbroadcast (position v)\n\nwhen I receive [resume v]\nset rotation style [left-right v]\nset [costume v] to [3]\nforever\n if <key (space v) pressed?> then\n if <(talkin?) = [n]> then\n set [costume v] to [5]\n end\n else\n if <([floor v] of ([abs v] of (x) ) ) > [0]> then\n set [costume v] to [4]\n wait (0.15) seconds\n set [costume v] to [3]\n wait (0.15) seconds\n else\n set [costume v] to [3]\n end\n end\nend\n\nwhen I receive [resume v]\nset size to (150) %\nshow\ngo to x: (0) y: (0)\nset [y v] to [0]\nset [x v] to [0.001]\nif <(boss) = [n]> then\n set [scroll x v] to [0]\nelse\n set [scroll x v] to [5100]\nend\nforever\n plat [-0.6] [7] [0.7] [0.8] [2] <<(<(username) = [surlo_gamez]> * <key (e v) pressed?>) = [1]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> <<(<(username) = [surlo_gamez]> * <key (s v) pressed?>) = [1]> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> <<(<(username) = [surlo_gamez]> * <key (f v) pressed?>) = [1]> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>\nend\n\nwhen I receive [death v]\nstart sound [death v]\nstop [other scripts in sprite v]\nset [delete all clones v] to [y]\nwait (0) seconds\nset [delete all clones v] to [n]\nswitch costume to (costume1 v)\nset [y v] to [7]\nchange y by (5)\nrepeat until <(y position) < [-180]>\n change [y v] by (-0.6)\n change y by (y)\nend\nhide\nif <(boss) = [n]> then\n repeat until <<[-5] < (scroll x)> and <(scroll x) < [5]>>\n set [change x v] to (scroll x)\n set [scroll x v] to (((change x) - (0)) / (1.25))\n broadcast (position v)\n end\nend\nwait (0.2) seconds\nbroadcast (resume v)\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (5) layers\nhide\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nbroadcast (black screen v)\nwait (3) seconds\nbroadcast (play v)\n\nwhen I receive [play v]\nset [boss v] to [n]\nbroadcast (resume v)\n\nwhen I receive [resume v]\nforever\n if <(talkin?) = [n]> then\n if <key (space v) pressed?> then\n wait (0.3) seconds\n if <key (space v) pressed?> then\n start sound [Gunshot 1 v]\n create clone of (bullets v)\n end\n end\n end\nend\n\nwhen I receive [resume v]\nset [ghost v] effect to (100)\nwait (0.3) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [credit v]\nwait (3) seconds\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [boss defeated v]\nrepeat until <<(x position) > [-5]> and <[5] > (x position)>>\n if <(x position) > [0]> then\n change [x v] by (-0.7)\n else\n change [x v] by (0.7)\n end\nend\n\n@bullets\n\nwhen I start as a clone\nset size to (100) %\ngo to x: ([x position v] of [player v]) y: (([y position v] of [player v]) - (2))\npoint in direction ([direction v] of [player v])\nset [bullet x v] to ((scroll x) + ([x position v] of [player v]))\nshow\nforever\n bullet collision [9]\nend\n\nwhen I receive [position v]\nset x to ((bullet x) - (scroll x))\nif <<touching (ground v)?> or <not <<(x position) > [-240]> and <[240] > (x position)>>>> then\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(delete all clones) = [y]> then\n delete this clone\n end\nend\n\ndefine bullet collision (speed)\nif <(direction) > [0]> then\n repeat (speed)\n change [bullet x v] by (1)\n if <touching (enemies v)?> then\n wait (0) seconds\n delete this clone\n end\n end\nelse\n repeat (speed)\n change [bullet x v] by (-1)\n if <touching (enemies v)?> then\n wait (0) seconds\n delete this clone\n end\n end\nend\n\n@ground\n\nwhen I receive [position v]\nset size to (200) %\ngo to x: ((tile x) - (scroll x)) y: (0)\nset size to (100) %\n\nwhen I start as a clone\nshow\nforever\n check if on edge [480]\nend\n\ndefine check if on edge (x)\nif <<((tile x) - (scroll x)) > (x)> or <((x) * (-1)) > ((tile x) - (scroll x))>> then\n hide\nelse\n show\nend\n\nwhen I receive [play v]\nset [ghost v] effect to (100)\nset [color v] effect to (0)\nset [brightness v] effect to (-10)\nswitch costume to (costume1 v)\ngenerate level [480]\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\ndefine generate level (x)\nset [tile x v] to [0]\ncreate clone of (_myself_ v)\nrepeat (11)\n next costume\n change [tile x v] by (x)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(delete buildings) = [y]> then\n delete this clone\n end\nend\n\n@ground2\n\nwhen I receive [position v]\nset size to (200) %\ngo to x: ((tile x) - (scroll x)) y: (0)\nset size to (100) %\n\nwhen I start as a clone\nshow\nforever\n check if on edge [480]\nend\n\ndefine check if on edge (x)\nif <<((tile x) - (scroll x)) > (x)> or <((x) * (-1)) > ((tile x) - (scroll x))>> then\n hide\nelse\n show\nend\n\nwhen I receive [play v]\nset [color v] effect to (0)\nset [brightness v] effect to (-10)\nswitch costume to (costume1 v)\n[480]\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\ndefine (x)\nset [tile x v] to [0]\ncreate clone of (_myself_ v)\nrepeat (11)\n next costume\n change [tile x v] by (x)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(delete buildings) = [y]> then\n delete this clone\n end\nend\n\n@background\n\nwhen I receive [position v]\nset size to (150) %\ngo to x: ((tile x) - ((scroll x) * (time\(#\)))) y: ((78) - (size))\nset size to ((100) * (time\(#\))) %\n\nwhen flag clicked\nset [brightness v] effect to (3)\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo [backward v] (999) layers\nshow\nforever\n check if touching edge [480]\nend\n\ndefine generate level (change x) (time\(#\))\nset [scroll x v] to [0]\nset [tile x v] to [0]\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nset [time\(#\) v] to (time\(#\))\nrepeat (11)\n next costume\n change [tile x v] by ((change x) * (time\(#\)))\n create clone of (_myself_ v)\nend\n\ndefine check if touching edge (x)\nif <<((tile x) - ((scroll x) * (time\(#\)))) > (x)> or <((x) * (-1)) > ((tile x) - ((scroll x) * (time\(#\))))>> then\n hide\nelse\n show\nend\n\nwhen I receive [play v]\ngenerate level [480] [0.6]\n\nwhen I start as a clone\nforever\n if <(delete buildings) = [y]> then\n delete this clone\n end\nend\n\n@enemies\n\ndefine spawn (enemie) at (x) (y)\nset [ene x v] to (x)\nset y to (y)\nset [enemie type v] to (enemie)\ncreate clone of (_myself_ v)\n\nwhen I receive [position v]\nset x to ((ene x) - (scroll x))\n\nwhen I start as a clone\nif <(enemie type) = [1]> then\n forever\n wait (0.3) seconds\n set [ene cos v] to [1]\n wait (0.3) seconds\n set [ene cos v] to [2]\n end\nend\nif <(enemie type) = [3]> then\n forever\n wait (0.3) seconds\n set [ene cos v] to [4]\n wait (0.3) seconds\n set [ene cos v] to [5]\n end\nend\nif <(enemie type) = [4]> then\n forever\n if <(boss moving?) = [y]> then\n wait (0.3) seconds\n set [ene cos v] to [6]\n wait (0.3) seconds\n set [ene cos v] to [7]\n else\n set [ene cos v] to [6]\n end\n end\nend\nif <(enemie type) = [5]> then\n forever\n wait (0.3) seconds\n set [ene cos v] to [4]\n wait (0.3) seconds\n set [ene cos v] to [5]\n end\nend\nif <(enemie type) = [6]> then\n switch costume to (costume3 v)\n forever\n change y by (-2)\n wait (0.3) seconds\n change y by (2)\n wait (0.3) seconds\n end\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nif <(enemie type) = [1]> then\n forever\n point in direction (90)\n repeat (90)\n change [ene x v] by (1)\n end\n point in direction (-90)\n repeat (90)\n change [ene x v] by (-1)\n end\n end\nend\nif <(enemie type) = [2]> then\n forever\n point towards (player v)\n end\nend\nif <(enemie type) = [3]> then\n forever\n point in direction (90)\n repeat (90)\n change [ene x v] by (1)\n end\n point in direction (-90)\n repeat (90)\n change [ene x v] by (-1)\n end\n end\nend\nif <(enemie type) = [5]> then\n if <(ene x) > (scroll x)> then\n point in direction (-90)\n repeat (26)\n change [ene x v] by (-1)\n switch costume to (ene cos)\n end\n else\n point in direction (90)\n repeat (26)\n change [ene x v] by (1)\n switch costume to (ene cos)\n end\n end\n forever\n switch costume to (costume4 v)\n end\nend\nif <(enemie type) = [6]> then\n if <(ene x) > (scroll x)> then\n point in direction (-90)\n repeat (10)\n change [ene x v] by (-1)\n switch costume to (ene cos)\n end\n else\n point in direction (90)\n repeat (10)\n change [ene x v] by (1)\n switch costume to (ene cos)\n end\n end\n forever\n set y to (-91)\n end\nend\n\nwhen I receive [resume v]\nhide\nspawn [4] at [5320] [-91]\nif <(boss) = [n]> then\n spawn [1] at [170] [-110]\n spawn [2] at [773] [-139]\n spawn [1] at [1070] [-141]\n spawn [1] at [1184] [-141]\n spawn [1] at [1523] [-70]\n spawn [1] at [1570] [-71]\n spawn [2] at [1700] [-71]\n spawn [2] at [2493] [-139]\n spawn [3] at [3233] [-98]\n spawn [3] at [3384] [-120]\n spawn [3] at [4484] [-142]\n spawn [2] at [4691] [-141]\n spawn [2] at [2799] [-131]\n spawn [1] at [4107] [-98]\n wait (2) seconds\n spawn [1] at [4107] [-98]\n spawn [2] at [4491] [-55]\n spawn [3] at [4589] [-55]\nend\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\n if <(delete all clones) = [y]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nset size to ([size v] of [player v]) %\nclear graphic effects\nif <(enemie type) = [1]> then\n set [ene health v] to [2]\n forever\n if <touching (bullets v)?> then\n change [ene health v] by (-1)\n set [brightness v] effect to (100)\n wait (0.05) seconds\n set [brightness v] effect to (0)\n wait until <not <touching (bullets v)?>>\n end\n if <(ene health) < [1]> then\n switch costume to (costume1 v)\n clear graphic effects\n repeat (5)\n change [brightness v] effect by (17)\n change [ghost v] effect by (17)\n end\n delete this clone\n end\n switch costume to (ene cos)\n end\nend\nif <(enemie type) = [2]> then\n set [ene health v] to [2]\n forever\n if <touching (bullets v)?> then\n change [ene health v] by (-1)\n set [brightness v] effect to (100)\n wait (0.05) seconds\n set [brightness v] effect to (0)\n wait until <not <touching (bullets v)?>>\n end\n if <(ene health) < [1]> then\n switch costume to (costume3 v)\n clear graphic effects\n repeat (5)\n change [brightness v] effect by (17)\n change [ghost v] effect by (17)\n end\n delete this clone\n end\n switch costume to (costume3 v)\n end\nend\nif <(enemie type) = [3]> then\n set [ene health v] to [2]\n forever\n if <touching (bullets v)?> then\n if <<<[0] < (direction)> and <((ene x) - (scroll x)) > [0]>> or <<(direction) < [0]> and <[0] > ((ene x) - (scroll x))>>> then\n change [ene health v] by (-1)\n set [brightness v] effect to (100)\n wait (0.05) seconds\n set [brightness v] effect to (0)\n wait until <not <touching (bullets v)?>>\n else\n start sound [block v]\n end\n end\n if <(ene health) < [1]> then\n switch costume to (costume4 v)\n clear graphic effects\n repeat (5)\n change [brightness v] effect by (17)\n change [ghost v] effect by (17)\n end\n delete this clone\n end\n switch costume to (ene cos)\n end\nend\nif <<(enemie type) = [5]> or <(enemie type) = [6]>> then\n set [ene health v] to [1]\nend\nif <(enemie type) = [4]> then\n switch costume to (costume6 v)\n set [ene health v] to [60]\n wait until <(boss) = [y]>\n wait (0) seconds\n wait until <(talkin?) = [n]>\n forever\n if <touching (bullets v)?> then\n change [ene health v] by (-1)\n set [brightness v] effect to (100)\n wait (0.05) seconds\n set [brightness v] effect to (0)\n wait until <not <touching (bullets v)?>>\n end\n if <(ene health) < [1]> then\n switch costume to (costume6 v)\n clear graphic effects\n repeat (5)\n change [brightness v] effect by (17)\n change [ghost v] effect by (17)\n end\n broadcast (boss defeated v)\n delete this clone\n end\n switch costume to (ene cos)\n end\nend\n\nwhen I receive [resume v]\nset [bullet count v] to [0]\ndelete all of [dir v]\ndelete all of [x v]\ndelete all of [y v]\n\nwhen I start as a clone\nif <(enemie type) = [2]> then\n forever\n if <<([abs v] of ((ene x) - (scroll x)) ) < [230]> and <((y position) - ([y position v] of [player v])) < [40]>> then\n wait (2) seconds\n change [bullet count v] by (1)\n add (ene x) to [x v]\n add (y position) to [y v]\n add (direction) to [dir v]\n start sound [shoot v]\n create clone of (ene bullets v)\n end\n end\nend\n\nwhen I receive [capture animation v]\nspawn [5] at [5330] [-91]\nspawn [5] at [4870] [-91]\nspawn [6] at [5330] [-91]\nspawn [6] at [4870] [-91]\nwait (2) seconds\nbroadcast (dialogue v)\n\nwhen I start as a clone\nset rotation style [left-right v]\nif <(enemie type) = [4]> then\n wait until <(boss) = [y]>\n wait (0) seconds\n wait until <(talkin?) = [n]>\n forever\n set [boss moving? v] to [n]\n point in direction (-90)\n wait (1) seconds\n repeat (2)\n repeat (3)\n change [bullet count v] by (1)\n add (ene x) to [x v]\n add (y position) to [y v]\n add (direction) to [dir v]\n start sound [shoot v]\n create clone of (ene bullets v)\n wait (0.15) seconds\n end\n wait (1) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n repeat (2)\n change y by (5)\n end\n repeat (4)\n change y by (2)\n end\n repeat (3)\n change [bullet count v] by (1)\n add (ene x) to [x v]\n add (y position) to [y v]\n add (direction) to [dir v]\n start sound [shoot v]\n create clone of (ene bullets v)\n wait (0.15) seconds\n end\n repeat (2)\n change y by (-5)\n end\n repeat (4)\n change y by (-2)\n end\n end\n wait (0.5) seconds\n set [boss moving? v] to [y]\n point in direction (-90)\n repeat until <(x position) < [-220]>\n change [ene x v] by (-4)\n end\n set [boss moving? v] to [n]\n point in direction (90)\n wait (1) seconds\n repeat (2)\n repeat (3)\n change [bullet count v] by (1)\n add (ene x) to [x v]\n add (y position) to [y v]\n add (direction) to [dir v]\n start sound [shoot v]\n create clone of (ene bullets v)\n wait (0.15) seconds\n end\n wait (1) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n repeat (2)\n change y by (5)\n end\n repeat (4)\n change y by (3)\n end\n repeat (3)\n change [bullet count v] by (1)\n add (ene x) to [x v]\n add (y position) to [y v]\n add (direction) to [dir v]\n start sound [shoot v]\n create clone of (ene bullets v)\n wait (0.15) seconds\n end\n repeat (2)\n change y by (-5)\n end\n repeat (4)\n change y by (-3)\n end\n end\n set [boss moving? v] to [y]\n wait (0.5) seconds\n point in direction (90)\n repeat until <[220] < (x position)>\n change [ene x v] by (4)\n end\n end\nend\n\n@ene bullets\n\nwhen I start as a clone\nset size to (100) %\nset y to (item (bullet count) of [y v])\npoint in direction (item (bullet count) of [dir v])\nset [bullet x v] to (item (bullet count) of [x v])\nshow\nforever\n if <(direction) > [0]> then\n point in direction (90)\n change [bullet x v] by (5)\n else\n point in direction (-90)\n change [bullet x v] by (-5)\n end\n if <touching (player v)?> then\n wait (0) seconds\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(delete all clones) = [y]> then\n delete this clone\n end\nend\n\nwhen I receive [position v]\nset x to ((bullet x) - (scroll x))\nif <<touching (ground v)?> or <not <<(x position) > [-240]> and <[240] > (x position)>>>> then\n delete this clone\nend\n\nwhen I receive [boss defeated v]\nset [delete all clones v] to [y]\nwait (0) seconds\nset [delete all clones v] to [n]\n\n@text\n\nwhen I receive [dialogue v]\nset [talkin? v] to [y]\nset [delete all dialogue v] to [y]\nwait (0) seconds\nset [delete all dialogue v] to [n]\nif <(dialogue) = [26]> then\n broadcast (credit v)\nend\nif <not <<<(dialogue) = [7]> or <(dialogue) = [13]>> or <(dialogue) = [19]>>> then\n switch costume to (who`s talkin?)\n go to x: (0) y: (100)\n set size to (100) %\n create clone of (_myself_ v)\n type (item (dialogue) of [dialogue v])\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n change [dialogue v] by (1)\n broadcast (dialogue v)\nelse\n set [talkin? v] to [n]\n change [dialogue v] by (1)\nend\n\ndefine type (\(dialogue\))\nset [letter # v] to [0]\ngo to x: (-210) y: (140)\nset size to (75) %\nrepeat (length of (\(dialogue\)))\n change [letter # v] by (1)\n switch costume to (letter (letter #) of (\(dialogue\)))\n create clone of (_myself_ v)\n start sound (pick random (1) to (3))\n change x by (11)\n if <<<(costume [name v]) = [I]> or <(costume [name v]) = [i]>> or <<(costume [name v]) = [l]> or <(costume [name v]) = [L]>>> then\n change x by (-6)\n end\n if <<(costume [name v]) = [j]> or <(costume [name v]) = [J]>> then\n change x by (-5)\n end\n if <<(x position) > [200]> and <(costume [name v]) = [ ]>> then\n change y by (-20)\n set x to (-210)\n end\n wait (0) seconds\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nif <<<(costume [number v]) = [54]> or <(costume [number v]) = [55]>> or <<(costume [number v]) = [56]> or <(costume [number v]) = [57]>>> then\n set [brightness v] effect to (0)\nelse\n set [brightness v] effect to (100)\nend\nforever\n if <(delete all dialogue) = [y]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nset [delete all dialogue v] to [n]\nset [dialogue v] to [1]\nset [who`s talkin? v] to [DudeThroughCall]\ndelete all of [dialogue v]\nadd [You know the drill] to [dialogue v]\nadd [WAD or arrow keys to run and jump] to [dialogue v]\nadd [Press and hold SPACE to shoot] to [dialogue v]\nadd [Your mission is to take down Pew Pew Peter] to [dialogue v]\nadd [But be careful because he has bodyguards watching at all times] to [dialogue v]\nadd [Good luck] to [dialogue v]\nadd [7] to [dialogue v]\nadd [So you are the guy who is after me] to [dialogue v]\nadd [Did they not tell you who I am] to [dialogue v]\nadd [Alright] to [dialogue v]\nadd [I see you have chosen] to [dialogue v]\nadd [Death] to [dialogue v]\nadd [13] to [dialogue v]\nadd [IM] to [dialogue v]\nadd [IMPOSSIBLE] to [dialogue v]\nadd [Great work Bullets] to [dialogue v]\nadd [Wait] to [dialogue v]\nadd [What is that noise] to [dialogue v]\nadd [19] to [dialogue v]\nadd [Sir we have captured the target] to [dialogue v]\nadd [Good] to [dialogue v]\nadd [I knew using Peter as a bait would work] to [dialogue v]\nadd [Come back to get your rewards] to [dialogue v]\nadd [And for you Bullets] to [dialogue v]\nadd [I will see you very soon] to [dialogue v]\nadd [] to [dialogue v]\nbroadcast (dialogue v)\n\nwhen I receive [play v]\nforever\n if <(dialogue) < [7]> then\n set [who`s talkin? v] to [DudeThroughCall]\n end\n if <<[7] < (dialogue)> and <(dialogue) < [16]>> then\n set [who`s talkin? v] to [PewPewPeter]\n end\n if <<[15] < (dialogue)> and <(dialogue) < [19]>> then\n set [who`s talkin? v] to [DudeThroughCall]\n end\n if <<(dialogue) < [21]> and <[19] < (dialogue)>> then\n set [who`s talkin? v] to [enemie]\n end\n if <[20] < (dialogue)> then\n set [who`s talkin? v] to [KoolTophat]\n end\nend\n\nwhen I receive [boss defeated v]\nbroadcast (dialogue v)\n\nwhen I receive [death v]\nset [delete all dialogue v] to [y]\nwait (0) seconds\nset [delete all dialogue v] to [n]\n\nwhen I receive [play v]\nforever\n if <(dialogue) = [20]> then\n broadcast (capture animation v)\n stop [this script v]\n end\nend\n\nwhen I receive [credit v]\nwait (3) seconds\nset [delete buildings v] to [y]\nset [delete all clones v] to [y]\nset [delete all dialogue v] to [y]\nwait (0) seconds\nset [delete buildings v] to [n]\nset [delete all clones v] to [n]\nset [delete all dialogue v] to [n]\n\nwhen I start as a clone\nforever\n if <(dialogue) > [25]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset [delete buildings v] to [n]\nset [delete all clones v] to [n]\nset [delete all dialogue v] to [n]\n\nwhen I receive [boss v]\nset [talkin? v] to [y]\nbroadcast (dialogue v)\n\n@thumbnail\n\nwhen I receive [credit v]\nbroadcast (black screen v)\n\nwhen I receive [black screen v]\nswitch costume to (dark v)\nset [fancy stuff? v] to [n]\nstop [other scripts in sprite v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n set size to (300) %\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n repeat (43)\n change y by (2.5)\n change [ghost v] effect by (-2.5)\n end\nend\nif <(costume [number v]) = [3]> then\n show\n go to x: (0) y: (-25)\n set size to (100) %\n set [ghost v] effect to (100)\n forever\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\nend\n\nwhen flag clicked\nset [fancy stuff? v] to [y]\nhide\nswitch costume to (title v)\ncreate clone of (_myself_ v)\nwait (3) seconds\nswitch costume to (press space v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(fancy stuff?) = [n]> then\n delete this clone\n end\nend\n\nwhen [timer v] > (0.001)\nshow\nset [ghost v] effect to (0)\nswitch costume to (thumbnail v)\n\nwhen I receive [position v]\ngo to [front v] layer\n\n
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turbowarp link\n=================================\nhttps://turbowarp.org/524173913\n=================================\npress SPACE 2 advance dialogue\n\nrest of instructions in game.\n\nyou are playing as a character in the game named Bennett Bullets. Mr. Bullets is an agent hired by the goverment to stop a dude called Peter who is a villan, duh. will Mr. Bullets capture Peter? play the game to find out.
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Daylight 2 || Multiplayer platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Darkside \(feat v] until done\nend\n\n@Loading\n\nwhen flag clicked\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\nforever\n go [forward v] (10) layers\nend\n\nwhen I receive [begin v]\nset [1 v] to [1]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat until <(1) = [1]>\n show\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\nforever\n hide\nend\n\nwhen flag clicked\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen flag clicked\nset [1 v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nwait (3) seconds\nset [☁ p1 v] to [0]\n\n@Thumbnail\n\nwhen [timer v] > (0.01)\nswitch costume to (thumbnail v)\nset size to (105) %\nset [ghost v] effect to (100)\npoint in direction (90)\ngo to x: (0) y: (-400)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2))\nend\n\nwhen flag clicked\nhide\nswitch costume to (thumbnail v)\nset size to (105) %\nset [ghost v] effect to (100)\ngo to x: (-400) y: (0)\npoint in direction (90)\ngo to [front v] layer\nforever\n reset timer\nend\n\nchange x by (10)\n\n@Enemies\n\nwhen I receive [restart v]\ndelete this clone\n\ndefine Clone (x) (y)\ngo to x: (x) y: (y)\nset rotation style [all around v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\npoint in direction (90)\nrepeat (10)\n change [ghost v] effect by (-10)\n turn right (5) degrees\nend\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nrepeat (10)\n change [ghost v] effect by (10)\n turn right (5) degrees\nend\nhide\n\nwhen I receive [create clone v]\nhide\nClone Create\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n set rotation style [left-right v]\n clear graphic effects\n set size to (16) %\n show\n go [forward v] (11) layers\n set [enemyx v] to [0]\n set [enemyy v] to [0]\n forever\n change [enemyy v] by (-1)\n if <([x position v] of [player v]) < ((x position) - (10))> then\n change [enemyx v] by (-0.4)\n point in direction (-90)\n end\n if <((x position) - (-10)) < ([x position v] of [player v])> then\n change [enemyx v] by (0.4)\n point in direction (90)\n end\n set [enemyx v] to ((Enemyx) * (0.9))\n change x by (Enemyx)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (-4)\n change x by ((Enemyx) * (-1))\n end\n change y by (Enemyy)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by ((Enemyy) - ((Enemyy) * (2)))\n set [enemyy v] to [0]\n end\n change y by (-1)\n if <<<((y position) - (-120)) < ([x position v] of [player v])> and <touching (platform v)?>> or <<((y position) - (-120)) < ([x position v] of [player v])> and <touching (locked v)?>>> then\n set [enemyy v] to [14]\n end\n change y by (1)\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n if <touching (player v)?> then\n broadcast (Restart v)\n broadcast (Create Clone v)\n end\n if <touching (lava v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n if <touching (water v)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n end\n end\nelse\n show\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [amount v] to [1]\nset [speed v] to [2]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <touching (tramps v)?> then\n set [enemyy v] to [16]\n end\nend\n\ndefine Clone Create\nif then\n delete this clone\nend\nif <<(Level) = [13]> or <<(Level) = [9]> or <(Level) = [10]>>> then\n Clone [100] [0]\n Clone [160] [200]\nend\n\nwhen flag clicked\nforever\n if then\n delete this clone\n end\nend\n\nwhen I receive [restart v]\nbroadcast (Create Clone v)\n\n@Connection Statements\n\nwhen flag clicked\ngo [forward v] (99) layers\nforever\n switch costume to (Connecting)\nend\n\nwhen I receive [begin v]\nhide\n\nwhen flag clicked\nshow\n\n@Danger\n\nwhen flag clicked\nset [☁ p1 v] to [0]\nset [layers v] to [100000]\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nbroadcast (Restart v)\nchange [level v] by (1)\nnext costume\n\n@Platform\n\nwhen flag clicked\nhide\ngo to [front v] layer\nswitch costume to (1 v)\nwait until <(Level) = [9]>\nbroadcast (Create Clone v)\nwait until <(Level) = [10]>\nbroadcast (Create Clone v)\nwait until <(Level) = [13]>\nbroadcast (Create Clone v)\n\nwhen I receive [next level v]\nif <(costume [number v]) < [17]> then\n next costume\nelse\n switch costume to (17 v)\nend\n\nwhen I receive [begin v]\nshow\n\n@Other players\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (90)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(Players :) = (player #)> then\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nsay (value)\nvalue=read from encode\nvalue=read from encode\nset x to (value)\nvalue=read from encode\nset y to (value)\nvalue=read from encode\nswitch costume to (value)\nvalue=read from encode\nif <(value) = ([costume # v] of [platform v])> then\n show\nelse\n hide\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 [players : v] to (player #)\nend\n\nwhen flag clicked\nset size to (70) %\n\nset [level v] to [9]\n\n@player\n\nwhen I receive [begin v]\nrepeat (60)\n if <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <<<<touching (platform v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (platform v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>>>>> then\n set [kickout v] to [0]\n else\n change [kickout v] by (1)\n end\n wait (1) seconds\nend\nif <(Kickout) = [60]> then\n stop [all v]\nend\n\ndefine Run Engine\nchange [yv 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 [xv v] by (-0.7)\n switch costume to (1 v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [xv v] by (0.7)\n switch costume to (2 v)\nend\nset [xv v] to ((XV) * (0.9))\nchange x by (XV)\nif <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change x by ((XV) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(XV) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [9]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (YV)\nif <<touching (platform v)?> or <touching (locked v)?>> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\nend\nchange y by (-0.5)\nif <<<<touching (platform v)?> or <touching (locked v)?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<<touching (platform v)?> or <touching (locked v)?>> and <<(mouse y) > (y position)> and <mouse down?>>>> then\n switch costume to (4 v)\n set [yv v] to [9.5]\nend\nchange y by (0.5)\nif <touching (tramps - xv v)?> then\n set [xv v] to [15]\n set [yv v] to [7]\nend\nif <<touching (tramps - yv v)?> and <(Level) = [9]>> then\n set [yv v] to [14]\nelse\n if <<touching (tramps - yv v)?> and <not <(Level) = [9]>>> then\n set [yv v] to [12]\n end\nend\nif <<<<touching (danger v)?> or <touching (saws v)?>> or <touching (lava v)?>> or <touching (enemies v)?>> then\n broadcast (Restart v)\n go to x: (X Spawn) y: (Y Spawn)\n repeat (20)\n change [ghost v] effect by (5)\n end\n repeat (20)\n change [ghost v] effect by (-5)\n end\n set [xv v] to [0]\n set [yv v] to [0]\nend\nif <(x position) > [233]> then\n broadcast (Restart v)\n go to x: (X Spawn) y: (Y Spawn)\n broadcast (Next Level v)\n change [level v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\nend\n\nwhen flag clicked\nset [y spawn v] to [-60]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nswitch costume to (player v)\nswitch backdrop to (cavesbackround v)\nshow\nset size to (70) %\nset [xv v] to [0]\nset [yv v] to [0]\n\ndefine Run block\nRun Engine\n\nwhen flag clicked\nset [max players v] to [4]\nset [players : v] to [0]\nbroadcast (setups v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(Players :) > [0]> then\n set [☁ p1 v] to [2]\nelse\n set [☁ p1 v] to [3]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nforever\n Run block\n if <(Players :) > [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 set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (round (x position)) to encoded\nwrite (round (y position)) to encoded\nwrite (costume [number v]) to encoded\nwrite ([costume # v] of [platform v]) to encoded\nset cloud # (Players :) to (encodied)\n\nwhen flag clicked\nset [connecting v] to [1]\n\nwhen flag clicked\nforever\n if <not <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <<<<touching (platform v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (platform v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>>>>>> then\n switch costume to (3 v)\n end\nend\n\nwhen flag clicked\nforever\n set [timer v] to ((timer) + (1))\nend\n\nwhen [timer v] > (Timer)\nif <(Players :) = [1]> then\n set [☁ p1 v] to []\n set [players : v] to []\nelse\n if <(Players :) = [2]> then\n set [☁ p2 v] to []\n set [players : v] to []\n else\n if <(Players :) = [3]> then\n set [☁ p3 v] to []\n set [players : v] to []\n else\n if <(Players :) = [4]> then\n set [☁ p4 v] to []\n set [players : v] to []\n else\n if <(Players :) = [5]> then\n set [☁ p5 v] to []\n set [players : v] to []\n else\n if <(Players :) = [6]> then\n set [☁ p6 v] to []\n set [players : v] to []\n else\n if <(Players :) = [7]> then\n set [☁ p7 v] to []\n set [players : v] to []\n else\n if <(Players :) = [8]> then\n set [☁ p8 v] to []\n set [players : v] to []\n else\n if <(Players :) = [9]> then\n set [☁ p9 v] to []\n set [players : v] to []\n else\n set [☁ p10 v] to []\n set [players : v] to []\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nreset timer\nset [timer v] to [0]\n\ndefine Player Script\ngo to x: (-206) y: (-95)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [1 v]\nhide\nwait (1.2) seconds\nshow\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [restart v]\ngo to x: (X Spawn) y: (Y Spawn)\n\n@...\n\nwhen flag clicked\nhide\nwait (.01) seconds\ngo to x: (0) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n go to x: (0) y: (0)\n set [brightness v] effect to (20)\n else\n go to x: (0) y: (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (1 v)\nwait (.1) seconds\nbroadcast (Next Level v)\nwait (.1) seconds\nbroadcast (Restart v)\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen flag clicked\nwait (3) seconds\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\n\nwhen flag clicked\nrepeat until <(Level) = [14]>\n show\nend\nwait until <(Level) = [14]>\nforever\n hide\nend\n\n
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Welcome to Daylight 2\nMy first multiplayer platformer is now out\n-arrow keys. IT'S MOBILE FRIENDLY\n-avoid the spikes and the lava \n-try to beat it\n-enjoy!\nBtw , the monsters are still working on \n
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Pink Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [the piano moosic v] until done\nend\n\n@Player\n\ndefine Touch Ground\nrepeat until <not <<touching (level v)?> or <touching ( moving level v)?>>>\n change y by (1)\n set [y velocity v] to [0]\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [last level v] to [30]\nReset to Position: [-210] [100]\nshow\nforever\n Platformer [1] [0.9] [15] [-1] Walljump: [-5] [10]\nend\n\ndefine Platformer (speed) (friction) (jump height) (gravity) Walljump: (x \(walljump\)) (y \(walljump\))\nAnimation\nif <not <touching (ladder v)?>> then\n if <<<key (right arrow v) pressed?> or <key (b v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (speed)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by ((speed) * (-1))\n end\n set [x velocity v] to ((X Velocity) * (friction))\nend\nchange x by (X Velocity)\nif <<touching (level v)?> or <touching ( moving level v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching ( moving level v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching ( moving level v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching ( moving level v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching ( moving level v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching ( moving level v)?>> then\n change x by ((X Velocity) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to (x \(walljump\))\n else\n set [x velocity v] to ((x \(walljump\)) * (-1))\n end\n set [y velocity v] to (y \(walljump\))\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\nend\nif <not <<<touching (ladder v)?> or <touching (water v)?>> or <touching (jumping v)?>>> then\n change [y velocity v] by (gravity)\nend\nchange y by (Y Velocity)\nTouch Ground\nchange y by (-1)\nif <<<touching (level v)?> or <touching ( moving level v)?>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <not <touching (ladder v)?>> then\n set [y velocity v] to (jump height)\n end\nend\nchange y by (1)\nif <<(x position) > [239]> and <not <(Level) = (Last Level)>>> then\n change [level v] by (1)\n Reset to Position: [-210] [100]\nend\nif <(y position) < [-178]> then\n Reset to Position: [-210] [100]\nend\nDetections\n\ndefine Reset to Position: (x) (y)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (x) y: (y)\ngo to [front v] layer\nshow\n\ndefine Animation\nif <not <key (any v) pressed?>> then\n switch costume to (idle v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\nend\nif <<<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)\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 (down v)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> 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)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> 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)\nend\n\ndefine Detections\nif <touching (danger v)?> then\n Reset to Position: [-210] [100]\nend\nif <touching (water v)?> then\n change [y velocity v] by (-0.1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (0.5)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [x velocity v] to (0.5)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n set [x velocity v] to (0.5)\n end\n set [y velocity v] to ((Y Velocity) * (0.9))\nend\nif <touching (ladder v)?> then\n set [x velocity 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 set [y velocity v] to (20)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < (y position)>>> then\n set [y velocity v] to (-20)\n end\n set [y velocity v] to ((Y Velocity) * (0.4))\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [x velocity v] to (2)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n set [x velocity v] to (-2)\n end\n set [y velocity v] to ((Y Velocity) * (0.4))\nend\nif <touching (jumping v)?> then\n set [y velocity v] to [23]\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (50)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n switch costume to (clone2 v)\nelse\n switch costume to (clone v)\nend\n\n@Level\n\nwhen flag clicked\nshow\nforever\n clear graphic effects\n switch costume to (Level)\nend\n\n@ Moving Level\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\n if <(Level) = [16]> then\n go to x: (0) y: (0)\n glide (2) secs to x: (200) y: (0)\n glide (2) secs to x: (0) y: (0)\n end\n if <(Level) = [17]> then\n switch costume to (17 v)\n end\nend\n\n@Danger\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\n if <(Level) = [12]> then\n go to [front v] layer\n end\nend\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n switch costume to (Level)\nend\n\n@Ladder\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\n@Text/Background\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (99)\n\n
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The game tell you how to play?!!!!
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3D platformer v1.05
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@Stage\n\n@Sprite1\n\n@manager\n\nwhen flag clicked\nset [-deltatime v] to [0.0000001]\nerase all\nreset timer\nbroadcast (load v) and wait\nforever\n set [-oldtimer v] to (timer)\n broadcast (update v) and wait\n broadcast (render v) and wait\n set [-deltatime v] to ((timer) - (-OldTimer))\n set [-fps v] to (round ((1) / (-DeltaTime)))\n if <(-DeltaTime) > [.1]> then\n set [-deltatime v] to [.1]\n end\nend\n\n@Load Scene\n\ndefine load Level\nset [tridatalenght v] to [23]\ndelete all of [_tris data v]\ndelete all of [distances v]\ndelete all of [#sort order v]\ndelete all of [notrender v]\ndelete all of [numbers v]\ndelete all of [_objects data v]\nset [counter v] to [0]\nrepeat (10)\n add (counter) to [numbers v]\n change [counter v] by (1)\nend\nload level\n\ndefine add tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) color HSVa (1) (2) (3) (4) mode (m) normal +- (xn) (yn) (zn) bfc <bfc?> offset (x) (y) (z)\nadd <bfc?> to [notrender v]\nadd (x1) to [_tris data v]\nadd (y1) to [_tris data v]\nadd (z1) to [_tris data v]\nadd (x2) to [_tris data v]\nadd (y2) to [_tris data v]\nadd (z2) to [_tris data v]\nadd (x3) to [_tris data v]\nadd (y3) to [_tris data v]\nadd (z3) to [_tris data v]\nadd (1) to [_tris data v]\nadd (2) to [_tris data v]\nadd (3) to [_tris data v]\nadd (4) to [_tris data v]\ndelete all of [creating v]\nget cross product ((x2) - (x1)) ((y2) - (y1)) ((z2) - (z1)) and ((x3) - (x1)) ((y3) - (y1)) ((z3) - (z1))\nadd (=crossProductX) to [creating v]\nadd (=crossProductY) to [creating v]\nadd (=crossProductZ) to [creating v]\nadd ([sqrt v] of (((item (1) of [creating v]) * (item (1) of [creating v])) + (((item (2) of [creating v]) * (item (2) of [creating v])) + ((item (3) of [creating v]) * (item (3) of [creating v])))) ) to [creating v]\nget dot product (xn) (yn) (zn) and (item (1) of [creating v]) (item (2) of [creating v]) (item (3) of [creating v])\nif <[0] > (=dotProduct)> then\n add (() - ((item (1) of [creating v]) / (item (4) of [creating v]))) to [creating v]\n add (() - ((item (2) of [creating v]) / (item (4) of [creating v]))) to [creating v]\n add (() - ((item (3) of [creating v]) / (item (4) of [creating v]))) to [creating v]\nelse\n add ((item (1) of [creating v]) / (item (4) of [creating v])) to [creating v]\n add ((item (2) of [creating v]) / (item (4) of [creating v])) to [creating v]\n add ((item (3) of [creating v]) / (item (4) of [creating v])) to [creating v]\nend\nadd (item (5) of [creating v]) to [_tris data v]\nadd (item (6) of [creating v]) to [_tris data v]\nadd (item (7) of [creating v]) to [_tris data v]\nif <(item (6) of [creating v]) < [0]> then\n add ((((item (5) of [creating v]) * (x1)) + (((item (6) of [creating v]) * (y1)) + ((item (7) of [creating v]) * (z1)))) - ()) to [_tris data v]\nelse\n add ((((() - (item (5) of [creating v])) * (x1)) + (((() - (item (6) of [creating v])) * (y1)) + ((() - (item (7) of [creating v])) * (z1)))) - ()) to [_tris data v]\nend\nadd ((((x1) + ((x2) + (x3))) / (3)) + (x)) to [_tris data v]\nadd ((((y1) + ((y2) + (y3))) / (3)) + (y)) to [_tris data v]\nadd ((((z1) + ((z2) + (z3))) / (3)) + (z)) to [_tris data v]\nadd (m) to [_tris data v]\nadd [0] to [_tris data v]\nadd <bfc?> to [_tris data v]\n\nwhen I receive [load v]\npre-claculate sin and cos\nload Level\nload Player\n\ndefine get dot product (x1) (y1) (z1) and (x2) (y2) (z2)\nset [=dotproduct v] to (((x1) * (x2)) + (((y1) * (y2)) + ((z1) * (z2))))\n\ndefine get cross product (x1) (y1) (z1) and (x2) (y2) (z2)\nset [=crossproductx v] to (((y1) * (z2)) - ((y2) * (z1)))\nset [=crossproducty v] to (((z1) * (x2)) - ((z2) * (x1)))\nset [=crossproductz v] to (((x1) * (y2)) - ((x2) * (y1)))\n\ndefine obj.load scale (s) mode (m) data (d) offset (x) (y) (z)\nobj.getVertexList (d) size (s) offset (x) (y) (z)\nobj.get tris data (d)\nAdd mesh mode (m)\n\ndefine obj.add mat (1) (2) (3) (4)\nadd (1) to [player || materials v]\nadd (2) to [player || materials v]\nadd (3) to [player || materials v]\nadd (4) to [player || materials v]\n\ndefine obj.getVertexList (v) size (s) offset (x) (y) (z)\nset [counter v] to [0]\nrepeat (length of (v))\n change [counter v] by (1)\n if <(letter (counter) of (v)) = [v]> then\n if <(join (letter (counter) of (v)) (letter ((counter) + (1)) of (v))) = [vt]> then\n stop [this script v]\n end\n change [counter v] by (2)\n set [counter3 v] to [0]\n repeat (3)\n change [counter3 v] by (1)\n set [obj.add v] to []\n if <(letter (counter) of (v)) = [-]> then\n repeat (9)\n set [obj.add v] to (join (obj.add) (letter (counter) of (v)))\n change [counter v] by (1)\n end\n else\n repeat (8)\n set [obj.add v] to (join (obj.add) (letter (counter) of (v)))\n change [counter v] by (1)\n end\n end\n if <(counter3) = [1]> then\n set [#x v] to ((obj.add) * (s))\n else\n if <(counter3) = [2]> then\n set [#y v] to ((obj.add) * (s))\n else\n set [#z v] to ((obj.add) * (s))\n rotation matrix from Y (#x) (#y) (#z)\n add ((#x) + (x)) to [player || vertex v]\n add ((#y) + (y)) to [player || vertex v]\n add ((#z) + (z)) to [player || vertex v]\n end\n end\n change [counter v] by (1)\n end\n change [counter v] by (-1)\n end\nend\n\ndefine obj.skip vt and vn (data)\nset [counter v] to (((length of (player || Vertex)) - (length of [player || vertex v])) * (2))\nrepeat until <(join (letter (counter) of (data)) (join (letter ((counter) + (1)) of (data)) (letter ((counter) + (2)) of (data)))) = [use]>\n change [counter v] by (1)\nend\n\ndefine obj.get tris data (f)\nobj.skip vt and vn (f)\nset [obj.lastmat v] to [1]\nrepeat ((length of (f)) - (counter))\n change [counter v] by (1)\n if <(counter) > (length of (f))> then\n stop [this script v]\n end\n if <(join (letter (counter) of (f)) (join (letter ((counter) + (1)) of (f)) (letter ((counter) + (2)) of (f)))) = [use]> then\n change [counter v] by (7)\n change [obj.lastmat v] by (1)\n end\n if <(letter (counter) of (f)) = [f]> then\n if <[numbers v] contains (letter ((counter) + (2)) of (f))?> then\n change [counter v] by (2)\n repeat (2)\n add to data (f)\n wait to space (f)\n change [counter v] by (1)\n end\n add to data (f)\n add (obj.lastMat) to [player || tris v]\n wait to space (f)\n if <[numbers v] contains (letter ((counter) + (1)) of (f))?> then\n add (item ((length of [player || tris v]) - (3)) of [player || tris v]) to [player || tris v]\n add (item ((length of [player || tris v]) - (2)) of [player || tris v]) to [player || tris v]\n change [counter v] by (1)\n add to data (f)\n add (obj.lastMat) to [player || tris v]\n change [counter v] by (1)\n end\n else\n change [counter v] by (1)\n end\n end\nend\n\ndefine wait to space (s)\nrepeat until <(letter (counter) of (s)) = [ ]>\n change [counter v] by (1)\n if <(counter) > (length of (s))> then\n stop [this script v]\n end\nend\n\ndefine add to data (d)\nset [obj.add v] to []\nrepeat until <(letter (counter) of (d)) = [/]>\n if <not <(letter (counter) of (d)) = [/]>> then\n set [obj.add v] to (join (obj.add) (letter (counter) of (d)))\n change [counter v] by (1)\n end\nend\nadd (obj.add) to [player || tris v]\n\ndefine Add mesh mode (m)\nset [counter v] to [0]\nrepeat ((length of [player || tris v]) / (4))\n change [counter v] by (4)\n add tri (item (((item ((counter) - (3)) of [player || tris v]) * (3)) - (2)) of [player || vertex v]) (item (((item ((counter) - (3)) of [player || tris v]) * (3)) - (1)) of [player || vertex v]) (item (((item ((counter) - (3)) of [player || tris v]) * (3)) - (0)) of [player || vertex v]) (item (((item ((counter) - (2)) of [player || tris v]) * (3)) - (2)) of [player || vertex v]) (item (((item ((counter) - (2)) of [player || tris v]) * (3)) - (1)) of [player || vertex v]) (item (((item ((counter) - (2)) of [player || tris v]) * (3)) - (0)) of [player || vertex v]) (item (((item ((counter) - (1)) of [player || tris v]) * (3)) - (2)) of [player || vertex v]) (item (((item ((counter) - (1)) of [player || tris v]) * (3)) - (1)) of [player || vertex v]) (item (((item ((counter) - (1)) of [player || tris v]) * (3)) - (0)) of [player || vertex v]) color HSVa (item (((item (counter) of [player || tris v]) * (4)) - (3)) of [player || materials v]) (item (((item (counter) of [player || tris v]) * (4)) - (2)) of [player || materials v]) (item (((item (counter) of [player || tris v]) * (4)) - (1)) of [player || materials v]) (item (((item (counter) of [player || tris v]) * (4)) - (0)) of [player || materials v]) mode (m) normal +- [] [] [] bfc <(_BFC) = [true]> offset [] [0] []\nend\nfix fox ears\n\ndefine fix fox ears\nreplace item (length of [_tris data v]) of [_tris data v] with [false]\nreplace item ((length of [_tris data v]) - ((triDataLenght) * (1))) of [_tris data v] with [false]\n\ndefine load Player\nset [_bfc v] to [true]\nset [\(ysin v] to [0]\nset [\(ycos v] to [1]\ndelete all of [player || tris v]\ndelete all of [player || vertex v]\ndelete all of [player || materials v]\nadd [shadow] to [_objects data v]\nadd [0] to [_objects data v]\nadd [0] to [_objects data v]\nadd [0] to [_objects data v]\nadd [100] to [_objects data v]\nobj.add mat [8] [100] [45] [0]\nobj.add mat [10] [70] [60] [0]\nobj.add mat [9] [80] [30] [0]\nobj.get tris data [v 0.128589 4.442776 -0.351741 v 0.128589 5.267098 -0.700000 v 0.128589 4.442776 -1.048259 v -0.003568 2.714495 0.001157 v -2.624099 3.535924 0.000000 v 0.130326 4.442146 1.049129 v 0.132062 4.441518 -1.050000 v -0.854796 -1.000000 1.000000 v -0.854796 -1.000000 -1.000000 v 0.854796 -1.000000 1.000000 v 0.854796 -1.000000 -1.000000 v -0.325136 -2.243612 -0.650000 v -0.012469 -0.934976 -0.650000 v 0.168802 -2.243612 -0.350000 v 0.168802 -2.243612 -0.950000 v -0.325136 -2.243612 0.650000 v -0.012469 -0.934976 0.650000 v 0.168802 -2.243612 0.950000 v 0.168802 -2.243612 0.350000 v -0.343633 0.860373 -1.245143 v 0.178051 0.683009 -0.982584 v 0.178051 1.037737 -1.507701 v -0.343633 0.860373 1.245142 v -0.012469 2.708744 -0.003471 v 0.178051 0.683009 0.982584 v 0.178051 1.037737 1.507701 v 0.128589 5.267098 0.700000 v 0.128589 4.442776 0.351741 vt 0.375000 0.250000 vt 0.625000 0.500000 vt 0.375000 0.500000 vt 0.625000 0.750000 vt 0.375000 0.750000 vt 0.625000 1.000000 vt 0.375000 1.000000 vt 0.125000 0.500000 vt 0.375000 0.250000 vt 0.625000 0.500000 vt 0.375000 0.500000 vt 0.625000 0.750000 vt 0.375000 0.750000 vt 0.625000 1.000000 vt 0.375000 1.000000 vt 0.125000 0.500000 vt 0.125000 0.750000 vt 0.375000 0.250000 vt 0.625000 0.500000 vt 0.375000 0.500000 vt 0.625000 0.750000 vt 0.375000 0.750000 vt 0.625000 1.000000 vt 0.375000 1.000000 vt 0.125000 0.500000 vt 0.375000 0.250000 vt 0.625000 0.500000 vt 0.375000 0.500000 vt 0.625000 0.750000 vt 0.375000 0.750000 vt 0.625000 1.000000 vt 0.375000 1.000000 vt 0.125000 0.500000 vt 0.375000 0.250000 vt 0.375000 0.500000 vt 0.375000 0.750000 vt 0.375000 1.000000 vt 0.125000 0.500000 vt 0.375000 0.250000 vt 0.375000 0.500000 vt 0.625000 0.500000 vt 0.375000 0.750000 vt 0.625000 0.750000 vt 0.375000 1.000000 vt 0.625000 1.000000 vt 0.125000 0.500000 vt 0.375000 0.000000 vt 0.625000 0.250000 vt 0.000000 0.000000 vt 1.000000 1.000000 vt 0.000000 1.000000 vt 0.000000 0.000000 vt 1.000000 1.000000 vt 0.000000 1.000000 vn -0.1577 -0.5043 -0.8490 vn -0.3123 0.9500 -0.0005 vn -0.1581 -0.5031 0.8496 vn 0.9970 -0.0778 0.0008 vn 0.0000 0.2602 -0.9655 vn 0.9743 0.2252 0.0000 vn 0.0000 0.2597 0.9657 vn 0.0000 -1.0000 0.0000 vn -0.5152 0.1231 -0.8482 vn 0.9905 0.1372 0.0000 vn -0.5152 0.1231 0.8482 vn -0.5176 0.5407 -0.6632 vn 0.9967 0.0671 0.0454 vn -0.5174 -0.4100 0.7511 vn -0.0000 -0.8286 -0.5598 vn -0.5176 0.5407 0.6631 vn 0.9964 0.0705 -0.0476 vn -0.5176 -0.4133 -0.7492 vn -0.0000 -0.8286 0.5598 vn -0.9747 0.2234 0.0000 vn -1.0000 -0.0000 0.0000 vn -1.0000 -0.0011 0.0025 usemtl Material s off f 4/1/1 5/2/1 7/3/1 f 7/3/2 5/4/2 6/5/2 f 6/5/3 5/6/3 4/7/3 f 4/8/4 7/3/4 6/5/4 f 9/9/5 4/10/5 11/11/5 f 11/11/6 4/12/6 10/13/6 f 10/13/7 4/14/7 8/15/7 f 9/16/8 11/11/8 10/13/8 8/17/8 f 12/18/9 13/19/9 15/20/9 f 15/20/10 13/21/10 14/22/10 f 14/22/11 13/23/11 12/24/11 f 12/25/8 15/20/8 14/22/8 f 16/26/9 17/27/9 19/28/9 f 19/28/10 17/29/10 18/30/10 f 18/30/11 17/31/11 16/32/11 f 16/33/8 19/28/8 18/30/8 f 20/34/12 4/10/12 22/35/12 f 22/35/13 4/12/13 21/36/13 f 21/36/14 4/14/14 20/37/14 f 20/38/15 22/35/15 21/36/15 f 23/39/16 26/40/16 24/41/16 f 26/40/17 25/42/17 24/43/17 f 25/42/18 23/44/18 24/45/18 f 23/46/19 25/42/19 26/40/19 usemtl tripa f 8/47/20 4/48/20 9/9/20 usemtl orejas f 1/49/21 2/50/21 3/51/21 f 6/52/22 27/53/22 28/54/22]\nset [playertris# v] to ((length of [player || tris v]) / (4))\nAdd mesh mode [plTris]\nplayer Vertex s [8] obj [v 0.128589 4.442776 -0.351741 v 0.128589 5.267098 -0.700000 v 0.128589 4.442776 -1.048259 v -0.003568 2.714495 0.001157 v -2.624099 3.535924 0.000000 v 0.130326 4.442146 1.049129 v 0.132062 4.441518 -1.050000 v -0.854796 -1.000000 1.000000 v -0.854796 -1.000000 -1.000000 v 0.854796 -1.000000 1.000000 v 0.854796 -1.000000 -1.000000 v -0.325136 -2.243612 -0.650000 v -0.012469 -0.934976 -0.650000 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v]\nend\n\ndefine load level\nset [\(ysin v] to [1]\nset [\(ycos v] to [0]\nset [_bfc v] to [false]\ndelete all of [player || tris v]\ndelete all of [player || vertex v]\ndelete all of [player || materials v]\nobj.add mat [34] [94] [80] [0]\nobj.add mat [7] [85] [80] [0]\nobj.add mat [15] [90] [95] [0]\nobj.add mat [0] [75] [100] [0]\nobj.add mat [65] [75] [95] [0]\nobj.getVertexList [v -0.861724 0.000000 2.000000 v 2.000000 0.000000 2.000000 v -0.861724 0.000000 -2.000000 v 2.000000 0.000000 -2.000000 v -0.861724 0.000000 0.000000 v 2.000000 0.000000 0.000000 v -0.861724 0.724720 2.000000 v -0.861724 0.724720 -2.000000 v -0.861724 0.724720 0.000000 v -2.436208 0.724720 2.000000 v -2.436208 0.724720 -2.000000 v -2.436208 0.724720 0.000000 v -3.911711 0.724720 2.000000 v -3.911711 0.724720 -2.000000 v -3.911711 0.724720 0.000000 v 0.569138 0.000000 2.000000 v 0.569138 0.000000 -2.000000 v 0.569138 0.000000 0.000000 v -7.362418 2.086655 2.000000 v -7.362418 2.086655 -2.000000 v -7.362418 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vn 0.0000 0.8280 -0.5608 vn -0.0000 0.9864 0.1644 vn 0.0000 0.7962 0.6051 vn -0.1961 0.9806 0.0000 usemtl Material s off f 5/1/1 3/2/1 8/3/1 9/4/1 f 1/5/1 5/1/1 9/4/1 7/6/1 f 9/4/2 8/3/2 11/7/2 12/8/2 f 7/6/2 9/4/2 12/8/2 10/9/2 f 12/8/2 11/7/2 14/10/2 15/11/2 f 10/9/2 12/8/2 15/11/2 13/12/2 f 22/13/2 25/14/2 20/15/2 21/16/2 f 26/17/2 22/13/2 21/16/2 19/18/2 f 13/12/3 15/11/3 23/19/3 27/20/3 f 27/20/4 23/19/4 22/13/4 26/17/4 f 15/11/3 14/10/3 24/21/3 23/19/3 f 23/19/4 24/21/4 25/14/4 22/13/4 usemtl Material.001 f 41/22/2 40/23/2 43/24/2 44/25/2 f 39/26/2 41/22/2 44/25/2 42/27/2 usemtl Material.002 f 10/9/5 13/12/5 30/28/5 29/29/5 f 7/6/5 10/9/5 29/29/5 28/30/5 f 29/29/2 30/28/2 33/31/2 32/32/2 f 28/30/2 29/29/2 32/32/2 31/33/2 f 48/34/6 49/35/6 36/36/6 35/37/6 f 50/38/6 48/34/6 35/37/6 34/39/6 f 35/37/2 36/36/2 38/40/2 f 34/39/2 35/37/2 38/40/2 37/41/2 f 31/33/6 32/32/6 48/34/6 50/38/6 f 32/32/6 33/31/6 49/35/6 48/34/6 f 68/42/2 73/43/2 67/44/2 66/45/2 f 34/39/2 37/41/2 71/46/2 70/47/2 f 70/47/2 71/46/2 72/48/2 69/49/2 f 69/49/2 72/48/2 73/43/2 68/42/2 f 76/50/7 79/51/7 74/52/7 75/53/7 f 68/42/7 66/45/7 78/54/7 77/55/7 f 77/55/7 78/54/7 79/51/7 76/50/7 f 75/53/2 74/52/2 80/56/2 81/57/2 usemtl Material.003 f 18/58/2 6/59/2 4/60/2 17/61/2 f 16/62/2 2/63/2 6/59/2 18/58/2 f 1/5/2 16/62/2 18/58/2 5/1/2 f 5/1/2 18/58/2 17/61/2 3/2/2 usemtl Material.004 f 14/10/2 11/7/2 46/64/2 47/65/2 f 11/7/2 8/3/2 45/66/2 46/64/2 f 56/67/8 59/68/8 52/69/8 53/70/8 f 59/68/8 61/71/8 51/72/8 52/69/8 f 53/70/2 52/69/2 55/73/2 f 52/69/2 51/72/2 54/74/2 55/73/2 f 46/64/8 45/66/8 60/75/8 58/76/8 f 58/76/8 60/75/8 61/71/8 59/68/8 f 47/65/8 46/64/8 58/76/8 57/77/8 f 57/77/8 58/76/8 59/68/8 56/67/8 f 54/74/9 51/72/9 62/78/9 63/79/9 f 63/79/2 62/78/2 64/80/2 65/81/2 f 64/80/2 62/78/2 82/82/2 83/83/2]\nAdd mesh mode [ground]\n\ndefine rotation matrix from Y (x) (y) (z)\nset [#x v] to (((x) * (\(Ycos)) + ((z) * (\(Ysin)))\nset [#y v] to (y)\nset [#z v] to (((z) * (\(Ycos)) - ((x) * (\(Ysin)))\n\ndefine player Vertex s (s) obj (obj)\nif <(length of [player || vertex v]) = [0]> then\n obj.getVertexList (obj) size (s) offset [] ((18) - (_PlayerRadius)) []\n set [playervertex# v] to ((length of [player || vertex v]) / (3))\nelse\n obj.getVertexList (obj) size (s) offset [] ((18) - (_PlayerRadius)) []\nend\n\n@update\n\ndefine Get Direction (dx) (dy)\nif <(dy) = [0]> then\n if <(dx) > [0]> then\n set [@get direction v] to [90]\n else\n set [@get direction v] to [-90]\n end\nelse\n set [@get direction v] to ([atan v] of ((dx) / (dy)) )\n if <(dy) < [0]> then\n if <(dx) > [0]> then\n change [@get direction v] by (180)\n else\n if <(dx) < [0]> then\n change [@get direction v] by (-180)\n else\n set [@get direction v] to [180]\n end\n end\n end\nend\n\ndefine Update\nplayer Physics\nshadow\nplayer update\nupateCamera\nadd distances\nlights for tris\nchange tri normals dir\n\nwhen I receive [update v]\nUpdate\n\ndefine sort\n\nset [sort1 v] to (length of [distances v])\nrepeat ((Sort1) - (1))\n set [sort2 v] to [1]\n set [sort3 v] to [0]\n repeat (Sort1)\n change [sort3 v] by (1)\n if <(item (Sort2) of [distances v]) < (item (Sort3) of [distances v])> then\n set [sort2 v] to (Sort3)\n end\n end\n set [sort4 v] to (item (Sort2) of [distances v])\n replace item (Sort2) of [distances v] with (item (Sort1) of [distances v])\n replace item (Sort1) of [distances v] with (Sort4)\n set [sort4 v] to (item (Sort2) of [#sort order v])\n replace item (Sort2) of [#sort order v] with (item (Sort1) of [#sort order v])\n replace item (Sort1) of [#sort order v] with (Sort4)\n change [sort1 v] by (-1)\nend\n\ndefine add distances\ndelete all of [distances v]\ndelete all of [#sort order v]\nset [counter v] to [0]\nrepeat ((length of [_tris data v]) / (triDataLenght))\n change [counter v] by (triDataLenght)\n if <(item ((counter) - ((triDataLenght) - (21))) of [_tris data v]) = [plTris]> then\n raw 3D dist (item ((counter) - ((triDataLenght) - (18))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (19))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (20))) of [_tris data v]) to (_ScrollX) (_ScrollY) (_ScrollZ)\n else\n raw 3D dist (item ((counter) - ((triDataLenght) - (18))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (19))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (20))) of [_tris data v]) to (_ScrollX) ((_ScrollY) + (80)) (_ScrollZ)\n end\n add distance (round (distance))\nend\nset [counter v] to [0]\nrepeat ((length of [_objects data v]) / (5))\n change [counter v] by (5)\n if <(item ((counter) - (4)) of [_objects data v]) = [shadow]> then\n raw 3D dist (item ((counter) - (3)) of [_objects data v]) (item ((counter) - (2)) of [_objects data v]) (item ((counter) - (1)) of [_objects data v]) to (_ScrollX) ((_ScrollY) + (40)) (_ScrollZ)\n else\n raw 3D dist (item ((counter) - (3)) of [_objects data v]) (item ((counter) - (2)) of [_objects data v]) (item ((counter) - (1)) of [_objects data v]) to (_ScrollX) ((_ScrollY) + (80)) (_ScrollZ)\n end\n add distance (round (distance))\nend\n\ndefine raw 3D dist (x1) (y1) (z1) to (x2) (y2) (z2)\nset [distance v] to ((((x1) - (x2)) * ((x1) - (x2))) + ((((y1) - (y2)) * ((y1) - (y2))) + (((z1) - (z2)) * ((z1) - (z2)))))\n\ndefine lights for tris\nset [/lightdirx v] to ([sin v] of (Light Dir.) )\nset [/lightdiry v] to [-0.75]\nset [/lightdirz v] to ([cos v] of (Light Dir.) )\nset [/lightdirdist v] to ([sqrt v] of (((/LightDirZ) * (/LightDirZ)) + (((/LightDirY) * (/LightDirY)) + ((/LightDirX) * (/LightDirX)))) )\nset [/lightdirx v] to ((/LightDirX) / (/lightDirDist))\nset [/lightdiry v] to ((/LightDirY) / (/lightDirDist))\nset [/lightdirz v] to ((/LightDirZ) / (/lightDirDist))\nset [counter v] to [0]\nrepeat ((length of [_tris data v]) / (triDataLenght))\n change [counter v] by (triDataLenght)\n get dot product (item ((counter) - ((triDataLenght) - (14))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (15))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (16))) of [_tris data v]) and (/LightDirX) (/LightDirY) (/LightDirZ)\n set [=dotproduct v] to ((0) - (=dotProduct))\n if <(=dotProduct) > [0]> then\n replace item ((counter) - ((triDataLenght) - (22))) of [_tris data v] with ((=dotProduct) * (10))\n else\n replace item ((counter) - ((triDataLenght) - (22))) of [_tris data v] with ((=dotProduct) * (20))\n end\nend\n\ndefine get dot product (x1) (y1) (z1) and (x2) (y2) (z2)\nset [=dotproduct v] to (((x1) * (x2)) + (((y1) * (y2)) + ((z1) * (z2))))\n\ndefine get cross product (x1) (y1) (z1) and (x2) (y2) (z2)\nset [=crossproductx v] to (((y1) * (z2)) - ((y2) * (z1)))\nset [=crossproducty v] to (((z1) * (x2)) - ((z2) * (x1)))\nset [=crossproductz v] to (((x1) * (y2)) - ((x2) * (y1)))\n\ndefine change tri normals dir\nset [counter v] to [0]\nrepeat ((length of [_tris data v]) / (triDataLenght))\n change [counter v] by (triDataLenght)\n get dot product ((_ScrollX) - (item ((counter) - ((triDataLenght) - (18))) of [_tris data v])) ((_ScrollY) - (item ((counter) - ((triDataLenght) - (19))) of [_tris data v])) ((_ScrollZ) - (item ((counter) - ((triDataLenght) - (20))) of [_tris data v])) and (item ((counter) - ((triDataLenght) - (14))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (15))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (16))) of [_tris data v])\n replace item ((counter) / (triDataLenght)) of [notrender v] with [false]\n if <(=dotProduct) < [0]> then\n if <(item ((counter) - ((triDataLenght) - (23))) of [_tris data v]) = [false]> then\n replace item ((counter) - ((triDataLenght) - (14))) of [_tris data v] with ((0) - (item ((counter) - ((triDataLenght) - (14))) of [_tris data v]))\n replace item ((counter) - ((triDataLenght) - (15))) of [_tris data v] with ((0) - (item ((counter) - ((triDataLenght) - (15))) of [_tris data v]))\n replace item ((counter) - ((triDataLenght) - (16))) of [_tris data v] with ((0) - (item ((counter) - ((triDataLenght) - (16))) of [_tris data v]))\n else\n replace item ((counter) / (triDataLenght)) of [notrender v] with [true]\n end\n end\nend\n\ndefine || sphere to sphere collision || s1 (x1) (y1) (z1) (r1) player (x2) (y2) (z2)\nset [collision? v] to [false]\nset [distance v] to ((((x1) - (x2)) * ((x1) - (x2))) + ((((y1) - (y2)) * ((y1) - (y2))) + (((z1) - (z2)) * ((z1) - (z2)))))\nif <not <(distance) > ((r1) * (r1))>> then\n set [collision? v] to [true]\n set [distance v] to ([sqrt v] of (distance) )\nend\n\ndefine closer point from line (x1) (y1) (z1) (x2) (y2) (z2) to (x) (y) (z)\n raw 3D dist ((x2) - (x1)) ((y2) - (y1)) ((z2) - (z1)) to [] [] []\nget dot product ((x) - (x1)) ((y) - (y1)) ((z) - (z1)) and ((x2) - (x1)) ((y2) - (y1)) ((z2) - (z1))\nset [counter3 v] to ((=dotProduct) / (distance))\nif <(counter3) < [0]> then\n point (x1) (y1) (z1)\nelse\n if <[1] < (counter3)> then\n point (x2) (y2) (z2)\n else\n set [pointx v] to ((((x2) - (x1)) * (counter3)) + (x1))\n set [pointy v] to ((((y2) - (y1)) * (counter3)) + (y1))\n set [pointz v] to ((((z2) - (z1)) * (counter3)) + (z1))\n end\nend\n\ndefine || sphere to line collsion || line (x1) (y1) (z1) (x2) (y2) (z2) sphere (x) (y) (z) (r)\n|| AABB and box collision || AABB (x1) (y1) (z1) (x2) (y2) (z2) box (x) (y) (z) (r)\nif <(collision?) = [true]> then\n closer point from line (x1) (y1) (z1) (x2) (y2) (z2) to (x) (y) (z)\n || sphere to sphere collision || s1 (x) (y) (z) (r) player (PointX) (PointY) (PointZ)\nend\n\ndefine || AABB and box collision || AABB (x1) (y1) (z1) (x2) (y2) (z2) box (x) (y) (z) (r)\norder (x1) (y1) (z1) (x2) (y2) (z2)\nset [collision? v] to <<<((x) + (r)) > (#x)> and <((x) - (r)) < (#x2)>> and <<<((y) + (r)) > (#y)> and <((y) - (r)) < (#y2)>> and <<((z) + (r)) > (#z)> and <((z) - (r)) < (#z2)>>>>\n\ndefine order (x1) (y1) (z1) (x2) (y2) (z2)\nif <(z2) > (z1)> then\n set [#z v] to (z1)\n set [#z2 v] to (z2)\nelse\n set [#z v] to (z2)\n set [#z2 v] to (z1)\nend\nif <(y2) > (y1)> then\n set [#y v] to (y1)\n set [#y2 v] to (y2)\nelse\n set [#y v] to (y2)\n set [#y2 v] to (y1)\nend\nif <(x2) > (x1)> then\n set [#x v] to (x1)\n set [#x2 v] to (x2)\nelse\n set [#x v] to (x2)\n set [#x2 v] to (x1)\nend\n\ndefine || sphere to tri collision || tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) sphere (x) (y) (z) (r) tri plane (nx) (ny) (nz) (na)\nset [colliderdistance v] to [1]\n|| set collider normal || [0] [1] [0]\n|| AABB and Box Collision [tri] || tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) box (x) (y) (z) (r)\nif <(collision?) = [true]> then\n get dot product ((x1) - (x)) ((y1) - (y)) ((z1) - (z)) and (nx) (ny) (nz)\n set [collidernormalw v] to (na)\n if <[0] < (=dotProduct)> then\n || set collider normal || (nx) (ny) (nz)\n else\n || set collider normal || (() - (nx)) (() - (ny)) (() - (nz))\n end\n set [distance v] to ([abs v] of ((((ColliderNormalX) * (x)) + (((ColliderNormalY) * (y)) + ((ColliderNormalZ) * (z)))) - (ColliderNormalW)) )\n || closer point of a plane to a point || point out of plane (x) (y) (z) point in plane (x1) (y1) (z1)\n if <(distance) < (r)> then\n || point is in tri? || tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) point (PointX) (PointY) (PointZ)\n if <(collision?) = [false]> then\n || sphere to line collsion || line (x1) (y1) (z1) (x3) (y3) (z3) sphere (x) (y) (z) (r)\n if <(collision?) = [false]> then\n || sphere to line collsion || line (x3) (y3) (z3) (x2) (y2) (z2) sphere (x) (y) (z) (r)\n if <(collision?) = [false]> then\n || sphere to line collsion || line (x1) (y1) (z1) (x2) (y2) (z2) sphere (x) (y) (z) (r)\n end\n end\n end\n else\n set [collision? v] to [false]\n end\nend\n|| set direction normal || (ColliderNormalX) (ColliderNormalY) (ColliderNormalZ)\nif <(collision?) = [true]> then\n set [colliderdistance v] to ((r) - (distance))\nend\nif <([abs v] of (ColliderNormalY) ) < [0.7]> then\n || set direction normal || [0] [1] [0]\nend\n\ndefine || AABB and Box Collision [tri] || tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) box (x) (y) (z) (r)\nset [collision? v] to [false]\nif <not <<((x) + (r)) < (x1)> and <<((x) + (r)) < (x2)> and <((x) + (r)) < (x3)>>>> then\n if <not <<((y) + (r)) < (y1)> and <<((y) + (r)) < (y2)> and <((y) + (r)) < (y3)>>>> then\n if <not <<((z) + (r)) < (z1)> and <<((z) + (r)) < (z2)> and <((z) + (r)) < (z3)>>>> then\n if <not <<((x) - (r)) > (x1)> and <<((x) - (r)) > (x2)> and <((x) - (r)) > (x3)>>>> then\n if <not <<((y) - (r)) > (y1)> and <<((y) - (r)) > (y2)> and <((y) - (r)) > (y3)>>>> then\n if <not <<((z) - (r)) > (z1)> and <<((z) - (r)) > (z2)> and <((z) - (r)) > (z3)>>>> then\n set [collision? v] to [true]\n end\n end\n end\n end\n end\nend\n\ndefine || closer point of a plane to a point || point out of plane (x) (y) (z) point in plane (x1) (y1) (z1)\nget dot product (ColliderNormalX) (ColliderNormalY) (ColliderNormalZ) and ((x) - (x1)) ((y) - (y1)) ((z) - (z1))\nset [pointx v] to ((x) - ((ColliderNormalX) * (=dotProduct)))\nset [pointy v] to ((y) - ((ColliderNormalY) * (=dotProduct)))\nset [pointz v] to ((z) - ((ColliderNormalZ) * (=dotProduct)))\n\ndefine || point is in tri? || tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) point (px) (py) (pz)\nset [collision? v] to [true]\ndelete all of [col. v]\nget cross product ((x1) - (px)) ((y1) - (py)) ((z1) - (pz)) and ((x2) - (px)) ((y2) - (py)) ((z2) - (pz))\nadd (=crossProductX) to [col. v]\nadd (=crossProductY) to [col. v]\nadd (=crossProductZ) to [col. v]\nget cross product ((x2) - (px)) ((y2) - (py)) ((z2) - (pz)) and ((x3) - (px)) ((y3) - (py)) ((z3) - (pz))\nadd (=crossProductX) to [col. v]\nadd (=crossProductY) to [col. v]\nadd (=crossProductZ) to [col. v]\nget cross product ((x3) - (px)) ((y3) - (py)) ((z3) - (pz)) and ((x1) - (px)) ((y1) - (py)) ((z1) - (pz))\nadd (=crossProductX) to [col. v]\nadd (=crossProductY) to [col. v]\nadd (=crossProductZ) to [col. v]\nget dot product (item (1) of [col. v]) (item (2) of [col. v]) (item (3) of [col. v]) and (item (4) of [col. v]) (item (5) of [col. v]) (item (6) of [col. v])\nif <[0] < (=dotProduct)> then\n get dot product (item (4) of [col. v]) (item (5) of [col. v]) (item (6) of [col. v]) and (item (7) of [col. v]) (item (8) of [col. v]) (item (9) of [col. v])\n if <[0] < (=dotProduct)> then\n get dot product (item (7) of [col. v]) (item (8) of [col. v]) (item (9) of [col. v]) and (item (1) of [col. v]) (item (2) of [col. v]) (item (3) of [col. v])\n if <(=dotProduct) < [0]> then\n set [collision? v] to [false]\n end\n else\n set [collision? v] to [false]\n end\nelse\n set [collision? v] to [false]\nend\n\ndefine player Physics\nchange [_playeryvel v] by ((_Gravity) * (-DeltaTime))\nchange [_playery v] by ((_PlayerYVel) * (-DeltaTime))\nset [_playery v] to (round (_PlayerY))\n_playerCollision? +rad []\nif <[allcollisions v] contains [ground]?> then\n set [moving? v] to [false]\n if <((_PlayerYVel) * (-DeltaTime)) > (_PlayerRadius)> then\n closest Ypoint to player\n set [_playery v] to (#y)\n if <(_PlayerYVel) > [0]> then\n change [_playery v] by (() - (_PlayerRadius))\n else\n change [_playery v] by (_PlayerRadius)\n end\n end\n repeat until <not <[allcollisions v] contains [ground]?>>\n if <(_PlayerYVel) > [0]> then\n change [_playery v] by (-1)\n else\n change [_playery v] by (1)\n end\n _playerCollision? +rad []\n end\n set [_playeryvel v] to [0]\n change [_playery v] by (-3)\n _playerCollision? +rad []\n if <<key (space v) pressed?> and <[allcollisions v] contains [ground]?>> then\n set [_playeryvel v] to [230]\n end\n change [_playery v] by (3)\nend\nPlayerChangeXZPosition (<key (w v) pressed?> - <key (s v) pressed?>) (<key (a v) pressed?> - <key (d v) pressed?>)\nrotate\nif <(_PlayerY) < [-200]> then\n reset player data\nend\n\ndefine _playerCollision? +rad (r)\ndelete all of [allcollisions v]\nset [counter v] to [0]\nrepeat ((length of [_tris data v]) / (triDataLenght))\n change [counter v] by (triDataLenght)\n if <not <<[allcollisions v] contains (item ((counter) - ((triDataLenght) - (21))) of [_tris data v])?> or <(item ((counter) - ((triDataLenght) - (21))) of [_tris data v]) = [plTris]>>> then\n || sphere to tri collision || tri (item ((counter) - ((triDataLenght) - (1))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (2))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (3))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (4))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (5))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (6))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (7))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (8))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (9))) of [_tris data v]) sphere (_PlayerX) (_PlayerY) (_PlayerZ) ((_PlayerRadius) + (r)) tri plane (item ((counter) - ((triDataLenght) - (14))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (15))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (16))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (17))) of [_tris data v])\n if <(collision?) = [true]> then\n set [collidertriindex v] to (counter)\n add (item ((counter) - ((triDataLenght) - (21))) of [_tris data v]) to [allcollisions v]\n end\n end\nend\n\ndefine reset player data\nset [_playerx v] to [0]\nset [_playery v] to [0]\nset [_playeryvel v] to [0]\nset [_playerz v] to [0]\nset [_playerradius v] to [18]\nset [_gravity v] to [-350]\nset [_cameradistance v] to [200]\nset [_rotx v] to [-15]\nset [_roty v] to [0]\nset [_playerspeed v] to [125]\nset [player || roty v] to [0]\nset [player || rotyobjective v] to [0]\nset [_camerarotationspeed v] to [125]\nset [_playerrotationspeed v] to [500]\n\ndefine replace Tri id (id) with (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) color (1) (2) (3) (4)\nset [counter2 v] to ((id) * (23))\nif <not <(x1) = []>> then\n replace item ((counter2) - ((triDataLenght) - (1))) of [_tris data v] with (x1)\n replace item ((counter2) - ((triDataLenght) - (2))) of [_tris data v] with (y1)\n replace item ((counter2) - ((triDataLenght) - (3))) of [_tris data v] with (z1)\nend\nif <not <(x2) = []>> then\n replace item ((counter2) - ((triDataLenght) - (4))) of [_tris data v] with (x2)\n replace item ((counter2) - ((triDataLenght) - (5))) of [_tris data v] with (y2)\n replace item ((counter2) - ((triDataLenght) - (6))) of [_tris data v] with (z2)\nend\nif <not <(x3) = []>> then\n replace item ((counter2) - ((triDataLenght) - (7))) of [_tris data v] with (x3)\n replace item ((counter2) - ((triDataLenght) - (8))) of [_tris data v] with (y3)\n replace item ((counter2) - ((triDataLenght) - (9))) of [_tris data v] with (z3)\nend\nif <not <(1) = []>> then\n replace item ((counter2) - ((triDataLenght) - (10))) of [_tris data v] with (1)\n replace item ((counter2) - ((triDataLenght) - (11))) of [_tris data v] with (2)\n replace item ((counter2) - ((triDataLenght) - (12))) of [_tris data v] with (3)\n replace item ((counter2) - ((triDataLenght) - (13))) of [_tris data v] with (4)\nend\nif <<not <(x1) = []>> or <<not <(x2) = []>> or <not <(x3) = []>>>> then\n get cross product ((x2) - (x1)) ((y2) - (y1)) ((z2) - (z1)) and ((x3) - (x1)) ((y3) - (y1)) ((z3) - (z1))\n raw 3D dist [0] [0] [0] to (=crossProductX) (=crossProductY) (=crossProductZ)\n set [distance v] to ([sqrt v] of (distance) )\n replace item ((counter2) - ((triDataLenght) - (14))) of [_tris data v] with ((=crossProductX) / (distance))\n replace item ((counter2) - ((triDataLenght) - (15))) of [_tris data v] with ((=crossProductY) / (distance))\n replace item ((counter2) - ((triDataLenght) - (16))) of [_tris data v] with ((=crossProductZ) / (distance))\n replace item ((counter2) - ((triDataLenght) - (17))) of [_tris data v] with (() - (((item ((counter) - ((triDataLenght) - (14))) of [_tris data v]) * (x1)) + (((item ((counter) - ((triDataLenght) - (15))) of [_tris data v]) * (y1)) + ((item ((counter) - ((triDataLenght) - (16))) of [_tris data v]) * (z1)))))\n replace item ((counter2) - ((triDataLenght) - (18))) of [_tris data v] with (((x1) + ((x2) + (x3))) / (3))\n replace item ((counter2) - ((triDataLenght) - (19))) of [_tris data v] with (((y1) + ((y2) + (y3))) / (3))\n replace item ((counter2) - ((triDataLenght) - (20))) of [_tris data v] with (((z1) + ((z2) + (z3))) / (3))\nend\n\ndefine upateCamera\nchange [_rotx v] by ((-DeltaTime) * ((_CameraRotationSpeed) * (<key (up arrow v) pressed?> - <key (down arrow v) pressed?>)))\nif <[0] < (_RotX)> then\n set [_rotx v] to [0]\nend\nif <(_RotX) < [-90]> then\n set [_rotx v] to [-90]\nend\nchange [_roty v] by ((-DeltaTime) * ((_CameraRotationSpeed) * (<key (left arrow v) pressed?> - <key (right arrow v) pressed?>)))\nSin and Cos\nset [_scrollx v] to ((_PlayerX) + (((\(Ysin) * (\(Xcos)) * (_CameraDistance)))\nset [_scrolly v] to (((_PlayerY) + (25)) - ((\(Xsin) * (_CameraDistance)))\nset [_scrollz v] to ((_PlayerZ) - (((\(Ycos) * (\(Xcos)) * (_CameraDistance)))\n\ndefine Sin and Cos\nset [\(xsin v] to ([sin v] of (_RotX) )\nset [\(ysin v] to ([sin v] of (_RotY) )\nset [\(xcos v] to ([cos v] of (_RotX) )\nset [\(ycos v] to ([cos v] of (_RotY) )\n\ndefine player update || mesh\nset [counter v] to [0]\nset [counter3 v] to ((((length of [_tris data v]) / (23)) - (playerTris#)) + (0))\nrepeat (playerTris#)\n change [counter v] by (4)\n change [counter3 v] by (1)\n replace Tri id (counter3) with ((_PlayerX) + (item (((item ((counter) - (3)) of [player || tris v]) * (3)) - (2)) of [player || thisframevertexdata v])) ((_PlayerY) + (item (((item ((counter) - (3)) of [player || tris v]) * (3)) - (1)) of [player || thisframevertexdata v])) ((_PlayerZ) + (item (((item ((counter) - (3)) of [player || tris v]) * (3)) - (0)) of [player || thisframevertexdata v])) ((_PlayerX) + (item (((item ((counter) - (2)) of [player || tris v]) * (3)) - (2)) of [player || thisframevertexdata v])) ((_PlayerY) + (item (((item ((counter) - (2)) of [player || tris v]) * (3)) - (1)) of [player || thisframevertexdata v])) ((_PlayerZ) + (item (((item ((counter) - (2)) of [player || tris v]) * (3)) - (0)) of [player || thisframevertexdata v])) ((_PlayerX) + (item (((item ((counter) - (1)) of [player || tris v]) * (3)) - (2)) of [player || thisframevertexdata v])) ((_PlayerY) + (item (((item ((counter) - (1)) of [player || tris v]) * (3)) - (1)) of [player || thisframevertexdata v])) ((_PlayerZ) + (item (((item ((counter) - (1)) of [player || tris v]) * (3)) - (0)) of [player || thisframevertexdata v])) color [] [] [] []\nend\n\nwhen I receive [load v]\nset [player || animationframe v] to [1]\nset [player || animationtimer v] to [0]\nset [player || oldframe v] to [0]\nset [player || nextframe v] to [1]\nreset player data\n\ndefine player update || vertex\ndelete all of [player || thisframevertexdata v]\nset [player || xsin v] to ([sin v] of (player || RotX) )\nset [player || xcos v] to ([cos v] of (player || RotX) )\nset [player || ysin v] to ([sin v] of ((player || RotY) + (90)) )\nset [player || ycos v] to ([cos v] of ((player || RotY) + (90)) )\nset [player || zsin v] to ([sin v] of (player || RotZ) )\nset [player || zcos v] to ([cos v] of (player || RotZ) )\nset [counter v] to [0]\nrepeat ((length of [player || vertex v]) / (3))\n change [counter v] by (3)\n set [#x v] to (item (((counter) - (2)) + ((player || oldFrame) * ((3) * (playerVertex#)))) of [player || vertex v])\n set [#y v] to (item (((counter) - (1)) + ((player || oldFrame) * ((3) * (playerVertex#)))) of [player || vertex v])\n set [#z v] to (item ((counter) + ((player || oldFrame) * ((3) * (playerVertex#)))) of [player || vertex v])\n set [#x2 v] to (item (((counter) - (2)) + ((player || nextFrame) * ((3) * (playerVertex#)))) of [player || vertex v])\n set [#y2 v] to (item (((counter) - (1)) + ((player || nextFrame) * ((3) * (playerVertex#)))) of [player || vertex v])\n set [#z2 v] to (item ((counter) + ((player || nextFrame) * ((3) * (playerVertex#)))) of [player || vertex v])\n player || rotation matrix from Y ((#x) + ((player || animationTimer) * ((#x2) - (#x)))) ((#y) + ((player || animationTimer) * ((#y2) - (#y)))) ((#z) + ((player || animationTimer) * ((#z2) - (#z))))\n player || rotation matrix from X (#x) (#y) (#z)\n player || rotation matrix from Z (#x) (#y) (#z)\n add (#x) to [player || thisframevertexdata v]\n add (#y) to [player || thisframevertexdata v]\n add (#z) to [player || thisframevertexdata v]\nend\n\ndefine player || rotation matrix from Y (x) (y) (z)\nset [#x v] to (((x) * (player || YCos)) + ((z) * (player || YSin)))\nset [#y v] to (y)\nset [#z v] to (((z) * (player || YCos)) - ((x) * (player || YSin)))\n\ndefine player update\nplayer update || animation\nplayer update || vertex\nplayer update || mesh\n\ndefine PlayerChangeXZPosition (up/down) (right/left)\nset [moving? v] to [false]\nset [#x v] to [0]\nset [#z v] to [0]\nif <<<key ((join [shift] []) v) pressed?> and <is compiled?>> or <key (z v) pressed?>> then\n _playerCollision? +rad [1.5]\n if <[allcollisions v] contains [ground]?> then\n raw 3D dist (ColliderNormalX) (ColliderNormalY) (ColliderNormalZ) to [] [] []\n if <(ColliderNormalZ) = [0]> then\n get cross product [0] [0] [1] and (ColliderNormalX) (ColliderNormalY) (ColliderNormalZ)\n else\n get cross product [0] [0] (() - ((ColliderNormalW) / ((ColliderNormalZ) / ([sqrt v] of (distance) )))) and (ColliderNormalX) (ColliderNormalY) (ColliderNormalZ)\n end\n if <([abs v] of (=crossProductY) ) > [0.3]> then\n get dot product [0] [-1] [0] and (=crossProductX) (=crossProductY) (=crossProductZ)\n if <(=dotProduct) < [0]> then\n set [=crossproductx v] to (() - (=crossProductX))\n set [=crossproducty v] to (() - (=crossProductY))\n set [=crossproductz v] to (() - (=crossProductZ))\n end\n raw 3D dist (=crossProductX) (=crossProductY) (=crossProductZ) to [] [] []\n set [distance v] to ([sqrt v] of (distance) )\n set [moving? v] to [slide]\n change player pos ((1.75) * ((=crossProductX) / (distance))) ((1.75) * ((=crossProductY) / (distance))) ((1.75) * ((=crossProductZ) / (distance)))\n Get Direction (=crossProductX) (=crossProductZ)\n set [player || rotyobjective v] to (@Get Direction)\n end\n end\nelse\n if <not <(up/down) = [0]>> then\n set [moving? v] to [true]\n set [#x v] to (() - ((\(Ysin) * (up/down)))\n set [#z v] to ((\(Ycos) * (up/down))\n end\n if <not <(right/left) = [0]>> then\n set [moving? v] to [true]\n change [#x v] by ((0) - ((\(Ycos) * (right/left)))\n change [#z v] by ((0) - ((\(Ysin) * (right/left)))\n end\n change player pos (#x) [] (#z)\nend\n_playerCollision? +rad []\nif <[allcollisions v] contains [ground]?> then\n get dot product ((_PlayerX) - (PointX)) ((_PlayerY) - (PointY)) ((_PlayerZ) - (PointZ)) and (ColliderNormalX) (ColliderNormalY) (ColliderNormalZ)\n if <(=dotProduct) < [0]> then\n || set collider normal || ((-1) * (ColliderNormalX)) ((-1) * (ColliderNormalY)) ((-1) * (ColliderNormalZ))\n end\n change [_playerx v] by (((1) * (ColliderNormalX)) * (ColliderDistance))\n change [_playery v] by (((1) * (ColliderNormalY)) * (ColliderDistance))\n change [_playerz v] by (((1) * (ColliderNormalZ)) * (ColliderDistance))\n _playerCollision? +rad []\n if <[allcollisions v] contains [ground]?> then\n repeat until <not <[allcollisions v] contains [ground]?>>\n get dot product ((_PlayerX) - (PointX)) ((_PlayerY) - (PointY)) ((_PlayerZ) - (PointZ)) and (ColliderNormalX) (ColliderNormalY) (ColliderNormalZ)\n if <(=dotProduct) < [0]> then\n || set collider normal || ((-1) * (ColliderNormalX)) ((-1) * (ColliderNormalY)) ((-1) * (ColliderNormalZ))\n end\n change [_playerx v] by ((1) * (ColliderNormalX))\n change [_playery v] by ((1) * (ColliderNormalY))\n change [_playerz v] by ((1) * (ColliderNormalZ))\n _playerCollision? +rad []\n end\n end\nend\nset [_playerx v] to (round (_PlayerX))\nset [_playerz v] to (round (_PlayerZ))\nif <(_PlayerYVel) = [0]> then\n closest Ypoint to player\n if <(((_PlayerY) - (_PlayerRadius)) - (#y)) < ((2.5) * ((-DeltaTime) * (_PlayerSpeed)))> then\n change [_playery v] by (() - (((_PlayerY) - (_PlayerRadius)) - (#y)))\n end\nend\nset [_playerspeed v] to [125]\n\ndefine rotY\nif <(<key (w v) pressed?> - <key (s v) pressed?>) = [1]> then\n if <(<key (d v) pressed?> - <key (a v) pressed?>) = [1]> then\n set [player || rotyobjective v] to ((() - (_RotY)) + (45))\n else\n if <(<key (d v) pressed?> - <key (a v) pressed?>) = [-1]> then\n set [player || rotyobjective v] to ((() - (_RotY)) + (-45))\n else\n set [player || rotyobjective v] to (() - (_RotY))\n end\n end\nelse\n if <(<key (w v) pressed?> - <key (s v) pressed?>) = [-1]> then\n if <(<key (d v) pressed?> - <key (a v) pressed?>) = [1]> then\n set [player || rotyobjective v] to ((() - (_RotY)) + (135))\n else\n if <(<key (d v) pressed?> - <key (a v) pressed?>) = [-1]> then\n set [player || rotyobjective v] to ((() - (_RotY)) + (-135))\n else\n set [player || rotyobjective v] to ((() - (_RotY)) + (180))\n end\n end\n else\n if <(<key (d v) pressed?> - <key (a v) pressed?>) = [1]> then\n set [player || rotyobjective v] to ((() - (_RotY)) + (90))\n else\n if <(<key (d v) pressed?> - <key (a v) pressed?>) = [-1]> then\n set [player || rotyobjective v] to ((() - (_RotY)) + (-90))\n end\n end\n end\nend\n\ndefine closer dir angles objective (1) pos (2)\nset [#x v] to ((1) - (2))\nset [#x2 v] to (((1) - (2)) + (360))\nset [#x3 v] to (((1) - (2)) - (360))\nif <<([abs v] of (#x) ) < ([abs v] of (#x2) )> and <([abs v] of (#x) ) < ([abs v] of (#x3) )>> then\n set [output v] to ((#x) / ([abs v] of (#x) ))\nelse\n if <([abs v] of (#x2) ) < ([abs v] of (#x3) )> then\n set [output v] to ((#x2) / ([abs v] of (#x2) ))\n else\n set [output v] to ((#x3) / ([abs v] of (#x3) ))\n end\nend\n\ndefine || set collider normal || (x) (y) (z)\nset [collidernormalx v] to (x)\nset [collidernormaly v] to (y)\nset [collidernormalz v] to (z)\n\ndefine point (x) (y) (z)\nset [pointx v] to (x)\nset [pointy v] to (y)\nset [pointz v] to (z)\n\ndefine player || rotation matrix from X (x) (y) (z)\nset [#x v] to (x)\nset [#y v] to (((y) * (player || XCos)) + ((z) * (player || XSin)))\nset [#z v] to (((z) * (player || XCos)) - ((y) * (player || XSin)))\n\ndefine player || rotation matrix from Z (x) (y) (z)\nset [#x v] to (((x) * (player || ZCos)) + ((y) * (player || ZSin)))\nset [#y v] to (((y) * (player || ZCos)) - ((x) * (player || ZSin)))\nset [#z v] to (z)\n\ndefine rotate\nrotY\n_playerCollision? +rad [1]\n raw 3D dist (DirectionNormalX) (DirectionNormalY) (DirectionNormalZ) to [] [] []\nset [colliderdistance v] to ([sqrt v] of (distance) )\n|| set direction normal || ((DirectionNormalX) / (ColliderDistance)) ((DirectionNormalY) / (ColliderDistance)) ((DirectionNormalZ) / (ColliderDistance))\nset [player || rotxobjective v] to ([asin v] of (DirectionNormalZ) )\nset [player || rotzobjective v] to (() - ([asin v] of (DirectionNormalX) ))\nif <(([abs v] of ((player || RotXObjective) - (player || RotX)) ) mod (360)) < (((_PlayerRotationSpeed) * (0.3)) * (-DeltaTime))> then\n set [player || rotx v] to (player || RotXObjective)\nelse\n closer dir angles objective (player || RotXObjective) pos (player || RotX)\n change [player || rotx v] by (((_PlayerRotationSpeed) * (0.3)) * ((-DeltaTime) * (output)))\nend\nif <(([abs v] of ((player || RotYObjective) - (player || RotY)) ) mod (360)) < ((_PlayerRotationSpeed) * (-DeltaTime))> then\n set [player || roty v] to (player || RotYObjective)\nelse\n closer dir angles objective (player || RotYObjective) pos (player || RotY)\n change [player || roty v] by ((_PlayerRotationSpeed) * ((-DeltaTime) * (output)))\nend\nif <(([abs v] of ((player || RotZObjective) - (player || RotZ)) ) mod (360)) < (((_PlayerRotationSpeed) * (0.3)) * (-DeltaTime))> then\n set [player || rotz v] to (player || RotZObjective)\nelse\n closer dir angles objective (player || RotZObjective) pos (player || RotZ)\n change [player || rotz v] by (((_PlayerRotationSpeed) * (0.3)) * ((-DeltaTime) * (output)))\nend\n\ndefine change player pos (x) (y) (z)\nchange [_playerx v] by ((x) * ((-DeltaTime) * (_PlayerSpeed)))\nchange [_playery v] by ((y) * ((-DeltaTime) * (_PlayerSpeed)))\nchange [_playerz v] by ((z) * ((-DeltaTime) * (_PlayerSpeed)))\n\ndefine || set direction normal || (x) (y) (z)\nset [directionnormalx v] to (x)\nset [directionnormaly v] to (y)\nset [directionnormalz v] to (z)\n\ndefine shadow\nreplace item (2) of [_objects data v] with (_PlayerX)\nreplace item (3) of [_objects data v] with [-99999999999]\nreplace item (4) of [_objects data v] with (_PlayerZ)\nset [counter v] to [0]\nrepeat ((length of [_tris data v]) / (23))\n change [counter v] by (23)\n if <(item ((counter) - ((triDataLenght) - (21))) of [_tris data v]) = [ground]> then\n change [_playery v] by (-10)\n || sphere to tri collision || tri (item ((counter) - ((triDataLenght) - (1))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (2))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (3))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (4))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (5))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (6))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (7))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (8))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (9))) of [_tris data v]) sphere (_PlayerX) (_PlayerY) (_PlayerZ) ((_PlayerRadius) - (9)) tri plane (item ((counter) - ((triDataLenght) - (14))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (15))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (16))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (17))) of [_tris data v])\n change [_playery v] by (10)\n if <(collision?) = [true]> then\n replace item (2) of [_objects data v] with (PointX)\n replace item (3) of [_objects data v] with (PointY)\n replace item (4) of [_objects data v] with (PointZ)\n replace item (5) of [_objects data v] with ((40) + (((_PlayerY) - (PointY)) * (0.25)))\n else\n || AABB and Box Collision [tri] || tri (item ((counter) - ((triDataLenght) - (1))) of [_tris data v]) [-5] (item ((counter) - ((triDataLenght) - (3))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (4))) of [_tris data v]) [0] (item ((counter) - ((triDataLenght) - (6))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (7))) of [_tris data v]) [5] (item ((counter) - ((triDataLenght) - (9))) of [_tris data v]) box (_PlayerX) [0] (_PlayerZ) [3]\n if <(collision?) = [true]> then\n set [shadowy v] to (() - (((((_PlayerX) * (item ((counter) - ((triDataLenght) - (14))) of [_tris data v])) + ((_PlayerZ) * (item ((counter) - ((triDataLenght) - (16))) of [_tris data v]))) + (item ((counter) - ((triDataLenght) - (17))) of [_tris data v])) / (item ((counter) - ((triDataLenght) - (15))) of [_tris data v])))\n if <<(shadowY) > (item (3) of [_objects data v])> and <(shadowY) < (_PlayerY)>> then\n replace item (2) of [_objects data v] with (_PlayerX)\n replace item (3) of [_objects data v] with (shadowY)\n replace item (4) of [_objects data v] with (_PlayerZ)\n replace item (5) of [_objects data v] with ((40) + (((_PlayerY) - (shadowY)) * (0.25)))\n end\n end\n end\n end\nend\n\ndefine player update || animation\nchange [player || animationtimer v] by ((-DeltaTime) * (5))\nif <(player || animationTimer) > [1]> then\n change [player || animationtimer v] by (-1)\n set [player || oldframe v] to (player || nextFrame)\n if <not <([abs v] of ((_PlayerYVel) * (-DeltaTime)) ) < [1]>> then\n if <(_PlayerYVel) > ((100) * (-DeltaTime))> then\n frames [0] [5]\n else\n if <(_PlayerYVel) > ((-100) * (-DeltaTime))> then\n frames [0] [6]\n else\n frames [0] [7]\n end\n end\n else\n if <(moving?) = [slide]> then\n frames [0] [10]\n else\n if <<<key (w v) pressed?> or <key (a v) pressed?>> or <<key (s v) pressed?> or <key (d v) pressed?>>> then\n if <(player || animationFrame) = [0]> then\n frames [1] [0]\n else\n if <(player || animationFrame) = [1]> then\n frames [2] [8]\n else\n if <(player || animationFrame) = [2]> then\n frames [3] [0]\n else\n frames [0] [9]\n end\n end\n end\n else\n if <(player || animationFrame) = [0]> then\n frames [1] [1]\n else\n if <(player || animationFrame) = [1]> then\n frames [2] [2]\n else\n if <(player || animationFrame) = [2]> then\n frames [3] [3]\n else\n if <(player || animationFrame) = [3]> then\n frames [4] [4]\n else\n if <(player || animationFrame) = [4]> then\n frames [5] [3]\n else\n if <(player || animationFrame) = [5]> then\n frames [6] [2]\n else\n if <(player || animationFrame) = [6]> then\n frames [7] [1]\n else\n frames [0] [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine frames (a) (b)\nset [player || animationframe v] to (a)\nset [player || nextframe v] to (b)\n\ndefine closest Ypoint to player\nset [counter v] to [0]\nset [#y v] to [-9999999999]\nrepeat ((length of [_tris data v]) / (23))\n change [counter v] by (23)\n if <(item ((counter) - ((triDataLenght) - (21))) of [_tris data v]) = [ground]> then\n || AABB and Box Collision [tri] || tri (item ((counter) - ((triDataLenght) - (1))) of [_tris data v]) [-5] (item ((counter) - ((triDataLenght) - (3))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (4))) of [_tris data v]) [0] (item ((counter) - ((triDataLenght) - (6))) of [_tris data v]) (item ((counter) - ((triDataLenght) - (7))) of [_tris data v]) [5] (item ((counter) - ((triDataLenght) - (9))) of [_tris data v]) box (_PlayerX) [0] (_PlayerZ) [3]\n if <(collision?) = [true]> then\n set [collidernormalw v] to (item ((counter) - ((triDataLenght) - (17))) of [_tris data v])\n set [collidernormalx v] to (item ((counter) - ((triDataLenght) - (14))) of [_tris data v])\n set [collidernormaly v] to (item ((counter) - ((triDataLenght) - (15))) of [_tris data v])\n set [collidernormalz v] to (item ((counter) - ((triDataLenght) - (16))) of [_tris data v])\n get dot product (ColliderNormalX) (ColliderNormalY) (ColliderNormalZ) and ((_PlayerX) - (item ((counter) - ((triDataLenght) - (1))) of [_tris data v])) ((_PlayerY) - (item ((counter) - ((triDataLenght) - (2))) of [_tris data v])) ((_PlayerZ) - (item ((counter) - ((triDataLenght) - (3))) of [_tris data v]))\n if <(=dotProduct) < [0]> then\n || set collider normal || (() - (ColliderNormalX)) (() - (ColliderNormalY)) (() - (ColliderNormalZ))\n end\n set [shadowy v] to (() - (((((_PlayerX) * (ColliderNormalX)) + ((_PlayerZ) * (ColliderNormalZ))) + (ColliderNormalW)) / (ColliderNormalY)))\n if <<(shadowY) > (#y)> and <(shadowY) < ((_PlayerY) - (_PlayerRadius))>> then\n set [#y v] to (shadowY)\n end\n end\n end\nend\n\ndefine add distance (d)\nset [counter2 v] to [1]\nrepeat until <not <(d) < (item (counter2) of [distances v])>>\n if <(d) < (item (counter2) of [distances v])> then\n change [counter2 v] by (1)\n end\nend\ninsert ((length of [#sort order v]) + (1)) at (counter2) of [#sort order v] \ninsert (d) at (counter2) of [distances v] \n\n@renderer\n\ndefine 2D fill triangle (ax) (ay) (bx) (by) (cx) (cy) resolution: (res)\nset [lena v] to ([sqrt v] of ((((bx) - (cx)) * ((bx) - (cx))) + (((by) - (cy)) * ((by) - (cy)))) )\nset [lenb v] to ([sqrt v] of ((((ax) - (cx)) * ((ax) - (cx))) + (((ay) - (cy)) * ((ay) - (cy)))) )\nset [lenc v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) )\nset [peri v] to ((1) / (((lena) + (lenb)) + (lenc)))\nset [incx v] to (((((lena) * (ax)) + ((lenb) * (bx))) + ((lenc) * (cx))) * (peri))\nset [incy v] to (((((lena) * (ay)) + ((lenb) * (by))) + ((lenc) * (cy))) * (peri))\nset [ind v] to ([sqrt v] of ((((((lenb) + (lenc)) - (lena)) * (((lenc) + (lena)) - (lenb))) * (((lena) + (lenb)) - (lenc))) * (peri)) )\nset [aox v] to ((incx) - (ax))\nset [aoy v] to ((incy) - (ay))\nset [box v] to ((incx) - (bx))\nset [boy v] to ((incy) - (by))\nset [cox v] to ((incx) - (cx))\nset [coy v] to ((incy) - (cy))\nif <<(lena) < (lenb)> and <(lena) < (lenc)>> then\n set [td v] to ([sqrt v] of (((Aox) * (Aox)) + ((Aoy) * (Aoy))) )\nelse\n if <<(lenb) > (lena)> or <(lenb) > (lenc)>> then\n set [td v] to ([sqrt v] of (((Cox) * (Cox)) + ((Coy) * (Coy))) )\n else\n set [td v] to ([sqrt v] of (((Box) * (Box)) + ((Boy) * (Boy))) )\n end\nend\nset [rate v] to ((((td) * (2)) - (ind)) / ((td) * (4)))\nset [td v] to ((1) + (0))\ngo to x: (round (incx)) y: (round (incy))\nset pen size to (ind)\npen down\nset [counter2 v] to [0]\nrepeat ([ceiling v] of (([log v] of ((res) / (ind)) ) / ([log v] of (rate) )) )\n change [counter2 v] by (1)\n set [td v] to ((td) * (rate))\n set pen size to ((ind) * (td))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\n if <<(counter2) > [1]> and <(counter2) < [6]>> then\n change pen (brightness v) by (-8)\n end\n go to x: (((Box) * (td)) + (bx)) y: (((Boy) * (td)) + (by))\n go to x: (((Cox) * (td)) + (cx)) y: (((Coy) * (td)) + (cy))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\nend\nset pen size to (res)\ngo to x: (ax) y: (ay)\nchange pen (brightness v) by (-8)\ngo to x: (bx) y: (by)\ngo to x: (cx) y: (cy)\ngo to x: (ax) y: (ay)\npen up\n\ndefine do 3D stuff with (x) (y) (z)\nxyz ((x) - (_ScrollX)) ((y) - (_ScrollY)) ((z) - (_ScrollZ))\nxyz (((#x) * (\(Ycos)) + ((#z) * (\(Ysin))) (#y) (((#z) * (\(Ycos)) - ((#x) * (\(Ysin)))\nxyz (#x) (((#y) * (\(Xcos)) - ((#z) * (\(Xsin))) (((#y) * (\(Xsin)) + ((#z) * (\(Xcos)))\n\ndefine xyz (x) (y) (z)\nset [#x v] to (x)\nset [#y v] to (y)\nset [#z v] to (z)\n\ndefine 3D tri fill (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) color (1) (2) (3) (4)\ndo 3D stuff with (x3) (y3) (z3)\nset [#x3 v] to (#x)\nset [#y3 v] to (#y)\nset [#z3 v] to (#z)\ndo 3D stuff with (x2) (y2) (z2)\nset [#x2 v] to (#x)\nset [#y2 v] to (#y)\nset [#z2 v] to (#z)\ndo 3D stuff with (x1) (y1) (z1)\nif <<(#z3) > (nearPlane)> or <<(#z2) > (nearPlane)> or <(#z) > (nearPlane)>>> then\n if <(nearPlane) > (#z)> then\n set [#z v] to (nearPlane)\n end\n if <(nearPlane) > (#z2)> then\n set [#z2 v] to (nearPlane)\n end\n if <(nearPlane) > (#z3)> then\n set [#z3 v] to (nearPlane)\n end\n set pen (color v) to (1)\n set pen (saturation v) to (2)\n set pen (brightness v) to (3)\n set pen (transparency v) to (4)\n 2D fill triangle (((#x) / (#z)) * (Fov)) (((#y) / (#z)) * (Fov)) (((#x2) / (#z2)) * (Fov)) (((#y2) / (#z2)) * (Fov)) (((#x3) / (#z3)) * (Fov)) (((#y3) / (#z3)) * (Fov)) resolution: ((1) - (<is compiled?> * (0.8)))\nend\n\ndefine Sin and Cos\nset [\(xsin v] to (item ((((round ((_RotX) * (10))) - (1)) mod (3600)) + (1)) of [@presin v])\nset [\(ysin v] to (item ((((round ((_RotY) * (10))) - (1)) mod (3600)) + (1)) of [@presin v])\nset [\(xcos v] to (item ((((round ((_RotX) * (10))) - (1)) mod (3600)) + (1)) of [@precos v])\nset [\(ycos v] to (item ((((round ((_RotY) * (10))) - (1)) mod (3600)) + (1)) of [@precos v])\n\ndefine size\nswitch costume to (dot v)\nset size to ((1) / (0)) %\nswitch costume to (big v)\nhide\n\ndefine render all\nsize\nSin and Cos\nerase all\nset [counter v] to [0]\nrepeat (length of [#sort order v])\n change [counter v] by (1)\n if <(item (counter) of [#sort order v]) < (((length of [_tris data v]) / (triDataLenght)) + (1))> then\n if <(item (item (counter) of [#sort order v]) of [notrender v]) = [false]> then\n set [counter2 v] to ((item (counter) of [#sort order v]) * (triDataLenght))\n 3D tri fill (item ((counter2) - ((triDataLenght) - (1))) of [_tris data v]) (item ((counter2) - ((triDataLenght) - (2))) of [_tris data v]) (item ((counter2) - ((triDataLenght) - (3))) of [_tris data v]) (item ((counter2) - ((triDataLenght) - (4))) of [_tris data v]) (item ((counter2) - ((triDataLenght) - (5))) of [_tris data v]) (item ((counter2) - ((triDataLenght) - (6))) of [_tris data v]) (item ((counter2) - ((triDataLenght) - (7))) of [_tris data v]) (item ((counter2) - ((triDataLenght) - (8))) of [_tris data v]) (item ((counter2) - ((triDataLenght) - (9))) of [_tris data v]) color (item ((counter2) - ((triDataLenght) - (10))) of [_tris data v]) ((item ((counter2) - ((triDataLenght) - (11))) of [_tris data v]) - (<(item ((counter2) - ((triDataLenght) - (22))) of [_tris data v]) > [0]> * (item ((counter2) - ((triDataLenght) - (22))) of [_tris data v]))) ((item ((counter2) - ((triDataLenght) - (12))) of [_tris data v]) + (<[0] > (item ((counter2) - ((triDataLenght) - (22))) of [_tris data v])> * (item ((counter2) - ((triDataLenght) - (22))) of [_tris data v]))) (item ((counter2) - ((triDataLenght) - (13))) of [_tris data v])\n end\n else\n if <(item (counter) of [#sort order v]) < ((((length of [_tris data v]) / (triDataLenght)) + (1)) + ((length of [_objects data v]) / (5)))> then\n pen up\n set size to (999999999999999999999999999) %\n set [counter2 v] to (((item (counter) of [#sort order v]) - ((length of [_tris data v]) / (triDataLenght))) * (5))\n do 3D stuff with (item ((counter2) - (3)) of [_objects data v]) (item ((counter2) - (2)) of [_objects data v]) (item ((counter2) - (1)) of [_objects data v])\n go to x: (((#x) / (#z)) * (Fov)) y: (((#y) / (#z)) * (Fov))\n set size to (((item (counter2) of [_objects data v]) / (#z)) * (Fov)) %\n switch costume to (shadow v)\n set [ghost v] effect to (((size) * (2)) - (75))\n stamp\n size\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [render v]\nrender all\n\n
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USE ONLY IN TURBOWARP!!!! https://turbowarp.org/524198774/fullscreen?hqpen&interpolate\n\nMove with WASD, rotate with arrow keys, space to jump and z (or shift in turbowarp) to slide down slopes.\n\nI unshared it, because I was having some problems, for example, having a replica of the player at (0, 0, 0). Or all tris have a vertex that goes to (0, 0, 0).
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Air - a mobile scrolling platformer
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@Stage\n\nwhen stage clicked\n\nset [mouse v] to (join ((mouse x) + (scrollX)) (join [, ] ((mouse y) + (scrollY))))\nshow variable [mouse v]\n\nwhen [h v] key pressed\n\nhide variable [mouse v]\n\nwhen flag clicked\nswitch backdrop to (airbg v)\n\nwhen I receive [checkworldwidepointhighscore v]\nif <<(gernrallyCollected) = ((☁ highscoreCollectedCoins) + (1))> and <(hs) = [false]>> then\n set [hs v] to [true]\n SendMessage [gotWWPHS]\nend\n\nwhen I receive [checknewskin v]\nif <(gernrallyCollected) = [6]> then\n SendMessage [newSkinBlue]\nelse\n if <(gernrallyCollected) = [10]> then\n SendMessage [newSkinHat]\n else\n if <(gernrallyCollected) = [24]> then\n SendMessage [newSkinGlasses]\n else\n if <(gernrallyCollected) = [36]> then\n SendMessage [newSkinFlower]\n else\n if <(gernrallyCollected) = [68]> then\n SendMessage [newSkinCat]\n end\n end\n end\n end\nend\n\nwhen I receive [coincollectcheck v]\nbroadcast (checkWorldWidePointHighscore v) and wait\nbroadcast (checkNewSkin v)\n\n@Blank\n\n@player\n\nwhen I receive [greenflag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [playgame v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (Setup v) and wait\n gameOn\n repeat until <(exit) > []>\n wait until <(pause) = [false]>\n tick\n broadcast (Tick v) and wait\n go to [front v] layer\n end\n if <(exit) = [win]> then\n game:win\n else\n if <(exit) = [die]> then\n game:die\n else\n if <(exit) = [fall]> then\n end\n end\nend\n\ndefine gameOn\npoint in direction (90)\nset [pause v] to [false]\nset [x v] to [0]\nset [y v] to [0]\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [inair v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine tick\nswitch costume to (join (skin) [-normal])\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (join (skin) [-left])\n change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (join (skin) [-right])\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n changePlayerXby (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(inAir) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nchangeplayerYby (sy)\ntest:die\nset [scrollx v] to (x)\nif <(scrollX) < [0]> then\n set [scrollx v] to [0]\nend\nchange [scrolly v] by (round (((y) - (scrollY)) / (10)))\nif <(scrollY) < [0]> then\n set [scrolly v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [fall]\nend\nif <touching (bouncy v)?> then\n if <(inAir) < [4]> then\n set [sy v] to [36]\n end\nend\n\ndefine changeplayerYby (py)\nchange [y v] by (py)\nchange [inair v] by (1)\nposition\nrepeat until <not <touching (platfroms v)?>>\n if <(py) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [inair v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (scrollX)) y: ((y) - (scrollY))\n\ndefine changePlayerXby (px)\nchange [x v] by (px)\nposition\nif <touching (platfroms v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platfroms 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 <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(px) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [inair v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platfroms v)?>>\n if <(px) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine game:die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine test:die\nif <<touching (danger v)?> or <touching (dangerspikes v)?>> then\n set [exit v] to [die]\nend\n\ndefine game:win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nchange [collected v] by (1)\n\nwhen flag clicked\nset [skin v] to [default]\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [menu v]\ngo to [back v] layer\n\nset [skin v] to [default]\n\nset [skin v] to [blue]\n\nset [skin v] to [orange]\n\nset [skin v] to [cat]\n\nset [skin v] to [hat]\n\nset [skin v] to [glasses]\n\nset [skin v] to [flower]\n\nset [☁ highscorecollectedcoins v] to [24]\nset [☁ highscoretime v] to [240]\n\nwhen flag clicked\nset [music v] to (pick random (2) to (4))\nforever\n play sound (music) until done\nend\n\n@Platfroms\n\nwhen I receive [greenflag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scrollX)) ((y) - (scrollY))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (lev1-1 v)\n cloneAtXY [360] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [0] [424]\n cloneAtXY [560] [0]\nelse\n if <(level) = [2]> then\n switch costume to (lev2-1 v)\n cloneAtXY [424] [0]\n cloneAtXY [800] [0]\n cloneAtXY [600] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n else\n if <(level) = [3]> then\n switch costume to (lev3-1 v)\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n else\n if <(level) = [4]> then\n switch costume to (lev4-1 v)\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n else\n if <(level) = [5]> then\n switch costume to (lev5-1 v)\n cloneAtXY [600] [0]\n cloneAtXY [0] [724]\n cloneAtXY [900] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n else\n if <(level) = [6]> then\n switch costume to (lev6-1 v)\n broadcast (endlv v)\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine cloneAtXY (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nbroadcast (greenFlag v) and wait\nbroadcast (playGame v) and wait\n\nset [pause v] to [true]\n\nset [pause v] to [false]\n\ndefine SendMessage (content)\nset [messagecontent v] to (content)\nbroadcast (message v) and wait\n\ndefine SendLongMessage (content)\nset [messagecontent v] to (content)\nbroadcast (messageLong v) and wait\n\nwhen I receive [endlv v]\nwait (6) seconds\nSendLongMessage [end]\n\n@Exit\n\nwhen I receive [greenflag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scrollX)) ((y) - (scrollY))\nif <<(costume [name v]) = [Portal-open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [collected v] to [0]\nif <(level) = [1]> then\n switch costume to (portal-closed v)\n cloneAtXY [4882] [493]\nelse\n if <(level) = [2]> then\n switch costume to (portal-closed v)\n cloneAtXY [3908] [54]\n else\n if <(level) = [3]> then\n switch costume to (portal-closed v)\n cloneAtXY [4588] [279]\n else\n if <(level) = [4]> then\n switch costume to (portal-closed v)\n cloneAtXY [4758] [62]\n else\n if <(level) = [5]> then\n switch costume to (portal-closed v)\n cloneAtXY [-190] [41]\n else\n if <(level) = [6]> then\n switch costume to (portal-closed v)\n cloneAtXY [-99999] [-99999]\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine cloneAtXY (x) (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [openportal v]\nswitch costume to (portal-open v)\n\n@Collectables\n\nwhen I receive [greenflag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scrollX)) ((y) - (scrollY))\nif <<touching (player v)?> and <(coinsCloneIDhide) = [-1]>> then\n change [collected v] by (1)\n change [gernrallycollected v] by (1)\n if <(collected) = (collectedMax)> then\n broadcast (openPortal v)\n end\n set [coinscloneidhide v] to (cloneID)\n broadcast (coinsHide v)\n broadcast (coinCollectCheck v)\nend\n\nwhen I receive [setup v]\nset size to (100) %\nhide\nset [cloneid v] to [0]\nset [coinscloneidhide v] to [-1]\nset [x v] to [0]\nset [y v] to [0]\nset [collectedmax v] to [0]\nset [collected v] to [0]\nif <(level) = [1]> then\n switch costume to (collectabledot v)\n cloneAtXY [-167] [83]\n cloneAtXY [136] [89]\n cloneAtXY [609] [257]\n cloneAtXY [1136] [137]\n cloneAtXY [1401] [137]\n cloneAtXY [1998] [64]\n cloneAtXY [2922] [107]\n cloneAtXY [4142] [213]\n cloneAtXY [4010] [391]\n cloneAtXY [4564] [496]\nelse\n if <(level) = [2]> then\n switch costume to (collectabledot v)\n cloneAtXY [-83] [370]\n cloneAtXY [383] [342]\n cloneAtXY [1022] [324]\n cloneAtXY [1505] [96]\n cloneAtXY [2125] [97]\n cloneAtXY [2561] [59]\n cloneAtXY [2750] [59]\n cloneAtXY [2923] [59]\n cloneAtXY [3253] [38]\n cloneAtXY [3647] [30]\n else\n if <(level) = [3]> then\n switch costume to (collectabledot v)\n cloneAtXY [-116] [27]\n cloneAtXY [505] [68]\n cloneAtXY [702] [90]\n cloneAtXY [1115] [152]\n cloneAtXY [1268] [211]\n cloneAtXY [1412] [302]\n cloneAtXY [1881] [267]\n cloneAtXY [2999] [50]\n cloneAtXY [3318] [65]\n cloneAtXY [3931] [85]\n cloneAtXY [4327] [59]\n else\n if <(level) = [4]> then\n switch costume to (collectabledot v)\n cloneAtXY [-175] [47]\n cloneAtXY [247] [58]\n cloneAtXY [1246] [96]\n cloneAtXY [1658] [75]\n cloneAtXY [2484] [93]\n cloneAtXY [3028] [-72]\n cloneAtXY [4027] [105]\n cloneAtXY [4561] [78]\n else\n if <(level) = [5]> then\n switch costume to (collectabledot v)\n cloneAtXY [2685] [1091]\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine cloneAtXY (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collectedmax v] by (1)\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\n\ndefine SendMessage (content)\nset [messagecontent v] to (content)\nbroadcast (message v) and wait\n\nbroadcast (checkNewSkin v) and wait\n\ndefine SendLongMessage (content)\nset [messagecontent v] to (content)\nbroadcast (messageLong v) and wait\n\nwhen I receive [coinshide v]\nif <(cloneID) = (coinsCloneIDhide)> then\n set size to (100) %\n repeat (10)\n change size by (-10)\n end\n set [coinscloneidhide v] to [-1]\n delete this clone\nend\n\n@Danger\n\nwhen I receive [greenflag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scrollX)) ((y) - (scrollY))\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (lev1-1 v)\n cloneAtXY [360] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [0] [424]\n cloneAtXY [560] [0]\nelse\n if <(level) = [2]> then\n switch costume to (lev2-1 v)\n cloneAtXY [424] [0]\n cloneAtXY [800] [0]\n cloneAtXY [600] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n else\n if <(level) = [3]> then\n switch costume to (lev3-1 v)\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n else\n if <(level) = [4]> then\n switch costume to (lev4-1 v)\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n else\n if <(level) = [5]> then\n switch costume to (lev5-1 v)\n cloneAtXY [600] [0]\n cloneAtXY [0] [724]\n cloneAtXY [900] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine cloneAtXY (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nif <(level) = [6]> then\n switch costume to (lev6-1 v)\nend\n\n@Decorations\n\nwhen I receive [greenflag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scrollX)) ((y) - (scrollY))\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (lev1-1 v)\n cloneAtXY [360] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [0] [424]\n cloneAtXY [560] [0]\nelse\n if <(level) = [2]> then\n switch costume to (lev2-1 v)\n cloneAtXY [424] [0]\n cloneAtXY [800] [0]\n cloneAtXY [600] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n else\n if <(level) = [3]> then\n switch costume to (lev3-1 v)\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n else\n if <(level) = [4]> then\n switch costume to (lev4-1 v)\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n else\n if <(level) = [5]> then\n switch costume to (lev5-1 v)\n cloneAtXY [600] [0]\n cloneAtXY [0] [724]\n cloneAtXY [900] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n else\n if <(level) = [6]> then\n switch costume to (lev6-1 v)\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine cloneAtXY (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nif <(level) = [6]> then\n switch costume to (lev6-1 v)\nend\n\n@Bouncy\n\nwhen I receive [greenflag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scrollX)) ((y) - (scrollY))\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (lev1-1 v)\n cloneAtXY [360] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [0] [424]\n cloneAtXY [560] [0]\nelse\n if <(level) = [2]> then\n switch costume to (lev2-1 v)\n cloneAtXY [424] [0]\n cloneAtXY [800] [0]\n cloneAtXY [600] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n else\n if <(level) = [3]> then\n switch costume to (lev3-1 v)\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n else\n if <(level) = [4]> then\n switch costume to (lev4-1 v)\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n else\n if <(level) = [5]> then\n switch costume to (lev5-1 v)\n cloneAtXY [600] [0]\n cloneAtXY [0] [724]\n cloneAtXY [900] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n else\n if <(level) = [6]> then\n switch costume to (lev6-1 v)\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine cloneAtXY (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nif <(level) = [6]> then\n switch costume to (lev6-1 v)\nend\n\n@pltf\n\nwhen flag clicked\ngo to x: (18) y: (-52)\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [showmbp v]\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen I receive [malkeplace v]\nglide (0.6) secs to x: (158) y: (-52)\n\nwhen I receive [greenflag v]\nhide\n\n@air\n\nwhen flag clicked\nglide (1) secs to x: (0) y: (0)\nwait (2) seconds\nglide (1) secs to x: (0) y: (55)\nwait (1) seconds\nbroadcast (showmbp v) and wait\nwait (2) seconds\nbroadcast (malkeplace v) and wait\nwait (1) seconds\nbroadcast (showscroll v) and wait\nwait (2) seconds\nbroadcast (showlw_2424 v) and wait\nwait (4) seconds\nbroadcast (overlay v)\nwait (1) seconds\nbroadcast (greenFlag v) and wait\nbroadcast (playGame v)\n\nwhen flag clicked\nshow\n\nwhen I receive [greenflag v]\nhide\n\n@am\n\nwhen flag clicked\ngo to x: (-93) y: (-52)\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [showmbp v]\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen I receive [greenflag v]\nhide\n\n@lw2424\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-1) y: (-128)\npoint in direction (90)\nhide\nset [pixelate v] effect to (200)\n\nwhen I receive [showlw_2424 v]\ngo to [front v] layer\nwait (0.5) seconds\nshow\nrepeat (20)\n change [pixelate v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n turn right (6) degrees\nend\nwait (0.01) seconds\nrepeat (10)\n turn left (6) degrees\nend\nwait (0.01) seconds\nrepeat (10)\n turn right (-6) degrees\nend\nwait (0.01) seconds\nrepeat (10)\n turn left (-6) degrees\nend\nrepeat (20)\n change [pixelate v] effect by (-10)\nend\nhide\n\nwhen I receive [greenflag v]\nhide\n\n@scr\n\nwhen flag clicked\ngo to x: (29) y: (-164)\nhide\n\nwhen I receive [showscroll v]\nshow\nglide (0.6) secs to x: (29) y: (-52)\n\nwhen I receive [greenflag v]\nhide\n\n@Overlay\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [overlay v]\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\n@DangerSpikes\n\nwhen I receive [greenflag v]\nhide\n\nwhen I receive [tick v]\nset size to (60) %\nposition ((x) - (scrollX)) ((y) - (scrollY))\nif <touching (player v)?> then\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [4]> then\n switch costume to (spikes v)\n cloneAtXY [1102] [-127]\n cloneAtXY [1398] [-127]\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 cloneAtXY (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n wait (2) seconds\n repeat (25)\n change [y v] by (10)\n end\n say [Hähä] for (2) seconds\n repeat (25)\n change [y v] by (-10)\n end\nend\n\n@menu-contuine\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (36) y: (28)\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [menuclose v]\nhide\n\nwhen this sprite clicked\nbroadcast (menuclose v)\nset [pause v] to [false]\n\n@ShinePlatforms\n\nwhen I receive [greenflag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scrollX)) ((y) - (scrollY))\nif <(oops) = [false]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\nif <<touching (player v)?> and <(oops) = [false]>> then\n set [oops v] to [true]\n repeat (25)\n change [ghost v] effect by (4)\n end\n broadcast (check v)\nend\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [x v] to [0]\nset [oops v] to [false]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (lev1-1 v)\n cloneAtXY [360] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [0] [424]\n cloneAtXY [560] [0]\nelse\n if <(level) = [2]> then\n switch costume to (lev2-1 v)\n cloneAtXY [424] [0]\n cloneAtXY [800] [0]\n cloneAtXY [600] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n else\n if <(level) = [3]> then\n switch costume to (lev3-1 v)\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n else\n if <(level) = [4]> then\n switch costume to (lev4-1 v)\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n cloneAtXY [800] [0]\n else\n if <(level) = [5]> then\n switch costume to (lev5-1 v)\n cloneAtXY [600] [0]\n cloneAtXY [0] [724]\n cloneAtXY [900] [0]\n cloneAtXY [600] [0]\n cloneAtXY [600] [0]\n else\n if <(level) = [6]> then\n switch costume to (lev6-1 v)\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine cloneAtXY (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [check v]\nwait until <not <touching (player v)?>>\nset [oops v] to [false]\n\nif <(level) = [6]> then\n switch costume to (lev6-1 v)\nend\n\n@PauseButton\n\nwhen flag clicked\nswitch costume to (kostüm2 v)\nhide\n\nwhen this sprite clicked\nset [pause v] to [true]\nbroadcast (menu v)\n\nwhen I receive [playgame v]\nshow\n\n@Menu\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [menuclose v]\nhide\n\n@menu-reload\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (36) y: (28)\n\nwhen I receive [menu v]\nif <not <(level) = [6]>> then\n switch costume to (menu_reload v)\n show\nelse\n switch costume to (menu_reload_big v)\n show\nend\n\nwhen I receive [menuclose v]\nhide\n\nwhen this sprite clicked\nbroadcast (menuclose v)\nset [pause v] to [false]\nset [exit v] to [fall]\n\n@menu_lw_skinshop\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (36) y: (28)\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [menuclose v]\nhide\n\nwhen this sprite clicked\nbroadcast (menuclose v) and wait\nbroadcast (lwskinshop v)\n\n@LWSkinShop\n\nwhen flag clicked\nset [gernrallycollected v] to [0]\nhide variable [gernrallycollected v]\nhide\ngo to x: (36) y: (28)\n\nwhen I receive [lwskinshop v]\nshow variable [gernrallycollected v]\nshow\n\nwhen I receive [lwskinshopclose v]\nhide variable [gernrallycollected v]\nhide\n\n@lsa\n\nwhen I receive [lwskinshopclose v]\nhide\n\nwhen I receive [lwskinshop v]\nshow\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (36) y: (28)\nforever\n if <(skin) = [default]> then\n switch costume to (kostüm2 v)\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (kostüm3 v)\n else\n switch costume to (kostüm1 v)\n end\n end\nend\n\nwhen this sprite clicked\nset [skin v] to [default]\n\n@lsa2\n\nwhen I receive [lwskinshopclose v]\nhide\n\nwhen I receive [lwskinshop v]\nshow\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (36) y: (28)\nforever\n if <(skin) = [blue]> then\n switch costume to (kostüm2 v)\n else\n if <touching (mouse-pointer v)?> then\n if <<(gernrallyCollected) > [6]> or <(gernrallyCollected) = [6]>> then\n switch costume to (kostüm3 v)\n else\n switch costume to (kostüm4 v)\n end\n else\n if <<(gernrallyCollected) > [6]> or <(gernrallyCollected) = [6]>> then\n switch costume to (kostüm1 v)\n else\n switch costume to (kostüm4 v)\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <<(gernrallyCollected) > [6]> or <(gernrallyCollected) = [6]>> then\n set [skin v] to [blue]\nend\n\n@lsa3\n\nwhen I receive [lwskinshopclose v]\nhide\n\nwhen I receive [lwskinshop v]\nshow\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (36) y: (28)\nforever\n if <(skin) = [orange]> then\n switch costume to (kostüm2 v)\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (kostüm3 v)\n else\n switch costume to (kostüm1 v)\n end\n end\nend\n\nwhen this sprite clicked\nset [skin v] to [orange]\n\n@menu-skip\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (36) y: (28)\n\nwhen I receive [menu v]\nif <not <(level) = [6]>> then\n show\nend\n\nwhen I receive [menuclose v]\nhide\n\nwhen this sprite clicked\nbroadcast (menuclose v)\nset [pause v] to [false]\nchange [level v] by (1)\nset [exit v] to [fall]\nwait (1) seconds\n\n@lsa4\n\nwhen I receive [lwskinshopclose v]\nhide\n\nwhen I receive [lwskinshop v]\nshow\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (36) y: (28)\nforever\n if <(skin) = [hat]> then\n switch costume to (kostüm2 v)\n else\n if <touching (mouse-pointer v)?> then\n if <<(gernrallyCollected) > [10]> or <(gernrallyCollected) = [10]>> then\n switch costume to (kostüm3 v)\n else\n switch costume to (kostüm4 v)\n end\n else\n if <<(gernrallyCollected) > [10]> or <(gernrallyCollected) = [10]>> then\n switch costume to (kostüm1 v)\n else\n switch costume to (kostüm4 v)\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <<(gernrallyCollected) > [10]> or <(gernrallyCollected) = [10]>> then\n set [skin v] to [hat]\nend\n\n@lsa5\n\nwhen I receive [lwskinshopclose v]\nhide\n\nwhen I receive [lwskinshop v]\nshow\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (36) y: (28)\nforever\n if <(skin) = [glasses]> then\n switch costume to (kostüm2 v)\n else\n if <touching (mouse-pointer v)?> then\n if <<(gernrallyCollected) > [24]> or <(gernrallyCollected) = [24]>> then\n switch costume to (kostüm3 v)\n else\n switch costume to (kostüm4 v)\n end\n else\n if <<(gernrallyCollected) > [24]> or <(gernrallyCollected) = [24]>> then\n switch costume to (kostüm1 v)\n else\n switch costume to (kostüm4 v)\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <<(gernrallyCollected) > [24]> or <(gernrallyCollected) = [24]>> then\n set [skin v] to [glasses]\nend\n\n@lsa6\n\nwhen I receive [lwskinshopclose v]\nhide\n\nwhen I receive [lwskinshop v]\nshow\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (36) y: (28)\nforever\n if <(skin) = [flower]> then\n switch costume to (kostüm2 v)\n else\n if <touching (mouse-pointer v)?> then\n if <<(gernrallyCollected) > [36]> or <(gernrallyCollected) = [36]>> then\n switch costume to (kostüm3 v)\n else\n switch costume to (kostüm4 v)\n end\n else\n if <<(gernrallyCollected) > [36]> or <(gernrallyCollected) = [36]>> then\n switch costume to (kostüm1 v)\n else\n switch costume to (kostüm4 v)\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <<(gernrallyCollected) > [36]> or <(gernrallyCollected) = [36]>> then\n set [skin v] to [flower]\nend\n\n@lsa7\n\nwhen I receive [lwskinshopclose v]\nhide\n\nwhen I receive [lwskinshop v]\nshow\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (36) y: (28)\nforever\n if <(skin) = [cat]> then\n switch costume to (kostüm2 v)\n else\n if <touching (mouse-pointer v)?> then\n if <<(gernrallyCollected) > [68]> or <(gernrallyCollected) = [68]>> then\n switch costume to (kostüm3 v)\n else\n switch costume to (kostüm4 v)\n end\n else\n if <<(gernrallyCollected) > [68]> or <(gernrallyCollected) = [68]>> then\n switch costume to (kostüm1 v)\n else\n switch costume to (kostüm4 v)\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <<(gernrallyCollected) > [68]> or <(gernrallyCollected) = [68]>> then\n set [skin v] to [cat]\nend\n\n@lsc2\n\nwhen I receive [lwskinshop v]\nshow\n\nwhen I receive [lwskinshopclose v]\nhide\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (36) y: (28)\n\nwhen this sprite clicked\nbroadcast (lwskinshopclose v) and wait\nbroadcast (menu v)\n\n@lsc\n\nwhen I receive [lwskinshop v]\nshow\n\nwhen I receive [lwskinshopclose v]\nhide\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (36) y: (28)\n\nwhen this sprite clicked\nbroadcast (lwskinshopclose v)\nset [pause v] to [false]\n\n@LWScoreMonitor\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\n\nwhen I receive [lwscoremonitor v]\nshow variable [showgc v]\nshow variable [showwwhsp v]\nshow variable [time v]\nshow variable [showwwtime v]\nshow variable [gamestate v]\nshow\n\nwhen I receive [lwscoremonitorclose v]\nhide variable [showgc v]\nhide variable [showwwhsp v]\nhide variable [time v]\nhide variable [showwwtime v]\nhide variable [gamestate v]\nhide\n\nwhen I receive [playgame v]\nset [time v] to [0]\nset [run v] to [true]\n\nwhen I receive [tick v]\nset [showgc v] to (gernrallyCollected)\nif <<(gernrallyCollected) > (☁ highscoreCollectedCoins)> or <(gernrallyCollected) = (☁ highscoreCollectedCoins)>> then\n set [☁ highscorecollectedcoins v] to (gernrallyCollected)\n set [showwwhsp v] to [Dein Score]\nelse\n set [showwwhsp v] to (☁ highscoreCollectedCoins)\nend\n\nwhen flag clicked\nset [hs v] to [false]\n\ndefine SendLongMessage (content)\nset [messagecontent v] to (content)\nbroadcast (messageLong v) and wait\n\ndefine SendMessage (content)\nset [messagecontent v] to (content)\nbroadcast (message v)\n\nwhen I receive [tick v]\nif <(run) = [true]> then\n change [time v] by (0.01)\n set [gamestate v] to (join [Spielt bei Level ] (level))\n set [showwwtime v] to (☁ highscoreTime)\n if <(level) = [6]> then\n set [gamestate v] to [Spiel abgeschlossen]\n if <<(☁ highscoreTime) > (time)> or <(☁ highscoreTime) = (time)>> then\n set [☁ highscoretime v] to (time)\n set [showwwtime v] to [Dein Score]\n SendMessage [gotWWTHS]\n else\n set [showwwtime v] to (☁ highscoreTime)\n end\n set [run v] to [false]\n end\nend\n\n@lsc3\n\nwhen I receive [lwscoremonitor v]\nshow\n\nwhen I receive [lwscoremonitorclose v]\nhide\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (36) y: (28)\n\nwhen this sprite clicked\nbroadcast (lwscoremonitorclose v) and wait\nbroadcast (menu v)\n\n@lsc4\n\nwhen I receive [lwscoremonitor v]\nshow\n\nwhen I receive [lwscoremonitorclose v]\nhide\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (36) y: (28)\n\nwhen this sprite clicked\nbroadcast (lwscoremonitorclose v)\nset [pause v] to [false]\n\n@menu_lw_scoremonitor\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (36) y: (28)\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [menuclose v]\nhide\n\nwhen this sprite clicked\nbroadcast (menuclose v) and wait\nbroadcast (lwscoremonitor v)\n\n@Message\n\nwhen flag clicked\nhide\ngo to x: (0) y: (200)\n\nwhen I receive [message v]\nstart sound [Win v]\nswitch costume to (messagecontent)\nshow\nglide (0.6) secs to x: (0) y: (110)\nwait (4) seconds\nglide (0.6) secs to x: (0) y: (200)\nwait (0.01) seconds\nhide\n\nwhen I receive [messagelong v]\nstart sound [Ring Tone v]\nswitch costume to (messagecontent)\nshow\nglide (0.6) secs to x: (0) y: (110)\nwait (16) seconds\nglide (0.6) secs to x: (0) y: (200)\nwait (0.01) seconds\nhide\n\n@SkipIntroButton\n\nwhen flag clicked\nswitch costume to (kostüm2 v)\nshow\n\nwhen this sprite clicked\nbroadcast (greenFlag v) and wait\nbroadcast (playGame v) and wait\n\nwhen I receive [greenflag v]\nhide\n\n@Baloo Palij\n\nwhen flag clicked\nSetup\n\ndefine Setup Characters\ndelete all of [characters v]\nswitch costume to ((1) + (0))\nrepeat until <(costume [name v]) = [A4]>\n next costume\n add [10] to [characters v]\nend\n// [Baloo Paalji]\nadd [45] to [characters v]\nadd [40] to [characters v]\nadd [39] to [characters v]\nadd [43] to [characters v]\nadd [34] to [characters v]\nadd [34] to [characters v]\nadd [44] to [characters v]\nadd [42] to [characters v]\nadd [14] to [characters v]\nadd [26] to [characters v]\nadd [41] to [characters v]\nadd [33] to [characters v]\nadd [54] to [characters v]\nadd [42] to [characters v]\nadd [49] to [characters v]\nadd [38] to [characters v]\nadd [51] to [characters v]\nadd [40] to [characters v]\nadd [37] to [characters v]\nadd [40] to [characters v]\nadd [42] to [characters v]\nadd [46] to [characters v]\nadd [62] to [characters v]\nadd [42] to [characters v]\nadd [42] to [characters v]\nadd [38] to [characters v]\nadd [36] to [characters v]\nadd [39] to [characters v]\nadd [33] to [characters v]\nadd [39] to [characters v]\nadd [38] to [characters v]\nadd [28] to [characters v]\nadd [37] to [characters v]\nadd [37] to [characters v]\nadd [15] to [characters v]\nadd [19] to [characters v]\nadd [36] to [characters v]\nadd [13] to [characters v]\nadd [57] to [characters v]\nadd [37] to [characters v]\nadd [40] to [characters v]\nadd [39] to [characters v]\nadd [39] to [characters v]\nadd [26] to [characters v]\nadd [33] to [characters v]\nadd [25] to [characters v]\nadd [37] to [characters v]\nadd [39] to [characters v]\nadd [57] to [characters v]\nadd [37] to [characters v]\nadd [39] to [characters v]\nadd [33] to [characters v]\nadd [41] to [characters v]\nadd [24] to [characters v]\nadd [35] to [characters v]\nadd [35] to [characters v]\nadd [45] to [characters v]\nadd [35] to [characters v]\nadd [38] to [characters v]\nadd [35] to [characters v]\nadd [38] to [characters v]\nadd [38] to [characters v]\nadd [23] to [characters v]\nadd [39] to [characters v]\n\n\nset [clone id v] to (clone id)\nset [text length v] to (length of (text))\nset [letter size v] to [0]\nset [text width v] to [0]\nrepeat until <(Text Width) > (width)>\n change [letter size v] by (0.01)\n set [letter # v] to [1]\n set [text width v] to [0]\n repeat (length of (text))\n switch costume to (join (letter (Letter #) of (text)) [4])\n change [letter # v] by (1)\n change [text width v] by ((item (costume [number v]) of [characters v]) * (Letter Size))\n end\nend\nrepeat until <(Text Width) < (width)>\n change [letter size v] by (-0.001)\n set [letter # v] to [1]\n set [text width v] to [0]\n repeat (length of (text))\n switch costume to (join (letter (Letter #) of (text)) [4])\n change [letter # v] by (1)\n change [text width v] by ((item (costume [number v]) of [characters v]) * (Letter Size))\n end\nend\nswitch costume to (pos v)\nif <<(alignment) = [C]> or <(alignment) = [Center]>> then\n set [letter x v] to ((x) - ((Text Width) / (2)))\nend\nif <<(alignment) = [L]> or <(alignment) = [Left]>> then\n set [letter x v] to (x)\nend\nif <<(alignment) = [R]> or <(alignment) = [Right]>> then\n set [letter x v] to ((x) - (Text Width))\nend\nset [letter y v] to (y)\nset [letter # v] to [1]\nset [letter size v] to ((Letter Size) * (90))\nSet Size to (Letter Size)\nrepeat (length of (text))\n switch costume to (join (letter (Letter #) of (text)) [4])\n set [letter costume # v] to (costume [number v])\n switch costume to (pos v)\n change [letter x v] by (((item (Letter Costume #) of [characters v]) * ((Letter Size) / (90))) * (0.5))\n create clone of (_myself_ v)\n change [letter # v] by (1)\n change [letter x v] by (((item (Letter Costume #) of [characters v]) * ((Letter Size) / (90))) * (0.5))\nend\n\ndefine // (comment)\n\n\nset [clone id v] to (clone id)\nset [text length v] to (length of (text))\nset [letter size v] to ((size) / (90))\nset [text width v] to [0]\nset [letter # v] to [1]\nset [text width v] to [0]\nrepeat (length of (text))\n switch costume to (join (letter (Letter #) of (text)) [4])\n change [letter # v] by (1)\n change [text width v] by ((item (costume [number v]) of [characters v]) * (Letter Size))\nend\nswitch costume to (pos v)\nif <<(alignment) = [C]> or <(alignment) = [Center]>> then\n set [letter x v] to ((x) - ((Text Width) / (2)))\nend\nif <<(alignment) = [L]> or <(alignment) = [Left]>> then\n set [letter x v] to (x)\nend\nif <<(alignment) = [R]> or <(alignment) = [Right]>> then\n set [letter x v] to ((x) - (Text Width))\nend\nset [letter y v] to (y)\nset [letter # v] to [1]\nset [letter size v] to ((Letter Size) * (90))\nrepeat (length of (text))\n switch costume to (join (letter (Letter #) of (text)) [4])\n set [letter costume # v] to (costume [number v])\n switch costume to (pos v)\n change [letter x v] by (((item (Letter Costume #) of [characters v]) * ((Letter Size) / (90))) * (0.5))\n create clone of (_myself_ v)\n change [letter # v] by (1)\n change [letter x v] by (((item (Letter Costume #) of [characters v]) * ((Letter Size) / (90))) * (0.5))\nend\n\nwhen I start as a clone\n// [Text Clone]\nshow\nGo to (Letter X) (Letter Y)\nswitch costume to (Letter Costume #)\nSet Size to (Letter Size)\n\ndefine Setup\nclear graphic effects\nhide\nSetup Characters\n\ndefine Set Size to (size)\nset [costume # v] to (costume [number v])\nif <(size) > [100]> then\n switch costume to (size v)\nelse\n switch costume to (size 2 v)\nend\nset size to (size) %\nswitch costume to (Costume #)\n\ndefine Go to (x) (y)\nset [costume # v] to (costume [number v])\nswitch costume to (pos v)\ngo to x: (x) y: (y)\nswitch costume to (Costume #)\n\n
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========Air - a mobile scrolling Platformer========\n-> -> https://scratch.mit.edu/studios/29336344/ <- <-\nSCROLL DOWN FOR ENGLISH!\n20.07.2022: Fixed the lagging when collecting coins / Das Lagging beim einsammeln von Coins ist gefixt.\n20.07.2022: Fixed the bug with made it unplayable / Der Bug, der das Spiel unspielbar gemacht hat, ist gefixt.\n20.05.2021: Skip-Intro-Button\nDEUTSCH:\nHerzlich Wilkommen zu meinem Scrolling-Platformer Air!\nAlle Level sind lösbar (getestet am PC und auf dem Smartphone!)\nWenn du 2 Punkte suchst, dann nutze Walljumping und Trampoline um daran zu kommen, suche ganz nah am Anfang des Levels.\nIch weiß, dass es kurz ist, aber ich werde bald weitere Level hinzufügen!\nAir unterstützt mobile Steuerung und hat eine Menge neue Features!\n--------------------------LWSkinShop------------------------------\nKaufe dir mithilfe der Punkte, die du im gesammten Spiel sammelst verschiedene coole Skins!\n(Du findest den LWSkinShop, wenn du den Knopf mit den ... in der oberen Ecke des Spiels drückst und dann LWSkinShop auswählst.)\n-----------------------LWScoreMonitor----------------------------\nSchaffst du es mehr Punkte zu sammeln oder das Spiel schneller zu beenden als jeder andere Scratcher vor dir?\nMithilfe von Cloud-Variablen kannst du die beiden Rekorde knacken: Zeitrekord (Wie schnell du das Spiel geschafft hast) und Punkterekord (Wie viele Punkte du sammeln konntest)!\n(Du findest deine aktuellen Werte im LWScoreMonitor, den du erreichst, indem du den Knopf mit den ... in der oberen Ecke des Spiels drückst und dann LWScoreMonitor auswählst.)\n------------------Benachrichtigungen----------------------------\nHast du einen neuen Skin ferigeschaltet oder einen Rekord geknackt? Es wird dir sofort angezeigt!\n-------------------------------Steuerung----------------------------\nPfeiltasten, WASD oder mobile Steuerung.\n\n\n\nENGLISH:\nWelcome to my scrolling platformer Air!\nAll levels are possible (tested on the PC and on the smartphone!)\nIf you are looking for 2 points, then use wall jumping and trampolines to get to them, look very close to the beginning of the level.\nI know it's short, but i'll add more levels soon!\nAir supports mobile control and has a lot of new features!\n-------------------------- LWSkinShop ----------------------- ---\nUse the points you collect in the entire game to buy various cool skins!\n(You can find the LWSkinShop by pressing the button with the ... in the top corner of the game and then selecting LWSkinShop.)\n----------------------- LWScoreMonitor -------------------------- \nCan you collect more points or finish the game faster than any other scratcher before you?\nWith the help of cloud variables you can break the two records: time record (how fast you got through the game) and point record (how many points you can collect)!\n(You can find your current values in the LWScoreMonitor, which you can reach by pressing the button with the ... in the top corner of the game and then selecting LWScoreMonitor.)\n------------------ Notifications ----------------------------\nHave you finished a new skin or broken a record? It will be shown to you immediately!\n-------------------------------Control------------------ ----------\nArrow keys, WASD or mobile control.
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Light vs Dark - Platformer
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@Stage\n\n@Player\n\nwhen flag clicked\nhide variable [☁ views v]\nchange [☁ views v] by (1)\n\nwhen I receive [next level 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\nhide\n\nwhen flag clicked\nset [level v] to [0]\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 change [my variable v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\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 (player 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 change [level v] by (1)\n start sound [Coin v]\n end\n if <<<touching (spikes v)?> or <touching (jaws v)?>> or <<touching (lava rises v)?> or <touching (falling spike v)?>>> then\n start sound [Death v]\n switch costume to (player v)\n broadcast (death v)\n end\n if <touching (trampoline v)?> then\n broadcast (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 [Game Sound v] until done\nend\n\nwhen I receive [boing v]\nplay sound [Boing v] until done\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n set [level v] to [0]\n end\nend\n\nwhen [r v] key pressed\nbroadcast (death v)\n\ngo to x: (-210) y: (75)\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\n@Trampoline \n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (boing v)\nshow\n\n@Lava Rises\n\nwhen flag clicked\nswitch costume to (costume v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Level Words\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@THUMBNAIL\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\nend\n\nwhen [space v] key pressed\nnext costume\n\n@Jaws\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n glide (1) secs to x: (0) y: (-249)\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Falling Spike\n\nwhen I receive [fall1 v]\nglide (0.5) secs to x: (x position) y: (-217)\nglide (0.5) secs to x: (x position) y: (28)\n\nwhen I receive [death v]\nset y to (28)\nset [spike dropper v] to (pick random (1) to (2))\n\nwhen I receive [next level v]\nhide\nif <(Level) = [3]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\ngo to x: (30) y: (28)\nset y to (28)\nhide\nset [spike dropper v] to (pick random (1) to (2))\nforever\n if <(Level) = [3]> then\n show\n if <(Spike Dropper) = [1]> then\n show\n else\n hide\n end\n end\nend\n\n@Falling Spike Button\n\nwhen I receive [next level v]\nhide\nhide\n\nwhen flag clicked\nwait (0.1) seconds\nhide\nforever\n if <(Level) = [3]> then\n show\n if <touching (player v)?> then\n broadcast (Fall1 v)\n hide\n wait (1) seconds\n show\n end\n end\nend\n\n@Falling Spike Button2\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n show\nelse\n hide\nend\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n show\nelse\n hide\nend\n\nwhen I receive [next level v]\nhide\nif <(Level) = [3]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nwait (0.1) seconds\nhide\nforever\n if <(Level) = [3]> then\n show\n if <touching (player v)?> then\n broadcast (Fall2 v)\n hide\n wait (1) seconds\n show\n end\n end\nend\n\nwhen I receive [next level v]\nwait (0.1) seconds\nhide\nhide\n\n@Falling Spike2\n\nwhen I receive [fall2 v]\nglide (0.5) secs to x: (x position) y: (-217)\nglide (0.5) secs to x: (x position) y: (28)\n\nwhen I receive [death v]\nset y to (28)\n\nwhen flag clicked\ngo to x: (166) y: (28)\nhide\nforever\n if <(Level) = [3]> then\n show\n if <(Spike Dropper) = [1]> then\n hide\n else\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Low Whoosh v]\n switch costume to (stare v)\n broadcast (death v)\n end\nend\n\nwhen I receive [next level v]\nhide\nif <(Level) = [3]> then\n show\nelse\n hide\nend\n\n@Next level\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n end\nend\n\nbroadcast (Next level v)\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n
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Arrow Key Controls!\nR to reset\nSpace to change perspectives.\nAll levels have been tested possible.\nSpikes and lava kill you, but trampolines bounce you.\nLike and Fave for part 2.\n\nOMG I got past 300 views in 3 days! Check out my other projects as well: https://scratch.mit.edu/projects/526688980/\n\n100: yes\n200: yes\n300: yes\n400: yes\n500: yes\n600: yes\n700: yes\n800: yes\n900: maybe (yes)\n1000: probably not (unless u show this to all of your friends, pretty plz...)
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Crystal Cavern: A platformer #Games
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@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [bensound-deepblue v] until done\nend\n\nwhen I receive [end v]\nrepeat (10)\n change volume by (-10)\nend\n\nset [the level v] to [15]\n\n@Player\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.5)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<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 (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?>> or <<mouse down?> and <(mouse y) < (y position)>>> 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?>>> or <<touching (ground v)?> and <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <<touching (spikes v)?> or <touching (falling rocks v)?>> then\n start sound [Crunch v]\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < (y position)>>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n if <touching (lava v)?> then\n start sound [Crunch v]\n broadcast (Reset v)\n end\n if <(y position) < [-175]> then\n broadcast (Reset v)\n start sound [High Whoosh v]\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change size 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]\nswitch costume to (player v)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen I receive [change color v]\nset [color v] effect to (Color Effect)\n\nwhen flag clicked\nforever\n if <(The Level) = [16]> then\n broadcast (End v) and wait\n stop [other scripts in sprite v]\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nset [the level v] to [15]\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (1) seconds\ngo to x: (0) y: (0)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Love) = [1]> and <(Favorite) = [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@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)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\nwhen I receive [change color v]\nset [color v] effect to (Color Effect)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [all v]\n\n@Sprite3\n\ngo to [back v] layer\n\n@Glow\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n repeat (20)\n change size by (0.5)\n end\n repeat (20)\n change size by (-0.5)\n end\nend\n\nwhen I receive [change color v]\nset [color v] effect to (Color Effect)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Sprite5\n\nwhen flag clicked\ngo to [back v] layer\nset size to (100) %\nforever\n repeat (20)\n change size by (0.5)\n end\n repeat (20)\n change size by (-0.5)\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) > [10]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Sprite6\n\nwhen flag clicked\ngo to [back v] layer\nset size to (100) %\nforever\n repeat (20)\n change size by (0.5)\n end\n repeat (20)\n change size by (-0.5)\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) > [10]> then\n hide\n else\n show\n end\nend\n\nset [the level v] to [11]\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Sprite7\n\n@Falling rocks\n\nwhen flag clicked\nforever\n set y to (180)\n repeat until <(y position) < [-175]>\n change y by (-10)\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Particles\n\nwhen flag clicked\nhide\nforever\n if <(The Level) > [10]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n wait (pick random (0.5) to (1)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n set y to (180)\n set x to (pick random (-250) to (250))\n set [color v] effect to (pick random (-100) to (100))\n repeat until <(y position) < [-175]>\n change y by (pick random (-1) to (-5))\n end\n delete this clone\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@large Particles\n\nwhen flag clicked\nhide\nset [color effect v] to [0]\n\nwhen flag clicked\nhide\nforever\n wait (pick random (9) to (14)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n set y to (180)\n set x to (pick random (-250) to (250))\n set [color effect v] to (pick random (-100) to (100))\n set [color v] effect to (Color Effect)\n repeat until <(y position) < [-175]>\n change y by (pick random (-1) to (-5))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(The Level) > [10]> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n start sound [Magic Spell v]\n broadcast (Change color v)\n delete this clone\n end\nend\n\nwait (0.1) seconds\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Signs\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (The Level)\n if <(The Level) = [1]> then\n if <touching (player v)?> then\n say [This way to Glowing Crystal Cavern]\n else\n say []\n end\n end\n if <(The Level) = [3]> then\n if <touching (player v)?> then\n say [Careful up ahead. Large drop.]\n else\n say []\n end\n end\n if <(The Level) = [4]> then\n if <touching (player v)?> then\n say [You might want to duck ahead...\(press down arrow\)]\n else\n say []\n end\n end\n if <(The Level) = [5]> then\n if <touching (player v)?> then\n say [WATCH OUT FOR FALLING ROCKS!!]\n else\n say []\n end\n end\n if <(The Level) = [11]> then\n if <touching (player v)?> then\n say [Welcome to Glowing Crystal Cavern! Try touching the large falling glowing particles to change the color of your player.]\n else\n say []\n end\n end\n if <(The Level) = [15]> then\n if <touching (player v)?> then\n say [Welcome to Crystal City!]\n else\n say []\n end\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@End\n\nwhen I receive [end v]\nwait (1) seconds\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n
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It's been a while since I last made a platformer, so here you go!\n--------------------------------------------------------------------------------------------------------------------------------------------------\nw,a,s,d or arrow keys to move. There are also mobile controls, just tap in the direction you want to go. You can crouch using the s or arrow keys\n\nBackstory:\nA little light cube is lost in a large cave. Help it find its way back to its home, the Crystal City.\n\nFeatures not found in generic platformers.\n-The player glows\n-Animated torches and glowing crystal art (the crystals aren't animated though)\n- Falling rocks\n-Fancy particles\n-If you touch a large falling particle, you will change into the color of that particle.\n\nProject Discussion Forum: https://scratch.mit.edu/discuss/topic/527744/\nGive feedback or suggestions there. :)
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The Cube (Platformer)
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@Stage\n\nwhen flag clicked\nset [portallevel v] to [0]\n\nwhen backdrop switches to [backdrop19 v]\nset [portallevel v] to [1]\nwait until <not <(backdrop [number v]) = [21]>>\nset [portallevel v] to [0]\n\nwhen backdrop switches to [backdrop37 v]\nset [portallevel v] to [1]\nwait until <not <(backdrop [number v]) = [34]>>\nset [portallevel v] to [0]\n\n@The Cube\n\nwhen I receive [almost start... v]\nwait (0.1) seconds\nrepeat until <(Control) = [1]>\n play sound [Clean_Bandit_-_Rather_Be_feat v] until done\nend\nrepeat until <(Control) = [0]>\n play sound [Star Wars - The Imperial March.mp3 v] until done\nend\nrepeat until <(Control) = [1]>\n play sound [Clean_Bandit_-_Rather_Be_feat v] until done\nend\nrepeat until <(Control) = [0]>\n play sound [Star Wars - The Imperial March.mp3 v] until done\nend\nrepeat until <(Control) = [1]>\n play sound [Intense serious v] until done\nend\nrepeat until <(Control) = [0]>\n play sound [Fantasy v] until done\nend\nrepeat until <(Control) = [1]>\n play sound [01 - Battle Belt v] until done\nend\nrepeat until <(Control) = [0]>\n play sound [Action Hero v] until done\nend\n\nwhen I receive [megacube bossfight v]\nwait (1) seconds\nswitch backdrop to (bossfight megacube background v)\ngo to x: (-230) y: (-30)\nshow\n\nwait (0.5) seconds\n\nwhen flag clicked\nset [control v] to [0]\nhide\nswitch backdrop to (backdrop2 v)\nset [fails v] to [0]\nswitch costume to (costume2 v)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-230) y: (-80)\n\nplay sound [Action Hero v] until done\n\nwhen I receive [start v]\nshow\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <<touching color (#00cc44)?> or <touching color (#663b00)?>>> then\n change y by (1)\n if <<touching color (#000000)?> or <<touching color (#00cc44)?> or <touching color (#663b00)?>>> then\n change y by (1)\n if <<touching color (#000000)?> or <<touching color (#00cc44)?> or <touching color (#663b00)?>>> then\n change y by (1)\n if <<touching color (#000000)?> or <<touching color (#00cc44)?> or <touching color (#663b00)?>>> then\n change y by (1)\n if <<touching color (#000000)?> or <<touching color (#00cc44)?> or <touching color (#663b00)?>>> then\n change y by (1)\n if <<touching color (#000000)?> or <<touching color (#00cc44)?> or <touching color (#663b00)?>>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#000000)?> or <<touching color (#00cc44)?> or <touching color (#663b00)?>>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <<touching color (#00cc44)?> or <touching color (#663b00)?>>> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ff9400)?> then\n set [y v] to [24]\n end\n if <touching color (#003fff)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n else\n set [y v] to [-1]\n end\n if <key (down arrow v) pressed?> then\n set [y v] to [-5]\n end\n end\n if <touching color (#ff0000)?> then\n change [fails v] by (1)\n broadcast (reset level v)\n go to x: (-230) y: (-50)\n end\n if <touching (orb8 v)?> then\n change [fails v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (reset level v)\n go to x: (-230) y: (-50)\n set [ghost v] effect to (0)\n end\n if <(y position) < [-170]> then\n change [fails v] by (1)\n broadcast (reset level v)\n go to x: (-230) y: (-50)\n end\n if <<(backdrop [number v]) = [2]> and <(x position) > [69]>> then\n next backdrop\n go to x: (-230) y: (-50)\n end\n if <<(backdrop [number v]) = [3]> or <(backdrop [number v]) = [14]>> then\n repeat until <(Control) = [0]>\n go to x: (-230) y: (-97)\n end\n end\n if <touching color (#003fff)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n else\n set [y v] to [-1]\n end\n if <key (down arrow v) pressed?> then\n set [y v] to [-5]\n end\n end\n if <<<(x position) > [230]> and <(PortalLevel) = [0]>> and <(Bossfight) = [0]>> then\n go to x: (-230) y: (-90)\n next backdrop\n end\n if <<<touching color (#ff00bf)?> and <(Bossfight) = [0]>> and <(PortalLevel) = [1]>> then\n go to x: (-230) y: (-90)\n next backdrop\n end\n if <touching (enemy v)?> then\n if <((y position) - (3)) > ([y position v] of [enemy v])> then\n end\nend\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@Dragon\n\nwhen flag clicked\nhide\ngo to x: (240) y: (21)\nswitch costume to (dragon1-a2 v)\n\nwhen backdrop switches to [backdrop1 v]\nset [control v] to [1]\nstop all sounds\nshow\nglide (1) secs to x: (-33) y: (21)\nsay [Hello!] for (2) seconds\nsay [What a surprise!] for (2) seconds\nsay [My name is Smorg and I am looking for a test subject when you came!] for (4.5) seconds\nsay [You see, I want to be entertained.] for (3) seconds\nsay [Life is boring, but since you're here...] for (3) seconds\nsay [...I can watch you try to complete my levels all day long!] for (4) seconds\nsay [Don't worry, it's safe here! Be ready to respawn a million times!] for (4) seconds\nsay [Muhahahaha!] for (2) seconds\nswitch costume to (dragon1-a v)\nglide (1) secs to x: (240) y: (21)\nset [control v] to [0]\nstop all sounds\nhide\n\nnext backdrop\nnext backdrop\n\nwhen backdrop switches to [backdrop14 v]\nset [control v] to [1]\nstop all sounds\nswitch costume to (dragon1-a2 v)\ngo to x: (240) y: (21)\nshow\nglide (1) secs to x: (60) y: (21)\nthink [Hmm...] for (1) seconds\nsay [Megacube!] for (1) seconds\nwait (3) seconds\nsay [Your minion has failed...] for (1.5) seconds\nwait (2) seconds\nsay [Well, we all know the Cube is unstoppable, but....] for (2) seconds\nwait (1.2) seconds\nsay [What if you, the king of the redcubes, battle the Cube? That'll be intreasting! ] for (4) seconds\nwait (1) seconds\nsay [Of cource the Cube is going to win! But boss battles are entertaining!] for (3) seconds\nwait (2) seconds\nsay [Good....good...good...] for (2) seconds\nsay [NOW START THE TELEPORTERS!!!] for (2) seconds\nwait (1) seconds\nhide\n\nwhen backdrop switches to [backdrop27 v]\nswitch costume to (dragon1-a2 v)\ngo to x: (240) y: (21)\nshow\nstop all sounds\nset [control v] to [0]\nglide (1) secs to x: (60) y: (21)\nsay [Muhaha!] for (1) seconds\nsay [Reverse psychology works!] for (2) seconds\nsay [Or maybe you knew the portal was a trap all along...] for (3) seconds\nsay [...And you just wanted a final epic boss fight.] for (2) seconds\nsay [But you won't get it!] for (1) seconds\nsay [You see, I can't win against you! You'll just keep respawning until you beat me!] for (4) seconds\nbroadcast (Sad music v)\nsay [So instead, I've set up a level that you can't pass. That you can't win.] for (3) seconds\nsay [It's your fault that you wandered into this facility in the first place.] for (3) seconds\nsay [...] for (2) seconds\nsay [But as standard villan practices go I will not stay to verify if my trap worked or not.] for (4) seconds\nsay [Goodbye!] for (1) seconds\nswitch costume to (dragon1-a v)\nglide (1) secs to x: (240) y: (21)\nhide\n\n@MovingPlatform\n\nwhen flag clicked\nhide\ngo to x: (3) y: (-68)\n\nwhen I receive [reset level v]\nif <(backdrop [number v]) = [10]> then\n go to x: (0) y: (-180)\nend\n\nwhen I start as a clone\nif <<(backdrop [name v]) = [backdrop16]> and <(costume [number v]) = [3]>> then\n repeat until <not <(backdrop [name v]) = [backdrop16]>>\n repeat (10)\n change y by (10)\n end\n wait (1) seconds\n repeat (10)\n change y by (-10)\n end\n wait (1) seconds\n end\nend\nif <<(backdrop [name v]) = [backdrop16]> and <(costume [number v]) = [4]>> then\n repeat until <not <(backdrop [name v]) = [backdrop16]>>\n repeat (10)\n change y by (-10)\n end\n wait (1) seconds\n repeat (10)\n change y by (10)\n end\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop [number v]) = [19]> then\n delete this clone\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume1 v)\nshow\nrepeat until <not <(backdrop [number v]) = [6]>>\n set size to (80) %\n glide (1.6) secs to x: (165) y: (-68)\n glide (1.6) secs to x: (165) y: (130)\n glide (1.6) secs to x: (165) y: (-68)\n glide (1.6) secs to x: (3) y: (-68)\nend\nhide\n\nwhen backdrop switches to [backdrop10 v]\nswitch costume to (costume2 v)\nset size to (100) %\ngo to x: (0) y: (-180)\nshow\nrepeat until <not <(backdrop [number v]) = [10]>>\n wait (2) seconds\n repeat until <(y position) = [180]>\n change y by (1)\n end\n go to x: (0) y: (-180)\nend\nhide\n\nwhen backdrop switches to [backdrop16 v]\nshow\ngo to x: (-36) y: (-19)\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\ngo to x: (103) y: (-83)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen backdrop switches to [backdrop27 v]\nswitch costume to (costume5 v)\ngo to x: (0) y: (180)\nshow\nwait (21) seconds\nrepeat until <(x position) < [68]>\n wait (0.1) seconds\n change y by (-1)\nend\nbroadcast (The End... v)\nhide\n\n@Enemy\n\nwhen backdrop switches to [backdrop12 v]\nshow\nrepeat until <not <<(backdrop [number v]) = [12]> or <(backdrop [number v]) = [13]>>>\n go to x: (63) y: (27)\n glide (2) secs to x: (-95) y: (27)\n glide (2) secs to x: (63) y: (27)\nend\nhide\n\nwhen backdrop switches to [backdrop19 v]\nshow\nrepeat until <not <(backdrop [number v]) = [21]>>\n go to x: (-76) y: (-24)\n glide (2) secs to x: (38) y: (-25)\n glide (2) secs to x: (-76) y: (-24)\nend\nhide\n\nwhen backdrop switches to [backdrop25 v]\nshow\nrepeat until <not <(backdrop [number v]) = [25]>>\n go to x: (214) y: (-5)\n glide (2) secs to x: (-78) y: (-5)\n glide (2) secs to x: (214) y: (-5)\nend\nhide\n\nwhen backdrop switches to [backdrop26 v]\nhide\ngo to x: (120) y: (-131)\ncreate clone of (_myself_ v)\ngo to x: (120) y: (-1)\ncreate clone of (_myself_ v)\ngo to x: (50) y: (-131)\ncreate clone of (_myself_ v)\ngo to x: (50) y: (-1)\ncreate clone of (_myself_ v)\n\nshow\n\nwhen I start as a clone\nforever\n if <touching (the cube v)?> then\n if <(([y position v] of [the cube v]) - (3)) > (y position)> then\n set [y v] to [8]\n start sound [pop v]\n delete this clone\n else\n end\n end\nend\n\nwhen flag clicked\nset size to (100) %\nhide\nforever\n if <touching (the cube v)?> then\n if <(([y position v] of [the cube v]) - (3)) > (y position)> then\n set [y v] to [8]\n hide\n start sound [pop v]\n else\n end\n end\nend\n\nwhen backdrop switches to [backdrop26 v]\nrepeat until <not <(backdrop [name v]) = [backdrop26]>>\n if <([y position v] of [the cube v]) < [-1]> then\n repeat until <not <([y position v] of [the cube v]) < [-1]>>\n set y to (-131)\n end\n end\n if <([y position v] of [the cube v]) < [129]> then\n repeat until <not <([y position v] of [the cube v]) < [129]>>\n set y to (-1)\n end\n end\n if <([y position v] of [the cube v]) > [129]> then\n repeat until <not <([y position v] of [the cube v]) > [129]>>\n set y to (129)\n end\n end\nend\nstop [this script v]\n\nwhen I start as a clone\nif <(backdrop [name v]) = [backdrop26]> then\n show\n repeat until <not <(backdrop [name v]) = [backdrop26]>>\n repeat (40)\n change x by (-5)\n wait (0.01) seconds\n end\n repeat (40)\n change x by (5)\n wait (0.01) seconds\n end\n end\n delete this clone\nend\n\nwhen I receive [enemy gets stomped on v]\n\nbroadcast (Enemy Gets Stomped On v) and wait\n\n@key-clipart-golden-key\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (83) y: (-143)\nshow\nwait until <touching (the cube v)?>\nnext backdrop\nhide\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (-14) y: (-101)\nshow\nwait until <touching (the cube v)?>\nnext backdrop\nhide\n\nwhen backdrop switches to [backdrop40 v]\ngo to x: (43) y: (64)\nshow\nwait until <touching (the cube v)?>\nnext backdrop\nhide\n\n@MegaCube\n\nwhen flag clicked\nhide\nset size to (350) %\nset [bossfight v] to [0]\n\nwhen backdrop switches to [bossfight megacube background2 v]\nrepeat until <[-170] > (y position)>\n turn right (15) degrees\n change y by (-10)\nend\nhide\npoint in direction (90)\nplay sound [triumph v] until done\nset [bossfight v] to [0]\nset [control v] to [1]\nstop all sounds\n\nwhen backdrop switches to [backdrop14 v]\nwait (4) seconds\nshow\ngo to x: (200) y: (-95)\nglide (1) secs to x: (150) y: (-95)\nsay [Yes?] for (1) seconds\nwait (1.5) seconds\nsay [So...] for (2) seconds\nwait (2) seconds\nsay [I don't get what you're hinting at.] for (1.2) seconds\nwait (4) seconds\nsay [But it wouldn't be fair!] for (1) seconds\nwait (3) seconds\nsay [Yes, master.] for (2) seconds\nwait (5) seconds\nbroadcast (Megacube Bossfight v)\nset [bossfight v] to [1]\nstop all sounds\nset [control v] to [0]\nwait (1) seconds\ngo to x: (0) y: (180)\nglide (1) secs to x: (0) y: (-36)\nrepeat until <(Bossfight) = [0]>\n repeat (8)\n change x by (-10)\n end\n repeat (8)\n change x by (10)\n end\n repeat (8)\n change x by (-10)\n end\n repeat (8)\n change x by (10)\n end\n repeat (8)\n change x by (-10)\n end\n repeat (8)\n change x by (10)\n end\n set [sine v] to [90]\n repeat (10)\n change [sine v] by (-4)\n change y by ((10) * ([sin v] of (sine) ))\n end\n repeat until <touching color (#000008)?>\n if <(sine) > [-90]> then\n change [sine v] by (-4)\n end\n change y by ((10) * ([sin v] of (sine) ))\n end\nend\n\n@Start\n\nwhen I receive [almost start... v]\nshow\nswitch costume to (costume1 v)\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <not <touching (mouse-pointer v)?>>\n set size to (130) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-19) y: (-136)\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\nstart sound [pop v]\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (2) y: (61)\n\nwhen I receive [almost start... v]\nshow\n\nwhen I receive [start v]\nhide\n\n@Sprite4\n\nwhen I start as a clone\nset y to (([y position v] of [megacube v]) - (31))\nset x to ([x position v] of [megacube v])\nshow\nforever\n change x by (-10)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n if <touching (the cube v)?> then\n wait (0.3) seconds\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n turn left (15) degrees\nend\n\nwhen I receive [megacube bossfight v]\nrepeat until <(Bossfight) = [0]>\n wait (pick random (0.5) to (1)) seconds\n create clone of (_myself_ v)\nend\n\nwait (3) seconds\n\n@Sprite5\n\nwhen flag clicked\nhide\nset size to (25) %\ngo to x: (199) y: (-60)\n\nwhen I receive [megacube bossfight v]\nshow\nrepeat until <(Bossfight) = [0]>\n if <touching (the cube v)?> then\n hide\n stop all sounds\n start sound [gong v]\n wait (1) seconds\n switch backdrop to (bossfight megacube background2 v)\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nset size to (50) %\nhide\nforever\n wait until <<(backdrop [number v]) = [22]> or <(backdrop [number v]) = [22]>>\n repeat until <not <<(backdrop [number v]) = [22]> or <(backdrop [number v]) = [23]>>>\n create clone of (_myself_ v)\n wait (0.4) seconds\n end\nend\n\nwhen I start as a clone\nshow\nset x to (pick random (-240) to (240))\nset y to (230)\nforever\n change y by (-10)\n if <touching (the cube v)?> then\n wait (0.3) seconds\n delete this clone\n end\n if <(y position) < [-180]> then\n delete this clone\n end\nend\n\n@cliparti1_ufo-clip-art_04\n\nwhen flag clicked\nswitch costume to (cliparti1_ufo-clip-art_04 v)\nset [ufo boss health v] to [5]\nset size to (50) %\nhide\n\nwhen backdrop switches to [backdrop22 v]\nwait (0.01) seconds\nshow\nclear graphic effects\ngo to x: (0) y: (100)\nswitch costume to (cliparti1_ufo-clip-art_04 v)\nset [bossfight v] to [1]\nset [ufo boss health v] to [5]\npoint in direction (90)\nset [control v] to [0]\nstop all sounds\nsay [Y-O-U] for (1) seconds\nsay [Y-O-U H-A-V-E] for (1) seconds\nsay [Y-O-U H-A-V-E B-E-E-N] for (1) seconds\nsay [Y-O-U H-A-V-E B-E-E-N A-B-D-U-C-T-E-D!] for (1) seconds\nsay [B-Y S-M-O-R-G-S M-O-S-T L-O-Y-A-L S-E-R-V-E-N-T!] for (4) seconds\nrepeat (24)\n change x by (10)\nend\nrepeat until <(Bossfight) = [0]>\n repeat (48)\n change x by (-10)\n if <touching (orb8 v)?> then\n set [hit ufo? v] to [1]\n change [ufo boss health v] by (-1)\n if <(UFO Boss Health) < [1]> then\n set [bossfight v] to [0]\n else\n repeat (36)\n turn right (10) degrees\n end\n set [hit ufo? v] to [0]\n end\n end\n end\n repeat (48)\n change x by (10)\n if <touching (orb8 v)?> then\n set [hit ufo? v] to [1]\n change [ufo boss health v] by (-1)\n if <(UFO Boss Health) < [1]> then\n set [bossfight v] to [0]\n else\n repeat (36)\n turn right (10) degrees\n end\n set [hit ufo? v] to [0]\n end\n end\n end\nend\nstop [this script v]\n\nwhen I receive [reset level v]\nset [ufo boss health v] to [5]\n\nwhen backdrop switches to [backdrop22 v]\nwait (2.5) seconds\nrepeat until <<(Bossfight) = [0]> and <(Hit UFO?) = [0]>>\n create clone of (orb8 v)\n wait (1.23) seconds\nend\n\nwhen backdrop switches to [backdrop22 v]\nwait (1) seconds\nwait until <(Bossfight) = [0]>\nset [hit ufo? v] to [0]\nstop all sounds\nsay [N-O-O-O-!] for (2) seconds\nswitch costume to (dc8oyz6bi v)\nrepeat (50)\n change size by (1)\n change [ghost v] effect by (2)\nend\nhide\nswitch backdrop to (backdrop24 v)\nstop all sounds\nset [control v] to [1]\n\n@Sprite7\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (0) y: (-80)\n\nwhen backdrop switches to [backdrop34 v]\nshow\ngo to x: (0) y: (-80)\nrepeat until <not <(backdrop [name v]) = [backdrop34]>>\n wait (0.01) seconds\n set x to (mouse x)\nend\nhide\n\nwhen backdrop switches to [backdrop22 v]\nshow\ngo to x: (0) y: (-80)\nrepeat until <not <(backdrop [name v]) = [backdrop22]>>\n wait (0.01) seconds\n set x to (mouse x)\nend\nhide\n\n@orb8\n\nwhen flag clicked\nset size to (20) %\nhide\n\nwhen I start as a clone\nshow\nset y to (([y position v] of [cliparti1_ufo-clip-art_04 v]) - (70))\nset x to ([x position v] of [cliparti1_ufo-clip-art_04 v])\npoint in direction (180)\nrepeat until <(Bossfight) = [0]>\n move (10) steps\n if <touching color (#000000)?> then\n repeat (10)\n change size by (2)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <touching (the cube v)?> then\n repeat (10)\n change size by (2)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <touching (cliparti1_ufo-clip-art_04 v)?> then\n repeat (10)\n change size by (2)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <touching (_edge_ v)?> then\n repeat (10)\n change size by (2)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <touching (sprite7 v)?> then\n turn right (180) degrees\n change y by (12)\n end\n if <(Bossfight) = [0]> then\n delete this clone\n end\nend\ndelete this clone\n\n@Logo\n\nwhen flag clicked\nrepeat (25)\n change y by (((y position) / (4)) * (-1))\n point in direction ((y position) + (90))\nend\n\nwhen flag clicked\nhide\nchange [ghost v] effect by (100)\nset size to (60) %\nswitch costume to (logo v)\nshow\ngo to x: (0) y: (-180)\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nwait (1) seconds\nbroadcast (Almost Start... v)\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [sad music v]\nstart sound [Sad Violin.mp3 v]\n\nwhen I receive [the end... v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\n\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\n\n
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Controls:\nUse arrow keys\nUp - jump/swim up\nDown - swim down\nRight - go/swim right\nLeft - go/swim left
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Night ll platformer-
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@Stage\n\n@Hero\n\nwhen flag clicked\nset [level v] to [1]\nset [x jump v] to [0]\nset [y jump v] to [0]\nshow\nset size to (40) %\ngo to x: (-201) y: (-80)\npoint in direction (90)\nforever\n set [x jump v] to ((x jump) * (0.9))\n if <key (any v) pressed?> then\n change [x jump v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n point in direction ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (90))\n else\n change [x jump v] by (<<mouse down?> and <(mouse x) > [0]>> - <<mouse down?> and <[0] > (mouse x)>>)\n point in direction ((<<mouse down?> and <(mouse x) > [0]>> - <<mouse down?> and <[0] > (mouse x)>>) * (90))\n end\n change x by (x jump)\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 (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change x by ((x jump) * (-1))\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(x jump) > [0]> then\n set [x jump v] to [-7]\n else\n set [x jump v] to [7]\n end\n set [y jump v] to [10]\n else\n set [x jump v] to [0]\n end\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y jump v] to [15]\n end\n end\n if <touching (バックパック 大ジャンプ v)?> then\n set [y jump v] to [10]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y jump v] to [20]\n end\n end\n change y by (1)\n change [y jump v] by (-1)\n change y by (y jump)\n if <touching (ground v)?> then\n change y by ((y jump) * (-1))\n set [y jump v] to [0]\n end\n if <(x position) > [230]> then\n 初期設定\n broadcast (次のステージ v)\n end\n if <(y position) < [-170]> then\n 初期設定\n broadcast (Respawn v)\n end\n if <touching (enemy v)?> then\n 初期設定\n broadcast (Respawn v)\n end\nend\n\ndefine 初期設定\nset [y jump v] to [0]\nset [x jump v] to [0]\ngo to x: (-201) y: (-80)\n\nwhen I receive [respawn v]\n初期設定\n\n@ground\n\nwhen flag clicked\nshow\nswitch costume to (sᴛᴀɢᴇ1 v)\n\nwhen I receive [次のステージ v]\nnext costume\n\n@enemy\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen flag clicked\nforever\n repeat (20)\n change y by (0.3)\n end\n wait (0.1) seconds\n repeat (20)\n change y by (-0.3)\n end\n wait (0.1) seconds\nend\n\nwhen flag clicked\ngo to x: (4) y: (22)\nshow\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\ngo [forward v] (1) layers\n\n@ᴄʟᴏᴜᴅ\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nshow\ngo to [back v] layer\nglide (pick random (4) to (8)) secs to x: (-300) y: (y position)\ndelete this clone\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n go to x: (287) y: (pick random (90) to (150))\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\n@Skip art and program by ringoumai\n\nwhen flag clicked\ngo to x: (-82) y: (-52)\nshow\nrepeat (2)\n go to [front v] layer\n go [backward v] (1) layers\nend\nforever\n point in direction ((90) + (([cos v] of ((timer) * (500)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n broadcast (次のステージ v)\n wait until <not <mouse down?>>\n spawn point\n end\n else\n set [brightness v] effect to (0)\n end\n if <(level) = [20]> then\n hide\n stop [this script v]\n end\nend\n\ndefine spawn point\nbroadcast (Respawn v)\n\n@stage backround\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\nswitch costume to (コスチューム1 v)\n\nwhen I receive [次のステージ v]\nnext costume\n\n@Fog\n\nwhen flag clicked\nset [ghost v] effect to (45)\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@Love fave\n\nwhen flag clicked\nset [costume love_ & faved_ 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 Love_ & Faved_) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@By -shr-\n\nwhen flag clicked\nhide\n\nwhen I receive [次のステージ v]\nstart sound [Low Whoosh v]\nshow\nset [ghost v] effect to (100)\ngo to x: (-465) y: (0)\nrepeat (30)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change x by (((0) - (x position)) / (4))\nend\nstart sound [Low Whoosh v]\nset [動いてもええんか? v] to [ええで]\nrepeat (30)\n go to [front v] layer\n change [ghost v] effect by (10)\n change x by (((465) - (x position)) / (4))\nend\nhide\n\n@coin\n\nwhen I start as a clone\nshow\nwait until <touching (hero v)?>\nstart sound [Coin v]\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (1)\n delete this clone\nend\n\nwhen flag clicked\nswitch costume to (coin v)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\n\nwhen I receive [次のステージ v]\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I receive [respawn v]\ncreate clone of (_myself_ v)\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\nwhen flag clicked\nshow\n\n@Thunbnail\n\nwhen flag clicked\nshow\nswitch costume to (thumbnail v)\ngo to [front v] layer\ngo [forward v] (1000000) layers\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n
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Wasd keys or arrow keys to move \nWASDか矢印キーで操作\n\n
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Narrator 1 | A Platformer
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@Stage\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n switch backdrop to (level 13 v)\n else\n switch backdrop to (sky v)\n end\nend\n\n@Player\n\ndefine Run physics (acceleration) (deacceleration) (gravity) (jump height)\nchange [sy v] by (gravity)\nchange [sx v] by (((<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>) * (1.7)) * (acceleration))\nset [sx v] to ((sx) * (deacceleration))\nif <touching (trampoline v)?> then\n set [sy v] to [19]\nend\nchange x by (sx)\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (-4)\n change x by ((sx) * (-1))\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 [sy v] to ((jump height) - (2))\n if <[0] < (sx)> then\n set [sx v] to [-13]\n else\n set [sx v] to [13]\n end\n else\n set [sx v] to [0]\n end\nend\nchange y by (sy)\nif <touching (level v)?> then\n change y by ((sy) * (-1))\n set [sy v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <touching (level v)?> then\n set [sy v] to [15]\n end\nend\nchange y by (1)\n\ndefine Respawn (x) (y)\ngo to x: (x) y: (y)\nset [sy v] to [0]\nset [sx v] to [0]\n\ndefine Walk\nif <(x position) < [-220]> then\n set x to (-220)\nend\nif <(x position) > [221]> then\n set x to (221)\nend\nif <(<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>) = [1]> then\n switch costume to (moving player v)\n point in direction (90)\nend\nif <(<<key (a v) pressed?> or <key (left arrow v) pressed?>> - <<key (d v) pressed?> or <key (right arrow v) pressed?>>) = [1]> then\n switch costume to (moving player v)\n point in direction (-90)\nend\nif <(<<key (a v) pressed?> or <key (left arrow v) pressed?>> - <<key (d v) pressed?> or <key (right arrow v) pressed?>>) = [0]> then\n switch costume to (still player v)\n point in direction (0)\nend\n\nwhen I receive [start game loop v]\nset [in air v] to [10]\nforever\n Run physics [1] [0.8] [-1] [14]\n Walk\n Next Level Check\n Respawn Check\n create clone of (_myself_ v)\nend\n\ndefine Respawn Check\nif <<touching (spike v)?> or <<touching (lava v)?> or <<touching (saw v)?> or <touching (enemies v)?>>>> then\n stop [other scripts in sprite v]\n change [total deaths this level v] by (1)\n repeat (20)\n change [ghost v] effect by (5)\n end\n if <(Level) = [5]> then\n Respawn [-200] [0]\n else\n Respawn [-180] [0]\n end\n wait (0.4) seconds\n repeat (20)\n change [ghost v] effect by (-5)\n end\n broadcast (Start Game Loop v)\nend\n\ndefine Next Level Check\nif <<(Level) = [11]> and <[140] < (x position)>> then\n broadcast (END v)\nelse\n if <<(Level) = [9]> or <(Level) = [10]>> then\n if <[150] < (x position)> then\n Next Level\n end\n else\n if <[220] < (x position)> then\n Next Level\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (blank v)\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [green flag v]\nset [level v] to [1]\nRespawn [-180] [0]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nbroadcast (Start Game Loop v) and wait\n\nwhen flag clicked\nhide\n\nwhen I receive [jump v]\nset [sx v] to [0]\nset [sy v] to [0]\ngo to x: (0) y: (-68)\nshow\nset [sy v] to [15]\nrepeat (50)\n create clone of (_myself_ v)\nend\nset [sx v] to [40]\nrepeat (4)\n create clone of (_myself_ v)\nend\nset [sx v] to [35]\nrepeat (7)\n create clone of (_myself_ v)\nend\nhide\nbroadcast (Game - Play v)\n\nwhen I receive [game v]\ngo to x: (0) y: (-68)\nwait (6) seconds\nshow\ngo to [front v] layer\nswitch costume to (moving player v)\nwait (1) seconds\nhide\n\nwhen I receive [end v]\nhide\n\ndefine Next Level\nstop [other scripts in sprite v]\nset [total deaths this level v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nchange [level v] by (1)\nRespawn [-200] [0]\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (Start Game Loop v)\n\n@Level\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\nwhen I receive [game - play v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\n\n@Text\n\nwhen I receive [green flag v]\nset [green flag v] to [1]\nforever\n if <[] = [1]> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [green flag v] to [0]\nforever\n switch costume to (Level)\n if <(green flag) = [0]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [outro v]\nwait (8) seconds\nhide\n\nwhen I receive [end v]\nhide\n\n@Lava\n\nwhen I receive [green flag v]\nshow\nforever\n switch costume to (Level)\n go to x: (0) y: ((([cos v] of (((timer) - (3)) * (200)) ) * (7)) - (10))\nend\n\nwhen flag clicked\nhide\n\n@Spike\n\nwhen I receive [green flag v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [outro v]\nhide\n\nwhen flag clicked\nhide\n\n@END SCREEN\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [end v]\nshow\n\n@Game Start\n\nwhen I receive [game - play v]\nset [hide v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (narrator v)\nshow\nwait (2) seconds\ncreate clone of (_myself_ v)\nwait until <(hide) = [1]>\nhide\nbroadcast (Green Flag v)\n\nwhen flag clicked\nbroadcast (Game - Play v)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (triangle play v)\nset [ghost v] effect to (100)\ngo to x: (10) y: (-10)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait until <(hide) = [1]>\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n set [hide v] to [1]\nend\n\n
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Just listen to the narrator...\n\nWASD or Arrow Keys\n\nIf you remix, you will be unique out of 15K people as only 60 others remixed!
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Seasons | a platformer #games
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@Stage\n\nwhen I receive [message1 v]\nnext backdrop\n\nwhen flag clicked\nhide\nswitch backdrop to (backdrop1 v)\n\n@player\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\nset size to (75) %\nset rotation style [left-right v]\ngo to x: (-150) y: (50)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [lvl v] to [1]\nforever\n switch costume to (hitbox v)\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <key (left arrow v) pressed?> then\n Walk (90) (-9)\n end\n if <key (right arrow v) pressed?> then\n Walk (90) (9)\n end\n if <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n set [speed y v] to [12]\n end\n if <<<(y position) < [-180]> or <<touching (spikes v)?> or <touching (saw v)?>>> or <touching (e v)?>> then\n go to x: (-150) y: (50)\n set [speed y v] to [0]\n end\n if <[225] < (x position)> then\n go to x: (-150) y: (50)\n change [lvl v] by (1)\n set [speed y v] to [0]\n broadcast (message1 v)\n end\n switch costume to (costume1 v)\nend\n\n@ground\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\n@spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\n@deco\n\nwhen flag clicked\ngo to [back v] layer\nset x to (12)\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\n@saw\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n turn right (7) degrees\nend\n\nwhen I receive [message1 v]\nnext costume\ngo to [back v] layer\ngo [forward v] (1) layers\nif <(lvl) = [4]> then\n set [momentum v] to [12]\n go to x: (115) y: (-60)\n repeat until <(lvl) = [5]>\n repeat (12)\n change x by (momentum)\n change [momentum v] by (-1)\n end\n repeat (12)\n change x by (momentum)\n change [momentum v] by (-1)\n end\n repeat (24)\n change x by (momentum)\n change [momentum v] by (1)\n end\n end\nend\nif <(lvl) = [5]> then\n set [momentum v] to [18]\n go to x: (0) y: (-60)\n repeat until <(lvl) = [6]>\n repeat (18)\n change x by (momentum)\n change [momentum v] by (-1)\n end\n repeat (18)\n change x by (momentum)\n change [momentum v] by (-1)\n end\n repeat (36)\n change x by (momentum)\n change [momentum v] by (1)\n end\n end\nend\nif <(lvl) = [6]> then\n set [momentum v] to [12]\n go to x: (45) y: (-50)\n repeat until <(lvl) = [7]>\n repeat (12)\n change x by (momentum)\n change [momentum v] by (-1)\n end\n repeat (12)\n change x by (momentum)\n change [momentum v] by (-1)\n end\n repeat (24)\n change x by (momentum)\n change [momentum v] by (1)\n end\n end\nend\nif <(lvl) = [13]> then\n set [momentum v] to [10]\n go to x: (-20) y: (-50)\n repeat until <(lvl) = [14]>\n repeat (10)\n change x by (momentum)\n change [momentum v] by (-1)\n end\n repeat (10)\n change x by (momentum)\n change [momentum v] by (-1)\n end\n repeat (20)\n change x by (momentum)\n change [momentum v] by (1)\n end\n end\nend\nif <(lvl) = [14]> then\n set [momentum v] to [9]\n go to x: (140) y: (-50)\n repeat until <(lvl) = [15]>\n repeat (9)\n change x by (momentum)\n change [momentum v] by (-1)\n end\n repeat (9)\n change x by (momentum)\n change [momentum v] by (-1)\n end\n repeat (18)\n change x by (momentum)\n change [momentum v] by (1)\n end\n end\nend\n\n@e\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <(lvl) = [9]> then\n go to x: (60) y: (-90)\n repeat (20)\n change y by (-1)\n end\n repeat (20)\n change y by (1)\n end\n end\n if <<(lvl) = [10]> or <(lvl) = [11]>> then\n go to x: (30) y: (-90)\n repeat (20)\n change y by (-1)\n end\n repeat (20)\n change y by (1)\n end\n end\nend\n\nwhen I receive [message1 v]\nswitch costume to (lvl)\ngo to [back v] layer\ngo [forward v] (1) layers\nclone\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (2) layers\nchange y by (pick random (-15) to (15))\nforever\n repeat (20)\n change y by (-1)\n end\n repeat (20)\n change y by (1)\n end\nend\n\ndefine clone\nif <(lvl) = [9]> then\n go to x: (60) y: (-91)\n set [clone v] to [1]\n repeat (3)\n switch costume to (join [clone] (clone))\n change [clone v] by (1)\n create clone of (_myself_ v)\n end\n switch costume to (9 v)\nend\nif <<(lvl) = [10]> or <(lvl) = [11]>> then\n set [clone v] to [1]\n go to x: (30) y: (-91)\n repeat (3)\n switch costume to (join [clone] (clone))\n change [clone v] by (1)\n create clone of (_myself_ v)\n end\n switch costume to (10 v)\nend\n\nwhen I receive [message1 v]\ndelete this clone\n\n@TN\n\nwhen flag clicked\nshow\nset size to (100) %\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
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Seasons\n\n➤ 4 seasons\n\n➤ 4+ hours spent on this\n\n➤ 16 levels\n\n➤ comment "dawn" (its a reference to a project I'm working on ;)"\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nplease just comment it lol\n\n
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Sun, A Platformer. #All #Games #Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [2 v] until done\nend\n\nwhen [m v] key pressed\nset volume to (0) %\n\nwhen [p v] key pressed\nset volume to (100) %\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (34) y: (3)\n\nwhen flag clicked\nset [time v] to [0]\nchange [time v] by (1)\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen [space v] key pressed\nset [☁ time v] to (Time)\n\n@Player\n\nwhen flag clicked\nshow\nreset timer\ngo to [front v] layer\nswitch costume to (center v)\ngo to x: (-186) y: (-12)\nset [player: x vel v] to [0]\nset [y vel v] to [0]\nforever\n Play\nend\n\ndefine Play\nchange x by (Player: X vel)\nset [player: x vel v] to ((Player: X vel) * (0.9))\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((Player: X vel) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Player: X vel) > [0]> then\n set [player: x vel v] to [-10]\n else\n set [player: x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [player: x vel v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [y vel v] by (-1)\nchange y by (Y vel)\nif <touching (level v)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <touching (level v)?> then\n set [y vel v] to [13]\n end\nend\nchange y by (1)\nchange [scroll y v] by ((y position) * (-1))\nif <touching (spikes v)?> then\n go to x: (-196) y: (-61)\nend\nif <[240] < (x position)> then\n go to x: (-196) y: (-61)\n broadcast (next level v)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [player: x vel v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [player: x vel v] by (-1)\nend\nchange x by (Player: X vel)\nset [player: x vel v] to ((Player: X vel) * (0.9))\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((Player: X vel) * (-2))\n change y by (-5)\n if <key (w v) pressed?> then\n if <(Player: X vel) > [0]> then\n set [player: x vel v] to [-10]\n else\n set [player: x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [player: x vel v] to [0]\n change [scroll y v] by ((y position) * (-1))\n if <touching (spikes v)?> then\n go to x: (-196) y: (-61)\n end\n if <[240] < (x position)> then\n go to x: (-196) y: (-61)\n broadcast (next level v)\n end\n end\n end\n end\n end\n end\n end\nend\nif <key (w v) pressed?> then\n if <touching (level v)?> then\n set [y vel v] to [13]\n change y by (1)\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) * (-1))\n set [y vel v] to [0]\n end\n end\nend\n\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [player: x vel v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [player: x vel v] by (-1)\nend\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nchange y by (-1)\n\n@Spikes\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\ngo to x: (1) y: (-33)\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\ngo to x: (1) y: (-33)\ngo to [front v] layer\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\ngo to x: (1) y: (-33)\ngo to [front v] layer\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\ngo to x: (1) y: (-33)\ngo to [front v] layer\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@costume2\n\nwhen flag clicked\nforever\n show\n wait (5) seconds\n hide\n wait (5) seconds\n show\nend\n\n
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Welcome to Sun, A platformer!\n-------------------------------------------------------------------------\n Move: Arrow keys/WASD, you can also use space to jump. Don't touch lava or spikes or you will die. If you want to mute press M, and if you want to play again the press P! Plz like and fav. Want to play with a sibling? Check out 2 player version: https://scratch.mit.edu/projects/534111547/
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Scrolling Platformer Engine
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@Stage\n\n@Player\n\ndefine get dir (first dir)\nswitch costume to (hitbox v)\nmove [-1] steps with dir: ((first dir) - (90))\nif <touching (hitboxes v)?> then\n switch costume to (dir v)\n set dir to [90]\n try to find dir from [air] and with speed [-15] if i> [24] then stop progress\n try to find dir from [hitbox] and with speed [15] if i> [24] then stop progress\n set [start dir v] to (dir)\n change dir by [-15]\n try to find dir from [hitbox] and with speed [-15] if i> [24] then stop progress\n set [dir v] to ((((dir) + (start dir)) / (2)) + (90))\n if <([abs v] of ((dir) - (90)) ) > [44]> then\n set dir to [90]\n end\n set dir to (dir)\nend\nmove [1] steps with dir: ((first dir) - (90))\nswitch costume to (hitbox v)\n\ndefine change dir by (dir)\nchange [dir v] by (round (dir))\npoint in direction (dir)\n\ndefine try to find dir from (hitbox/air) and with speed (speed) if i> (number) then stop progress\nset [i v] to [0]\nif <(hitbox/air) = [hitbox]> then\n repeat until <touching (hitboxes v)?>\n change [i v] by (1)\n change dir by (speed)\n if <(i) > (number)> then\n stop [this script v]\n end\n end\nelse\n if <(hitbox/air) = [air]> then\n repeat until <not <touching (hitboxes v)?>>\n change [i v] by (1)\n change dir by (speed)\n if <(i) > (number)> then\n stop [this script v]\n end\n end\n end\nend\n\ndefine set dir to (dir)\nset [dir v] to (round (dir))\npoint in direction (dir)\n\nwhen flag clicked\nbroadcast (Setup v) and wait\nforever\n Tick\n broadcast (Tick v) and wait\nend\n\ndefine Tick\nControls\nget dir (dir)\nchange [yvel v] by (((0) - <(yvel) > [-15]>) * (2))\nif <<(yvel) < [0]> and <(collision?) = [0]>> then\n change dir by (((90) - (dir)) / (3))\nend\nmove (yvel) steps with dir: ((dir) - (90))\nCollision Y (yvel)\nif <<(item (5) of [controls v]) > [0]> and <(collision?) = [1]>> then\n set [yvel v] to [20]\nend\nset [xvel v] to ((((([abs v] of (dir) ) - (90)) / (25)) * (collision?)) + (((2) * (item (6) of [controls v])) + ((xvel) * (0.8))))\nmove (round (xvel)) steps with dir: (dir)\nCollision X (round (xvel)) (dir)\nif <<(y) < [-480]> or <touching (danger v)?>> then\n set [xvel v] to [0]\n set [yvel v] to [0]\n set [x v] to (cx)\n set [y v] to (cy)\nend\nCamera Move\nswitch costume to ((item (6) of [controls v]) + (2))\n\ndefine move (step count) steps with dir: (dir)\nchange [x v] by (([sin v] of (dir) ) * (step count))\nchange [y v] by (([cos v] of (dir) ) * (step count))\npos\n\ndefine pos\nswitch costume to (position hack v)\ngo to x: ((x) - (CamX)) y: ((y) - (CamY))\nswitch costume to (hitbox v)\n\ndefine Controls\ndelete all of [controls v]\nadd (<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> - (0)) to [controls v]\nadd (<<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <(mouse y) < (y position)>>> - (0)) to [controls v]\nadd (<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> - (0)) to [controls v]\nadd (<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> - (0)) to [controls v]\nadd ((item (1) of [controls v]) - (item (2) of [controls v])) to [controls v]\nadd ((item (3) of [controls v]) - (item (4) of [controls v])) to [controls v]\n\ndefine Collision X (sx) (dir)\nif <([abs v] of ((1) / (sx)) ) = [Infinity]> then\n\ndefine Collision Y (sy)\nset [collision? v] to [0]\nif <([abs v] of ((1) / (sy)) ) = [Infinity]> then\n\ndefine Camera Move\nchange [camx v] by (round (((x) - (CamX)) / (3)))\nchange [camy v] by (round (((y) - (CamY)) / (7)))\nif <(CamY) < [-300]> then\n set [camy v] to [-300]\nend\npos\n\nwhen I receive [setup v]\nset dir to [90]\nset [cx v] to [0]\nset [cy v] to [200]\nset [x v] to [0]\nset [y v] to [200]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [camx v] to [0]\nset [camy v] to [100]\npos\n\n@Hitboxes\n\nwhen I receive [tick v]\nPosition at x: ((x) - (CamX)) y: ((y) - (CamY)) costume: (costume)\n\nwhen I receive [setup v]\ncreate a clone at x: [0] y: [0] with costume: [2]\ncreate a clone at x: [330] y: [0] with costume: [3]\ncreate a clone at x: [760] y: [0] with costume: [4]\ncreate a clone at x: [1300] y: [0] with costume: [5]\n\ndefine Position at x: (x) y: (y) costume: (costume)\nif <(Clone?) > [0]> then\n set [ghost v] effect to (100)\n switch costume to (position hack v)\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\n switch costume to (costume)\nend\n\ndefine create a clone at x: (x) y: (y) with costume: (costume)\nset [x v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\nset [clone? v] to [1]\ncreate clone of (_myself_ v)\nset [clone? v] to [0]\n\n@Vectors\n\nwhen I receive [tick v]\nPosition at x: ((x) - (CamX)) y: ((y) - (CamY)) costume: (costume)\n\nwhen I receive [setup v]\ncreate a clone at x: [0] y: [0] with costume: [2]\ncreate a clone at x: [330] y: [0] with costume: [3]\ncreate a clone at x: [760] y: [0] with costume: [4]\ncreate a clone at x: [1300] y: [0] with costume: [5]\n\ndefine Position at x: (x) y: (y) costume: (costume)\nif <(Clone?) > [0]> then\n switch costume to (position hack v)\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\n switch costume to (costume)\nend\n\ndefine create a clone at x: (x) y: (y) with costume: (costume)\nset [x v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\nset [clone? v] to [1]\ncreate clone of (_myself_ v)\nset [clone? v] to [0]\n\n@Checkpoints\n\nwhen I receive [tick v]\nPosition at x: ((x) - (CamX)) y: ((y) - (CamY)) costume: (costume)\n\nwhen I receive [setup v]\ncreate a clone at x: [900] y: [25]\n\ndefine Position at x: (x) y: (y) costume: (costume)\nif <(Clone?) > [0]> then\n if <<touching (player v)?> and <(costume) = [3]>> then\n point in direction (165)\n set [costume v] to [2]\n set [cx v] to (x)\n set [cy v] to ((y) + (50))\n end\n switch costume to (position hack v)\n go to x: (x) y: (y)\n turn right (((90) - (direction)) / (10)) degrees\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\n switch costume to (costume)\nend\n\ndefine create a clone at x: (x) y: (y)\npoint in direction (90)\ngo to [front v] layer\nset [x v] to (x)\nset [y v] to (y)\nset [costume v] to [3]\nset [clone? v] to [1]\ncreate clone of (_myself_ v)\nset [clone? v] to [0]\n\n@Danger\n\nwhen I receive [tick v]\nPosition at x: ((x) - (CamX)) y: ((y) - (CamY)) costume: (costume)\n\nwhen I receive [setup v]\ncreate a clone at x: [0] y: [0] with costume: [2]\ncreate a clone at x: [330] y: [0] with costume: [3]\ncreate a clone at x: [760] y: [0] with costume: [4]\n\ndefine Position at x: (x) y: (y) costume: (costume)\nif <(Clone?) > [0]> then\n switch costume to (position hack v)\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\n switch costume to (costume)\nend\n\ndefine create a clone at x: (x) y: (y) with costume: (costume)\nset [x v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\nset [clone? v] to [1]\ngo to [front v] layer\ncreate clone of (_myself_ v)\nset [clone? v] to [0]\n\n@TM\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
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use with credit
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cloned - a platformer
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@Stage\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]\nset [rightisright? v] to [1]\nshow\nswitch costume to (1 v)\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-225) y: (-150)\nforever\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 <<(rightisright?) = [1]> or <<(rightisright?) = [0]> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>>> then\n change [x v] by (1)\n end\n if <<(rightisright?) = [0]> or <<(rightisright?) = [1]> and <<key (s v) pressed?> or <key (down arrow 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 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 <(x position) > [230]> then\n broadcast (next v)\n set [deaths per level v] to [0]\n set [save slot v] to [1]\n erase all\n broadcast (reset v)\n end\n if <(y position) < [-178]> then\n change [deaths per level v] by (1)\n hide\n wait (0.5) seconds\n broadcast (reset v)\n end\nend\n\ngo to x: (-225) y: (-150)\n\nwhen flag clicked\nset [deaths per level v] to [0]\nset [save slot v] to [1]\nerase all\nbroadcast (reset v)\n\nwait (0.5) seconds\n\nwhen [space v] key pressed\nif <not <(level) = [1]>> then\n if <(save slot) < [4]> then\n if <[-200] < (x position)> then\n set [y \(clonedetection\) v] to [-0.8]\n stop [other scripts in sprite v]\n set [touching level \(clonedetection\) v] to [0]\n repeat until <<(touching level \(clonedetection\)) = [1]> or <(y position) < [-163]>>\n checksizetouching\n if <(touching level \(clonedetection\)) = [0]> then\n change [y \(clonedetection\) v] by ((y \(clonedetection\)) / (3))\n change y by ((y \(clonedetection\)) * (0.5))\n moving up (clonedetection)\n end\n end\n if <(touching level \(clonedetection\)) = [1]> then\n change [save slot v] by (1)\n stamp\n broadcast (reset v)\n wait until <not <key (space v) pressed?>>\n wait (0.2) seconds\n else\n broadcast (reset v)\n wait until <not <key (space v) pressed?>>\n wait (0.2) seconds\n end\n end\n end\nend\n\nwhen flag clicked\n\nwait (0.5) seconds\n\nwait (0.5) seconds\n\ndefine checksizetouching\nset [touching level \(clonedetection\) v] to [0]\nset size to (105) %\nchange y by (-1)\nif <touching color (#000000)?> then\n change y by (1)\n set [touching level \(clonedetection\) v] to [1]\n stop [this script v]\nend\nchange x by (2)\nif <touching color (#000000)?> then\n change y by (1)\n set [touching level \(clonedetection\) v] to [1]\n stop [this script v]\nend\nchange x by (-2)\nif <touching color (#000000)?> then\n change y by (1)\n set [touching level \(clonedetection\) v] to [1]\n stop [this script v]\nend\nchange x by (-2)\nif <touching color (#000000)?> then\n change y by (1)\n set [touching level \(clonedetection\) v] to [1]\nend\nchange x by (2)\nchange y by (1)\nset size to (100) %\n\nwhen I receive [reset v]\nforever\n if <key (r v) pressed?> then\n wait until <not <key (r v) pressed?>>\n reset timer\n wait until <<key (r v) pressed?> or <[0.1] < (timer)>>\n if <key (r v) pressed?> then\n set [deaths per level v] to [0]\n set [save slot v] to [1]\n erase all\n broadcast (reset v)\n wait until <not <key (r v) pressed?>>\n else\n broadcast (reset v)\n end\n end\nend\n\ndefine moving up (clonedetection)\nrepeat until <not <touching color (#000000)?>>\n change y by (0.5)\nend\n\nerase all\n\nwhen I receive [reset v]\nwait (0.1) seconds\nforever\n if <touching color (#ff0000)?> then\n if <(rightisright?) = [1]> then\n set [rightisright? v] to [0]\n else\n set [rightisright? v] to [1]\n end\n wait until <not <touching color (#ff0000)?>>\n end\nend\n\nstop [this script v]\n\n\n\n@level\n\nwhen I receive [next v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nforever\n switch costume to (level)\nend\n\nwhen [0 v] key pressed\nchange [level v] by (1)\n\n@messages\n\nwhen I receive [\[w\] \[a\] \[d\] win v]\nhide\nswitch costume to (wad win v)\nstop [other scripts in sprite v]\ndisplay [1000]\n\nwhen flag clicked\nset [gone through softlock tutorial? v] to [0]\nset [gone through counter tutorial? v] to [0]\nset [gone through clone in midair? v] to [0]\nset [reminder about stop? v] to [0]\nset [ghost v] effect to (100)\nhide\nbroadcast (\[w\] \[a\] \[d\] win v)\n\nwhen I receive [reset v]\nwait (0.1) seconds\nwait until <<<(level) = [2]> and <[-20] < (player x)>> and <(save slot) = [1]>>\nwait (0.5) seconds\nhide\nswitch costume to (space = clone v)\nstop [other scripts in sprite v]\ndisplay [1000]\n\n\n\nwhen I receive [reset v]\nwait (0.1) seconds\nwait until <<<(level) = [2]> and <[20] < (player x)>> and <[1] < (save slot)>>\nswitch costume to (nice job you'll be using v)\nstop [other scripts in sprite v]\ndisplay [0]\n\nwhen I receive [reset v]\nwait until <<(level) < [4]> and <(save slot) = [4]>>\nwait (0.4) seconds\nif <(gone through softlock tutorial?) = [0]> then\n switch costume to (softlock v)\n stop [other scripts in sprite v]\n set [gone through softlock tutorial? v] to [1]\n display [3]\nend\n\ndefine display (seconds)\nset [ghost v] effect to (100)\nhide\ngo to x: (0) y: (10000)\nshow\nrepeat (30)\n change [ghost v] effect by (-5)\n change y by (((0) - (y position)) / (5))\nend\nwait (seconds) seconds\nchange y by (0.5)\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (((0) - (y position)) / (-5))\nend\nhide\n\nwhen I receive [reset v]\nwait (0.2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (((0) - (y position)) / (-5))\nend\nhide\n\nwhen I receive [reset v]\nwait (0.1) seconds\nif <(gone through clone in midair?) = [0]> then\n wait until <<<(level) = [3]> and <[-128] < (player x)>> and <[-100] < (player y)>>\n switch costume to (cloning in midair v)\n stop [other scripts in sprite v]\n set [gone through clone in midair? v] to [0]\n display [10]\nend\n\nwhen I receive [reset v]\nwait (0.1) seconds\nif <(reminder about stop?) = [0]> then\n wait until <<(level) = [4]> and <[-30] < (player x)>>\n switch costume to (remember \[a\]\[d\] v)\n stop [other scripts in sprite v]\n set [reminder about stop? v] to [1]\n display [0]\nend\n\nwhen I receive [reset v]\nwait (0.1) seconds\nif <(gone through counter tutorial?) = [0]> then\n wait until <(level) = [4]>\n go to [front v] layer\n switch costume to (clone counter v)\n stop [other scripts in sprite v]\n set [gone through counter tutorial? v] to [1]\n display [1000]\nend\n\nwhen I receive [reset v]\nwait (0.1) seconds\nwait until <<<(level) = [4]> and <<[72] < (player x)> and <(player y) < [-10]>>> and <(save slot) = [4]>>\nswitch costume to (i think you ran out of clones v)\nstop [other scripts in sprite v]\ndisplay [2]\n\n@lives\n\nwhen flag clicked\nforever\n switch costume to (save slot)\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (1000)\ngo to x: (0) y: (10000)\nwait (0.5) seconds\nwait until <(level) = [2]>\nrepeat (50)\n change [ghost v] effect by (-2)\n change y by (((0) - (y position)) / (5))\nend\n\n@thumb\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n
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- controls -\n[w] = jump\n[s] = stop\n\narrow key equivalents also work\n\n[r] = restart player\n[r] x2 = restart level\n\n[space] = clone\n\n3 clones per level\nclones have to be touching the level to stick\n\nkinda generic but i spent effort on it
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Animal Rescue|| A Platformer v1.3
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@Stage\n\nwhen flag clicked\nforever\n play sound [Imagine Dragons – Thunder 🎵 v] until done\nend\n\n@Player\n\ngo to x: (-209) y: (-111)\n\nif <<key (right arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (right v)\nend\n\ndefine Next Level Setting/Danger\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-230) y: (-53)\n\ndefine GP\nif <<key (right arrow v) pressed?> or <key (s v) pressed?>> then\n change [x velocity v] by (2)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-2)\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\nPlayer Eye Movement\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 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 Next Level Setting/Danger\nend\nif <touching (police/spikes/guards v)?> then\n change [lives v] by (-1)\n Next Level Setting/Danger\nend\nif <touching (jail v)?> then\n broadcast (Gamer Over v)\nend\nif <touching (life v)?> then\n change [lives v] by (1)\n broadcast (Life +1 v)\nend\nif <(Lives) = [0]> then\n hide variable [lives v]\n broadcast (Loser v)\nend\nif <<(Level) = [3]> and <touching (police/spikes/guards v)?>> then\n go to x: (-230) y: (-69)\nend\n\nwhen flag clicked\nswitch costume to (player v)\nNext Level Setting/Danger\nshow\nset [level v] to [1]\nset [lives v] to [7]\nshow variable [lives v]\nforever\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\ndefine Player Eye Movement\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\nend\nif <<key (right arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (right v)\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n switch costume to (up v)\nend\nif <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (up left v)\nend\nif <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> and <<key (right arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (up right v)\nend\nif <not <key (any v) pressed?>> then\n switch costume to (player v)\nend\n\nPlayer Eye Movement\n\n\n\n@Level\n\nwhen flag clicked\nswitch costume to (level v)\nforever\n switch costume to (Level)\nend\n\n@Police/Spikes/Guards\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\ngo to [front v] layer\n\n@Trees\n\nwhen flag clicked\ngo to [back v] layer\n\n@Jail\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n go to x: (36) y: (28)\n else\n hide\n end\nend\n\n@Win Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [gamer over v]\nbroadcast (Lose / Won Text Hiding v)\nshow\n\n@Death Text\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\n\nforever\nend\n\nwhen I receive [lose / won text hiding v]\nhide\n\n@Life\n\nwhen flag clicked\nforever\n Level 1 <>\n Level 3 <>\n Level Hiding\nend\n\ndefine Level 1 <1>\nif <(Level) = [1]> then\n switch costume to (up v)\n go to x: (36) y: (29)\n show\n repeat until <(Level) = [2]>\n switch costume to (up v)\n wait (0.5) seconds\n switch costume to (down v)\n wait (0.5) seconds\n end\nelse\n if <(Level) = [2]> then\n hide\n end\nend\n\nwhen I receive [life +1 v]\nhide\nswitch costume to (blank v)\nset size to (0.00000000000) %\n\ndefine Level 3 <3>\nif <(Level) = [3]> then\n switch costume to (up v)\n go to x: (152) y: (57)\n show\n repeat until <(Level) = [4]>\n switch costume to (up v)\n wait (0.5) seconds\n switch costume to (down v)\n wait (0.5) seconds\n end\nelse\n if <(Level) = [2]> then\n hide\n end\nend\n\ndefine Level Hiding\nif <not <<<(Level) = [3]> or <3>> or <<(Level) = [1]> or <1>>>> then\n broadcast (Life +1 v)\nend\n\n@Lose Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [loser v]\nbroadcast (Lose / Won Text Hiding v)\nshow\n\n@ThumbNAIL\n\nwhen flag clicked\nforever\n reset timer\n go to x: (300) y: (300)\n hide\n go to [front v] layer\nend\n\nwhen [timer v] > (0.01)\nrepeat until <<(round (y position)) = [0]> and <(round (x position)) = [0]>>\n show\n change y by (((0) - (y position)) / (5))\n change x by (((0) - (x position)) / (5))\nend\nwait (0.1) seconds\n\n
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I GOT 2ND IN THE CONTEST !\nHello Guys,\nWelcome to my First Game!\nAlso Congrats to @supersoniclva123 for 2k!\n1. Arrow Keys or WAS to move\n2.Spikes,Police and Guard is Decreases your level\n3.Touch the jail to win\n4.1 Heart = 1 Life\nWill be curated by @perfectly-unique soon\nStory\nThe Forest officer has called you and told you to save the animals from these poachers.... So all the best\nFamous ❤️ and ⭐\n@Coolbe22❤️\n@CristoferK❤️\n@rishavscratchwork ❤️\n@gunaswaminathan ❤️ \n@thecharpy ❤️ \n@ROMANIADANI ⭐ ❤️\n@supersoniclva123 ❤️ ⭐\n@GR8-Kings ❤️\n@1Sam87 ❤️ \n@perfectly-unique ⭐\n@KilluaXlikesGon❤️ \n
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∘ °. Books! A platformer ♪. °
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@Stage\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [done intro! ✔ v]\nshow\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Player\n\nwhen flag clicked\nchange [veiwers v] by (1)\nhide variable [veiwers v]\n\nwhen flag clicked\nhide\n\ndefine Platformer engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-0.8)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (0.8)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nif <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (-6)\n change x by ((X) * (-1))\n if <<key (w v) pressed?> or <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 set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (Y)\nif <touching (platforms v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching (platforms v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <(x position) > [240]> then\n change [level v] by (1)\n go to x: (X spawn) y: (Y spawn)\n change [☁ score v] by (1)\nend\nif <touching (trampoline v)?> then\n set [y v] to [15]\nend\nif <[-195] > (y position)> then\n go to x: (X spawn) y: (Y spawn)\nend\nif <touching (platforms v)?> then\n go to x: (X spawn) y: (Y spawn)\nend\nif <touching (spikes v)?> then\n go to x: (X spawn) y: (Y spawn)\nend\n\nwhen I receive [done intro! ✔ v]\nshow\n\nwhen I receive [done intro! ✔ v]\npoint in direction (90)\nset [☁ score v] to [0]\nset [x spawn v] to [-220]\nset [y spawn v] to [-75]\ngo to x: (X spawn) y: (Y spawn)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\nend\n\n@platforms\n\nwhen I receive [done intro! ✔ v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [done intro! ✔ v]\nshow\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Sound Icon\n\nwhen this sprite clicked\nnext costume\nif <(costume [name v]) = [unmuted]> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\n\nwhen I receive [done intro! ✔ v]\ngo to [front v] layer\ngo [forward v] (1) layers\nshow\ngo to x: (-210) y: (-155)\nswitch costume to (unmuted v)\nset volume to (100) %\n\n play sound [Acoustic Breeze v] until done\nend\n\nwhen flag clicked\nhide\n\n@Duszek1\n\nwhen I receive [done intro! ✔ v]\ngo [forward v] (2) layers\nshow\ngo to x: (-25) y: (-140)\nset [level v] to [1]\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(level) = [11]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Green Flag\n\nwhen flag clicked\nhide\n\nwhen I receive [done intro! ✔ v]\nforever\n if <([costume name v] of [platforms v]) = [11]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (-30) y: (-15)\n set size to (75) %\n if <touching (player v)?> then\n hide\n broadcast (Done game v)\n stop [this script v]\n end\n else\n hide\n end\nend\n\n@Done\n\nwhen flag clicked\nhide\n\nwhen I receive [done game v]\nshow\ngo to [front v] layer\ngo [forward v] (5) layers\n\n@Intro\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\nhide\nbroadcast (Done intro! ✔ v)\n\n@Thumbnail\n\nwhen [timer v] > (timer)\nswitch costume to (thumbnail v)\nset size to (100) %\nswitch costume to (thumbnail v)\nshow\ngo to [front v] layer\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\nend\nset y to (0)\n\nwhen flag clicked\nreset timer\nhide\nswitch costume to (thumbnail v)\nset size to (100) %\nswitch costume to (thumbnail v)\ngo to x: (0) y: (-480)\nforever\n set [timer v] to ((timer) + (0.1))\nend\n\n
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Erupted || A Platformer
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@Stage\n\nwhen flag clicked\nforever\n set volume to (20) %\n play sound [Water v] until done\nend\n\n@Intro\n\nwhen flag clicked\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nswitch costume to (text v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n end\nend\n\nwhen I start as a clone\nshow\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n repeat (55)\n go to [front v] layer\n change size by (1)\n end\n set size to (100) %\n wait (4.5) seconds\n broadcast (finished v)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\n set size to (pick random (35) to (125)) %\n set [color v] effect to (pick random (-180) to (-60))\n point in direction (pick random (-90) to (90))\n glide (2) secs to (random position v)\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 <(costume [number v]) = [4]> then\n go to x: (0) y: (0)\n set size to (pick random (35) to (125)) %\n set [color v] effect to (pick random (-60) to (60))\n point in direction (pick random (-90) to (90))\n glide (2) secs to (random position v)\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 <(costume [number v]) = [5]> then\n go to x: (0) y: (0)\n set size to (pick random (35) to (125)) %\n set [color v] effect to (pick random (60) to (180))\n point in direction (pick random (-90) to (90))\n glide (2) secs to (random position v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (1.8) seconds\nreset timer\nforever\n repeat until <(timer) > [2]>\n switch costume to (particle1 v)\n create clone of (_myself_ v)\n switch costume to (particle2 v)\n create clone of (_myself_ v)\n switch costume to (particle3 v)\n end\nend\n\nwhen flag clicked\nplay sound [mixkit-shot-light-energy-flowing-2589 v] until done\nset volume to (10) %\nrepeat (9)\n change volume by (10)\nend\n\nwhen I receive [finished v]\nbroadcast (Start v)\ndelete this clone\n\n@Player\n\nwhen I start as a clone\nclear graphic effects\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\nend\n\nwhen I receive [copleted! v]\nhide\n\nwhen flag clicked\nset [timer state v] to [stop]\nhide variable [timer v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [timer state v] to [timer]\nshow variable [timer v]\nset [timer v] to [0]\nforever\n change [timer v] by (.1)\n wait (.1) seconds\n if <not <(timer state) = [timer]>> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\nbroadcast (Next Level v)\nforever\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [-10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n if <touching (water v)?> then\n change [y vel v] by (-0.5)\n else\n change [y vel v] by (-1)\n end\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching (water v)?> then\n start sound [Splash v]\n if <key (up arrow v) pressed?> then\n set [y vel v] to [2]\n end\n else\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [15]\n end\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [239]> then\n change [level v] by (1)\n broadcast (Next Level v) and wait\n end\n if <touching (spikes v)?> then\n broadcast (Restart v)\n end\n if <touching (bounce pads v)?> then\n start sound [Basketball Bounce v]\n set [y vel v] to [19]\n end\nend\n\n@Glow\n\nwhen flag clicked\nshow\ngo [backward v] (50) layers\nforever\n go to (player v)\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(LEVEL) = [11]> then\n broadcast (Copleted! v)\n end\nend\n\nwhen I receive [copleted! v]\nset [timer state v] to [stop]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to (LEVEL)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (LEVEL)\nend\n\n@Bounce Pads\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <(LEVEL) = [3]> then\n Clone at x: [-134] y: [-118]\nend\nif <(LEVEL) = [6]> then\n Clone at x: [-130] y: [-118]\nend\n\nwhen I start as a clone\nforever\n show\n if <touching (player v)?> then\n switch costume to (crouch v)\n wait (0.1) seconds\n else\n switch costume to (idle v)\n end\nend\n\n@Water\n\nwhen flag clicked\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (1)\n end\n repeat (20)\n change [tide v] by (-1)\n end\n repeat (10)\n change [tide v] by (1)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (20)\ngo to [back v] layer\nforever\n set y to (tide)\n switch costume to (LEVEL)\nend\n\n@Enemy\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n show\n point towards (player v)\n if <([x position v] of [player v]) < (x position)> then\n change [x vel v] by (-0.5)\n end\n if <(x position) < ([x position v] of [player v])> then\n change [x vel v] by (0.5)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <(([y position v] of [player v]) - (50)) > (y position)> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [-10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n if <touching (water v)?> then\n change [y vel v] by (-0.5)\n else\n change [y vel v] by (-1)\n end\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching (water v)?> then\n if <(([y position v] of [player v]) - (50)) > (y position)> then\n set [y vel v] to [2]\n end\n else\n if <<touching (level v)?> and <(([y position v] of [player v]) - (50)) > (y position)>> then\n set [y vel v] to [15]\n end\n end\n change y by (1)\n if <touching (spikes v)?> then\n delete this clone\n end\n if <touching (bounce pads v)?> then\n set [y vel v] to [19]\n end\n if <touching (player v)?> then\n change y by (-1)\n if <<touching (level v)?> and <(([y position v] of [player v]) - (5)) > (y position)>> then\n delete this clone\n else\n broadcast (Restart v)\n end\n change y by (1)\n end\nend\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <(LEVEL) = [4]> then\n Clone at x: [185] y: [20]\nend\nif <(LEVEL) = [7]> then\n Clone at x: [185] y: [20]\nend\nif <(LEVEL) = [7]> then\n Clone at x: [110] y: [77]\nend\n\n@Text Renderer\n\ndefine type (text) at x: (x) y: (y)\nswitch costume to ( v)\ngo to x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nset [# v] to [0]\nrepeat (length of (text))\n change [# v] by (1)\n set [asset v] to (letter (#) of (text))\n create clone of (_myself_ v)\nend\nwait (2) seconds\nbroadcast (Clear v)\n\ndefine clone setup\nswitch costume to (asset)\nrepeat (#)\n change x by (15)\n if <(x position) > [175]> then\n set x to (x)\n change y by (-18)\n end\nend\n\nwhen I start as a clone\nclone setup\n\nwhen I receive [clear v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n type [phew! nothing yet.] at x: [-130] y: [150]\n wait until <(LEVEL) = [2]>\n type [wow! are those spikes.] at x: [-160] y: [150]\n wait until <(LEVEL) = [3]>\n type [i always wanted to use a bounce pad.] at x: [-170] y: [150]\n wait until <(LEVEL) = [4]>\n type [who is that! will he kill me.] at x: [-150] y: [150]\n wait until <(LEVEL) = [5]>\n type [how do i "wall jump".] at x: [-150] y: [150]\n wait until <(LEVEL) = [6]>\n type [so many obstacles!] at x: [-150] y: [150]\n wait until <(LEVEL) = [7]>\n type [why are there two killers!] at x: [-220] y: [150]\n wait until <(LEVEL) = [8]>\n type [are those spikes under the water.] at x: [-220] y: [150]\n wait until <(LEVEL) = [9]>\n type [is this a maze!] at x: [-120] y: [150]\n wait until <(LEVEL) = [10]>\n type [well this is easy!] at x: [-140] y: [150]\n end\nend\n\n@notifier\n\nwhen flag clicked\ngo to x: (0) y: (50)\ngo to [front v] layer\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [tick v]\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nhide variable [timer v]\n\n@Completed\n\nwhen I receive [copleted! v]\nshow\nplay sound [Win v] until done\nstop [all v]\n\nwhen flag clicked\nhide\n\n
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☆ ☆ ☆ INSTRUCTIONS ☆ ☆ ☆\n• Use arrow keys to move.\n• Don't touch the spikes.\n• Use a bounce pad to jump higher.\n• Jump on top of enemies to kill them. \nCheck my other account @--Cynic--\n(I'm no longer working on this account)
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Among Us Platformer 2 Mobile
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@Stage\n\nwhen flag clicked\nswitch backdrop to (screen shot 2021-04-20 at 9 v)\n\nwhen I receive [scroll message v]\nwait (11) seconds\nswitch backdrop to (end screen v)\n\n@Mini Crewmate?\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n point towards (mouse-pointer v)\n if then\n point in direction (90)\n next costume\n wait (0.2) seconds\n end\n if then\n point in direction (-90)\n next costume\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\ngo to x: (-217) y: (-126)\nhide variable [slope v]\nhide variable [x vel. v]\nhide variable [y vel. v]\nset [x vel. v] to [0]\nset [y vel. v] to [0]\nforever\n platformer physics [0.7] [0.9] [14]\nend\n\ndefine platformer physics (speed) (friction) (jump hight)\nchange [y vel. v] by (-1)\nif <<mouse down?> and <(x position) < (mouse x)>> then\n change [x vel. v] by (speed)\nend\nif <<mouse down?> and <(mouse y) > (y 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 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 (-8)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (x vel.) ) / (x vel.)) * (-1))\n end\n set [x vel. v] to [0]\n end\n end\n end\n end\n end\n end\n end\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 <<<mouse down?> and <(mouse y) > (y position)>> and <touching (level v)?>> then\n set [y vel. v] to (jump hight)\nend\nchange y by (1)\n\nwhen flag clicked\nhide\nswitch costume to (crewmate-stand v)\n\nwhen I receive [start v]\nset size to (50) %\nshow\ngo to x: (-215) y: (-118)\nswitch costume to (crewmate-stand v)\n\nwhen flag clicked\nforever\n broadcast (Level 1-2 v)\n broadcast (Level 2-3 v)\n broadcast (Level 3-4 v)\n broadcast (Level 4-5 v)\n broadcast (Level 5-6 v)\n broadcast (Level 6-7 v)\nend\n\nwhen I receive [level 1-2 \(2\) v]\ngo to x: (-215) y: (-118)\nswitch costume to (crewmate-stand v)\n\nwhen flag clicked\nforever\n if <<<touching color (#ff0000)?> or <touching color (#fc8700)?>> or <<touching color (#f9f300)?> or <touching color (#c35500)?>>> then\n go to x: (-215) y: (-118)\n end\nend\n\nwhen I receive [level 2-3 \(2\) v]\ngo to x: (-215) y: (-118)\nswitch costume to (crewmate-stand v)\n\nwhen I receive [level 3-4\(2\) v]\ngo to x: (-215) y: (-118)\nswitch costume to (crewmate-stand v)\nset size to (15) %\n\nwhen I receive [level 4-5 \(2\) v]\ngo to x: (-215) y: (-118)\nswitch costume to (crewmate-stand v)\n\nwhen I receive [restart v]\ngo to x: (-215) y: (-118)\nswitch costume to (crewmate-stand v)\n\nwhen I receive [level 5-6 \(2\) v]\ngo to x: (-215) y: (-118)\nswitch costume to (crewmate-stand v)\n\nwhen I receive [level 6-7\(2\) v]\ngo to x: (-215) y: (-118)\nswitch costume to (crewmate-stand v)\n\nwhen I receive [scroll message v]\nhide\n\nwhen I receive [go away your not needed v]\nset size to (50) %\nshow\ngo to x: (-215) y: (-118)\nswitch costume to (crewmate-stand v)\n\n@Level\n\nwhen flag clicked\ngo to x: (-3) y: (-15)\nswitch costume to (level 0 v)\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (level 1 v)\n\nwhen I receive [level 1-2 \(2\) v]\nswitch costume to (level 2 v)\n\nwhen I receive [level 2-3 \(2\) v]\nswitch costume to (level 3 v)\n\nwhen I receive [level 3-4\(2\) v]\nswitch costume to (level 4 v)\n\nwhen I receive [level 4-5 \(2\) v]\nswitch costume to (level 5 v)\n\nwhen I receive [level 5-6 \(2\) v]\nswitch costume to (level 6 v)\n\nwhen I receive [level 6-7\(2\) v]\nswitch costume to (level 7 v)\n\ngo to x: (-3) y: (-15)\n\nwhen I receive [scroll message v]\nswitch costume to (level 0 v)\n\nwhen I receive [go away your not needed v]\nshow\nswitch costume to (level 1 v)\n\n@Task Bar\n\nwhen I receive [task hide v]\nglide (0.5) secs to x: (-115) y: (23)\ngo to [back v] layer\n\nwhen I receive [task show v]\nglide (0.5) secs to x: (36) y: (27)\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (task bar 0 v)\nhide\n\nwhen I receive [start v]\nswitch costume to (task bar 0 v)\nshow\n\nwhen I receive [scroll message v]\nhide\n\nwhen I receive [level 1-2 \(2\) v]\nswitch costume to (task bar 2 v)\n\nwhen I receive [level 3-4\(2\) v]\nswitch costume to (task bar 4 v)\n\nwhen I receive [level 4-5 \(2\) v]\nswitch costume to (task bar 5 v)\n\nwhen I receive [level 2-3 \(2\) v]\nswitch costume to (task bar 3 v)\n\nwhen I receive [level 5-6 \(2\) v]\nswitch costume to (task bar 6 v)\n\nwhen I receive [level 6-7\(2\) v]\nswitch costume to (task bar 7 v)\n\nwhen I receive [scroll message v]\nswitch costume to (task bar 8 v)\n\nwhen I receive [go away your not needed v]\nswitch costume to (task bar 0 v)\nshow\n\n@Task Hide\n\nwhen this sprite clicked\nbroadcast (Task Hide v)\nhide\n\nwhen I receive [task show v]\nwait (0.5) seconds\nshow\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [start v]\nshow\n\nwhen I receive [scroll message v]\nhide\n\nwhen I receive [go away your not needed v]\nshow\n\n@Task Show\n\nwhen this sprite clicked\nbroadcast (Task Show v)\nhide\n\nwhen I receive [task hide v]\nwait (0.5) seconds\nshow\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [scroll message v]\nhide\n\n@Task Bar 2\n\nwhen flag clicked\nhide\ngo to [back v] layer\nswitch costume to (task bar 0 v)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [scroll message v]\nhide\n\nwhen I receive [level 1-2 \(2\) v]\nswitch costume to (task bar 1 v)\n\nwhen I receive [level 2-3 \(2\) v]\nswitch costume to (task bar 2 v)\n\nwhen I receive [level 3-4\(2\) v]\nswitch costume to (task bar 3 v)\n\nwhen I receive [level 4-5 \(2\) v]\nswitch costume to (task bar 4 v)\n\nwhen I receive [level 5-6 \(2\) v]\nswitch costume to (task bar 5 v)\n\nwhen I receive [level 6-7\(2\) v]\nswitch costume to (task bar 6 v)\n\nwhen I receive [scroll message v]\nswitch costume to (task bar 7 v)\n\n@Mute\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (UnMute v)\n\nwhen I receive [mute v]\nshow\n\nwhen I receive [scroll message v]\nhide\n\n@Un Mute\n\nwhen flag clicked\nhide\nset volume to (0) %\n\nwhen this sprite clicked\nhide\nbroadcast (Mute v)\nset volume to (25) %\n\nwhen I receive [unmute v]\nshow\nset volume to (0) %\n\nwhen flag clicked\nforever\n play sound [AMONG US - Menu Music v] until done\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [scroll message v]\nhide\n\nwhen I receive [go away your not needed v]\nshow\n\n@Restart\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\nwhen I receive [scroll message v]\nhide\n\nwhen I receive [go away your not needed v]\nshow\n\n@Vent 1\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [level 1-2 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 1-2 \(2\) v)\nend\n\nwhen I receive [level 1-2 \(2\) v]\nhide\n\nwhen I receive [go away your not needed v]\nshow\n\n@Vent 2\n\nwhen I receive [level 1-2 \(2\) v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2-3 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 2-3 \(2\) v)\nend\n\nwhen I receive [level 2-3 \(2\) v]\nhide\n\n@Vent 3\n\nwhen I receive [level 2-3 \(2\) v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [level 3-4 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 3-4\(2\) v)\nend\n\nwhen I receive [level 3-4\(2\) v]\nhide\n\n@Vent 4\n\nwhen I receive [level 3-4\(2\) v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [level 4-5 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 4-5 \(2\) v)\nend\n\nwhen I receive [level 4-5 \(2\) v]\nhide\n\n@Vent 5\n\nwhen I receive [level 4-5 \(2\) v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [level 5-6 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 5-6 \(2\) v)\nend\n\nwhen I receive [level 5-6 \(2\) v]\nhide\n\n@Vent 6\n\nwhen I receive [level 5-6 \(2\) v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6-7\(2\) v]\nhide\n\nwhen I receive [level 6-7 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 6-7\(2\) v)\nend\n\n@Laser Beam\n\nwhen flag clicked\nhide\nswitch costume to (beam v)\npoint in direction (90)\ndelete this clone\n\nwhen I receive [level 1-2 \(2\) v]\ngo to x: (-87) y: (-130)\nshow\ncreate clone of (_myself_ v)\ngo to x: (48) y: (-130)\ncreate clone of (_myself_ v)\ngo to x: (-75) y: (-130)\npoint in direction (-90)\nswitch costume to (no beam v)\ncreate clone of (_myself_ v)\ngo to x: (62) y: (-130)\ncreate clone of (_myself_ v)\n\nwhen I receive [level 2-3 \(2\) v]\ndelete this clone\n\nwhen I receive [level 2-3 \(2\) v]\nwait (0.05) seconds\nhide\n\n@Extras\n\n@Sleeping Imposter\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2-3 \(2\) v]\ngo to x: (13) y: (-130)\nshow\ngo to [front v] layer\n\nwhen I receive [level 3-4\(2\) v]\nhide\n\n@Start\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (costume 1 v)\nshow\nwait (4) seconds\nswitch costume to (costume 2 v)\nwait (4) seconds\nswitch costume to (costume 3 v)\nwait (4) seconds\nswitch costume to (costume 4 v)\nwait (4) seconds\nswitch costume to (costume 5 v)\nwait (4) seconds\nswitch costume to (costume 6 v)\nwait (4) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nif <(yup go away) < [0]> then\n forever\n play sound [AMONG US - Menu Music v] until done\n end\nelse\n broadcast (Start v)\n forever\n play sound [AMONG US - Menu Music v] until done\n end\nend\n\nwhen I receive [go away your not needed v]\nhide\n\n@Skip Start?\n\nwhen I receive [go away your not needed v]\nhide\n\nwhen flag clicked\nset [yup go away v] to [0]\nwait (1) seconds\nshow\n\nwhen this sprite clicked\nset [yup go away v] to [1]\nbroadcast (go away your not needed v)\nhide\n\n@Maze Imposter\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [level 5-6 \(2\) v]\nshow\n\nwhen I receive [level 6-7\(2\) v]\nhide\n\n@Use Button\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6-7\(2\) v]\nshow\ngo to [front v] layer\nset size to (30) %\ngo to x: (196) y: (-144)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nif <touching (level v)?> then\n broadcast (Scroll Message v)\n hide\nelse\nend\n\nshow\n\n@Scroll Message\n\nwhen I receive [scroll message v]\nshow\nwait (10) seconds\nhide\n\nwhen flag clicked\nhide\n\n
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Part 1: https://scratch.mit.edu/projects/521475116/ \nPart1Mobile: https://scratch.mit.edu/projects/512351950\nPart 2: https://scratch.mit.edu/projects/521313822/\nPart 3: https://scratch.mit.edu/projects/539509295/\nThis took a week to do\n-Instructions- (Full Screen Needed)\nuse your finger to move around\navoid lasers and imposters, escape the mazes\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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: What Am I...
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Colorless platformer | #Platformer #Colorless
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@Stage\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n set [level v] to [11]\n end\nend\n\n@Player\n\nwhen I receive [new level v]\ngo to x: (-170) y: (-120)\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\nset [level v] to [1]\ngo to x: (-170) y: (-120)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume2 v)\n change [xv v] by (1)\n change [camera x v] by (5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume3 v)\n change [xv v] by (-1)\n change [camera x v] by (-5)\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 y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (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 <key (w v) pressed?>> then\n set [yv v] to [13]\n end\n end\n if <touching (spikes v)?> then\n set [ghost v] effect to (100)\n go to x: (-170) y: (-120)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n set [xv v] to [0]\n end\n if <touching (bouncy v)?> then\n set [yv v] to [35]\n end\n if <touching (terampoline v)?> then\n change [yv v] by (18)\n end\n set [camera x v] to (x position)\n change y by (1)\nend\n\nwhen flag clicked\nforever\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 switch costume to (costume1 v)\n end\nend\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [level v] by (1)\n broadcast (New level v)\n end\nend\n\nwhen flag clicked\nforever\n play sound ((pick random (1) to (2)) + (pick random (-1) to (1))) until done\nend\n\nwhen flag clicked\nchange [☁ total plays v] by (1)\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Intro\n\nwhen flag clicked\ngo to [front v] layer\nwait (1) seconds\nTransparent\n\ndefine Transparent\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\n@\\n\nwhen I start as a clone\nset [brightness v] effect to (-50)\nshow\nswitch costume to (costume2 v)\nrepeat (10)\n change size by (-10)\nend\nswitch costume to (costume1 v)\nwait (0.0001) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n repeat (100)\n change [color v] effect by (100)\n end\n repeat (100)\n change [color v] effect by (-100)\n end\nend\n\nwhen flag clicked\nhide\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n@Ghost\n\nwhen flag clicked\nhide\nforever\n if <(current [hour v]) = [3]> then\n repeat (50)\n go to (random position v)\n create clone of (_myself_ v)\n end\n end\n if <<(username) = [ An0therRand0mC0der]> or <<(username) = [ AbbarooOnRoblox]> or <(username) = []>>> then\n repeat (50)\n go to (random position v)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [3am v]\nshow\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (50)\nforever\n go to [front v] layer\n point towards (mouse-pointer v)\nend\n\n@Background\n\nwhen flag clicked\nset [scroll speed v] to [0.35]\nswitch costume to (costume1 v)\nset [x v] to [0]\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (480)\nbroadcast (BEGIN v)\n\nset x to (0)\n\nwhen I receive [begin v]\nforever\n set [screen x v] to ((x) - ((CAMERA X) * (scroll speed)))\n set x to (((screen x) mod ((480) * (2))) - (480))\n set y to (0)\n go to [back v] layer\nend\n\n
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Flag and arrow keys.\nif you finished the platformer remix and add more levels\nColorless sds please add this project\nhttps://turbowarp.org/526753473?fps=45 play for more fps\n
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Morning Mission - A Scrolling Platformer
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@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (Scroll X)) (join [, ] ((mouse y) + (Scroll Y))))\n\nwhen flag clicked\nforever\n play sound [Ashes Remain - On My Own \[HD Animated Lyrics!\].mp3 v] until done\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nforever\n play sound [Sunshine v] until done\nend\n\nwhen flag clicked\nforever\n play sound [Sunshine v] until done\nend\n\nwhen [timer v] > (my variable)\nhide\n\nwhen flag clicked\nreset timer\nset [my variable v] to [0]\nforever\n set [my variable v] to ((timer) + (0.1))\nend\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - WIN\n else\n Game - DIE\n end\nend\n\ndefine Game on\npoint in direction (90)\nset size to (100) %\nset [in air v] to [0]\nset [sy v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [exit v] to []\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Change Player x by [-8]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Change Player x by [8]\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\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 [die]\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 (20)\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 (-20)\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\nchange [x v] by (-8)\n\nchange [x v] by (8)\n\nset [sy v] to [0]\n\ndefine Game - DIE\nset [exit v] to []\nrepeat (5)\n change size by (20)\n wait (0.1) seconds\n change size by (-20)\n wait (0.1) seconds\nend\nset size to (100) %\nhide\nwait (0.5) seconds\n\nshow\n\ndefine Test - DIE\nif <touching color (#ff0000)?> then\n set [exit v] to [die]\nend\n\ndefine Game - WIN\ngo to (exit v)\nrepeat (50)\n turn right (15) degrees\n change size by (-1)\nend\nhide\nchange [level v] by (1)\npoint in direction (90)\nwait (1) seconds\n\nwhen flag clicked\nif <touching (yum pancakes v)?> then\n\nbroadcast (Stop all sounds v)\n\nwhen flag clicked\nrepeat until <key (space v) pressed?>\n\n\n\nstart sound [cartoon-telephone_daniel_simion v]\n\nforever\n\nwhen I receive [flour v]\ngo to [back v] layer\n\nhide\n\n\n\nrepeat (100)\n\ngo to [back v] layer\n\nhide\nstop all sounds\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [catch stuff v]\nswitch costume to (costume2 v)\n\nwhen I receive [player1+` v]\nswitch costume to (costume1 v)\nshow\n\n@Platforms2\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [reset v]\ndelete this clone\n\nClone at x: [360] y: [0]\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nstart sound [cartoon-telephone_daniel_simion v]\nwait until <touching (player v)?>\nstop all sounds\nstop all sounds\n\ndefine Clone at x: (x) y: (y)\n\nwhen I receive [player1+` v]\nhide\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 [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ncreate clone of (_myself_ v)\n\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\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: [360] y: [0]\n\n\n\nwhen I receive [green flag v]\n\n@Yum pancakes\n\nwhen I receive [into the pan v]\nhide\n\nwhen I receive [flour v]\nshow\n\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [front layer?? v]\ngo to [front v] layer\n\n@Bowl\n\nwhen I receive [another flour v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\ngo to x: (41) y: (24)\nswitch costume to (costume1 v)\npoint in direction (90)\n\nwhen I receive [another sugar v]\nswitch costume to (costume3 v)\n\nwhen I receive [another egg v]\nswitch costume to (costume4 v)\n\nwhen I receive [another milk v]\nswitch costume to (costume5 v)\n\nwhen I receive [add butter v]\nswitch costume to (costume6 v)\n\nwhen I receive [another butter v]\nswitch costume to (costume9 v)\nbroadcast (stir again v)\n\nwhen I receive [into the pan v]\nswitch costume to (costume7 v)\n\nwhen I receive [into the pan v]\nshow\npoint in direction (90)\nswitch costume to (costume7 v)\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\ngo to [front v] layer\nglide (0.7) secs to x: (92) y: (-31)\nturn right (15) degrees\nstart sound [Toy Zing v]\nrepeat (8)\n wait (0.1) seconds\n next costume\nend\nbroadcast (red yellow green v)\n\nwait (0.2) seconds\n\nwhen flag clicked\n\nwhen I receive [mix well v]\nswitch costume to (costume7 v)\n\nwhen I receive [red yellow green v]\nhide\n\nwhen I receive [flour v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [front layer?? v]\n\ngo to [front v] layer\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwait (1) seconds\n\n@Sprite1\n\nwhen I receive [stirrrr v]\nwait (1) seconds\n\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [flour v]\nswitch costume to (costume13 v)\npoint in direction (135)\ngo to x: (-146) y: (55)\nshow\n\nrepeat (40)\n next costume\n wait (0.1) seconds\nend\nbroadcast (add butter v)\nglide (0.5) secs to x: (-193) y: (49)\n\nglide (0.5) secs to x: (-143) y: (66)\n\nwhen I receive [stir again v]\nshow\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nplay sound [pop v] until done\nglide (0.5) secs to x: (-113) y: (128)\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nstart sound [Low Whoosh v]\npoint in direction (90)\nrepeat (40)\n next costume\n wait (0.15) seconds\nend\nbroadcast (mix well v)\ngo to x: (-143) y: (66)\nswitch costume to (costume13 v)\npoint in direction (135)\nwait (1) seconds\nbroadcast (Into the pan v)\n\nwhen I receive [stirrrr v]\nshow\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nplay sound [pop v] until done\nglide (0.5) secs to x: (-113) y: (128)\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nstart sound [Low Whoosh v]\npoint in direction (90)\nrepeat (40)\n next costume\n wait (0.15) seconds\nend\nbroadcast (add butter v)\ngo to x: (-143) y: (66)\nswitch costume to (costume13 v)\npoint in direction (135)\n\nwhen I receive [into the pan v]\nhide\n\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nplay sound [pop v] until done\nglide (0.5) secs to x: (-113) y: (128)\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nstart sound [Low Whoosh v]\npoint in direction (90)\nrepeat (40)\n next costume\n wait (0.15) seconds\nend\nbroadcast (add butter v)\ngo to x: (-143) y: (66)\nswitch costume to (costume13 v)\npoint in direction (135)\n\nshow\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nplay sound [pop v] until done\nglide (0.5) secs to x: (-113) y: (128)\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nstart sound [Low Whoosh v]\npoint in direction (90)\nrepeat (40)\n next costume\n wait (0.15) seconds\nend\nbroadcast (add butter v)\ngo to x: (-143) y: (66)\nswitch costume to (costume13 v)\npoint in direction (135)\n\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\n\nwhen I receive [front layer?? v]\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait (1) seconds\ngo to [front v] layer\npoint in direction (90)\ngo to x: (35) y: (104)\nswitch costume to (costume1 v)\n\nturn right (15) degrees\n\ngo to x: (30) y: (24)\n\nwhen I receive [flour v]\nshow\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nplay sound [pop v] until done\nglide (0.5) secs to x: (-52) y: (117)\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nstart sound [Teleport v]\nturn left (30) degrees\nnext costume\nbroadcast (another flour v)\nwait (0.5) seconds\nturn right (30) degrees\nnext costume\nwait (0.2) seconds\nglide (0.5) secs to x: (35) y: (104)\nbroadcast (sugar v)\n\nwait (0.2) seconds\n\nhide\n\nwhen I receive [into the pan v]\nhide\n\nwhen I receive [front layer?? v]\n\n@Sprite3\n\nwhen I receive [sugar v]\nwait (1) seconds\nshow\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nplay sound [pop v] until done\nglide (0.5) secs to x: (-51) y: (115)\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nstart sound [Crank v]\nturn left (30) degrees\nnext costume\nbroadcast (another sugar v)\nwait (0.5) seconds\nnext costume\nturn right (30) degrees\nwait (0.2) seconds\nglide (0.5) secs to x: (-14) y: (64)\nbroadcast (egg v)\n\nturn left (15) degrees\n\nwait (0.5) seconds\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\nhide\n\nwhen I receive [flour v]\nswitch costume to (costume1 v)\ngo to x: (-14) y: (64)\nshow\npoint in direction (90)\n\nglide (.5) secs to x: (-14) y: (64)\n\nwhen I receive [into the pan v]\nhide\n\nwhen I receive [front layer?? v]\n\n@Sprite4\n\nwhen I receive [egg v]\nwait (1) seconds\nshow\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nplay sound [pop v] until done\nglide (1) secs to x: (-51) y: (115)\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nplay sound [Crank v] until done\nturn left (15) degrees\nnext costume\nbroadcast (another egg v)\nwait (0.5) seconds\nturn right (15) degrees\nwait (0.2) seconds\nglide (1) secs to x: (132) y: (96)\nbroadcast (milk v)\n\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [flour v]\nswitch costume to (costume1 v)\ngo to x: (132) y: (96)\nshow\npoint in direction (90)\n\nwhen I receive [into the pan v]\nhide\n\nwhen I receive [front layer?? v]\n\ngo to [front v] layer\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\nhide\n\n@Sprite5\n\nwhen I receive [milk v]\n\nwhen flag clicked\nhide\n\ngo to x: (23) y: (80)\n\nwhen I receive [flour v]\nswitch costume to (costume1 v)\npoint in direction (90)\ngo to x: (83) y: (64)\nshow\n\nwhen I receive [milk v]\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nplay sound [pop v] until done\nglide (0.5) secs to x: (-51) y: (115)\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nstart sound [Ripples v]\nturn left (30) degrees\nnext costume\nbroadcast (another milk v)\nwait (0.5) seconds\nturn right (30) degrees\nnext costume\nwait (0.2) seconds\nglide (1) secs to x: (83) y: (64)\nbroadcast (stirrrr v)\n\nshow\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nplay sound [pop v] until done\nglide (0.5) secs to x: (-51) y: (115)\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nturn left (30) degrees\nplay sound [pop v] until done\nnext costume\nbroadcast (another milk v)\nwait (0.5) seconds\nglide (0.5) secs to x: (83) y: (64)\n\nwait (1) seconds\n\nplay sound [Ripples v] until done\n\nwhen I receive [into the pan v]\nhide\n\nwhen I receive [front layer?? v]\n\ngo to [front v] layer\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\nhide\n\n@Sprite6\n\nwhen I receive [flour v]\nswitch costume to (costume1 v)\ngo to x: (173) y: (54)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [add butter v]\nshow\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nstart sound [Suction Cup v]\nbroadcast (another butter v)\n\nwhen I receive [flour v]\n\nglide (1) secs to x: (-53) y: (128)\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nplay sound [pop v] until done\nturn left (30) degrees\nnext costume\n\nwait (0.5) seconds\nturn right (30) degrees\nnext costume\nwait (0.2) seconds\nglide (1) secs to x: (173) y: (54)\nbroadcast (stir again v)\n\nwhen I receive [into the pan v]\nhide\n\nwhen I receive [front layer?? v]\n\ngo to [front v] layer\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\nhide\n\n@Sprite7\n\nwhen I receive [into the pan v]\nshow\n\nwhen I receive [flour v]\nhide\n\nwhen I receive [flip pancake v]\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nbroadcast (flipy pancake 2 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [front layer?? v]\n\ngo to [front v] layer\n\nwhen I receive [maple suryup grrrr i cant spell right now ;-; v]\nshow\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nbroadcast (plate v)\nwait (1) seconds\nhide\n\nwait (1) seconds\nhide\n\n@Sprite9\n\nwhen I receive [red yellow green v]\nshow\n\nwhen I receive [flipy pancake 2 v]\nswitch costume to (costume1 v)\nrepeat (10)\n next costume\n wait (0.12) seconds\nend\nbroadcast (red yellow green2 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [front layer?? v]\n\ngo to [front v] layer\n\nwhen I receive [front layer?? v]\n\ngo to [front v] layer\n\nwhen I receive [plate v]\nhide\n\n@Sprite8\n\nwhen I receive [red yellow green v]\nwait (2) seconds\nswitch costume to (costume1 v)\nstart sound [pop v]\nshow\nwait (2) seconds\nstart sound [pop v]\nnext costume\nwait (2) seconds\nstart sound [Doorbell v]\nnext costume\nbroadcast (flip pancake v)\nwait (2) seconds\nhide\n\nrepeat (2)\n\nwhen I receive [red yellow green2 v]\nwait (1) seconds\nswitch costume to (costume1 v)\nstart sound [pop v]\nshow\nwait (2) seconds\nstart sound [pop v]\nnext costume\nwait (2) seconds\nstart sound [Doorbell v]\nnext costume\nwait (2) seconds\nbroadcast (Maple suryup grrrr I cant spell right now ;-; v)\nhide\n\nwhen I receive [front layer?? v]\ngo to [front v] layer\n\nwait (1) seconds\nhide\n\n@Sprite10\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nwait until <touching (player v)?>\nwait (0.3) seconds\nbroadcast (Flour v)\n\n@Sprite11\n\n@Sprite12\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\ngo to [back v] layer\n\nwhen I receive [flour v]\nshow\n\nbroadcast (front layer?? v)\n\nwhen I receive [front layer?? v]\ngo to [front v] layer\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [catch stuff v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [doneeeee~!!i#oh@$ ukqjhkl v]\nwait (0.5) seconds\nhide\n\n@Screen Shot 2021-05-12 at 10\n\nwhen I receive [plate v]\nswitch costume to (costume2 v)\nwait (1) seconds\nbroadcast (a real maple syrup v)\n\nwhen flag clicked\ngo to x: (-123) y: (-9)\nhide\nswitch costume to (costume3 v)\n\nwhen I receive [maple suryup grrrr i cant spell right now ;-; v]\nshow\n\nwhen I receive [syrup the maple v]\nswitch costume to (costume4 v)\nwait (1) seconds\nglide (1) secs to x: (15) y: (21)\nrepeat (9)\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n start sound [Chomp v]\n next costume\n wait (0.3) seconds\nend\nwait (1) seconds\nhide\nbroadcast (instructions v)\n\ngo to [front v] layer\n\n@Sprite13\n\nwhen I receive [a real maple syrup v]\nshow\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nrepeat (6)\n next costume\n wait (0.1) seconds\nend\nstart sound [Glug v]\nrepeat (10)\n next costume\n wait (0.1) seconds\nend\nwait (1) seconds\nbroadcast (syrup the maple v)\nhide\n\nwhen flag clicked\nhide\nswitch costume to (screen shot 2021-05-12 at 11 v)\n\ngo to [front v] layer\n\n@Sprite14\n\nwhen I receive [instructions v]\ngo to [front v] layer\nshow\nwait until <key (space v) pressed?>\nhide\n\n@Sprite15\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nwait until <touching (player v)?>\nwait (0.3) seconds\nbroadcast (Catch stuff v)\n\nwhen flag clicked\n\nhide\n\n@Sprite16\n\nwhen I receive [catch stuff v]\nshow\nwait (1) seconds\nrepeat until <touching (player v)?>\n glide (1) secs to x: (-171) y: (-93)\n glide (1) secs to x: (172) y: (-93)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n\n\nwhen I receive [book v]\n\nstop [other scripts in sprite v]\nbroadcast (Catch stuff v)\n\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <touching (sprite22 v)?> then\n switch costume to (costume2 v)\n broadcast (water v)\n stop [this script v]\n end\nend\n\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <touching (sprite23 v)?> then\n broadcast (lunc v)\n switch costume to (costume3 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite24 v)?> then\n broadcast (mask v)\n switch costume to (costume4 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite25 v)?> then\n switch costume to (costume5 v)\n broadcast (doneeeee~!!I#OH@$ UKQJHKL v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [doneeeee~!!i#oh@$ ukqjhkl v]\nhide\n\nwhen I receive [doneeeee~!!i#oh@$ ukqjhkl v]\nwait (0.5) seconds\nhide\n\n@Sprite17\n\nwhen I receive [catch stuff v]\nshow\nrepeat until <touching (player v)?>\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n broadcast (book v)\nend\n\nwhen I receive [water v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [catch stuff v]\nshow\n\nwhen I receive [doneeeee~!!i#oh@$ ukqjhkl v]\nwait (0.5) seconds\nhide\n\n@Sprite18\n\nwhen I receive [water v]\nshow\nrepeat until <touching (player v)?>\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n broadcast (water2 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [catch stuff v]\nshow\n\nwhen I receive [catch stuff v]\nshow\n\nwhen I receive [doneeeee~!!i#oh@$ ukqjhkl v]\nwait (0.5) seconds\nhide\n\n@Sprite19\n\nwhen I receive [lunc v]\nshow\nrepeat until <touching (player v)?>\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n broadcast (lunch2 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [catch stuff v]\nshow\n\nwhen I receive [doneeeee~!!i#oh@$ ukqjhkl v]\nwait (0.5) seconds\nhide\n\n@Sprite20\n\nwhen I receive [mask v]\nshow\nrepeat until <touching (player v)?>\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n broadcast (mask2 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [catch stuff v]\nshow\n\nwhen I receive [doneeeee~!!i#oh@$ ukqjhkl v]\nwait (0.5) seconds\nhide\n\n@Sprite22\n\nwhen I receive [book v]\nshow\ngo to x: (37) y: (91)\nglide (1) secs to x: (36) y: (-141)\nhide\n\nwhen flag clicked\ngo to x: (36) y: (91)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [catch stuff v]\nshow\n\nwhen I receive [doneeeee~!!i#oh@$ ukqjhkl v]\nwait (0.5) seconds\nhide\n\nwhen flag clicked\nforever\n if <touching (sprite16 v)?> then\n wait (0.1) seconds\n hide\n end\nend\n\n@Sprite23\n\nwhen I receive [water2 v]\nshow\ngo to x: (-67) y: (104)\nglide (1) secs to x: (-67) y: (-130)\nhide\n\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [catch stuff v]\nshow\n\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (-67) y: (104)\nhide\n\nwhen I receive [doneeeee~!!i#oh@$ ukqjhkl v]\nwait (0.5) seconds\nhide\n\nwhen I receive [water v]\nhide\n\nwhen flag clicked\nforever\n if <touching (sprite16 v)?> then\n wait (0.1) seconds\n hide\n end\nend\n\n@Sprite24\n\nwhen I receive [lunch2 v]\nshow\ngo to x: (60) y: (104)\nglide (1) secs to x: (60) y: (-140)\nhide\n\nwhen flag clicked\ngo to x: (60) y: (104)\nhide\n\nwhen I receive [catch stuff v]\nshow\n\ngo to [front v] layer\n\nwhen I receive [doneeeee~!!i#oh@$ ukqjhkl v]\nwait (0.5) seconds\nhide\n\nwhen I receive [lunc v]\nhide\n\nwhen flag clicked\nforever\n if <touching (sprite16 v)?> then\n wait (0.1) seconds\n hide\n end\nend\n\n@Sprite25\n\nwhen I receive [mask2 v]\nshow\ngo to x: (181) y: (106)\nglide (1) secs to x: (181) y: (-140)\nhide\n\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (187) y: (106)\nhide\n\nwhen I receive [catch stuff v]\nshow\n\ngo to [front v] layer\n\nwhen I receive [doneeeee~!!i#oh@$ ukqjhkl v]\nwait (0.5) seconds\nhide\n\nwhen I receive [mask v]\nhide\n\nwhen flag clicked\nforever\n if <touching (sprite16 v)?> then\n wait (0.1) seconds\n hide\n end\nend\n\n@Sprite26\n\nwhen flag clicked\nwait (0.01) seconds\ngo to [front v] layer\nshow\nwait until <key (space v) pressed?>\nhide\n\n@Sprite21\n\nwhen I receive [doneeeee~!!i#oh@$ ukqjhkl v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [player1+` v]\nhide\n\n@Sprite27\n\nwhen flag clicked\nchange [ghost v] effect by (100)\ngo to [front v] layer\n\n@Sprite28\n\n
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Press the flag 3 or 4 times for less lag.\n**Important: Please read this before playing or else you might not understand the game, thanks!** (oh and turn sound on for good experience)\n\nThe game that you are about to play, has taken me a long time. Two weeks ago, I had this idea and I'm really proud of how it turned out. I hope you enjoy this too. Basically, this game is a morning routine and you have to go from turning off the alarm clock by stepping on it, to making breakfast and packing your bag and getting ready for school. There are no instructions for making breakfast so you just have to figure it out yourself if you want the instructions, scroll down to the bottom of notes and credits to see. \n\nIm trying hard to make people enjoy my content so every love, favourite and follow counts!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#Games #Art #Morning #Mission #-4LeafClover #Platformer #All
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Winter || A Platformer #games #winter
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@Stage\n\nwhen I receive [next backdrop v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (blank v)\n\nwhen I receive [start game v]\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (death v)\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (8)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nswitch costume to (right v)\ngo to x: (-223) y: (-6)\n\nwhen I receive [reset v]\nswitch costume to (right v)\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\ngo to x: (-223) y: (-6)\n\nwhen I receive [start game v]\nswitch costume to (right v)\nshow\nset [levels v] to [1]\ngo to x: (-223) y: (-6)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\n switch costume to (left v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\n switch costume to (right v)\n end\n set [xvelocity v] to ((XVelocity) * (0.85))\n change x by (XVelocity)\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 ((XVelocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(XVelocity) > [0]> then\n set [xvelocity v] to [-10]\n else\n set [xvelocity v] to [10]\n end\n set [yvelocity v] to [15]\n else\n set [xvelocity v] to [0]\n end\n end\n change [yvelocity v] by (-1)\n change y by (YVelocity)\n if <touching (ground v)?> then\n change y by ((YVelocity) - ((YVelocity) * (2)))\n set [yvelocity v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yvelocity v] to [15]\n end\n change y by (1)\n if <(x position) > [238]> then\n change [levels v] by (1)\n broadcast (Next Level v)\n broadcast (Next Backdrop v)\n end\n if <touching (danger v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\nend\n\nswitch costume to (right v)\n\nwhen I receive [start game v]\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\n@Trail\n\nwhen I start as a clone\nshow\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start game v]\nhide\nclear graphic effects\nforever\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\n\n@Ground\n\nwhen I receive [start game v]\nshow\nforever\n switch costume to (Levels)\nend\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen I receive [start game v]\nshow\nforever\n switch costume to (Levels)\nend\n\nwhen flag clicked\nhide\n\n@Snow\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n wait (.001) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (pick random (10) to (90))\nset size to (pick random (50) to (100)) %\ngo to (random position v)\nset y to (300)\npoint in direction (180)\nrepeat until <<touching (danger v)?> or <touching (ground v)?>>\n change y by (-7)\nend\nhide\ndelete this clone\n\n@Clouds\n\nwhen I start as a clone\nshow\nforever\n switch costume to (pick random (1) to (2))\n set size to (pick random (70) to (80)) %\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 (50)\n change x by (2)\n end\n if <touching (_edge_ v)?> then\n hide\n end\n wait (pick random (1) to (5)) seconds\n end\n switch costume to (pick random (1) to (2))\n set size to (pick random (70) to (80)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\nwhen I receive [start game v]\nwait (2) seconds\nhide\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\n@Notifacation\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\ngo to x: (0) y: (50)\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n@Intro\n\ndefine particles\nset [clone id v] to [6]\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nstart sound [Marshmello & Ookay - Chasing Colors \(ft. Noah Cyrus\) - \[Official Music Video\].mp2 v]\nset [clone id v] to [0]\nrepeat (2)\n set size to (100) %\n go to x: (0) y: (0)\n change [clone id v] by (1)\n wait () seconds\n create clone of (_myself_ v)\nend\nset [clone id v] to [slide 0]\nhide\nrepeat (3)\n wait (0.05) seconds\n set [clone id v] to (join [slide ] ((letter (7) of (clone id)) + (1)))\n create clone of (_myself_ v)\nend\nwait (0.1) seconds\nset [clone id v] to [left 0]\nrepeat (6)\n wait () seconds\n set [clone id v] to (join [left ] ((letter (6) of (clone id)) + (1)))\n create clone of (_myself_ v)\nend\nwait (0.1) seconds\nset [clone id v] to [up 0]\nrepeat (3)\n wait (0.1) seconds\n set [clone id v] to (join [up ] ((letter (4) of (clone id)) + (1)))\n create clone of (_myself_ v)\nend\nwait () seconds\nset [clone id v] to [ Letter 0]\nrepeat (9)\n wait () seconds\n set [clone id v] to (join [ Letter ] ((letter (9) of (clone id)) + (1)))\n create clone of (_myself_ v)\nend\nset [clone id v] to [ Letter 10]\ncreate clone of (_myself_ v)\nrepeat (7)\n wait () seconds\n set [clone id v] to (join [ Letter 1] ((letter (10) of (clone id)) + (1)))\n create clone of (_myself_ v)\nend\nwait () seconds\nset [clone id v] to [3]\ncreate clone of (_myself_ v)\nwait () seconds\nset [clone id v] to [4]\ncreate clone of (_myself_ v)\nwait () seconds\nset [clone id v] to [5]\ncreate clone of (_myself_ v)\nwait (1.75) seconds\nparticles\n\nwhen I start as a clone\nif <(join (letter (1) of (clone id)) (letter (2) of (clone id))) = [sl]> then\n hide\n switch costume to (clone id)\n set size to (100) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n go to x: (0) y: (999)\n point in direction (90)\n go to [front v] layer\n show\n repeat (50)\n change [ghost v] effect by (-20)\n change y by (((4) - (y position)) / (6))\n end\nend\nif <(join (letter (1) of (clone id)) (letter (2) of (clone id))) = [le]> then\n hide\n switch costume to (clone id)\n set size to (100) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (0)\n go to x: (-999) y: (0)\n point in direction (90)\n go to [front v] layer\n show\n repeat (50)\n change [ghost v] effect by (-20)\n change x by (((4) - (x position)) / (6))\n end\nend\nif <(join (letter (1) of (clone id)) (letter (2) of (clone id))) = [up]> then\n hide\n switch costume to (clone id)\n set size to (100) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (0)\n go to x: (999) y: (0)\n point in direction (90)\n go to [front v] layer\n show\n repeat (50)\n change [ghost v] effect by (-10)\n change x by (((4) - (x position)) / (6))\n end\nend\nif <(join (letter (1) of (clone id)) (letter (2) of (clone id))) = [ L]> then\n show\n switch costume to (clone id)\n go to x: (0) y: (999)\n point in direction (20)\n set size to (100) %\n set [ghost v] effect to (100)\n go to [front v] layer\n repeat (30)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (4.5))\n turn right (((90) - (direction)) / (4.5)) degrees\n end\n go to x: (0) y: (0)\n point in direction (90)\nend\n\nwhen I start as a clone\nif <(clone id) = [1]> then\n wait (3.5) seconds\n go to [front v] layer\n switch costume to (zoom dot v)\n point in direction (135)\n go to x: (0) y: (-999)\n point in direction (45)\n set [z v] to [0.5]\n set size to (0) %\n set [ghost v] effect to (0)\n show\n repeat (26)\n change [ghost v] effect by (-5)\n change size by (((100) - (size)) / (5))\n change y by (z)\n change [z v] by (0.5)\n set x to (([sin v] of (y position) ) * (100))\n end\n go to x: (0) y: (0)\n repeat (26)\n switch costume to (blank v)\n change size by (((2056) - (size)) / (5))\n switch costume to (real dot v)\n end\n wait (2) seconds\n show\n broadcast (Start game v)\n repeat (10)\n show\n end\n repeat (20)\n show\n change size by (((2056) - (size)) / (-5))\n change [ghost v] effect by (10)\n switch costume to (real dot v)\n end\n delete this clone\nend\nif <(clone id) = [2]> then\n wait (3.49) seconds\n go to [front v] layer\n hide\n switch costume to (zoom dot v)\n point in direction (135)\n go to x: (0) y: (999)\n point in direction (45)\n set [z v] to [0.5]\n set size to (0) %\n set [ghost v] effect to (0)\n show\n repeat (26)\n change [ghost v] effect by (-5)\n change size by (((100) - (size)) / (5))\n change y by (z)\n change [z v] by (-0.6)\n set x to (([sin v] of (y position) ) * (100))\n end\n go to x: (0) y: (0)\nend\nif <(clone id) = [3]> then\n wait (0.1) seconds\n go to [front v] layer\n hide\n switch costume to (blank v)\n point in direction (135)\n go to x: (0) y: (0)\n point in direction (45)\n set [z v] to [0.5]\n set size to (0) %\n set [brightness v] effect to (0)\n set [ghost v] effect to (100)\n switch costume to (square v)\n show\n repeat (26)\n switch costume to (blank v)\n change [ghost v] effect by (-25)\n change size by (((2056) - (size)) / (5))\n switch costume to (square v)\n end\nend\nif <(clone id) = [4]> then\n wait (0.5) seconds\n go to [front v] layer\n hide\n switch costume to (blank v)\n point in direction (135)\n point in direction (45)\n set [z v] to [0.5]\n set size to (0) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n switch costume to (1 v)\n go to x: (0) y: (-999)\n show\n repeat (26)\n switch costume to (blank v)\n change [ghost v] effect by (-10)\n change size by (((5000) - (size)) / (15))\n switch costume to (1 v)\n end\nend\nif <(clone id) = [5]> then\n wait (1.75) seconds\n go to [front v] layer\n hide\n switch costume to (logo v)\n point in direction (-30)\n set [z v] to [0.5]\n set size to (0) %\n set [brightness v] effect to (0)\n set [ghost v] effect to (100)\n switch costume to (logo v)\n go to x: (0) y: (0)\n show\n repeat (26)\n turn right (((90) - (direction)) / (3)) degrees\n switch costume to (blank v)\n change [ghost v] effect by (-33)\n change size by (((150) - (size)) / (3))\n switch costume to (logo v)\n end\n wait (2) seconds\n repeat (10)\n show\n end\n repeat (15)\n show\n change [ghost v] effect by (10)\n change size by (-10)\n end\nend\nif <(clone id) = [6]> then\n hide\n switch costume to (1 v)\n set size to (pick random (50) to (100)) %\n set [ghost v] effect to (pick random (0) to (50))\n change [brightness v] effect by (pick random (-50) to (50))\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 (20))\n set [y v] to (pick random (2) to (7))\n go to [front v] layer\n show\n repeat until <(y position) < [-170]>\n move (x) steps\n change y by (y)\n set [x v] to ((x) * (.95))\n set [y v] to [-5]\n end\n delete this clone\nend\n\nwhen I receive [start game v]\nhide\nwait (1) seconds\nhide\nwait (2) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\n
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-The lava is not melting the snow cuz its special lava lol\n-Arrow keys or wasd to move \n-Avoid spikes and lava\n-ALL LEVELS ARE POSSIBLE \n-NO ADS OR SPAM\nhttps://scratch.mit.edu/projects/502689834/\nhttps://scratch.mit.edu/projects/525036242/\nhttps://scratch.mit.edu/projects/502689834/\nhttps://scratch.mit.edu/projects/525036242/https://scratch.mit.edu/projects/502689834/\nhttps://scratch.mit.edu/projects/525036242/https://scratch.mit.edu/projects/502689834/\nhttps://scratch.mit.edu/projects/525036242/https://scratch.mit.edu/projects/502689834/\nhttps://scratch.mit.edu/projects/525036242/https://scratch.mit.edu/projects/502689834/\nhttps://scratch.mit.edu/projects/525036242/
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Platformer Part-4 (Plants)
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@Stage\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset volume to (100) %\n\nwhen I receive [start v]\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\nset [level v] to [9]\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [start v]\nshow\nset [signal v] to [disactivated]\npoint in direction (90)\ngo to x: (-190) y: (20)\nset [xs v] to [0]\nset [ys v] to [0]\nforever\n go to [front v] layer\n go [backward v] (9) layers\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xs v] by (1.5)\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xs v] by (-1.5)\n switch costume to (left v)\n end\n if <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (upright v)\n end\n if <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (upleft v)\n end\n if <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 (normal v)\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (down v)\n end\n change x by (Xs)\n if <touching (ground v)?> then\n change x by ((Xs) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Xs) > [0]> then\n set [xs v] to [-15]\n set [ys v] to [10]\n else\n set [xs v] to [15]\n set [ys v] to [10]\n end\n else\n set [xs v] to [0]\n end\n else\n set [xs v] to ((Xs) * (0.8))\n end\n change y by (Ys)\n if <touching (ground v)?> then\n change y by ((Ys) * (-1))\n set [ys 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 [ys v] to [12]\n set [jumping v] to [no]\n end\n end\n else\n change [ys v] by (-1)\n set [jumping v] to [yes]\n end\n if <(x position) > [239]> then\n change [level v] by (1)\n go to x: (-190) y: (20)\n set [xs v] to [0]\n set [ys v] to [0]\n end\n if <<<touching (spikes and lava v)?> or <(y position) < [-178]>> or <touching (saws v)?>> then\n go to x: (-190) y: (50)\n set [xs v] to [0]\n set [ys v] to [0]\n end\n if <touching (trampoline v)?> then\n set [ys v] to [20]\n end\nend\n\nwhen I receive [outro v]\nhide\n\n@Ground\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n if <(Level) < [10]> then\n switch costume to (Level)\n else\n switch costume to (10 v)\n wait (1) seconds\n switch costume to (11 v)\n broadcast (Outro v)\n wait (9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999) seconds\n end\nend\n\nbroadcast (Outro v)\n\nwhen flag clicked\nhide\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\n@Spikes and lava\n\nwhen I receive [start v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwait (0.5) seconds\n\n@GreenaryTree\n\nwhen I receive [start v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@INTRO\n\ndefine Shake\npoint in direction (90)\ngo to x: (0) y: (0)\nset [i v] to [0]\nset [costume v] to (costume [number v])\nswitch costume to (blank v)\nset size to (250) %\nrepeat until <(size) < [101]>\n switch costume to (blank v)\n go to x: (0) y: (0)\n change y by (([cos v] of ((i) * (500)) ) * (((100) - (size)) * (0.2)))\n change x by (([sin v] of ((i) * (500)) ) * (((100) - (size)) * (0.2)))\n change size by (((100) - (size)) * (0.2))\n change [i v] by (10)\n point in direction ((([sin v] of ((i) * (500)) ) * (((100) - (size)) * (0.2))) + (90))\n switch costume to (costume)\nend\n\ndefine Slide (#)\nhide\ngo to [back v] layer\nset [clone id v] to [Slide]\nrepeat (#)\n create clone of (_myself_ v)\n change [brightness v] effect by (5)\n wait (0.1) seconds\nend\n\ndefine Smooth Grow label size (size) speed (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\n\ndefine Smooth Glide and Ghost | x: (x) y: (y) speed: (speed) ghost: (ghost)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((x) - (x position)) / (speed))\n change [ghost v] effect by (ghost)\n change y by (((y) - (y position)) / (speed))\nend\n\ndefine Smooth Glide and stuff | x: (x) y: (y) direction: (direction) speed: (speed) size: (size) ghost: (ghost)\nrepeat until <<(round (x position)) = (round (x))> and <<(round (y position)) = (round (y))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n change [ghost v] effect by (ghost)\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen flag clicked\nstart sound [Emdi x Coorby - Lonewolf \(feat. Kristi-Leah\) v]\nset [clone id v] to [0]\nset [dr v] to [90]\nhide\nclear graphic effects\nrepeat (20)\n create clone of (_myself_ v)\n change [clone id v] by (1)\nend\nSlide [6]\nwait (0.3) seconds\nrepeat (5)\n Particles | repeat: [40]\n wait (0.9) seconds\nend\nwait (3.5) seconds\nbroadcast (Start v)\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n set size to (-100) %\n point in direction (90)\n switch costume to (name v)\n show\n go to [front v] layer\n Smooth Grow label size [200] speed [4]\n Smooth Grow label size [120] speed [6]\n wait (0.3) seconds\n Shake\n repeat (2)\n Smooth Grow label size [140] speed [1]\n Smooth Grow label size [120] speed [7]\n end\n set [dr v] to (direction)\n set [dr v] to [90]\n wait (0) seconds\n point in direction (90)\n repeat (20)\n set [dr v] to (direction)\n turn right (var1) degrees\n change size by (((200) - (size)) / (4))\n change [var1 v] by ((var1) / (5))\n end\n repeat until <<(round (direction)) = (round (90))> and <(round (size)) = (round (120))>>\n set [dr v] to (direction)\n change size by (((120) - (size)) / (4))\n turn right (((90) - (direction)) / (10)) degrees\n end\n point in direction (90)\n Shake\n wait (0.5) seconds\n delete this clone\nend\nif <(Clone ID) = [3]> then\n Spawn chevrons | repeat: [3]\nend\nif <(Clone ID) = [4]> then\n Spawn chevrons 2 | [3]\nend\nif <(Clone ID) = [Chevron]> then\n set size to (0) %\n wait (1.8) seconds\n point in direction (90)\n chevron\n delete this clone\nend\nif <(Clone ID) = [5]> then\n wait (0.7) seconds\n repeat (100)\n point in direction (90)\n go to [back v] layer\n set size to (100) %\n switch costume to (bg v)\n show\n go to [back v] layer\n end\n wait (4.5) seconds\n delete this clone\nend\nif <(Clone ID) = [Chevron2]> then\n set size to (0) %\n point in direction (90)\n wait (2.4) seconds\n chevron 2\n delete this clone\nend\nif <(Clone ID) = [6]> then\n point in direction (90)\n wait (2) seconds\n go to [back v] layer\n set size to (100) %\n switch costume to (grid1 v)\n show\n wait (6.5) seconds\n delete this clone\nend\nif <(Clone ID) = [7]> then\n point in direction (90)\n wait (1.7) seconds\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (150) %\n switch costume to (ring1 v)\n set [ghost v] effect to (100)\n show\n set size to (150) %\n repeat (90)\n turn right (3) degrees\n change [ghost v] effect by (-10)\n end\n repeat (20)\n turn right (12) degrees\n end\n repeat (60)\n turn right (3) degrees\n end\n repeat (10)\n turn right (3) degrees\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\n end\n delete this clone\nend\nif <(Clone ID) = [8]> then\n point in direction (90)\n wait (1.7) seconds\n repeat (6)\n go to x: (pick random (150) to (-150)) y: (pick random (150) to (-150))\n go to [front v] layer\n set [brightness v] effect to (100)\n set size to (-100) %\n switch costume to (line explosion - 1 v)\n set [ghost v] effect to (0)\n show\n repeat until <(costume [name v]) = [Last Line Explosion]>\n next costume\n turn right (3) degrees\n change size by (((50) - (size)) / (4))\n end\n hide\n wait (0.28) seconds\n end\n delete this clone\nend\nif <(Clone ID) = [9]> then\n point in direction (90)\n wait (7.5) seconds\n switch costume to (slide - end v)\n set size to (100) %\n go to x: (0) y: (1000)\n show\n go to [front v] layer\n Smooth Glide and stuff | x: [0] y: [0] direction: [90] speed: [8] size: [100] ghost: [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Particles | repeat: (#)\nrepeat (#)\n set [clone id v] to [Particles]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particles]> then\n set size to (pick random (30) to (80)) %\n switch costume to (pick random (3) to (5))\n set [i v] to (pick random (10) to (15))\n show\n point in direction (pick random (0) to (360))\n go to [front v] layer\n set size to (pick random (30) to (80)) %\n repeat (25)\n move (I) steps\n change size by (-2)\n set [i v] to ((I) * (0.9))\n end\n set [brightness v] effect to (-100)\n repeat (25)\n move (I) steps\n change size by (-1)\n change [ghost v] effect by (13)\n set [i v] to ((I) * (0.9))\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n point in direction (90)\n set [var1 v] to [1]\n repeat (20)\n turn right (var1) degrees\n change [var1 v] by ((var1) / (5))\n end\n set [var1 v] to [1]\n repeat until <(round (direction)) = (round (90))>\n turn right (((90) - (direction)) / (10)) degrees\n end\n point in direction (90)\n wait (4) seconds\nend\n\ndefine chevron\nset size to (-100) %\npoint in direction (90)\nswitch costume to (chevron v)\nshow\ngo to x: (0) y: (0)\nset size to (-100) %\nset size to (0) %\ngo to [back v] layer\ngo [forward v] (10) layers\npoint in direction (DR)\nrepeat (5)\n change size by (12)\nend\nrepeat until <(size) > [300]>\n switch costume to (hack v)\n change size by (Val)\n change [val v] by (((12) - (Val)) / (50))\n point in direction (DR)\n switch costume to (chevron v)\nend\npoint in direction (DR)\nswitch costume to (chevron v)\nrepeat until <(size) > [800]>\n switch costume to (hack v)\n change size by (Val)\n point in direction (DR)\n change [val v] by (((12) - (Val)) / (50))\n switch costume to (chevron v)\nend\ndelete this clone\n\ndefine Spawn chevrons | repeat: (#)\nrepeat (#)\n set [clone id v] to [Chevron]\n create clone of (_myself_ v)\n wait (1.2) seconds\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Slide]> then\n set size to (200) %\n point in direction (90)\n go to x: (0) y: (-1000)\n switch costume to (slide v)\n set size to (200) %\n show\n go [forward v] (0) layers\n Smooth Glide and stuff | x: [0] y: [0] direction: [90] speed: [3] size: [155] ghost: [0]\n go to [back v] layer\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Spawn chevrons 2 | (#)\nrepeat (#)\n set [clone id v] to [Chevron2]\n create clone of (_myself_ v)\n wait (1.2) seconds\nend\n\ndefine chevron 2\nset size to (-100) %\npoint in direction (90)\nswitch costume to (chevron v)\nshow\ngo to x: (0) y: (0)\nset size to (-100) %\nset size to (0) %\ngo to [back v] layer\ngo [forward v] (1) layers\npoint in direction (DR)\nrepeat (10)\n change size by (12)\nend\nrepeat until <(size) > [800]>\n switch costume to (hack v)\n change size by (Val)\n change [val v] by (((12) - (Val)) / (50))\n switch costume to (chevron v)\nend\ndelete this clone\n\nwhen I start as a clone\nif <(Clone ID) = [Chevron]> then\n point in direction (90)\n forever\n point in direction (DR)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Chevron2]> then\n point in direction (90)\n forever\n point in direction (DR)\n end\nend\n\n@OUTRO\n\nwhen I start as a clone\nif <(Clone) = [credit down]> then\n show\n switch costume to (down v)\n go to x: (0) y: (-251)\n forever\n if <touching (mouse-pointer v)?> then\n if <(mouse y) > [-180]> then\n Smooth Glide X [0] Y [-170] Speed [3]\n end\n else\n wait until <not <touching (mouse-pointer v)?>>\n Smooth Glide X [0] Y [-250] Speed [3]\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n go to [front v] layer\n show\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (name v)\n set size to (100) %\n wait (0) seconds\n forever\n point in direction ((([tan v] of ((timer) * (140)) ) * (20)) + (90))\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [BG]> then\n set [color v] effect to (75)\n show\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (bg v)\n go to [front v] layer\n Size Hack [200]\n forever\n point in direction ((([tan v] of ((timer) * (130)) ) * (20)) + (90))\n end\nend\n\ndefine Size Hack (#)\nswitch costume to (blank v)\nset size to (#) %\nswitch costume to (bg v)\n\ndefine Smooth Glide X (x) Y (y) Speed (speed)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nif <(Clone) = [credit down]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Love]> then\n go to x: (0) y: (160)\n go to [front v] layer\n show\n switch costume to (up v)\n set size to (pick random (30) to (60)) %\n set [ghost v] effect to (pick random (10) to (30))\n forever\n glide (1) secs to x: (0) y: (160)\n glide (1) secs to x: (0) y: (140)\n end\nend\n\ndefine Line\nset [clone v] to [Line]\npoint in direction (90)\ngo to x: (0) y: (0)\nrepeat (20)\n turn right (18) degrees\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Line]> then\n go to x: (0) y: (0)\n go to [front v] layer\n set [brightness v] effect to (100)\n set [outro: i v] to [35]\n switch costume to (line v)\n set size to (0) %\n show\n repeat (5)\n set [outro: i v] to ((OUTRO: i) * (0.85))\n change size by (((100) - (size)) / (5))\n move (OUTRO: i) steps\n end\n repeat (10)\n set [outro: i v] to ((OUTRO: i) * (0.85))\n change size by (((100) - (size)) / (5))\n move (OUTRO: i) steps\n next costume\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n forever\n wait (5) seconds\n repeat (15)\n turn right (10) degrees\n switch costume to (blank v)\n change size by (200)\n switch costume to (name v)\n end\n repeat (15)\n turn right (10) degrees\n switch costume to (blank v)\n change size by (-200)\n switch costume to (name v)\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [credit left]> then\n show\n switch costume to (left v)\n go to x: (-200) y: (0)\n forever\n if <touching (mouse-pointer v)?> then\n if <(mouse y) > [-180]> then\n Smooth Glide X [-140] Y [0] Speed [3]\n end\n else\n wait until <not <touching (mouse-pointer v)?>>\n Smooth Glide X [-270] Y [0] Speed [3]\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [credit left]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(Clone) < [4]> then\n show\n switch costume to ((Clone) + (1))\n set size to (0) %\n set [ghost v] effect to (0)\n repeat (14)\n change [ghost v] effect by (-10)\n switch costume to (size hack v)\n change size by (((1075) - (size)) / (5))\n switch costume to ((Clone) + (1))\n end\nend\n\ndefine Clone (id)\nset [clone v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(Clone) = [cir1]> then\n set [color v] effect to (-85)\n set [brightness v] effect to (-10)\n point in direction (-50)\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (circle v)\n set size to (5) %\n show\n set [\[intro\] 2 v] to [10]\n repeat (20)\n change y by (\[Intro\] 2)\n change [\[intro\] 2 v] by (-2)\n end\n set [\[intro\] 1 v] to [1]\n Smooth Size to: [500] SPD [15] Costume [circle]\n go to x: (0) y: (0)\n wait until <(\[Intro\] 1) = [2]>\n go to x: (0) y: (0)\n Smooth Size to: [10] SPD [5] Costume [circle]\n set [\[intro\] 2 v] to [20]\n repeat (40)\n change y by (\[Intro\] 2)\n change [\[intro\] 2 v] by (-1.8)\n change [ghost v] effect by (3)\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [cir2]> then\n set [brightness v] effect to (-30)\n set [color v] effect to (-70)\n point in direction (-50)\n repeat (2)\n go to [front v] layer\n end\n go to x: (0) y: (0)\n switch costume to (circle v)\n set size to (5) %\n show\n set [\[intro\] 2 v] to [-10]\n repeat (20)\n change y by (\[Intro\] 2)\n change [\[intro\] 2 v] by (2)\n end\n set [\[intro\] 1 v] to [1]\n Smooth Size to: [500] SPD [15] Costume [circle]\n go to x: (0) y: (0)\n wait until <(\[Intro\] 1) = [2]>\n go to x: (0) y: (0)\n Smooth Size to: [10] SPD [5] Costume [circle]\n set [\[intro\] 2 v] to [20]\n repeat (40)\n change y by (\[Intro\] 2)\n change [\[intro\] 2 v] by (1.8)\n change [ghost v] effect by (3)\n end\nend\n\nwhen flag clicked\n\ndefine Smooth Size to: (size) SPD (speed) Costume (prev cos)\nrepeat until <(round (size)) = (round (size))>\n if <(size) > [1000]> then\n switch costume to ( v)\n change size by (((size) - (size)) / (speed))\n switch costume to (prev cos)\n else\n if <<(size) < [100]> and <(size) > [0]>> then\n change size by (((size) - (size)) / (speed))\n switch costume to (prev cos)\n else\n if <not <(size) = [0]>> then\n switch costume to ( v)\n change size by (((size) - (size)) / (speed))\n switch costume to (prev cos)\n else\n stop [this script v]\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [cir1]> then\n repeat (2)\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [cir2]> then\n repeat (2)\n go to [front v] layer\n end\nend\n\nwhen I receive [outro v]\nwait (4) seconds\nset [clone v] to [Name]\ncreate clone of (_myself_ v)\nset [clone v] to [BG]\ncreate clone of (_myself_ v)\nset [clone v] to [credit down]\ncreate clone of (_myself_ v)\nset [clone v] to [Love]\ncreate clone of (_myself_ v)\nset [clone v] to [credit left]\ncreate clone of (_myself_ v)\n\nwhen I receive [outro v]\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (size hack v)\nhide\nreset timer\npoint in direction (90)\nhide\nwait (4) seconds\nforever\n wait (1.2) seconds\n Line\nend\n\nwhen I receive [outro v]\nwait (0) seconds\nwait (.2) seconds\nClone [2]\nwait (.2) seconds\nClone [3]\nwait (.2) seconds\nClone [1]\nwait (1) seconds\n\nwhen I receive [outro v]\nwait (1.5) seconds\nset [clone v] to [cir1]\ncreate clone of (_myself_ v)\nwait (.8) seconds\nset [clone v] to [cir2]\ncreate clone of (_myself_ v)\n\nwhen I receive [outro v]\nstop all sounds\nclear sound effects\nset volume to (100) %\nforever\n play sound [Ashes Remain - On My Own \[HD Animated Lyrics!\].mp3 v] until done\nend\n\nwhen flag clicked\n\nforever\n wait (1) seconds\n if <(Level) > [9]> then\n broadcast (Outro v)\n wait (60) seconds\n end\nend\n\n@Effects\n\nhide\n\n
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╔∘ ★ ∘══════╗\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/ Part-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).\nYou can jump higher on mushrooms.\nThere are 9 levels.\nEvery level is possible.\nIS MOBILE-FRIENDLY\n ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧\n UPDATES\n8th May 2021 - Shared\n9th May 2021 - made some changes in the 'plants' behind\n- added more spikes\n12th May 2021 - changed the trampolines to trees in response to a comment\n17th May 2021 - interchanged the mushrooms and trees in response to a comment\n ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧
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Magic platformer
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@Stage\n\n@Player\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 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 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 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: (-100)\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)?> or <touching (platform v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (platform v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (platform v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (platform v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (platform v)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n set [y v] to [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)?> or <touching (platform v)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> and <<touching (level v)?> or <touching (platform 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 flag clicked\nforever\n if <<<<<touching (duszek1 v)?> or <touching (duszek2 v)?>> or <touching (duszek3 v)?>> or <touching (duszek4 v)?>> or <touching (duszek5 v)?>> then\n go to x: (-185) y: (-100)\n end\n if <(y position) < [-150]> then\n go to x: (-185) y: (-100)\n end\n if <(x position) > [210]> then\n broadcast (wiadomość1 v)\n go to x: (-185) y: (-100)\n end\n if <touching (teleport v)?> then\n go to (teleport1 v)\n end\n if <<<key (m v) pressed?> and <<(level) = [5]> or <(level) = [9]>>> and <touching (księga v)?>> then\n broadcast (wiadomośćukryj v)\n end\n if <<<key (n v) pressed?> and <(level) = [6]>> and <touching (księga v)?>> then\n broadcast (wiadomośćukryj v)\n end\n if <<<key (b v) pressed?> and <(level) = [7]>> and <touching (księga v)?>> then\n broadcast (wiadomośćpokaż v)\n end\n if <<<key (v v) pressed?> and <(level) = [8]>> and <touching (księga v)?>> then\n broadcast (wiadomośćobróć v)\n end\n if <<<key (v v) pressed?> and <(level) = [10]>> and <touching (księga1 v)?>> then\n broadcast (wiadomośćobróć v)\n end\n if <<<key (c v) pressed?> and <(level) = [10]>> and <touching (księga v)?>> then\n broadcast (wiadomośćzmniejsz v)\n repeat (4)\n change size by (-5)\n end\n end\nend\n\nwhen [space v] key pressed\nbroadcast (wiadomość1 v)\ngo to x: (-185) y: (-100)\n\nwhen I receive [waidomość6 v]\nask [] and wait\nsay (answer) for (2) seconds\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 (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\n@Trail thingy\n\nwhen flag clicked\nswitch costume to (costume4 v)\nset size to (10) %\nforever\n go to [back v] layer\n hide\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\nset [ghost v] effect to (50)\ngo [forward v] (1) layers\ngo to [back v] layer\ngo to [back v] layer\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 [wiadomośćzmniejsz v]\nrepeat (2)\n change size by (-1)\n wait (0.2) seconds\nend\n\n@Level\n\nwhen flag clicked\nshow\nswitch costume to (kostium1 v)\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [wiadomość1 v]\nnext costume\nchange [level v] by (1)\n\n@Platform\n\nwhen I receive [wiadomośćpokaż v]\nchange [ghost v] effect by (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [wiadomość1 v]\nwait (0.0000000001) seconds\nif <<<(level) = [5]> or <(level) = [7]>> or <<<(level) = [8]> or <(level) = [9]>> or <(level) = [10]>>> then\n if <(level) = [5]> then\n go to x: (2) y: (-64)\n switch costume to (kostium2 v)\n show\n end\n if <(level) = [7]> then\n go to x: (20) y: (-150)\n switch costume to (kostium1 v)\n set [ghost v] effect to (100)\n end\n if <(level) = [8]> then\n go to x: (100) y: (0)\n switch costume to (kostium3 v)\n set [ghost v] effect to (0)\n show\n end\n if <(level) = [9]> then\n go to x: (150) y: (118)\n point in direction (90)\n switch costume to (kostium4 v)\n set [ghost v] effect to (0)\n show\n end\n if <(level) = [10]> then\n go to x: (0) y: (110)\n point in direction (90)\n switch costume to (kostium5 v)\n set [ghost v] effect to (0)\n show\n end\nelse\n hide\nend\n\nwhen I receive [wiadomośćukryj v]\nif <<(level) = [5]> or <(level) = [9]>> then\n repeat (18)\n change [ghost v] effect by (5)\n end\n hide\n set [ghost v] effect to (100)\nend\n\nwhen I receive [wiadomośćobróć v]\npoint in direction (90)\nrepeat (45)\n turn left (2) degrees\nend\n\n@księga\n\nwhen flag clicked\nswitch costume to (kostium1 v)\nhide\nset [magia v] to [Press M]\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n if <(level) = [5]> then\n repeat until <not <(level) = [5]>>\n go to (player v)\n say (magia)\n end\n end\n if <(level) = [6]> then\n set [magia v] to [Press N]\n repeat until <not <(level) = [6]>>\n go to (player v)\n say (magia)\n end\n end\n if <(level) = [7]> then\n set [magia v] to [Press B]\n repeat until <not <(level) = [7]>>\n go to (player v)\n say (magia)\n end\n end\n if <(level) = [8]> then\n set [magia v] to [Press V]\n repeat until <not <(level) = [8]>>\n go to (player v)\n say (magia)\n end\n end\n end\nend\n\nwhen I receive [wiadomość1 v]\nwait (0.0000000001) seconds\nif <<<<(level) = [5]> or <(level) = [6]>> or <<(level) = [7]> or <(level) = [8]>>> or <<(level) = [9]> or <(level) = [10]>>> then\n show\n switch costume to (kostium1 v)\n if <(level) = [5]> then\n go to x: (-119) y: (-97)\n end\n if <(level) = [6]> then\n go to x: (-160) y: (-97)\n end\n if <(level) = [7]> then\n go to x: (-170) y: (-97)\n end\n if <(level) = [8]> then\n go to x: (-160) y: (-97)\n end\n if <(level) = [9]> then\n go to x: (-125) y: (95)\n say []\n end\n if <(level) = [10]> then\n go to x: (-150) y: (-97)\n say []\n end\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <key (right arrow v) pressed?> then\n switch costume to (kostium1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (kostium2 v)\n end\n end\nend\n\nwhen I receive [wiadomośćukryj v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\nwhen I receive [wiadomośćpokaż v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [wiadomośćobróć v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(level) = [9]> then\n set [magia v] to [Press M]\n repeat until <not <(level) = [9]>>\n go to (player v)\n say (magia)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(level) = [10]> then\n set [magia v] to [Press C]\n repeat until <not <(level) = [10]>>\n go to (player v)\n say (magia)\n end\n end\n end\nend\n\nwhen I receive [wiadomośćzmniejsz v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset [ghost v] effect to (0)\n\n@księga1\n\nwhen I receive [wiadomość1 v]\nwait (0.0000000001) seconds\nif <(level) = [10]> then\n show\n switch costume to (kostium1 v)\nelse\n hide\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n if <key (right arrow v) pressed?> then\n switch costume to (kostium1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (kostium2 v)\n end\n end\nend\n\nwhen I receive [wiadomośćobróć v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset [ghost v] effect to (0)\n\nwhen flag clicked\ngo to x: (-150) y: (65)\nforever\n if <touching (player v)?> then\n if <key (right arrow v) pressed?> then\n switch costume to (kostium1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (kostium2 v)\n end\n if <(level) = [10]> then\n set [magia1 v] to [Press V]\n repeat until <not <(level) = [10]>>\n go to (player v)\n say (magia1)\n end\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@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@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@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@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@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@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@Duszek1\n\nwhen I receive [wiadomośćukryj v]\nif <(level) = [6]> then\n repeat (18)\n change [ghost v] effect by (5)\n end\n hide\n set [ghost v] effect to (100)\nend\n\nwhen I receive [wiadomość1 v]\nwait (0.0000000001) seconds\nif <(level) = [6]> then\n go to x: (-70) y: (-105)\n show\nend\n\nwhen flag clicked\nhide\npoint in direction (90)\nforever\n if <(level) = [4]> then\n go to x: (-115) y: (-105)\n set size to (115) %\n show\n end\n if <(level) = [9]> then\n go to x: (-90) y: (-115)\n set size to (70) %\n set [ghost v] effect to (0)\n show\n end\n if <(level) = [10]> then\n go to x: (65) y: (-55)\n point in direction (-90)\n set size to (100) %\n set [ghost v] effect to (0)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<(level) = [4]> or <(level) = [6]>> or <<(level) = [9]> or <(level) = [10]>>>> then\n hide\n end\nend\n\n@Duszek2\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n if <(level) = [4]> then\n go to x: (5) y: (-55)\n point in direction (90)\n set size to (115) %\n show\n end\n if <(level) = [9]> then\n go to x: (-30) y: (-25)\n point in direction (-90)\n set size to (70) %\n set [ghost v] effect to (0)\n show\n end\n if <(level) = [10]> then\n go to x: (-28) y: (-55)\n set size to (100) %\n set [ghost v] effect to (0)\n show\n end\nend\n\nwhen I receive [wiadomośćukryj v]\nif <(level) = [6]> then\n repeat (18)\n change [ghost v] effect by (5)\n end\n hide\n set [ghost v] effect to (100)\nend\n\nwhen I receive [wiadomość1 v]\nwait (0.0000000001) seconds\nif <(level) = [6]> then\n go to x: (-30) y: (-105)\n show\nend\n\nwhen flag clicked\nforever\n if <not <<<(level) = [4]> or <(level) = [6]>> or <<(level) = [9]> or <(level) = [10]>>>> then\n hide\n end\nend\n\n@Duszek3\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n if <(level) = [4]> then\n point in direction (90)\n go to x: (120) y: (0)\n set size to (115) %\n show\n end\n if <(level) = [9]> then\n go to x: (25) y: (-115)\n set size to (70) %\n set [ghost v] effect to (0)\n show\n end\n if <(level) = [10]> then\n go to x: (20) y: (-55)\n point in direction (-90)\n set size to (100) %\n set [ghost v] effect to (0)\n show\n end\nend\n\nwhen I receive [wiadomośćukryj v]\nif <(level) = [6]> then\n repeat (18)\n change [ghost v] effect by (5)\n end\n hide\n set [ghost v] effect to (100)\nend\n\nwhen I receive [wiadomość1 v]\nwait (0.0000000001) seconds\nif <(level) = [6]> then\n go to x: (10) y: (-105)\n show\nend\n\nwhen flag clicked\nforever\n if <not <<<(level) = [4]> or <(level) = [6]>> or <<(level) = [9]> or <(level) = [10]>>>> then\n hide\n end\nend\n\n@Duszek4\n\nwhen I receive [wiadomośćukryj v]\nif <(level) = [6]> then\n repeat (18)\n change [ghost v] effect by (5)\n end\n hide\n set [ghost v] effect to (100)\nend\n\nwhen I receive [wiadomość1 v]\nwait (0.0000000001) seconds\nif <(level) = [6]> then\n go to x: (50) y: (-105)\n point in direction (90)\n set size to (115) %\n show\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <not <<(level) = [6]> or <(level) = [9]>>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n go to x: (95) y: (-25)\n point in direction (-90)\n set size to (70) %\n set [ghost v] effect to (0)\n show\n end\n if <(level) = [10]> then\n go to x: (170) y: (70)\n point in direction (90)\n set size to (90) %\n set [ghost v] effect to (0)\n show\n end\nend\n\n@Duszek5\n\nwhen I receive [wiadomośćukryj v]\nif <(level) = [6]> then\n repeat (18)\n change [ghost v] effect by (5)\n end\n hide\n set [ghost v] effect to (100)\nend\n\nwhen I receive [wiadomość1 v]\nwait (0.0000000001) seconds\nif <(level) = [6]> then\n go to x: (90) y: (-105)\n point in direction (90)\n set size to (115) %\n show\nend\nif <(level) = [9]> then\n go to x: (145) y: (-115)\n set size to (70) %\n set [ghost v] effect to (0)\n show\nend\n\nwhen flag clicked\nforever\n if <not <<(level) = [6]> or <(level) = [9]>>> then\n hide\n end\nend\n\n@Teleport\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n if <(level) = [9]> then\n go to x: (205) y: (-70)\n show\n end\n if <(level) = [10]> then\n go to x: (204) y: (-73)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [9]> or <(level) = [10]>> then\n show\n else\n hide\n end\nend\n\n@Teleport1\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n if <(level) = [9]> then\n go to x: (-190) y: (115)\n show\n end\n if <(level) = [10]> then\n go to x: (-190) y: (90)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [9]> or <(level) = [10]>> then\n show\n else\n hide\n end\nend\n\n@Duszek6\n\nwhen flag clicked\nswitch costume to (kostium1 v)\ngo to x: (0) y: (0)\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
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In English:\nUse arrow keys \nor use WASD.\nPress space to next level.\nPress what is written in the book to use magic.\n\nPo Polsku:\nRuszasz się strzałkami\nalbo "WASD" (w - w górę, a - w lewo, d - w prawo)\nNaciśnij spację, aby przejść do następnego poziomu.\nNaciśnij to, co pisze w książce, aby użyć magii.
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colorless platformer
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@Stage\n\n@-ball-(er)\n\nwhen flag clicked\nbroadcast (del v)\nset [yv v] to [0]\nset [xv v] to [0]\nset [level v] to [1]\nswitch costume to (ball v)\nset size to (50) %\npoint in direction (90)\nshow\nset [brightness v] effect to (0)\ngo to x: (-211) y: (0)\nforever\n omega\nend\n\ndefine omega\nif <not <<touching (sprite1 v)?> or <touching color (#000000)?>>> then\n switch costume to (join [ball] (<<key (d v) pressed?> or <key (right arrow v) pressed?>> + ((10) * (-1))))\n change [xv v] by ((<<key (left arrow v) pressed?> or <key (a v) pressed?>> * (-3)) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (3)))\nend\nset [xv v] to ((Xv) * (0.7))\nchange x by (Xv)\ndetect slope: (8) (20) (13)\nchange [yv v] by (-1)\nchange y by (Yv)\nif <<touching (sprite1 v)?> or <touching color (#000000)?>> then\n out2 <(Yv) > [0]>\nend\nchange y by (-1)\nif <<<touching (sprite1 v)?> or <touching color (#000000)?>> and <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>>> then\n set [yv v] to [15]\nend\nif <touching (sprite4 v)?> then\n set [yv v] to [18]\nend\nchange y by (1)\nif <<touching (sprite3 v)?> or <(y position) < [-178]>> then\n go to x: (-220) y: (0)\n point in direction (90)\n set [yv v] to [0]\n set [xv v] to [0]\nend\nif <(x position) > [239]> then\n change [level v] by (1)\n hide\n go to x: (-220) y: (0)\n point in direction (90)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (message1 v) and wait\n show\nend\n\nwhen I receive [del v]\ndelete this clone\n\ndefine out <boolean1>\nset [i v] to [0]\nif <boolean1> then\n repeat until <<not <<touching (sprite1 v)?> or <touching color (#000000)?>>> or <(i) > [8]>>\n change [i v] by (1)\n change x by (-1)\n end\nelse\n if <[0] > (Xv)> then\n repeat until <<not <<touching (sprite1 v)?> or <touching color (#000000)?>>> or <(i) > [8]>>\n change [i v] by (1)\n change x by (1)\n end\n end\nend\n\ndefine out2 <boolean1>\nset [i v] to [0]\nif <boolean1> then\n repeat until <<not <<touching (sprite1 v)?> or <touching color (#000000)?>>> or <(i) > [24]>>\n change [i v] by (1)\n change y by (-1)\n end\n set [yv v] to [-1]\nelse\n repeat until <<not <<touching (sprite1 v)?> or <touching color (#000000)?>>> or <(i) > [24]>>\n change [i v] by (1)\n change y by (1)\n end\n set [yv v] to [0]\nend\n\ndefine detect slope: (maxslope) (walljump) (jumpheight)\nset [i v] to [0]\nrepeat until <<(i) > (maxslope)> or <not <<touching (sprite1 v)?> or <touching color (#000000)?>>>>\n change [i v] by (1)\n change y by (1)\nend\nset [i2 v] to (i)\nif <<touching (sprite1 v)?> or <touching color (#000000)?>> then\n out <(Xv) > [0]>\n change y by ((0) - (i2))\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to ((0) - (walljump))\n else\n set [xv v] to (walljump)\n end\n set [yv v] to (jumpheight)\n else\n set [xv v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Legends Never Die v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nswitch costume to (join [costume] (level))\n\nif <(costume [number v]) = [6]> then\n broadcast (oef v)\nend\n\n@Sprite4\n\nwhen flag clicked\ngo [backward v] (0) layers\nwait (0) seconds\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nswitch costume to (join [costume] (level))\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nswitch costume to (join [costume] (level))\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
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@GunaSwaminatan liket\n@Yadesh123 liket\nremix and add more levels\nupdate comming soon\n\n
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Evolution || A mobile Platformer
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@Stage\n\nwhen flag clicked\nset [level v] to [1]\nswitch backdrop to (black v)\nforever\n play sound [bensound-anewbeginning v] until done\nend\n\nwhen I receive [start v]\nswitch backdrop to (black v)\n\nwhen I receive [startthegame v]\nswitch backdrop to (Level)\n\nforever\n\nwhen I receive [nachricht1 v]\nif <not <(Level) = [end]>> then\n next backdrop\nelse\n switch backdrop to (black v)\nend\n\nwhen I receive [theend v]\nswitch backdrop to (black v)\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [nachricht1 v]\nforever\n clear graphic effects\nend\n\nwhen I receive [nachricht1 v]\nclear graphic effects\nforever\n if <(Lvl2) = [15]> then\n show\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\nend\n\nwhen I receive [startthegame v]\nshow\nforever\n switch costume to (Level)\n if <<(Level) = [18]> or <<(Level) = [33]> or <(Level) = [31]>>> then\n go to [front v] layer\n else\n go to [back v] layer\n go [forward v] (5) layers\n end\nend\n\nwhen I receive [theend v]\nhide\n\n@Trampolin\n\nwhen flag clicked\nset [lvl2 v] to [0]\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to x: (0) y: (0)\nset size to (100) %\nforever\n switch costume to (Level)\nend\n\n@Player\n\nwhen [1 v] key pressed\nif <(Level) = [24]> then\n set [2 v] to [20]\n wait (10) seconds\n set [2 v] to [14]\nend\n\nwhen [2 v] key pressed\nif <(Level) = [24]> then\n set [color v] effect to (0)\n if <(3b) = [0]> then\n wait (0.001) seconds\n broadcast (Time v)\n set [color v] effect to (20)\n set [3 v] to [1]\n wait (5) seconds\n set [3 v] to [0]\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [time v]\nrepeat (10)\n wait (1) seconds\n change [3b v] by (1)\nend\nset [3b v] to [0]\n\nwhen flag clicked\nset [3b v] to [0]\nset [2 v] to [14]\nclear graphic effects\nforever\n if <(y position) = [-187]> then\n Start/Neustart\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (9)\n change size by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Lösche Player Variablen\nset [y v] to [0]\nset [x v] to [0]\n\ndefine Start/Neustart\nbroadcast (StartNeu v)\nclear graphic effects\nset size to (100) %\nshow\ngo to x: (-200) y: (30)\npoint in direction (90)\nLösche Player Variablen\nif <not <<(Level) = [5]> or <(Level) = [33]>>> then\n go to x: (-200) y: (30)\nelse\n go to x: (-200) y: (100)\nend\n\nwhen I receive [startthegame v]\nLösche Player Variablen\nshow\nif <not <<(Level) = [5]> or <(Level) = [33]>>> then\n go to x: (-200) y: (30)\nelse\n go to x: (-200) y: (100)\nend\nset [level v] to [1]\nforever\n switch costume to (Level)\n if <not <(Level) = [24]>> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <<touching (platforms v)?> or <touching (pad v)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (platforms v)?> or <touching (pad v)?>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <touching (danger v)?> then\n Start/Neustart\n end\n if <touching (trampolin v)?> then\n if <(Level) = [30]> then\n set [y v] to [17]\n else\n set [y v] to [25]\n end\n end\n if <touching (figur1 v)?> then\n Start/Neustart\n end\n if <touching (lava run v)?> then\n Start/Neustart\n end\n if <touching (icicles v)?> then\n Start/Neustart\n end\n if <(y position) < [-179]> then\n Start/Neustart\n end\n if <<(x position) > [230]> or <<(Level) = [18]> and <touching color (#29ff00)?>>> then\n if <not <(Level) = [45]>> then\n broadcast (Nachricht1 v)\n change [level v] by (1)\n Start/Neustart\n else\n broadcast (Theend v)\n end\n end\n if <not <<(Level) = [41]> or <(Level) = [45]>>> then\n create clone of (_myself_ v)\n end\n else\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (platforms v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (platforms v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [y v] to (2)\n end\n end\n change y by (1)\n if <not <<(Level) = [41]> or <(Level) = [45]>>> then\n create clone of (_myself_ v)\n end\n if <touching (figur5 v)?> then\n Start/Neustart\n end\n if <(3) = [0]> then\n if <touching (danger v)?> then\n Start/Neustart\n end\n end\n end\n if <<(x position) > [230]> or <<(Level) = [18]> and <touching color (#29ff00)?>>> then\n broadcast (Nachricht1 v)\n change [level v] by (1)\n Start/Neustart\n end\nend\n\nif <[] = [7]> then\n go to x: (-216) y: (128)\n stop [this script v]\nend\n\nwhen [r v] key pressed\nif <not <(Level) = [end]>> then\n Start/Neustart\nend\n\nwhen I receive [theend v]\nset [level v] to [end]\nhide\nstop [other scripts in sprite v]\n\nwhen this sprite clicked\nif <(Level) = [24]> then\n set [color v] effect to (0)\n if <(3b) = [0]> then\n wait (0.001) seconds\n broadcast (Time v)\n set [color v] effect to (20)\n set [3 v] to [1]\n wait (5) seconds\n set [3 v] to [0]\n set [color v] effect to (0)\n end\nend\n\n@Pad\n\nwhen flag clicked\ngo to x: (-67) y: (-83)\nforever\n wait (1) seconds\n glide (1) secs to x: (-67) y: (-83)\n wait (1) seconds\n glide (1) secs to x: (10) y: (-83)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n show\n else\n hide\n end\nend\n\n@Platforms\n\nwhen flag clicked\nset [lvl2 v] to [1]\nhide\n\nwhen I receive [startthegame v]\nshow\nforever\n switch costume to (Level)\nend\n\nif <[] = [16]> then\n\nwhen I receive [theend v]\nhide\nstop [other scripts in sprite v]\n\n@INTRO\n\nwhen I start as a clone\nif < (cSTAT) contains [par]?> then\n show\n set size to (130) %\n go to x: (0) y: (0)\n set [v4 v] to [0]\n set [v5 v] to [0]\n set [v4 v] to [15]\n set [v5 v] to (pick random (-30) to (30))\n repeat (40)\n change y by (v4)\n change [v4 v] by (-1)\n change x by (v5)\n set [v5 v] to ((v5) * (0.8))\n end\n delete this clone\nend\n\nwhen flag clicked\nhide variable [vol v]\nreset timer\npoint in direction (90)\nset [cstat v] to [Background]\nset [stat v] to [Background]\nhide\nset [v1 v] to [0]\nswitch costume to (1 v)\nrepeat (7)\n set [v1 v] to [0]\n create clone of (_myself_ v)\n next costume\n wait (0.01) seconds\nend\nset [cstat v] to [Whisher]\nset [stat v] to (cSTAT)\nhide\nwait (0.8) seconds\nset [v1 v] to [0]\nswitch costume to (kostüm1 v)\ngo to x: (0) y: (0)\nmove (-500) steps\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ngo to x: (0) y: (0)\nmove (-500) steps\nset [v1 v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [cstat v] to [Point]\nset [stat v] to [Point]\nset [brightness v] effect to (0)\nhide\nset [v1 v] to [0]\nswitch costume to (kostüm2 v)\nrepeat (5)\n set [v1 v] to [0]\n go to [front v] layer\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nset [cstat v] to [Raster]\nset [stat v] to [Raster]\nhide\ngo to [front v] layer\nwait (0.09) seconds\nset [v1 v] to [0]\nswitch costume to (raster v)\nset [v1 v] to [0]\ncreate clone of (_myself_ v)\nset [cstat v] to [Logo]\nset [stat v] to [Logo]\nhide\nset [v1 v] to [0]\nswitch costume to (logo3 v)\nset [v1 v] to [0]\ncreate clone of (_myself_ v)\npoint in direction (90)\nrepeat (3)\n set [cstat v] to [part]\n set [stat v] to [particle]\n hide\n set [v1 v] to [0]\n switch costume to (kostüm4 v)\n clear graphic effects\n repeat (10)\n go to [front v] layer\n set [v1 v] to [0]\n create clone of (_myself_ v)\n change [brightness v] effect by (15)\n switch costume to (kostüm4 v)\n end\n clear graphic effects\n set [cstat v] to [whide]\n set [stat v] to [whide]\n hide\n set [v1 v] to [0]\n switch costume to (kostüm4 v)\n clear graphic effects\n go to [front v] layer\n set [v1 v] to [0]\n create clone of (_myself_ v)\n change [brightness v] effect by (15)\n switch costume to (kostüm4 v)\n wait (0.6) seconds\n set [v1 v] to [0]\n create clone of (_myself_ v)\n change [brightness v] effect by (15)\n switch costume to (kostüm4 v)\n set [cstat v] to [bow]\n set [stat v] to [bow]\n hide\n set [v1 v] to [0]\n clear graphic effects\n go to [front v] layer\n set [v1 v] to [0]\n create clone of (_myself_ v)\n change [brightness v] effect by (15)\n clear graphic effects\n set [cstat v] to [whide2]\n set [stat v] to [whide2]\n hide\n set [v1 v] to [0]\n switch costume to (kostüm4 v)\n clear graphic effects\n go to [front v] layer\n set [v1 v] to [0]\n create clone of (_myself_ v)\nend\nwait (0.5) seconds\nbroadcast (Start v)\nwait (0.5) seconds\nset [cstat v] to [Point]\nset [stat v] to [Point]\nset [brightness v] effect to (0)\nhide\nset [v1 v] to [0]\nswitch costume to (kostüm2 v)\nrepeat (5)\n set [v1 v] to [0]\n go to [front v] layer\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nwait (0.05) seconds\nbroadcast (reset v)\n\nwhen I start as a clone\nif < (cSTAT) contains [Background]?> then\n show\n set [v1 v] to [0]\n set size to (1) %\n go to x: (0) y: (0)\n set [v1 v] to [20]\n repeat (50)\n change size by (v1)\n set [v1 v] to ((v1) * (0.8))\n end\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [BigBack]?> then\n go to [front v] layer\n show\n set [v2 v] to [0]\n set size to (100) %\n go to x: (0) y: (0)\n set [v2 v] to [70]\n repeat (15)\n change y by (v2)\n set [v2 v] to ((v2) * (0.8))\n end\n delete this clone\nend\n\nchange size by (10)\n\ndelete this clone\n\nwait (0.09) seconds\n\nwhen I start as a clone\nif < (cSTAT) contains [Logo]?> then\n go to [front v] layer\n reset timer\n point in direction (90)\n clear graphic effects\n show\n set [v3 v] to [0]\n set size to (1) %\n go to x: (0) y: (0)\n set [v3 v] to [18]\n repeat (50)\n change size by (v3)\n set [v3 v] to ((v3) * (0.8))\n set y to ((([sin v] of ((timer) * (100)) ) * (29)) + (0))\n end\n clear graphic effects\n go to [front v] layer\n show\n go to x: (0) y: (0)\n point in direction (90)\n forever\n set y to ((([sin v] of ((timer) * (100)) ) * (29)) + (0))\n end\nend\n\nset size to (100) %\n\nset [v2 v] to [70]\n\nchange x by (2)\nchange y by (-2)\n\nwhen I start as a clone\n\nif < (cSTAT) contains [Logo]?> then\n wait (3) seconds\n repeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n stop [other scripts in sprite v]\n broadcast (Start v)\n delete this clone\nend\n\nwhen I start as a clone\n\nchange size by (-10)\n\nset [v1 v] to ((v1) * (0.8))\n\nif <not < (STAT) contains [Background]?>> then\n delete this clone\nend\n\nforever\n if <not < (STAT) contains [Background]?>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [Whisher]?> then\n go to [front v] layer\n show\n set [v2 v] to [0]\n set size to (100) %\n set [v2 v] to [70]\n set [cstat v] to [---]\n repeat (15)\n set [v2 v] to ((v2) * (0.8))\n move (v2) steps\n create clone of (_myself_ v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [Point]?> then\n go to [front v] layer\n switch costume to (kostüm3 v)\n show\n set [v1 v] to [0]\n set size to (1) %\n go to x: (0) y: (0)\n set [v1 v] to [450]\n repeat (50)\n switch costume to (point v)\n change size by (v1)\n set [v1 v] to ((v1) * (0.8))\n switch costume to (kostüm2 v)\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nbroadcast (reset v)\n\nbroadcast (reset v)\nswitch costume to (kostüm3 v)\nset [cstat v] to []\nset size to (100) %\ngo to [front v] layer\nshow\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nif < (cSTAT) contains [whide]?> then\n clear graphic effects\n go to [front v] layer\n switch costume to (cSTAT)\n show\n set [v1 v] to [0]\n set size to (1) %\n go to x: (0) y: (0)\n set [v1 v] to [240]\n repeat (20)\n switch costume to (point v)\n change size by (v1)\n set [v1 v] to ((v1) * (0.8))\n switch costume to (cSTAT)\n end\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nrepeat (10)\n\nwhen I start as a clone\nif < (cSTAT) contains [Raster]?> then\n clear graphic effects\n set [v2 v] to [0]\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n set size to (200) %\n show\n set [ghost v] effect to (50)\n forever\n set y to ((([sin v] of ((timer) * (-100)) ) * (29)) + (0))\n set [ghost v] effect to ((([sin v] of ((timer) * (-100)) ) * (29)) + (56))\n end\nend\n\nswitch costume to (point v)\n\nset [v2 v] to [70]\n\nswitch costume to (raster v)\n\nshow\n\nif < (cSTAT) contains [Raster]?> then\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [start v]\nif < (cSTAT) contains [Logo]?> then\n point in direction (90)\n repeat (25)\n turn left (15) degrees\n change [ghost v] effect by (2)\n change size by (-10)\n end\n delete this clone\nend\n\nstop [other scripts in sprite v]\ndelete this clone\n\n@Startscreen\n\nwhen flag clicked\nhide\ngo to x: (460) y: ()\n\nwhen I receive [start v]\nswitch costume to (5 years ago i start with scratch v)\nwait (2) seconds\nrepeat (3)\n clear graphic effects\n show\n set [vx v] to [0]\n set [vx v] to [-115]\n wait until <<key (space v) pressed?> or <mouse down?>>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n go to x: (460) y: ()\n next costume\nend\nwait (1) seconds\nbroadcast (StartTheGame v)\n\nwhen flag clicked\nforever\n set [vx v] to ((vx) * (0.8))\n change x by (vx)\nend\n\nwhen I receive [start v]\nforever\n if <not <(Level) = [end]>> then\n if <key (s v) pressed?> then\n hide\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n broadcast (StartTheGame v)\n end\n end\nend\n\nwhen I receive [theend v]\nswitch costume to (5 years ago i start with scratch2 v)\nclear graphic effects\nshow\nset [vx v] to [0]\nset [vx v] to [-115]\n\n@bubbles\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\n wait (0.04) seconds\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (11))\ngo to x: (pick random (-180) to (180)) y: (-180)\nset size to (pick random (30) to (100)) %\nset [ghost v] effect to (pick random (30) to (100))\nshow\nset [rotate v] to (pick random (-7) to (7))\nrepeat until <(y position) > [179]>\n change y by (pick random (3) to (10))\n turn right (rotate) degrees\nend\ndelete this clone\n\nwhen I receive [startthegame v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [theend v]\nforever\n create clone of (_myself_ v)\n wait (0.04) seconds\nend\n\n@Lava Run\n\nwhen flag clicked\ngo to [front v] layer\nset [level v] to [0]\ngo to x: (-503) y: (5)\nhide\nforever\n if <(Level) = [6]> then\n show\n glide (20) secs to x: (150) y: (5)\n else\n hide\n end\nend\n\nwhen I receive [startneu v]\nif <(Level) = [6]> then\n stop [other scripts in sprite v]\n show\n go to x: (-503) y: (5)\n wait (0.5) seconds\n glide (20) secs to x: (150) y: (5)\nelse\n hide\nend\n\n@shadow\n\nwhen flag clicked\nforever\n if <<(Level) = [8]> or <<(Level) = [17]> or <(Level) = [14]>>> then\n show\n go to (player v)\n go to [back v] layer\n else\n hide\n end\nend\n\n@bad snow\n\nwhen flag clicked\nwait (1) seconds\ngo to x: (-25) y: (205)\nset size to (50) %\nhide\nforever\n if <(Level) = [9]> then\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\nset size to (pick random (30) to (60)) %\nset [ghost v] effect to (pick random (30) to (50))\ngo to x: (pick random (-200) to (200)) y: (205)\nif <(pick random (1) to (2)) = [1]> then\n go to [front v] layer\nend\nif <(pick random (1) to (2)) = [2]> then\n go to [back v] layer\nend\nswitch costume to (pick random (1) to (2))\nshow\nrepeat (70)\n change y by (-5)\nend\ndelete this clone\n\n@Icicles\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [9]> then\n create clone of (_myself_ v)\n wait (pick random (0) to (30)) seconds\n end\nend\n\nwhen I start as a clone\ngo to x: (pick random (-200) to (200)) y: (50)\nrepeat (2)\n show\n wait (0.5) seconds\n hide\n wait (0.5) seconds\n show\nend\nrepeat (80)\n change y by (-5)\n if <touching (platforms v)?> then\n delete this clone\n end\nend\ndelete this clone\n\n@Figur5\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n show\n go to x: (106) y: (-28)\n else\n hide\n end\nend\n\nif <(Lvl2) = [8]> then\n show\n clear graphic effects\n go to x: (105) y: (-66)\nelse\n hide\n if <(Lvl2) = [13]> then\n go to x: (-54) y: (-72)\n show\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n hide\n if <(Lvl2) = [15]> then\n go to x: (180) y: (-72)\n show\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n hide\nend\n\ngo to x: (-54) y: (-72)\n\n@Thumb\n\nwhen flag clicked\nclear graphic effects\nhide\nshow\nset [ghost v] effect to (100)\nreset timer\nforever\n go to [front v] layer\n set [timercheck v] to (timer)\nend\n\nrepeat (20)\n change [ghost v] effect by (-5)\n wait (0.05) seconds\nend\nclear graphic effects\ngo to [front v] layer\n\n@Figur1\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (31) y: (8)\nforever\n if <(Level) = [19]> then\n show\n glide (1) secs to x: (31) y: (0)\n wait (1) seconds\n glide (1) secs to x: (31) y: (-135)\n else\n hide\n end\nend\n\n@Water2\n\nwhen flag clicked\nswitch costume to (kostüm2 v)\nhide\ngo to [back v] layer\ngo to x: (136) y: (-147)\nset [ghost v] effect to (40)\nforever\n if <<(Level) = [21]> or <(Level) = [26]>> then\n switch costume to (kostüm2 v)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n repeat (10)\n turn left (1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\nend\n\nturn left (15) degrees\nturn right (15) degrees\n\ngo to x: (141) y: (-94)\n\ngo [forward v] (1) layers\n\nwhen I receive [nachricht1 v]\nif <(costume [number v]) = [3]> then\n switch costume to (kostüm3 v)\nelse\n next costume\nend\n\n@Water1\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n if <<(Level) = [21]> or <(Level) = [26]>> then\n switch costume to (kostüm2 v)\n go to [back v] layer\n go to x: (136) y: (-147)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n repeat (10)\n turn right (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\nend\n\nturn left (15) degrees\nturn right (15) degrees\n\ngo to x: (141) y: (-94)\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nset [? v] to [9]\n\nwhen I receive [nachricht1 v]\nif <(Lvl2) = [6]> then\n go to [front v] layer\n switch costume to (kostüm2 v)\nend\nnext costume\n\n
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Evolution \n-------------------------------------------------------------------------\n My scratch account @AsterixDavid was created \n exactly 5 years ago. Today we celebrate our \n anniversary! This platformer was created for this \n reason, with which you can play my scratch story in \n 45 levels. Have fun!\n\n Vor genau 5 Jahren entstand mein Scratch Account \n @AsterixDavid. Heute feiern wir Jubiläum! Zu diesem \n Anlass entstand dieser Platformer, mit dem Ihr in 45 \n Leveln meine Scratch Geschichte spielen könnt. Viel \n Spaß!\n-------------------------------------------------------------------------\n Credits\n- bensound.com for music\n- Me for my games\n-------------------------------------------------------------------------\n History\n- 02.06.21: 200+ Likes !!!\n- 28.05.21: 170 Likes and Bug fixes\n- 20.05.21: 100+ Likes\n- 19.05.21: 2th in german trends and 89 Likes: yeah\n- 15.05.21: Likes after 8 Hours: 24\n- 15.05.21: shared\n-------------------------------------------------------------------------\nAll games:\nhttps://scratch.mit.edu/projects/195355656/\nhttps://scratch.mit.edu/projects/269100612/\nhttps://scratch.mit.edu/projects/324963017/\nhttps://scratch.mit.edu/projects/353618000/\nhttps://scratch.mit.edu/projects/396804582/\nhttps://scratch.mit.edu/projects/402788370/\nhttps://scratch.mit.edu/projects/399095927/\nhttps://scratch.mit.edu/projects/404039117/\nhttps://scratch.mit.edu/projects/404313547/\nhttps://scratch.mit.edu/projects/404769683/\nhttps://scratch.mit.edu/projects/404770069/\nhttps://scratch.mit.edu/projects/405277656/\nhttps://scratch.mit.edu/projects/405863628/\nhttps://scratch.mit.edu/projects/405967123/\nhttps://scratch.mit.edu/projects/406404670/\nhttps://scratch.mit.edu/projects/406421405/\nhttps://scratch.mit.edu/projects/406762766/\nhttps://scratch.mit.edu/projects/407054905/\nhttps://scratch.mit.edu/projects/407092388/\nhttps://scratch.mit.edu/projects/407554574/\nhttps://scratch.mit.edu/projects/407574197/\nhttps://scratch.mit.edu/projects/407576077/\nhttps://scratch.mit.edu/projects/408199001/\nhttps://scratch.mit.edu/projects/408362599/\nhttps://scratch.mit.edu/projects/408400301/\nhttps://scratch.mit.edu/projects/408876133/\nhttps://scratch.mit.edu/projects/409090842/\nhttps://scratch.mit.edu/projects/409707617/\nhttps://scratch.mit.edu/projects/409663374/\nhttps://scratch.mit.edu/projects/410508863/\nhttps://scratch.mit.edu/projects/411718586/\nhttps://scratch.mit.edu/projects/412551415/\nhttps://scratch.mit.edu/projects/413164065/\nhttps://scratch.mit.edu/projects/414352824/\nhttps://scratch.mit.edu/projects/414586928/\nhttps://scratch.mit.edu/projects/416180896/\nhttps://scratch.mit.edu/projects/415988332/\nhttps://scratch.mit.edu/projects/417097323/\nhttps://scratch.mit.edu/projects/416936591/\nhttps://scratch.mit.edu/projects/418315467/\nhttps://scratch.mit.edu/projects/419855903/\nhttps://scratch.mit.edu/projects/423077946/\nhttps://scratch.mit.edu/projects/425416387/\nhttps://scratch.mit.edu/projects/413404938/\nhttps://scratch.mit.edu/projects/436104915/\nhttps://scratch.mit.edu/projects/438132280/\nhttps://scratch.mit.edu/projects/446817747/\nhttps://scratch.mit.edu/projects/466223411/\nhttps://scratch.mit.edu/projects/466281288/\nhttps://scratch.mit.edu/projects/487561097/\n-------------------------------------------------------------------------\nLevel 24: \nDeutsch:\nDu bist ein Held und du hast Superkräfte! Steuerung:\nPfeiltasten\n1 = Hochhüpfen für 10 Sekunden\n2 = Unverwundbarkeit für 5 Sekunden
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Stickman - A Scrolling Platformer- | Scrolling Platformer | Stickman
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@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nrepeat until <(backdrop [number v]) = [2]>\n play sound [TheFatRat - Unity \(Instrumental\) v] until done\nend\n\nwhen I receive [reset v]\nif <(backdrop [number v]) = [3]> then\n set [ghost v] effect to (20)\nend\n\n@Laggy\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nhide variable [mouse v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\nset [x v] to [-200]\nset [y v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (40) %\nclear graphic effects\nshow\n\ndefine Tick\npoint in direction (90)\nchange [speed x v] by (1.5)\nnext costume\nswitch costume to (hitbox v)\nchange [animate v] by (1)\nif <(Animate) = [9]> then\n set [animate v] to [1]\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [3826]> then\n set [scroll x v] to [3826]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n set [exit v] to [Die]\nend\nif <<touching (saw v)?> or <touching (danger v)?>> then\n start sound [crunch v]\n set [exit v] to [Die]\nend\nif <touching (bounce v)?> then\n start sound [boing v]\n set [speed y v] to [28]\nend\nswitch costume to (Animate)\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\nend\nrepeat 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\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (10)\n change size by (3)\n change [ghost v] effect by (5)\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\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]\nhide\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]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@BG\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [480] y: [0]\n next costume\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (1 v)\n Clone at x: [480] y: [0]\n next costume\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (1 v)\n Clone at x: [480] y: [0]\n next costume\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (1 v)\n Clone at x: [480] y: [0]\n next costume\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\npoint in direction (90)\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (levl 4-1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Saw\n\nwhen I receive [green flag v]\nhide\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\nturn right (15) degrees\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [33] y: [-143]\n Clone at x: [2462] y: [-140]\nend\nif <(LEVEL) = [2]> then\n Clone at x: [253] y: [-146]\n Clone at x: [2336] y: [-12]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [1185] y: [-8]\n Clone at x: [2288] y: [-142]\n Clone at x: [2398] y: [-142]\nend\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [beep2 v]\ndelete this clone\n\n@Bounce\n\nwhen I receive [green flag v]\nhide\n\ndefine Position (x) (y)\npoint in direction (90)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <touching (player v)?> then\n switch costume to (2 v)\nelse\n switch costume to (1 v)\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [2]> then\n Clone at x: [398] y: [-148]\n Clone at x: [1195] y: [-144]\n Clone at x: [1957] y: [-144]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [199] y: [-144]\nend\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\n@TM\n\nwhen [timer v] > (0.01)\nshow\ngo to [front v] layer\nset [pixelate v] effect to (100)\nset [ghost v] effect to (100)\nrepeat (20)\n change [pixelate v] effect by (-5)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nforever\n reset timer\nend\n\n@Colectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [collect v]\n if <(COLLECTED) = (COINS)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [coins v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [100] y: [-104]\n Clone at x: [280] y: [-124]\n Clone at x: [509] y: [-52]\n Clone at x: [764] y: [95]\n Clone at x: [1148] y: [-46]\n Clone at x: [1431] y: [30]\n Clone at x: [2043] y: [-27]\nend\nif <(LEVEL) = [2]> then\n Clone at x: [37] y: [-62]\n Clone at x: [242] y: [-74]\n Clone at x: [835] y: [-95]\n Clone at x: [1187] y: [-67]\n Clone at x: [1440] y: [-40]\n Clone at x: [1809] y: [-102]\n Clone at x: [2638] y: [31]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [45] y: [-111]\n Clone at x: [187] y: [-91]\n Clone at x: [908] y: [21]\n Clone at x: [1242] y: [14]\n Clone at x: [1388] y: [19]\n Clone at x: [2106] y: [-109]\n Clone at x: [2335] y: [-84]\nend\nset [x v] to [-999999999]\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\nturn right (10) degrees\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 [coins v] by (1)\nset size to (20) %\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 [name v]) = [Open Portal]> and <touching (player v)?>> then\n start sound [portal v]\n set [exit v] to [Win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) < [6]> then\n if <(LEVEL) = [1]> then\n switch costume to (close portal v)\n Clone at x: [2548] y: [-91]\n end\n if <(LEVEL) = [2]> then\n switch costume to (close portal v)\n Clone at x: [3117] y: [-49]\n end\n if <(LEVEL) = [3]> then\n switch costume to (close portal v)\n Clone at x: [2571] y: [-40]\n end\n if <(LEVEL) = [4]> then\n set [x v] to [-9999999999]\n end\nelse\n set [x v] to [-9999999999]\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\nturn right (15) degrees\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open portal v)\n\nwhen I receive [tick v]\nif <<touching (player v)?> and <not <(COLLECTED) = (COINS)>>> then\n set [exit v] to [Die]\nend\n\n
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Hi guys,\nThis is my New Game.\nStickman Scrolling Platformer, It is Mobile Friendly\n\nPress any Key or Click to Jump\nAvoid spikes and saws\nCollect all the coins\n\n\nSUBSCRIBE TO SL SMART MIND TO SEE HOW TO MAKE THIS AWESOME GAME!!!
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Colourless - a platformer #games #all
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@Stage\n\nwhen flag clicked\nforever\n play sound [yt1scom-After-You-Original-Mix-v v] until done\nend\n\nplay sound [yt1scom-allem-iversom-habits-v72 v] until done\n\n@Sprite1\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 (movingspikes v)?> or <<<<touching (danger v)?> or <(y position) < [-178]>> or <<touching (saws v)?> or <touching (lava v)?>>> or <touching (movingsaws v)?>>> then\n go to x: (-190) y: (50)\n set [playerx v] to [0]\n set [playery v] to [0]\n change [death v] by (1)\nend\n\nwhen I receive [-intro done v]\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@Platforms\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\n\nforever\n change [color v] effect by (0.1)\nend\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@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 (150) %\nhide\n\nif <(Level) = [2]> then\n New Saw at [-80] [-90]\nend\nif <(Level) = [3]> then\n New Saw at [-54] [77]\nend\nif <(Level) = [4]> then\n New Saw at [-23] [-85]\n New Saw at [75] [-91]\nend\nif <(Level) = [5]> then\n New Saw at [-110] [-91]\n New Saw at [184] [38]\nend\nif <(Level) = [6]> then\n New Saw at [2] [3]\n New Saw at [51] [22]\n New Saw at [111] [149]\nend\nif <(Level) = [7]> then\n\nwhen I receive [restart v]\ndelete this clone\n\n@MovingSaws\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(Clone ID) = [1]> then\n set size to (150) %\n go to x: (-80) y: (-90)\n wait (1) seconds\n forever\n glide (1) secs to x: (-80) y: (-170)\n glide (1) secs to x: (30) y: (-170)\n glide (1) secs to x: (30) y: (-90)\n wait (1) seconds\n glide (1) secs to x: (30) y: (-170)\n glide (1) secs to x: (-80) y: (-170)\n glide (1) secs to x: (-80) y: (-90)\n wait (1) seconds\n end\nend\n\nwhen I receive [restart v]\nwait (0.01) seconds\nset size to (100) %\nhide\nif <(Level) = [2]> then\n Spawn Saw [1]\nend\nif <(Level) = [3]> then\n Spawn Saw [2]\nend\nif <(Level) = [4]> then\n Spawn Saw [3]\n Spawn Saw [4]\n Spawn Saw [5]\nend\nif <(Level) = [5]> then\n Spawn Saw [6]\nend\nif <(Level) = [6]> then\nif <(Level) = [7]> then\n\nwhen I receive [restart v]\ndelete this clone\n\ndefine Spawn Saw (saw number)\nset [clone id v] to (saw number)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n set size to (150) %\n go to x: (-100) y: (90)\n forever\n glide (2.5) secs to x: (-100) y: (-30)\n glide (2.5) secs to x: (-100) y: (90)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n set size to (100) %\n go to x: (-50) y: (-150)\n forever\n glide (0.5) secs to x: (-50) y: (-100)\n wait (2) seconds\n glide (0.5) secs to x: (-50) y: (-150)\n wait (2) seconds\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [4]> then\n set size to (100) %\n go to x: (100) y: (-150)\n wait (2.5) seconds\n forever\n glide (0.5) secs to x: (100) y: (-100)\n wait (2) seconds\n glide (0.5) secs to x: (100) y: (-150)\n wait (2) seconds\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [5]> then\n set size to (100) %\n go to x: (230) y: (-150)\n forever\n glide (0.5) secs to x: (230) y: (-100)\n wait (2) seconds\n glide (0.5) secs to x: (230) y: (-150)\n wait (2) seconds\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [6]> then\n set size to (100) %\n go to x: (45) y: (-80)\n forever\n glide (1) secs to x: (45) y: (-40)\n wait (1) seconds\n glide (1) secs to x: (45) y: (-80)\n wait (1) seconds\n end\nend\n\n@Art\n\nwhen flag clicked\nforever\n show\n go to [back v] layer\n switch costume to (Level)\n set [ghost v] effect to (50)\nend\n\n@Text\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\n set [ghost v] effect to (50)\nend\n\n@MovingSpikes\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(Clone ID) = [1]> then\n go to x: (120) y: (-80)\n forever\n glide (0.5) secs to x: (210) y: (-80)\n glide (0.5) secs to x: (120) y: (-80)\n end\nend\n\nwhen I receive [restart v]\nwait (0.01) seconds\nset size to (100) %\nhide\nif <(Level) = [2]> then\n Spawn Spike [1]\n Spawn Spike [2]\nend\nif <(Level) = [3]> then\nif <(Level) = [4]> then\nif <(Level) = [5]> then\nif <(Level) = [6]> then\n Spawn Spike [3]\n Spawn Spike [4]\n Spawn Spike [5]\nend\nif <(Level) = [7]> then\n\nwhen I receive [restart v]\ndelete this clone\n\ndefine Spawn Spike (spike number)\nset [clone id v] to (spike number)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(Clone ID) = [2]> then\n go to x: (-25) y: (20)\n forever\n wait (1) seconds\n glide (0.5) secs to x: (-25) y: (-45)\n wait (2) seconds\n glide (0.5) secs to x: (-25) y: (20)\n end\nend\n\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(Clone ID) = [3]> then\n go to x: (-90) y: (10)\n forever\n glide (0.5) secs to x: (-90) y: (85)\n wait (1) seconds\n glide (0.5) secs to x: (-90) y: (10)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(Clone ID) = [4]> then\n go to x: (75) y: (10)\n wait (1.5) seconds\n forever\n glide (0.5) secs to x: (75) y: (85)\n wait (1) seconds\n glide (0.5) secs to x: (75) y: (10)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(Clone ID) = [5]> then\n go to x: (235) y: (10)\n forever\n glide (0.5) secs to x: (235) y: (85)\n wait (1) seconds\n glide (0.5) secs to x: (235) y: (10)\n wait (1) seconds\n end\nend\n\n@Danger\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\nend\n\n@Bouncy\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n if <(Level) = [7]> then\n go to x: (-65) y: (-10)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (7)\n next costume\n end\n end\nend\n\nwhen I receive [end v]\nhide\n\n
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Colourless\n=============================================\n@fastteddy654 gave me the idea of making a colourless game for the scratch design studio.\nAlso I made a 'comment platformers' project so that for once the commenters have a chance to shine.\n#10 on trending! Thanks!\nCredits:\n=============================================\n@Blakonight for coding, level ideas and all art.\n@UltraProgrammer for engine + assets.\nThe full on COLOURLESS trend.\nCoolText.com\nNew Game!\nhttps://scratch.mit.edu/projects/534725740\n@Dexterific17 commented!\n@KilluaXlikesGon commented!\n\n#Blakonight #colourless #contest #Neon #platformer\n#cool #competition #art #music #marshmello #a #b #c #d #e #f #g #h #h #i #j #k #l #m #n #o #p #q #r #s #t #u #v #w #x #y #z #berricake #sterlon #cutepiranha #potatoanimator #scratch #everything #studio #cutepiranha #fastteddy654 #timmccool #scratch #scratchcat #ceebee #lava #neonworld #neonworld2 #inferno #roblox #fortnite #1 #2 #3 #4 #5 #6 #7 #8 #9 #10\n#contest #game #games #art #all #beanos #nyancat #bingus #rickastley #troll #animations #colorless \n#grubhub #whyareyoulookingatthesetags #popular #trending #amazing #advertising #advertisement #stopadvertising #stopasianhate #blacklivesmatter #platformer #chewymint #noncheeseball2 #blob #ninja #dragonballz #underrated #anything #everything #backdrop #sprite #request #trend #oof
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Tilt(100% pen platformer)
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@Stage\n\n@.\n\n@pls don't steal: Thegoatedboat\n\ndefine Draw Line (x1) (y1) (x2) (y2) clipping at xmax: (xmax) xmin: (xmin) ymax: (ymax) ymin: (ymin)\nset [p1 bitset v] to (join (join (round <(x1) < (xmin)>) (round <(x1) > (xmax)>)) (join (round <(y1) < (ymin)>) (round <(y1) > (ymax)>)))\nset [p2 bitset v] to (join (join (round <(x2) < (xmin)>) (round <(x2) > (xmax)>)) (join (round <(y2) < (ymin)>) (round <(y2) > (ymax)>)))\nif <((P1 bitset) + (P2 bitset)) = [0]> then\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nelse\n if <not < ((P1 bitset) + (P2 bitset)) contains [2]?>> then\n if <(P1 bitset) > [0]> then\n if <(letter (1) of (P1 bitset)) = [1]> then\n Draw Line (xmin) ((y1) + (((y2) - (y1)) * (((xmin) - (x1)) / ((x2) - (x1))))) (x2) (y2) clipping at xmax: (xmax) xmin: (xmin) ymax: (ymax) ymin: (ymin)\n else\n if <(letter (2) of (P1 bitset)) = [1]> then\n Draw Line (xmax) ((y1) + (((y2) - (y1)) * (((xmax) - (x1)) / ((x2) - (x1))))) (x2) (y2) clipping at xmax: (xmax) xmin: (xmin) ymax: (ymax) ymin: (ymin)\n else\n if <(letter (3) of (P1 bitset)) = [1]> then\n Draw Line ((x1) + (((x2) - (x1)) * (((ymin) - (y1)) / ((y2) - (y1))))) (ymin) (x2) (y2) clipping at xmax: (xmax) xmin: (xmin) ymax: (ymax) ymin: (ymin)\n else\n Draw Line ((x1) + (((x2) - (x1)) * (((ymax) - (y1)) / ((y2) - (y1))))) (ymax) (x2) (y2) clipping at xmax: (xmax) xmin: (xmin) ymax: (ymax) ymin: (ymin)\n end\n end\n end\n else\n Draw Line (x2) (y2) (x1) (y1) clipping at xmax: (xmax) xmin: (xmin) ymax: (ymax) ymin: (ymin)\n end\n end\nend\n\ndefine add rectangle X-Y-H-W-T (x) (y) (h) (w) (t)\nadd (x) to [x/y v]\nadd (y) to [x/y v]\nadd (h) to [h/w v]\nadd (w) to [h/w v]\nadd (t) to [type v]\n\ndefine colision/draw <no player draw> <editor> <adding?>\ndelete all of [id v]\ndelete all of [collision v]\nerase all\nset [i v] to [0]\ngo to x: (0) y: (0)\nset pen color to (#000000)\nset pen size to (600)\npen down\npen up\nrepeat ((length of [x/y v]) / (2))\n change [i v] by (2)\n if <adding?> then\n check collision Player stats ((((mouse x) - (ADDX)) / (2)) + (ADDX)) ((((mouse y) - (ADDY)) / (2)) + (ADDY)) ([abs v] of ((mouse y) - (ADDY)) ) ([abs v] of ((mouse x) - (ADDX)) ) rectangle ((item ((i) - (1)) of [x/y v]) - (scrollx)) ((item (i) of [x/y v]) - (scrolly)) (item ((i) - (1)) of [h/w v]) (item (i) of [h/w v]) [nope] editor <editor> <> <no player draw> <adding?>\n else\n if <editor> then\n check collision Player stats (mouse x) (mouse y) [0] [0] rectangle ((item ((i) - (1)) of [x/y v]) - (scrollx)) ((item (i) of [x/y v]) - (scrolly)) (item ((i) - (1)) of [h/w v]) (item (i) of [h/w v]) (item ((i) / (2)) of [type v]) editor <editor> <> <no player draw> <>\n else\n check collision Player stats ((scrolled-x-set) - (scrollx)) ((scrolled-y-set) - (scrolly)) [25] [25] rectangle ((item ((i) - (1)) of [x/y v]) - (scrollx)) ((item (i) of [x/y v]) - (scrolly)) (item ((i) - (1)) of [h/w v]) (item (i) of [h/w v]) (item ((i) / (2)) of [type v]) editor <editor> <> <no player draw> <>\n end\n end\nend\nset pen size to (10)\nset pen color to (#1a61d2)\n\ndraw line X: [300] Y: [300] X2: [-300] Y2: [300] S [20] tilt? <>\ndraw line X: [-300] Y: [300] X2: [-300] Y2: [-300] S [20] tilt? <>\ndraw line X: [-300] Y: [-300] X2: [300] Y2: [-300] S [20] tilt? <>\ndraw line X: [300] Y: [-300] X2: [300] Y2: [300] S [20] tilt? <>\n\ndefine draw rectangle at X: (x) Y: (y) H: (h) W: (w) S: (s) Tilt? <t?>\ndraw line X: ((x) + ((w) / (2))) Y: ((y) + ((h) / (2))) X2: ((x) - ((w) / (2))) Y2: ((y) + ((h) / (2))) S (s) tilt? <t?>\ndraw line X: ((x) - ((w) / (2))) Y: ((y) + ((h) / (2))) X2: ((x) - ((w) / (2))) Y2: ((y) - ((h) / (2))) S (s) tilt? <t?>\ndraw line X: ((x) - ((w) / (2))) Y: ((y) - ((h) / (2))) X2: ((x) + ((w) / (2))) Y2: ((y) - ((h) / (2))) S (s) tilt? <t?>\ndraw line X: ((x) + ((w) / (2))) Y: ((y) - ((h) / (2))) X2: ((x) + ((w) / (2))) Y2: ((y) + ((h) / (2))) S (s) tilt? <t?>\n\ndefine draw line X: (x) Y: (y) X2: (x-2) Y2: (y-2) S (s) tilt? <t?>\nif <t?> then\n set pen size to (s)\n Draw Line (((x) * ([cos v] of (Dir) )) - ((y) * ([sin v] of (Dir) ))) (((x) * ([sin v] of (Dir) )) + ((y) * ([cos v] of (Dir) ))) (((x-2) * ([cos v] of (Dir) )) - ((y-2) * ([sin v] of (Dir) ))) (((x-2) * ([sin v] of (Dir) )) + ((y-2) * ([cos v] of (Dir) ))) clipping at xmax: (240) xmin: (-240) ymax: (180) ymin: (-180)\nelse\n set pen size to (s)\n go to x: (x) y: (y)\n pen down\n go to x: (x-2) y: (y-2)\n pen up\nend\n\ngo to x: (((x) * ([cos v] of (Dir) )) - ((y) * ([sin v] of (Dir) ))) y: (((x) * ([sin v] of (Dir) )) + ((y) * ([cos v] of (Dir) )))\npen down\ngo to x: (((x-2) * ([cos v] of (Dir) )) - ((y-2) * ([sin v] of (Dir) ))) y: (((x-2) * ([sin v] of (Dir) )) + ((y-2) * ([cos v] of (Dir) )))\npen up\n\ndefine 2.5 d rectangle at X: (x) Y: (y) H: (h) W: (w) E: (e) size (s) Tilt? <t?>\ndraw rectangle at X: (x) Y: (y) H: (h) W: (w) S: (s) Tilt? <t?>\ndraw rectangle at X: ((x) + ((x) / (e))) Y: ((y) + ((y) / (e))) H: (h) W: (w) S: (s) Tilt? <t?>\ndraw line X: ((x) + ((w) / (2))) Y: ((y) + ((h) / (2))) X2: (((x) + ((x) / (e))) + ((w) / (2))) Y2: (((y) + ((y) / (e))) + ((h) / (2))) S (s) tilt? <t?>\ndraw line X: ((x) - ((w) / (2))) Y: ((y) + ((h) / (2))) X2: (((x) + ((x) / (e))) - ((w) / (2))) Y2: (((y) + ((y) / (e))) + ((h) / (2))) S (s) tilt? <t?>\ndraw line X: ((x) - ((w) / (2))) Y: ((y) - ((h) / (2))) X2: (((x) + ((x) / (e))) - ((w) / (2))) Y2: (((y) + ((y) / (e))) - ((h) / (2))) S (s) tilt? <t?>\ndraw line X: ((x) + ((w) / (2))) Y: ((y) - ((h) / (2))) X2: (((x) + ((x) / (e))) + ((w) / (2))) Y2: (((y) + ((y) / (e))) - ((h) / (2))) S (s) tilt? <t?>\n\nif <[SCROLL] > [0]> then\n repeat until <((((i) * (90)) + (-300)) - (SCROLL)) > [300]>\n set pen size to (1)\n 2.5 d rectangle at X: ((((i) * (90)) + (-300)) - (SCROLL)) Y: [45] H: [15] W: [15] E: [1.5] size [] Tilt? <>\n change [i v] by (1)\n end\nelse\n repeat until <((((i) * (-90)) + (300)) - ((SCROLL) + (150))) < [-300]>\n set pen size to (1)\n 2.5 d rectangle at X: ((((i) * (-90)) + (300)) - ((SCROLL) + (150))) Y: [45] H: [15] W: [15] E: [1.5] size [] Tilt? <>\n change [i v] by (1)\n end\nend\n\ndefine run engine\nchange [dir v] by ((((x-V) * (-2)) - (Dir)) / (6))\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x-v v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x-v v] by (-1)\nend\nset [x-v v] to ((x-V) * (0.9))\nchange [scrolled-x-set v] by (x-V)\ncolision/draw <> <> <>\nif <[collision v] contains [touch]?> then\n repeat until <not <[collision v] contains [touch]?>>\n colision/draw <> <> <>\n change [scrolled-x-set v] by (() - ((x-V) / ([abs v] of (x-V) )))\n colision/draw <> <> <>\n end\n set [x-v v] to [0]\nend\nchange [scrolled-y-set v] by (y-V)\nset [collision v] to [0]\ny col\nchange [scrollx v] by (((scrolled-x-set) - (scrollx)) / (7))\nchange [scrolly v] by (((scrolled-y-set) - (scrolly)) / (7))\nchange [y-v v] by (-1)\n\ndefine respawn <death> instant? <instant>\nif <death> then\n set [scrolled-x-set v] to ({spawn} x)\n set [scrolled-y-set v] to ({spawn} y)\n set [x-v v] to [0]\n set [y-v v] to [0]\n if <instant> then\n set [scrollx v] to ({spawn} x)\n set [scrolly v] to ({spawn} y)\n else\n repeat until <<([abs v] of ((scrolled-y-set) - (scrolly)) ) < [15]> and <([abs v] of ((scrolled-x-set) - (scrollx)) ) < [15]>>\n change [scrollx v] by (((scrolled-x-set) - (scrollx)) / (10))\n change [scrolly v] by (((scrolled-y-set) - (scrolly)) / (10))\n colision/draw <>\n end\n end\nend\n\ndefine y col\ncolision/draw <> <> <>\nif <[collision v] contains [touch]?> then\n repeat until <not <[collision v] contains [touch]?>>\n colision/draw <> <> <>\n change [scrolled-y-set v] by (() - ((y-V) / ([abs v] of (y-V) )))\n end\n if <<(collision) = [1]> and <(y-V) < [0]>> then\n set [y-v v] to [19]\n stop [this script v]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(y-V) < [0]>> then\n set [y-v v] to [15]\n stop [this script v]\n end\n set [y-v v] to [0]\nend\n\nwhen flag clicked\nset [dir v] to [0]\nrespawn instant? \nset [{spawn} x v] to [0]\nset [{spawn} y v] to [0]\nrespawn instant? \nforever\n main menu\n reset timer\nend\n\ndefine add\nset [addx v] to (mouse x)\nset [addy v] to (mouse y)\nrepeat until <not <key (space v) pressed?>>\n erase all\n colision/draw <> \n if <key (x v) pressed?> then\n stop [this script v]\n end\nend\nif <<not <[collision v] contains [nope]?>> and <<([abs v] of ((ADDX) - (mouse x)) ) > [10]> and <([abs v] of ((mouse y) - (ADDY)) ) > [10]>>> then\n add rectangle X-Y-H-W-T ((((mouse x) - (ADDX)) / (2)) + ((ADDX) + (scrollx))) ((((mouse y) - (ADDY)) / (2)) + ((ADDY) + (scrolly))) ([abs v] of ((ADDY) - (mouse y)) ) ([abs v] of ((ADDX) - (mouse x)) ) (TYPE)\nend\n\ndefine remove square with (id)\ndelete (id) of [h/w v]\ndelete ((id) - (1)) of [h/w v]\ndelete (id) of [x/y v]\ndelete ((id) - (1)) of [x/y v]\ndelete ((id) / (2)) of [type v]\n\ndefine check collision Player stats (px) (py) (ph) (pw) rectangle (x) (y) (h) (w) (t) editor <editor?> <2.5d?> <player draw?> <adding?>\nif <(x) > [0]> then\n if <((x) - (w)) > [240]> then\n stop [this script v]\n end\nelse\n if <((x) + (w)) < [-240]> then\n stop [this script v]\n end\nend\nif <(y) > [0]> then\n if <((y) - (h)) > [180]> then\n stop [this script v]\n end\nelse\n if <((y) + (h)) < [-180]> then\n stop [this script v]\n end\nend\nif <((px) + ((pw) / (2))) > ((x) - ((w) / (2)))> then\n if <((py) - ((ph) / (2))) < ((y) + ((h) / (2)))> then\n if <((px) - ((pw) / (2))) < ((x) + ((w) / (2)))> then\n if <((py) + ((ph) / (2))) > ((y) - ((h) / (2)))> then\n add (t) to [collision v]\n if <editor?> then\n add (i) to [id v]\n end\n if <adding?> then\n set [collision v] to [1]\n end\n end\n end\n end\nend\nif <(t) = [1]> then\n set pen color to (#0062ff)\nelse\n if <<(t) = [2]> or <<(collision) = [1]> and <[collision v] contains [nope]?>>> then\n set pen color to (#ff0000)\n else\n if <(t) = [3]> then\n set pen color to (#ff7b00)\n else\n if <(t) = [R]> then\n set pen color to (#ff00ae)\n else\n if <(t) = [E]> then\n set pen color to (#26ff00)\n else\n if <(t) = [cp]> then\n set pen color to (#96ff50)\n if <(round ({spawn} x)) = (round ((scrollx) + (x)))> then\n if <(round ({spawn} y)) = (round ((y) + (scrolly)))> then\n set pen color to (#1dff00)\n end\n end\n else\n if <(t) = (mode)> then\n set pen color to (#00ff21)\n else\n set pen color to (#00a9ff)\n end\n end\n end\n end\n end\n end\nend\nif <adding?> then\n set [collision v] to [0]\nend\nif <[collision v] contains [cp]?> then\n set [{spawn} x v] to (item ((i) - (1)) of [x/y v])\n set [{spawn} y v] to (item (i) of [x/y v])\nend\nif then\n 2.5 d rectangle at X: (x) Y: (y) H: (h) W: (w) E: [5] size [7] Tilt? \n set pen color to (#ffffff)\n 2.5 d rectangle at X: (x) Y: (y) H: (h) W: (w) E: [5] size [1] Tilt? \nelse\n draw rectangle at X: (x) Y: (y) H: (h) W: (w) S: [7] Tilt? \n set pen color to (#ffffff)\n draw rectangle at X: (x) Y: (y) H: (h) W: (w) S: [1] Tilt? \nend\nif <not <player draw?>> then\n set pen color to (#23ff1f)\n if <not <editor?>> then\n draw rectangle at X: (px) Y: ((py) - (0)) H: (ph) W: (pw) S: [5] Tilt? \nend\nif <[collision v] contains [1]?> then\n add [touch] to [collision v]\nend\nif <[collision v] contains [3]?> then\n set [collision v] to [1]\n add [touch] to [collision v]\nend\nif <<[collision v] contains [R]?> and <not <editor?>>> then\n set [x-v v] to [30]\nend\nset pen color to (#19d7e4)\nif <[collision v] contains [e]?> then\n broadcast (end v)\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\ndefine main menu\ndelete all of [collision v]\ngo to x: (0) y: (0)\nerase all\nset pen color to (#000000)\nset pen size to (650)\npen down\npen up\ncheck collision Player stats (mouse x) (mouse y) [] [] rectangle [0] [] [45] [90] [levels] editor <> <> <>\nif <[collision v] contains [levels]?> then\n set pen color to (#00ff21)\n draw rectangle at X: [] Y: [] H: [45] W: [90] S: [10] Tilt? <>\n set pen color to (#ffffff)\n draw rectangle at X: [] Y: [] H: [45] W: [90] S: [1] Tilt? <>\n if <mouse down?> then\n broadcast (message1 v)\n end\nend\ndraw line X: [-7] Y: [7] X2: [-7] Y2: [-7] S [5] tilt? <>\ndraw line X: [-7] Y: [-7] X2: [5] Y2: [0] S [5] tilt? <>\ndraw line X: [-7] Y: [7] X2: [5] Y2: [0] S [5] tilt? <>\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\nforever\n run engine\n respawn <[collision v] contains [2]?> instant? <>\n respawn <(scrolly) < [-400]> instant? <>\nend\n\nwhen I receive [message 2 v]\nstop [other scripts in sprite v]\nwait (0.3) seconds\nforever\n set [dir v] to [0]\n set [x-v v] to ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (20))\n set [y-v v] to ((<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) * (20))\n change [scrolled-x-set v] by (x-V)\n change [scrolled-y-set v] by (y-V)\n colision/draw <>\n if <key (space v) pressed?> then\n if then\n if <(mode) = [drawer]> then\n add\n else\n if <(length of [id v]) > [0]> then\n remove square with (item (1) of [id v])\n end\n end\n end\n end\n change [scrollx v] by (((scrolled-x-set) - (scrollx)) / (1))\n change [scrolly v] by (((scrolled-y-set) - (scrolly)) / (1))\n colision/draw <>\n set pen color to (#14fef1)\n set pen color to (#19d7e4)\n check collision Player stats (mouse x) (mouse y) [] [] rectangle [-200] [150] [45] [45] [eraser] editor <> <>\n check collision Player stats (mouse x) (mouse y) [] [] rectangle [-150] [150] [45] [45] [drawer] editor <> <>\n if <<[collision v] contains [eraser]?> and <mouse down?>> then\n set [mode v] to [eraser]\n end\n if <<[collision v] contains [drawer]?> and <mouse down?>> then\n set [mode v] to [drawer]\n end\n set pen color to (#ec14dc)\n go to x: (0) y: (0)\n pen down\n pen up\nend\n\nset [x-v v] to ((x-V) * (0.5))\nset [y-v v] to ((y-V) * (0.5))\n\nwhen [2 v] key pressed\nif <(username) = [thegoatedboat]> then\n stop [other scripts in sprite v]\n broadcast (message 2 v)\nend\n\nwhen [1 v] key pressed\nif <(username) = [thegoatedboat]> then\n stop [other scripts in sprite v]\n broadcast (message1 v)\nend\n\nwhen I receive [end v]\n\nbroadcast (message 2 v)\n\ncheck collision Player stats (mouse x) (mouse y) [] [] rectangle [0] [-90] [45] [90] [editor] editor <> <> <>\nif <[collision v] contains [editor]?> then\n set pen color to (#00ff21)\n draw rectangle at X: [0] Y: [-90] H: [45] W: [90] S: [10] Tilt? <>\n set pen color to (#ffffff)\n draw rectangle at X: [0] Y: [-90] H: [45] W: [90] S: [1] Tilt? <>\nend\n\nwhen flag clicked\nforever\n if <[collision v] contains [E]?> then\n broadcast (end v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@highscore lol thegoatedboat\n\nwhen I receive [end v]\nshow variable [time v]\nshow variable [☁ highscore v]\nshow variable [decoded\(cloud\) v]\nset [time v] to (timer)\nerase all\nshow\nif <(timer) < (☁ highscore)> then\n replace first place\nend\ndecode (☁ highscore holder)\nstop [all v]\n\nwhen flag clicked\nhide\nhide variable [time v]\nhide variable [☁ highscore holder v]\nhide variable [☁ highscore v]\nhide variable [decoded\(cloud\) v]\n\ndefine replace first place\nset [☁ highscore v] to (timer)\nencode (username)\n\ndefine encode (encode)\nset [cloud letters v] to [ abcdefghijklmnopqrstuvwxyz123456789-_]\nset [encoded\(cloud\) v] to []\nset [cloud var v] to [0]\nrepeat (length of (encode))\n change [cloud var v] by (1)\n get letter from [9] (encode)\nend\nset [☁ highscore holder v] to (encoded\(cloud\))\n\ndefine get letter from (numb) (encode2)\nif <(letter (cloud var) of (encode2)) = (letter (numb) of (cloud letters))> then\n set [encoded\(cloud\) v] to (join (encoded\(cloud\)) (numb))\nelse\n get letter from ((numb) + (1)) (encode2)\nend\n\ndefine decode (decode)\nset [cloud letters v] to [ abcdefghijklmnopqrstuvwxyz123456789-_]\nset [cloud var v] to [0]\nset [decoded\(cloud\) v] to []\nrepeat (length of ((decode) / (2)))\n change [cloud var v] by (2)\n set [decoded\(cloud\) v] to (join (decoded\(cloud\)) (letter (join (letter ((cloud var) - (1)) of (decode)) (letter (cloud var) of (decode))) of (cloud letters)))\nend\n\n
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Figure it out :) :) :) :) :) :) :) :) :) :) :) :) :)⚡This was inspired by @1dat_doodles and his amazing games tilt and tilt 2⚡\n\n⚡If i get enough support I will make a part 2⚡\n⚠️https://turbowarp.org/528536329⚠️\n⚠️use turbowarp if you want faster running speed it will not keep highscore⚠️ 150 likes and favs for part 2
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Grassland: A platformer 2
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@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\nwhen backdrop switches to [f v]\n\nwhen I receive [intro end v]\nforever\n play sound [TheFatRat - Unity v] until done\nend\n\nwhen I receive [done v]\n\nforever\n\nforever\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [6]> then\n broadcast (done v)\n end\nend\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 [intro end v]\nshow\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 receive [outro v]\nhide\n\n@Ground\n\nwhen I receive [outro v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nshow\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [outro v]\nforever\n hide\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n go to [front v] layer\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nshow\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 I receive [intro end v]\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\n wait (1) seconds\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\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 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 flag clicked\nreset timer\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Love) = [1]> and <(Favorite) = [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@Intro\n\ndefine 📷Smooth rotate to angle: (rangle) Speed: (rspeed)\nrepeat until <(round (rangle)) = (round (direction))>\n turn right (((round (rangle)) - (round (direction))) / (rspeed)) degrees\nend\n\ndefine 📷 smooth glide to x: (sx) y: (sy) Speed: (sspeed)\nrepeat until <<(round (sx)) = (round (x position))> and <(round (sy)) = (round (y position))>>\n change x by (((round (sx)) - (round (x position))) / (sspeed))\n change y by (((round (sy)) - (round (y position))) / (sspeed))\nend\ngo to x: (sx) y: (sy)\n\ndefine 📷 Smooth change size to size: (csize) Speed: (cspeed)\nrepeat until <(round (csize)) = (round (size))>\n change size by (((round (csize)) - (round (size))) / (cspeed))\nend\n\ndefine 💥 Spin\nrepeat (2)\n turn right (1) degrees\nend\nrepeat (2)\n turn right (2) degrees\nend\nrepeat (2)\n turn right (3) degrees\nend\nrepeat (2)\n turn right (4) degrees\nend\nrepeat (2)\n turn right (10) degrees\nend\nrepeat (2)\n turn right (25) degrees\nend\nrepeat (3)\n turn right (60) degrees\nend\nrepeat (2)\n turn right (25) degrees\nend\nrepeat (2)\n turn right (10) degrees\nend\nrepeat (2)\n turn right (4) degrees\nend\nrepeat (2)\n turn right (3) degrees\nend\nrepeat (2)\n turn right (2) degrees\nend\nrepeat (1)\n turn right (1) degrees\nend\nrepeat (2)\n turn right (0.5) degrees\nend\n\nwhen flag clicked\nplay sound [bufu - helvetican2 v] until done\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait (0.5) seconds\nshow\nset size to (20) %\npoint in direction (90)\n📷 Smooth change size to size: [100] Speed: [3]\n\nwhen flag clicked\nwait (0.7) seconds\n💥 Spin\n\nwhen flag clicked\nwait (1) seconds\nset size to (50) %\n📷 Smooth change size to size: [100] Speed: [5]\n\nwhen flag clicked\nwait (1.5) seconds\nset size to (80) %\n📷 Smooth change size to size: [100] Speed: [5]\n\nwhen flag clicked\nwait (1.5) seconds\npoint in direction (95)\n📷Smooth rotate to angle: [90] Speed: [5]\n\nwhen flag clicked\nwait (1.5) seconds\nshake\n\ndefine shake\nbroadcast (shake v)\n\nwhen flag clicked\nwait (1) seconds\nshake\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait (0.5) seconds\nshake\n\nwhen flag clicked\nwait (1.8) seconds\nset size to (130) %\n📷 Smooth change size to size: [100] Speed: [5]\n\nwhen flag clicked\nwait (2.1) seconds\nset size to (110) %\n📷 Smooth change size to size: [100] Speed: [5]\n\nwhen flag clicked\nwait (2.4) seconds\nset size to (120) %\n📷 Smooth change size to size: [90] Speed: [5]\n\nwhen flag clicked\nwait (2.4) seconds\nshake\n\nwhen flag clicked\nwait (1.8) seconds\nshake\n\nwhen flag clicked\nwait (2.1) seconds\nshake\n\nwhen flag clicked\nwait (1.8) seconds\npoint in direction (85)\n📷Smooth rotate to angle: [90] Speed: [5]\npoint in direction (90)\n\nwhen flag clicked\nwait (2) seconds\ngo to x: (0) y: (0)\nrepeat (2)\n change x by (0.5)\nend\nrepeat (2)\n change x by (1)\nend\nrepeat (2)\n change x by (2)\nend\nrepeat (2)\n change x by (4)\nend\nrepeat (2)\n change x by (8)\nend\nrepeat (2)\n change x by (16)\nend\nrepeat (2)\n change x by (32)\nend\nrepeat (2)\n change x by (64)\nend\ngo to x: (-255) y: (0)\n📷 smooth glide to x: [] y: [] Speed: [5]\n\nwhen flag clicked\nwait (3) seconds\nset size to (130) %\n📷 Smooth change size to size: [100] Speed: [5]\n\nwhen flag clicked\nwait (3) seconds\nshake\n\nwhen flag clicked\nwait (3.4) seconds\nshake\n\nwhen flag clicked\nwait (3.4) seconds\nset size to (110) %\n📷 Smooth change size to size: [100] Speed: [5]\n\nwhen flag clicked\nwait (3) seconds\npoint in direction (80)\n📷Smooth rotate to angle: [90] Speed: [5]\npoint in direction (90)\n\nwhen flag clicked\nwait (3.4) seconds\npoint in direction (100)\n📷Smooth rotate to angle: [90] Speed: [5]\npoint in direction (90)\n\nwhen flag clicked\nwait (3.6) seconds\nshake\n\nwhen flag clicked\nwait (3.6) seconds\nset size to (120) %\n📷 Smooth change size to size: [100] Speed: [5]\n\nwhen flag clicked\nset rotation style [all around v]\nwait (4) seconds\nshake\n\nwhen flag clicked\nwait (4) seconds\nrepeat (2)\n change size by (-2)\nend\nrepeat (4)\n change size by (-35)\nend\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nclone id [6]\nclone id [5]\n\ndefine clone id (id)\nset [cloneid v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\n\ndefine pixel spline 1\nclone id [1]\nrepeat (10)\n clone id [2]\nend\n\nwhen I start as a clone\nif <(cloneid) = [1]> then\n switch costume to (costume2 v)\n set size to (100) %\n show\n point in direction (-90)\n go to x: (-50) y: (-150)\n set [ghost v] effect to (100)\n repeat (100)\n turn right (5) degrees\n move (10) steps\n end\n delete this clone\nelse\n if <(cloneid) = [2]> then\n set rotation style [left-right v]\n go to [front v] layer\n show\n switch costume to (costume2 v)\n point in direction (-90)\n go to x: (-50) y: (-120)\n repeat (100)\n turn right (5) degrees\n move (10) steps\n end\n delete this clone\n else\n if <(cloneid) = [3]> then\n switch costume to (costume2 v)\n set size to (100) %\n show\n point in direction (-90)\n go to x: (50) y: (-150)\n set [ghost v] effect to (100)\n repeat (100)\n turn right (5) degrees\n move (10) steps\n end\n delete this clone\n else\n if <(cloneid) = [4]> then\n set rotation style [left-right v]\n go to [front v] layer\n set [brightness v] effect to (0)\n show\n switch costume to (costume2 v)\n point in direction (90)\n go to x: (50) y: (120)\n repeat (100)\n turn right (5) degrees\n move (10) steps\n end\n delete this clone\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.3) seconds\npixel spline 1\n\nwhen I start as a clone\nif <(cloneid) = [2]> then\n set [ghost v] effect to (100)\n set size to (1) %\n repeat (20)\n change size by (5)\n change [ghost v] effect by (-10)\n end\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n if <(cloneid) = [4]> then\n set [ghost v] effect to (100)\n set size to (1) %\n repeat (20)\n change size by (5)\n change [ghost v] effect by (-10)\n end\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(cloneid) = [2]> then\n forever\n change x by (pick random (1) to (-1))\n change y by (pick random (1) to (-1))\n end\nelse\n if <(cloneid) = [4]> then\n forever\n change x by (pick random (1) to (-1))\n change y by (pick random (1) to (-1))\n end\n end\nend\n\ndefine pixel spline 2\nclone id [3]\nrepeat (10)\n clone id [4]\nend\n\nwhen flag clicked\nwait (0.3) seconds\npixel spline 2\n\nwhen I start as a clone\nif <(cloneid) = [5]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (costume3 v)\n go to [back v] layer\n set size to (100) %\n show\nend\n\nwhen I start as a clone\nif <(cloneid) = [6]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (costume4 v)\n go to [front v] layer\n set size to (150) %\n show\n 📷 Smooth change size to size: [100] Speed: [10]\nend\n\nwhen flag clicked\nwait (0.2) seconds\nclone id [7]\nwait (0.2) seconds\nclone id [8]\nwait (0.2) seconds\nclone id [9]\nwait (0.2) seconds\nclone id [10]\nwait (0.2) seconds\nclone id [11]\nwait (0.2) seconds\nclone id [12]\nwait (1.4) seconds\nclone id [13]\nwait (0.2) seconds\nclone id [14]\nwait (0.2) seconds\nclone id [15]\nwait (0.2) seconds\nclone id [16]\nwait (0.2) seconds\nbroadcast (intro end v)\n\nwhen I start as a clone\nif <(cloneid) = [7]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (costume5 v)\n go to [back v] layer\n go [forward v] (1) layers\n set size to (10) %\n show\n clear graphic effects\n 📷 Smooth change size to size: [182] Speed: [6]\n delete this clone\nelse\n if <(cloneid) = [8]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (costume5 v)\n set [brightness v] effect to (100)\n go to [back v] layer\n go [forward v] (2) layers\n set size to (10) %\n show\n 📷 Smooth change size to size: [182] Speed: [6]\n delete this clone\n else\n if <(cloneid) = [9]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (costume5 v)\n go to [back v] layer\n go [forward v] (3) layers\n set size to (10) %\n show\n clear graphic effects\n 📷 Smooth change size to size: [182] Speed: [6]\n delete this clone\n else\n if <(cloneid) = [10]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (costume5 v)\n set [brightness v] effect to (100)\n go to [back v] layer\n go [forward v] (4) layers\n set size to (10) %\n show\n 📷 Smooth change size to size: [182] Speed: [6]\n delete this clone\n else\n if <(cloneid) = [shockwave]> then\n switch costume to (costume6 v)\n go to [front v] layer\n show\n set size to (10) %\n go to x: (0) y: (0)\n point in direction (90)\n 📷 Smooth change size to size: [200] Speed: [5]\n else\n if <(cloneid) = [11]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (costume5 v)\n go to [back v] layer\n go [forward v] (4) layers\n set size to (10) %\n show\n clear graphic effects\n 📷 Smooth change size to size: [182] Speed: [6]\n delete this clone\n else\n if <(cloneid) = [12]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (costume5 v)\n set [brightness v] effect to (100)\n go to [back v] layer\n go [forward v] (5) layers\n set size to (10) %\n show\n 📷 Smooth change size to size: [182] Speed: [6]\n delete this clone\n else\n if <(cloneid) = [tnt]> then\n go to x: (0) y: (-200)\n show\n point in direction (150)\n switch costume to (tnt-small v)\n set size to (50) %\n 📷 smooth glide to x: [] y: [] Speed: [5]\n else\n if <(cloneid) = [13]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (costume5 v)\n go to [back v] layer\n go [forward v] (1) layers\n set size to (10) %\n show\n clear graphic effects\n 📷 Smooth change size to size: [182] Speed: [6]\n delete this clone\n else\n if <(cloneid) = [14]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (costume5 v)\n set [brightness v] effect to (100)\n go to [back v] layer\n go [forward v] (2) layers\n set size to (10) %\n show\n 📷 Smooth change size to size: [182] Speed: [6]\n delete this clone\n else\n if <(cloneid) = [15]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (costume5 v)\n go to [back v] layer\n go [forward v] (3) layers\n set size to (10) %\n show\n clear graphic effects\n 📷 Smooth change size to size: [182] Speed: [6]\n delete this clone\n else\n if <(cloneid) = [16]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (costume5 v)\n set [brightness v] effect to (100)\n go to [back v] layer\n go [forward v] (4) layers\n set size to (10) %\n show\n 📷 Smooth change size to size: [182] Speed: [6]\n delete this clone\n else\n if <(cloneid) = [17]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (costume5 v)\n go to [back v] layer\n go [forward v] (4) layers\n set size to (10) %\n show\n clear graphic effects\n 📷 Smooth change size to size: [182] Speed: [6]\n delete this clone\n else\n if <(cloneid) = [18]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (costume5 v)\n set [brightness v] effect to (100)\n go to [back v] layer\n go [forward v] (5) layers\n set size to (10) %\n show\n 📷 Smooth change size to size: [182] Speed: [6]\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(cloneid) = [shockwave]> then\n clear graphic effects\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneid) = [background]> then\n forever\n switch costume to (costume7 v)\n go to x: (-51) y: (0)\n show\n point in direction (90)\n set size to (142) %\n glide (1) secs to x: (40) y: (0)\n end\nend\n\nwhen flag clicked\nclone id [background]\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(cloneid) = [background]> then\n set [brightness v] effect to (100)\n set [ghost v] effect to (0)\nend\n\nwhen I receive [shake v]\nchange x by (2)\nchange y by (2)\nwait (0.05) seconds\nchange x by (-2)\nchange y by (-4)\nwait (0.05) seconds\nchange x by (1)\nchange y by (2)\nwait (0.05) seconds\nchange x by (-1)\nwait (0.05) seconds\n\nwhen I receive [shake v]\n\nwhen I start as a clone\nif <(cloneid) = [background]> then\n forever\nend\n\nwhen flag clicked\nclear graphic effects\n\nrepeat (10)\n change [ghost v] effect by (-1)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [4]> then\n go to [front v] layer\n end\nend\n\nif <not <(costume [number v]) = [5]>> then\n change [pixelate v] effect by (20)\n repeat (5)\n change [pixelate v] effect by (-4)\n end\nelse\n set [pixelate v] effect to (0)\nend\n\nwhen flag clicked\nwait (0.1) seconds\nclone id [tnt]\n\nwhen I start as a clone\nif <(cloneid) = [tnt]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(cloneid) = [tnt]> then\n wait (0.45) seconds\n hide\n clone id [shockwave]\nend\n\nwhen I start as a clone\nif <(cloneid) = [tnt]> then\n 📷Smooth rotate to angle: [85] Speed: [10]\nend\n\nwhen I receive [intro end v]\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [7]>> then\n if <(costume [number v]) = [3]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\n else\n hide\n delete this clone\n end\nelse\n repeat (10)\n change size by (10)\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nforever\n if <(costume [number v]) = [1]> then\nend\n\nplay sound [MINECRAFT THEME \(Trap Remix\) - Holder2 v] until done\n\ngo [backward v] (2) layers\n\ngo to [front v] layer\n\nwhen I start as a clone\n\nhide\n\nif <<(cloneid) = [2]> or <(cloneid) = [4]>> then\n\ngo to [back v] layer\ngo [forward v] (2) layers\n\n@sun\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nshow\ngo to x: (199) y: (120)\ngo to [back v] layer\nforever\n set size to ((100) + (([cos v] of ((timer) * (200)) ) * (10))) %\nend\n\n@Player Trail\n\nwhen flag clicked\nhide\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 [intro end 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\nwhen I receive [outro v]\nforever\n go to [back v] layer\nend\n\nforever\n hide\nend\n\n
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>>>>>>>>>>>>>INSTRUCTIONS<<<<<<<<<<<<< \n-------------------------------------------------------------------------\nI know you Humans have been waiting for This!\n\nYes! #109 on trending I know its not that good but its my first time being on trending\n\n1️⃣ WASD Or Arrows to move\n\n2️⃣ Don't touch lava or spikes\n\n3️⃣ Try your best!\n\n4️⃣ Love and fav And maybe a follow? Eh.. Your choice\n\nIf you haven't played the first one then What are you doing?! Check it out! (Again your choice)\nhttps://scratch.mit.edu/projects/526876781/
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☁ 360° Scrolling Platformer✨ || #Games #All #Musics #Art
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@Stage\n\nwhen flag clicked\nswitch backdrop to (menu v)\n\nwhen I receive [start v]\nswitch backdrop to (game backdrop v)\n\nwhen flag clicked\nstop all sounds\n\nwhen I receive [start v]\nset volume to (50) %\nforever\n if <(background_music) = [1]> then\n play sound [3 v] until done\n wait (1) seconds\n play sound [2 v] until done\n wait (1) seconds\n play sound [1 v] until done\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nhide variable [sn v]\n\nwhen I receive [start v]\nset [sn v] to [21]\nrepeat until <(sn) = [0]>\n wait (1) seconds\n change [sn v] by (-1)\nend\n\nwhen I receive [respawn v]\nset [sn v] to [21]\n\n@Level\n\ndefine Become big (size)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (map v)\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nwhen I receive [start v]\nshow\nbroadcast (Respawn v)\nBecome big [200]\nforever\n change [y vel v] by (1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [d vel v] by (-0.2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [d vel v] by (0.2)\n end\n set [d vel v] to ((D vel) * (0.8))\n turn right (D vel) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (4)\n turn right ((D vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change y by (Y vel)\n if <touching (player v)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(music_effects) = [1]> then\n start sound [Jump v]\n end\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [finish v]\nhide\nstop [this script v]\n\n@Player\n\nwhen I receive [respawn v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [start v]\nshow\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (2 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (3 v)\n end\n if <not <key (any v) pressed?>> then\n switch costume to (1 v)\n end\n if <<<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> or <<key (a v) pressed?> and <key (w v) pressed?>>> then\n switch costume to (4 v)\n end\n if <<<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> or <<key (d v) pressed?> and <key (w v) pressed?>>> then\n switch costume to (5 v)\n end\nend\n\nwhen I receive [start v]\nwait (3) seconds\nforever\n change y by (-5)\n if <<touching color (#ff0000)?> or <touching color (#670000)?>> then\n broadcast (Respawn v)\n end\n change y by (5)\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide variable [play v]\nset [play v] to [0]\n\nwhen I receive [start v]\nset [play v] to [1]\n\nwhen flag clicked\nset [finish_settings v] to [0]\nhide variable [finish_settings v]\nforever\n if <(finish_settings) = [0]> then\n if <touching color (#549a10)?> then\n broadcast (finish v)\n hide\n set [finish_settings v] to [1]\n change [☁ winners v] by (1)\n else\n hide variable [☁ winners v]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n wait until <(sn) = [0]>\n set drag mode [draggable v]\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\n\nwhen I receive [finish v]\nforever\n hide\n stop [this script v]\nend\n\nwhen I receive [respawn v]\nset drag mode [not draggable v]\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\nend\n\n@Start\n\nwhen flag clicked\nset size to (120) %\ngo to [front v] layer\nshow\nforever\n go to x: (35) y: (0)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n else\n set size to (120) %\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (start v)\n\nwhen I receive [? v]\nhide\n\nwhen I receive [back v]\nshow\n\n@?\n\nwhen flag clicked\ngo to x: (145) y: (0)\nswitch costume to (? v)\nset size to (55) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (60) %\n else\n set size to (55) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (? v)\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen flag clicked\nforever\n go to x: (145) y: (0)\nend\n\n@Background music\n\nwhen flag clicked\nswitch costume to (background music open v)\nset [background_music v] to [1]\nset size to (100) %\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nif <(background_music) = [1]> then\n set [background_music v] to [2]\n switch costume to (background music close v)\nelse\n if <(background_music) = [2]> then\n set [background_music v] to [1]\n switch costume to (background music open v)\n end\nend\n\nwhen flag clicked\nforever\n go to x: (40) y: (-66)\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [? v]\nhide\n\nwhen I receive [back v]\nshow\n\n@Music Effects (Player)\n\nwhen flag clicked\nswitch costume to (music effects \(player\) open v)\nset [music_effects v] to [1]\nset size to (100) %\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nif <(music_effects) = [1]> then\n set [music_effects v] to [2]\n switch costume to (music effects \(player\)close v)\nelse\n if <(music_effects) = [2]> then\n set [music_effects v] to [1]\n switch costume to (music effects \(player\) open v)\n end\nend\n\nwhen flag clicked\nforever\n go to x: (40) y: (-140)\nend\n\nwhen flag clicked\nhide variable [music_effects v]\nhide variable [background_music v]\n\nwhen I receive [start v]\nhide\n\nwhen I receive [? v]\nhide\n\nwhen I receive [back v]\nshow\n\n@Start-Man\n\nwhen flag clicked\ngo to x: (-202) y: (-46)\nswitch costume to (1 v)\nshow\nforever\n wait (2) seconds\n next costume\nend\n\nwhen I receive [start v]\nhide\nstop [this script v]\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n think [Let's Play!] for (.1) seconds\n end\nend\n\nwhen I receive [? v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen flag clicked\nforever\n go to x: (-202) y: (-46)\nend\n\n@SCORE-1\n\nwhen I receive [finish v]\nshow\ngo to [front v] layer\nswitch costume to (letter (length of (☁ winners)) of (☁ winners))\n\nwhen I receive [finish v]\nforever\n go to x: (-34) y: (20)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nbroadcast (finish v)\n\n@SCORE-11\n\nwhen I receive [finish v]\nif <(length of (☁ winners)) > [1]> then\n show\n go to [front v] layer\nelse\n hide\nend\nswitch costume to (letter ((length of (☁ winners)) - (1)) of (☁ winners))\n\nwhen I receive [finish v]\nforever\n go to x: (-2) y: (20)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n@SCORE-111\n\nwhen I receive [finish v]\nif <(length of (☁ winners)) > [2]> then\n show\n go to [front v] layer\nelse\n hide\nend\nswitch costume to (letter ((length of (☁ winners)) - (1)) of (☁ winners))\n\nwhen I receive [finish v]\nforever\n go to x: (31) y: (20)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n@?text?\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [? v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\n\nwhen I receive [back v]\nhide\n\n@Back\n\nwhen flag clicked\nhide\nset size to (170) %\nforever\n go to x: (-141) y: (127)\n if <touching (mouse-pointer v)?> then\n set size to (180) %\n else\n set size to (170) %\n end\nend\n\nwhen I receive [? v]\nshow\n\nwhen this sprite clicked\nbroadcast (back v)\nhide\n\n@Finish Screen!\n\nwhen I receive [finish v]\nif <<(background_music) = [1]> or <(music_effects) = [1]>> then\n start sound [Cheer v]\nend\nforever\n go to x: (0) y: (0)\n show\nend\n\nwhen flag clicked\nhide\n\n@+\n\nwhen I receive [finish v]\nif <(length of (☁ winners)) > [3]> then\n go to x: (80) y: (13)\n show\n go to [front v] layer\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\n@die effect\n\nwhen flag clicked\nhide\n\nwhen I receive [respawn v]\nif <(start_dieEffect_close) = [2]> then\n go to [front v] layer\n go [backward v] (1) layers\n show\n set [ghost v] effect to (100)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (0.1) seconds\n repeat (5)\n change [ghost v] effect by (20)\n end\nend\n\nwhen I receive [respawn v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [respawn v]\nif <(start_dieEffect_close) = [2]> then\n if <(music_effects) = [1]> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen I receive [start v]\nset [start_dieeffect_close v] to [1]\nwait (2) seconds\nset [start_dieeffect_close v] to [2]\n\n
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☁ 360° Scrolling Platformer✨\n \nWelcome to 360° Scrolling Platformer\n\nControls:\n\n✨Arrow keys and\n✨W-A-D keys\n\n--------------------------------\n\n✨Don't touch red obstacles\n✨Don't touch brown obstacle\n✨At the end of the game, drag your character to the green flag...\n\n ✨That's All✨\n---------------------------------------------\n\n
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KotLC Platformer
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@Stage\n\n@sophie\n\ndefine Set up\ngo to x: (-200) y: (0)\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nshow\n\ndefine Reset\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-200) y: (0)\n\ndefine Left and right Movement\nchange [xv v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\n\ndefine Wal and Slope Detection\nrepeat (5)\n change y by <touching (platform v)?>\nend\nif <touching (platform v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\nend\n\ndefine Ground and Ceiling Detection\nif <touching (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\n\ndefine Up and Down Movement (jump height)\nGround and Ceiling Detection\nchange y by (-1)\nif <<touching (platform v)?> and <key (up arrow v) pressed?>> then\n set [yv v] to ((jump height) + (1))\nend\nchange y by (1)\n\ndefine Main Game Loop\nLeft and right Movement\nWal and Slope Detection\nchange [yv v] by (-1)\nchange y by (Yv)\nUp and Down Movement [13]\nif <(x position) > [235]> then\n Reset\n change [level v] by (1)\n broadcast (message1 v)\nend\nif <key (r v) pressed?> then\n Reset\nend\nif <<(y position) < [-178]> or <touching (danger v)?>> then\n Reset\nend\nif <touching (trampoline v)?> then\n set [yv v] to [20]\nend\n\nwhen flag clicked\nSet up\nforever\n Main Game Loop\nend\n\nwhen flag clicked\nshow\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n end\nend\n\nhide\n\n@danger\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\n@Platform\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nhide\n\n@trampoline\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\n
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arrow keys \npart 2 at 23 likes and 17 stars\nPart 2 is out ! : https://scratch.mit.edu/projects/600986024/
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Grassland - Pen Platformer
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@Stage\n\n@Blank\n\n@Pen Platformer\n\ndefine fast rect (x1) (y1) (x2) (y2) (pen size)\nif <<<<[240] < (x1)> and <[240] < (x2)>> or <<[180] < (y1)> and <[180] < (y2)>>> or <<<(x1) < [-240]> and <(x2) < [-240]>> or <<(y1) < [-180]> and <(y2) < [-180]>>>> then\n stop [this script v]\nend\nif <((x2) - (x1)) > ((y2) - (y1))> then\n set [r2 v] to ((y2) - (y1))\n set pen size to ((r2) + (pen size))\n go to x: ((x1) + (((y2) - (y1)) / (2))) y: ((y1) + (((y2) - (y1)) / (2)))\nelse\n set [r2 v] to ((x2) - (x1))\n set pen size to ((r2) + (pen size))\n go to x: ((x1) + ((r2) / (2))) y: ((y1) + ((r2) / (2)))\nend\npen down\nif <((x2) - (x1)) > ((y2) - (y1))> then\n set x to ((x2) - (((y2) - (y1)) / (2)))\nelse\n set y to ((y2) - (((x2) - (x1)) / (2)))\nend\nif <((x2) - (x1)) > ((y2) - (y1))> then\n set [r v] to ((((y2) - (y1)) + (pen size)) / (2))\nelse\n set [r v] to ((((x2) - (x1)) + (pen size)) / (2))\nend\nrepeat until <(r) < [2]>\n set [r v] to ((r) / (3.5))\n set pen size to ((r) + (pen size))\n set [r2 v] to ((r) / (2))\n go to x: ((x1) + (r2)) y: ((y2) - (r2))\n pen down\n set x to ((x2) - (r2))\n set y to ((y1) + (r2))\n set x to ((x1) + (r2))\n set y to ((y2) - (r2))\n pen up\nend\n\ndefine draw platforms\nset [i v] to [1]\nrepeat ((length of [platforms v]) / (6))\n if <(item ((i) + (4)) of [platforms v]) = [1]> then\n draw grass platform ((item (i) of [platforms v]) - (CAM X)) ((item ((i) + (2)) of [platforms v]) - (CAM Y)) ((item ((i) + (1)) of [platforms v]) - (CAM X)) ((item ((i) + (3)) of [platforms v]) - (CAM Y))\n else\n if <(item ((i) + (4)) of [platforms v]) = [2]> then\n draw lava platform ((item (i) of [platforms v]) - (CAM X)) ((item ((i) + (2)) of [platforms v]) - (CAM Y)) ((item ((i) + (1)) of [platforms v]) - (CAM X)) ((item ((i) + (3)) of [platforms v]) - (CAM Y))\n else\n if <(item ((i) + (4)) of [platforms v]) = [3]> then\n draw trampoline ((item (i) of [platforms v]) - (CAM X)) ((item ((i) + (2)) of [platforms v]) - (CAM Y)) ((item ((i) + (1)) of [platforms v]) - (CAM X)) ((item ((i) + (3)) of [platforms v]) - (CAM Y))\n else\n if <(item ((i) + (4)) of [platforms v]) = [4]> then\n draw water ((item (i) of [platforms v]) - (CAM X)) ((item ((i) + (2)) of [platforms v]) - (CAM Y)) ((item ((i) + (1)) of [platforms v]) - (CAM X)) ((item ((i) + (3)) of [platforms v]) - (CAM Y))\n else\n if <(item ((i) + (4)) of [platforms v]) = [5]> then\n draw checkpoint ((item (i) of [platforms v]) - (CAM X)) ((item ((i) + (2)) of [platforms v]) - (CAM Y)) ((item ((i) + (1)) of [platforms v]) - (CAM X)) ((item ((i) + (3)) of [platforms v]) - (CAM Y))\n else\n if <(item ((i) + (4)) of [platforms v]) = [6]> then\n if <(item ((i) + (5)) of [platforms v]) > [0]> then\n draw disintegrating platform ((item (i) of [platforms v]) - (CAM X)) ((item ((i) + (2)) of [platforms v]) - (CAM Y)) ((item ((i) + (1)) of [platforms v]) - (CAM X)) ((item ((i) + (3)) of [platforms v]) - (CAM Y))\n end\n else\n if <(item ((i) + (4)) of [platforms v]) = [7]> then\n draw portal ((item (i) of [platforms v]) - (CAM X)) ((item ((i) + (2)) of [platforms v]) - (CAM Y))\n else\n draw spike ((item (i) of [platforms v]) - (CAM X)) ((item ((i) + (2)) of [platforms v]) - (CAM Y))\n end\n end\n end\n end\n end\n end\n end\n change [i v] by (6)\nend\nset [i v] to [1]\nrepeat ((length of [particle v]) / (4))\n set pen size to ((item ((i) + (3)) of [particle v]) / (10))\n set pen color to (((item ((i) + (3)) of [particle v]) * (16777216)) + (8014613))\n go to x: ((item (i) of [particle v]) - (CAM X)) y: ((item ((i) + (1)) of [particle v]) - (CAM Y))\n pen down\n pen up\n replace item (i) of [particle v] with ((item (i) of [particle v]) - (item ((i) + (2)) of [particle v]))\n replace item ((i) + (2)) of [particle v] with ((item ((i) + (2)) of [particle v]) * (0.9))\n replace item ((i) + (3)) of [particle v] with ((item ((i) + (3)) of [particle v]) - (12))\n if <(item ((i) + (3)) of [particle v]) < [1]> then\n repeat (4)\n delete (i) of [particle v]\n end\n end\n change [i v] by (4)\nend\n\ndefine tick\nfilter platforms\nset [on ground? v] to [0]\nset [start next tick? v] to [0]\nset [target x v] to (PX)\nset [target y v] to (PY)\nchange [yv v] by (-1)\nif <not <(next frame yv) = [0]>> then\n set [yv v] to (next frame yv)\nend\nset [next frame yv v] to [0]\nchange [target y v] by (yv)\ncheck collisions [1236]\nif <(collision?) = [1]> then\n if <(yv) < [0]> then\n repeat until <(collision?) = [0]>\n change [target y v] by (1)\n check collisions [1236]\n end\n else\n repeat until <(collision?) = [0]>\n change [target y v] by (-1)\n check collisions [1236]\n end\n end\n set [yv v] to [0]\nend\nset [xv v] to ((xv) * (0.86))\nchange [target x v] by (xv)\nchange [target y v] by (-1)\ncheck collisions [123468]\nif <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((PY) - (CAM Y))>>> and <(collision?) = [1]>> then\n set [yv v] to [14]\nend\nchange [target y v] by (1)\ncheck collisions [1236]\nif <(collision?) = [0]> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((PX) - (CAM X))>>> then\n change [xv v] by (0.85)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <((PX) - (CAM X)) > (mouse x)>>> then\n change [xv v] by (-0.85)\n end\nend\nrepeat until <(collision?) = [0]>\n change [target x v] by ((xv) * (-1.2))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((PY) - (CAM Y))>>> then\n set [yv v] to [14]\n if <(xv) < [0]> then\n set [xv v] to [7]\n else\n set [xv v] to [-7]\n end\n else\n set [xv v] to [0]\n end\n check collisions [1236]\nend\nchange [target y v] by (-1)\nif <<(PY) < [-300]> or <(start next tick?) = [1]>> then\n start me []\nend\nif <(start next tick?) = [2]> then\n change [level v] by (1)\n start me [1]\nend\nif <<<([abs v] of (xv) ) > [5]> and <((round ((timer) * (1000))) mod (3)) = [0]>> and <(on ground?) = [1]>> then\n add ((PX) - ((xv) * (4))) to [particle v]\n add ((PY) - (18)) to [particle v]\n add ((xv) / (2)) to [particle v]\n add [200] to [particle v]\nend\ncheck collisions [57]\ndraw background\ndraw platforms\ndraw player\nscroll\n\ndefine start me (full reset)\nhide\nswitch costume to (2 v)\nset size to ((1) / (0)) %\nswitch costume to (1 v)\nif <(full reset) = [1]> then\n if <(LEVEL) = [1]> then\n set [cx v] to [-200]\n set [cy v] to [100]\n else\n set [cx v] to [0]\n set [cy v] to [0]\n end\n delete all of [platforms v]\n if <(LEVEL) = [1]> then\n add platform [100] [300] [-250] [-50] type [1] []\n add platform [900] [950] [-200] [50] type [1] []\n add platform [1150] [1200] [-200] [50] type [1] []\n add platform [400] [500] [-250] [-50] type [1] []\n add platform [-300] [0] [-250] [-50] type [1] []\n add platform [-100] [0] [-100] [0] type [1] []\n add platform [100] [200] [-100] [50] type [1] []\n add platform [2] [98] [-250] [-150] type [1] []\n add platform [302] [398] [-250] [-150] type [1] []\n add platform [600] [900] [0] [50] type [1] []\n add platform [1200] [1300] [-200] [50] type [1] []\n add platform [1450] [1500] [-200] [50] type [1] []\n add platform [952] [1148] [-200] [-50] type [1] []\n add platform [1502] [1798] [-200] [-100] type [1] [1]\n add platform [1800] [2000] [-200] [50] type [1] []\n add platform [1300] [1450] [-200] [-100] type [1] [1]\n add platform [2] [98] [-200] [-50] type [2] []\n add platform [302] [398] [-200] [-80] type [2] []\n add platform [952] [1148] [-100] [20] type [2] []\n add platform [2250] [2350] [280] [300] type [6] []\n add platform [1302] [1448] [-100] [20] type [2] []\n add platform [890] [940] [50] [70] type [3] []\n add platform [1502] [1798] [-100] [20] type [4] []\n add platform [1200] [1240] [50] [110] type [5] []\n add platform [2050] [2150] [100] [120] type [6] []\n add platform [2250] [2350] [160] [180] type [6] []\n add platform [2050] [2150] [220] [240] type [6] []\n add platform [2250] [2350] [280] [300] type [6] []\n add platform [2400] [] [400] [] type [7] []\n add platform [-50] [] [0] [] type [8] []\n add platform [150] [] [50] [] type [8] []\n add platform [450] [] [-50] [] type [8] []\n add platform [700] [] [50] [] type [8] []\n add platform [740] [] [50] [] type [8] []\n else\n if <(LEVEL) = [2]> then\n add platform [-500] [650] [-100] [-50] type [1] []\n add platform [-100] [-50] [-80] [80] type [1] []\n add platform [-500] [500] [60] [110] type [1] []\n add platform [502] [520] [60] [110] type [2] []\n add platform [570] [620] [-50] [-30] type [3] []\n add platform [-200] [-150] [110] [130] type [3] []\n add platform [0] [40] [110] [170] type [5] []\n add platform [-180] [] [0] [] type [7] []\n add platform [-250] [] [110] [] type [8] []\n add platform [-290] [] [110] [] type [8] []\n add platform [-330] [] [110] [] type [8] []\n add platform [-370] [] [110] [] type [8] []\n add platform [100] [] [-50] [] type [8] []\n add platform [200] [] [-50] [] type [8] []\n add platform [300] [] [-50] [] type [8] []\n add platform [400] [] [-50] [] type [8] []\n add platform [100] [] [110] [] type [8] []\n add platform [200] [] [110] [] type [8] []\n add platform [300] [] [110] [] type [8] []\n add platform [400] [] [110] [] type [8] []\n add platform [-250] [] [-50] [] type [8] []\n add platform [-350] [] [-50] [] type [8] []\n else\n if <(LEVEL) = [3]> then\n add platform [-100] [50] [-100] [-50] type [1] []\n add platform [600] [700] [-100] [-50] type [1] []\n add platform [630] [680] [180] [200] type [2] []\n add platform [630] [680] [-50] [-30] type [3] []\n add platform [770] [870] [-50] [0] type [1] []\n add platform [800] [850] [230] [250] type [2] []\n add platform [800] [850] [0] [20] type [3] []\n add platform [940] [1040] [0] [50] type [1] []\n add platform [970] [1020] [270] [290] type [2] []\n add platform [970] [1020] [50] [70] type [3] []\n add platform [1100] [1200] [250] [300] type [1] []\n add platform [100] [560] [-70] [-50] type [6] []\n add platform [950] [1050] [320] [340] type [6] []\n add platform [780] [880] [320] [340] type [6] []\n add platform [610] [710] [320] [340] type [6] []\n add platform [500] [] [350] [] type [7] []\n else\n add platform [-100] [100] [-100] [-50] type [1] []\n end\n end\n end\nend\nset [target x v] to (CX)\nset [target y v] to (CY)\nset [px v] to (target x)\nset [py v] to (target y)\nset [yv v] to [0]\nset [xv v] to [0]\n\ndefine scroll\nchange [px v] by (round ((target x) - (PX)))\nchange [py v] by (round ((target y) - (PY)))\nchange [cam x v] by (round (((PX) - (CAM X)) / (10)))\nchange [cam y v] by (round (((PY) - (CAM Y)) / (10)))\nbroadcast (position v)\n\nwhen I receive [start v]\nset [level v] to [1]\ndelete all of [particle v]\nstart me [1]\n\nwhen flag clicked\nchange [☁ who saw it v] by (1)\nbroadcast (start v)\nforever\n tick\nend\n\ndefine add platform (x1) (x2) (y1) (y2) type (type) (no top)\nadd (x1) to [platforms v]\nadd (x2) to [platforms v]\nadd (y1) to [platforms v]\nadd (y2) to [platforms v]\nadd (type) to [platforms v]\nif <(no top) = [1]> then\n add [800] to [platforms v]\nelse\n add [769] to [platforms v]\nend\n\ndefine check collisions (platform types)\nset [collision? v] to [0]\nset [i v] to [1]\nrepeat ((length of [collisions v]) / (6))\n if <(item ((i) + (4)) of [collisions v]) = [8]> then\n if << (platform types) contains [8]?> and <<<(target x) > ((item (i) of [collisions v]) - (35))> and <(target x) < ((item (i) of [collisions v]) + (35))>> and <<(target y) > (item ((i) + (2)) of [collisions v])> and <(target y) < ((item ((i) + (2)) of [collisions v]) + (40))>>>> then\n set [start next tick? v] to [1]\n end\n else\n if <(item ((i) + (4)) of [collisions v]) = [7]> then\n if <([sqrt v] of ((((item (i) of [collisions v]) - (target x)) * ((item (i) of [collisions v]) - (target x))) + (((item ((i) + (2)) of [collisions v]) - (target y)) * ((item ((i) + (2)) of [collisions v]) - (target y)))) ) < [50]> then\n set [start next tick? v] to [2]\n end\n else\n if << (platform types) contains (item ((i) + (4)) of [collisions v])?> and <<<(target x) > ((item (i) of [collisions v]) - (20))> and <(target x) < ((item ((i) + (1)) of [collisions v]) + (20))>> and <<(target y) > ((item ((i) + (2)) of [collisions v]) - (20))> and <(target y) < ((item ((i) + (3)) of [collisions v]) + (20))>>>> then\n set [collision? v] to [1]\n if <(item ((i) + (4)) of [collisions v]) = [1]> then\n set [on ground? v] to [1]\n end\n if <(item ((i) + (4)) of [collisions v]) = [2]> then\n set [start next tick? v] to [1]\n end\n if <(item ((i) + (4)) of [collisions v]) = [3]> then\n set [next frame yv v] to [21]\n end\n if <(item ((i) + (4)) of [collisions v]) = [4]> then\n set [yv v] to [-1]\n change [target y v] by (2)\n if <key (down arrow v) pressed?> then\n set [yv v] to [-2]\n end\n end\n if <(item ((i) + (4)) of [collisions v]) = [5]> then\n set [cx v] to (item (i) of [collisions v])\n set [cy v] to ((item ((i) + (2)) of [collisions v]) + (30))\n end\n if <(item ((i) + (5)) of [collisions v]) < [0]> then\n set [collision? v] to [0]\n else\n end\n end\n end\n end\n change [i v] by (6)\nend\ntest disintegrating and trampoline\n\ndefine draw grass platform (x1) (y1) (x2) (y2)\nset pen color to (#7b5014)\nif <(item ((i) + (5)) of [platforms v]) = [800]> then\n fast rect (x1) (y1) (x2) (y2) [1]\nelse\n fast rect (x1) (y1) (x2) ((y2) - (20)) [1]\n set pen color to (#1db72a)\n fast rect (x1) ((y2) - (20)) (x2) (y2) [1]\n set pen size to (4)\n go to x: (x1) y: (y2)\n change x by (3)\n repeat (((x2) - (x1)) / (9))\n pen down\n change y by ((15) + (letter (5) of ([sin v] of ((x1) - (x position)) )))\n if <(letter ((((x1) - (x position)) mod (5)) + (3)) of ([sin v] of ((x1) - (x position)) )) = [6]> then\n set pen color to (#ffee33)\n set pen size to (14)\n pen down\n pen up\n set pen color to (#f17224)\n set pen size to (6)\n pen down\n pen up\n set pen color to (#1db72a)\n set pen size to (4)\n end\n if <(letter ((((x1) - (x position)) mod (5)) + (3)) of ([sin v] of ((x1) - (x position)) )) = [2]> then\n set pen color to (#d821a7)\n set pen size to (14)\n pen down\n pen up\n set pen color to (#961673)\n set pen size to (6)\n pen down\n pen up\n set pen color to (#1db72a)\n set pen size to (4)\n end\n pen up\n change y by (((15) + (letter (5) of ([sin v] of ((x1) - (x position)) ))) * (-1))\n change x by (9)\n end\nend\n\ndefine draw lava platform (x1) (y1) (x2) (y2)\nset pen color to (#cc0000)\nfast rect (x1) (y1) (x2) ((y2) - ((5) + (([sin v] of ((timer) * (150)) ) * (10)))) [1]\n\ndefine draw player\nset pen color to (#ff7b00)\nfast rect ((-13) + ((PX) - (CAM X))) ((-13) + ((PY) - (CAM Y))) ((13) + ((PX) - (CAM X))) ((13) + ((PY) - (CAM Y))) [10]\nset pen color to (#e8e8e8)\nset pen size to (27)\ngo to x: ((PX) - (CAM X)) y: ((PY) - (CAM Y))\npen down\npen up\nset pen color to (#000000)\nset pen size to (10)\nif <(yv) < [-16]> then\n go to x: (((PX) - (CAM X)) + (xv)) y: (((PY) - (CAM Y)) + (-8))\nelse\n if <(yv) > [16]> then\n go to x: (((PX) - (CAM X)) + (xv)) y: (((PY) - (CAM Y)) + (8))\n else\n go to x: (((PX) - (CAM X)) + (xv)) y: (((PY) - (CAM Y)) + ((yv) / (2)))\n end\nend\npen down\npen up\n\ndefine draw trampoline (x1) (y1) (x2) (y2)\nset pen color to (#5d5d5d)\nset pen size to (7)\nif <(item ((i) + (5)) of [platforms v]) = [769]> then\n go to x: (x2) y: ((y1) + (4))\n pen down\n go to x: (x1) y: ((y2) + (4))\n pen up\n go to x: (x1) y: ((y1) + (4))\n pen down\n go to x: (x2) y: ((y2) + (4))\n pen up\n set pen color to (#ffea03)\n fast rect ((x1) - (8)) ((y2) + (7)) ((x2) + (8)) ((y2) + (20)) [6]\nelse\n go to x: (x2) y: ((y1) + (4))\n pen down\n go to x: (x1) y: ((y2) + (-6))\n pen up\n go to x: (x1) y: ((y1) + (4))\n pen down\n go to x: (x2) y: ((y2) + (-6))\n pen up\n set pen color to (#ffea03)\n fast rect ((x1) - (8)) ((y2) + (-3)) ((x2) + (8)) ((y2) + (10)) [6]\nend\n\ndefine draw water (x1) (y1) (x2) (y2)\nset pen color to (#1700cc)\nfast rect (x1) (y1) (x2) ((y2) - ((5) + (([sin v] of ((timer) * (150)) ) * (10)))) [1]\n\ndefine draw checkpoint (x1) (y1) (x2) (y2)\ngo to x: (x1) y: (y1)\nset pen size to (8)\nset pen color to (#8c8c8c)\npen down\nset y to (y2)\npen up\nif <<(CX) = ((x1) + (CAM X))> and <(CY) = (((y1) + (30)) + (CAM Y))>> then\n set pen color to (#258bca)\nelse\n set pen color to (#2927ca)\nend\nfast rect (x1) ((y1) + (30)) (x2) (y2) [6]\n\ndefine draw background\nerase all\ngo to x: (0) y: (0)\nset pen size to (1000)\nset pen color to (#66b4ff)\npen down\npen up\n\ndefine draw disintegrating platform (x1) (y1) (x2) (y2)\ngo to x: ((x1) + (10)) y: ((y2) - (10))\nrepeat (((x2) - (x1)) / (20))\n if <(item ((i) + (5)) of [platforms v]) < [513]> then\n set pen color to (((round ((item ((i) + (5)) of [platforms v]) / (2))) * (16777216)) + (5192992))\n else\n set pen color to (() + (5192992))\n end\n set pen size to (22)\n pen down\n pen up\n if <(item ((i) + (5)) of [platforms v]) < [513]> then\n set pen color to (((round ((item ((i) + (5)) of [platforms v]) / (2))) * (16777216)) + (7887921))\n else\n set pen color to (() + (7887921))\n end\n set pen size to (14)\n pen down\n pen up\n change x by (20)\nend\n\ndefine filter platforms\ndelete all of [collisions v]\nset [i v] to [1]\nrepeat ((length of [platforms v]) / (6))\n if <<<<[50] < ((item (i) of [platforms v]) - (PX))> and <[50] < ((item ((i) + (1)) of [platforms v]) - (PX))>> or <<[50] < ((item ((i) + (2)) of [platforms v]) - (PY))> and <[50] < ((item ((i) + (3)) of [platforms v]) - (PY))>>> or <<<((item (i) of [platforms v]) - (PX)) < [-50]> and <((item ((i) + (1)) of [platforms v]) - (PX)) < [-50]>> or <<((item ((i) + (2)) of [platforms v]) - (PY)) < [-50]> and <((item ((i) + (3)) of [platforms v]) - (PY)) < [-50]>>>> then\n change [i v] by (6)\nend\n\ndefine test disintegrating and trampoline\nset [i2 v] to [1]\nrepeat ((length of [platforms v]) / (6))\n if <(item ((i2) + (4)) of [platforms v]) = [3]> then\n if <<<(target x) > ((item (i2) of [platforms v]) - (20))> and <(target x) < ((item ((i2) + (1)) of [platforms v]) + (20))>> and <<(target y) > ((item ((i2) + (2)) of [platforms v]) - (20))> and <(target y) < ((item ((i2) + (3)) of [platforms v]) + (20))>>> then\n replace item ((i2) + (5)) of [platforms v] with [790]\n else\n replace item ((i2) + (5)) of [platforms v] with ((item ((i2) + (5)) of [platforms v]) - (2))\n if <(item ((i2) + (5)) of [platforms v]) < [769]> then\n replace item ((i2) + (5)) of [platforms v] with [769]\n end\n end\n end\n if <(item ((i2) + (4)) of [platforms v]) = [6]> then\n if <(item ((i2) + (5)) of [platforms v]) = [769]> then\n if <<<(target x) > ((item (i2) of [platforms v]) - (20))> and <(target x) < ((item ((i2) + (1)) of [platforms v]) + (20))>> and <<(target y) > ((item ((i2) + (2)) of [platforms v]) - (20))> and <(target y) < ((item ((i2) + (3)) of [platforms v]) + (20))>>> then\n replace item ((i2) + (5)) of [platforms v] with [768]\n end\n end\n if <(item ((i2) + (5)) of [platforms v]) < [769]> then\n replace item ((i2) + (5)) of [platforms v] with ((item ((i2) + (5)) of [platforms v]) - (2))\n end\n end\n if <(item ((i2) + (5)) of [platforms v]) < [-300]> then\n replace item ((i2) + (5)) of [platforms v] with [769]\n end\n change [i2 v] by (6)\nend\n\ndefine draw portal (x) (y)\nset pen color to (#d53ed8)\nset pen size to (50)\ngo to x: (x) y: (y)\npen down\npen up\nset pen color to (() + (1692284894))\nset pen size to ((70) + (([sin v] of ((timer) * (200)) ) * (5)))\npen down\npen up\n\ndefine draw spike (x) (y)\ngo to x: (x) y: ((y) + (4))\nset pen size to (8)\nset pen color to (#ababab)\npen down\nchange y by (40)\ngo to x: ((x position) + (15)) y: ((y position) - (40))\nchange x by (-15)\nchange x by (7)\ngo to x: ((x position) + (-7.5)) y: ((y position) - (-40))\nset pen color to (#828282)\ngo to x: ((x position) + (-15)) y: ((y position) - (40))\nchange x by (15)\nchange x by (-7)\ngo to x: ((x position) + (7.5)) y: ((y position) - (-40))\nset pen size to (7)\nchange y by (-40)\npen up\n\n@Thumbnail\n\nwhen I receive [position v]\nset [ghost v] effect to (100)\n\n
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Grassland - Pen Platformer\n------------------------------------------------------------------------\nControls:\nComputer:\nLeft, right arrows - move left and right\nUp arrow - jump\nMobile:\nMove your mouse to the left to go left, to the right to go right, and up to jump.\nGet to the purple portal to finish the level!\n\nInfo:\nI've seen a few (semi)realistic pen platformers on scratch, and this is my attempt at making my own. Right now there are 3 levels, plus a fourth ending screen. It's all possible.
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Just a Platformer... (SDS: Expect the Unexpected)
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@Stage\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Underwater\n\nwhen I receive [underwater v]\nshow\nrepeat (37)\n change y by (10)\nend\nbroadcast (Next Background v)\nrepeat (38)\n change y by (10)\nend\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (-375)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Waves\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nshow\nswitch costume to (wave2 v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nrepeat (4)\n next costume\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nhide\n\nwhen I start as a clone\nforever\n repeat (10)\n change y by (2)\n end\n repeat (5)\n change y by (1)\n end\n repeat (10)\n change y by (-2)\n end\n repeat (5)\n change y by (-1)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen flag clicked\nset volume to (100) %\nshow\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Player\n\nwhen flag clicked\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 (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n 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 (down 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 (down arrow v) pressed?> or <key (s 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)?> and <not <([costume # v] of [ground v]) = [11]>>>> 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 flag clicked\nforever\n if <(y position) < [-175]> then\n broadcast (Underwater v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Kass's Theme \(Zelda Breath jof the Wild\) \[New Remix\] - Super Smash Bros v] until done\nend\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@You Won\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [next background v]\nshow\n\n@Sprite1\n\nwhen flag clicked\nset size to (70) %\ngo to [back v] layer\nforever\n go to (mouse-pointer v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (20)\n change size by (-5)\n change [color v] effect by (5)\nend\ndelete this clone\n\n@SDS Logo\n\nwhen flag clicked\npoint in direction (90)\ngo to [front v] layer\nshow\nforever\n wait ((134) - (120)) seconds\n repeat (360)\n turn right (1) degrees\n end\nend\n\nwhen this sprite clicked\nbroadcast (Crazy ceebee thing >:\) v)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [crazy ceebee thing >:\) v]\nshow\nrepeat (134)\n repeat (2)\n turn right (90) degrees\n end\nend\nhide\n\n@Cat\n\nwhen flag clicked\nglide (1) secs to x: (-19) y: (22)\nhide\n\nwhen [space v] key pressed\nshow\nrepeat (10)\n glide (0.1) secs to (random position v)\n start sound [Meow v]\nend\nhide\n\n
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Expect the Unexpected with this platformer!\n\nSee how many weird things you can find. Tell them in the comments! ;)\n\nMade for the 134th Scratch Design Studio "Expect the Unexpected" https://scratch.mit.edu/studios/29664386/\n\nThere are some things that'll happen related to "134"! ;)\n\nBe sure to move your mouse around! There's a giant purple dot. I wonder what that is...\n\nOh! The controls are wonky! I wonder why... :P\n\nWhy is there a sea full of Gobo, Pico, and Tera???\n\nWait! What's the SDS Logo doing? :o\n\nWhat happens when you click on it! :O\n\nAnd what happens when you press space? :0\n\nWhat is that maniacal horse thing??????\n\nSo unexpected. Right?
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Sketch Platformer 1.19 1500 views!
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@Stage\n\nwhen I receive [get out there v]\nset [timer v] to [0]\nforever\n change [illuminati confirmed v] by (1)\nend\n\n@Pen\n\nif <(level) = [25]> then\n\nDraw line from (1) (1) to (1) (1) set pen size to (1)\n\nDraw line from (43) (23) to (61) (23) set pen size to (30)\n\nDraw line from (17) (96) to (17) (96) set pen size to (15)\nDraw lava from (-24) (96) to (17) (96) set pen size to (5)\nDraw line from (54) (8) to (54) (8) set pen size to (15)\nDraw line from (-7) (68) to (-7) (68) set pen size to (10)\n\ndefine Draw lava from (x) (y) to (x2) (y2) set pen size to (pen size)\ngo to x: (x) y: (y)\nset pen color to (#ff0000)\nset pen size to (pen size)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Draw line from (x) (y) to (x2) (y2) set pen size to (pen size)\ngo to x: (x) y: (y)\nset pen color to (#00ff54)\nset pen size to (pen size)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nwhen I receive [next level v]\nerase all\nif <not <(level) = [7]>> then\n Draw line from (-238) (-179) to (240) (-179) set pen size to (50)\nend\nif <(level) = [1]> then\n Draw line from (-238) (-179) to (234) (-179) set pen size to (50)\nelse\n if <(level) = [2]> then\n Draw line from (8) (-157) to (8) (1) set pen size to (30)\n else\n if <(level) = [3]> then\n Draw line from (-77) (-170) to (-77) (-3) set pen size to (30)\n Draw line from (-77) (-3) to (53) (-3) set pen size to (30)\n Draw line from (53) (-3) to (53) (-162) set pen size to (30)\n else\n if <(level) = [4]> then\n Draw lava from (8) (-156) to (8) (-75) set pen size to (30)\n Draw line from (-100) (5) to (127) (5) set pen size to (30)\n Draw line from (-238) (-185) to (234) (-185) set pen size to (50)\n else\n if <(level) = [5]> then\n Draw line from (25) (-172) to (25) (-50) set pen size to (30)\n Draw lava from (-108) (26) to (125) (26) set pen size to (30)\n Draw line from (-108) (55) to (125) (55) set pen size to (30)\n else\n if <(level) = [6]> then\n Draw lava from (157) (-150) to (240) (-150) set pen size to (30)\n Draw line from (149) (-161) to (149) (97) set pen size to (30)\n Draw line from (-242) (-70) to (44) (-70) set pen size to (30)\n Draw lava from (-128) (17) to (70) (17) set pen size to (30)\n Draw line from (149) (30) to (-167) (30) set pen size to (30)\n Draw line from (-238) (-179) to (240) (-179) set pen size to (50)\n else\n if <(level) = [7]> then\n Draw lava from (-238) (-179) to (240) (-179) set pen size to (50)\n Draw line from (102) (-179) to (115) (-179) set pen size to (50)\n Draw line from (-238) (-179) to (-159) (-179) set pen size to (50)\n else\n if <(level) = [8]> then\n Draw lava from (-61) (-173) to (-61) (26) set pen size to (30)\n Draw line from (-80) (-173) to (-80) (26) set pen size to (30)\n Draw lava from (49) (181) to (49) (-59) set pen size to (30)\n Draw line from (70) (181) to (70) (-59) set pen size to (30)\n Draw line from (70) (-59) to (49) (-59) set pen size to (30)\n Draw lava from (152) (-155) to (237) (-155) set pen size to (50)\n Draw line from (-238) (-179) to (240) (-179) set pen size to (50)\n else\n if <(level) = [9]> then\n Draw line from (-238) (-250) to (-159) (-250) set pen size to (70)\n Draw lava from (-238) (-179) to (240) (-179) set pen size to (50)\n Draw line from (-16) (-120) to (-16) (4) set pen size to (20)\n Draw line from (116) (174) to (116) (-2) set pen size to (20)\n Draw line from (117) (-120) to (137) (-120) set pen size to (20)\n else\n if <(level) = [10]> then\n broadcast (pog v)\n Draw lava from (20) (-155) to (20) (-14) set pen size to (35)\n Draw line from (-101) (-161) to (-101) (-89) set pen size to (20)\n else\n if <(level) = [11]> then\n broadcast (hide easter egg v)\n Draw line from (-113) (-110) to (-65) (-110) set pen size to (30)\n Draw line from (-13) (-49) to (35) (-49) set pen size to (30)\n Draw line from (88) (13) to (136) (13) set pen size to (30)\n Draw lava from (-28) (-154) to (237) (-154) set pen size to (30)\n Draw line from (-238) (-179) to (240) (-179) set pen size to (50)\n else\n if <(level) = [12]> then\n Draw lava from (-80) (-175) to (-80) (4) set pen size to (30)\n Draw lava from (-80) (-157) to (160) (-157) set pen size to (30)\n Draw lava from (160) (-157) to (160) (-86) set pen size to (30)\n Draw lava from (176) (-151) to (237) (-151) set pen size to (30)\n Draw line from (-92) (-175) to (-92) (4) set pen size to (30)\n Draw line from (170) (-157) to (170) (4) set pen size to (30)\n Draw line from (-238) (-179) to (240) (-179) set pen size to (50)\n else\n if <(level) = [13]> then\n Draw line from (-48) (-165) to (-48) (-94) set pen size to (30)\n Draw line from (61) (-165) to (61) (-62) set pen size to (30)\n Draw line from (188) (-35) to (188) (-165) set pen size to (30)\n Draw lava from (225) (18) to (225) (-151) set pen size to (30)\n Draw lava from (225) (-151) to (-131) (-151) set pen size to (30)\n Draw lava from (3) (-23) to (3) (-150) set pen size to (30)\n Draw lava from (123) (-7) to (123) (-150) set pen size to (30)\n else\n if <(level) = [14]> then\n Draw lava from (5) (178) to (5) (-30) set pen size to (30)\n Draw lava from (-70) (-168) to (-70) (2) set pen size to (30)\n Draw line from (-73) (2) to (-69) (2) set pen size to (30)\n Draw line from (-160) (-108) to (-160) (-108) set pen size to (30)\n else\n if <(level) = [15]> then\n Draw line from (-120) (-173) to (-120) (94) set pen size to (30)\n Draw lava from (-24) (-90) to (-24) (181) set pen size to (30)\n Draw lava from (171) (-90) to (171) (181) set pen size to (30)\n Draw line from (72) (-173) to (72) (94) set pen size to (30)\n else\n if <(level) = [16]> then\n Draw lava from (-209) (-179) to (228) (-179) set pen size to (60)\n Draw line from (-227) (-168) to (-166) (-168) set pen size to (40)\n Draw line from (-85) (-84) to (-85) (-84) set pen size to (20)\n Draw line from (53) (-101) to (53) (-101) set pen size to (20)\n else\n if <(level) = [17]> then\n Draw line from (-88) (-144) to (-88) (57) set pen size to (30)\n Draw lava from (-88) (52) to (21) (52) set pen size to (40)\n Draw line from (-215) (14) to (-215) (14) set pen size to (30)\n Draw line from (-134) (70) to (-134) (70) set pen size to (30)\n else\n if <(level) = [18]> then\n Draw lava from (-209) (-179) to (228) (-179) set pen size to (60)\n Draw line from (-227) (-168) to (-166) (-168) set pen size to (40)\n Draw line from (-99) (-8) to (-99) (-20) set pen size to (20)\n Draw line from (93) (-115) to (93) (-115) set pen size to (20)\n else\n if <(level) = [19]> then\n Draw lava from (-93) (-82) to (50) (-82) set pen size to (30)\n Draw line from (161) (-151) to (163) (135) set pen size to (20)\n Draw line from (47) (-2) to (1) (-2) set pen size to (20)\n Draw lava from (137) (57) to (137) (57) set pen size to (40)\n else\n if <(level) = [20]> then\n Draw lava from (1) (1) to (1) (1) set pen size to (20)\n Draw lava from (-92) (-78) to (-92) (-78) set pen size to (20)\n Draw lava from (77) (-111) to (77) (-111) set pen size to (20)\n Draw lava from (143) (-26) to (143) (-26) set pen size to (20)\n Draw lava from (-109) (-126) to (-109) (-126) set pen size to (20)\n Draw line from (-54) (-160) to (-54) (29) set pen size to (20)\n Draw lava from (188) (15) to (188) (15) set pen size to (30)\n else\n if <(level) = [21]> then\n Draw lava from (20) (-155) to (20) (-14) set pen size to (35)\n Draw line from (-101) (-161) to (-101) (-89) set pen size to (20)\n Draw lava from (-238) (-179) to (240) (-179) set pen size to (50)\n Draw line from (102) (-179) to (115) (-179) set pen size to (50)\n Draw line from (-238) (-179) to (-159) (-179) set pen size to (50)\n else\n if <(level) = [22]> then\n Draw line from (1) (-154) to (1) (50) set pen size to (25)\n Draw line from (-169) (-41) to (1) (-41) set pen size to (25)\n Draw line from (-126) (70) to (63) (70) set pen size to (25)\n Draw lava from (-126) (70) to (-126) (145) set pen size to (25)\n Draw line from (-223) (45) to (-223) (45) set pen size to (25)\n Draw lava from (157) (173) to (157) (137) set pen size to (25)\n Draw lava from (157) (-14) to (157) (-156) set pen size to (25)\n else\n if <(level) = [23]> then\n Draw lava from (-234) (-92) to (-38) (-92) set pen size to (30)\n Draw lava from (31) (-92) to (240) (-92) set pen size to (30)\n Draw line from (39) (-86) to (64) (-86) set pen size to (30)\n Draw line from (-44) (8) to (-44) (8) set pen size to (30)\n Draw line from (46) (68) to (46) (69) set pen size to (30)\n Draw lava from (125) (-92) to (125) (81) set pen size to (30)\n Draw line from (209) (-76) to (170) (-76) set pen size to (30)\n else\n if <(level) = [24]> then\n Draw lava from (-89) (-22) to (51) (-22) set pen size to (30)\n Draw lava from (124) (-22) to (229) (-22) set pen size to (30)\n Draw line from (-109) (-162) to (-109) (23) set pen size to (30)\n Draw lava from (124) (-22) to (124) (45) set pen size to (30)\n Draw lava from (51) (-22) to (51) (45) set pen size to (30)\n else\n if <(level) = [25]> then\n Draw lava from (-119) (-149) to (231) (-146) set pen size to (30)\n Draw line from (-70) (83) to (-70) (-76) set pen size to (30)\n Draw lava from (20) (168) to (20) (11) set pen size to (30)\n Draw line from (46) (-84) to (15) (-84) set pen size to (30)\n else\n if <(level) = [26]> then\n Draw line from (-126) (-165) to (-126) (-49) set pen size to (30)\n Draw line from (126) (-165) to (126) (49) set pen size to (30)\n Draw lava from (-110) (-165) to (110) (-165) set pen size to (50)\n Draw lava from (-9) (177) to (-9) (15) set pen size to (30)\n Draw line from (-75) (-95) to (37) (-95) set pen size to (30)\n Draw lava from (-75) (-165) to (-75) (-49) set pen size to (30)\n Draw lava from (52) (-165) to (52) (-53) set pen size to (30)\n else\n if <(level) = [27]> then\n broadcast (activate portal v) and wait\n broadcast (speak 2 v)\n Draw lava from (0) (-185) to (0) (186) set pen size to (30)\n Draw line from (-131) (-165) to (-131) (-100) set pen size to (50)\n Draw lava from (-131) (-5) to (-131) (-5) set pen size to (20)\n Draw line from (-131) (49) to (-131) (49) set pen size to (30)\n Draw lava from (0) (-168) to (232) (-168) set pen size to (30)\n Draw line from (133) (-150) to (182) (-150) set pen size to (30)\n else\n if <(level) = [28]> then\n broadcast (remove portal v)\n Draw lava from (102) (175) to (102) (125) set pen size to (20)\n Draw lava from (-112) (-150) to (-112) (-112) set pen size to (30)\n Draw line from (-112) (-100) to (-112) (-100) set pen size to (20)\n Draw line from (-29) (-30) to (-29) (-30) set pen size to (15)\n Draw lava from (-29) (-38) to (-93) (-38) set pen size to (15)\n Draw lava from (102) (50) to (102) (-165) set pen size to (20)\n else\n if <(level) = [29]> then\n Draw lava from (225) (179) to (31) (29) set pen size to (25)\n Draw lava from (225) (-152) to (31) (-64) set pen size to (25)\n Draw line from (-71) (-159) to (-71) (-130) set pen size to (25)\n Draw line from (50) (-60) to (96) (-78) set pen size to (25)\n Draw line from (-165) (-161) to (-165) (39) set pen size to (25)\n Draw lava from (-155) (-161) to (-155) (39) set pen size to (25)\n Draw lava from (-155) (-161) to (218) (-161) set pen size to (25)\n Draw lava from (-155) (39) to (-52) (39) set pen size to (25)\n else\n if <(level) = [30]> then\n broadcast (speak v)\n Draw lava from (-24) (-90) to (-24) (181) set pen size to (5)\n Draw lava from (171) (-90) to (171) (181) set pen size to (5)\n Draw lava from (-120) (-173) to (-120) (94) set pen size to (5)\n Draw line from (-170) (-79) to (-170) (-79) set pen size to (10)\n Draw line from (-220) (-26) to (-220) (-26) set pen size to (10)\n Draw line from (-158) (27) to (-158) (27) set pen size to (10)\n Draw line from (-222) (74) to (-222) (74) set pen size to (10)\n Draw line from (51) (-90) to (50) (-90) set pen size to (15)\n Draw line from (51) (24) to (51) (24) set pen size to (15)\n Draw lava from (72) (-173) to (72) (94) set pen size to (5)\n Draw line from (-13) (-38) to (-13) (21) set pen size to (15)\n Draw line from (-13) (88) to (-13) (88) set pen size to (15)\n else\n if <(level) = [31]> then\n broadcast (End v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nerase all\nhide\nwait until <(play) = [0]>\nDraw line from (-238) (-179) to (240) (-179) set pen size to (50)\n\nDraw lava from (-238) (-179) to (240) (-179) set pen size to (50)\nDraw line from (102) (-179) to (115) (-179) set pen size to (50)\nDraw line from (-238) (-179) to (-159) (-179) set pen size to (50)\n\nDraw lava from (-238) (-179) to (240) (-179) set pen size to (50)\nDraw line from (102) (-179) to (115) (-179) set pen size to (50)\nDraw line from (-238) (-179) to (-159) (-179) set pen size to (50)\n\nDraw line from (102) (-179) to (115) (-179) set pen size to (50)\nDraw line from (-238) (-179) to (-159) (-179) set pen size to (50)\n\n@Sprite1\n\nwhen flag clicked\nbroadcast (Start v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait (4) seconds\nbroadcast (Get out there v)\nhide\n\n@Player\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n go to x: (-186) y: (-137)\n end\nend\n\nwhen flag clicked\ngo to x: (-203) y: (-24)\nset [level v] to [1]\nshow\nwait (4) seconds\nforever\n go to [front v] layer\n set [y v] to [0]\n set [x v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n change x by (x)\n if <touching color (#00ff55)?> then\n change y by (1)\n end\n if <touching color (#00ff55)?> then\n change y by (1)\n end\n if <touching color (#00ee4f)?> then\n change y by (1)\n end\n if <touching color (#00ff55)?> then\n change y by (1)\n end\n if <touching color (#00ff55)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#00ff55)?> 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 (#00ff55)?>> then\n set [y v] to [15]\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<[245] < (x position)> and <(level) < [20]>> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-203) y: (-123)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-203) y: (-123)\n end\nend\n\nwhen I receive [next level v]\nforever\n if <<[245] < (x position)> and <(level) < [31]>> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-203) y: (-123)\n stop [this script v]\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [get out there v]\nshow\n\nwhen [up arrow v] key pressed\nplay sound [pop v] until done\nwait (0.5) seconds\nbroadcast (jump delay v)\n\nwhen flag clicked\nforever\n if <<[245] < (x position)> and <(level) < [17]>> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-203) y: (-123)\n stop [this script v]\n end\nend\n\nwhen [q v] key pressed\nnext costume\n\nwhen flag clicked\nswitch costume to (classic v)\n\nwhen [o v] key pressed\nstart sound [fard sound effect v]\n\nwhen [z v] key pressed\nplay sound [what the dog doing sound effect v] until done\n\nwhen [right arrow v] key pressed\nswitch costume to (classic3 v)\n\nwhen [left arrow v] key pressed\nswitch costume to (classic4 v)\n\nwhen I receive [jump delay v]\nclear sound effects\n\nwhen [9 v] key pressed\n\nwhen [d v] key pressed\nswitch costume to (classic3 v)\n\nwhen [a v] key pressed\nswitch costume to (classic4 v)\n\nwhen [8 v] key pressed\n\ngo to (mouse-pointer v)\n\ngo to x: (254) y: (6)\n\nwhen I receive [speak v]\nsay [Last level come on!] for (2) seconds\n\nwhen flag clicked\nforever\n if <touching (sprite8 v)?> then\n go to (sprite9 v)\n end\nend\n\ngo to x: (254) y: (6)\n\nwhen I receive [speak 2 v]\nsay [3 more to go!] for (2) seconds\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nbroadcast (stahp it v)\nshow\ngo to x: (2) y: (10)\nset [variable name v] to [0]\nforever\n change [variable name v] by (10)\n point in direction ((([sin v] of (variable name) ) * (7)) + (90))\nend\n\nwhen I receive [end v]\nbroadcast (yeet the camel v)\n\nwhen flag clicked\nrepeat (99)\n play sound [AdhesiveWombat - Night Shade ♫ NO COPYRIGHT 8-bit Music v] until done\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\n\nwhen flag clicked\ngo to x: (-167) y: (167)\n\nwhen I receive [end v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nwait (4) seconds\nforever\n wait (0.1) seconds\n change [timer v] by (0.1)\nend\n\nwhen flag clicked\nhide variable [timer v]\nwait (4) seconds\nshow variable [timer v]\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [timer v] to [0]\nhide variable [level v]\n\n@Sprite5\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [pog v]\nshow\n\nwhen I receive [hide easter egg v]\nhide\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\n\n@Sprite6\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nwait (4) seconds\nshow\nforever\n if <(level) = [1]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n switch costume to (costume6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n switch costume to (costume5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n switch costume to (costume8 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n switch costume to (costume7 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n switch costume to (costume10 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n switch costume to (costume9 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n switch costume to (costume11 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n switch costume to (costume12 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n switch costume to (costume13 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n switch costume to (costume24 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n switch costume to (costume14 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n switch costume to (costume15 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n switch costume to (costume16 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [18]> then\n switch costume to (costume17 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [19]> then\n switch costume to (costume18 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [20]> then\n switch costume to (costume19 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [31]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n switch costume to (costume20 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n switch costume to (costume21 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [23]> then\n switch costume to (costume22 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [24]> then\n switch costume to (costume23 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [25]> then\n switch costume to (costume25 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [26]> then\n switch costume to (costume26 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [27]> then\n switch costume to (costume27 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [28]> then\n switch costume to (costume28 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [29]> then\n switch costume to (costume29 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [30]> then\n switch costume to (costume30 v)\n end\nend\n\n@leaderbourd\n\nwhen flag clicked\nforever\n if <(level) = [31]> then\n if <(☁ High score) > (Timer)> then\n set [☁ high score v] to (Timer)\n end\n end\nend\n\nwhen flag clicked\nhide variable [☁ high score v]\nwait (4) seconds\nshow variable [☁ high score v]\n\n@Sprite7\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [activate portal v]\nshow\n\nwhen I receive [remove portal v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [activate portal v]\nshow\n\nwhen I receive [remove portal v]\nhide\n\n
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|WASD and arrows to control|\n|If you get stuck in the ground press the space bar|\n30 levels!\nThank everyone for the 1500 views.\nI have lost motivation maybe one day I will continue :(\nYou can only set a high score if you have scratcher not new scratcher because of scratch :/
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platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (achtergrond2 v)\n\n@Sprite1\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: (-195) y: (-76)\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: (-195) y: (-76)\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 (lijn v)?> then\n change y by (1)\n if <touching (lijn v)?> then\n change y by (1)\n if <touching (lijn v)?> then\n change y by (1)\n if <touching (lijn v)?> then\n change y by (1)\n if <touching (lijn v)?> then\n change y by (1)\n if <touching (lijn 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 (lijn 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 (lijn v)?> then\n if <key (up arrow v) pressed?> then\n change [y velocity v] by (15)\n end\n end\n if <touching (danger2 v)?> then\n go to x: (-214) y: (-90)\n end\n if <touching (spring plank 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\nshow variable [level v]\nbroadcast (StartGame v)\n\nwhen flag clicked\nshow\n\n@lijn\n\nwhen flag clicked\nswitch costume to (uiterlijk1 v)\nshow\nforever\n if <(level) = [2]> then\n switch costume to (uiterlijk2 v)\n end\n if <(level) = [3]> then\n switch costume to (uiterlijk3 v)\n end\n if <(level) = [4]> then\n switch costume to (uiterlijk4 v)\n end\n if <(level) = [5]> then\n switch costume to (uiterlijk5 v)\n end\n if <(level) = [7]> then\n switch costume to (uiterlijk6 v)\n end\n if <(level) = [7]> then\n switch costume to (uiterlijk6 v)\n end\nend\n\n@spring plank\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n show\n else\n hide\n end\nend\n\n@Danger2\n\nwhen flag clicked\nswitch costume to (uiterlijk1 v)\nshow\nforever\n if <(level) = [2]> then\n switch costume to (7 v)\n end\n if <(level) = [1]> then\n switch costume to (uiterlijk1 v)\n end\n if <(level) = [3]> then\n switch costume to (uiterlijk2 v)\n end\n if <(level) = [4]> then\n switch costume to (uiterlijk3 v)\n end\n if <(level) = [5]> then\n switch costume to (uiterlijk4 v)\n end\n if <(level) = [6]> then\n switch costume to (uiterlijk1 v)\n end\n if <(level) = [7]> then\n switch costume to (uiterlijk1 v)\n end\nend\n\n
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Click on the green flag en use arrow keys to moving.\n\nAmong us version: https://scratch.mit.edu/projects/566942894/\n\nBrawl stars version:\nhttps://scratch.mit.edu/projects/621001347/\n\n\n\n\n#platformer #Bobberoes #game
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Janusz platformer
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@Stage\n\n@januszszzszszsz\n\nwhen flag clicked\nset drag mode [not draggable v]\nshow\ngo to x: (-194) y: (-52)\nset [xv v] to [0]\nset [yv v] to [0]\nset [level v] to [1]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [xv v] to [-3]\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [xv v] to [3]\n point in direction (90)\n end\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>>> then\n set [xv v] to [0]\n end\n if <touching (platformy v)?> then\n kolizja\n end\nend\n\nmove (-10) steps\n\nwhen flag clicked\nforever\n change x by (Xv)\n change y by (Yv)\nend\n\nwhen flag clicked\nforever\n if <not <touching (platformy v)?>> then\n repeat until <touching (platformy v)?>\n change [yv v] by (-1)\n end\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (platformy v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\nend\n\nwait (0) seconds\nset [yv v] to [0]\n\nchange x by (10)\n\nwhen flag clicked\nforever\n if <(x position) = [240]> then\n go to x: (-194) y: (-52)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (kolce v)?> or <touching (somsiad v)?>> then\n wait (0) seconds\n go to x: (-194) y: (-52)\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (platformy v)?>> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [yv v] to [-15]\n end\n end\nend\n\nwhen flag clicked\nset [śmierci v] to [0]\nforever\n if <<touching (somsiad v)?> or <touching (kolce v)?>> then\n wait (0) seconds\n change [śmierci v] by (1)\n end\nend\n\ndefine kolizja\nif <touching (platformy v)?> then\n change y by (2)\n if <touching (platformy v)?> then\n change y by (2)\n if <touching (platformy v)?> then\n change y by (2)\n if <touching (platformy v)?> then\n change y by (2)\n if <touching (platformy v)?> then\n change y by (2)\n if <touching (platformy v)?> then\n change y by (2)\n if <touching (platformy v)?> then\n change x by ((Xv) * (-1.5))\n change y by (-6)\n end\n end\n end\n end\n end\n end\nend\n\n@platformy\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\nset [level v] to [0]\n\nchange [level v] by (1)\n\n@kolce\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (level)\n go to [back v] layer\nend\n\n@SomSiad\n\nwhen flag clicked\nhide variable [yv v]\nhide variable [xv v]\ngo to [back v] layer\nhide\nwait until <(level) = [4]>\nswitch costume to (kostium1 v)\nshow\nstart sound [Dun Dun Dunnn v]\nrepeat until <not <(level) = [4]>>\n go to x: (210) y: (-79)\n point in direction (-90)\n repeat (100)\n change x by (-2.5)\n end\n point in direction (90)\n repeat (100)\n change x by (2.5)\n end\nend\nhide\nwait until <(level) = [7]>\nswitch costume to (kostium2 v)\nshow\nrepeat until <not <(level) = [7]>>\n switch costume to (kostium2 v)\n go to x: (210) y: (-79)\n point in direction (-90)\n repeat (125)\n change x by (-2)\n end\n point in direction (90)\n repeat (125)\n change x by (2)\n end\nend\nhide\nwait until <(level) = [9]>\nswitch costume to (kostium2 v)\nshow\nswitch costume to (kostium2 v)\ngo to x: (131) y: (-76)\npoint in direction (90)\nwait until <(distance to [januszszzszszsz v]) < [200]>\nrepeat (10)\n change x by (10)\nend\nhide\n\nwhen [space v] key pressed\nshow variable [yv v]\nshow variable [xv v]\n\n@level\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nif <(level) > [11]> then\nelse\n switch costume to (4013-cebula-zolta12 v)\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
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NOWA CZĘŚĆ: https://scratch.mit.edu/projects/600999143/ (Zawiera ona jedynkę też, spokojnie)\n\nstrzałki i WSAD\n\nJESTEŚ JANUSZEM KTÓRY... Idzie do lydla po promocję? Tak nie mam pomysłu na platformówkę\ndobra jak coś silnik oficjalnie nazywam "Silnik Janusza"\n\n#games #janusz #cebula
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Platformer engine
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@Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (-200) y: (-45)\nset size to (100) %\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [level v]\nhide variable [xv v]\nhide variable [yv v]\nforever\n change [yv v] by (-1)\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n change [xv v] by (0.9)\n end\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>> then\n change [xv v] by (-0.9)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <mouse down?>> or <key (w v) pressed?>> then\n set [yv v] to [14]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n end\n end\n change y by (Yv)\n if <touching (platforms v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> and <touching (platforms v)?>> then\n change [yv v] by (14)\n end\n change y by (1)\n if <(x position) > [240]> then\n change [level v] by (1)\n go to x: (-200) y: (-45)\n end\n if <<<touching (ennemi v)?> or <<touching (danger v)?> or <touching (lava v)?>>> or <(y position) < [-175]>> then\n go to x: (-200) y: (-45)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n turn right (10) degrees\n go to [back v] layer\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n show\n go to x: (0) y: (-95)\n end\n if <(Level) = [3]> then\n show\n go to x: (-25) y: (-95)\n end\n if <(Level) = [4]> then\n show\n go to x: (90) y: (-110)\n end\n if <(Level) = [5]> then\n hide\n end\nend\n\n@Ennemi\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n show\n go to x: (0) y: (-70)\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [5]> then\n hide\n end\nend\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [play v]\ngo to [front v] layer\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\nwhen flag clicked\nset y to (-115)\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 (level 4 v)\n set x to (0)\n end\n if <(Level) = [5]> then\n hide\n end\nend\n\nwhen I receive [alert v]\n\nset y to (-5)\nforever\n stop [this script v]\nend\n\n@Platforms2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n
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Hi! This is my new project. It isn't a game but an engine. 100% by me. You can remix it or input it to your backpack but please give credit to me, @QualityQ\nGood luck and make incredible platformers!
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☁ Adventure - A Multiplayer Scrolling Platformer
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@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 [Inferno v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (in-game bg v)\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\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 I receive [win! v]\nforever\n stop all sounds\nend\n\nwhen flag clicked\nforever\n if <touching (collectables v)?> then\n change [collected v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (saws v)?> or <touching (danger v)?>> then\n set [collected v] to [0]\n end\nend\n\nwhen flag clicked\nset [collected v] to [0]\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]\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))\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: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [150] y: [-50]\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [141] y: [340]\n Clone at x: [689] y: [21]\n Clone at x: [679] y: [389]\n Clone at x: [948] y: [191]\n Clone at x: [950] y: [233]\n Clone at x: [1299] y: [37]\n Clone at x: [1347] y: [122]\n Clone at x: [1721] y: [225]\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@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (open v)\nPosition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [number v]) = [1]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit: x v] to [0]\nset [exit: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [2000] y: [71]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\nwhen flag clicked\nforever\n if <(EXIT) = [win]> then\n broadcast (WIN! v)\n end\nend\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@TB\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@WIN\n\nwhen flag clicked\nhide\n\nwhen I receive [win! v]\nshow\nforever\n stop all sounds\nend\n\n
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>>>☁ Adventure - A Multiplayer Scrolling Platformer<<<\nWelcome to adventure! I know this is short ;-; pls dont comment that :P\n\ninstructions:\nArrow keys or WASD to move\nDon't touch the spikes or saws\nfollow where the arrow takes you\nhave fun!\n\nok welp, hope you like it ;) bye!\n\n\nAlso my first multiplayer scrolling platformer!\n\n\n\n\nHehehehehehe ok,thats enough bye bye
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Platformer Part-6 (Enemy)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\n@Player\n\nwhen I receive [start v]\nshow\nset [signal v] to [disactivated]\npoint in direction (90)\ngo to x: (-190) y: (20)\nset [xs v] to [0]\nset [ys v] to [0]\nforever\n go [backward v] (9) layers\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xs v] by (1.5)\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xs v] by (-1.5)\n switch costume to (left v)\n end\n if <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (upright v)\n end\n if <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (upleft v)\n end\n if <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 (normal v)\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (down v)\n end\n change x by (Xs)\n if <touching (ground v)?> then\n change x by ((Xs) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Xs) > [0]> then\n set [xs v] to [-15]\n set [ys v] to [10]\n else\n set [xs v] to [15]\n set [ys v] to [10]\n end\n else\n set [xs v] to [0]\n end\n else\n set [xs v] to ((Xs) * (0.8))\n end\n change y by (Ys)\n if <touching (ground v)?> then\n change y by ((Ys) * (-1))\n set [ys 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 [ys v] to [12]\n set [jumping v] to [no]\n end\n end\n else\n change [ys v] by (-1)\n set [jumping v] to [yes]\n end\n if <(x position) > [239]> then\n change [level v] by (1)\n go to x: (-190) y: (20)\n set [xs v] to [0]\n set [ys v] to [0]\n end\n if <<<<touching (spikes v)?> or <(y position) < [-178]>> or <touching (lava v)?>> or <<touching (saws v)?> or <touching (enemy v)?>>> then\n go to x: (-190) y: (50)\n set [xs v] to [0]\n set [ys v] to [0]\n end\n if <touching (trampoline v)?> then\n set [ys v] to [20]\n end\n if <touching (speed ups v)?> then\n set [xs v] to [20]\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\nhide\n\nwhen I receive [start v]\nforever\n play sound [Vexento-Pollen v] until done\nend\n\n@Shine\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n go to (player v)\nend\n\n@Ground\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Saws\n\nwhen I receive [start v]\nswitch costume to (1 v)\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\n turn right (5) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n go to x: (191) y: (83)\n end\n if <(Level) = [3]> then\n go to x: (128) y: (136)\n end\n if <(Level) = [7]> then\n go to x: (150) y: (31)\n end\n if <(Level) = [8]> then\n go to x: (-130) y: (73)\n end\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\nend\n\nwhen I receive [start v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Enemy\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n switch costume to (forward v)\n show\n go to x: (-46) y: (-50)\n glide (1.5) secs to x: (53) y: (-50)\n switch costume to (backward v)\n glide (1.5) secs to x: (-46) y: (-50)\n end\nend\n\nset [level v] to [7]\n\nif <(Level) = [6]> then\nif <(Level) = [7]> then\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n switch costume to (forward v)\n show\n go to x: (61) y: (117)\n glide (1.5) secs to x: (212) y: (117)\n switch costume to (backward v)\n glide (1.5) secs to x: (61) y: (117)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n switch costume to (forward v)\n show\n go to x: (3) y: (-49)\n glide (1.5) secs to x: (175) y: (-48)\n switch costume to (backward v)\n glide (1.5) secs to x: (3) y: (-49)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n switch costume to (forward v)\n show\n go to x: (-127) y: (120)\n glide (1.5) secs to x: (7) y: (121)\n switch costume to (backward v)\n glide (1.5) secs to x: (-127) y: (120)\n end\nend\n\n@Spikes\n\nwait (0.5) seconds\n\nwhen I receive [start v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Trampoline\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Speed Ups\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen I start as a clone\nif <(Clone ID) = [Pinwheel]> then\n show\n repeat until <(timer) > [12]>\n go to [back v] layer\n switch costume to (hack v)\n go [forward v] (1) layers\n turn right (2) degrees\n change size by (((120) - (size)) / (3))\n switch costume to (pinwheel yellow v)\n end\n repeat (15)\n turn right (2) degrees\n change [ghost v] effect by (3)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [8]> then\n wait until <(timer) > [3]>\n Shake2 X [0] Y [0] Size [90] repeat [9]\n Shake2 X [0] Y [0] Size [120] repeat [9]\n repeat (3)\n Shake2 X [0] Y [0] Size [200] repeat [20]\n end\n Shake2 X [0] Y [0] Size [250] repeat [9]\n Shake2 X [0] Y [0] Size [200] repeat [9]\n repeat (3)\n Shake2 X [0] Y [0] Size [300] repeat [20]\n end\n Shake2 X [0] Y [0] Size [200] repeat [9]\n Shake2 X [0] Y [0] Size [120] repeat [9]\n repeat (3)\n Shake2 X [0] Y [0] Size [200] repeat [20]\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [I]> then\n set [val2 v] to [50]\n point in direction (90)\n go to [front v] layer\n go [backward v] (4) layers\n set size to (0) %\n go to x: (0) y: (0)\n show\n switch costume to (chevron2 v)\n wait (8) seconds\n delete this clone\nend\nif <(Clone ID) = [8]> then\n wait until <(timer) > [3]>\n point in direction (90)\n go to [front v] layer\n go to x: (0) y: (0)\n show\n switch costume to (name v)\n set size to (0) %\n point in direction (-90)\n wait until <(timer) > [3]>\n repeat (2)\n set [var1 v] to [1]\n repeat (20)\n go to [front v] layer\n turn right (var1) degrees\n change [var1 v] by ((var1) / (5))\n end\n set [var1 v] to [1]\n repeat (80)\n turn right (((90) - (direction)) / (8)) degrees\n end\n wait (1) seconds\n end\n wait until <(timer) > [8]>\n delete this clone\nend\nif <(Clone ID) = [Chevron]> then\n set [val2 v] to [50]\n point in direction (90)\n go to [front v] layer\n go [backward v] (4) layers\n set size to (0) %\n go to x: (0) y: (0)\n show\n switch costume to (chevron2 v)\n repeat until <(size) > [100]>\n change size by (val2)\n change [val2 v] by (((50) - (val2)) / (5))\n end\n repeat until <(size) > [2500]>\n switch costume to (hack v)\n change size by (val2)\n change [val2 v] by (((80) - (val2)) / (5))\n switch costume to (chevron2 v)\n end\n delete this clone\nend\nif <(Clone ID) = [8]> then\n wait until <(timer) > [3]>\n point in direction (90)\n go to [front v] layer\n go to x: (0) y: (0)\n show\n switch costume to (name v)\n set size to (0) %\n point in direction (-90)\n wait until <(timer) > [3]>\n repeat (2)\n set [var1 v] to [1]\n repeat (20)\n go to [front v] layer\n turn right (var1) degrees\n change [var1 v] by ((var1) / (5))\n end\n set [var1 v] to [1]\n repeat (80)\n turn right (((90) - (direction)) / (8)) degrees\n end\n wait (1) seconds\n end\n wait until <(timer) > [8]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Chevron]> then\n forever\n go to x: (item (1) of [cams v]) y: (item (2) of [cams v])\n point in direction (item (3) of [cams v])\n end\nend\n\nwhen flag clicked\nwait (2) seconds\nstart sound [Meric - Take Off v]\nwait until <(timer) > [3]>\nrepeat (30)\n set [clone id v] to [bg chev]\n create clone of (_myself_ v)\n set [clone id v] to [Chevron]\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\ndefine Shake2 X (x) Y (y) Size (size) repeat (#)\nshow\ngo to x: ((([sin v] of ((timer) * (1000)) ) * (((100) - (size)) / (2))) + (x)) y: ((([cos v] of ((timer) * (800)) ) * (((100) - (size)) / (2))) + (y))\nset size to (size) %\nrepeat (#)\n go to [front v] layer\n change size by (((100) - (size)) / (8))\n replace item (3) of [cams v] with (direction)\n go to x: ((([sin v] of ((timer) * (1000)) ) * (((100) - (size)) / (2))) + (x)) y: ((([cos v] of ((timer) * (800)) ) * (((100) - (size)) / (2))) + (y))\n replace item (1) of [cams v] with (x position)\n replace item (2) of [cams v] with (y position)\nend\n\nwhen flag clicked\nswitch costume to (circle v)\nreset timer\nset [clone id v] to [0]\nhide\nclear graphic effects\nrepeat (30)\n create clone of (_myself_ v)\n change [clone id v] by (1)\nend\nwait until <(timer) > [2]>\n\nwhen I start as a clone\nif <(Clone ID) = [splines]> then\n switch costume to (spline v)\n set size to (120) %\n go to [front v] layer\n set [brightness v] effect to (-5)\n set [ghost v] effect to (-20)\n go to [front v] layer\n point in direction (90)\n go [backward v] (3) layers\n go to x: (250) y: (80)\n show\n repeat (40)\n move (-7) steps\n clear graphic effects\n end\n repeat (20)\n move (-7) steps\n turn right (-1) degrees\n clear graphic effects\n end\n repeat (12)\n move (-7) steps\n turn right (-1) degrees\n clear graphic effects\n end\n hide\n delete this clone\nend\nif <(Clone ID) = [splines2]> then\n switch costume to (spline v)\n set size to (120) %\n go to [front v] layer\n set [brightness v] effect to (-5)\n set [ghost v] effect to (-20)\n point in direction (90)\n go [backward v] (3) layers\n go to x: (-250) y: (-80)\n show\n repeat (40)\n move (7) steps\n clear graphic effects\n end\n repeat (20)\n move (7) steps\n turn right (-1) degrees\n clear graphic effects\n end\n repeat (12)\n move (7) steps\n turn left (-1) degrees\n clear graphic effects\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nwait (3.3) seconds\nrepeat (10)\n Clone [Splines]\n Clone [Splines2]\n wait (0) seconds\nend\n\ndefine Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nwait (7.4) seconds\nClone [Spin]\n\nwhen I start as a clone\nif <(Clone ID) = [Spin]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n switch costume to (blank v)\n set size to (140) %\n switch costume to (spin1 v)\n show\n set [turn v] to [0]\n repeat (6)\n next costume\n turn right (Turn) degrees\n change [turn v] by (1.5)\n end\n repeat (12)\n turn right (Turn) degrees\n change [turn v] by (2)\n end\n repeat (15)\n turn right (Turn) degrees\n change [turn v] by (-2)\n end\n repeat (6)\n turn right (6) degrees\n switch costume to ((costume [number v]) - (1))\n change [ghost v] effect by (15)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Spin]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nwait (3) seconds\nClone [Pinwheel]\n\nwhen I start as a clone\nif <(Clone ID) = [splines]> then\n forever\n go to [front v] layer\n end\nend\nif <(Clone ID) = [splines2]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nwait (3) seconds\nrepeat (2)\n wait (0.7) seconds\n Dot explosion [0] [0] [0] [0] [320]\n wait (2) seconds\nend\n\ndefine Dot explosion (x) (y) (c) (b) (s)\npoint in direction (90)\nset size to (s) %\ngo to x: (x) y: (y)\nset [color v] effect to (c)\nset [brightness v] effect to (b)\nset [clone id v] to [Dots]\nrepeat (20)\n turn right (18) degrees\n create clone of (_myself_ v)\nend\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I start as a clone\nif <(Clone ID) = [Dots]> then\n show\n go to [front v] layer\n turn right (90) degrees\n switch costume to (dot v)\n repeat (10)\n go to [front v] layer\n move (12) steps\n change size by (((10) - (size)) / (5))\n turn right (5) degrees\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n repeat (10)\n go to [front v] layer\n move (7) steps\n change [ghost v] effect by (10)\n change size by (((10) - (size)) / (5))\n turn right (8) degrees\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (10.5) seconds\nset [clone id v] to [Ending1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [Ending1]> then\n clear graphic effects\n switch costume to (blank v)\n set size to (1000) %\n go to x: (1000) y: (-1000)\n set size to (300) %\n switch costume to (end v)\n show\n start sound [Slice v]\n repeat (30)\n go to [front v] layer\n switch costume to (blank v)\n set size to (1000) %\n change x by (((-100) - (x position)) / (10))\n change y by (((100) - (y position)) / (10))\n set size to (300) %\n switch costume to (end v)\n end\n repeat (100)\n go to [front v] layer\n switch costume to (blank v)\n set size to (1000) %\n change x by (((-100) - (x position)) / (10))\n change y by (((100) - (y position)) / (10))\n set size to (300) %\n switch costume to (end v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (4) seconds\nClone Arrows\nwait (3) seconds\nClone Arrows\n\nwhen I start as a clone\nif <(Clone ID) = [Arrows]> then\n show\n set [ghost v] effect to (0)\n switch costume to (arrows v)\n go to x: (0) y: (0)\n point in direction ((direction) - (30))\n go to [front v] layer\n go [forward v] (4) layers\n set size to (100) %\n set [intro: velocity v] to [0]\n repeat until <touching (_edge_ v)?>\n change [intro: velocity v] by (1)\n turn right (3) degrees\n move (Intro: Velocity) steps\n end\n delete this clone\nend\n\ndefine Clone Arrows\nset [clone id v] to [Arrows]\nturn right (18) degrees\ncreate clone of (_myself_ v)\nturn right (18) degrees\ncreate clone of (_myself_ v)\nturn right (18) degrees\ncreate clone of (_myself_ v)\nturn right (18) degrees\ncreate clone of (_myself_ v)\nturn right (18) degrees\ncreate clone of (_myself_ v)\nturn right (18) degrees\ncreate clone of (_myself_ v)\nturn right (18) degrees\ncreate clone of (_myself_ v)\nturn right (18) degrees\ncreate clone of (_myself_ v)\nturn right (18) degrees\ncreate clone of (_myself_ v)\nturn right (18) degrees\ncreate clone of (_myself_ v)\nturn right (18) degrees\ncreate clone of (_myself_ v)\nturn right (18) degrees\ncreate clone of (_myself_ v)\nturn right (18) degrees\ncreate clone of (_myself_ v)\nturn right (18) degrees\ncreate clone of (_myself_ v)\nturn right (18) degrees\ncreate clone of (_myself_ v)\nturn right (18) degrees\ncreate clone of (_myself_ v)\nturn right (18) degrees\ncreate clone of (_myself_ v)\nturn right (18) degrees\ncreate clone of (_myself_ v)\nturn right (18) degrees\ncreate clone of (_myself_ v)\nturn right (18) degrees\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n hide\n clear graphic effects\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrows]> then\n forever\n \n repeat (10)\n go to [front v] layer\n end\n end\n end\nend\n\ndefine Clone ID (id)\nwait () seconds\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nReset\nClone ID [BG]\nwait until <[5] < (timer)>\nGhost Shockwave at: [-250] [-180]\nGhost Shockwave at: [250] [180]\nwait until <[6] < (timer)>\nGhost Shockwave at: [-250] [180]\nGhost Shockwave at: [250] [-180]\n\nwhen I start as a clone\nif <(Clone ID) = [Ghost SW]> then\n show\n clear graphic effects\n set size to (0) %\n go to [front v] layer\n switch costume to (shockwave ghost v)\n repeat (25)\n show\n go to [front v] layer\n Size: [300] Speed: [5]\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\ndefine Reset\nhide\nreset timer\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (username v)\nstart sound [Illenium - Let You Go \[@-Xaf- Remix\] v]\n\ndefine Size: (size) Speed: (speed)\nchange size by (((size) - (size)) / (speed))\n\ndefine Ghost Shockwave at: (x) (y)\ngo to x: (x) y: (y)\nClone ID [Ghost SW]\n\nwhen flag clicked\nwait (14) seconds\nbroadcast (Start v)\n\n@Tn\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset volume to (100) %\n\n@Skip\n\n
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╔∘ ★ ∘══════╗\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/ Part-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 (white), saws (Red and white), and spikes (grey).\nSince many of you have been asking me to add enemies, I have done so. They are red and big and you an't touch them.\nThere are 9 levels.\nEvery level is possible.\n ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧\n UPDATES\n13th May 2021 - shared\n ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧
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